Search found 268 matches

Thursday, 29th June 2017, 22:02

Forum: Game Design Discussion

Topic: Allies and accessibility in tiles

Replies: 11

Views: 4118

Re: Allies and accessibility in tiles

What about mirroring ally tiles (make them look right instead of left)?

Thursday, 29th June 2017, 04:08

Forum: Game Design Discussion

Topic: The used wands store

Replies: 22

Views: 7135

Re: The used wands store

Just remove wands already. They create tons of inventory clutter, their identification mechanic is obtuse and pointless, the only one with a unique impact on the game is digging and you can always turn digging into a different consumable if you want to save it. The rest are overly similar to existi...

Sunday, 25th June 2017, 04:55

Forum: Game Design Discussion

Topic: Remove mutagenic corpses, reduce !mutation frequency

Replies: 25

Views: 7395

Re: Remove mutagenic corpses, reduce !mutation frequency

I do think that purple chunks, despite being fun in the past and present, are problematic under the new mutation potion system. In the past it was always a gamble without a stockpile of cMuts, and definitely not worth doing when playing optimally for win rate. Now, it is incredibly easy to flush a b...

Thursday, 22nd June 2017, 01:15

Forum: Crazy Yiuf's Corner

Topic: 0.20 is so hard that crawl is no fun any longer

Replies: 152

Views: 63306

Re: 0.20 is so hard that crawl is no fun any longer

Removing wand of heal wounds was actually a secret attempt to get people to play Elyvilon again.

Wednesday, 31st May 2017, 21:15

Forum: Game Design Discussion

Topic: Nerf Cleave

Replies: 12

Views: 5151

Re: Nerf Cleave

7 tiles. That's ridiculous. Make cleave cover only three tiles in front of your character. Also, make non primary targets take only half of a damage they should receive. Reducing the amount of tiles cleave affects leads to dumb things like swinging at an empty square because it lets you hit more en...

Saturday, 27th May 2017, 00:19

Forum: Crazy Yiuf's Corner

Topic: Remove GDR?

Replies: 32

Views: 10559

Re: Remove GDR?

I think GDR should still exist, but it should just be a static percentage that is an innate part of AC. It would help keep the mechanical aspect that AC is better against absorbing a lot of smaller blows and reducing damage overall, while EV is better at avoiding high, single spikes of damage. It sh...

Tuesday, 23rd May 2017, 03:57

Forum: Crazy Yiuf's Corner

Topic: Fast Food Opinions

Replies: 42

Views: 17978

Re: Fast Food Opinions

pubby wrote:unmentioned references:
  • White Castle
  • Steak n Shake
  • Krystal Burger
  • Rally's
  • Sonic
  • The Report of the Week

Steak n Shake is pretty good, but I only go to it on road trips because the other options are usually shittier.

Friday, 19th May 2017, 21:45

Forum: Dungeon Crawling Advice

Topic: Does contamination do anything?

Replies: 11

Views: 3916

Re: Does contamination do anything?

Being hasted or invisible cause fair-sized chunks of contamination (If you try to do both at once, or string them together in a row you're almost certain to have something bad happen to you) But it's set up so that if you haste or invis yourself once, and let the contamination wear off, you'll neve...

Friday, 19th May 2017, 14:06

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 42556

Re: Remove Beogh

I still think it should be changed to Beeogh and opened to all species.

Thursday, 18th May 2017, 15:59

Forum: Game Design Discussion

Topic: Discussion of Gnolls 2.0 commit

Replies: 17

Views: 4943

Re: Discussion of Gnolls 2.0 commit

I don't see the benefit of banning stats from items. It's not like they are guaranteed. It will also have almost no effect on the early game. Later it will be a trade-off in all likelihood. Why not offer people choices? It's based on the feedback from what I see in most current Gnoll games. Current...

Thursday, 18th May 2017, 11:32

Forum: Game Design Discussion

Topic: Discussion of Gnolls 2.0 commit

Replies: 17

Views: 4943

Re: Discussion of Gnolls 2.0 commit

I think it would be perfectly understandable that the only way to increase stats would be on level-ups. The starting stats could be lowered to 4/4/4 and then the normal choice to raise a stat every 3 levels* (no random raises). This would give the player some more control on how to develop the char...

Thursday, 18th May 2017, 03:52

Forum: Game Design Discussion

Topic: Discussion of Gnolls 2.0 commit

Replies: 17

Views: 4943

Re: Discussion of Gnolls 2.0 commit

Am I wrong? Has anyone tried them in an experimental branch yet? Do you think it's an improvement over the current version? For what it's worth, I think the current version works pretty well - they are absolutely weaker than most races and the late game is much tougher, but assuming it's meant to b...

Wednesday, 17th May 2017, 14:04

Forum: Crazy Yiuf's Corner

Topic: Fast Food Opinions

Replies: 42

Views: 17978

Re: Fast Food Opinions

I am a big fan of the whole "everything takes 1 turn to eat". Are you telling me there are people who dont like that change? If food has to exist in Crawl, all permafood should be pizza. Five Guys is for real. Five Guys is pretty good, but they are way more expensive than the nearby Whata...

Wednesday, 17th May 2017, 13:02

Forum: Crazy Yiuf's Corner

Topic: Fast Food Opinions

Replies: 42

Views: 17978

Fast Food Opinions

Whataburger and Culver's are great. McDonalds is awful, but I'm guilty of grabbing it when I'm lazy and in a rush because it's close by.

Crawl Fast Food Opinions: Bring back pizza.

Sunday, 14th May 2017, 02:09

Forum: Game Design Discussion

Topic: Remove flight requirements from Coc:7 vaults

Replies: 8

Views: 3104

Re: Remove flight requirements from Coc:7 vaults

That Geh:7 map with the 4 quadrants requires flight, too. I'll look for it, thanks. Any others? geh_hangedman is the one I was thinking of. Also, geh_mu at the entrance to fortress and in front of orb. Thanks for doing this! geh_hangedman doesn't appear to require flight to reach the rune: http://i...

Thursday, 11th May 2017, 11:09

Forum: Game Design Discussion

Topic: Remove flight requirements from Coc:7 vaults

Replies: 8

Views: 3104

Re: Remove flight requirements from Coc:7 vaults

Airwolf wrote:That Geh:7 map with the 4 quadrants requires flight, too.

I'll look for it, thanks. Any others?

Wednesday, 10th May 2017, 16:46

Forum: Game Design Discussion

Topic: Remove flight requirements from Coc:7 vaults

Replies: 8

Views: 3104

Remove flight requirements from Coc:7 vaults

Is there any design reason as to why this hasn't been done yet? After the changes to Slime to have the loot vaults open up after the royal jelly dies, Coc is the only place where the rune has a requirement to be met (flight/amphibious/enough translocations to reach and escape) to obtain the rune oth...

Friday, 5th May 2017, 17:23

Forum: Game Design Discussion

Topic: Improve Player Accuracy Calculations

Replies: 15

Views: 4704

Re: Improve Player Accuracy Calculations

duvessa wrote:I didn't play during meleebug, so I can't comment on how noticeable it was.

I had no clue in game, but my turncounts for wins were much lower than they should have been for autoexploring and clearing ever level with the combos/gods I was using. I would never have noticed if it wasn't announced.

Wednesday, 3rd May 2017, 19:34

Forum: Game Design Discussion

Topic: Improve Player Accuracy Calculations

Replies: 15

Views: 4704

Improve Player Accuracy Calculations

Currently, to calculate player accuracy for both 0.19 and 0.20: Start with 15 Add floor(dexterity/2) Add random2(fighting*100+100)/100 If in wisp, fungus, pig, or non-vampire bat form, add random2(XL*100+100)/100 If not in one of the above forms, add random2(weaponskill*100+100)/100 (unarmed is a w...

Tuesday, 2nd May 2017, 02:02

Forum: Game Design Discussion

Topic: Snake monster set is extremely counterintuitive

Replies: 14

Views: 5014

Re: Snake monster set is extremely counterintuitive

Merge nagaraja and sharpshooters, make them more likely to generate with venom branded launchers, and maybe take away some spells if necessary. I consider sharpshooters the true top-tier naga in Snake, while everything else is more likely to take you down by attrition than threat (other than shock s...

Monday, 1st May 2017, 15:43

Forum: Crazy Yiuf's Corner

Topic: Coders Wanted for Crawl Fork -- Inquire Within

Replies: 28

Views: 8968

Re: Coders Wanted for Crawl Fork -- Inquire Within

-snip- That is victory dancing in a nutshell, yes. When you earned experience by killing a monster, it was placed into a generic XP pool. From there, experience was allocated to skills as they were used; it was done this way because not every skill directly kills a monster (Traps & Doors, defen...

Tuesday, 25th April 2017, 20:11

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl: Stone Bread

Replies: 7

Views: 2313

Re: Dungeon Crawl: Stone Bread

As a side note, I don't care about unintentional player buffs that might occur. Give the jackal thing to all the other canines (hounds, wolves, wargs). Derived undead lose no speed compared to their base monster. Zombies cause Sickness on hit. Quokkas have innate inner flame. Frilled Lizards can cau...

Tuesday, 25th April 2017, 17:29

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl: Stone Bread

Replies: 7

Views: 2313

Dungeon Crawl: Stone Bread

Dungeon Crawl, but the monsters are harder for no real reason (while trying to avoid making it entirely impossible for a sliver of hope): Hobgoblins spawn with tomahawks. Goblins spawn with hex wands. Kobolds spawn with either a dagger of venom or a blowgun+needles. Adders spit poison. Gnolls spawn ...

Thursday, 20th April 2017, 00:01

Forum: Game Design Discussion

Topic: Player Ghosts

Replies: 19

Views: 6534

Re: Player Ghosts

You wouldn't put an Unseen Horror on D2 *Sequell* 32 games for * (ckiller=unseen_horror place=d:2): 3x silentsnack, 3x firemonkey, 2x xomscumming, mamga, xixvx, xnavy, bairyn, Floodkiller, giantspikedclub, JasonMel, kal9871, kelbaugc, Luxivar, Elynae, Neil, njkz123, Nordon, okmg321, onwiheg, roushe...

Wednesday, 19th April 2017, 19:05

Forum: Crazy Yiuf's Corner

Topic: pull watch: zin change, overwhelming strike charm

Replies: 19

Views: 5501

Re: pull watch: zin change, overwhelming strike charm

I hope strike doesn't get merged. Crawl doesn't need even more overelaborate conjurations, especially ones that pretend not to be conjurations. The Zin change would be nice though. All things that do damage in any way are Conjurations in disguise, that is true. This includes melee weapons. I don't ...

Friday, 14th April 2017, 20:23

Forum: Crazy Yiuf's Corner

Topic: Time for the biennial tasonir edits the wiki thread

Replies: 101

Views: 36931

Re: Time for the biennial tasonir edits the wiki thread

duvessa wrote:Currently, to calculate player accuracy for both 0.19 and 0.20:


Why

Monday, 10th April 2017, 18:59

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 121066

Re: Bultungin/Gnoll Feedback

Leaving aside any specific details of the implementation for a moment, in an ideal world what sort of experience will a player of this species have? Please be as specific as feels reasonable. I would like to understand the motivation better in the hopes of contributing useful ideas. The main concep...

Monday, 10th April 2017, 15:04

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 31887

Re: New Experimental: Cyno Species

I opened a feedback thread here now that they are in Trunk, in order to separate it from all of the development posts I made and also because it isn't named Cyno anymore.

Monday, 10th April 2017, 15:01

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 121066

Bultungin/Gnoll Feedback

Previous thread for development here . I felt like it needed a new thread to centralize feedback now that it is in Trunk. Here's a summary of the feedback/criticisms (and my personal comments for them) for the species I've seen here and elsewhere: The name is bad/call them Gnolls Bultungin will be c...

Friday, 7th April 2017, 23:46

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 31887

Re: New Experimental: Cyno Species

If it's supposed to be a generalist species I think this design has promise but you cannot accomplish it with the skill restrictions. Characters in DCSS don't excel at a specialty based on skills, they excel at a specialty based on items. Demon weapons and properly branded quick blades are as good ...

Monday, 3rd April 2017, 16:43

Forum: Game Design Discussion

Topic: Remove Contamination from Haste

Replies: 4

Views: 2323

Re: Remove Contamination from Haste

Does +Inv on artifacts no longer exist in trunk? I don't remember seeing any changes for that, so they should still be able to generate? Also, I pushed a PR to remove contamination from Haste because it was pretty easy to make, so it's up to the dev team if they want to merge. Edit: Merged by Brann...

Thursday, 30th March 2017, 18:14

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39581

Re: Don't make ogre a fat human

I don't really see why -1 vs say +1 is psychologically significant, can you speak more on why you would prefer that? The actual difference isn't really very big, is it just a perception thing about it being a penalty vs neutral or a benefit? For me personally, if gsc/gc were weaker, the impact of t...

Wednesday, 29th March 2017, 20:31

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39581

Re: Don't make ogre a fat human

CanOfWorms wrote:but trolls are already large mummies, except they can actually punch???

Being able to do anything at all is still better than mummies, which are their own tier.

Wednesday, 29th March 2017, 19:45

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39581

Re: Don't make ogre a fat human

the real answer is to drop their UC to like -3 or something, they can handle the nerf The real answer is to replace Trolls only going UC with Trolls only going M&F? Also please don't reply with the solution to also drop the M&F to -3 as well, I don't think Trolls need to become large mummies.

Wednesday, 29th March 2017, 18:34

Forum: Game Design Discussion

Topic: Remove Contamination from Haste

Replies: 4

Views: 2323

Remove Contamination from Haste

With the removal of wands of hasting, potions of haste are likely the only source of Haste available to the player (outside of dirty effects like Berserk or unreliable god effects like Potion Petition, calling potion shops, decks of escape, and Xom). Since this means that Haste is now actually limit...

Wednesday, 29th March 2017, 13:33

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39581

Re: Don't make ogre a fat human

If it is impossible design wise to either raise Ogre M&F to 0 or reduce the higher weapon apts to -1 to match without ruining decision making for alternative weapons, then I recommend giving Trolls a higher M&F that matches or exceeds UC instead. People who want a species that is good at hit...

Tuesday, 28th March 2017, 20:14

Forum: Dungeon Crawling Advice

Topic: Weird happenings in RNG land

Replies: 18

Views: 6982

Re: Weird happenings in RNG land

  Code:
15 caustic shrikes (Depths:4)


They all spawned together, guarding the stairs down in an encompass vault.

Monday, 27th March 2017, 16:00

Forum: Crazy Yiuf's Corner

Topic: Cyno Bikeshedding

Replies: 11

Views: 3551

Re: Cyno Bikeshedding

I don't see any reason why they'd need an adjective in this case: all the gnolls are early-to-mid-game monsters, so they, too, can plausibly be imagined as having lowish skills across the board. The adjective is there as a potential because Gnomes used to exist as a species and used Gn. If there is...

Monday, 27th March 2017, 15:14

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 31887

Re: New Experimental: Cyno Species

I've mainly been working through ##crawl-dev and GitHub comments on the pull request the last month or so, but here's some updates: -I changed the skill system scaling after receiving feedback on it being too lenient at higher levels. It now starts at +4 and lowers by 2 every skill level after 7 unt...

Monday, 27th March 2017, 15:08

Forum: Crazy Yiuf's Corner

Topic: Cyno Bikeshedding

Replies: 11

Views: 3551

Cyno Bikeshedding

Bikeshedding for Cyno ITT. Current name comes from 'kynokephalos' or 'cynocephalus', Greek for 'head of a dog'. Some suggestions from other sources are: -Gnoll/Grass(y) Gnoll/<adjective> Gnoll -High Elf/<adjective> Elf (I don't like this one because it has prior player associations/expectations and ...

Friday, 24th March 2017, 15:38

Forum: Crazy Yiuf's Corner

Topic: Remove Webpage Security Certificates

Replies: 14

Views: 4597

Re: Remove Webpage Security Certificates

Zooty wrote:
gammafunk wrote:I would have thanked if you'd posted in the style of my High Elf removal commit.


Passwords are a not particularly interesting Tolkien reference.


<insert token/Tolkien pun here>

Tuesday, 14th March 2017, 02:28

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 18828

Re: Replace permafood with a single generic food item

I have some plans for this, but they probably won't happen in 0.20. All numbers below would have to be tuned, but that can be done with objstat and some arithmetic so as not to change the total amount of food. ⋅  Merge permafood into a single item, "ration", that is N% of the si...

Monday, 6th March 2017, 14:22

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 31887

Re: New Experimental: Cyno Species

I've decided to leave the skill cap system as is, without breaking flavor to define the exact mechanical details. Skill growth through experience gain is slow enough that unspoiled players won't "waste experience" before learning how the system works with the current information and messag...

Sunday, 5th March 2017, 06:07

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 512669

Re: [proclick] new fork, hellcrawl

First try playing Hellcrawl and won it, it's way too easy with a D:8 Krishna on a Minotaur of Oka. For feedback, the new Zot enemies are ridiculously tanky in comparison to some of the normal Zot spawns, and this was as a MiFi of Oka. I think I had an easier time killing orbs of fire than plutonium...

Sunday, 5th March 2017, 05:56

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 512669

Re: [proclick] new fork, hellcrawl

First try playing Hellcrawl and won it, it's way too easy with a D:8 Krishna on a Minotaur of Oka. For feedback, the new Zot enemies are ridiculously tanky in comparison to some of the normal Zot spawns, and this was as a MiFi of Oka. I think I had an easier time killing orbs of fire than plutonium ...

Friday, 3rd March 2017, 16:51

Forum: Crazy Yiuf's Corner

Topic: Ever wanted to play meatsprint in normal crawl?

Replies: 3

Views: 1813

Re: Ever wanted to play meatsprint in normal crawl?

Fixed now :(

Probably hit up a dev if you want some credit for finding it, 'someone on tavern'.

Monday, 27th February 2017, 04:21

Forum: Crazy Yiuf's Corner

Topic: How to handle passive aggressive coworkers

Replies: 10

Views: 3862

Re: How to handle passive aggressive coworkers

TrumpTrain wrote:Just started a new job and this girl is very passive aggressive towards me (and towards other's as well).

How do you guys handle this type of coworker or this situation?


Try not sacrificing love next time you worship Ru.

Friday, 24th February 2017, 15:08

Forum: Game Design Discussion

Topic: Item (unrandart) proposal: Lash of the Scorpion

Replies: 8

Views: 3106

Re: Item (unrandart) proposal: Lash of the Scorpion

Item (unrandart) proposal: Lash of the Scorpion Lash of the Scorpion (+10 spear, pierce) Evoke: "Shoot" the spear at an enemy in LOS. If you hit, bring the enemy to the nearest adjacent tile and apply a short stun. (If you miss, the spear is returned to your inventory.) Not sure if this i...

Wednesday, 22nd February 2017, 12:38

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 31887

Re: New Experimental: Cyno Species

You could perhaps provide the information as the mutation description in the A screen: Your skill aptitudes start at +x and reduce by y every z skill levels. I wouldn't mind it, but the way mutations are currently worded, they do not display a number unless it refers to an attribute (Str/Dex/Int/HP...
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