Search found 979 matches

Tuesday, 25th June 2019, 01:20

Forum: Game Design Discussion

Topic: Reforming the scoring function

Replies: 31

Views: 7612

Re: Reforming the scoring function

For non-winning games, it seems weird to have time affect score. I think score should basically depend on the XP gained, which is the closest analogue to "progress" a non-winning game has.

Sunday, 23rd June 2019, 23:14

Forum: Game Design Discussion

Topic: Reforming the scoring function

Replies: 31

Views: 7612

Re: Reforming the scoring function

The inclusion of chei-specific and player move speed-specific logic seems overly complex.

Could you simplify this by looking at the ratio of game turns vs game auts?

Monday, 17th June 2019, 23:09

Forum: Game Design Discussion

Topic: Jiyva and Torment

Replies: 4

Views: 2218

Re: Jiyva and Torment

I submitted a PR for this: https://github.com/crawl/crawl/pull/1088

Friday, 31st May 2019, 02:24

Forum: Crazy Yiuf's Corner

Topic: Survey: What do you think of the depth of hell now?

Replies: 10

Views: 3883

Re: Survey: What do you think of the depth of hell now?

Here's another idea for the hells: each is only one floor, but all monsters respawn if you leave and re-enter. Hell effects could be removed too, perhaps.

Monday, 27th May 2019, 22:17

Forum: Contributions

Topic: Crawl French Translation

Replies: 3

Views: 4140

Re: Crawl French Translation

You can translate descriptions of items by updating the files in here: https://github.com/crawl/crawl/tree/master/crawl-ref/source/dat/descript Updating the UI to show different text is currently not possible due to how crawl is coded. Most strings (like "You are too berserk!") are hardcod...

Tuesday, 21st May 2019, 00:27

Forum: Game Design Discussion

Topic: Naive Questions

Replies: 4

Views: 2130

Re: Naive Questions

- similarly, apparently there used to be a player spell from the charm school which enable the curing of poison, but was removed. Why was that deemed necessary? Here's the commit in question: commit c635424f1d444f85316c0fc5a4b62e1c64b02df6 Author: Emily <emilazy@users.noreply.github.com> Date: Thu ...

Monday, 20th May 2019, 04:42

Forum: Technical Support

Topic: 0.23 on CAO: Glowing rune unreachable

Replies: 5

Views: 3480

Re: 0.23 on CAO: Glowing rune unreachable

can you learn apportation and quaff a potion of brilliance without any body armour on?

Thursday, 16th May 2019, 03:35

Forum: Technical Support

Topic: Building older versions from source fails on Linux Mint 19

Replies: 6

Views: 4240

Re: Building from source fails on Linux Mint 19

Does it work to build the latest release (0.23)?
What version of gcc are you using?

Wednesday, 15th May 2019, 23:13

Forum: Dungeon Crawling Advice

Topic: Ring with both rCorr and *Corrode

Replies: 3

Views: 2101

Re: Ring with both rCorr and *Corrode

When you would be corroded, rCorr prevents it 50% of the time. So effectively *Corrode would proc half as often as usual. *Corrode is usually not a big deal, as it happens relatively rarely. A troll is probably one of the best cases for a meleedude to have this effect too, because your base damage a...

Wednesday, 15th May 2019, 23:09

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Anansi

Replies: 15

Views: 4962

Re: Species Idea: Anansi

Poison vulnerability used to be on Formicid but was removed as a "bad idea": commit fc6d5a5dec65f01f1e3bfbe51bda4e11f6b8dbc2 Author: Chris Campbell <chriscampbell89@gmail.com> Date: Sun Feb 23 12:28:35 2014 +0000 Give Formicids 0 HP, 1 XP apt and remove poison vulnerability The poison vuln...

Tuesday, 7th May 2019, 11:41

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MuMo challenge edition

Replies: 7

Views: 3409

Re: YAVP: MuMo challenge edition

What made you pick 0.18?

Tuesday, 7th May 2019, 01:01

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7195

Re: Make resistance pips consistent and uncapped

I like how much more intuitive the maths of that approach is, but the gain from each additional pip falls off much faster than the OPs proposal. I think part of the benefit of reworking resistance percentage like this is that you can make resistance scaling a little flatter, so resistances are less ...

Saturday, 4th May 2019, 02:10

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4295

Re: If Each Monster Had Max 1 Spell

I don't think that's totally true. It would be easier to remember "oh that deep troll has red highlights, that means it's the battlecry variant, because the red orc variant had battlecry too" than "oh orc wizard has spells x y z". There would be a common language across different...

Wednesday, 1st May 2019, 21:48

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4295

Re: If Each Monster Had Max 1 Spell

I was worried about luring initially too, but I think you can only tell for sure with play testing.

Wednesday, 1st May 2019, 11:23

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4295

Re: If Each Monster Had Max 1 Spell

I like this idea in theory. It would make enemies much more comprehensible to players. Right now the range of spells monsters have (or can have, with multi spell books) is so wide you don't really play in a specialised way against most of them. I'm worried it might make luring much worse, but I thin...

Tuesday, 30th April 2019, 00:01

Forum: Coding

Topic: How can I do rebase?

Replies: 4

Views: 3299

Re: How can I do rebase?

I've never quite figured out how much of the hash to use for the short hash stuff, so I just paste the full hash code.

You can use the shortest prefix which is unambiguous (eg no other commit in the repository has the same prefix). Git generally won't print <7 char short hashes though.

Sunday, 28th April 2019, 09:27

Forum: Crazy Yiuf's Corner

Topic: New Background Idea: Antiquity Knight

Replies: 12

Views: 4176

Re: New Background Idea: Antiquity Knight

Zealot backgrounds are usually justified by saying "the game plays meaningfully differently for characters that start with this god compared to starting atheist and finding a the god in temple". Berserker starts with Berserk, which trivialises much of the early game. AK starts in the abyss...

Friday, 26th April 2019, 06:37

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 24854

Re: Leo Littlebook's thread

A forum thread isn't a blog. If you want to comment on videos, you can comment on the videos. Or start your own blog.

Friday, 26th April 2019, 00:44

Forum: Dungeon Crawling Advice

Topic: #Lightning Bolt

Replies: 34

Views: 9242

Re: #Lightning Bolt

So I think it's clear the big problems are: 1) bad tactics (you were fighting lots of things at once, and you underestimated ancient lich) and 2) bad strategy (bad skills, wrong branch) But to answer these responses: Only my long sword was holy Holy brand is good in crypt, but it's not *that* good. ...

Tuesday, 16th April 2019, 22:49

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 5557

Re: New Branches?

Nice wall of text about an unimportant aside.

There was an early dungeon portal vault prototyped where you were given an ally. dpeg designed it, but it fell by the wayside. That could be a good place to start.

Monday, 15th April 2019, 23:55

Forum: Coding

Topic: New branch generation questions

Replies: 3

Views: 2816

Re: New branch generation questions

You can't modify the offical repository. You need to fork the repository on Github. This will create your own copy of the repository. Then you can "sync" (push changes) to it.

Monday, 15th April 2019, 05:38

Forum: Crazy Yiuf's Corner

Topic: Dedicated hardware

Replies: 10

Views: 3507

Re: Dedicated hardware

Very cool. What is the battery life like? What did the build cost you? Does the system just boot up and automatically launch crawl?

Wednesday, 10th April 2019, 08:28

Forum: Game Design Discussion

Topic: New Singing Sword is obnoxious to use

Replies: 4

Views: 2077

Re: New Singing Sword is obnoxious to use

Was this thread inspired by the reddit thread a few days ago? In any case, this was fixed following that Reddit thread and the force_more is gone in trunk.

Sunday, 7th April 2019, 22:53

Forum: Game Design Discussion

Topic: Stairs should be more interesting in rune branches

Replies: 13

Views: 3712

Re: Stairs should be more interesting in rune branches

In mechanical terms, how would this be different to the current behaviour?

Sunday, 7th April 2019, 06:58

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9515

Re: New Unrandart: Flail of Beogh's Chosen

Chance of friendly orcs for non-Beoghites seems like a very bad move.

Thursday, 4th April 2019, 23:46

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4787

Re: Rework buff spells into god abilities

Why should existing gods become stronger?

Also, it would be sad to lose most of the backgrounds which start with a book and weapon. It's a good archetype which is already poorly represented in Crawl's starting screen.

Thursday, 4th April 2019, 10:36

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9515

Re: New Unrandart: Flail of Beogh's Chosen

That's a very simple problem to fix: change the 100% proc rate to something lower.

Tuesday, 2nd April 2019, 23:49

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9515

Re: New Unrandart: Flail of Beogh's Chosen

I think it's a good change to switch to a non-reaching dire flail. But I'm not sure it's a good approach to have an artefact effect which helps only worshippers of a specific god in such a strategic way. You'd probably be incentivised to carry the weapon around all the time and swap to it right befo...

Tuesday, 2nd April 2019, 23:37

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 34015

Re: Experimental branch: Known Traps

Is the reply online?

Monday, 1st April 2019, 22:54

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9515

Re: New Unrandart: Flail of Beogh's Chosen

1. Does the chosen enchantment or properties have any thematic connection with Beogh? I don't really think so, which makes me wonder why it's named after Beogh. I guess +LOS gives you more range to smite unbelievers? 2. It seems unnecessary to make this a reaching flail. It could be either a polearm...

Friday, 29th March 2019, 05:54

Forum: Coding

Topic: hope to make another tournament

Replies: 2

Views: 2591

Re: hope to make another tournament

The tournament scripts used for the official tournament are hard to use. To use them, run loaddb.py to load the current data and then run taildb.py to load all future data.

Friday, 29th March 2019, 04:31

Forum: Crazy Yiuf's Corner

Topic: copyright of logos

Replies: 2

Views: 1738

Re: copyright of logos

I'm not sure if the website logo has an official license. I don't think anyone would mind if you made copies and distributed them for free. Distributing for money might be frowned on, I guess.

Thursday, 28th March 2019, 06:02

Forum: Contributions

Topic: A Couple New Vaults

Replies: 13

Views: 7258

Re: A Couple New Vaults

I turned these into a pull request for you: https://github.com/crawl/crawl/pull/1021

Thursday, 28th March 2019, 02:23

Forum: Crazy Yiuf's Corner

Topic: Different player sprites

Replies: 2

Views: 1766

Re: Different player sprites

All player sprites have to fit the same equipment sprites on top, which means they need to be very similar. If someone wanted to make alternate versions of all equipment sprites for large/small species, the dolls could be more varied.

Wednesday, 27th March 2019, 22:04

Forum: Contributions

Topic: A Couple New Vaults

Replies: 13

Views: 7258

Re: A Couple New Vaults

There are a couple of changes I'd suggest:
* Depth needs a branch as well, for example DEPTH: D:2-5

Monday, 25th March 2019, 05:26

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 34015

Re: Experimental branch: Known Traps

It sounds like waiting until you were at 100% hp wouldn't have changed anything?

Monday, 25th March 2019, 02:47

Forum: Coding

Topic: dungeon generation

Replies: 3

Views: 2879

Re: dungeon generation

There are also the dgn-*.cc files which define special whole-level layouts. To be honest, it would probably be simpler to create a new system rather than porting crawl's code. Crawl could (in theory) use your new tool to generate new layout types. Crawl's vault language ("des") is pretty a...

Thursday, 21st March 2019, 22:53

Forum: Dungeon Crawling Advice

Topic: -4 slaying for +8 Str?

Replies: 13

Views: 4773

Re: -4 slaying for +8 Str?

It's about +5% damage for each point of strength

Wednesday, 20th March 2019, 00:56

Forum: Game Design Discussion

Topic: mini-orb run heading out of the S-branches

Replies: 5

Views: 2123

Re: mini-orb run heading out of the S-branches

This could be implemented as: if you have the rune for a branch, you are permanently marked while in the branch.

Sunday, 17th March 2019, 22:42

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10360

Re: New unrandart: Alchemist's Stone

I closed the PR as I was unable to think up good lore. "Alchemist's Stone" is no good as that references a real-world legend, which crawl is trying to move away from.

Wednesday, 6th March 2019, 23:08

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 4973

Re: Vampire rework proposal

One problem with forms you can voluntarily shift between is that one form will be optimal for auto-exploring and one for fighting. Even with exhaustion, you will autoexplore in shadow mode, find a scary monster, back out of LoS, transform to blood mode, and then fight them. You'd need to charge a mo...

Wednesday, 6th March 2019, 00:06

Forum: Dungeon Crawling Advice

Topic: How often should you berserk with Trog?

Replies: 6

Views: 2713

Re: How often should you berserk with Trog?

Looking at minimising turns spent recovering from fights, it's almost always better to lure and berserk. The main benefit is reduced resting time as stormdragon mentioned above. A few points: * The "-Berserk" status lasts for 12 + 2d12 aka about 24 turns. * Damage taken while berserk is ef...

Monday, 4th March 2019, 20:28

Forum: Coding

Topic: add new species : after YALM-creating

Replies: 1

Views: 2683

Re: add new species : after YALM-creating

You need to add python to your PATH environment variable. You will also need to install python-yaml if you haven't already.

Sunday, 3rd March 2019, 22:28

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 11409

Re: Why isn't DD ability just a regeneration rate?

The problem isn't DD's difficulty, the problem is DD encourages an incredibly tedious play style.

Saturday, 2nd March 2019, 22:33

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 20785

Re: New type of tournament ?

Perhaps seeded play should imply presentation. I can't see many use cases for seeded play without that.

Thursday, 28th February 2019, 05:49

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 11409

Re: Why isn't DD ability just a regeneration rate?

Move inhibited regeneration from Ghoul to DD.

Friday, 22nd February 2019, 00:54

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 6461

Re: Monsters and alarm traps

It answers the question from a game mechanics standpoint. If you are after a lore-wise answer, I propose "because the trap contains an evil spirit. When the trap is disturbed, the spirit seeks out the closest dungeon invader and debuffs them".

Wednesday, 20th February 2019, 22:02

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 30

Views: 9684

Re: Why does piety decay still exist?

Hellcrawl removes hunger and piety decay and adds in a Doom Timer. If you spend n turns on a level (5000 in normal mode), you start rotting every turn until you descend. You're given 1000 turns countdown warning before this happens. This would be harder in vanilla Crawl, since it expects you to re-t...

Tuesday, 19th February 2019, 03:10

Forum: Dungeon Crawling Advice

Topic: Arc Blade and Demonic Guardian mutation?

Replies: 4

Views: 1968

Re: Arc Blade and Demonic Guardian mutation?

As I understand it, Oka only cares about damaging allies if they can be angered.
The prompt should exist when there's a chance of damaging an ally that could be angered.

Tuesday, 19th February 2019, 01:04

Forum: Dungeon Crawling Advice

Topic: Arc Blade and Demonic Guardian mutation?

Replies: 4

Views: 1968

Re: Arc Blade and Demonic Guardian mutation?

Demonic guardians can never be angered, so it's safe to use arc blade, but the prompt is a bug.
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