Search found 411 matches

Tuesday, 18th August 2020, 14:29

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 21892

Re: The difficulty spike from exploring to getting runes

BTW, I think that the need for running away may be one reason why lair branches feel harder: the first level has just one staircase. So, if you are forced to run away, it's likely that you will have a blob of alert enemies over there. Disjoint O:1 is really bad for that; you can get a single chokep...

Monday, 17th August 2020, 11:29

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 21892

Re: The difficulty spike from exploring to getting runes

I agree that monsters in the Lair rune branches tend to be somewhat stronger than monsters in the late dungeon. I do not feel that this is a real difficulty spike because the progression of the strength of monsters in the last 12 levels (in my usual order: 6 levels of lair, 2 levels of orc and 4 le...

Thursday, 13th August 2020, 00:10

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: 4-rune SpWr of Hepliaklqana, now won all species

Replies: 4

Views: 2028

Re: YAVPYAVP: 4-rune SpWr of Hepliaklqana, now w

I mostly don't post YAVPs here That's too bad, I've found them enjoyable to read. Well, OK, I might go back to doing it, but for now - http://www.chiark.greenend.org.uk/~damerell/games/crawl has the lot, dumps and YAVPs. I think I stopped posting after the VpSk, aside from the 15-rune GhMo. So now ...

Wednesday, 12th August 2020, 15:25

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 21892

Re: The difficulty spike from exploring to getting runes

Elyvilon; Let's you have: an invulnerability shield, heals you, and turns Hydras neutral, and you gain Piety by exploring. Why isn't the shield good in Zot? Why isn't healing good in the Vaults? Why isn't turning dangerous monsters neutral good later on? Shining1; Gives you: Allies who Heal you and...

Tuesday, 11th August 2020, 13:55

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: 4-rune SpWr of Hepliaklqana, now won all species

Replies: 4

Views: 2028

YAVP: 4-rune SpWr of Hepliaklqana, now won all species

http://crawl.montres.org.uk/morgue/damerell/morgue-damerell-20200810-220240.txt I've got a spriggan home, and with that, I have won all 30 species (including the three extra ones in Stoat Soup), starting with a 0.18 DD and first stepping away from heavy armour types with a 0.19 kitty. (I reached eve...

Tuesday, 11th August 2020, 13:52

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 21892

Re: The difficulty spike from exploring to getting runes

Only the 'Shining 1' can give you arguably the best weapon in the game, A blessed Demon Weapon. Elyvilon, Shining 1 and Zin are a Polytheism for beginner players. Trog and Okawaru can give you arguably the best weapon in the game, an arbitarily good randart. Gozag can give you arguably the best wea...

Saturday, 18th July 2020, 14:29

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158371

Re: Clock Brainstorming Thread

If some guy wants to play slow and scummy for fun, is it really something that needs to be punished? That's certainly the obvious answer, but; as one of the vanilla devs put it, quite reasonably, you don't have to be scummy for scumming to damage the game for you, because if you die and think "...

Friday, 17th July 2020, 11:16

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158371

Re: Clock Brainstorming Thread

andrew wrote:Except, I wouldn't want a clock for getting to Temple (since some players rarely go there anyway).


Just seeing the entrance could qualify as getting to it - or, in case of shaft comedy, being below the depth at which it has been placed.

Thursday, 16th July 2020, 16:10

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 32458

Re: What Is the Best Roguelike?

I dunno about "best", but Jeff Lait's POWDER is short - a "coffee break roguelike", at least until you get better at it - has some unusual features (eg, you worship one god, but all the gods watch you and may act for or against you), and is full of a marvellous dry humour.

Monday, 13th July 2020, 22:25

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 19480

Re: Formicids should not get swift

Sprucery wrote:
changelog wrote:* Formicids can no longer cast Swiftness.

Thanks, devs!

I think this is the first Stoat Soup-ism to make it into vanilla? :-)

Monday, 6th July 2020, 14:43

Forum: Game Design Discussion

Topic: Panlords Need Buffs

Replies: 7

Views: 3259

Re: Panlords Need Buffs

Give panlords still winds and blink close and constrict. Make them like liches so that looking at them reveals multiple possible spell sets until they cast a spell. Their spells used to be a mystery until cast; this was explicitly changed to show them immediately. It's hard to imagine it changing b...

Monday, 15th June 2020, 05:56

Forum: Contributions

Topic: how to make contribution

Replies: 4

Views: 4479

Re: how to make contribution

I managed to download and compile, with the only error messages being libpng warning: Interlace handling should be turned on when using png_read_image libpng warning: iCCP: known incorrect sRGB profile but I can't figure out how to play my local version. Do ./crawl in the directory where you built ...

Monday, 15th June 2020, 05:49

Forum: YASD! YAVP! and characters in progress too

Topic: I have 300 wins!

Replies: 1

Views: 1201

Re: I have 300 wins!

Magipi wrote:The milestone game was the first game of the 0.25 tournament. I picked a gargoyle, as I planned to go for 15 runes, and hunter, as I wanted something that might not be popular and thus can remain a high score for me.


Bravo! That's a fair old number.

Sunday, 17th May 2020, 20:38

Forum: Crazy Yiuf's Corner

Topic: Thank you!

Replies: 252

Views: 591000

Re: Thank you!

le_nerd wrote:Recent console quality of life feature is hugely appreciated. Polearm/wand status now in monster sidebar! Gnolls orc warriors are less annoying now! Thanks so much!

No problem. :-)

Sunday, 10th May 2020, 00:17

Forum: Dungeon Crawling Advice

Topic: Can a melee fighter defeat the Tomb?

Replies: 16

Views: 6148

Re: Can a melee fighter defeat the Tomb?

I've done it once as a ghoul of Makhleb, but if you're immune to torment and heal on kills you can get away with punching mummies.

Thursday, 16th April 2020, 16:25

Forum: Crazy Yiuf's Corner

Topic: Yet Another Crawl Variant: Stoat Soup

Replies: 15

Views: 7908

Re: Yet Another Crawl Variant: Stoat Soup

I noticed your fork containing a pre 0.24 Vampire race implementation. If you are interested in something more interesting, feel free to take a look at my fork at https://github.com/danielrogowski/evilcrawl . Thanks. At the moment we're moving from 0.22 to 0.23... at a glacial pace. However, I'll t...

Sunday, 29th March 2020, 03:09

Forum: Game Design Discussion

Topic: Change shopping list behavior toward duplicate items

Replies: 6

Views: 2743

Re: Change shopping list behavior toward duplicate items

We had a discussion about this and related behaviours (I think the deduplication in the shopping list is independent of the removal from the list on purchase) on IRC and FWIW I think: ⋅ When you list an item in a shop, duplicate items in the same shop are added to the list. ⋅ Thi...

Monday, 16th March 2020, 22:22

Forum: Game Design Discussion

Topic: Amnesia trap

Replies: 7

Views: 3987

Re: Amnesia trap

Siegurt wrote:Really it's not a reasonable idea for DCSS (it's not fun or interesting in nethack either)

Even NetHack is removing it.

Monday, 2nd March 2020, 12:36

Forum: Dungeon Crawling Advice

Topic: Strength and diminishing returns

Replies: 3

Views: 3029

Re: Strength and diminishing returns

I currently have 57 strength and have found a +8 strength ring. I'm a melee statuepode. Is it worth having the extra 8 or am I on the way to diminishing returns? There aren't really diminishing returns here, except inasmuch as if you start one-shotting significant threats you can't hit them any har...

Monday, 2nd March 2020, 12:32

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10203

Re: Triple defense hypothesis

Not only is it more skill efficient to round out your defenses, its actually better defensively too. If you've ever played a character with like 50 AC and single digit EV, you will notice extreme vulnerability to bolt spells and such. Not that extreme since, while you'll get hit a lot, your 50 AC w...

Sunday, 1st March 2020, 22:08

Forum: Game Design Discussion

Topic: acrobat/wu

Replies: 7

Views: 2841

Re: acrobat/wu

What about easing the attack restrictions on the Amulet of the Acrobat such that followers of Wu Jian still get the evasion bonus while using the 'Whirlwind' ability? I think the difficulty there is the design of WJC is meant to avoid you having an incentive to repeatedly use martial attacks agains...

Tuesday, 25th February 2020, 20:01

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

The feature makes a lot more sense if the intention is that a more casual player can choose to ignore the whole mechanic of manual skilling and still get a reasonable amount out of the game. (I don't have anything to say about whether it succeeds there.) Conversely I have no idea if that's the inte...

Monday, 24th February 2020, 17:25

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8630

Re: Name 10-aut units, or do away with them and just count a

Proposition 1: Give the 10-aut unit a name, for Pete's sake. If this happened (someone in a years-old Reddit comment suggested calling it a "decaut" or "dec"), it would both add definition to Crawl's game time and help to provide the distinction between auts, 10-aut intervals, a...

Monday, 24th February 2020, 17:21

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

and, in particular, it can do a better job than someone who doesn't know what they're doing. Perhaps this is less a defense of autotraining and more an indictment of the skill system's clarity. Perhaps it is, but that still leaves autotraining serving a purpose as things are, and suggests that to r...

Sunday, 23rd February 2020, 13:10

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

I have to agree. If you *must* have some sort of automatic option — which does seem like a good idea for new players — it needs to actually be at least decent, if not excellent, or you're just tricking noobs into repeated death. The current implementation, however, simply does not result in decent ...

Friday, 21st February 2020, 17:57

Forum: Crazy Yiuf's Corner

Topic: Rogue (the roguelike game)

Replies: 14

Views: 6277

Re: Rogue (the roguelike game)

DCSS has many, many superficial similarities to Rogue, including: This is mostly the case because Hack and NetHack are fairly direct descendants of Rogue, and while Linley Henzell wanted to write a new and different roguelike, the default assumptions of NetHack were kind of embedded in him - Linley...

Tuesday, 18th February 2020, 17:32

Forum: Contributions

Topic: how to make contribution

Replies: 4

Views: 4479

Re: how to make contribution

More basically, "git clone https://github.com/crawl/crawl/", "cd crawl/crawl-ref", and read INSTALL.txt - don't overthink it, you don't need to do much besides install the submodules or the equivalent packages from your Linux distro, then run "make".

Tuesday, 18th February 2020, 11:59

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: Kobold Spelunker of Nemelex (bcrawl)

Replies: 1

Views: 1370

Re: YAVP: Kobold Spelunker of Nemelex (bcrawl)

We've been wondering whether to take Spelunker (and bcrawl's Corona changes) and so this is interesting to read, thanks.

Sunday, 16th February 2020, 14:02

Forum: Crazy Yiuf's Corner

Topic: Innovative ways to die in meatsprint

Replies: 4

Views: 2725

Re: Innovative ways to die in meatsprint

On reflection, I thought that http://crawl.montres.org.uk/morgue/dame ... 192754.txt was quite a pleasing way to end a meatsprint game.

Saturday, 15th February 2020, 23:58

Forum: Technical Support

Topic: registration

Replies: 1

Views: 3021

Re: registration

Lacuenta wrote:Has the registration procedure changed, or in other words how do you make an account??

Registration has, regrettably, been impossible for a while.

Saturday, 15th February 2020, 19:01

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6310

Re: Too many Evo items.

The problems with limited inventory in DCSS are closely tied to its other mechanics. You have a very loose clock and the ability to backtrack, so any item that you drop can just be picked up again later. That's certainly true in the medium term, absent trips to Pan and the like, but when a crisis i...

Saturday, 15th February 2020, 03:45

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6310

Re: Too many Evo items.

I think the fact that the inventory size is limited means that inventory management is meant to be part of playing the game proper. If we combine and remove items (or use item type roulette etc.) so that all items you want fit in your inventory, then why have a limited inventory at all? It seems to...

Friday, 14th February 2020, 00:18

Forum: Crazy Yiuf's Corner

Topic: Innovative ways to die in meatsprint

Replies: 4

Views: 2725

Re: Innovative ways to die in meatsprint

8. I think I tried a few times digging into the walls with a formicid, but some of the monsters also can dig if they want to. Oh, yes. You can live quite a long time like that, especially if you dig behind the stone edifice they all teleport into. That's how I came to try learning the starting book...

Thursday, 13th February 2020, 19:38

Forum: Crazy Yiuf's Corner

Topic: Innovative ways to die in meatsprint

Replies: 4

Views: 2725

Re: Innovative ways to die in meatsprint

7. The first monster you see is a meat berserker. Your last run got quite a long way and you have largely stopped caring that they are fast. Once again, it transpires, you care that they are fast.

Thursday, 13th February 2020, 18:15

Forum: Crazy Yiuf's Corner

Topic: Innovative ways to die in meatsprint

Replies: 4

Views: 2725

Innovative ways to die in meatsprint

Now, you might be thinking there's loads of ways to die in meatsprint ( http://crawl.chaosforge.org/Arena_of_Blood ), but here are some especially amusing ones I have found while failing to win it. ⋅ Lose before you start by being a non-formicid fighter and getting smeared all over the lan...

Thursday, 13th February 2020, 12:46

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

I mean ask yourself this question: if displaying things as OP asked was an rc option would you ever turn it off? I'm not sure what the actual development policy is here (especially in light of the "if you wear this armour..." inventory display in vanilla), but I recently implemented a cha...

Tuesday, 11th February 2020, 12:38

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

Your system doesn't have *very complicated rules nonsense*, but it does have *dying later is worse than dying earlier* nonsense. (Which is what I think damerell meant.) Psymania and I are also both on IRC and so have been having this conversation in two places, and they have clarified what they're ...

Monday, 10th February 2020, 16:21

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 3200

Re: Elyvilon rework

"able to deal great damage in melee combat, and much more robust." - spurious comma. I regret to say I was mistaken here and this comma is not spurious. I'll review the new changes when I get a chance. "While you're transform, you may be certain of this help" - "While you'r...

Monday, 10th February 2020, 15:33

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 3200

Re: Elyvilon rework

damerell wrote:"able to deal great damage in melee combat, and much more robust." - spurious comma.

I regret to say I was mistaken here and this comma is not spurious. I'll review the new changes when I get a chance.

Monday, 10th February 2020, 12:20

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 3200

Re: Elyvilon rework

Text gripes only: ⋅ Elyvilon "heals you little by little when you are in a holy cloud". Well, no; Elyvilion lets you create a holy cloud that heals you slowly. They don't hand out healing when you happen to stroll into any (non-existent) holy clouds that you find. ⋅ &qu...

Monday, 10th February 2020, 11:03

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

That's true. In thinking about this issue, though, I asked myself "Why have the cap at all? If the cap on the number of extra lives were simply not there in the first place, it would solve the problem of a later death sometimes being more costly than an earlier death." And my self's answe...

Monday, 10th February 2020, 10:56

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

damerell: I do not really get this logic. How is dying more often makes it less likely to die in quick succession? That is, of course you can permanently die with two deaths or live with 8 evenly spaced deaths, but if you actually died earlier your chances to permanently die (by two quick deaths) a...

Sunday, 9th February 2020, 04:53

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

Maybe I misunderstand something in the OP. I did not see that the required XP to restoring revive is necessarily tied to the character XP. A better solution would be to simply base it on the number of previous deaths: with 0 deaths it is cheap, with 8 deaths it is expensive. So it is clear that not...

Saturday, 8th February 2020, 12:48

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

It doesn't completely do away with the "Hey, why is my number of extra lives available capped? That means I'm punished for dying long after reaching the cap instead of dying right when I reach the cap" factor, though. I think what I'm getting at is that that factor is a specific case of t...

Friday, 7th February 2020, 12:49

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 5963

Re: Simplification of felid extra-lives mechanics

Another thing which occurs to me is something you mention in passing, which perhaps deserves further thought. You don't like the current system because it advantages a felid who dies early, compared to one who dies later, and that seems backward. I agree, and would suggest that one of your goals sh...

Thursday, 6th February 2020, 17:44

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

petercordia wrote:Auto training also leads to some new players training 7 different weapon skills...

You can carry out just the same swaps with manual training - and train the same 7 different weapon skills.

Thursday, 6th February 2020, 11:21

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14149

Re: Opaque skill system is severely wounded

I am of the impression that auto-skilling is simply a noob trap that will, in almost all cases, lead to an objectively weaker/less optimized character than manual training, I think it's a bit more complicated than that. Automatic skill training is worse than manual training done right... but it won...

Monday, 3rd February 2020, 12:18

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22942

Re: Rework polearms

It's not limited to polearms; other items carried by monsters have the same problem. We do launchers, wands, weapons of distortion. I think it's better to move towards the solution of monsters not using items at all. That's quite drastic (indeed, on reflection "monsters with items have slightl...

Sunday, 2nd February 2020, 12:02

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22942

Re: Rework polearms

What bothers me a lot with current reaching is that it makes every orc/gnoll/vault guardian fight a chore because I need to manually examine them to figure out of there are any reachers among them. I play the text version. That's going to stay the same no matter what as long as reaching/damage on g...

Sunday, 2nd February 2020, 11:52

Forum: Crazy Yiuf's Corner

Topic: How to learn from other persons game

Replies: 6

Views: 3108

Re: How to learn from other persons game

petercordia wrote:Is there a way I can learn from this game, and figure out how Engine did his cool stuff?


Watch the ttyrec. My preferred tool for watching ttyrecs is "ipbt".
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