Search found 305 matches

Wednesday, 26th August 2020, 21:28

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 36

Views: 33783

Re: what happened to tavern

advil wrote:A few devs do have access rights to manually add CDO mantis/tavern accounts, it is sort of a pain to do though.


Also it's hard for me to imagine a new player with a question getting in touch with a dev to ask for a tavern account. (I'd have given up had that been required, I suspect.)

Wednesday, 26th August 2020, 04:04

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 36

Views: 33783

Re: what happened to tavern

Well I certainly think having a thing like Tavern is extremely valuable, and especially for the newbies who are the ones being screened out; I don't like reddit. Of course I don't know how hard setting up a new forum is.

Monday, 24th August 2020, 20:19

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 23675

Re: The difficulty spike from exploring to getting runes

I think Magipi's objection (or one of them) was that the "Wand of change" is actually called "Wand of polymorph" and the "Wand of fire" is actually called "Wand of flame". (And the "creatures that change colour" are called "ugly things". An...

Monday, 24th August 2020, 16:48

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Of course, this won't affect players who never do extended anyway.

Monday, 24th August 2020, 02:57

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 23675

Re: The difficulty spike from exploring to getting runes

I suppose it at least gives a focused question to post here; "was it my offense or defense that was inadequate?" is a better question than "why did I die?"

Friday, 21st August 2020, 18:38

Forum: Game Design Discussion

Topic: Long term trend discussion: Stealth nerfs

Replies: 20

Views: 10703

Re: Long term trend discussion: Stealth nerfs

I suppose I've never gotten good enough at using darts.

Wednesday, 19th August 2020, 01:20

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 23675

Re: The difficulty spike from exploring to getting runes

If you want to become a good player, start to learn from your deaths. Every time you die you must ask yourself - "why did I die?" Typical answers are "I didn't have proper resistances", "my attack was too weak", "I wasted XP by training foo", "I should h...

Tuesday, 18th August 2020, 01:08

Forum: Game Design Discussion

Topic: Long term trend discussion: Stealth nerfs

Replies: 20

Views: 10703

Re: Long term trend discussion: Stealth nerfs

If anything, I'd think the addition of Dithmenos made things better in that regard, since that greatly increases how many things one can stab naturally. But, yeah, hex-less stabbing is a rather large newbie trap IMO.

Sunday, 16th August 2020, 01:03

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Armagus

Replies: 5

Views: 9122

Re: Species Idea: Armagus

How would they work stat-wise? I have the sense Str would be mostly wasted on them; but maybe not?

Wednesday, 12th August 2020, 23:20

Forum: Game Design Discussion

Topic: keyboard controls

Replies: 9

Views: 2863

Re: keyboard controls

Right, I did not mean to suggest that the letter should be changed to 'u'.

Wednesday, 12th August 2020, 01:42

Forum: Game Design Discussion

Topic: keyboard controls

Replies: 9

Views: 2863

Re: keyboard controls

Personally, I'm in the latter camp, but when I want to take something off, I always use T or R, however I would find it to actually be really really bad thing to have the default be to remove things with the W or P keys, as I'd hit the wrong thing occasionally and not notice I'd taken something off...

Friday, 7th August 2020, 21:23

Forum: Dungeon Crawling Advice

Topic: Blinking in Abyss

Replies: 7

Views: 3515

Re: Blinking in Abyss

Glad to know I wasn't imagining it, at least.

Friday, 7th August 2020, 01:32

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Sure, this is obviously not optimal play. My point is that I suspect someone will do it anyway (out of confusion about the rules) and get burned.

Friday, 7th August 2020, 01:29

Forum: Dungeon Crawling Advice

Topic: Blinking in Abyss

Replies: 7

Views: 3515

Re: Blinking in Abyss

I thought the wiki might know if this had changed; but the wiki said all blinks there were random. It's not "anyone can edit", though, right?

Thursday, 6th August 2020, 22:32

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Or, possibly, think some status (drain? stat loss?) times out when it doesn't. And wait, patiently, several thousand turns for it to do so.

Thursday, 6th August 2020, 00:57

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Couldn't this lead to situations where the game was unwinnable despite the character's being alive? Say if one is in Lair but the Dungeon clock is at 14,999; one's trapped then, right?

Tuesday, 4th August 2020, 02:09

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 23675

Re: The difficulty spike from exploring to getting runes

As is rCorr; entropy weavers can make a situation much more dangerous.

Tuesday, 4th August 2020, 01:10

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 23675

Re: The difficulty spike from exploring to getting runes

a) Swamp is quite dangerous without some way to kill hydrae; they go fast in water, so, unlike in Lair, running away isn't a general solution. b) I think Shoals is the most dangerous for new players; the threats are very different from the ones you encounter in D, Lair and Orc, and you can lose free...

Tuesday, 28th July 2020, 02:21

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 35859

Re: What Is the Best Roguelike?

I tried Sil but found the ability trees (if that's what they're called) off-putting; I had the sense there was (at least for any given kindred) a unique optimal selection, which any competent player would know (but I didn't).

Monday, 27th July 2020, 16:40

Forum: Dungeon Crawling Advice

Topic: Blinking in Abyss

Replies: 7

Views: 3515

Re: Blinking in Abyss

Thus showing that one can have been playing this game for 6 years and still be confused about the rules. Thanks!

Monday, 27th July 2020, 04:32

Forum: Dungeon Crawling Advice

Topic: how to access hidden shops

Replies: 7

Views: 3412

Re: how to access hidden shops

I guess as ex-portals they make sense.

Monday, 27th July 2020, 03:34

Forum: Dungeon Crawling Advice

Topic: Blinking in Abyss

Replies: 7

Views: 3515

Blinking in Abyss

I thought this was always uncontrolled. Has this changed? I somehow managed to do a controlled blink (with the scroll) to the rune, and another one to relative safety, in a recent game.

Monday, 27th July 2020, 01:31

Forum: Dungeon Crawling Advice

Topic: how to access hidden shops

Replies: 7

Views: 3412

Re: how to access hidden shops

Do people like arches? I can see the argument that, when present, they make it harder to find timed portals, which might be desirable. But they're essentially just a mimic that only fools magic mapping, which strikes me as a weird effect.

Wednesday, 22nd July 2020, 15:20

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: First Win! (Finally!) (MiFi Oka)

Replies: 4

Views: 1888

Re: YAVP: First Win! (Finally!) (MiFi Oka)

Well if you had that and were wearing the rF boots then that would have been two pips, which is likely enough.

Wednesday, 22nd July 2020, 04:17

Forum: Dungeon Crawling Advice

Topic: dispersal trap blocking treasure

Replies: 9

Views: 3165

Re: dispersal trap blocking treasure

Does this make it correct for at least some characters (non-Trog, plenty of free spell slots) to learn a high-level translocations spell for on-demand -tele? Or would the contam be bad enough to be not worth it?

Wednesday, 22nd July 2020, 02:38

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: First Win! (Finally!) (MiFi Oka)

Replies: 4

Views: 1888

Re: YAVP: First Win! (Finally!) (MiFi Oka)

Congrats! Did you really have to go without rF the whole game?

Friday, 17th July 2020, 22:12

Forum: YASD! YAVP! and characters in progress too

Topic: 15 Rune win #12 of 27 The quest continues

Replies: 10

Views: 3474

Re: 15 Rune win #12 of 27 The quest continues

Yeah I did apport Lom Lobon's rune easily; but then I still tried to fight it, which may have been a mistake. But don't they harass you during the orb run if you get the rune without killing them?

Friday, 17th July 2020, 17:04

Forum: YASD! YAVP! and characters in progress too

Topic: 15 Rune win #12 of 27 The quest continues

Replies: 10

Views: 3474

Re: 15 Rune win #12 of 27 The quest continues

Well the run that got 8 was the beginning of a 15-rine attempt. Three Pan runes in, though, I finked (having almost died to Lom Lobon, and again in holy Pan) and went for the Orb instead.

Any advice as to which which characters should do Pan first, versus the hells?

Friday, 17th July 2020, 04:33

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

So are you advocating for a food clock as strict as Brogue's?

Friday, 17th July 2020, 01:12

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Except, I wouldn't want a clock for getting to Temple (since some players rarely go there anyway). Sounds like a reasonable approach otherwise. Though I suspect I'd still prefer effectively a goldified food clock (gives the player a better sense of whether s/he's taking too long).

Friday, 17th July 2020, 00:51

Forum: YASD! YAVP! and characters in progress too

Topic: 15 Rune win #12 of 27 The quest continues

Replies: 10

Views: 3474

Re: 15 Rune win #12 of 27 The quest continues

I still haven't gotten (or even really tried for) a 15-rune win with anyone. Most I've gotten is 8. And yeah tomb with Qazlal sounds crazy.

Thursday, 16th July 2020, 00:54

Forum: YASD! YAVP! and characters in progress too

Topic: 15 Rune win #12 of 27 The quest continues

Replies: 10

Views: 3474

Re: 15 Rune win #12 of 27 The quest continues

HOFi of Qazlal was my first win, back in the day (0.15). Only 3 runes for me, though. Congrats!

Wednesday, 15th July 2020, 02:58

Forum: Game Design Discussion

Topic: Delver chat

Replies: 17

Views: 6305

Re: Delver chat

Spriggan delver is an interesting image.

Wednesday, 15th July 2020, 01:44

Forum: Game Design Discussion

Topic: Delver chat

Replies: 17

Views: 6305

Re: Delver chat

But there's no species for which they're a recommended background, correct? Any species for which you think they should be?

Wednesday, 15th July 2020, 01:05

Forum: Game Design Discussion

Topic: Delver chat

Replies: 17

Views: 6305

Re: Delver chat

I think the devteam's idea was more that you race for D:1 as fast as possible. Don't know if that would have gone any better, though. I assume they're supposed to be very much a challenge background.

Tuesday, 14th July 2020, 15:13

Forum: Dungeon Crawling Advice

Topic: TSO !stabbing

Replies: 2

Views: 1731

Re: TSO !stabbing

If there is such a commit, it postdates 0.25.0. (I asked mainly because it was possible that potions of stabbing had some other obscure non-blocked effect.)

Tuesday, 14th July 2020, 03:04

Forum: Dungeon Crawling Advice

Topic: TSO !stabbing

Replies: 2

Views: 1731

TSO !stabbing

Do potions of stabbing do anything at all for TSO followers? The game doesn't mark them as useless, but I can't imagine what they'd be good for (and the wiki says they're useless, for what it's worth).

Monday, 13th July 2020, 02:56

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3611

Re: Proposal for an upper bound on turns taken: Zot Specters

Another problem with per-level clocks: assuming they're lenient enough to not constrain normal play (which seems to be what's wanted), you'll usually still have significant time left on the previous floor's clock. Whereas you won't know yet how long the current floor will take you. So it will be opt...

Sunday, 12th July 2020, 21:19

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Are the special cases (for Abyss etc) even needed? The food clock didn't have them; you still needed to eat there, you sometimes found rations on the floor, and Abyss had a few monsters that left corpses. And there was no cap on how many rations you could carry.

Sunday, 12th July 2020, 16:28

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3611

Re: Proposal for an upper bound on turns taken: Zot Specters

I was assuming that the goal is only to prevent the most extreme forms. (I'm biased; my first win, Z:5 took me something like 10000 turns.)

Sunday, 12th July 2020, 05:46

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158802

Re: Clock Brainstorming Thread

Exploration might be a better workalike for the just-removed food system though, if one wants something just like that, only streamlined.

Sunday, 12th July 2020, 05:24

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3611

Re: Proposal for an upper bound on turns taken: Zot Specters

Well as Hellmonk says, though, there would still be a problem if (for whatever reason) a floor ended up in an effectively untraversable state. I suppose it might be ok if Zot Specters start spawning slowly, and the player is clearly warned.

Sunday, 12th July 2020, 01:37

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3611

Re: Proposal for an upper bound on turns taken: Zot Specters

Well one could make the per-level clock something huge (10000 turns, say, or even more). Hellcrawl's is 3000, right?

Friday, 10th July 2020, 21:59

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 3569

Re: CIP: MfIE^Vehumet - wear Harm?

I guess my sense of the drain cost may be colored by my only ever paying it in early D when I discovered that the unIDed amulet I'm just put on was, in fact, Harm. Then the drain cost was noticeable; though not enough to make me not want to pay it immediately rather than keep Harm on. What character...

Friday, 10th July 2020, 18:55

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 3569

Re: CIP: MfIE^Vehumet - wear Harm?

My default is to never wear Harm. But evidently some good players do.

Monday, 6th July 2020, 02:18

Forum: Game Design Discussion

Topic: Early D monster spawn changes

Replies: 7

Views: 3179

Re: Early D monster spawn changes

Anyway, they're certainly less (or at least no more) popcorny on D:4 than they are later on.

Sunday, 5th July 2020, 02:57

Forum: The Dart Board

Topic: 0.25 Tournament Rules Feedback

Replies: 5

Views: 20722

Re: 0.25 Tournament Rules Feedback

Obviously, as I've never placed in the top 100 in any tournament the effect of the rules on me may not matter that much; but two thoughts: a) The new rules turned "should I play more?" into a meaningful strategic choice. (Had I stopped after I'd won 2 of my first 3 games, I'd have ranked d...

Monday, 29th June 2020, 15:56

Forum: Technical Support

Topic: 0.25.0 --- crash on first downstairs

Replies: 2

Views: 2849

Re: 0.25.0 --- crash on first downstairs

Self-replying as I solved it (I hope) and someone else might have the same problem --- it was my .crawlrc file. In my innocence, I'd thought I should specify a crawl_dir other than "random location in the build tree". This apparently broke things. I don't know what the intended use case fo...

Sunday, 28th June 2020, 23:46

Forum: Technical Support

Topic: 0.25.0 --- crash on first downstairs

Replies: 2

Views: 2849

0.25.0 --- crash on first downstairs

Posting here as I assume I'm setting it up wrong. On Linux, I downloaded the tarball, untarred, cd'd in, then cd crawl-ref echo 0.25.0 > source/util/release_ver # to avoid dependence on git cd source make TILES=y rm -rf ~/saves # to get rid of any crap left over from a prior install ./crawl -builddb...

Friday, 26th June 2020, 01:14

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP]: SpEn of Dithmenos

Replies: 9

Views: 3010

Re: [CIP]: SpEn of Dithmenos

Congrats anyway, on getting farther than ever before. Looks like you're close.
PreviousNext

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.