Search found 1567 matches

Tuesday, 8th October 2013, 11:51

Forum: Technical Support

Topic: Level map for tiles ?

Replies: 2

Views: 1173

Re: Level map for tiles ?

Webtiles does have a monster list. Maybe it's not displayed because of screen size, you can use the tile_layout_priority option to change this. See options_guide.txt . A good X mode for tiles is wanted for a long time, but so far nobody made one. It's one of those things that are nice to have, but n...

Friday, 4th October 2013, 12:59

Forum: Game Design Discussion

Topic: Chaos Brand for Armour

Replies: 26

Views: 7512

Re: Chaos Brand for Armour

njvack wrote:oh my god is snakes to sticks a xom effect because it should be

It is.

Wednesday, 2nd October 2013, 13:41

Forum: Dungeon Crawling Advice

Topic: GDR

Replies: 26

Views: 6438

Re: GDR

The important thing is that the GDR percentage is actually a percentage of the maximum possible damage roll, not of the actual damage roll (actually it's more complicated, it seems to be the maximum base damage, not including weapon enchantment, berserk, and other such factors). And you got that wro...

Wednesday, 2nd October 2013, 13:17

Forum: Dungeon Crawling Advice

Topic: GDR

Replies: 26

Views: 6438

Re: GDR

Both descriptions are wrong. saved = random2(1 + ac); saved = max(saved, min(gdr * max_damage / 100, ac / 2)); return max(damage - saved, 0); So a GDR of x% means that the actually rolled damage will always be reduced by at least x% of the maximum possible damage, or AC/2, whichever is lower. So as ...

Tuesday, 1st October 2013, 14:20

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4246

Re: Game Balancing (not necessarily Crawl)

Octopodes lose a bunch of other slots, and you usually have more ring slots than useful rings for a pretty long time. So managing equipment is actually fairly painless for Octopodes at first, because you don't have to swap rings so much. As you find more universally useful rings such as slaying, eva...

Tuesday, 1st October 2013, 09:09

Forum: Dungeon Crawling Advice

Topic: DCSS in a nutshell

Replies: 10

Views: 5565

Re: DCSS in a nutshell

It's really not that bad. If you have played a few roguelikes and like them, you probably already have the right expectations. There's a lot to discover, and unfortunately some important things are hard to discover by yourself. But other than that DCSS is pretty straightforward for an experienced ro...

Monday, 30th September 2013, 18:30

Forum: Game Design Discussion

Topic: Scroll of Engrain Resistance

Replies: 23

Views: 7452

Re: Scroll of Engrain Resistance

Resistance is also a normal shield brand.

Monday, 30th September 2013, 14:54

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7230

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

I'm pretty sure talking about it here would be fine.

Monday, 30th September 2013, 12:34

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7230

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

Well... I /do/ have an excel spreadsheet that I've been tweaking around for a while to balance str, dex, and int for a roguelike that I hope to make as my comp sci project this year. My goal was to make it so that each of the 3 classes, ranger, warrior, and mage, have a main stat, but still make it...

Monday, 30th September 2013, 08:32

Forum: Game Design Discussion

Topic: Scroll of Engrain Resistance

Replies: 23

Views: 7452

Re: Scroll of Engrain Resistance

It's not super powerful or anything, but power creep is not a good thing. Especially when there is no pressing reason.

Wednesday, 25th September 2013, 12:52

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7469

Re: Better representation of noise?

That's exactly what I did, but sound messages are a bit weird and go through a few different channels. It would have been nice to unify this and have one central place for inserting the direction instead of adding the replacement to a bunch of different functions, but I didn't get around to it. I al...

Friday, 20th September 2013, 12:19

Forum: Game Design Discussion

Topic: Player Race Proposal: Phantasm

Replies: 10

Views: 2607

Re: Player Race Proposal: Phantasm

Allowing dragon armors doesn't make much sense IMO.

I think the apts are too one-dimensional, and too close to Spriggans. Giving them invis for free at level 12 does not help in this regard.

Can they transmute? Because most undead cant.

Thursday, 19th September 2013, 12:26

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7469

Re: Better representation of noise?

I believe someone suggested that before, and I think it's a good idea. Actually showing people how much noise they make would be really good. But last time this was discussed it was brought up that not just the noise from last turn matters. Also monsters are noisy too, and that is also important. It...

Thursday, 19th September 2013, 11:23

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7469

Re: Better representation of noise?

Some really loud spells already mention noise in their messages, it's not really helping. It still took me way too long to learn the importance of noise.

Thursday, 19th September 2013, 09:11

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7469

Re: Better representation of noise?

Some sort of advanced tutorial about tactics could cover noise. It should be much more free-form than the regular tutorial, and with fewer message tiles. Something like a fairly easy sprint with some signposts stuck in. It would be hard to do well though, and might be a lot of work to maintain.

Wednesday, 18th September 2013, 17:14

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 18185

Re: turning rods into snakes

Volteccer_Jack wrote:On the other hand exploding and getting myself banned actually provided results.

Actually neil said he hadn't seen the reactions to his commit in this thread when he reverted it. So no it didn't.

Wednesday, 18th September 2013, 16:40

Forum: Game Design Discussion

Topic: Implement "cure" for sticky flame

Replies: 21

Views: 6458

Re: Implement "cure" for sticky flame

I'm pretty sure the "new evokable flask" and the "existing phial of floods" are the same thing. It creates some shallow water.

Wednesday, 18th September 2013, 13:49

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 59514

Re: Proposal: Rework Item Destruction

Galefury: I am not so sure -- this is where the disagreements start :) For example, I think that jellies are good. Sorry for not being clear, I meant destruction of items in the inventory. Making me actually carry the things I want with me is a lot less annoying than making me not carry them. I'm n...

Wednesday, 18th September 2013, 13:21

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 59514

Re: Proposal: Rework Item Destruction

While a more sophisticated approach may be even better, I still think that crawl would be a better game if item destruction were simply removed, without a replacement or other changes. Further changes might further improve crawl, but even just getting rid of item destruction would already be a net p...

Tuesday, 17th September 2013, 14:20

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 18185

Re: turning rods into snakes

The forum etiquette is basically "don't be a huge jackass". I don't think making another thread about this would help.

Tuesday, 17th September 2013, 12:48

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75209

Re: Discussion: Improving Skalds

To be fair, magic dart can be used at range, so you usually also do it in addition to swinging your weapon. And if the damage turns out to be bad and the enemy is still at some distance you can just start walking away until your mana is full and try again, or go up some stairs, which doesn't work so...

Tuesday, 17th September 2013, 11:53

Forum: Dungeon Crawling Advice

Topic: The Lazy Person's Guide to a 15 Runer

Replies: 43

Views: 14083

Re: The Lazy Person's Guide to a 15 Runer

It wasn't so bad, and certainly had some interesting and useful information. But it shouldn't be styled as a guide IMO, because there was a lot of bad advice in it.

Tuesday, 17th September 2013, 11:10

Forum: Crazy Yiuf's Corner

Topic: The TRULY Lazy Person's Guide to a 15 Runer

Replies: 21

Views: 4498

Re: The TRULY Lazy Person's Guide to a 15 Runer

moop wrote:And most of all - that was a perfectly serviceable dick joke given the setup. You can't leave a softball like that hanging over the plate.

I think I missed it. :(

Tuesday, 17th September 2013, 11:07

Forum: Dungeon Crawling Advice

Topic: Small question about game

Replies: 5

Views: 1904

Re: Small question about game

Does Crawl has hidden property of difficulty? Or does it scales monsters according to character's XL? No. Very few things that can be observed or changed by the player affect monster, item and terrain generation. The time you spend on a level influences the difficulty of newly spawning monsters on ...

Tuesday, 17th September 2013, 08:22

Forum: Suggestions & Criticism

Topic: Minmay

Replies: 8

Views: 3852

Re: Minmay

I think he just posts less. :(

Tuesday, 17th September 2013, 08:18

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 18185

Re: turning rods into snakes

Volteccer_Jack wrote:A bunch of whining

You can probably get around most of your troubles by just inscribing clubs and spears. No need to inscribe all weapons in the game, most aren't snakeable anyway.

Monday, 16th September 2013, 22:30

Forum: Game Design Discussion

Topic: Did redacted really quit because someone was mean?

Replies: 38

Views: 16376

Re: Did redacted really quit because someone was mean?

I'm pretty sure dpeg is not the jackass here.

Friday, 13th September 2013, 14:14

Forum: Game Design Discussion

Topic: Make stashes useless

Replies: 46

Views: 11863

Re: Make stashes useless

IIRC only Mf can retrieve items from deep water.

Friday, 13th September 2013, 13:49

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 21550

Re: Detailed description for Fighting skill

-.-

Edit: okay, an actual response: There's no percentage in what you calculated. This should give you a clue that there may be something you have not taken into account.

Friday, 13th September 2013, 13:01

Forum: Game Design Discussion

Topic: New Evocable: Golem Seed

Replies: 5

Views: 1770

Re: New Evocable: Golem Seed

Artifacts are immutable, so no golems can be made from those. Another (bigger) problem is that this lets you turn something useless (equipment you are never going to use) into something useful (a permanent ally). This already doesn't work very well for Nemelex & company, more interactions of thi...

Thursday, 12th September 2013, 12:58

Forum: Dungeon Crawling Advice

Topic: My pet fire crab

Replies: 6

Views: 2255

Re: My pet fire crab

Haha, excellent!

Thursday, 12th September 2013, 09:11

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12304

Re: Do the Trunk Races really fit within Crawl?

Lava does the same thing to items that it does to terminators.

Tuesday, 10th September 2013, 17:06

Forum: Game Design Discussion

Topic: Proposal: Gigantism Mutation

Replies: 39

Views: 10121

Re: Proposal: Gigantism Mutation

Well, Spriggans get -3 move delay and are tiny, but suffer from huge equipment restrictions, and they get -30% HP, but they also have a lot of other stuff going on. So -20% would probably be more fair. It's probably better to ask a more experienced player.

Tuesday, 10th September 2013, 16:44

Forum: Game Design Discussion

Topic: Proposal: Gigantism Mutation

Replies: 39

Views: 10121

Re: Proposal: Gigantism Mutation

Lasty wrote:Giant clubs are too strong but -3 move delay isn't? Seems to me like the small facet is now the best one by a lot.

This. Being small is already very good, especially when the usual equipment restrictions don't apply. -3 move delay on top of that is just crazy.

Tuesday, 10th September 2013, 11:40

Forum: Dungeon Crawling Advice

Topic: Shields

Replies: 26

Views: 5718

Re: Shields

Shields are not bad, it's just that characters who kill things with weapons usually work better when they are better at what they do. It's really mostly about the rarity IMO. If you find something awesome like the shield of resistance it's probably worth using, and if you find a good 1H weapon early...

Tuesday, 10th September 2013, 00:14

Forum: Game Design Discussion

Topic: Amulet of Form Change unrand

Replies: 7

Views: 2147

Re: Amulet of Form Change unrand

I think it might be cool, but it's not really obvious which race effects to convey and which not. This also applies to players using the item, so it's probably just going to end up being really weird, and I don't mean the good kind of weird. I mean the kind that makes people submit the same bug repo...

Tuesday, 10th September 2013, 00:09

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 15677

Re: Proposal: remove chunk-eating for satiation purposes

In games with a strict food clock backtracking for food is simply not feasible for various reasons, one of which is the strict food clock. Crawl cant have that because of the branching dungeon which requires occasional backtracking, so maybe it's going to be a problem. I think that problem can be ad...

Monday, 9th September 2013, 15:34

Forum: Technical Support

Topic: How do I set autopickup = false for identified items?

Replies: 5

Views: 1661

Re: How do I set autopickup = false for identified items?

Just look at MarvinPA's rcfile, it has a bunch of autopickup stuff in it.

Edit: corrected the link to point to the CDO version. Also, the options guide in the crawl documentation has a lot of information on options, so it may also be worth checking out.

Monday, 9th September 2013, 15:31

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 15677

Re: Proposal: remove chunk-eating for satiation purposes

It's good that you can pick strength on levelup then! Also, permafood wouldn't pile up as much as it currently does, because you would have to eat it.

Monday, 9th September 2013, 15:09

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 15677

Re: Proposal: remove chunk-eating for satiation purposes

I'm not sure more permafood spawning is even necessary. After all Spriggans currently work pretty well. One thing that should probably be done is start everyone with one or two rations (for example meat unless herbivorous). Other than that an easy first step would be to increase the nutritional valu...

Monday, 9th September 2013, 14:47

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 15677

Re: Proposal: remove chunk-eating for satiation purposes

players might not want the "best" creature according to the game's ranking (HD, XP, or whatever) Fuck them. :P More seriously, having to switch to a new stack of chunks for Sublimation is pretty annoying. OTOH sublimation from chunks could just be removed, because it's really not very int...

Monday, 9th September 2013, 12:04

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 15677

Re: Proposal: remove chunk-eating for satiation purposes

dpeg already mentioned he would like to remove chunk-eating for satiation purposes if it's possible, and some of the other devs seemed interested. There hasn't been a proper proposal as far as I remember, so it's interesting to read your thoughts on this. I haven't read the thread because it's very ...

Friday, 6th September 2013, 16:10

Forum: Game Design Discussion

Topic: Starting with Unarmed

Replies: 55

Views: 16240

Re: Starting with Unarmed

I think it's because early unarmed is really bad? I'm not really sure though, it might be better than I think.

Friday, 6th September 2013, 11:49

Forum: Dungeon Crawling Advice

Topic: Discussion about Mara

Replies: 57

Views: 12918

Re: Discussion about Mara

Or you could walk to a corner. Seems like a good approach strategy, right?

Even in the open, wielding and unwielding bread takes a turn, so it's probably not worth it.

Wednesday, 4th September 2013, 17:55

Forum: Game Design Discussion

Topic: Starting with Unarmed

Replies: 55

Views: 16240

Re: Proposal: Hero Background

Well, in that case you cant get rid of the claws. Obviously.

Wednesday, 4th September 2013, 17:52

Forum: Game Design Discussion

Topic: Proposal: Sage background

Replies: 6

Views: 2126

Re: Proposal: Sage background

The biggest problem with your idea is that there is no issue that needs solving. The existing backgrounds are so many and so diverse that there always is one pretty close to what you want to do anyway (what minmay said). There's no need to agonize over a few "lost" skill points, because lo...

Wednesday, 4th September 2013, 16:29

Forum: Game Design Discussion

Topic: Progress pages like Doomrl

Replies: 12

Views: 3597

Re: Progress pages like Doomrl

AFAIK they do not operate directly on morgue files, the data is entered into a database and accessed from there. Milestone fields for example are not in the morgue.

Wednesday, 4th September 2013, 16:25

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112112

Re: DCSS Text Improvement Taskforce

Ugh. If you want to improve these, you should register here and join the german translation team: https://www.transifex.com/projects/p/dcss/
There are some spelling mistakes in the second one btw. Also the increase duration should probably be mentioned. :P

Tuesday, 3rd September 2013, 10:53

Forum: Dungeon Crawling Advice

Topic: How find a lost object?

Replies: 17

Views: 4421

Re: How find a lost object?

This is bordering on feature request, but could still be considered a bug. You might as well post it on mantis and see if anyone does something about it. It's not like all bugs get fixed. :P

Tuesday, 3rd September 2013, 09:16

Forum: Game Design Discussion

Topic: God Options for Rogues, Archers and Warrior Mages

Replies: 39

Views: 16234

Re: God Options for Rogues, Archers and Warrior Mages

Can we please not critique the game in this thread, I wanted to keep in focused on discussing god options for underrepresented play-styles. It's not that discourse about game design is a bad thing, but we're just getting really off-track here. I'm about to forecast the impending closure of this thr...
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