Search found 182 matches

Wednesday, 2nd March 2011, 17:45

Forum: Game Design Discussion

Topic: Highscore Table

Replies: 11

Views: 2993

Re: Highscore Table

One more idea: If the char get selected in the table there should be a sentence in the death statistics about ghost status: "His poor soul still haunts the dungeon..." Wouldn't that be a bit of a spoiler? If we want to give away whether you left a ghost or not, there should be a special i...

Wednesday, 2nd March 2011, 16:11

Forum: Game Design Discussion

Topic: Highscore Table

Replies: 11

Views: 2993

Re: Highscore Table

I would like to see some improvments with the highscore table: - option to view highscores from main menu - ability to scroll list and selecting characters to view statistics - some extra list with champions/best statistics in different categorys (most gold found, most turns played, most deadly mon...

Sunday, 27th February 2011, 20:50

Forum: Dungeon Crawling Advice

Topic: New to Dungeon Crawl Stone Soup

Replies: 45

Views: 15420

Re: New to Dungeon Crawl Stone Soup

Hello and welcome to Stonesoup! :D While this game is leagues above other roguelikes in this aspect, I still think there's plenty of room for improvement. How about along with the tabs for your inventory, spell management, etc, introduce tabs for your character sheet, skill sheet, and piety status? ...

Sunday, 27th February 2011, 20:44

Forum: Dungeon Crawling Advice

Topic: New to Dungeon Crawl Stone Soup

Replies: 45

Views: 15420

Re: New to Dungeon Crawl Stone Soup

It should be noted that, when 0.7 is described as the "stable" version, it does not imply that trunk is unstable. Why yes, it does. Trunk is "unstable" in the sense that it introduces a lot changes that might break your current game at any point (either directly by breaking save...

Friday, 25th February 2011, 16:32

Forum: Game Design Discussion

Topic: Yet Another God Proposal: God of the Wilds

Replies: 53

Views: 12739

Re: Yet Another God Proposal: God of the Wilds

I like the suggestion. S/he's both flavourful and would provide interesting gameplay. Also the concept is really straightforward (which is a bit of a problem with some other god suggestions I've seen).

Oh, and G is already reserved for the greed god, sorry.

Friday, 25th February 2011, 16:28

Forum: Dungeon Crawling Advice

Topic: Noob question on dropping

Replies: 8

Views: 2024

Re: Noob question on dropping

Someone should create a topic with a FAQ. If they do, I'll make it sticky. Or you could simply link to the FAQ . ;) Not quite up-to-date with 0.8 yet, but still... If you think something really important is missing, feel free to speak up. I don't intend to include any spoiler information or trivia,...

Thursday, 24th February 2011, 17:43

Forum: Technical Support

Topic: Changing locations for Saves

Replies: 6

Views: 1910

Re: Changing locations for Saves

There's also the save_dir option in the init file. You need to remove the leading '#' to activate an option. ##### 2- File System ############################################### # # crawl_dir = <path> # morgue_dir = morgue # save_dir = saves save_dir = ../test_saves # macro_dir = settings/ # sound =...

Thursday, 24th February 2011, 11:07

Forum: Crazy Yiuf's Corner

Topic: Demographics of this Community

Replies: 73

Views: 18588

Re: Demographics of this Community

It's not the first census. ;) http://crawl.develz.org/wordpress/2009-dcss-survey-results#more-1098 Now, let's see... short version, not interested in the others. Age: 27 Sex: Female Citizenship: German DCSS versions played: Tiles, local Background story as a Crawl Player: After getting bored of NetH...

Wednesday, 23rd February 2011, 19:47

Forum: Crazy Yiuf's Corner

Topic: Air Walk

Replies: 3

Views: 1351

Re: Air Walk

The removal of Air Walk predates Stonesoup. I dug up the following explanation: // Removing Air Walk... it's currently broken in a number or ways: // - the AC/EV bonus probably means very little to any character // capable of casting a level nine spell // - the penalty of dropping inventory is a bit...

Tuesday, 22nd February 2011, 10:54

Forum: Crazy Yiuf's Corner

Topic: Deific Denomination

Replies: 15

Views: 4122

Re: Deific Denomination

I always refer to the gods as GOD-ite (Trogite, Sif Munite, Nemelexite, Jiyvite, TSOite, ...) and when referring to characters I've grown attached to as GOD-ie (Troggie, Beoghie, Xommie, ...). However, I do like to think of Zin worshippers as Zinners because Zin is so picky, you can only do things w...

Wednesday, 16th February 2011, 21:11

Forum: Game Design Discussion

Topic: Idea: allow staff as starting equipment

Replies: 79

Views: 20892

Re: Idea: allow staff as starting equipment

I agree about the negative aptitudes - it's almost as though the game doesn't actually want anyone to use staves. I have never ever used one as my main melee school. Me either. I see three solutions to this: 1) Merge with pole-arms. 2) Improve aptitudes for races, add more ego-staves drops, increas...

Wednesday, 16th February 2011, 19:06

Forum: Game Design Discussion

Topic: God Proposal -- God of the Flesh

Replies: 27

Views: 5831

Re: God Proposal -- God of the Flesh

Anyway, I still don't see how it would be spoilery--is the ultimate goal to remove enemy descriptions from the game or something? I thought it was just considered good playing to constantly e(x)amine and (v)describe monsters you run across--as I said before, I wouldn't argue for hidden mutations th...

Tuesday, 15th February 2011, 20:06

Forum: Game Design Discussion

Topic: New usage for weapon skill

Replies: 2

Views: 1174

Re: New usage for weapon skill

This will create the behavior of players intentionally arming monsters with weapons they have skill in. I wouldn't want to see short blades users carrying around a dagger in Zot to throw at all the unarmed draconians in order to make them less dangerous.. Actually, a monster on the hunt will never ...

Tuesday, 15th February 2011, 16:26

Forum: Game Design Discussion

Topic: What if undead left remains behind?

Replies: 10

Views: 2366

Re: What if undead left remains behind?

the only point would be flavour and bone shards. Except bone shards is no more... Doh, I was afraid that might be the case! In my defense, I did check descript/spells.txt, and when Bone Shards was included I figured it was still in the game. Somehow I can't see zombies leaving chunks that are edibl...

Tuesday, 15th February 2011, 12:20

Forum: Game Design Discussion

Topic: Ghosts and graves

Replies: 20

Views: 4374

Re: Ghosts and graves

I believe this goes to the "often suggested, but won't be done" category. Indeed. We've got grave tiles for some vault or other already, and I think it would be fun to occasionally place a grave (with death description) and/or skeleton of the appropriate type along with the ghost. That wo...

Tuesday, 15th February 2011, 12:16

Forum: Game Design Discussion

Topic: Don't spawn insta-kill monsters by stairs

Replies: 42

Views: 9567

Re: Don't spawn insta-kill monsters by stairs

I'd vote against disallowing staircase adjacent spawns completely. Ambushes are, and should be, part of the game- terrible as they are to experience at times. Keeping the really scary away from stairs? Well, as I said, that sounds tricky, and I'm not completely convinced unreasonable deaths shouldn...

Tuesday, 15th February 2011, 12:07

Forum: Game Design Discussion

Topic: What if undead left remains behind?

Replies: 10

Views: 2366

Re: What if undead left remains behind?

I think it would be cool if zombies would leave rotting corpses when you kill them. And skeletons could leave piles of bones - for use with bone shards spell, perhaps. The corpses would not be good for sacrificing, but they could be used for corpse rot or sublimation of blood, and possibly even rea...

Monday, 14th February 2011, 19:22

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2569

Re: God items

Which items now have secondary, expensive, one off usages? I remember in nethack you had the option to break a wand in half, trading several linear zaps for one omnidirectional magical explosion (which, like a scroll of immolation, is sometimes strategically viable- if dangerous). In crawl though, ...

Monday, 14th February 2011, 16:45

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2569

Re: God items

Something similar has been suggested before: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:misc Many (most) miscellaneous items should have two types of uses, one permanent (as now), and one single-use (disposing the item). This has a number of good consequences: 1. Using the one-of...

Monday, 14th February 2011, 16:14

Forum: Crazy Yiuf's Corner

Topic: Online play on OS X?

Replies: 4

Views: 1837

Re: Online play on OS X?

I've tried iTerm as well, and the issue seems to be with the dark grey color. It doesn't just affect messages, but the portion of the map that is out of LOS, deactivated skills on the skill page, some items... See section 6-a in the options guide, specifically colour.OLDCOLOUR = NEWCOLOUR Useful fo...

Saturday, 12th February 2011, 16:53

Forum: Game Design Discussion

Topic: Better monster descriptions

Replies: 8

Views: 2451

Re: Better monster descriptions

Do you want the description to change as a character advances, too? If you want the description to editorialize about the level of strength of the monster, you have to accommodate for the fact that for one of my wizards an ogre is a panic-inducing threat in the early game but a great source of chea...

Thursday, 10th February 2011, 10:25

Forum: Game Design Discussion

Topic: Interface suggestion for reading scrolls

Replies: 3

Views: 1255

Re: Interface suggestion for reading scrolls

This may be less of an issue in trunk now that it does smarter autoinscription (e.g. "Tried on robe" instead of "tried on item") but nevertheless, I think it would be nice if the message "as you read the scroll, it crumbles to dust" was changed to "as you read the...

Thursday, 10th February 2011, 10:25

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7375

Re: Robes! Everywhere!

If we keep in mind that we want to make it easier to find that robe of resistance in the huge pile of robes, it would be possible to have robes always come with an ego, whereas "cloth" (say) never has. Such an item already exists. It's called "animal skin". :D Probably because c...

Wednesday, 9th February 2011, 18:28

Forum: Technical Support

Topic: Randart/magic sprites

Replies: 11

Views: 2768

Re: Randart/magic sprites

Curio wrote:I must admit that i lack the skill to try and make good-looking item from a scratch. But I train ;)

Aw, you're too modest. :D

Thanks for the explanations!

Wednesday, 9th February 2011, 18:12

Forum: Technical Support

Topic: Randart/magic sprites

Replies: 11

Views: 2768

Re: Randart/magic sprites

minmay wrote:There is a tile for artefact robes but it isn't actually used except with the wizmode + command (make randart from item).

Seriously? :shock: Oh noes, a bug!

Wednesday, 9th February 2011, 18:09

Forum: Technical Support

Topic: Stats Background

Replies: 5

Views: 1758

Re: Stats Background

I was wondering what the views are on a background or gui (or whatever its called) for the stats / map area. In my mind, the rest of the tiles version is so colorful and graphical, that sticking with the very old school Ascii 'stats on a black background' seems slightly out of place (especially wit...

Wednesday, 9th February 2011, 11:41

Forum: Technical Support

Topic: Randart/magic sprites

Replies: 11

Views: 2768

Re: Randart/magic sprites

It's been annoying me recently as I've got a +2 robe of cold resistance (I need the rC+) but want to search for a better randart without sifting through lots of blue robes. I can't see any reason why they should all be the same, as it only adds a bit of a chore in looking at each item. Is it just a...

Wednesday, 9th February 2011, 10:50

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7375

Re: Robes! Everywhere!

Somehow I forgot to answer the OP, but I support the idea. Having various types of clothes as alternatives to robes seems good. I like some diversity. We can have normal clothes just to replace unbranded robes for a start. Later, we can decide if some of them could be branded. I'm not sure adding l...

Wednesday, 9th February 2011, 10:43

Forum: Dungeon Crawling Advice

Topic: Item name colours

Replies: 8

Views: 2609

Re: Item name colours

galehar wrote:the weapon colours in the stats area make sense for console players, because it's the glyph colour when the item is on the ground and they are used to it. For tiles players, it's just confusing.

Would it be more confusing if we use different colour schemes for console and tiles?

Thursday, 3rd February 2011, 10:12

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7375

Re: Robes! Everywhere!

If this is just about your character looking different, you can change the equipment tiles with the '-' command (or via the command panel). Feel free to go through the robe variants displayed there (section "Body") and outline those you feel might work as normal (or maybe ego/randart) robe...

Tuesday, 1st February 2011, 22:06

Forum: Game Design Discussion

Topic: Drowning

Replies: 18

Views: 3805

Re: Drowning

I was once on ELF:8 in .5 with my Beoghite, and had to quit the game because my piety fell too low, and I couldn't cross back over the water to get out. Just thought I'd mention that. And you had no teleport, no blinking? That's more of a problem with the layout and lack of preparation than with Be...

Tuesday, 1st February 2011, 11:19

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10176

Re: Beogh

water walking allows to use an in-game mechanic to build flavour easily. I love the water walking flavour :D . I'm sad that it feels so fragile. You never know when your piety is going to decay and drowning this way is a very stupid death. We should definitely fix it so the player has 10-20 turns t...

Monday, 31st January 2011, 15:51

Forum: Dungeon Crawling Advice

Topic: How helpful are macros to you?

Replies: 14

Views: 5871

Re: How helpful are macros to you?

Include autofight.lua in your RC, then macro a key to ===hit_closest. In trunk, you can alternatively bind a key to CMD_AUTOFIGHT: bindkey = [key] CMD_AUTOFIGHT. (I couldn't decide which key to assign to this command, so I left it out.) If you're playing Tiles, autofight is already included in the ...

Saturday, 29th January 2011, 21:04

Forum: Technical Support

Topic: How do I char dump?

Replies: 15

Views: 7889

Re: How do I char dump?

Unfortunately, I cannot help you as I don't know the answer. However, I've opened a bug report on the lack of documentation, so hopefully it will become clearer. https://crawl.develz.org/mantis/view.php?id=3333 If I had to guess, I'd say the "Documents and Settings" directory (or however t...

Tuesday, 25th January 2011, 22:24

Forum: Crazy Yiuf's Corner

Topic: Help with a cool Valentine's Day Idea

Replies: 20

Views: 4951

Re: Help with a cool Valentine's Day Idea

If she's playing the console version, you could write her name with monsters, like the "crawl" entry vault does: http://crawl.develz.org/wordpress/screenshots And yeah, totally agree with changing names, speech or descriptions: you can do a lot with it and it doesn't require any coding at ...

Sunday, 23rd January 2011, 10:37

Forum: Game Design Discussion

Topic: Experience change idea: give experience pools to monsters

Replies: 30

Views: 7427

Re: Experience change idea: give experience pools to monster

tie it to Ratri, and use Ratri to make it exciting That is the plan. Unfortunately, that's about as vague as it gets (xp by exploration). I like the idea of gaining xp by sneaking around monsters. Not killing a monster now might come back to bite you later, so that's balancing in itself. And if xp ...

Sunday, 23rd January 2011, 00:33

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8376

Re: Early-game adjustments

I think there's a lot of merit in just boosting the starting skill levels a bit. This would make the very beginning easier to handle but the relative benefit would smoothly decline to a certain point as the difficulty of the dungeon increases. It's simple, and doesn't require inventing any new item...

Thursday, 20th January 2011, 20:50

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21155

Re: Martial Manuvers, Stances and Special Attacks.

How about instead of an 'a'ctivated ability, context-dependent abilities that trigger upon holding ctrl and attacking. This would limit you to one per "context", but that doesn't seem so bad to me. For example: You spent the last 3 turns moving toward an enemy, and now you're next to it. ...

Thursday, 20th January 2011, 19:18

Forum: Technical Support

Topic: Finding Character dumps?

Replies: 2

Views: 1328

Re: Finding Character dumps?

punpun wrote:I have no clue where the game is putting them. Saves/ghosts work, so its clearly somewhere. I'm playing the tiled version on Windows. Its not in C:\Program Files (x86)\Crawl (at least as far as I can tell).

There should be a morgue subdirectory, same as there's a saves subdirectory.

Thursday, 20th January 2011, 11:17

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21155

Re: Martial Manuvers, Stances and Special Attacks.

I don't like 'a'-activatable abilities for melee moves. Instead, the moves should trigger according to your positioning. Then the "button-pressing" to activate the move is actually done inside the game world. The "automatic" charge is my favourite. Another idea of such a move: m...

Thursday, 20th January 2011, 11:09

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 30031

Re: Anything changing with circular LoS vs. diagonal movemen

There is also balance issue to consider. An explosion of range 2 covers 21 cells in round, 25 in square (+19%). For range 3, we go from 37 to 49 (+32%). To be fair, it's much easier to adapt spells than the other way around. For example, square explosions might cover more squares, but we could redu...

Thursday, 20th January 2011, 11:04

Forum: Crazy Yiuf's Corner

Topic: That thing you do.

Replies: 63

Views: 12064

Re: That thing you do.

Another altar pray-er here. There should be a tiny piety gain for that - like one point, with no repeat prayers at that altar for 1000 turns or something to prevent piety scumming. Nope. That would encourage (otherwise useless) altar praying, meaning for optimal play you'd have to do it every 1000 ...

Wednesday, 19th January 2011, 08:35

Forum: Game Design Discussion

Topic: What is the point of God wrath?

Replies: 14

Views: 5554

Re: What is the point of God wrath?

I think god wrath is useful. If there was no wrath, then choosing a god would not be a big decision. Crawl is about making decisions now about things that will impact your survivability later on. Gods accept worshipers to further the god's goals. In return, the player who abides by the god's goals ...

Tuesday, 18th January 2011, 20:05

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 30031

Re: Anything changing with circular LoS vs. diagonal movemen

The only people "suffering" because of that would be the one that are constantly using tricks with current scheme. That is not true. Knowing that N steps always take the same amount of time, no matter the direction, is worth a lot. Currently, you can look at the grid and count the number ...

Monday, 17th January 2011, 08:41

Forum: Game Design Discussion

Topic: Possible use for blank scrolls

Replies: 26

Views: 7107

Re: Possible use for blank scrolls

Grimm wrote:ru scrolls do something - they train spellcasting


You can train spellcasting with curse foo scrolls while the corresponding slots are unfilled, so that's really not an argument. I doubt that removing blank paper would make training spellcasting significantly easier.

Sunday, 16th January 2011, 20:35

Forum: Game Design Discussion

Topic: Possible use for blank scrolls

Replies: 26

Views: 7107

Re: Possible use for blank scrolls

They need to burn. Burn, I say! :twisted: I've no idea why they're still in the game myself. The old argument ("We have to have some useless scrolls to balance out the good ones") doesn't hold water (after all we're blithely adding scrolls all the time), especially now there's a curse jewe...

Friday, 14th January 2011, 17:50

Forum: Game Design Discussion

Topic: Make MR gradual

Replies: 10

Views: 2818

Re: Make MR gradual

... Then it's not Ensorcelled Hibernation anymore. It's slow. That's crap. Could you please refrain from declaring other people's ideas as "crap" or "it sucks"? minmay was obviously giving an example. If a monster resists EH instead of nothing happening, depending on MR, it coul...

Friday, 14th January 2011, 10:58

Forum: Contributions

Topic: Call for Console Screenshots

Replies: 6

Views: 2873

Re: Call for Console Screenshots

Two other things: 1. While I personally don't mind them, people have complained about offensive character names in the screenshot section, so please don't upload any of those. 2. Non-gameplay interface screenshots (e.g. of the '%' overview screen, 'Ctrl-O' etc.) can also be interesting. Thanks in ad...

Thursday, 13th January 2011, 08:51

Forum: Crazy Yiuf's Corner

Topic: Tiles inspirations

Replies: 23

Views: 5506

Re: Tiles inspirations

Haha, good one!

Tuesday, 11th January 2011, 15:32

Forum: Game Design Discussion

Topic: Skill training system

Replies: 47

Views: 14062

Re: Skill training system

I've thought about this some more, and I've got a more radical suggestion: The only reason spellcasters need to train Fighting is because of the hp bonus, right? So get rid of that! Wait, hear me out! I don't know the actual boosts this provides, but it wouldn't be unreasonable to simply up the hp g...
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