Search found 411 matches

Monday, 17th July 2017, 14:47

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 13898

Re: Player ghosts are still a bad game mechanic

Idea #48 then. How ghosts were implemented in another single player roguelike - Demon. You find a grave and you have choice: investigate it or not. If you choose to investigate, you always find something useful but there is a high chance that the grave belonged to a ghost of another player who died...

Monday, 17th July 2017, 09:50

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 13898

Re: Player ghosts are still a bad game mechanic

The bigger problem, however, is with the implementation . The debate is quite polarised at the moment. On one side are defenders of the status quo, who like the idea, but end up defending the implimentation. I can't speak for any other defender of the status quo, but no - I am pretty content with t...

Monday, 17th July 2017, 00:03

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 13898

Re: Player ghosts are still a bad game mechanic

I know opting out of receiving ghosts has been specifically rejected I really suggest it should be reconsidered, with the same option also opting out of leaving ghosts. Yes, I know, it leads to players playing two different games. That's already happened, both with shaftrobin and given that (especi...

Saturday, 17th June 2017, 04:44

Forum: Crazy Yiuf's Corner

Topic: Time for the biennial tasonir edits the wiki thread

Replies: 101

Views: 34842

Re: Time for the biennial tasonir edits the wiki thread

Is there a page with a list of pages by version to which they are updated? It would be useful. You can pull a list of all pages (supposedly) for a given version by looking at categories of the form http://crawl.chaosforge.org/Category:0.20_articles - hope this is some help. 0.15 seems to be the ear...

Tuesday, 23rd May 2017, 02:55

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 9152

Re: Console altar colours

damerell: I've forwarded your suggestion on the c-r-d mailing list. There was a very good reply: it might be better to revert the change (going back to darkgrey) *and* having the two-colour text you suggested, with a hint about what to do if darkgrey is invisible. I notice this has implications for...

Tuesday, 16th May 2017, 12:42

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26246

Re: Riposte: the post

What's wrong with stabbing with 2handers? Well, I think of it as sneakily inserting a blade into a vital spot [1], which is probably quite hard to do if the point is two metres from your hands. If stabbing with claymores, why not stabbing with great maces or tridents? (You do, after all, still get ...

Monday, 15th May 2017, 18:04

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26246

Re: Riposte: the post

My take on the whole thing is that the riposte concept would work a lot better as an interaction with SH than EV. Then it won't work with two-handers at all, to a first approximation. [1] Mind you, the conceptual division of swords into Short Blades including rapiers that don't riposte and Long Bla...

Saturday, 13th May 2017, 06:05

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 16413

Re: Replace permafood with a single generic food item

OK, how about this: Remove starvation death and fainting, keep the other penalties for starving, and also inflict Slow Healing 2 when starving. On the flip side, grant a regen bonus when satiated or above. This is more or less what POWDER does, but additionally one of the gods disapproves of eating...

Tuesday, 9th May 2017, 16:43

Forum: YASD! YAVP! and characters in progress too

Topic: YAAD: so, what next?

Replies: 20

Views: 5313

Re: YAAD: so, what next?

Question re. Drain Life, not specific to this character: must you be wounded to drain life, or can you use it as a LOS nuke even if you are at full health? You can use it as a LOS nuke. It's pretty effective on nasty but fragile stuff, like the meaner deep elves. I ended up spamming it quite a bit ...

Tuesday, 9th May 2017, 06:12

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18267

Re: Remove item identification

All saying ID is good amounts to is saying that acquainting yourself with how to soft-id scrolls and potions via stack size is an intrinsic good that outweighs the gameflow interruption that IDing causes. I don't think that's remotely true, and I say ID is no bad thing - that doesn't mean I think t...

Monday, 8th May 2017, 23:49

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18267

Re: Remove item identification

While I don't agree with this assertion, I do think that flavor is the main reason we still have the ID minigame, just like food and curses. They're a part of the "roguelike flavor" the dev team is unwilling to dispense with. For that reason, I've come to believe that there's no argument ...

Monday, 8th May 2017, 23:33

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 9152

Re: Console altar colours

There is the other problem of communication: if a console player starts a fresh 0.20 and is annoyed about the colour swap -- what's the best way to communicate the way out? Until you set the option saying "don't ask me this", starting a game displays (ideally without meaning an extra dial...

Monday, 8th May 2017, 21:52

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 9152

Re: Console altar colours

TeshiAlair: You can swap blue and darkgrey! I understand the colour swap (the old defaults made the game unplayable for some, the new ones look ugly for everyone but always work) but we should really tell players how to go back. Set bold_brightens_foreground = true Could the tutorial mention this? ...

Monday, 8th May 2017, 21:47

Forum: Game Design Discussion

Topic: Make low level characters stealthier in the Abyss

Replies: 14

Views: 4046

Re: Make low level characters stealthier in the Abyss

4Hooves2Appendages wrote:The obvious question is of course: Why?


Well, that's evident - at the moment if you have the misfortune to get Abyssed early it's the kiss of death, and the proposed change reduces that - but you'd still need clever play to get away with it.

Monday, 8th May 2017, 18:41

Forum: YASD! YAVP! and characters in progress too

Topic: YAAD: so, what next?

Replies: 20

Views: 5313

Re: YAAD: so, what next?

I'm not sure I would recommend Vehumet either, but it seemed worth giving it a bash. I try to be fairly flexible about trying out whatever gods turn up first, if they aren't an obviously ghastly choice. I've read that the book starts are easier for Fe but TBH I've got pretty good at FeMo, at least b...

Monday, 8th May 2017, 17:16

Forum: YASD! YAVP! and characters in progress too

Topic: YAAD: so, what next?

Replies: 20

Views: 5313

Re: YAAD: so, what next?

Right, that's interesting. I've previously been going Dex because I've mostly been getting places with Heplie (odd god for a Fe, I know) and doing quite a bit of very careful melee. I tried Vehumet for conjurations a couple of times but skills seemed too widely spread in the early game. However, if ...

Sunday, 7th May 2017, 20:46

Forum: YASD! YAVP! and characters in progress too

Topic: YAAD: so, what next?

Replies: 20

Views: 5313

YAAD: so, what next?

The particular death here was avoidable, I know, but partly down to despair over the strategic situation. Dungeon Crawl Stone Soup version 0.19.5 (console) character file. 230825 Damerell the Imperceptible (level 18, -12/88 HPs) Began as a Felid Monk on Apr 26, 2017. Was a High Priest of Yredelemnul...

Saturday, 6th May 2017, 17:27

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18267

Re: Remove item identification

My phrasing was sloppy. You will be able to "choose between different scrolls/potions", but as long as you have at least two unknown types you have fewer choices than in the identificationless variant. That's certainly true, but I'm not convinced having a limited choice that varies more f...

Saturday, 6th May 2017, 10:26

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18267

Re: Remove item identification

Item identification adds a different kind of choice to the game [you have to determine that when and how do you want to identify your items] but disallows other kinds of choices in the early game [you cannot choose between different scrolls/potions]. I don't think that's very true. There is a very ...

Saturday, 6th May 2017, 04:11

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26246

Re: Riposte: the post

If Riposte granted a weapon delay bonus when attacking a monster whose last action was to miss you, it would still be an opaque source of extra damage (bad) but would eliminate the conjurer's passive riposting and the poor-man's-cleaving effects.

Saturday, 6th May 2017, 03:49

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18267

Re: Remove item identification

Another INCREDIBLY stupid thing about item identification: antique shops. Goes for all consumables, but especially wands. If you want to buy an unID'd-item for cheap from the shop, you need to check each consumable you want to use before using it, lest your price might jump up by a couple hundred g...

Tuesday, 2nd May 2017, 12:46

Forum: Crazy Yiuf's Corner

Topic: Time for the biennial tasonir edits the wiki thread

Replies: 101

Views: 34842

Re: Time for the biennial tasonir edits the wiki thread

If you haven't noticed this already, it says that the info for Cigotuvi's Fleshworks is "Obsolete." I have encountered this WizLab in Trunk, with the same enemies that the page mentions. Updated that page. Mostly removed references to the amulet of resist mutation, which I assume you stil...

Wednesday, 26th April 2017, 03:21

Forum: Dungeon Crawling Advice

Topic: Shouldn't rpois prevent hornet paralysis? Thx.

Replies: 9

Views: 2594

Re: Shouldn't rpois prevent hornet paralysis? Thx.

I think it was less "Shouldn't rPois prevent hornet paralysis, since the wiki says it does?", and more "shouldn't rPois prevent hornet paralysis, because poison resistance should protect me from poison?" It's hard to tell what someone meant when they couldn't even take the time ...

Wednesday, 26th April 2017, 01:11

Forum: Dungeon Crawling Advice

Topic: Shouldn't rpois prevent hornet paralysis? Thx.

Replies: 9

Views: 2594

Re: Shouldn't rpois prevent hornet paralysis? Thx.

No. The wiki is not a specification for the game, so one cannot say that something should or should not happen based on the wiki. Massive oversimplification imo. I have used the wiki an awful lot in the past. While some of it is getting outdated until tasonir/others get around to catching up with t...

Tuesday, 25th April 2017, 13:40

Forum: Dungeon Crawling Advice

Topic: Shouldn't rpois prevent hornet paralysis? Thx.

Replies: 9

Views: 2594

Re: Shouldn't rpois prevent hornet paralysis? Thx.

Shouldn't rpois prevent hornet paralysis? No. The wiki is not a specification for the game, so one cannot say that something should or should not happen based on the wiki. As you have discovered, it also doesn't prevent it. Only immunity (eg as a gargoyle) prevents it. It does reduce the chance to ...

Friday, 21st April 2017, 04:31

Forum: Game Design Discussion

Topic: Player Ghosts

Replies: 19

Views: 6408

Re: Player Ghosts

Rast wrote:FR: re-save surviving ghosts at game end.


Ghosts that have scored a kill (or been an accessory after the fact) could be removed to compensate for this but still to cut shaftrobin off at the knees. (Disclaimer: I like player ghosts).

Wednesday, 19th April 2017, 20:13

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11573

Re: Dynamic Monsters branch / bezotting update

I like player ghosts...

Wednesday, 19th April 2017, 14:03

Forum: Crazy Yiuf's Corner

Topic: Time for the biennial tasonir edits the wiki thread

Replies: 101

Views: 34842

Re: Time for the biennial tasonir edits the wiki thread

I have added a line to it about how you get frail 1 when you worship, but aside from that I'm not really sure what's wrong - I have only tried hep a few times, and haven't won a hep character. In the big picture, it seems to be pushing hexer ancestors pretty heavily - is that still accurate? How is...

Wednesday, 19th April 2017, 03:05

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10342

Re: mutated Zin-ites lose mutations instead of earning piety

So, ah, does anyone know if anything is being done about this?

Wednesday, 19th April 2017, 02:55

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11573

Re: Dynamic Monsters branch / bezotting update

There are at least four solutions to stairdancing that are easy to implement (I guess): I've got a fifth; rather than being wailed on for several turns by monsters next to the stairs and completely free from monsters not next to the stairs, stairs take one turn but every monster in LOS that can pat...

Tuesday, 18th April 2017, 18:52

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1060598

Re: Stupid ideas for 0.19

rosier wrote:33. Felids can now wear boots.


Not boots but hats. If it's good enough for Dr Seuss it's good enough for Crawl.

Tuesday, 14th February 2017, 03:55

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10342

Re: mutated Zin-ites lose mutations instead of earning piety

I agree with "Evolution first", but other than that, surely at random (except logically also rMut should be last)? Zin hates all mutations, so would never admit that some of yours might be preferable to others.

Sunday, 12th February 2017, 22:58

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10342

Re: mutated Zin-ites lose mutations instead of earning piety

This seems like a good answer to the question I raised outthread. I like it better than my idea of making remove mutations repeatable, since you can't then cheese it by keeping a good mutation set locked in, as luckless points out.

Sunday, 12th February 2017, 20:25

Forum: Game Design Discussion

Topic: New mutation potions and Zin

Replies: 2

Views: 1569

New mutation potions and Zin

I notice one side effect of the new mutation potions is that a Zinnie who get a malmutation isn't now allowed to cure it, so slightly oddly Zinnies are more likely to get stuck with mutations than anyone else even though Zin hates mutations. Perhaps Zin's "cure all mutations" could work mo...

Wednesday, 1st February 2017, 01:28

Forum: Game Design Discussion

Topic: Drowning and draining

Replies: 9

Views: 3030

Re: Drowning and draining

Strategically, it's pretty bad in the same way that Trove Of You Must Currently Have rC+ Or Better To Enter would be. If there is an item on the other side of water, and the character doesn't have a flight source in inventory, it would be best to allow him to slowly "swim" over to get the...

Monday, 30th January 2017, 01:59

Forum: Game Design Discussion

Topic: Drowning and draining

Replies: 9

Views: 3030

Re: Drowning and draining

Firstly, a short (circa 10 moves) grace period after flight would normally run out where flight ends immediately if it can, but otherwise it continues. This is the same thing as buffing flight by adding 10 moves to the duration, and changing how long before expiration you get the warning. Not quite...

Sunday, 29th January 2017, 16:19

Forum: Game Design Discussion

Topic: Drowning and draining

Replies: 9

Views: 3030

Drowning and draining

From an IRC conversation (I don't mean to imply that eb endorses or indeed has ever seen this idea, but it was their remarks that got me thinking): <eb> tbh I don't like newdrain or at least how it is used for everything <eb> more things that try to kill the player directly pls <eb> it makes sense f...

Saturday, 21st January 2017, 04:34

Forum: Game Design Discussion

Topic: Make DD able to rest.

Replies: 33

Views: 9955

Re: Make DD able to rest.

My first win was DD; after a very few miscellanous games I played 11 DD in a row and won. So, yes, I'm pretty biased, but I like them. They're much more interesting than the humanoid species with varying degrees of talent for spellcasting and monster-whacking. They're not stupidly good (OK, they're ...

Tuesday, 27th December 2016, 23:43

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - CEGl of Qazlal

Replies: 0

Views: 801

YAVP - CEGl of Qazlal

Four races down, four gods down, and - uh, several to go. Another win! And a bit of a change of strategy this time, although not to the point of casting spells or anything crazy like that. In theory the idea was that I'd use the centaur's superior speed and polearms' reach attacks to poke monsters f...

Tuesday, 27th December 2016, 23:34

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - VSFi^Oka - I thought short blades were good with VS?

Replies: 18

Views: 4905

Re: YAVP - VSFi^Oka - I thought short blades were good with

I started this guy up using short blades, mostly because I won an an unarmed user before and doing it again would be boring, and because people said it was good at triggering the bite attack. It was mostly okay up until vaults 1-4 and depths where I kept getting my ass destroyed. Luckily, an artifa...

Tuesday, 22nd November 2016, 12:00

Forum: Technical Support

Topic: List of Keys and Commands

Replies: 9

Views: 63171

Re: List of Keys and Commands

galehar wrote:Looks like there is:
http://crawl.develz.org/other/manual.html


I appreciate this is a pretty heroic necro, but this is now a broken link and is still pointed to by https://crawl.develz.org/wordpress/documentation

Monday, 21st November 2016, 13:05

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - DgFI

Replies: 2

Views: 1116

Re: YAVP - DgFI

Sprucery wrote:Congrats! W.r.t your annotations, are you aware of that you can place items in a shopping list (in a shop, select item then '$') which you can then view with '$'?


Yes, but generally I find it easier to !-annotate the level - I look at the relevant screen often and that keeps it in my mind.

Sunday, 20th November 2016, 23:56

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - DgFI

Replies: 2

Views: 1116

YAVP - DgFI

A third win! Yes, I am still just playing monster-whackers. I did V:5 rather than Abyssal this time because I was hoping to find some loot there to get into a trove (which I did) or improve on my body armour (which I didn't). Spellbinder was very useful against casters, but it is a bit of a mixed bl...

Friday, 4th November 2016, 14:03

Forum: Game Design Discussion

Topic: u feel urself speed up

Replies: 16

Views: 4941

Re: You feel yourself speed up

minstrel wrote:"You are no longer not the speed you were before"


That's not much good because it does not tell you if you got faster or slower.

Thursday, 3rd November 2016, 16:03

Forum: Technical Support

Topic: New Ubuntu terminal unusable?

Replies: 2

Views: 1911

Re: New Ubuntu terminal unusable?

No, but even newer Ubuntus still install "xterm", which is still perfectly usable.

Monday, 3rd October 2016, 13:05

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4094

Re: YAVP - vine stalker of Okawaru

VeryAngryFelid wrote:what I said about gda applies to cpa even more.


You didn't see the god-gifted CPA. (You also seem to persistently labour under the impression that I've asked for advice.)

Saturday, 1st October 2016, 16:26

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4094

Re: YAVP - vine stalker of Okawaru

you generaly want at least STR=ER in the new systems as STR=ER is a breakpoint in the ER penalty formula. Generaly you will want STR to be a few points higher than ER though. I'm still in 0.18 where as I understand it the breakpoint is a bit lower... but really, since I got a CPA early-ish, I shoul...

Saturday, 1st October 2016, 01:21

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4094

Re: YAVP - vine stalker of Okawaru

BabyRage wrote:Congrats on your win. Man, I love VS. One of the best designed species IMO. And pretty strong too.


They're certainly a novel way to play, and very different to my previous deep dwarf win. In spite of having about 100 fewer HP, I didn't really ever find myself in danger in Zot.

Friday, 30th September 2016, 23:47

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4094

Re: YAVP - vine stalker of Okawaru

Gratz on the win. Btw we can't see your skills/spells - your dump is truncated. That's intentional. I floundered about a bit on skills in a way I know is bad but don't really need to be told is bad. :-) I used no spells. Mesmerise was not such an issue on Shoals; I already had extremely high magic ...

Friday, 30th September 2016, 19:21

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4094

YAVP - vine stalker of Okawaru

1726610 Damerell the Warrior (level 27, 158/158 HPs) Began as a Vine Stalker Fighter on Sept 21, 2016. Was the Champion of Okawaru. Escaped with the Orb ... and 3 runes on Sept 30, 2016! The game lasted 11:34:57 (65014 turns). Damerell the Warrior (Vine Stalker Fighter) Turns: 65014, Time: 11:34:58...
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