Search found 502 matches

Wednesday, 30th July 2014, 11:13

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 51638

Re: God: Qazlal Stormbringer

My only Quazlal game was a while ago and the problem I'm going to talk about didn't actually manifest because I died somewhat early. But making a distinction (any distinction) between friendly and hostile clouds seems bad to me. Just treating all clouds the same seems like a big boost to usability ...

Wednesday, 30th July 2014, 09:41

Forum: Technical Support

Topic: Cannot open Crawl in Ubuntu 14.04

Replies: 2

Views: 1420

Re: Cannot open Crawl in Ubuntu 14.04

Hello, I have just installed Crawl-tiles on Ubuntu 14.04, however I can't actually open it. There's a second of a black screen and it crashes. Does anybody have any idea what might be the problem and, more importantly, how to solve it? Try opening a terminal and running crawl-tiles from there. When...

Sunday, 27th July 2014, 15:51

Forum: Game Design Discussion

Topic: Why doesn't TAB treat a submerged space as a target?

Replies: 5

Views: 1977

Re: Why doesn't TAB treat a submerged space as a target?

Aule wrote:What file has that code, neil?


Autofight is in dat/clua/autofight.lua, and our C++-lua interface is in l_*.cc

Saturday, 26th July 2014, 22:50

Forum: Game Design Discussion

Topic: Why doesn't TAB treat a submerged space as a target?

Replies: 5

Views: 1977

Re: Why doesn't TAB treat a submerged space as a target?

Why doesn't tab move the player towards submerged spaces? I can only guess that there are some cases where where a submerged space isn't a target of opportunity; for example if the submerged space is an ally. What should it do when the monster doesn't unsubmerge when you are adjacent? Step onto the...

Saturday, 26th July 2014, 01:54

Forum: Game Design Discussion

Topic: Include a "drop and never pick up again" command

Replies: 38

Views: 12449

Re: Include a "drop and never pick up again" command

This sounds like something that could be implemented as LUA code and turned into a macro. That's like saying 'you can implement autoexplore in LUA, why should we make it a feature of the game'. The whole point of useful, time saving, mental energy saving shortcuts is that they should be built into ...

Wednesday, 23rd July 2014, 12:39

Forum: Technical Support

Topic: Separate build directories

Replies: 2

Views: 1405

Re: Separate build directories

Has anyone figured out an easy way to build DCSS in a directory other than source directory? I would like to keep around simultaneously different builds (regular console, debug, tiles) of the same sources without having to recompile the whole thing over and over again. This would be only for runnin...

Wednesday, 23rd July 2014, 12:34

Forum: Game Design Discussion

Topic: Brainstorm: a better ranged combat

Replies: 66

Views: 16326

Re: Brainstorm: a better ranged combat

The problem with that is that firing an arrow then, say, being crystal speared twice before you can react sounds awful. Why would you be using ranged weapons against a crystal spear dude if you weren't at mindelay or very near mindelay? I dont understand unless you're talking about energy randomisa...

Monday, 21st July 2014, 06:24

Forum: Game Design Discussion

Topic: Trees

Replies: 10

Views: 3402

Re: Trees

I believe the only thing that can start forest fires that you can start with right now is lightning bolt. Also fireball, but that one's a little unintuitive too: the splash won't start fires, so you have to center the targetter on the tree (or use shift-direction if you happen to be lined up proper...

Monday, 21st July 2014, 05:08

Forum: Game Design Discussion

Topic: Trees

Replies: 10

Views: 3402

Re: Trees

Why, in trunk, can I no longer burn trees? One, little, tiny advantage that my starting DEWz had was the ability to set blazes in trees using Conjure Flame. Once, he was the fear of only Oklobs and Wandering Mushrooms. Now, he's a pinata for absolutely everything. It was also quite useful for clear...

Saturday, 19th July 2014, 20:19

Forum: Technical Support

Topic: Stand alone client for webtiles

Replies: 3

Views: 2090

Re: Stand alone client for webtiles

Is there a way to play online outside of browser? Its runs horribly slow on my laptop (no issues with offline client) Asking cause it takes me around 8:30h to finish 3 rune game online and around 3h offline. You can try playing the text version with ssh: (guide here) . Webtiles is the only way to p...

Friday, 18th July 2014, 20:41

Forum: Crazy Yiuf's Corner

Topic: Semi-useless post: remove rotten chunks

Replies: 10

Views: 2723

Re: Semi-useless post: remove rotten chunks

duvessa wrote:
Hopeless wrote:Orcs and Ogres like Rotten Chunks.
Not anymore, in 0.15 only ghouls can eat rotten chunks.


Trolls too, but those are the only two.

Friday, 18th July 2014, 02:05

Forum: Technical Support

Topic: Lost CAO webtiles Password

Replies: 69

Views: 34085

Re: Lost CAO webtiles Password

Gabriellk wrote:Same problem here. Lost my "Gabriellk" account's password more than a year ago I don't know why, and haven't been able to log in since. :/ Just posted a thread about it on DCA, apparently this in the right place, sorry.


CAO password reset, and email sent.

Wednesday, 16th July 2014, 22:06

Forum: Technical Support

Topic: Lost CAO webtiles Password

Replies: 69

Views: 34085

Re: Lost CAO webtiles Password

jefkin wrote:Hi, I too (jefkin) just lost my password -- I also put a note about it here: https://crawl.develz.org/mantis/view.php?id=5607 -- I hope not to seem spammy, but I also wonder why the system doesn' t have a more automated way of resetting them :-/


Email sent.

Friday, 11th July 2014, 17:41

Forum: Game Design Discussion

Topic: Artificers should start with a rod instead of wands.

Replies: 31

Views: 7170

Re: Artificers should start with a rod instead of wands.

Could change wand of random effects to have infinite charges... Introduce that, and you'd have to introduce "wand breaking"; the act of being able to snap a wand in half before discarding it so a monster doesn't pick it up. Otherwise, half of the lava in the lava pits would be from discar...

Wednesday, 9th July 2014, 12:56

Forum: Technical Support

Topic: Password reset for CAO

Replies: 1

Views: 1138

Re: Password reset for CAO

achirane wrote:I've forgotten my password for CAO. Please could you reset it?
My username is achirane


Email sent.

Tuesday, 8th July 2014, 22:21

Forum: Game Design Discussion

Topic: Quick FR: Make failing to cast a spell not cost a turn

Replies: 13

Views: 3493

Re: Quick FR: Make failing to cast a spell not cost a turn

yeah i do that a lot, on Dvorak keyboard layout . is less of a stretch than f so i have a hard time retraining myself maybe this is an argument for using macros You might try using Z rather than z; it doesn't auto-cancel when there are no targets. On the other hand, Za. (or Zaf or whatever) with no...

Tuesday, 8th July 2014, 21:13

Forum: Game Design Discussion

Topic: Quick FR: Make failing to cast a spell not cost a turn

Replies: 13

Views: 3493

Re: Quick FR: Make failing to cast a spell not cost a turn

Somewhat related fr: please prevent certain spells and things like blowguns from targeting the player when no targets are in range. At least add a prompt. There used to be a prompt so why is it gone now? For example I'm firing needles at a sky beast, it goes invisible, and the next needle hits my c...

Tuesday, 8th July 2014, 17:03

Forum: Game Design Discussion

Topic: Quick FR: Make failing to cast a spell not cost a turn

Replies: 13

Views: 3493

Re: Quick FR: Make failing to cast a spell not cost a turn

It drives me nuts that when you reflexively cast a spell with no valid targets, it uses a turn. The biggest case of this is while attacking an enemy that just turned invisible- if you are reflexively using the main attack spell, it just gives them free hits. Tabbing with no targets in view doesn't ...

Sunday, 6th July 2014, 23:29

Forum: Contributions

Topic: Wiki editing permission?

Replies: 3

Views: 2375

Re: Wiki editing permission?

If you are referring to the wiki on crawl.chaosforge.org, that is not officially part of the project and is not maintained by the dev team. You have to email the admins to get an account: see the link at the top of their front page . (I had an account once, but then the wiki moved, all the old accou...

Tuesday, 1st July 2014, 13:24

Forum: Game Design Discussion

Topic: View Terrain during berserk

Replies: 3

Views: 3109

Re: View Terrain during berserk

twelwe wrote:Can the View Terrain version please remove the red film during berserk in console? It is sometimes necessary to move during berserk and annoying to not know whether water is deep or shallow.


Done.

Saturday, 28th June 2014, 16:11

Forum: Game Design Discussion

Topic: Please remove hatches that lead into death

Replies: 13

Views: 4329

Re: Please remove hatches that lead into death

I think I have fixed this one. I did some testing with an encompass version of the vault (so I could limit the number of available hatch destinations), and this change seemed to stop the player from landing inside. Uniques can still generate inside; we've been discussing how to fix that. Probably by...

Friday, 20th June 2014, 21:18

Forum: Technical Support

Topic: compile tile version "crawl.exe" in win7

Replies: 3

Views: 1468

Re: compile tile version "crawl.exe" in win7

IIRC, there are some extra libraries you need only if you're compiling tiles. There should be a text file in the base directory listing what. where i get some extra lib? In the top-level directory of the crawl repository, do: git submodule update --init That checks out our versions of those librari...

Tuesday, 17th June 2014, 19:25

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20792

Re: Monster: Bone Dragon

Patashu wrote:
Brannock wrote:I agree with the general thrust of this but please no tormenting dragons.

a greater mummy riding on a bone dragon's back
someone sprite this plz


Not sprited (and also not in trunk: branch bonerider).

The name probably needs some work :/

Sunday, 15th June 2014, 01:30

Forum: Game Design Discussion

Topic: Buff Twisted Resurrection

Replies: 10

Views: 3451

Re: Buff Twisted Resurrection

(Twisted res is probably actually still stupidly strong right now, though as always the spell is "balanced" by making it excruciatingly tedious) (Responding in part to your post in the Buff spells thread): Note that, while they still doen't have interlevel recall, abominations don't have ...

Thursday, 12th June 2014, 13:11

Forum: Game Design Discussion

Topic: Making +acc more useful

Replies: 49

Views: 13576

Re: Making +acc more useful

I agree with crate - just drop the accuracy enchantment altogether. Making +dam and slaying the same as base damage would be great too - then you could just look and say "yes that +12 dagger is the same as a +0 great sword". If players, including those who frequent GDD, think that a dagge...

Wednesday, 11th June 2014, 05:27

Forum: Game Design Discussion

Topic: Simulacrum bugged?

Replies: 6

Views: 1895

Re: Simulacrum bugged?

Question: can enemies with Simulacrum (which is mainly necromancers, IIRC) still levitate corpses over to themselves to make a simulacrum, or do they have to walk over it first? Monster Simulacrum now works like Animate Dead, affecting all corpses in LOS. It only gives half as many simulacra per co...

Friday, 6th June 2014, 16:44

Forum: Game Design Discussion

Topic: Replace inner flame in AM book with pproj

Replies: 23

Views: 8261

Re: Replace inner flame in AM book with pproj

Inner Flame is now safe to use on allies. It still doesn't work on summons.

Friday, 6th June 2014, 15:15

Forum: Game Design Discussion

Topic: Trying to eat items you don't have

Replies: 7

Views: 2178

Re: Trying to eat items you don't have

Fair enough. I also should probably pay more attention, and not just blindly press buttons like that, but it's hard not to autopilot little stuff like that. Also, this might be a total non-issue, since the removal of chunk eating means I won't be trying to eat chunks I may or may not have. Until th...

Friday, 6th June 2014, 03:53

Forum: Game Design Discussion

Topic: Trying to eat items you don't have

Replies: 7

Views: 2178

Re: Trying to eat items you don't have

As far as I can tell, it re-prompts if you select an empty inventory slot ("You don't have any such object"), but stops if you select an inventory slot that doesn't contain food ("You can't eat that!"); and this has been the case since 0.8. So it wasn't a change, but is an incons...

Wednesday, 4th June 2014, 22:20

Forum: Game Design Discussion

Topic: Starting Combos with Equipment Screws

Replies: 15

Views: 3997

Re: Demigod Monks

tasonir wrote:
crate wrote:did you know that FeMo starts with lower skills that other monks? it gets only 2 fighting and 3 unarmed, instead of 3 and 4.

This is done to punish anyone stupid enough to not pick FeBe instead, I presume.


It's to make them not strictly better than FeFi. Possibly FeFi could be buffed instead.

Wednesday, 4th June 2014, 22:13

Forum: Game Design Discussion

Topic: Spider form movespeed removal.

Replies: 19

Views: 6757

Re: Spider form movespeed removal.

skjarl wrote:I'd like to see spider form remove the cold/slow vulnerability on Draconians while it's in effect.


That was supposed to have been fixed a few weeks ago, but there was a bug in the fix. It should be working correctly once the servers update.

Tuesday, 3rd June 2014, 19:29

Forum: Game Design Discussion

Topic: Stabbing extension

Replies: 22

Views: 7269

Re: Stabbing extension

duvessa wrote:
tasonir wrote:Renaming stabbing to critical hitting doesn't increase damage variation. It does, however, drastically increase bikeshedding on the forums. XuaXua only suggested a rename, not a new mechanic.
XuaXua wrote:If stabbing reform happens, which might be a good idea, it should be renamed something equivalent to "critical hit" and applicable to all weapons, but allow different weapon styles to have different bonuses.


Isn't that the current mechanic?

Tuesday, 3rd June 2014, 16:15

Forum: Game Design Discussion

Topic: Stabbing extension

Replies: 22

Views: 7269

Re: Stabbing extension

Renaming stabbing to critical hitting doesn't increase damage variation. It does, however, drastically increase bikeshedding on the forums. XuaXua only suggested a rename, not a new mechanic. I think the problem is, in other systems "critical hit" means something very different from what ...

Sunday, 1st June 2014, 16:47

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 30612

Re: Equipment god

Note, by the way, I messed up on the Igni rebase in a way that breaks the tiles build. I'm planning to look at it in the next few days, but Igni was Trunk features is unfortunately not quite available yet. :( It's up now on CSZO, replacing the old branch (old smithgod saves would not be compatible ...

Tuesday, 20th May 2014, 22:27

Forum: Game Design Discussion

Topic: WebTiles server overhaul

Replies: 6

Views: 2017

Re: WebTiles server overhaul

Webtiles does not run on top of apache; it is its own web server (implemented on top of the Tornado framework for python). Akrasiac in particular has some times of extremely heavy load, mostly in the mornings (maybe 9:00 or 10:00 Eastern time UTC-0500). You might try some of the other servers: crawl...

Monday, 28th April 2014, 15:54

Forum: Technical Support

Topic: Password reset for CSZO

Replies: 1

Views: 1200

Re: Password reset for CSZO

whorfin wrote:Hi. My account is "whorfin". Could my password be reset? The account should have an email address linked to it. Thanks! :mrgreen:


Email sent.

Saturday, 19th April 2014, 13:11

Forum: Technical Support

Topic: CDO games not scoring

Replies: 3

Views: 1341

Re: CDO games not scoring

That was my fault: I never added CDO 0.14 to the scoring scripts. It is updating now and should be updated within an hour or so.

Tuesday, 11th March 2014, 16:26

Forum: Game Design Discussion

Topic: Proposal: Rename !speed => !haste

Replies: 27

Views: 5898

Re: Proposal: Rename !speed => !haste

I guess I see what you mean. It's a wand of some spell, rather than a wand of some effect. I'd prefer it was a "wand of healing", but I guess I'm moving in the wrong direction in regards to clarity... It used to be, and potions of curing used to be potions of healing. They were changed to...

Tuesday, 11th March 2014, 16:21

Forum: Game Design Discussion

Topic: "Be godless" should be a possible treasure trove requirement

Replies: 54

Views: 20884

Re: "Be godless" should be a possible treasure trove require

galehar: Of course! But what if Agnes was killed already, along with everyone else who had a name? Will the trove simply be open? "Agnes is died, come on in!" I think that's the only way. I think it makes the most sense for the trove, when it is created (on entering the level), to pick a ...

Friday, 7th March 2014, 16:39

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 36391

Re: Proposal: Make monster mer* more gender-equitable

Merfolk are not male-only: Ilsuiw for example is a female merfolk, not a mermaid. I just removed some language in the description that could have implied that (and was unnecessarily gendered either way). Mermaids are a separate genus entirely (though they were considered related to player merfolk: I...

Monday, 24th February 2014, 23:34

Forum: Technical Support

Topic: Locked out of Trunk

Replies: 3

Views: 1678

Re: Locked out of Trunk

What server, and is is still happening? We had several accidental save compatibility breaks today.

Friday, 14th February 2014, 15:09

Forum: Game Design Discussion

Topic: Why are nets consuming my inventory?

Replies: 16

Views: 5639

Re: Why are nets consuming my inventory?

Surely we can crib some blood potion code here and have a vector of enchantments( a vector of timers seems much more complex)? but then the question of which net do you want to throw arise. Blood potions had several bugs related to the timers getting out of sync that lasted for five or more years. ...

Wednesday, 12th February 2014, 16:03

Forum: Technical Support

Topic: Crash on startup

Replies: 5

Views: 1932

Re: Crash on startup

Did it create any "crash-" files in the morgues or saves directory? If so (or if there's a more complete message somewhere else), pasting them here would be helpful. The message you quoted unfortunately doesn't give us much to go on.

Wednesday, 12th February 2014, 15:50

Forum: Technical Support

Topic: password retrieval

Replies: 1

Views: 1105

Re: password retrieval

Lacuenta wrote:Looking for my password from Innameasone and Electricaloddity on crawl.s-z.org, but it seems my account has been deleted, since i could register again with the same name is it possible to get my old accounts back?


Password reset and email sent; I set the same password for both accounts.

Tuesday, 4th February 2014, 11:25

Forum: Technical Support

Topic: Password reset

Replies: 3

Views: 1451

Re: Password reset

Password reset and email sent.

Tuesday, 4th February 2014, 11:20

Forum: Game Design Discussion

Topic: Auto-identify hides

Replies: 12

Views: 4456

Re: Auto-identify hides

As of right now the enchantment level is only hidden on hides, but there is also currently a small bug in that if someone wears a hide and then gets hit by acid to reduce the level of invisible enchantment of the hide, that remains invisible until such time as the hide has ?ea used on it to become ...

Monday, 3rd February 2014, 17:48

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 82215

Re: New God: Seth, the Shadow King

I should point out that CSZO now has an experimental branch with dpeg's proposed partial XP for seeing monsters as a Dithite. Currently it's set to 1/3 XP, but that can be changed. It is listed as "dith changes" in webtiles, branch " halftone " in our git repository. My immediate...

Monday, 3rd February 2014, 17:20

Forum: Game Design Discussion

Topic: Auto-identify hides

Replies: 12

Views: 4456

Re: Auto-identify hides

Implojin wrote:Patch uploaded to mantis.

https://crawl.develz.org/mantis/view.php?id=8095


It's in (also the corresponding fix for floor-generated hides). Also, following XuaXua's suggestion, hides no longer display their enchantment, since it's always +0 and always known.

Monday, 3rd February 2014, 05:32

Forum: Game Design Discussion

Topic: Auto-identify hides

Replies: 12

Views: 4456

Re: Auto-identify hides

For the benefit of the commenters (and it took me a little while to work out what duvessa meant), this is about identifying the plus on dragon hides (which is always generated at +0). The issue is that troves can demand dragon armour, but troves don't accept unidentified items, so you have to spend ...

Saturday, 1st February 2014, 14:34

Forum: Technical Support

Topic: Merge Morgues?

Replies: 3

Views: 1348

Re: Merge Morgues?

high scores are not pulled from morgue files. Surprisingly, they come from a file named "scores" in your save folder ;) Aha, silly me. Thanks for the answer. And just to be clear, you can combine those files, but will probably need to do the merging (to keep them sorted) yourself. If you ...
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