Search found 182 matches

Monday, 19th September 2011, 18:13

Forum: Game Design Discussion

Topic: Entry Vaults with no Doors

Replies: 7

Views: 2167

Re: Entry Vaults with no Doors

ais523: That's a good one, we should steal it. I assume it goes like something like this: "There is a secret door nearby. See if you can find it? (command description)" Ahem. The tutorial already does this. Twice in the first map, and there's at least one reminder in one of the later maps...

Saturday, 17th September 2011, 14:45

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29753

Re: Random gods

What I dislike in the wiki page? 1) linked conduct\piety\powers\wrath. Like if god prohibits drinking potions then he accepts potions as sacrifices and vice versa. I think you should get lucky to get such combo. Current gods don't work like that. TSO doesn't accept poisoned weapons, Zin doesn't acc...

Friday, 16th September 2011, 19:01

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29753

Re: Random gods

The idea for Wanderers is interesting. Note that certain players will make lists of preferred properties and roll endless numbers of Wanderers, however. I am aware of this and not fully convinced of the idea, either. However, if Wanderers are changed to start with a random god that really increases...

Friday, 16th September 2011, 16:50

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29753

Re: Random gods

@Strongpoint: I have trouble following your reaction. The proposals currently collected on the wiki sound a lot like the ones in your original post, except that the piety sources overall appear more reliable. The way I see it, if we want players to occasionally pick a random god over all of the norm...

Wednesday, 14th September 2011, 19:18

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29753

Re: Random gods

Brainstorming... Likes: + exploring/fighting in/on/above water + causing fire damage + poisoning monsters + stabbing creatures + sacrificing artefacts + silence (all powers are silent) + noise + killing creatures from a distance + sacrificing ranged weapons + sacrificing permafood + killing humanoid...

Tuesday, 13th September 2011, 19:21

Forum: Game Design Discussion

Topic: God of doors

Replies: 33

Views: 8797

Re: God of doors

I like it. Half door open, half door closed. Overflow altar vaults may include stone archs or a room with 4 doors at each corner or so on. Or, better yet, some kind of trigger mechanism: each time one door is closed, another one opens. Conversely, one of the twin doors cannot be opened while the ot...

Sunday, 11th September 2011, 14:04

Forum: Game Design Discussion

Topic: Demigods feedback and help wanted!

Replies: 91

Views: 23223

Re: Minion names and builds (Demigods)

The names don't have to be extremely fancy. Most uniques use a simple (humanoid) first name. Generally, there are several sources you could draw from: 1) Lists of custom names for each god. These could be quite extensive, and may even overlap with each other. For example, the database code would all...

Sunday, 11th September 2011, 13:30

Forum: Game Design Discussion

Topic: Hiding information from the player

Replies: 15

Views: 3752

Re: Hiding information from the player

I really like the idea of giving minimum attack delay in the weapon description. This is how I imagine it looking (for a battleaxe with 8 skill): Accuracy rating: -4 Damage rating: 17 Base attack delay: 180% Current attack delay (decreases by 10% for every 2 Axes skill levels): 140% Minimum attack ...

Wednesday, 31st August 2011, 20:04

Forum: Game Design Discussion

Topic: Lurker feedback & suggestions

Replies: 35

Views: 7407

Re: Lurker feedback & suggestions

galehar wrote:
Marten wrote:- I'm absolutely positive I have autopicked a "curse armour" scroll when not playing as Ashenzari; bug?

No scroll is useless if you don't know spellcasting.

Is this still the case under the new skilling system?

Monday, 29th August 2011, 21:11

Forum: Game Design Discussion

Topic: God of doors

Replies: 33

Views: 8797

Re: God of doors

Intriguing idea. For a wrath idea, we could copy from Xom and have stairs occasionally avoid you. Something else that hasn't been suggested yet are portal vaults - I could see this god slowing (or aiding, in the case of wrath) the destruction of said entrance gates, i.e. slow or speed up the timers....

Monday, 29th August 2011, 19:56

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15415

Re: Branch ends and their rewards

So if one aspect of the problem is that poison resistance is very useful (arguably nearly criticical at certain times/branches) and then less so as the game progresses, why not add potions of cure poison. Potion: Removes all existing poison and makes the drinker immune to poison for a short while. ...

Saturday, 27th August 2011, 07:15

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15415

Re: Branch ends and their rewards

First, the general rule for meat is that it either has no effects, or has increasingly bad effects, depending on the monster. This would add a new kind of meat that breaks this rule. Inventory-based consumables that confer a temporary effect are usually potions, not meat. Consistency makes the game...

Thursday, 25th August 2011, 21:08

Forum: Dungeon Crawling Advice

Topic: how does dungeon generation work?

Replies: 10

Views: 2346

Re: how does dungeon generation work?

While we're on the subject, I've read that once you've "cleared" a level, monster generation slows down dramatically. (In accordance with the game's anti-grinding philosophy and whatnot.) How does the game decide when you've cleared a level? When you've uncovered the whole map for it? Whe...

Thursday, 25th August 2011, 15:34

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15415

Re: Branch ends and their rewards

It's important to add rewards proportional to the amount of challenge a player faces. I'm just pointing out that there is a problem with the spread of rewards and the focus should not be in reducing the amount of rewards a player gets for dealing with the more challenging areas in the game but taki...

Wednesday, 24th August 2011, 10:13

Forum: Game Design Discussion

Topic: permanent allies

Replies: 19

Views: 2897

Re: remove stairdancing?

a) reduce number of orcs who travel with you (named apostles) b) make them more clever to get to where you are (even if they lose you, they should appear a bit later) c) they should go out of their way to pick up stuff Should b) also apply to other permanent allies? c) could probably to extended to...

Wednesday, 24th August 2011, 07:09

Forum: Game Design Discussion

Topic: permanent allies

Replies: 19

Views: 2897

Re: remove stairdancing?

In my recent game, the biggest issue I had with Beogh was indeed having to herd my followers over equipment. (Any equipment, I had no interest in optimizing their equipment choices.) Making monsters include loot piles as possible pathfinding targets would make this much easier. Also, the pickup togg...

Sunday, 7th August 2011, 11:36

Forum: Coding

Topic: documentation about the code

Replies: 1

Views: 1471

Re: documentation about the code

There isn't, but in general the file names should give you an idea of what they contain. The less obvious abbreviations are probably "ng" for "new game" and "l_" for lua-related stuff. Otherwise, there's "dbg" for debug mode, "wiz" for wizard mode, &...

Sunday, 7th August 2011, 11:08

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 66396

Re: Bye bye victory dancing

I absolutely don't want to bother with turning skills on or off (very lazy player, me), so I haven't tried anything other than automatic, though I did get the impression that my main weapon skill stayed much lower than it used to be (say, skill level 2 by Dlvl 6 or thereabouts). Just chiming in to s...

Thursday, 14th April 2011, 15:32

Forum: Game Design Discussion

Topic: Xom specific spells

Replies: 5

Views: 1678

Re: Xom specific spells

How about at a certain stage Xom gifts a spell book with chaos themed spells to make him more attractive to spell casters. Xom gifting fixed items, let alone guaranteed ones, sort of goes against the idea of Xom being unpredicatable. That said, it might be interesting to have him occasionally sneak...

Wednesday, 13th April 2011, 22:34

Forum: Technical Support

Topic: Is trunk now 0.9?

Replies: 9

Views: 3250

Re: Is trunk now 0.9?

qix wrote:Are there any plans to post the latest 0.8 "release candidates" on the development builds page any time soon?

Yes. We'll switch to the pre-release builds tomorrow, in reaction to your question actually, so thanks! :D

Saturday, 9th April 2011, 17:42

Forum: Game Design Discussion

Topic: Casting Success Scale

Replies: 24

Views: 5562

Re: Casting Success Scale

What was the point of the committed change if "bad" and "poor" are both still used? "Terrible" was perfectly clear. "Bad" and "poor" are synonyms. The point was to remove some useless details and simplify. I didn't realise there was any ambiguity. I...

Wednesday, 6th April 2011, 09:38

Forum: Crazy Yiuf's Corner

Topic: Sending messages while playing online?

Replies: 4

Views: 1594

Re: Sending messages while playing online?

MarvinPA wrote:(And to send a message to someone else whose game you're watching, press m).

Don't you mean "_"? By default, m is used for the skills screen.

Tuesday, 5th April 2011, 16:26

Forum: Crazy Yiuf's Corner

Topic: SO... Have you cheated yet?

Replies: 103

Views: 30748

Re: SO... Have you cheated yet?

I don't think we should try to provide any relative information. Some monsters are much more dangerous to some builds than to others, it would be impossible to give an accurate threat level. Or maybe just give a warning for OOD monsters, but I can't think of anything good. Hmm... how does Ashenzari...

Tuesday, 5th April 2011, 10:00

Forum: Contributions

Topic: Jumping Spider and Shark Tiles:Feedback

Replies: 15

Views: 4923

Re: My Tiles:Feedback

dolphin wrote:The shark is still a WIP, since I'm not sure if the tail should be partially submerged, but the jumping spider is on Mantis.

Note that you'll never see the shark out of water, so it's lower half will always be covered by a transparent water tile, anyway.

Tuesday, 5th April 2011, 09:26

Forum: Technical Support

Topic: Prompt at level up

Replies: 11

Views: 3677

Re: Prompt at level up

I mainly write this small suggestion because I chose strength on level up - the attribute I need the least. I waited pressing 's' for some time, and accidentally I pressed it once more. Would it be hard to give a "more" prompt (that can only be skipped with space or something) on level up...

Tuesday, 5th April 2011, 09:20

Forum: Game Design Discussion

Topic: YAOS-- innate berserk

Replies: 7

Views: 2125

Re: YAOS-- innate berserk

Wouldn't this go counter to their magey flavour? Also, I agree that any such ability should be mirrored in monster ogres.

Friday, 1st April 2011, 13:12

Forum: Technical Support

Topic: Sound for Mac?

Replies: 4

Views: 1445

Re: Sound for Mac?

There's no sound effect in crawl. On any platform. That is not quite true. There is, after all, the corresponding option: sound = <regex>:<path to sound file> Plays the sound file if a message contains regex. The regex should not include commas or colons. For example sound = LOW HITPOINT WARNING:so...

Thursday, 31st March 2011, 12:57

Forum: Game Design Discussion

Topic: Other Gods' Wrath

Replies: 6

Views: 2073

Re: Other Gods' Wrath

Cruising around as a Sludge Elf Earth Elementalist, I soon discovered the joy of Lee's Rapid Deconstruction on statues. That is, until Beogh took offense and smited me after I blew up one of its idols. Is he the only one or am I cruisin' for a bruisin' blowing up other Gods' statues too? Other gods...

Tuesday, 29th March 2011, 22:50

Forum: Game Design Discussion

Topic: Holy Weapon vs. Orange Rat

Replies: 5

Views: 1859

Re: Holy Weapon vs. Orange Rat

But in all seriousness we need rats of EVERY COLOR. BLUE RATS: They can BLINK RED RATS: THEY EXPLODE ON DEATH (sending chunks everywhere as if they were disentegrated) WHITE RATS: They are HOLY and will also cause ROTTING on UNDEAD. PURPLE RATS: THEY CAN CAST SPELLS YELLOW RATS: These rats have HIG...

Sunday, 27th March 2011, 19:34

Forum: Technical Support

Topic: Colors on the map

Replies: 1

Views: 1518

Re: Colors on the map

Hi, I would like some help with the colors on the map in the tiles version (downloaded). I´ve searched everywhere, but couldn´t find how to do it. In my game, stairs going down is really hard to see cos the color (light purple) is very similar to the walls (grey), how do I change their color? Im a ...

Friday, 25th March 2011, 23:20

Forum: Game Design Discussion

Topic: Interface improvement: Shop lists & ID status

Replies: 10

Views: 2728

Re: Interface improvement: Shop lists & ID status

Another, related but not interface specific idea, is to have shops stop selling ID'd bad potions for 1 gold. It's a no brainer decision to buy the potion if you haven't already ID'd it. Either charge an appropriate amount (similar to for example mutation potion) or don't sell bad potions at all. It...

Wednesday, 23rd March 2011, 20:45

Forum: Technical Support

Topic: Autopickup all missiles

Replies: 11

Views: 3280

Re: Autopickup all missiles

All options files (yes, there are several) can be found in the settings directory. If it isn't in the Crawl directory itself, it might be located with all the other user data in ~/Library/Application Support/Dungeon Crawl Stone Soup (or something along those lines). This is indeed where the morgue ...

Wednesday, 23rd March 2011, 20:01

Forum: Technical Support

Topic: Autopickup all missiles

Replies: 11

Views: 3280

Re: Autopickup all missiles

Question for OS X binary users: where do I find this options file? I have a sneaking suspicion I have to compile it myself if I want to alter the options o_O All options files (yes, there are several) can be found in the settings directory. If it isn't in the Crawl directory itself, it might be loc...

Friday, 18th March 2011, 09:57

Forum: Crazy Yiuf's Corner

Topic: Facepalm moment

Replies: 11

Views: 3587

Re: Facepalm moment

Can i make a macro for killing bats. Yes. You need to macro a key to autofight, which will take a step towards the nearest hostile creature every time you press it, or attack the creature if it's already adjacent. Turns fighting bats into a 3 second "tap-tap-tap-tap-tap-tap-tap-tap-GOT 'IM!&qu...

Monday, 14th March 2011, 22:50

Forum: Technical Support

Topic: Tiles interface - spell keys

Replies: 4

Views: 1925

Re: Tiles interface - spell keys

Known issue. Codewise, it would be easy, and if that was all there was to it, I'd have added them sometime in 0.7. Unfortunately, we're still lacking the small letter tiles. I was desperate enough to try to draw them myself but the results were beyond abysmal. :oops: To be more specific, we need &qu...

Monday, 14th March 2011, 15:05

Forum: Technical Support

Topic: Changing keys inflicts mouse control

Replies: 5

Views: 2536

Re: Changing keys inflicts mouse control

I've now fixed the underlying issue of mouseclicks being translated back to vi keys, which are in turn translated to the actual commands. That was a completely pointless detour and the only reason no one noticed it was buggy before you did is that, apparently, most Tiles player don't bother with mac...

Sunday, 13th March 2011, 21:46

Forum: Game Design Discussion

Topic: Unlocking Species

Replies: 44

Views: 13930

Re: Unlocking Species

Well, if someone submit a patch with clean code easy to maintain, there's no reason not to include it as an option. I would default it to off though. Introducing an option that is both targeted at new players and defaults to false is kinda pointless. More so, if it involves a lot of complex code. W...

Thursday, 10th March 2011, 21:59

Forum: Technical Support

Topic: Changing keys inflicts mouse control

Replies: 5

Views: 2536

Re: Changing keys inflicts mouse control

I just remembered: key bindings should do the trick. Add the following lines to your init file: bindkey = [y] CMD_CAST_SPELL bindkey = [Y] CMD_FORCE_CAST_SPELL bindkey = [z] CMD_MOVE_UP_LEFT bindkey = [Z] CMD_RUN_UP_LEFT bindkey = [^z] CMD_OPEN_DOOR_UP_LEFT If you want to remap any other keys, see d...

Thursday, 10th March 2011, 20:27

Forum: Technical Support

Topic: Changing keys inflicts mouse control

Replies: 5

Views: 2536

Re: Changing keys inflicts mouse control

I have a little problem about the interface: I am using a german keyboard. Therefore the z and the y keys are changed. So I looked for an option to change the keys. After reading some posts I created a makro.txt to change y and z keys. This method works very well when I am only using the keyboard. ...

Thursday, 10th March 2011, 07:41

Forum: Game Design Discussion

Topic: Saint Roka can't walk on water? Heretic!

Replies: 8

Views: 2197

Re: Saint Roka can't walk on water? Heretic!

I've originally decided not to let him walk on water because that'd leave his followers stranded. (Though maybe with the improved pathfinding, it would work.)
As Smite-happy as St. Roka is, him not quite having "Messiah" status is a good explanation, though. :D

Thursday, 10th March 2011, 07:40

Forum: Game Design Discussion

Topic: Revise Vorpalize Weapon Scrolls

Replies: 25

Views: 8258

Re: Revise Vorpalize Weapon Scrolls

I've been thinking (and this is totally non-representative of the rest of the devteam as I haven't talked it over with anyone else) that it might be interesting to merge all three enchant weapon scrolls into one. Basically, remove EW I and EW II, make EW III show up earlier but overall rarer than al...

Thursday, 10th March 2011, 07:31

Forum: Game Design Discussion

Topic: Categorization on Species selection screen

Replies: 11

Views: 2872

Re: Spellcaster backgrounds

Elves and even Naga/Centaurs are much closer to Humans than any of the undead species. Grouping them together would be completely misleading. Any grouping should take into account the difference in gameplay, similar to KoboldLord's grouping. 1. Normal, straight-forward playstyle: Barring aptitude di...

Wednesday, 9th March 2011, 18:12

Forum: Game Design Discussion

Topic: Revise Vorpalize Weapon Scrolls

Replies: 25

Views: 8258

Re: Revise Vorpalize Weapon Scrolls

Gripe: scrolls of vorpalise weapon will create explosions of fire/frost when they affix the appropriate brand. While this is good from a flavor perspective or whatever, it means it's optimal to drop all your other scrolls and potions before you affix a brand, which is just silly (and annoying). Wow...

Tuesday, 8th March 2011, 17:52

Forum: Game Design Discussion

Topic: Gain Foo potions

Replies: 4

Views: 1235

Re: Gain Foo potions

If they weren't mutations, they'd be completely permanent, which would mean it would always be optimal to quaff them as soon as you get them. As they currently are, they introduce a choice, as you may want to hold off on drinking them until your mutation set is better (in case you ever have to quaf...

Tuesday, 8th March 2011, 17:45

Forum: Dungeon Crawling Advice

Topic: Acid Damage

Replies: 4

Views: 1315

Re: Acid Damage

Code-wise, the game simply counts the number of unoccupied slots (except shield!) and uses the (resulting counter + 2) as a modifier in the acid damage calculation. For each uncovered slot, if you are wearing a cloak, there's a 50% chance of the counter not being increased. The fur mutation reduces ...

Tuesday, 8th March 2011, 17:32

Forum: Dungeon Crawling Advice

Topic: Acid Damage

Replies: 4

Views: 1315

Re: Acid Damage

It's not that complicated. :) I don't know the details but the idea is that acid on skin hurts a lot, so any body part that is covered in armour increases the protection. Gloves protecting your hands, boots your feet, etc. Apparently, a cloak fits loose enough that part of the acid still splashes th...

Saturday, 5th March 2011, 21:54

Forum: Game Design Discussion

Topic: God flavor texts for deaths

Replies: 8

Views: 2248

Re: God flavor texts for deaths

jackalKnight wrote:Chebriados: You feel the stillness of eternity flow over you...

I rather like this one, though I'm unsure whether Chei would actually value the lazy dead.

Saturday, 5th March 2011, 14:54

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 21720

Re: Getting rid of Fighting.

The problem is that players will feel even more pressured to keep their spellcasting skills as low as they can get away with. If it's not worthwhile to train Charms past 15 with the current system, it sure won't be worthwhile to train it past 15 with a system that actively punishes you for it. You ...

Friday, 4th March 2011, 21:49

Forum: Crazy Yiuf's Corner

Topic: Screwy and Contradictory Randarts

Replies: 2

Views: 1204

Re: Screwy and Contradictory Randarts

TwilightPhoenix wrote:- The ring of Gluttony (Fire, rElec)

What did this have to do with eating?

Obviously, it's for someone so greedy they can't wait for their food to cool down. *snerk*

Thursday, 3rd March 2011, 10:18

Forum: Game Design Discussion

Topic: How about more "money" tiles

Replies: 11

Views: 3024

Re: How about more "money" tiles

I think there's a Crawl design principle that says tiles players should never have more (or less) information than ASCII players... this one seems like a trivial difference, but I reckon they'd stick to their guns on that issue. Nah. Seriously, not an issue. You can already check the size of a gold...
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