Search found 163 matches

Thursday, 11th July 2013, 05:47

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7659

Re: Orb of Zot and apportation spell

Arrhythmia wrote:On a tangential note, why is the orb on the ground? Like, shouldn't The Most Powerful Artefact at least be on a pedestal or countertop or desk or something? It'll just get dirty on the floor.


The Orb Chamber is the pedestal.

Now what on earth does the Orb do?

Wednesday, 10th July 2013, 05:20

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

[url][/url] However, what [auto-explore] actually did was remove the tedium of wandering around the dungeon in favor of quickly getting the player to the interesting decisions that are the meat of the game: Fight or flee a dangerous monster? This really gets to the heart of something I've heard from...

Wednesday, 10th July 2013, 04:26

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

Aside from the developers who have access to the master Github repository, about how many other developers do you think Crawl has? Let's say in the past 2 months, how many non-official developers have made commits to your other repositories? Here are the number of git changes by author over the pas...

Saturday, 6th July 2013, 06:57

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

This is now available on cszo console on the `destruction` branch. It will make it into cszo webtiles the next time the server restarts. I'd appreciate it if I could get some player feedback, though admittedly this might be hard since destruction is such a small part of the game. (Games on this bran...

Saturday, 6th July 2013, 01:14

Forum: Game Design Discussion

Topic: New Unique Idea: Vanessa, Tloc Yaktaur Captain

Replies: 24

Views: 6522

Re: New Unique Idea: Vanessa, Tloc Yaktaur Captain

I'd be very hesitant to add Disjunction to a monster, particularly a ranged one. It would make her mostly immune to melee.
Giving her teleport other in the escape slot might be a more reasonable choice.

Wednesday, 3rd July 2013, 02:56

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

Moose wrote:Would it be possible to have a config option that would warn you before you try to consume an item under these conditions?


Done! :)

f7602ab2061

Tuesday, 2nd July 2013, 05:59

Forum: Game Design Discussion

Topic: Recommend Octopode enchanters

Replies: 8

Views: 3334

Re: Recommend Octopode enchanters

Dj everything should be recommended 'cause hitdudez is a great strategy. Fedhas too.

Tuesday, 2nd July 2013, 02:48

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

Moose wrote:Would it be possible to have a config option that would warn you before you try to consume an item under these conditions?


This is planned!

Monday, 1st July 2013, 06:02

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

pubby wrote:Conservation should prevent the status in the first place - you shouldn't be able to swap amulets for conservation after getting hit by an attack.


Done.

Sunday, 30th June 2013, 15:30

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

I see no need to remove or change conservation. Under the patch that brendan submited, conservation helps you to read scrolls / quaff potions after fire or ice damage. That is if I understood the code correctly. Exactly. With the -Scroll/-Potion status there's a 50% chance of destroying an item on ...

Sunday, 30th June 2013, 04:41

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25575

Re: Suggestion: slightly more enemy variety in lower dungeon

mumra wrote:A "diffusion" AI algorithm was being worked on for this but nothing came of it yet.


Replacing the AI for crawl is a really tall order. :)
I'll probably get back to it after I rewrite wrath.

Saturday, 29th June 2013, 23:32

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

presumably the various approaches have been discussed at length over there. There's a sentiment that this is a very large change and we'd need to modify item spawn rates to balance it out. I don't have the same intuition. We discussed moving strategic scrolls (enchant weapon, acquirement) to a new ...

Saturday, 29th June 2013, 23:07

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

I've implemented Marbit's proposal. It has been pushed to the branch 'destruction'.
http://gitorious.org/crawl/crawl/commits/destruction

Saturday, 29th June 2013, 16:40

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

What about turn loss minus the actual item destruction? There are merits to either solution. Simply skipping a turn would probably cause less player swearing (and be very similar to Blurred Vision). Destruction is strictly riskier and more keeping in line with the current behavior. In practice I do...

Saturday, 29th June 2013, 16:20

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Re: Proposal: Rework Item Destruction

[Y]ou would then be able to carry all your scrolls of blinking. What's the problem with this? It'll make some previously fatal encounters survivable, but at the expense of not having your scrolls of blinking later on (making future encounters potentially fatal!) I also notice that you can still byp...

Saturday, 29th June 2013, 07:10

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58610

Proposal: Rework Item Destruction

Potion and scroll destruction lead to fiddly behavior, like caching strategic items and dropping scrolls when you meet a fire drake. No one, apart from a Jiyva follower, will carry around cure mutation or acquirement. Food destruction is a less bothersome important problem, due to its rarity and ver...

Sunday, 9th June 2013, 06:15

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Gargoyle

If people are looking for Gargoyles to be differentiated even more, how about a slowly increasing damage resistance boost (like petrification or perhaps simply an AC boost) that builds up over time as you stay in one spot? And when it has progressed a sufficient amount the first movement action has...

Sunday, 9th June 2013, 06:06

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Gargoyle

WalkerBoh wrote:Giving them some small, simple ability might be nice but not necessary.


Right, no one wakes up in the morning and says "I'm going to play a Draconian because they get tail-slap."

Sunday, 9th June 2013, 03:13

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Gargoyle

...we might as well just bump up Sludge Elves Staves skill and improve Conjurations and Unarmed Combat for Deep Dwarves. It doesn't seem like the Gargoyles aptitudes are filling enough of a niche and being immune to trampling and petrification doesn't sound like enough of a distinguishing factor fo...

Sunday, 9th June 2013, 00:13

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Gargoyle

I have removed self-petrification.
Gargoyles are now resistant to trampling.

Wednesday, 5th June 2013, 04:23

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Gargoyle

What if we converted self-petrify into a toggle?

Fleshy mode would be mostly human-like.
Stone mode could, for example, get DR (at the cost of stat damage), resist bumps, and slow movement.

Tuesday, 4th June 2013, 04:09

Forum: Game Design Discussion

Topic: Djinn Species

Replies: 68

Views: 20152

Re: Djinn Species

Even with the Ely self-healing nerf, I still think DjHe is overpowered. If I was a slightly better player, I imagine that I could skill robin Invocations and clear out Vestibule without ever entering a branch. As crate mentioned the imbalancing factor of Ely worship isn't self-healing, but the lack ...

Tuesday, 4th June 2013, 04:04

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Grotesk

imho add a regeneration effect to petrify. Probably just a standard 1hp/sec regen, same as the spell, takes effect as soon as you start petrifying and lasts until the turn you turn back to flesh. I added a regeneration effect. I'm ambivalent about turning too many knobs at once. There's a danger of...

Sunday, 2nd June 2013, 01:28

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Grotesk

WalkerBoh wrote:Also why on earth do gargoyles get stat rot after being petrified? Isn't the ability already nerfed enough as it is?


The stat rot is predicated on the fraction of HP lost to the biggest hit you took while petrified. The ability is otherwise costless.

I'm all for making it more interesting.

Tuesday, 28th May 2013, 05:21

Forum: Game Design Discussion

Topic: Add CSV file to crawl

Replies: 11

Views: 4077

Re: Add CSV file to crawl

Wow, protocol buffer looks cool. Hadn't seen that before. I wonder if we could be using this for anything else, e.g. webtiles data packets ... protobuf is a reasonable format to target. It has wide use, tooling support and it's BSD licensed. It probably isn't worth the effort, but maybe we should c...

Sunday, 12th May 2013, 00:27

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

Re: New Species: Grotesk

Note that petrification already gives you massive damage reduction, and if you give them an extended petrifying status (with even higher defensive bonuses than normal), it's going to be very hard to die. At least if players are able to use this ability without limit. We're basically talking about a...

Saturday, 11th May 2013, 22:33

Forum: Game Design Discussion

Topic: Divine Genders

Replies: 25

Views: 7012

Re: Divine Genders

Chei, god of snails, is clearly hermaphroditic. Please enjoy these Leopard Slugs mating.

Saturday, 11th May 2013, 21:35

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57885

New Species: Gargoyle

Grotesks, a gargoyle-like rock race. Partially implemented on the gargoyle branch . Abilities ⋅ Petrification immunity. ⋅ Self petrification. (Stolen from here .) Grotesks take longer to petrify than other races. Up to twice as long at level 1, x3 at level 7, x4 at level 15 (or s...

Monday, 29th April 2013, 04:57

Forum: Game Design Discussion

Topic: Species Idea

Replies: 19

Views: 5533

Re: Species Idea

minmay wrote:https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:djinn


kilobyte started implementing this: http://gitorious.org/crawl/crawl/commits/djinn
I don't know how much he intends to use from the wiki.

Sunday, 28th April 2013, 00:14

Forum: Game Design Discussion

Topic: Strangely familar sprites

Replies: 4

Views: 10964

Re: Strangely familar sprites

See: http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/licence.txt Certain pieces come with different licenses, all compatible with the GPL. These include: * 3-clause BSD: MSVC/stdint.h * 2-clause BSD: all contributions by Steve Noonan and Jesse Luehrs * Public Domain|CC0: most of tiles , perl...

Saturday, 27th April 2013, 23:35

Forum: Game Design Discussion

Topic: TSO quibble

Replies: 23

Views: 5546

Re: TSO quibble

This suggestion will probably get me banned from GDD: What if attacking a distracted creature as a TSO worshiper simply made it become non-distracted? It's a bit annoying to play a summoner of TSO, even apart from the casting limitation. Your summons are always distracting things and then TSO frowns...

Wednesday, 10th April 2013, 04:52

Forum: Game Design Discussion

Topic: Questionairre about Roguelike development

Replies: 4

Views: 1977

Re: Questionairre about Roguelike development

What can you tell me about any serious legal or security problems with Dungeon Crawl Stone Soup that you've had to deal with? Some enterprising player figured out how to get access to the random number generator state. This would have, with sufficient lua tedium, to play a perfect game. I replaced ...

Wednesday, 10th April 2013, 04:38

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 24690

Re: Okawaru and Mercenaries

We avoid no-brainers. An efreet might be hostile, unless you have high evocation. This gives the player a decision. A buff for Okie is a nerf for evocation in this regard. Additionally, there's overlap with Beogh's permanent allies schtick. His win rate over all versions is 0.4%. Okie's win rate is ...

Sunday, 7th April 2013, 03:44

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44339

Re: Potion of beneficial mutation

njvack wrote:
brendan wrote:How many of you have actually been to the Wastes within the abyss?


I know this is getting OT, but: how would we know?


It's about 95% empty. The terrain churns rapidly generating a lot of clouds.
I think about 1/10,000th (or maybe 100,000th) of the abyss is Wastes.
You'll know it if you see it.

Saturday, 6th April 2013, 19:28

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44339

Re: Potion of beneficial mutation

One thing, probably not a good idea, because it might be a little too powerful (maybe make them rarer). They occur as frequently as all of Gain Strength, Gain Dex, Gain Int. Even though the new potion is more powerful, I kept the frequency unchanged to make it simpler to test. I agree that we shoul...

Wednesday, 3rd April 2013, 04:15

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44339

Re: Potion of beneficial mutation

Tuesday, 2nd April 2013, 03:28

Forum: Dungeon Crawling Advice

Topic: Skeletal Warriors

Replies: 23

Views: 5276

Re: Skeletal Warriors

minmay wrote:skeletal warriors suck


That's why I removed them from the Abyss.

Tuesday, 2nd April 2013, 03:08

Forum: Game Design Discussion

Topic: 0.12: New item: Pie

Replies: 14

Views: 4101

Re: 0.12: New item: Pie

First off, I get the reference: In early versions of Nethack, the Keystone Kops would throw pies and blind you. Now we have KIller Klowns throwing pies and blinding you. Bear in mind that the Killer Klowns and pies were taken out of later versions of Nethack as being silly and anachronistic. Two th...

Monday, 1st April 2013, 15:05

Forum: Dungeon Crawling Advice

Topic: Jesters!

Replies: 50

Views: 15976

Re: Jesters!

tcjsavannah wrote:Woo hoo, Jester's dead


It's still there.

Monday, 1st April 2013, 01:03

Forum: Dungeon Crawling Advice

Topic: Complete list of species/class abbreviations

Replies: 19

Views: 28476

Re: Complete list of species/class abbreviations

Jesters are 'Jr'

Sunday, 10th March 2013, 03:02

Forum: Game Design Discussion

Topic: Dungeon in the Abyss

Replies: 7

Views: 2291

Re: Dungeon in the Abyss

For flavor, any place where the Abyss is encroaching upon the physical Dungeon to that degree has a much higher chance of having an exit within it? And that exit would actually dump you into the real level location that it was taken from? (That second part has great potential for being a Bad Idea, ...

Monday, 4th March 2013, 00:57

Forum: Game Design Discussion

Topic: Dungeon in the Abyss

Replies: 7

Views: 2291

Dungeon in the Abyss

Last night I pushed a new Abyss level generator. It selects a real level at random and inserts corrupted chunks into the Abyss. I would appreciate feedback on the effect. Here's an example: Dungeon:1 http://i.imgur.com/nKwB3ni.png Abyss:1 http://i.imgur.com/MMDSZZz.png The inaccessible water area is...

Sunday, 3rd March 2013, 06:49

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49267

Re: Make Cheibriados Better

I'm a bit late to the party here and haven't read all of the replies: I'm ambivalent about moves to make Chei more powerful for the sake of achieving parity. People continue to win games with Chei. If elliptic or stabwound were to declare NgEn Chei unwinnable I would reconsider this position. Not ev...

Saturday, 2nd March 2013, 22:16

Forum: Technical Support

Topic: Game definitely not random

Replies: 14

Views: 16290

Re: Game definitely not random

Hi, I wrote the current version of the random number generator to replace Mersenne Twister because a player figured out how to predict the state. In general writing a random number generator is a very bad idea. If you doubt me look at java.lang.Random. The generator is seeded from the system's pseud...

Sunday, 6th January 2013, 23:17

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17712

Re: The Abyss: Inception

I'm all for the abyss being challenging, but It still seems like a death sentence to most of my characters, I was hoping the level thing would make the top a bit less miserable. Unless we've grossly overshot the difficulty on Abyss:1, there aren't plans for making it any easier. Getting banished, p...

Friday, 4th January 2013, 03:12

Forum: Game Design Discussion

Topic: Mechanical traps

Replies: 59

Views: 13684

Re: Mechanical traps

mumra wrote:I got killed by a trap and didn't get a chance to die in the Abyss.


This is an interesting grievance. ;)

Friday, 4th January 2013, 03:11

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17712

Re: The Abyss: Inception

In the commit logs, there were a few other Abyss monsters that were implemented and then later cut (the "scroll of genocide" commit). Were they considered not interesting/unique enough or did something else demand their removal? One was a unique with possibly annoying behavior. I think th...

Thursday, 3rd January 2013, 05:39

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17712

Re: The Abyss: Inception

I would like to suggest, though, that the ancient zyme doesn't cause sickness when it's not aware of your presence. That was the worst thing, really... having a zyme at the edge of my LOS bring me to immediate "red" Sickness with nothing I could do about it. I didn't implement this monste...

Monday, 31st December 2012, 18:07

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17712

Re: The Abyss: Inception

njvack wrote:Do portals out become more common in deeper levels, too?


At the moment, no. Abyss exits become very common after grabbing the rune.

This change seems like it might have fun implications for Lucy's Corruption, too?

Correct :twisted:
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