Search found 250 matches

Monday, 4th February 2019, 20:41

Forum: Technical Support

Topic: Is this a bug? Strange behaviour of Oka & Portal Projectile

Replies: 2

Views: 1956

Re: Is this a bug? Strange behaviour of Oka & Portal Project

When reporting issues, please use the bug tracker, and include the version string from ?/V and as much information as possible. In this case, what you’re throwing; I recently added a friendly fire check for exploding projectiles, if you’re using them then there’s no bug. If you aren’t, there’s a pro...

Thursday, 24th January 2019, 05:08

Forum: Contributions

Topic: Interested in contributing to the upcoming release?

Replies: 0

Views: 2084

Interested in contributing to the upcoming release?

I've picked out a list of 23 bugs that look approachable that it would be nice to fix before then. Take a look!

Wednesday, 23rd January 2019, 04:43

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98764

Re: Positional Attack Spells

Another one in the game (new!) is the new storm card's effect. First it does a wind blast. Then It picks a random number 1-9 (via a complicated process that is a legacy of old Nem mechanics) and draws that many cells at a distance more than three from the player randomly. It then detonates an orb of...

Tuesday, 22nd January 2019, 05:35

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

The revised storm is in trunk. Try it out. Storm now produces the wind blast, followed by 1-9 radius 3 electrical explosions placed far enough away to not damage you. Explosions are placed at a uniform draw of eligible target cells, but you get one explosion per cell, so if you're in a corridor arou...

Monday, 21st January 2019, 15:05

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98764

Re: Positional Attack Spells

Well the first 5 posts of the thread got off to an ok start before we ran right into a wall. If you can't tell from my other posts, I loathe abstract theory crafting and really hoped this thread would focus on specific ideas . Regarding the ui disclaimer: in the realm of "positional spells"...

Monday, 21st January 2019, 01:48

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45804

Re: Shafts - Too common now?

You're right, though for the wrong reason (as I was typing this I see you looked at your morgue and see that the post was an exaggeration). Your sample size is too small to make definitive judgements about the shape of the distribution, and you might be including a game played in the interval where ...

Sunday, 20th January 2019, 18:49

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98764

Positional Attack Spells

I'm going to break off this thread from the needles thread to discuss tealizard's suggestion in that thread that positional attack spells be considered instead of arbitrary targeting. This is by no means a full endorsement of the idea so do not take this thread as a devteam sign off that we'll defin...

Sunday, 20th January 2019, 05:43

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45804

Re: Shafts - Too common now?

The shaft rate in 0.22 (trunk and stable) and 0.23 (trunk) games from before the trap change for the first six dungeon levels: <ebering> .echo $(/ (!lm * vlong>=0.22 vlong<0.23-a0-495 shaft br=D lvl<7) (!lm * vlong>=0.22 vlong<0.23-a0-495 shaft br=D lvl<7 x=cdist(gid) fmt:"${x}")) <Sequell...

Sunday, 13th January 2019, 18:20

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 2904

Re: Confusing Touch is too strong

1. I changed CT in trunk to work with any weapon. 2. Before that, even at zero skill UC, everyone has a lot of Fighting trained and CT-attacks got a huge boost to accuracy. I played two games making sure to use CT whenever I could before the change, and one after. It's a bit of a theoretical buff, b...

Wednesday, 9th January 2019, 02:37

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Deal Four has been re-adjusted: it's gained a piety cost and no longer clears the deck. This really was too severe. Deck size has been adjusted: Destruction now has 26 cards; the dealing frequency has been weighted further towards destruction over the other two. Storm card is going to be revised, ch...

Saturday, 29th December 2018, 21:33

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 14124

Re: Dungeon Crawl Secret Santa 2018 [Reports Incoming]

Well well, here we are. Santa gave me an Homage to CSDC with less Sudden Death and more cheek about shaft traps. They also gave me a species, background, and god that I hadn't won before, which I appreciated. Week of Christmas Character: Formicid Arcane Marksman Tier I Bonus: Enter the Temple in les...

Wednesday, 19th December 2018, 17:05

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

This is now live in trunk, coming soon to servers near you. More tweaks to come, thanks to everyone who tested so far.

Wednesday, 19th December 2018, 16:48

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

Do you have the version string for when that happened? Commit 0.23-a0-580-gf63cd86 was made 4 days ago to prevent that sort of thing.

Saturday, 15th December 2018, 22:07

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Thanks for the report, this has been fixed!

Wednesday, 12th December 2018, 17:34

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Thanks for pointing those out. They are now fixed.

I force-updated the branch to include changes from trunk (getting ready for merge). This might break some experimental games, I'm not sure. I think the only possible thing that can go wrong is that some traps on the ground might not be revealed.

Wednesday, 12th December 2018, 16:40

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

If I understand you correctly, you mean that with trap-on-sight, optimal play is to have each step reveal as few tiles as possible, thus incentivising manual explore (since autoexplore does not do this). That is a good point; maybe this change is just swapping one manual exploration incentive for a...

Wednesday, 12th December 2018, 15:07

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

An add-on to that regarding user interface: Yes, under this system there is still an incentive not to reveal new tiles. However, unlike the tiles you've already tiles stepped on, the UI already communicates your explore horizon and indicates which tiles will possibly be revealed. Console support is ...

Wednesday, 12th December 2018, 06:45

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

More adjustments now live or soon to be live: ⋅  It was not intended to prevent using decks while silenced. That has been fixed. ⋅  The UI workflow for stacking five has been streamlined. ⋅  The top of your stack shows in the ability menu. ⋅  Attempting to can...

Wednesday, 12th December 2018, 01:24

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

In modeling the old system? I made an attempt at multiplying a guess at "average fraction of tiles stepped on" by "fraction of trapped tiles" by "trap discovery for average xl at that level". Figuring out the first factor is raw guess work. The second factor is also a r...

Tuesday, 11th December 2018, 23:50

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

Zot trap absolutely can just kill you outright via paralysis, though your excluding that suggests you agree. Zot traps were left out because Zot traps aren't on the list of possible effects for exploration based trap effects. You can indeed go down stairs and be stripped of the 1 move grace to asse...

Monday, 10th December 2018, 04:36

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Any changes to the dealing distribution will not condition the deal on currently available cards, because regardless of the function that you pick it will encourage the player to draw in weird ways to manipulate their gifts.

Sunday, 9th December 2018, 15:17

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Thank you all for the feedback. The following adjustments have been made, and will be live on the experimentals soon. (They already are on cko) ⋅  The concern about "missing legendary abilities" was more than a feeling: when removing rarities and setting power purely as a functio...

Saturday, 8th December 2018, 02:51

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Re: Revised^n Report on the god Nemelex

Now available as a web tiles experimental

Check it out on cpo and cko. Thanks chequers and floraline for hosting this!

Friday, 7th December 2018, 20:19

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18482

Revised^n Report on the god Nemelex

Big Nemelex shake up in the works. Inventory micromanagement: the mini game will be no more. What's changing, in brief: ⋅  No more decks as items. No more deck rarities. ⋅  Nem worshippers have 3 abstract decks that Nem adds cards to and that other Nem abilities interact with. &s...

Friday, 7th December 2018, 13:20

Forum: Crazy Yiuf's Corner

Topic: how i design vaults

Replies: 6

Views: 4104

Re: how i design vaults

duvessa wrote:hidden vault traps are massive awful spoilers. If you really must have traps, at least make them revealed from the start.


Thankfully some dev stupid removed all hidden traps so it's impossible to place these.

Wednesday, 5th December 2018, 14:58

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

Yes, any LOS changing effect, but only for tiles that would grant explore piety (no dug tiles, no lava, no deep water).

Tuesday, 4th December 2018, 19:28

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

I think he was claiming you could be multi-shafted (Which is a possibility excluding dangerous branch ends as I understand it you could take one step from D:1 and end up on D:14 after one player action.) I'm not a sadist, buried in the commit log for the change is the remark that this is explicitly...

Tuesday, 4th December 2018, 17:06

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

You understand it incorrectly. Shafts are still shafts: 3 floor maximum, no shaft into dangerous branch ends.

There are some sequencing issues with the sudden burst of rolls upon trapping, I've addressed those in a new commit.

Tuesday, 4th December 2018, 14:43

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

Alternatively, the teleport trap could be tied to a weak shadow creatures effect, so that no matter where on the map you appear, you are immediately presented with a fight. It's not random teleport, its the teleportitis teleport: you only get tele'd if the game can find some monsters to teleport yo...

Tuesday, 4th December 2018, 03:30

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

This is now merged in trunk (with a few more changes: a lowered (again) trap rate, and teleportitis teleport effects added to the mix).

Further feedback is of course welcome.

Tuesday, 27th November 2018, 14:42

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

Thanks for the feedback. You're not the only person who haas suggested the rate is too high. I'll tone it down a bit more. Alarm traps only trigger if the player is in LOS, I think it's just the trap rate for Zot:5 is so high that it can feel like the player is getting marked al the time. Once the r...

Sunday, 25th November 2018, 13:05

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

This is now playable on the new public server, crawl.kelbi.org

I’m also interested in vault submissions that make use of the new dispersal traps in creative ways.

Thursday, 15th November 2018, 04:51

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

I think Ascetic II will be impossible to implement, there is no way to see in the morgue file if player used potions/scrolls in Zot or even after picking up the orb. The Sequell milestones report scrollsused and potionsused. So the specific version of the proposed Ascetic II that's implementable is...

Wednesday, 14th November 2018, 04:09

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

I've been a bit busy these past two weeks, so the "by the numbers" recaps for Week 5 and 6 will appear together in a double-issue some time on Thursday. But, in exciting news, joy1999 is Game 7 and an ascetic rune away from a perfect CSDC score, the lone player who has posted six(!) 10 poi...

Saturday, 27th October 2018, 15:05

Forum: Crazy Yiuf's Corner

Topic: 4000 THANK QUEST

Replies: 630

Views: 179279

Re: 4000 THANK QUEST

c).

Friday, 26th October 2018, 14:51

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Re: Experimental branch: Known Traps

No. That function returns the mean of the function that it replaced. This mean is then used elsewhere as an input to random processes to determine trap placement (should be the same, I might be off by one) and trap effects (the exact answer is in do_trap_effects and depends on density)

Friday, 26th October 2018, 04:02

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32942

Experimental branch: Known Traps

Welcome friends. I've got a branch that makes some changes to traps. Currently a playable experimental on cpo, hopefully coming soon to cbro. You can read the details on GitHub, the short of it is as follows. Traps in crawl serve two (three) purposes: tactical terrain to maneuver with and tension cr...

Thursday, 25th October 2018, 13:05

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

CSDC Week 3 By the numbers Combo: BaHu Gods: Gozag, Makhleb, Dithmenos Bonus Tier 1: Enter the Temple in less than 3,000 turns. Bonus Tier 2: Collect a rune in less than 15,000 turns. God choices (won/worship): ⋅  17/47 Gozag (36.17%) ⋅  10/49 Makhleb (20.41%) ⋅  4/17 D...

Saturday, 20th October 2018, 22:58

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

A bit late, but here you are. Week 2, by the numbers. God choices (won/worship): ⋅  22/106 Okawaru (20.75%) ⋅  5/33 Nemelex Xobeh (15.15%) ⋅  1/5 Makhleb (20%) ⋅  1/5 Zin (20%) ⋅  1/2 Ru (50%) ⋅  1/1 Jiyva (100%) [1] Highest skill of the wi...

Saturday, 20th October 2018, 22:51

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

There's a real disagreement in the people playing so far, the starts are pretty evenly split among javs, slings, and crossbows; bows less so because short bows have the lowest base damage.

Sunday, 14th October 2018, 04:08

Forum: Crazy Yiuf's Corner

Topic: the worst thing ive done to crawl

Replies: 11

Views: 4690

Re: the worst thing ive done to crawl

Well it didn't last in trunk but I wrote Pieces from Xom's Chessboard.

Friday, 12th October 2018, 13:31

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

No. I can guarantee that at some point during the challenge weekly bonuses will be highly compatible with various one-time bonuses.

Friday, 12th October 2018, 05:04

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Week 1 by the numbers: God Choices (won/worship (%)): ⋅  16/50 (32%) Kikubaaqudgha ⋅  11/61 (18%) Ashenzari ⋅  6/36 (17%) Cheibriados ⋅  0*/7 (0%) Veheumet* Top skill of the winners: ⋅  15 Fighting ⋅  6 Necromancy ⋅  4* Spellcasti...

Thursday, 11th October 2018, 21:46

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

To get the god point you've got to worship only the first god (never abandon or get excommunicated) and get 6* if applicable.

Wednesday, 10th October 2018, 17:08

Forum: Game Design Discussion

Topic: Can we improve Ctrl-a?

Replies: 7

Views: 2626

Re: Can we improve Ctrl-a?

You still have that experience. It doesn't re-activate until you get hit again.

Tuesday, 9th October 2018, 05:53

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges

Cool plays and Sudden deaths from Week 1 are now available on youtube (the playlists will be added to). Look out for the Week 1 highlight reel and stats report coming soon. Big thanks to mibe for running the replay team.

Sunday, 7th October 2018, 13:36

Forum: Game Design Discussion

Topic: Can we improve Ctrl-a?

Replies: 7

Views: 2626

Re: Can we improve Ctrl-a?

I agree that this is an interface screw. Both of your suggestions leak information that invisible is supposed to conceal from the player. However, unconditionally re-activating auto pickup on taking the stairs should address the problem. If the invisible monster followed the player up the stairs the...

Thursday, 4th October 2018, 00:53

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges

I'm only looking at base skill, I'll update the page soon.

Tuesday, 2nd October 2018, 12:41

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges

No.

The small windows minimize the impact of "sitzkrieg" between places on the leaderboard: waiting for someone who's trying a bonus that they might fail at before deciding to proceed while they wait to see if you'll attempt it.

Sunday, 30th September 2018, 16:48

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 43043

Re: 0.22 Crawl Sudden Death Challenges

You should add it right after the cool play happens. You can use the : key any time to leave notes about your char. Dying is probably not a cool play, but deaths will definitely be looked at.
PreviousNext

Return to advanced search

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