Search found 1453 matches

Thursday, 12th December 2013, 16:44

Forum: Dungeon Crawling Advice

Topic: Why do I have an empty flask?

Replies: 3

Views: 1537

Re: Why do I have an empty flask?

It's probably a shop that generated with a bottled efreet in it before their removal , since existing bottles got turned into empty flasks (I think there was actually a server update between those two commits, but the same thing would have also happened in any older game that already had efreets in ...

Wednesday, 4th December 2013, 04:31

Forum: Game Design Discussion

Topic: CK starting weapons.

Replies: 45

Views: 11606

Re: CK starting weapons.

Tiktacy/Sandman25/anyone else responding to off-topic stuff: take your discussion on the viability of CK stabbing to a different thread, thanks.

Thursday, 28th November 2013, 23:48

Forum: Game Design Discussion

Topic: Searing Ray

Replies: 25

Views: 8458

Re: Searing Ray

Probably it could just work more like a lightning rod (but without spreading damage over the full arc).

Thursday, 28th November 2013, 01:12

Forum: Crazy Yiuf's Corner

Topic: Sun demons a little OP?

Replies: 9

Views: 2616

Re: Sun demons a little OP?

This is true, and I was kind of expecting a response like this, and I agree that 1v1 doesn't always mean a whole lot, but don't you think maybe sun demons are a little spoilery? I mean, if you are new to the game and you fight a smoke demon, most people will just be like "Oh crap, these guys a...

Wednesday, 27th November 2013, 13:14

Forum: Game Design Discussion

Topic: Autotarget bugs

Replies: 2

Views: 1090

Re: Autotarget bugs

Bugs being old isn't a very good reason to not report them. Two of these are already reported though. There is also a parent issue for targeting bugs in general, patches welcome etc.

Monday, 25th November 2013, 08:07

Forum: Dungeon Crawling Advice

Topic: .14 Trunk Question

Replies: 13

Views: 3944

Re: .14 Trunk Question

It refers to fire and cold beams/explosions/clouds (and shatter, and giant spore explosions), not jellies.

Sunday, 24th November 2013, 19:11

Forum: Game Design Discussion

Topic: Poorly designed centaur vault placed far too early

Replies: 5

Views: 2426

Re: Poorly designed centaur vault placed far too early

It looks like you're playing an old build, that bug has since been fixed. (Also, use the code tag for dumps rather than spoiler tag, I edited the post).

Friday, 22nd November 2013, 22:15

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: GrFi - Where are my f*****ng vaults?! What do?!

Replies: 5

Views: 1463

Re: CiP: GrFi - Where are my f*****ng vaults?! What do?!

If you started the game when Vaults still generated in Depths and then transferred it, they're probably still in Depths.

Friday, 22nd November 2013, 20:37

Forum: Game Design Discussion

Topic: Kobolds with javelins?! SHENANIGANS

Replies: 6

Views: 2451

Re: Kobolds with javelins?! SHENANIGANS

ok.

Friday, 22nd November 2013, 16:44

Forum: Game Design Discussion

Topic: Opinions on lava orcs?

Replies: 33

Views: 9421

Re: Poll: opinions on lava orcs?

(Edit: Removed the poll, "some race feels gimmicky" does not look like a particularly worthwhile thread though).

Friday, 22nd November 2013, 15:58

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112680

Re: DCSS Text Improvement Taskforce

I have no clue how all the Transifex stuff works but if I can figure it out I'd also be happy to push improvements and removals of the second-person stuff and so on.

Friday, 22nd November 2013, 14:23

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112680

Re: DCSS Text Improvement Taskforce

As far as description style goes, there's a link to a guideline in the very first post of this thread that I mostly agree with: Descriptions should be roughly 1-3 sentences long. They should be flavourful and informative, with an encyclopaedic tone. They can be witty, though jokes need to be high qu...

Thursday, 21st November 2013, 11:54

Forum: Dungeon Crawling Advice

Topic: what is that

Replies: 2

Views: 891

Re: what is that

It's code that will be removed when save compatibility is broken. This hasn't happened for a while, since lots of changes can be made without breaking compatibility by using minor version tags - the last major version increase was in August 2012. There's a good blog post that talks about tags and sa...

Thursday, 21st November 2013, 07:27

Forum: Game Design Discussion

Topic: Mutation: Blood Magic

Replies: 4

Views: 1800

Re: Mutation: Blood Magic

Making a whole thread for each proposal is, in fact, better than including two completely unrelated proposals in one thread. As far as blood magic goes, there's already a DS mutation that boosts spellpower so a different effect would probably be better.

Tuesday, 19th November 2013, 02:52

Forum: Game Design Discussion

Topic: Player Ghosts' Extended Descriptions

Replies: 17

Views: 5541

Re: Player Ghosts' Extended Descriptions

All that said, I'm no programmer and I have no idea how squirrely the ghost code is. "it's pretty squirrely" If someone were to write a patch to display player ghost spells in the same way as regular monster spells, I imagine it would be pushed! But yeah, the person to write that patch is...

Saturday, 16th November 2013, 06:42

Forum: Crazy Yiuf's Corner

Topic: 868-HACK

Replies: 1

Views: 893

Re: 868-HACK

The 7drl prototype of this was definitely cool, yeah. A PC port is apparently in progress, hopefully it's done sometime soon since I've heard a bunch of people say how the iOS version is so much better.

Thursday, 14th November 2013, 21:02

Forum: Game Design Discussion

Topic: Proposal: Scroll of curse item

Replies: 13

Views: 4131

Re: Proposal: Scroll of curse item

viewtopic.php?f=8&t=9498&p=130544#p130544 (I might get around to this at some point, haven't gotten around to bringing it up in -dev yet).

Thursday, 14th November 2013, 17:52

Forum: Game Design Discussion

Topic: New Level 5 Spell: Telekinetic Thrust

Replies: 15

Views: 4076

Re: New Level 5 Spell: Telekinetic Thrust

Early implementations of jump attack required targeting twice for each usage (once for target, once for landing location or possibly the other way round, I forget) and this was pretty problematic. Certainly it gives more control and lets you make more decisions, but this isn't always an unambiguousl...

Thursday, 14th November 2013, 16:28

Forum: Game Design Discussion

Topic: New Level 5 Spell: True Seeing

Replies: 7

Views: 2341

Re: New Level 5 Spell: True Seeing

And here's the ancient blog post detailing it, for reference!

Wednesday, 13th November 2013, 18:21

Forum: Game Design Discussion

Topic: Nerf Flaming Clouds in Volcano

Replies: 17

Views: 3719

Re: Nerf Flaming Clouds in Volcano

There was a bug causing flame clouds to generate on Volcano entrances that was fixed 2 years ago. If there are any maps that can still generate flames on the entrance as soon as you enter then please report them on Mantis.

Tuesday, 12th November 2013, 18:54

Forum: Dungeon Crawling Advice

Topic: Did abyssal rune generation get changed or something?

Replies: 6

Views: 2032

Re: Did abyssal rune generation get changed or something?

This was a bug that has since been fixed (presumably the OP is aware of that since they posted the bug report :P).

Tuesday, 12th November 2013, 18:48

Forum: Coding

Topic: Compiling on Windows with Visual Studio

Replies: 6

Views: 3576

Re: Compiling on Windows with Visual Studio

There are instructions for compiling in Visual Studio 2012 in INSTALL.txt. I'm not sure if older versions of Visual Studio will work, but you can just grab the free version of 2012 for Windows 7 I think.

Tuesday, 12th November 2013, 17:38

Forum: Game Design Discussion

Topic: Proposal: encumbrance warning on dragon hides

Replies: 13

Views: 3384

Re: Proposal: encumbrance warning on dragon hides

Storm and Gold dragon hides appear to be the only ones without the same encumbrance rating as the dragon armour itself, so changing that seems simplest.

Monday, 11th November 2013, 16:22

Forum: Dungeon Crawling Advice

Topic: This is what's wrong with Rune Lock

Replies: 38

Views: 8673

Re: This is what's wrong with Rune Lock

If you think you can't kill those uniques with Fedhas and those items I'm not really sure what to suggest.

Sunday, 10th November 2013, 14:38

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44891

Re: Potion of beneficial mutation

I am not sure why monstrous mutations are considered good, since they all are situational at best. They're not considered "good". Mutations are split into "mostly bad" and "not mostly bad", and potions of beneficial mutation give out "not mostly bad" mutation...

Wednesday, 6th November 2013, 21:37

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17742

Re: Abyss Redecorating

Split off a bunch of off-topic stuff, feel free to start a new thread about magic resistance in the advice forum.

Wednesday, 6th November 2013, 06:01

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67121

Re: Rune lock

One-way gates don't work very well, since if you wanted to take it, you would have to drag as much of your stash as possible through the shaft. It also seems fine to leave the lock as a hard lock for a little while and let it be tested in that form, before adding ways to bypass it (as has probably a...

Tuesday, 5th November 2013, 04:03

Forum: Game Design Discussion

Topic: Proposal: Wand of Vulnerability/Dispelling

Replies: 27

Views: 7861

Re: Proposal: Wand of Vulnerability/Dispelling

Surprisingly enough, minmay is completely wrong and hasn't tested how monster vulnerability actually works before claiming that the way it works causes instant deaths. A slowed Naga of Chei and a hasted Spriggan both get the same amount of Flight duration after being hit by purple draconian breath (...

Sunday, 27th October 2013, 21:48

Forum: Game Design Discussion

Topic: Starcursed mass and silence

Replies: 3

Views: 1630

Re: Starcursed mass and silence

The description also does mention that their attack is soundless. Possibly it could be made clearer that it's a telepathic attack but I can't think of any better wording off-hand. The message for when there's only one mass is "The starcursed mass shrieks in your mind." which seems pretty c...

Friday, 25th October 2013, 16:52

Forum: Game Design Discussion

Topic: Poll: fixing mid-game redundancy through rune-locking

Replies: 51

Views: 31534

Re: Poll: fixing mid-game redundancy through rune-locking

And that seems like a pretty good place to leave it. If an implementation does end up being pushed then feedback based on actual gameplay will be welcome.

Wednesday, 23rd October 2013, 12:13

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 921837

Re: I think we learned an important lesson today.

Well, he and Psyche weren't the *reason* for the meph cloud, I did the meph cloud to confuse the orc warriors that were standing there between the uniques and me, those two just got hit with some stray happy gas. I don't actually think Gastronok was confused at all (I was firing venom bolts through...

Tuesday, 22nd October 2013, 14:17

Forum: Game Design Discussion

Topic: Proposal: Nerfing Passive Hunger Loss

Replies: 22

Views: 5978

Re: Proposal: Nerfing Passive Hunger Loss

auto_drop_chunks = true needs a bug fix to handle cases where autoexplore will drop and pick up parts of a large stack of chunks in a loop until they rot. I looked into it, and thought I'd hit on the fix, but it doesn't seem to work perfectly. How complicated would it be to adapt the autosacrifice ...

Sunday, 13th October 2013, 04:10

Forum: Technical Support

Topic: Can´t seem to update git on W7

Replies: 13

Views: 4078

Re: Can´t seem to update git on W7

git commit, not commit.

Friday, 11th October 2013, 20:12

Forum: Game Design Discussion

Topic: Proposal: Damageable Skin (Gargoyle Nerf)

Replies: 43

Views: 12725

Re: Proposal: Damageable Skin (Gargoyle Nerf)

An even simpler version would just be to reduce their AC (if a change is necessary).

Friday, 11th October 2013, 04:31

Forum: Bulletin Board

Topic: 0.13 release and tournament!

Replies: 1

Views: 2845

0.13 release and tournament!

DCSS 0.13 has been officially released! The tournament starts soon, check out the tournament website and join a clan if you haven't already.

Thursday, 10th October 2013, 17:08

Forum: Dungeon Crawling Advice

Topic: Extended endgame

Replies: 60

Views: 15921

Re: Extended endgame

And you actually have no choice but to clear them if you want the demonic rune. Actually you get a warning now whenever you enter a level with a rune (including demonic) so you don't have to clear any non-rune levels if you don't want to. I was slightly mistaken (just a case of misremembering), you...

Wednesday, 9th October 2013, 20:49

Forum: Suggestions & Criticism

Topic: Proposal: split "Crazy Yiuf's Corner"

Replies: 21

Views: 8506

Re: Proposal: split "Crazy Yiuf's Corner"

Eh, Advice seems fine for that to me? For stuff that's closely related to Crawl but too vague to be based on a specific character (YAVP) or to turn into a specific proposal (GDD).

Wednesday, 9th October 2013, 16:18

Forum: Suggestions & Criticism

Topic: Proposal: split "Crazy Yiuf's Corner"

Replies: 21

Views: 8506

Re: Proposal: split "Crazy Yiuf's Corner"

At a glance I don't see any examples of attempts at "serious" threads in CYC that have been derailed by nonsense, if there are some then maybe that should just be discouraged instead of creating a whole new subforum?

Tuesday, 8th October 2013, 23:34

Forum: Dungeon Crawling Advice

Topic: Extended endgame

Replies: 60

Views: 15921

Re: Making mutations matter more consistently

Implojin wrote:This entire post is offtopic and I apologize, maybe a thread split is called for.

Done (and moved here since it's not really a specific proposal).

Monday, 7th October 2013, 21:59

Forum: Game Design Discussion

Topic: Make scrolls of curse/remove curse ID on read

Replies: 21

Views: 8185

Re: Make scrolls of curse/remove curse ID on read

Probably a better change would be to just remove the curse foo scrolls (with Ashenzari either being the only source of them, or getting some kind of curse-at-will invocation).

Monday, 7th October 2013, 18:10

Forum: Game Design Discussion

Topic: Unarmed Combat suggestion

Replies: 36

Views: 8569

Re: Unarmed Combat suggestion

OK well this doesn't seem to be going anywhere productive.

Monday, 7th October 2013, 16:45

Forum: Dungeon Crawling Advice

Topic: Stash question

Replies: 6

Views: 2130

Re: Stash question

Also I'm pretty sure the removal of items is part of level generation - i.e. it only happens when you first step onto a floor. It's a mechanism to prevent levels from spawning with too many items, not a limit on how many items you can take there. No, it's a limit on how many items can be on a level...

Thursday, 3rd October 2013, 15:18

Forum: Dungeon Crawling Advice

Topic: Didn't know trove could spawn with 3 items.

Replies: 8

Views: 2491

Re: Didn't know trove could spawn with 3 items.

################################### # # minmay's troves # # A severe exaggeration of the "game-changing or junk" aspect of treasure # troves. Three items, very likely to be unrandarts, and generally either # extremely useful or extremely useless. # NAME: trove_artefacts TAGS: no_item_gen ...

Wednesday, 2nd October 2013, 21:41

Forum: Game Design Discussion

Topic: Scroll of Engrain Resistance

Replies: 23

Views: 7471

Re: Scroll of Engrain Resistance

Split out the boots of running vs swiftness stuff. And yeah this is overcomplicated/not a good idea.

Tuesday, 1st October 2013, 04:29

Forum: Dungeon Crawling Advice

Topic: Is there a way to d/l .14?

Replies: 8

Views: 2769

Re: Is there a way to d/l .14?

Usually trunk builds aren't made available on that page when there's a release imminent, so that the release version can get more testing (although at the moment I think automatic rebuilds are just broken or something). The servers still often have multiple versions available, but some of them switc...

Tuesday, 1st October 2013, 02:28

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7246

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

Uh, talking about how the game works "under the hood" in the game design forum is not something that should be "frowned upon". Certainly it would be bad if someone were to post a bunch of unhelpful formulae in an advice thread but I'm pretty sure this is not one of those. (Not th...

Monday, 23rd September 2013, 20:14

Forum: Dungeon Crawling Advice

Topic: When does Diety Abandonment Penance end?

Replies: 4

Views: 1598

Re: When does Diety Abandonment Penance end?

No, and yes.

Saturday, 21st September 2013, 05:43

Forum: Crazy Yiuf's Corner

Topic: Proposal: Rockets

Replies: 37

Views: 11007

Re: Proposal: Rockets

I agree. Also there should be Shadow spiders that are immune to the rockets.

Friday, 20th September 2013, 15:59

Forum: Game Design Discussion

Topic: Noisy shouldn't be an interface screw

Replies: 3

Views: 1364

Re: Noisy shouldn't be an interface screw

Apparently this was always a weapon noise message, and sewers just ended up duplicating it coincidentally when they had timeout messages added. Fixed.
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