Search found 182 matches

Tuesday, 11th January 2011, 15:13

Forum: Game Design Discussion

Topic: Skill training system

Replies: 47

Views: 14205

Re: Skill training system

Well, you still have to gain the skill by bashing some plants or reading a few scrolls! But after that, requiring spellcasters to keep meleeing popcorn monsters when they have XP in the pool isn't that great. Anyone who wants to raise spellcasting is casting spells anyway. And when they need more s...

Tuesday, 11th January 2011, 14:00

Forum: Game Design Discussion

Topic: Skill training system

Replies: 47

Views: 14205

Re: Skill training system

I don't understand. You can't mean what I think you mean, namely that you can study Spellcasting without needing to actually cast any spells, or Fighting without ever coming near any monster...

Saturday, 8th January 2011, 09:50

Forum: Technical Support

Topic: Corrupted Tiles saves in Trunk

Replies: 12

Views: 5128

Re: Corrupted Tiles saves in Trunk

I have a save from OSX Tiles 0.7 that crashes when I load it, due, apparently, to a glitched enemy spawned by hell effects. Would regenerating the level like this fix it? Is this a known bug/should I report it? That's a different bug for sure and I don't think level generation has anything to do wi...

Friday, 7th January 2011, 17:39

Forum: Technical Support

Topic: Donations

Replies: 3

Views: 1576

Re: Donations

Huh, I'm surprised to see that we even have donations... :shock: Where does the money go?

Friday, 7th January 2011, 10:00

Forum: Game Design Discussion

Topic: Selling Stuff

Replies: 61

Views: 19646

Re: Selling Stuff

My idea is to implement an 'exotic' background, that must use gold as an evanescent resource like food. It's a kind of not-magic summoner, who can nothing do on his own, but is in constant need to hold or expand his gold-level, to function well. He should not be able to BUY in shops. ->> Or even be...

Friday, 7th January 2011, 09:52

Forum: Game Design Discussion

Topic: Translation?

Replies: 1

Views: 1227

Re: Translation?

This question comes up a lot. It'd be awesome if you can work something out. It's a huge task, so you might want to read the previous comments on the topic . You can also add your own thoughts at the bottom of that page. (But please try to refrain from the "That'd be brilliant!" kind of re...

Thursday, 6th January 2011, 20:04

Forum: Game Design Discussion

Topic: Jewellery god?

Replies: 16

Views: 4671

Re: Jewellery god?

Love the idea of the god of greed, but I also love sacrificing stuff for gain. Will we be able to sacrifice (good) weapons and what not for gold, or is this too much like selling?? I guess the only god who really accepts item sacrifices nowadays is Nemelex, unless you include Elyvilon's Destroy Wea...

Thursday, 6th January 2011, 15:52

Forum: Technical Support

Topic: Corrupted Tiles saves in Trunk

Replies: 12

Views: 5128

Re: Corrupted Tiles saves in Trunk

If this is the bug I think it is, it should be fixed in the current trunk version (ff17aec). If you're playing that version or a newer one and experience a crash in a Tiles game that ... a) was started in this version, or b) was loaded from an older version, but with tile_force_regenerate_levels = t...

Thursday, 6th January 2011, 11:39

Forum: Game Design Discussion

Topic: Better inventory

Replies: 2

Views: 1402

Re: Better inventory

For clarification, are you talking about the way the inventory is displayed in tiles? Even so, I don't think this is feasible because the numbers of each item can vary wildly. Transmuters might have 20 potions but only a single weapon, whereas Hunters might carry 10 different types of ammunition but...

Thursday, 6th January 2011, 11:35

Forum: Game Design Discussion

Topic: Jewellery god?

Replies: 16

Views: 4671

Re: Jewellery god?

Well, the gold god / god of greed, once implemented, will offer creation of shops, so you'll be able to get more varied gifts in a roundabout way.

Wednesday, 5th January 2011, 19:09

Forum: Game Design Discussion

Topic: No brainers

Replies: 10

Views: 3910

Re: No brainers

No brainer #2 - Stick with weapon class that you choosed.... Seriously.. if I play Merfolk I'll use polearms no matter what. So what a point of having +1 aptitude for long blades, and -2 for axes? You can make them -5, it'll make almost no difference. Even with races with more even aptitudes like M...

Wednesday, 5th January 2011, 18:59

Forum: Dungeon Crawling Advice

Topic: Non-body armour and spellcasting

Replies: 2

Views: 1128

Re: Non-body armour and spellcasting

Only body armour and shields affect spellcasting. I don't know the extent of the elven armour bonus. Just try it out and check II, I guess.

Wednesday, 5th January 2011, 16:31

Forum: Game Design Discussion

Topic: Floor bonuses

Replies: 8

Views: 2434

Re: Floor bonuses

Something similar to this has actually been implemented in trunk. We don't go by floor types but branches as a whole get a noisiness level, which affects your stealth to some degree. I don't know the exact numbers and I think there aren't a lot of them so far, but Shoals is supposed to be really noi...

Wednesday, 5th January 2011, 16:26

Forum: Crazy Yiuf's Corner

Topic: Acquirement scroll's fascination with shields

Replies: 3

Views: 1967

Re: Acquirement scroll's fascination with shields

If you are not wearing a shield at the time of acquirement, getting a shield becomes more likely. I don't know the exact chances, but if all other slots (i.e. helmet, gloves etc.) are filled or unavailable for your current species, but you don't have a shield yet (or at least, aren't wearing one) th...

Tuesday, 4th January 2011, 19:32

Forum: Technical Support

Topic: Is Ctrl-Q broken?

Replies: 3

Views: 1709

Re: Is Ctrl-Q broken?

I'm curious though, what does Dvorak layout do to VI keys? Does it assign a new set of keys in the same layout, or are they still HJKLYUBN, and just scattered about? A lot of commands are moved around to keep the center row reserved for the vi keys. The help is even smart enough to recognize this a...

Monday, 3rd January 2011, 16:18

Forum: Technical Support

Topic: Corrupted Tiles saves in Trunk

Replies: 12

Views: 5128

Re: Corrupted Tiles saves in Trunk

There has been a lot of crashes and corrupted save files recently with the tiles version in trunk. The issue has just been fixed. If you want to repair your save, download the latest version (0.8.0-a0-4271-g90aec3c) and set the tile_force_regenerate_levels option. Once you've loaded the corrupted l...

Sunday, 2nd January 2011, 12:18

Forum: Game Design Discussion

Topic: Selling Stuff

Replies: 61

Views: 19646

Re: Selling Stuff

Adding more minivaults will make labyrinths both more interesting and easier (because they need to have a spaced border around them to guarantee connectivity). I still think the minotaur should be scaled with the level, not just by increasing its hd but also by adding variant types: minotaur berserk...

Sunday, 2nd January 2011, 12:02

Forum: Dungeon Crawling Advice

Topic: Vehumet books

Replies: 1

Views: 1039

Re: Vehumet books

Vehumet is supposed to give you each book only once, and in any case book gifts don't check your inventory, so it's perfectly safe to stash the books you don't need. If you do get any duplicate books, that might be worth a bug report.

Friday, 31st December 2010, 12:02

Forum: Suggestions & Criticism

Topic: Error updating realname in Mantis

Replies: 3

Views: 2614

Re: Mantis username update error.

Added to the bug tracker.

Friday, 31st December 2010, 10:45

Forum: Dungeon Crawling Advice

Topic: Penance

Replies: 5

Views: 3155

Re: Penance

I don't actually know (sorry!) but I do agree that there should be a way to see which gods are angry at you. Maybe on the Ctrl-O screen with recoloured god names? (That wouldn't work anymore once we implement altar corruption.) The ^ screen would be more intuitive, but there's just not enough space ...

Thursday, 30th December 2010, 19:47

Forum: Game Design Discussion

Topic: History of significant buffs & nerfs

Replies: 10

Views: 3270

Re: History of significant buffs & nerfs

I think it would be interesting to have a side-by-side list of nerfs and buffs to see which there's been more of. I notice the nerfs more than the buffs, but others think the game is getting more buffs. Oh, please do! I'd be really interested in the results. changelog.txt is fairly comprehensive, s...

Thursday, 30th December 2010, 19:31

Forum: Game Design Discussion

Topic: What is overpowered?

Replies: 85

Views: 25807

Re: What is overpowered?

One thing that would really help Beogh allies (I'll put this on the Wiki) is to make their pickup (and all monster pickup) based on a better algorithm. Right now you get dumb stuff since they pick base damage and base AC for weapons and armour, and pluses for ammo. They'll do stuff like drop 200 bo...

Thursday, 30th December 2010, 17:01

Forum: Game Design Discussion

Topic: History of significant buffs & nerfs

Replies: 10

Views: 3270

Re: History of significant buffs & nerfs

And 0.6 was when I started playing properly (went online and got totally addicted), maybe it wasn't such a great time to start. :P I wouldn't be so sure about that. :twisted: Stonesoup has a long history of nerfing stuff. For example, 0.1 started out with, among others: ⋅  Enhancer staves...

Thursday, 30th December 2010, 14:50

Forum: Game Design Discussion

Topic: What is overpowered?

Replies: 85

Views: 25807

Re: What is overpowered?

The blessing idea does sound interesting. The ally resistance should ALSO vanish if the player loses the resistance, by whatever means. Of course. Codewise, I was thinking we could simply check the player's current resistances in addition to the ally's one and never actually add it to the monster p...

Thursday, 30th December 2010, 11:57

Forum: Game Design Discussion

Topic: What is overpowered?

Replies: 85

Views: 25807

Re: What is overpowered?

Awesome analysis on Beogh! I've been so caught up in players' complaints about the perceived needs to micromanage that I completely failed to consider any other aspects. To summarise, you've spotted the following problems: ⋅ slimy walls ⋅ drowning ⋅ lack of resistances...

Thursday, 30th December 2010, 11:26

Forum: Game Design Discussion

Topic: What is overpowered?

Replies: 85

Views: 25807

Re: What is overpowered?

Evaporate - the 'mummy trick' to get like 30 miasma potions is completely ridiculous - mummies should just destroy potions rather than possibly giving you a ton of miasma for free That's actually an interesting idea. Maybe add it to the wiki ? Regeneration - kinda of a no-brainer spell but not at a...

Sunday, 26th December 2010, 19:33

Forum: Game Design Discussion

Topic: Is new tiles needed?

Replies: 9

Views: 2673

Re: Is new tiles needed?

Frederick tile issue wasn't addressed yet, so I don't know is there something wrong with a tile or not. For example I concerned that his "weapon-wielding" variant will not carry weapon properly. I don't know how to check this. :roll: Hey, cut us some slack, some us off are busy spending X...

Sunday, 26th December 2010, 18:10

Forum: Game Design Discussion

Topic: Is new tiles needed?

Replies: 9

Views: 2673

Re: Is new tiles needed?

So, you going to use my tile or it's gonna be placed on a shelf labeled "user's fan-art"? :D We tend to grab anything that strikes us as an improvement, and yours certainly count. Thanks! :) BTW about zombies. "in trunk" means that there's already existing tile for that type in ...

Friday, 24th December 2010, 10:48

Forum: Game Design Discussion

Topic: New skill menu

Replies: 20

Views: 13889

Re: New skill menu

danr wrote:I'm pretty sure it is in 0.8 - press m, *, and you'll see something like Fighting 0 (20%).

In that case, it's because CDO hasn't updated to that version yet. It was an unintentional change and was fixed in trunk as soon as we realized it.

Friday, 24th December 2010, 10:46

Forum: Game Design Discussion

Topic: Changes to pick up

Replies: 3

Views: 1770

Re: Changes to pick up

That being said, I use g for pickup too and I wish there was an easy way to select all (g or enter). I already fixed the gold issue (no prompt). Thank you, galehar! Gold being quantifiable was an oversight on my side. I don't think the prompt_for_int routine (or however it's called, too lazy to che...

Friday, 24th December 2010, 10:31

Forum: Technical Support

Topic: Compatibility between platforms?

Replies: 18

Views: 7580

Re: Compatibility between platforms?

Yep, you're absolutely right. The Linux savefiles are <charname>-1000, the windows ones have no such suffix. Doh. Somehow I completely forgot about that when claiming I was able to switch games without problems. I'd gotten so used to it that renaming saves in the process seemed entirely natural to ...

Tuesday, 21st December 2010, 09:20

Forum: Technical Support

Topic: Compatibility between platforms?

Replies: 18

Views: 7580

Re: Compatibility between platforms?

As far as I know, save files are entirely compatible between operating systems. As a dev I've repeatedly loaded Unix save files (uploaded in bug reports) on my Windows machine (and vice versa). That said, I've recently learned that Lua is getting compiled into the save itself and that that might cau...
Previous

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.