Search found 3931 matches

Tuesday, 10th December 2013, 08:15

Forum: Game Design Discussion

Topic: Stop Casting ability for Ray status

Replies: 10

Views: 3480

Re: Stop Casting ability for Ray status

Mantis is for bug report and submitting patches, not feature request. Anyway, there have been other complains about the searing ray interface. Resting to keep casting it is unintuitive and being unable to reaim it is also not very good. That's why I suggested in an earlier thread that after casting ...

Monday, 9th December 2013, 10:40

Forum: Coding

Topic: Git Patching Questions

Replies: 9

Views: 3626

Re: Git Patching Questions

To update your latest commit, add the new changes (git add foo.cc), then amend the commit (git commit --amend).
To merge the last 2 commits together, use interactive rebase: git rebase -i HEAD~2. Then, change the second commit to squash or fixup.

Saturday, 7th December 2013, 00:16

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8733

Re: What are manuals for?

What if instead of a temporary +4 bonus to an aptitude, instead you got a *permanant* +1 (or +2?) shift in aptitude on use Then, there's no reason not to use it. The current one requires investment, so there's a choice. If by "investment" you mean "uses up 1/52 of your carrying capac...

Friday, 6th December 2013, 22:59

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8733

Re: What are manuals for?

Are manuals so powerful that they can't be placed earlier in the Dungeon without reducing their strength? Indeed, I think that could be interesting. Currently, it seems they don't generate before D:8 . Maybe they could generate from D:2 or even D:1. If they are too strong, we could also nerf the ea...

Wednesday, 4th December 2013, 23:23

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9248

Re: Breaking the Pinata

These things are not given names like scumming and grinding for no reason. I don't want to enter a pointless terminology debate, but I think you use those terms a bit liberally. Especially grinding which usually implies some infinite source of XP/loot. Scumming usually means low risk / high reward ...

Wednesday, 4th December 2013, 22:03

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9248

Re: Breaking the Pinata

acvar wrote:2. It removes a historical source of tedium that has spawned multiple kludges to fix.

You think killing monsters is tedious? But then, what isn't? What's the meat of the game if it isn't killing monsters?

Wednesday, 4th December 2013, 12:31

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34017

Re: Purge the devil: Remove item destruction

Isn't it optimal to use less powerful consumables (if relatively safe) to save more powerful items for later? I hope nobody quaffs 10 potions of speed in a single battle :) The point is not about consumables being powerful or not, it's that assuming no itemdest and optimal play, you should always c...

Wednesday, 4th December 2013, 11:55

Forum: Game Design Discussion

Topic: Interface proposal, Autopickup Limits

Replies: 18

Views: 4389

Re: Interface proposal, Autopickup Limits

The autopickup menu is already quite busy and complicated, so I'm not sure about adding even more. It does sound like a nice feature though, but I suggest you do your best to make it as simple as possible.

Wednesday, 4th December 2013, 10:50

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 205624

Re: Official android port

Is there a simple way to scale the tile size to be a lot larger? You can zoom in/out, but for that, you need to map the pinching gestures to kp_plus and kp_minus (keypad). You can also set the tile_cell_pixels to change the default zoom level. That's because the name is the same as the one from the...

Tuesday, 3rd December 2013, 23:15

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34017

Re: Purge the devil: Remove item destruction

Sandman25 wrote:Our misunderstanding is here I think. Even without item destruction I don't want to have 10 potions of speed + 20 potions of HW etc.

We're talking about optimal play here, so yes, you want as many consumable as you can carry. There's no reason not to.

Tuesday, 3rd December 2013, 22:37

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 205624

Re: Official android port

That's because the name is the same as the one from the save game. Type a new name and you'll be able to start a new game.

Tuesday, 3rd December 2013, 17:12

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34017

Re: Purge the devil: Remove item destruction

Here are some explanations from elliptic about why he is opposed to item destruction removal : I do think it serves an important purpose in current crawl: providing a reason other than weight not to carry all of your consumables without item destruction, you'd end up always trying to carry all your ...

Monday, 2nd December 2013, 16:16

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34017

Re: Purge the devil: Remove item destruction

It accomplishes nothing If that were true, I don't think we'd have to endure the weekly rant about removing item destruction. Limiting the number of consumables you can safely carry is something. And it's a much stricter limitation than inventory slots. Regarding item weight, it depends on characte...

Monday, 2nd December 2013, 09:55

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67253

Re: Rune lock

orc 4, crypt 5, elf 3? Those are optional branches. The point of optional branches is that you don't have to do them to win the game. This problem could easily be fixed simply by making the runes do something other then just open doors. Opening doors is something. Picking a Lair rune lets you enter...

Saturday, 30th November 2013, 21:06

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67253

Re: Rune lock

XuaXua wrote:Lighting the galehar SIGNAL to split this Guardian Serpent thread from Rune Lock.

Done.

Friday, 29th November 2013, 14:44

Forum: Game Design Discussion

Topic: Searing Ray

Replies: 25

Views: 8467

Re: Searing Ray

As pointed out by MarvinPA , waiting in place isn't ideal. But having to recast it isn't that great either, and the difference in MP cost and damage wouldn't be obvious. How about this: after the first cast, you're automatically back in targetting mode with the previous monster still aimed at, even...

Wednesday, 27th November 2013, 23:23

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100061

Re: Formicids (Was: Dwants)

Anti-swift is the same duration as swiftness: 12 + random2(power)/2 Now Swiftness has two stages, of equal duration . In the first stage it decreases movement delay by 25% and in the second stage it increases movement delay by 50%. This has the effect that the spell is speed-neutral over the two sta...

Wednesday, 27th November 2013, 21:52

Forum: Game Design Discussion

Topic: Opinions on lava orcs?

Replies: 33

Views: 9433

Re: Opinions on lava orcs?

I always thought that the point of gaining powers at low health was not to encourage or reward being at low health (except in some games where this might be considered a challenge run), but to offer a sort of consolation prize, and a chance to turn a bad situation around. Gaining power when losing ...

Wednesday, 27th November 2013, 21:44

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100061

Re: Formicids (Was: Dwants)

elliptic has acted swiflty on the matter.

Wednesday, 27th November 2013, 18:00

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17756

Re: Abyss Redecorating

Why was Volteccer_Jack's post deleted? It might've been a bit harsh in language, but he expressed his opinion on Abyss and it deserved to be heard. His criticisms weren't baseless either, at least from what I remember (I obviously can't check it because the post is gone). He can be heard just fine ...

Wednesday, 27th November 2013, 10:00

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 16803

Re: Let fighters start with a buckler

The OP's proposal hasn't gain any traction (it's pretty bad IMO) and this thread has just degenerated into pointless arguments about background balance. Locked.

Tuesday, 26th November 2013, 22:22

Forum: Crazy Yiuf's Corner

Topic: Background suggestions

Replies: 11

Views: 3055

Re: Background suggestions

Hideyoshi wrote:I have a few ideas for possible background but found them to indivudally to not have enough substance for seperate threads so I figured one would work. They have a variable level of sillyness as well~

Looks like you forgot to read that. Yiufed.

Tuesday, 26th November 2013, 16:43

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17756

Re: Abyss Redecorating

oh right, sorry :)
still, some sort of stepdown, I'll look into something more specific later.

Tuesday, 26th November 2013, 14:25

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67253

Re: Rune lock

MrPlanck wrote:The transition from Lair branches to Depths is brutal.

That's why you grab a rune in Lair and go do Vaults instead.

Tuesday, 26th November 2013, 09:55

Forum: Game Design Discussion

Topic: Change "Staff" to "Rod" for Trog Acquirement

Replies: 11

Views: 3701

Re: Change "Staff" to "Rod" for Trog Acquirement

I've split the pointless argument to advice.

asdu wrote:rename it to "staff & rod" for everybody else?

Sounds like a good idea.

Tuesday, 26th November 2013, 09:49

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100061

Re: Formicids (Was: Dwants)

Mankeli wrote:You cannot memorize the spell so you cannot cast it BUT you can benefit from the "swift" status effect if you get it from someplace else

That sounds like a bug. There's no reason why stasis would block the spell but not other sources of swiftness.

Tuesday, 26th November 2013, 09:28

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17756

Re: Abyss Redecorating

Slowly increasing the exit spawn chance based on explored tiles would help without introducing any ugly cap or breakpoint. Do you have a formula in mind? This sounds like a great idea. I was thinking of applying some sort of stepdown to ABYSSAL_RUNE_MAX_ROLL. But I calculated the chance of generati...

Monday, 25th November 2013, 20:35

Forum: Game Design Discussion

Topic: Proposal: epic unlocking.

Replies: 17

Views: 5128

Re: Proposal: epic unlocking.

There are already special effects when opening the zot portal. A green flash for the first rune, and some blue smoke for the second. Some variations could be nice, or tying the effect to the rune inserted, but nothing too complicated. It's still a roguelike, so I think it would be better to have som...

Monday, 25th November 2013, 10:22

Forum: Suggestions & Criticism

Topic: the Counsellors thread

Replies: 164

Views: 98956

Re: the Counsellors thread

Being a counsellor isn't just about being right or knowing the game well. If the advice given is cryptic and nobody understands it, it's useless.

Sunday, 24th November 2013, 21:22

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100061

Re: Formicids (Was: Dwants)

I assume the main reason people (dck, duvessa, Wahaha) are against -Tele over stasis is because Haste exists as a spell? No and I'm not sure how you even got that impression It's already been mentioned countless times in this thread, and in a great deal of other threads: haste exists. [...] If you ...

Sunday, 24th November 2013, 21:06

Forum: Game Design Discussion

Topic: Keyboard Layout for Small Android Phones

Replies: 10

Views: 5150

Re: Keyboard Layout for Small Android Phones

RedGem wrote:2. Easy to program.

Patches welcome!

Saturday, 23rd November 2013, 11:18

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67253

Re: Rune lock

MDvedh wrote:Also, I think Depths are challenging by themselves and I probably won't change my branch order regardless of Vaults locked or not (unless they are going to be placed in Dungeon instead of Depths)

It's been done already.

Saturday, 23rd November 2013, 11:15

Forum: Crazy Yiuf's Corner

Topic: New Spell - Blessed Aura - Level 8

Replies: 27

Views: 7368

Re: New Spell - Blessed Aura - Level 8

If it is the magic of life and death than it should not be called Necromancy. Why should we be forced to stand by official definitions and tropes? I like that crawl's Necromancy isn't just about raising dead and has a deeper theme. The fact is, that it is the School of Death The fact is that it is ...

Friday, 22nd November 2013, 20:47

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112759

Re: DCSS Text Improvement Taskforce

I did a lot of improvement on the crawl-transifex interface. It's now much easier to see what's to review, because when english contributions are integrated in crawl, they get removed from translations (since they become source). You can post comments and view history too. If there's anything you do...

Friday, 22nd November 2013, 20:35

Forum: Crazy Yiuf's Corner

Topic: New Spell - Blessed Aura - Level 8

Replies: 27

Views: 7368

Re: New Spell - Blessed Aura - Level 8

In the same manner you could argue that some unholy effect, such as transforming yourself into a lich, should be effects of evil gods only. Maybe you could. Or not. What's the point anyway? I don't see why necromancy should be linked with evil gods. And being the magic of life and death, it doesn't...

Friday, 22nd November 2013, 15:12

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112759

Re: DCSS Text Improvement Taskforce

I've considered working on adding text to some of our more anemic uniques, but I'm afraid that just wildly adding in flavour until I've thickened them up might not be the best way to go. If I'm interested in contributing to the descriptions, do I need to join up in Transifex? You can submit descrip...

Friday, 22nd November 2013, 14:55

Forum: Crazy Yiuf's Corner

Topic: New Spell - Blessed Aura - Level 8

Replies: 27

Views: 7368

Re: New Spell - Blessed Aura - Level 8

Holy effects come from good gods, not magic. A Holy spell or spell school doesn't make sense.

Thursday, 21st November 2013, 21:55

Forum: Game Design Discussion

Topic: Summons abjured when summoner dies (split from poison effect)

Replies: 26

Views: 8532

Re: Summons abjured when summoner dies (split from poison ef

galehar wrote:I've split the summon discussion from the poison thread. Since this thread doesn't really have any content or proposal, it's likely to get locked soon.

As I expected, this thread hasn't got anywhere is and has drifted into random whining.

Thursday, 21st November 2013, 15:35

Forum: Game Design Discussion

Topic: New evokable: jar of reversal

Replies: 23

Views: 6217

Re: New evokable: jar of reversal

Well, "it sounds like it would be really hard to balance" isn't the same thing as "it's overpowered" or "it's underpowered".

Thursday, 21st November 2013, 15:17

Forum: Game Design Discussion

Topic: New evokable: jar of reversal

Replies: 23

Views: 6217

Re: New evokable: jar of reversal

If I'm overestimating how good it would be, it would be simple enough to tweak it until it becomes good Indeed, it's annoying how people always comment first on the balance of proposed features. First design it, then balance it. Anyway, from a design point of view, I don't see much potential with t...

Wednesday, 20th November 2013, 13:47

Forum: Game Design Discussion

Topic: Poison under vitalization

Replies: 2

Views: 1491

Re: Poison under vitalization

Wednesday, 20th November 2013, 13:44

Forum: Game Design Discussion

Topic: Player Ghosts' Extended Descriptions

Replies: 17

Views: 5545

Re: Player Ghosts' Extended Descriptions

adding in identified equipment Sorry, but this was a pretty stupid idea I suggested. Ghosts don't have equipment. We could give them some fake one to give console players the same info as tiles one though. But it may not be easy. While we're on the subject of ghosts, it's worth noting that galehar ...

Wednesday, 20th November 2013, 10:06

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

maybe +50% damage from attack and and +50% poison level. It's simple and consistent with other elemental vulnerabilities.

edit: the stepdown and stepup functions were wrong in the spreadsheet. It's fixed now (hopefully) and I like how duration scales. Damage seems good too.

Wednesday, 20th November 2013, 09:13

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

I would be somewhat interested in seeing columns like "Total damage minus avg healed over duration for level 13 human" for both the new formula and the old one, but I can already see that at around 5 levels of poison, the new formula does less total damage, and I expect that a level or tw...

Tuesday, 19th November 2013, 23:33

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

Well, it reduces the duration greatly and also increases the damage. The results can be seen in the spreadsheet now. With a step of 40, it looks pretty good I think. edit: except total damage is wrong and it's much deadlier. But I think I'm on the right track and it just needs more tinkering. re-edi...

Tuesday, 19th November 2013, 23:07

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

how about something like this: each level of poison increases the duration by about 40 aut (somewhat randomized, +/- 10 aut), but it is stepdowned(50). When duration is decreased, you take duration/10 damage, but it is scaled to the duration so with higher poison you take more damage per turn. Not s...

Tuesday, 19th November 2013, 22:43

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

Indeed yes. Regeneration depends on absolute time (aut) whereas poison depends on player turns. Which means you get a better healing/poison ratio by doing slow actions. Swinging a slow weapon to not die of poison might actually work, but it's quite marginal. A more realistic scenario is with a Chei ...

Tuesday, 19th November 2013, 21:50

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

I've tried to put together a spreadsheet of poison damage depending on poison level . What's "Total Avg damage"? It's the average amount of total damage. I've renamed it to "Avg total damage", hope it's more clear. I've also fixed (hopefully) the formula which was completely wro...

Tuesday, 19th November 2013, 16:44

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34373

Re: Poison effect

I've tried to put together a spreadsheet of poison damage depending on poison level . Note that currently, the damage is done per player turn, duration of turns has no effect. If it's changed to a normal duration, you'll take more damage for longer actions (total damage would still be the same). I'm...

Tuesday, 19th November 2013, 14:40

Forum: Game Design Discussion

Topic: Player Ghosts' Extended Descriptions

Replies: 17

Views: 5545

Re: Player Ghosts' Extended Descriptions

Fully identifying the equipment should be easy and would help a lot. If we also manage to display spells, that should be good enough I'd say.
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