Search found 762 matches

Tuesday, 28th May 2013, 01:41

Forum: Crazy Yiuf's Corner

Topic: Vaults are a bit extreme no?

Replies: 10

Views: 3878

Re: Vaults are a bit extreme no?

I think back when they were redoing the Vaults mumra (or another dev) calculated the XP from the branch and found about half was on the branch end, so going up two levels really isn't surprising, particularly if you were close to level up when you entered. Or they would be if they didn't come lookin...

Tuesday, 28th May 2013, 01:25

Forum: Game Design Discussion

Topic: Forest redux monster balancing (or other Forest matters)

Replies: 78

Views: 21569

Re: Forest redux monster balancing (or other Forest matters)

Thanks for the heads up, sgrunt! The reason I didn't see the spriggans was that I was looking at the commit log- it completely slipped my mind that there could already be a population function in the game. The reason I assumed it would be a buff to Fedhas is that previous Forest proposals were very ...

Monday, 27th May 2013, 13:03

Forum: Game Design Discussion

Topic: Forest redux monster balancing (or other Forest matters)

Replies: 78

Views: 21569

Re: Forest redux monster balancing (or other Forest matters)

Various thoughts: Are you going to add the spriggans? (druid, defender,berserker, rider) IIRC, the spriggan mock-up vault appears around the depth to be balanced for a crypt replacement, and I'd like to see them in a branch at some point. This is probably a Fedhas buff, and having it appear randomly...

Monday, 27th May 2013, 05:33

Forum: Crazy Yiuf's Corner

Topic: Vaults are a bit extreme no?

Replies: 10

Views: 3878

Re: Vaults are a bit extreme no?

1) Vaults:5 is a branch end, meant to be one of the most climatic points in the entire game. It isn't suppose to be finished with literally a single spell. 2) Shatter only has finite range (~9 tile radius is the max.) Any monster outside that radius is fine. 3) Why did you wait until you have Shatte...

Monday, 27th May 2013, 05:11

Forum: Dungeon Crawling Advice

Topic: Phial of Floods?

Replies: 5

Views: 2365

Re: Phial of Floods?

I think this is the first step of the devs to try and make "evoker" a distinct play style. Did you read the elemental evoker entry? Maybe I should move the info in that entry to each item's individual entry.

Monday, 27th May 2013, 05:03

Forum: Dungeon Crawling Advice

Topic: Phial of Floods?

Replies: 5

Views: 2365

Re: Phial of Floods?

It's in the learndb. I know because I just added it. :D If you don't manually refresh your learndb page, it won't give you new information, which is probably why you didn't see it. As my entry says: The water elemental evoker: hits monsters with a beam of water,(damage and knockback) making a tempor...

Sunday, 12th May 2013, 16:23

Forum: Game Design Discussion

Topic: Long Blades effect idea

Replies: 48

Views: 12311

Re: Long Blades effect idea

This is a good idea, but I agree with Davion Fuxa that it would be better for Staves than for Long Blades. I haven't really seen a decent melee proposal for Staves yet, but there a plenty for Long Blades and Maces & Flails. There might not be another Staves effect that is as fun and elegant as t...

Sunday, 12th May 2013, 15:56

Forum: Technical Support

Topic: Compile error in spl-summoning.cc

Replies: 7

Views: 4991

Re: Compile error in spl-summoning.cc

Thank you very much neil, I can compile now. Oddly, it appears I have version 4.2.1 of gcc. I don't know why my computer had this bug. I tried compiling with clang, but I got an error, just as here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=7515 /bin/sh: clang++: command not found make...

Friday, 10th May 2013, 02:34

Forum: Technical Support

Topic: Compile error in spl-summoning.cc

Replies: 7

Views: 4991

Re: Compile error in spl-summoning.cc

I just looked through the threads, but I didn't find a solution. The first simply didn't have the problem I had (I suspect the poster with the problem has a later version of Mac OSX or Xcode, and sent him a private message to check.) The second had both the same error and the same version of Mac OSX...

Thursday, 9th May 2013, 02:32

Forum: Technical Support

Topic: Compile error in spl-summoning.cc

Replies: 7

Views: 4991

Re: Compile error in spl-summoning.cc

I used "make clean" and then attempted to recompile. I got the same error.

Thursday, 9th May 2013, 02:17

Forum: Technical Support

Topic: Compile error in spl-summoning.cc

Replies: 7

Views: 4991

Compile error in spl-summoning.cc

I am getting the following error message when I try to compile Trunk, in both console and tiles mode: CXX spl-summoning.o spl-summoning.cc: In function ‘bool aim_battlesphere(actor*, spell_type, int, bolt&)’: spl-summoning.cc:2571: error: no match for ‘operator!=’ in ‘i != std::vector<_Tp, _Allo...

Saturday, 4th May 2013, 00:05

Forum: Contributions

Topic: Tile request: evokable ability icons

Replies: 1

Views: 1840

Re: Tile request: evokable ability icons

I added a fog icon and a evocable teleport control icon to the mantis issue.
Previous

Return to advanced search

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