Search found 1531 matches

Friday, 12th July 2013, 18:13

Forum: Game Design Discussion

Topic: Why are monks and Tm the only ones to start with Unarmed?

Replies: 24

Views: 6318

Re: Why are monks and Tm the only ones to start with Unarmed

rebthor wrote:Can I get a TL:DR on that?


Karate master:
Learn pressure points, embark on
Spiritual path.

Friday, 12th July 2013, 16:33

Forum: Suggestions & Criticism

Topic: Mobile Forum Issue

Replies: 5

Views: 2777

Re: Mobile Forum Issue

I don't know if I've mentioned elsewhere but it'd be nice to upgrade to a new version of phpBB which has much better mobile support baked into its templates from what I understand, however persuading someone to do this is another matter :P

Friday, 12th July 2013, 16:19

Forum: Game Design Discussion

Topic: Why are monks and Tm the only ones to start with Unarmed?

Replies: 24

Views: 6318

Re: Why are monks and Tm the only ones to start with Unarmed

Nothing wrong of course, but you could easily flip the question. Why not give players additional flexibility after background choice? Because species and background already gives you all the choice and flexibility you need and adding any more is unnecessary complexity. I would more favour removing ...

Friday, 12th July 2013, 15:40

Forum: Game Design Discussion

Topic: Why are monks and Tm the only ones to start with Unarmed?

Replies: 24

Views: 6318

Re: Why are monks and Tm the only ones to start with Unarmed

I thought Mo's big thing is the automatic 2 star piety on joining a religion. Maybe it would make sense to give the UC option to Fi and Gl, and reflavour Mo as a weapon-wielding zealot now that old Priest is gone. New Priest/Monk would start with weapon choice and automatic 2 star piety when choosi...

Friday, 12th July 2013, 13:50

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 12344

Re: Proposal: Branch end up stairs

Siegurt wrote:What if there was a setting one could put in their settings which would not stop auto-travel for monsters below a certain threshold of danger level (I know that's a little difficult to quantify, e.x. boggarts)


It would certainly be possible, but it might just be easier to prevent those spawns.

Friday, 12th July 2013, 13:36

Forum: Game Design Discussion

Topic: Farming

Replies: 18

Views: 5285

Re: Farming

galehar wrote:Never heard of it and it's not on the dev planning


In fairness dev planning was completely out of date until I recently updated it, and I'm certainly not aware of every single thing that anyone is actively working on ;)

Friday, 12th July 2013, 13:34

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 12344

Re: Proposal: Branch end up stairs

Well, the monster spawning formula has been rewritten already, I don't think there's much popcorn in branches. The new formula intentionally replicated the old numbers fairly accurately. I don't think much at all has been actually changed in terms of what monsters and individual weightings, aside f...

Friday, 12th July 2013, 13:28

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

I tend to try on anything that could possibly be better than what I already have; remove curse scrolls or no. This means very often, particularly in the early game, I can be stuck with sub-par equipment for a while until I find a way to uncurse something. For me this adds some interesting tension to...

Friday, 12th July 2013, 13:18

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

What you probably want to do is start out by filling the map with the glyph you're going to use (look for an extend_map call, you can specify the fill glyph there); then draw the zig walls and floors over the top with normal glyphs. So then at the end you can refer to the original fill glyph when de...

Friday, 12th July 2013, 09:02

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

Look at the wizlab maps and Lua code; they do a lot of manipulation of tilesets and features.

Friday, 12th July 2013, 08:04

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

OK, I'm working on surrounding the zig with lava or deep water. To restrict the player from leaving I need to set no_tele_into. Use e.kmask(...) or e.kprop(...) for stuff like this (I can't remember which one offhand). I would also like to set daytime/nighttime using halo (sunshine is halo) and umb...

Thursday, 11th July 2013, 11:21

Forum: Game Design Discussion

Topic: Why don't Str and Dex add any offensive ability to Melee?

Replies: 31

Views: 7619

Re: Why don't Str and Dex add any offensive ability to Melee

graffen69 wrote:A lot of rpg´s have stats that have different effects depending on what class you play.


Crawl isn't an RPG and its classes are intentionally "starting kits" that do not have such significant effects later on in the game.

Yes, this has been discussed before ;)

Thursday, 11th July 2013, 11:07

Forum: Coding

Topic: Testing a makeitem.cc patch.

Replies: 6

Views: 2600

Re: Testing a makeitem.cc patch.

The wizard make target is a slightly out of date thing for the instructions to refer to really, since it's the default anyway now. Second, I don't know how closely I need to match the old formulas. Currently, I've worked based on the 1% rule- if the new formula changes the result in less than 1% of ...

Thursday, 11th July 2013, 09:07

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7798

Re: Orb of Zot and apportation spell

There is a very important reason - monster generation without the orb is much slower. Personally I don't care about turns at all. B-but-- you spend about 100x longer on Zot:5 because you're apporting the Orb (and making a ton of noise about it). I still think it's better to just disallow the techni...

Thursday, 11th July 2013, 04:23

Forum: Dungeon Crawling Advice

Topic: remove hydras from the game

Replies: 48

Views: 14087

Re: remove hydras from the game

Demi-hydra.

Have up to 13.5 heads.

Thursday, 11th July 2013, 02:54

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

Effects that are "happen only while an item is equipped" are just item brands and we have them already. Curses should be something different IMO since we already have many very interesting items with both plusses and minuses. We also already have both cursed-once and recurses-over-and-over...

Thursday, 11th July 2013, 01:29

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7798

Re: Orb of Zot and apportation spell

I've seen numerous people do this and yes, players will try any crazy thing if they believe it gives them a slight edge, even if it's really boring gameplay. This is why there's a tendency to try and avoid these kind of problems in the game's design. Anyway what I think would work best is if using a...

Wednesday, 10th July 2013, 14:51

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

I'm not convinced that curses should be double-edged, in fact that goes against the idea of a 'curse'. We already have the double-edged thing with mutations and with many artifacts. If ?RC is in short supply then the decision comes down to which curses do you most want to get rid of. They shouldn't ...

Wednesday, 10th July 2013, 13:42

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 9039

Re: DCSS: Successful Open-Source Game Development

Say, for example, unexplored terrain was somehow a resource for players -- then you need to decide how much terrain to explore and when. Maybe if rest-to-heal (another of my least favorite roguelike tropes) were replaced with explore-to-heal... Or if it had a cost (XP? Piety?) such that fully explo...

Wednesday, 10th July 2013, 10:53

Forum: Game Design Discussion

Topic: Summons Nerf Redux

Replies: 13

Views: 4029

Summons Nerf Redux

I've written up a new discussion page for summoners on the wiki: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:schools:summoning This is a collection of lots of different ideas from here, IRC, etc., and I'm not proposing that all the ideas there should be implemented! Further discu...

Wednesday, 10th July 2013, 10:43

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

It sounds illogical but the way to do this is flag all items that first enter your LOS while the curse is active, these items then permanently have a chance to have already turned to gold when you pick them up. I do think this is a cool thematic curse idea but the implementation might be a bit diffi...

Wednesday, 10th July 2013, 08:30

Forum: Coding

Topic: don't read new des file

Replies: 2

Views: 1652

Re: don't read new des file

It helps if you start Crawl from the command prompt; then you can see any output messages.

Usually if there's a new or changed des file, you'll see a message about recompiling it.

However if there are any syntax errors introduced in your changes you'll also see a message about that.

Tuesday, 9th July 2013, 15:41

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

I have to agree having effects happen just from carrying things in your inventory would be bad. Whatever system we have needs to be simple and non-annoying, otherwise we end up with something like food reform / nausea all over again. I would actually propose a much simplified version where: an item ...

Tuesday, 9th July 2013, 08:43

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

I'm already having too much fun play testing your demigod branch ;) . (Btw, where do you want feedback, bug reports ect. for that to go?) I guess either start a new thread, or comment on the wiki page: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demigod There was an ancient th...

Tuesday, 9th July 2013, 04:09

Forum: Technical Support

Topic: [Tiles 0.12.2] Garbled graphics, broken game.

Replies: 10

Views: 3656

Re: [Tiles 0.12.2] Garbled graphics, broken game.

Well here you go: http://support.gateway.com/product/?cmpid=topnav , the model number is normally written somewhere on the computer, or you could contact Gateway tech support for more help. Then find your desktop in the list and they should have all the drivers and instructions on what to do with th...

Tuesday, 9th July 2013, 04:02

Forum: Technical Support

Topic: [Tiles 0.12.2] Garbled graphics, broken game.

Replies: 10

Views: 3656

Re: [Tiles 0.12.2] Garbled graphics, broken game.

It's probably easier to search on your PC manufacturer's site; what make of computer is it? Hardware vendors quite often have bespoke versions of these kind of integrated chipset drivers so it's best to go directly to them first.

Tuesday, 9th July 2013, 03:42

Forum: Technical Support

Topic: [Tiles 0.12.2] Garbled graphics, broken game.

Replies: 10

Views: 3656

Re: [Tiles 0.12.2] Garbled graphics, broken game.

1. Split the tilesheets up more; how this split would work I'm not sure but for memory management purposes it would seem reasonable to have per-branch sheets for branch-native walls, floors, monsters; and then global sheets for stuff used everywhere. Some might need arbitrarily splitting up further...

Tuesday, 9th July 2013, 03:11

Forum: Technical Support

Topic: [Tiles 0.12.2] Garbled graphics, broken game.

Replies: 10

Views: 3656

Re: [Tiles 0.12.2] Garbled graphics, broken game.

I'm not sure but this might be related to: https://crawl.develz.org/mantis/view.php?id=7237 Of course you should try updating your graphics drivers too and installing all Windows updates. Failing that, maybe the solution I suggested on that ticket could work - breaking the sprite sheets down into sm...

Tuesday, 9th July 2013, 03:05

Forum: Technical Support

Topic: Product Branch?

Replies: 7

Views: 2145

Re: Product Branch?

Well which version of Windows do you have exactly? Did you find the C:\Users\[UserName]\AppData\Roaming\crawl\ folder?

Saturday, 6th July 2013, 15:37

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

The #if stuff is often marking code that's due for deletion at the next major version bump, i.e. when we next break save compatibility so loads of old enums can be removed, and existing enums can be reordered with impunity. Basically when you see: #if TAG_MAJOR_VERSION == 34 That means "delete ...

Saturday, 6th July 2013, 13:49

Forum: Game Design Discussion

Topic: Why a Background (Class) System?

Replies: 14

Views: 4708

Re: Why a Background (Class) System?

I wonder if the Devs plan on adding things as big as new classes or races? Have you seen trunk lately? As well as....more of everything really. There isn't really any limit to how many items/artifacts/enemies can be added to something like this. Really ... have you seen trunk at all ever? Actually ...

Saturday, 6th July 2013, 13:45

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

How does one enable a debug build with all those features? Xcode doesn't like compiling crawl. Normally: make debug or make debug TILES=y ...But I'm not sure how builds work on mac. how you do use util.random_weighted_from and what are the types of its arguments? The first parameter is which field ...

Friday, 5th July 2013, 09:01

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

Marshalling/unmarshalling code can be tricky, I wouldn't really recommend this for temporary debugging code. However saving a list of zig floor types isn't really too hard; marshalling code is all in tags.cc. An easier way might be to write to the you.props hash, e.g. you.props["zig_floor_1&quo...

Friday, 5th July 2013, 06:04

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

What static data do you need to save exactly? I can't see anything in the patch that couldn't be worked out at runtime.

Thursday, 4th July 2013, 21:22

Forum: Game Design Discussion

Topic: Multi-turn spells

Replies: 16

Views: 4217

Re: Multi-turn spells

My view is that it would work well if we continued the theme of the lightning rod and "multi-turn spells with unusual mechanics" were featured on several rods. The shotgun-style iron rod that I haven't merged yet has functionality a little like this (the spread increases on consecutive use...

Thursday, 4th July 2013, 20:10

Forum: Technical Support

Topic: Product Branch?

Replies: 7

Views: 2145

Re: Product Branch?

Your save files are normally in "C:\Users\[UserName]\AppData\Roaming\crawl\saves" ... on Windows Vista onwards at least, and assuming you used the installer (it helps if you specify details like this, which is why the bug tracker has all those fields in the first place). "Product Bran...

Thursday, 4th July 2013, 13:20

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 31888

Re: I think Hall of Blades should be reworked (or removed?).

It's just a matter of probabilities. Each floor that you generate has a given chance of uniques being placed. Therefore, visiting more floors will on average cause more uniques to be generated. It's not like the game decides in advance which uniques are going to appear, in which case this parking th...

Thursday, 4th July 2013, 12:20

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

Yep, dlua is right; that's the internally-used API, whereas clua can be used in e.g. player configs; dungeon building functions have to stay out of there otherwise players could cheat riotously ;)

Thursday, 4th July 2013, 07:33

Forum: Game Design Discussion

Topic: Proposal: All timed portals are announced

Replies: 23

Views: 6272

Re: Proposal: All timed portals are announced

I could write 50,000 words about Djinn, and they're in the game now, which means I no longer respect the devs, so why bother. Ouch! If you have feedback about features currently being tested in trunk, it would be helpful if you gave us that feedback, and also understand what "being tested in t...

Thursday, 4th July 2013, 07:24

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 31888

Re: I think Hall of Blades should be reworked (or removed?).

XuaXua wrote:It certainly lowers your chances of seeing Boris again.


Only if Boris is there.

If Boris isn't there, it raises your chances of seeing Boris on another different floor.

(If you don't want to see Boris again, don't kill him the first time...)

Thursday, 4th July 2013, 05:32

Forum: Technical Support

Topic: Product Branch?

Replies: 7

Views: 2145

Re: Product Branch?

Windows? Unix? Mac?

Thursday, 4th July 2013, 04:57

Forum: Technical Support

Topic: Product Branch?

Replies: 7

Views: 2145

Re: Product Branch?

Usually when multiple branch entrances are found, one of them is a mimic; so this is quite unusual. The file upload is optional but I recommend you upload your save file; this is in your "saves" folder, the location of which will be dependent on how you installed the game or which server y...

Thursday, 4th July 2013, 03:26

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 31888

Re: I think Hall of Blades should be reworked (or removed?).

As it stands, I usually step into the hall in hopes that a unique or two will spawn there, to remain forever parked. Note this does not actually work. What, yes it does. If you set one foot on a floor, that floor is generated, and any uniques that are placed will be unavailable for generation from ...

Wednesday, 3rd July 2013, 19:36

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25840

Re: Suggestion: slightly more enemy variety in lower dungeon

how about a monster which creates thick fog around it thus blocking LOS, it should be easy to implement and intuitive for a new player as fog and clouds are common. Yeah but it's not as cool a theme as a mysterious moving patch of blackness :) The danger with clouds is they can be easily displaced ...

Wednesday, 3rd July 2013, 18:58

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25840

Re: Suggestion: slightly more enemy variety in lower dungeon

khalil wrote:Not being able to target doesn't mean anything if you spawn a cloud outside the darkness and the monster walks into it, or if you cast tornado and just kill everything on the screen.


Hopefully someone will implement the cloud nerf soon and we won't have to be limited by such design constraints.

Wednesday, 3rd July 2013, 18:56

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

You are welcome to try it out; constributions from non-devteam members are often accepted. The best recommendation is to make a public clone of crawl (e.g. on gitorious) so people and see and test your changes. I prefer the idea of a curse being something that is temporarily transferred to the playe...

Wednesday, 3rd July 2013, 18:34

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14122

Re: Implementing Zig proposal from Wiki

Basically instead of modifying the grid directly like you're doing here, instead you can have functions that accept a reference to a mapdef, and modify glyphs on that mapdef instead. This is how much of the existing API works.

Wednesday, 3rd July 2013, 17:57

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 30206

Re: Curses

Siegurt's idea (or something very similar) has been proposed before: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5553 It's certainly something that would be very cool to see if we had a solid proposal and someone willing to code it. Regarding some of the other comments: Curses are someth...

Wednesday, 3rd July 2013, 16:25

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 135865

Re: Tiles that could use improvement

The problem is just that it completely breaks the theme of the sprite and monster to have it that bright. It completely breaks the purpose of the sprite if players can't see it. Your original version is the same colour and shade as the floor tile, it completely blends in. I've commented more than o...

Wednesday, 3rd July 2013, 11:18

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25840

Re: Suggestion: slightly more enemy variety in lower dungeon

Perhaps a mob that is immune to projectile attacks or everything unless you're in it's designated "area". This could open up all sorts of interesting derivatives. Maybe a truly invincible baddie that can't leave a given area and you just have to rush by it or blink past it. It wouldn't be...
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