Search found 540 matches

Sunday, 4th May 2014, 05:20

Forum: Crazy Yiuf's Corner

Topic: Remove reform

Replies: 14

Views: 3248

Re: Remove reform

n1000 wrote:Reform is not a dinner party


Or the famous reform commet making contest, - Dev warrior: "no problem."

Monday, 14th April 2014, 22:37

Forum: Dungeon Crawling Advice

Topic: VSSu - is it a good combo?

Replies: 15

Views: 4410

Re: VSSu - is it a good combo?

I have never played VS and also want to try new Summoning spells but I don't have much time for crawl. Is VSSu a good combo? Or does Guardian spirit and Regen 3 work much better for primarily melee character? VS would be excellent for Su, since VS have quite good magic apts for summoning purposes a...

Thursday, 10th April 2014, 19:21

Forum: Crazy Yiuf's Corner

Topic: Invisible monster throwing lightning bolts

Replies: 32

Views: 8086

Re: Invisible monster throwing lightning bolts

Arrhythmia wrote:The removal of vapours has driven me into an ecstatic sexual fury, so I'm pretty happy about it.


Suddenly this all feels kind of awkward...

Tuesday, 8th April 2014, 20:53

Forum: Dungeon Crawling Advice

Topic: Summoners (again)

Replies: 48

Views: 12894

Re: Summoners (again)

So yes in theory you can attack through summons with polearms. I find that in practice this doesn't do much, since most of the time "you can't reach far enough". ...This was at least gammafunk's rationale when playing HEIE speedruns, so blame him if I'm wrong. To be clear I only use polea...

Sunday, 6th April 2014, 23:33

Forum: Crazy Yiuf's Corner

Topic: proposal: Xom Wonderland

Replies: 12

Views: 3663

Re: proposal: Xom Wonderland

I'm a little sad and grumpy Hi dck, if you want something to do that might pep you right up, you could try making a patch based on the idea in this thread: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=11453 It's a pretty good idea IMO, and hopefully wouldn't be terribly hard for you to i...

Sunday, 6th April 2014, 19:26

Forum: Crazy Yiuf's Corner

Topic: proposal: Xom Wonderland

Replies: 12

Views: 3663

Re: proposal: Xom Wonderland

twelwe wrote:ok code it up


Uh, patches for the HULK and the Pizza God when, exactly? Maybe tach3 can actually deliver...

Tuesday, 25th March 2014, 04:27

Forum: Game Design Discussion

Topic: Conservation impact on item destruction

Replies: 10

Views: 3428

Re: Conservation impact on item destruction

I think the last truly useful thing said about item destruction is still: I do think it serves an important purpose in current crawl: providing a reason other than weight not to carry all of your consumables without item destruction, you'd end up always trying to carry all your possibly useful consu...

Thursday, 20th March 2014, 03:57

Forum: Game Design Discussion

Topic: Monsters you are not allowed to melee

Replies: 54

Views: 21041

Re: Monsters you are not allowed to melee

Octopode throwers always try to throw you at least 4 squares and next to walls well that's great but they can throw me 4 spaces and still have me end up next to a different wall just fine in those cases, but instead choose to throw me a shorter distance. Well, this is functioning as kind of a bug r...

Monday, 10th March 2014, 20:34

Forum: Game Design Discussion

Topic: Monsters you are not allowed to melee

Replies: 54

Views: 21041

Re: Monsters you are not allowed to melee

I never said there were any monsters in crawl that were literally not killable in melee (I was talking in hypotheticals above, as crushers themselves are a hypothetical to me). If you read my posts here you should have noticed that that's not even the problem I have with crushers! This illustrates ...

Sunday, 9th March 2014, 04:31

Forum: Game Design Discussion

Topic: Monsters you are not allowed to melee

Replies: 54

Views: 21041

Re: Monsters you are not allowed to melee

Ok, one last (and long) response, and then I'll have to sit on the sidelines for a while. It's a monster that does really bad things to you if you melee it (unless you are large) so it seems like its intended design is that it prevents you from meleeing it. Satyrs have cause fear, which not only out...

Sunday, 9th March 2014, 00:35

Forum: Game Design Discussion

Topic: Monsters you are not allowed to melee

Replies: 54

Views: 21041

Re: Monsters you are not allowed to melee

Monsters that impose some extra kind of danger while you melee them don't qualify as "impossible to melee," and your melee attacks aren't "being blocked." You can still use your positioning and situate yourself so that the chance of being thrown into a bad situation is relatively...

Wednesday, 5th March 2014, 19:47

Forum: Game Design Discussion

Topic: How strong should Shadow Mimic be?

Replies: 12

Views: 4570

Re: How strong should Shadow Mimic be?

Turns out the terribleness of shadow mimic physical attack power was a bug - it was always getting HD 1. Now it's half your relevant weapon skill (which was originally intended when this was changed) plus half your Fighting skill (which is new). Thanks (again) sgrunt for minimizing this bug with ma...

Tuesday, 25th February 2014, 04:07

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5401

Re: Species Proposal: Golems

a dev has already commented DANG Sorry, wanted that to be my first utterance as a dungeon master. Regarding the proposal, I think for the charge ability you might consider tying any EP cost reduction to XL rather than evocations skill. Other species' special abilities are tied to XL, regardless of ...

Wednesday, 2nd October 2013, 05:57

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Jump attack is now in trunk. The only two major changes between the version in the experimental branch and this latest are the following ⋅  You can attempt to jump-attack a square with no visible monster. If it turns out there was no monster, the jump fails and you lose the turn. ⋅&nb...

Friday, 30th August 2013, 19:59

Forum: Game Design Discussion

Topic: Mountain Dwarfs - Revisited

Replies: 16

Views: 6214

Re: Mountain Dwarfs - Revisited

Is the bring-back-MD thing still a thing? I believe it will never not be a thing. Until they're brought back. :) I don't understand. There's an experimental branch on CSZO with Mountain Dwants that's being tested right now. Since MD is already being brought back, where's the controversy? IMO, this ...

Friday, 30th August 2013, 17:33

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I haven't have a chance to test this yet: can you still jump in tree form? Because that should be disallowed. Wisp form, with its semi-confusion, might be questionable too. Yeah, good point. I've disabled jump for both tree and wisp forms, (but not any of the other bad forms). That and another merg...

Friday, 30th August 2013, 08:02

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Here is my morgue of the KoAr that I played: http://dobrazupa.org/morgue/Flun/morgue-Flun-20130830-025137.txt Some comments: [*] Kobolds may be a decent race for a jump stabber since they have good evoc and short blades aptitudes, as well as sappovore to counteract the hunger of the jump ability. T...

Friday, 30th August 2013, 02:09

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

So I'm testing out the jump ability with a KoAr. It looks like stab jumping works on sleeping monsters. Does it work on wandering monsters? Yes, you get a stab whenever you normally would, but the stab bonus is nerfed by two points. The stab bonus is min(6, stab_bonus + 2), and in the stabbing form...

Wednesday, 28th August 2013, 17:24

Forum: Game Design Discussion

Topic: Felid overhaul/removal

Replies: 86

Views: 23241

Re: Felid overhaul/removal

Remove extra lives, increase HP apt to -3, give them an evocable pounce ability. There have been a couple of suggestions of a pounce ability for felids. My jump_attack patch that's being tested in an experimental branch on CSZO (console-only at the moment) gives felids the 'jump attack' mutation at...

Tuesday, 27th August 2013, 03:14

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

The jump experimental branch on CSZO has been patched so that, for testing purposes, any species that can wear boots will now start with boots of jumping. This means you don't have to play Fe to test jump attack at the beginning of the game. For classes that start with no spellcasting, evoc, or invo...

Sunday, 25th August 2013, 05:41

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Well, good news for people who want to try the jump attack online. The great neil has created two new experimental branches on CSZO for play testing: jump attack and formicids! Currently you can play them in CSZO console by logging in, going to trunk, and choosing X for experimental branch. See pubb...

Sunday, 16th June 2013, 16:41

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I've made a gitorious repository with a jump_attack branch containing the patch:

git://gitorious.org/~gammafunk/crawl/cr ... mafunk.git

It has various parts broken down by commit, including an important bug fix wrt. the movement range.

Saturday, 15th June 2013, 22:17

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Having Boots of Running (or otherwise interesting boots) is vanishingly rare. I really doubt people would be swapping them any more than other armour. There's no problem with rods recharging while not wielded. Yes, I think if we did XP-recharge, then any +Jump item would charge as long as it's in i...

Saturday, 15th June 2013, 21:54

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Crazy idea: give the boots an XP recharge like the new elemental evokables. Then the effect could be much stronger, you could even give it splash damage, since you have to be much more picky about when to use it. It would also differentiate the mutation from the item (assuming we actually want the ...

Saturday, 15th June 2013, 03:35

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

An HP cost would make a lot more sense than MP cost -- aside from differentiating this from Translocations spells, losing a little health as you slam into the ground several tiles away makes perfect sense. Felids with 7 hp could just not use the effect before leveling up once or twice. They won't n...

Friday, 14th June 2013, 03:58

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Version 3 of the patch is up on mantis and on my test server. These changes are mostly bugfixes. At this point jump attack should be feature-complete (based on discussion with the dev. team) and have no significant bugs (HAHA!). I think now it'll have to wait for some of the dev. team to take a clos...

Thursday, 13th June 2013, 02:44

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I've uploaded version 2 of the patch to mantis. This is based on feedback from the dev team on how to turn this into an easy-to-use, balanced mechanic. https://crawl.develz.org/mantis/view.php?id=0007188 Use the '-correct' version of the patch if you want to try it out. I've also updated my lowly te...

Tuesday, 11th June 2013, 22:36

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I can't get past the loading screen when I try to use your webtiles setup (it just sits at the loading screen forever), though I guess you haven't finished the next version of the patch, and I generally build console from source anyways. Yeah, I think my webhost does something to prevent processes ...

Tuesday, 11th June 2013, 19:19

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

After a further discussion to clarify some details, I'm going to make the jump ability do the following ⋅  Remove the standalone 'cblink' aspect of jump; You have to target an in-range monster and perform an attack. ⋅  In the next patch, you'll choose the monster target, but the ...

Tuesday, 11th June 2013, 04:10

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I´m keen to try this out but where do i put the patch once downloaded? (I play trunk tile dev builds) You have to apply the patch with git (the git am command) based on the revision of crawl on which I based the patch (edae9ec), and then compile crawl. It sounds like you're downloading nightly buil...

Tuesday, 11th June 2013, 00:35

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Well, after consultation with the oracles (i.e. those with commit access) on Mt. ##crawl-dev, it seems that crawl developers form a remarkably unified front. The basic consensus is along the lines of what galehar suggests. ⋅  Remove secondary targetting. The landing position will just be t...

Monday, 10th June 2013, 16:21

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I worry about the repetitive aspect of setting up the jumps, but then again we have stabbing. Stabbing is one keystroke. Jumping is an activable ability with double targetting. It is between 3 and 10 keystrokes or more if you're not jumping on the closest enemy. I am very worried about the repetiti...

Monday, 10th June 2013, 07:11

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

I looked through the code a bit and I just have to say Wow. I am shocked how much work you've put into this and how much effort it takes to add new features. The patch is enormous. Note this means we should get this approved as soon as possible- this code is going to rot quickly, as shown by qoala'...

Sunday, 9th June 2013, 22:34

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

As I said, I think magic contamination makes this seem too much like a spell. In particular, I think I'd find having Jumping magic contamination act different from all other forms of magic contamination hard to follow. I would prefer JPow at this point., Well, to be clear, jumping magic contam woul...

Sunday, 9th June 2013, 21:58

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Why not simply use a breath-like cooldown? Your jump power system seems overly complicated and I'm not sure consecutive jumps would be a good thing anyway. I'd rather avoid glow for this. MP cost is fine for the evokable but a bit weird for felids. The hat ego and the dragoon background are handy f...

Sunday, 9th June 2013, 21:14

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Note: I haven't tested to class, so everything I say is not based on that. I think having JPow is a bad idea, as said we have enough status lights (maybe Crawl should implement cool downs? I know Dungeons of Dredmor and TOME4 use them). The obvious choice is to use Magic Contamination, but that pus...

Sunday, 9th June 2013, 20:00

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Seems to me like Dredmor, Clockwork Knights. But I'll give it a shot anyway. EDIT3: There shouldn't be a Dragoon class. No other class has an evocable gimmick; they just define starting stats and equipment. Adding this gimmick to only one class makes this class better than any other playable class,...

Sunday, 9th June 2013, 18:51

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Initial reactions: We don't need more indicator lights. Replace jump power with exhaustion. Remove the ability to jump to empty squares that are not adjacent to a dude. There's no reason this should be strictly better than cblink. I'm open to the restriction of having to jump attack only and removi...

Sunday, 9th June 2013, 18:48

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Re: Implementation of a jump attack ability

Seems to me like Dredmor, Clockwork Knights. But I'll give it a shot anyway. EDIT: Shouldn't have it's own buff; should be a breath or exh attack. EDIT2: This is a weird question, but how exactly is this supposed to work in the first place? I can only jump one tile, and if something is there, it wo...

Sunday, 9th June 2013, 18:09

Forum: Game Design Discussion

Topic: Implementation of a jump attack ability

Replies: 52

Views: 34951

Implementation of a jump attack ability

Note: I've edited this first post to give an up-to-date description of the current ability, to avoid confusion. Jump attack is now in trunk! You can start a game as a felid to get the ability innately at start, and other species can look out for boots of jumping or artefacts with the +Jump property...
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