Search found 1531 matches

Tuesday, 25th June 2013, 22:46

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

Yes, this is what I'm saying: old summons (and possibly damaged ones), would be replaced by the new ones. Setting their duration low is a good way to do this. Now that I have a better understanding of your idea, I have to say it sounds pretty good. Far better than anything I came up with certainly....

Tuesday, 25th June 2013, 20:25

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

The build I pulled last night (0.13-a0-1998-g472aeb6) has no spell description for Infusion, Song of Slaying, Spectral Weapon, or Song of Shielding , at least when viewed from (r)ead spell book This sounds like an error with your database cache updating, they certainly work for me. Try deleting you...

Tuesday, 25th June 2013, 18:56

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17567

Re: New God Idea: Balor, the Dreamer

I really like the theme of this. Ages ago I had an (awful) proposal to rework Sif as a silence god, based on her librarian theme (obviously you have to be quiet in a library) but this had a ton of problems. However as a new god this is really intriguing. Some comments and ideas on specific things: 1...

Tuesday, 25th June 2013, 18:39

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 26457

Re: Random gods revisited

jpeg wrote:(which will only come into play if the Demigod overhaul ever gets finished)


Don't worry, it's making steady progress. I keep getting distracted by random sideprojects but in fact some of these have created code that help Demigods too ;)

Tuesday, 25th June 2013, 17:47

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

I just tried BoB online, because rework looks sweet. Leveled up Evo to 15 solely for BoB. And it feels pretty weak, because I found 2 Boxes in Orc:4 and were at V when got enough skill to try them out. That gave me chimeras like Wolf/Ice Beast/Ice Beast or like Yak/Cob/Bat which not anywhere close ...

Tuesday, 25th June 2013, 16:37

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

blinkfrog wrote:The in-game description says that it enhances melee skills (like Oki?), so it can be confusing a little.


Ok, yeah that needs updating, thanks.

Tuesday, 25th June 2013, 03:34

Forum: Game Design Discussion

Topic: Remove the reaching brand.

Replies: 1

Views: 1024

Re: Remove the reaching brand.

I think this has already been proposed/discussed by devs (option #2 that is), I think it's quite likely to happen eventually.

Tuesday, 25th June 2013, 01:32

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

Got a full summary of the changes? This is the changelog entry: * The Skald background gets a reworked spellbook with four new spells: - Infusion grants additional melee damage costing MP with each strike; - Song of Slaying grants an incremental slaying bonus with every monster killed (of sufficien...

Tuesday, 25th June 2013, 00:10

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

After some discussion on IRC, the skalds branch has been merged to trunk and will be available in the next builds. Obviously if lain / qoala have any more changes to push I'll try and get things into trunk quickly. Thanks everyone for your contributions and feedback so far! Please post any trunk tes...

Monday, 24th June 2013, 22:01

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

@mumra I have two merge requests pending on lain's branch. While the first was already merged (without being closed), the second includes some additional bug fixes I found as I was testing it. If you didn't, the second should probably be merged into the branch. Edit: Ah, looking at your merge messa...

Monday, 24th June 2013, 19:20

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

Small suggestion for the soft-cap idea: this is harder to code but it would be nice if going over the cap made the new summons have full duration and made older summons disappear faster. This is important because let's say you cast summon dragon but then the fight goes badly and you teleport and yo...

Monday, 24th June 2013, 17:40

Forum: Crazy Yiuf's Corner

Topic: Crawl merge tool

Replies: 5

Views: 1594

Re: Crawl merge tool

I've tried installing into the same folder, but it breaks the game whenever I do. Crashes on startup. - Are you using installer, or zip file version? - Are you installing to a non-standard location? (i.e. not in Program Files) There's a known problem on some versions of Windows where the game will ...

Monday, 24th June 2013, 14:50

Forum: Crazy Yiuf's Corner

Topic: Crawl merge tool

Replies: 5

Views: 1594

Re: Crawl merge tool

You can just install into the same folder as last time. Or set the user directory to something outside of the crawl folder altogether.

Monday, 24th June 2013, 14:04

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74493

Re: Discussion: Improving Skalds

I was testing out lain's branch and ended up updating it to latest trunk and doing some fairly extensive code checking and cleanup. I've pushed this version to a "newskald" branch in the main crawl repo. This version seems pretty solid and I consider it ready for trunk merge -- certainly I...

Monday, 24th June 2013, 13:44

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

Still, neither alternative feels natural/transparent to me. For the first, you'll constantly have to refer to lists to see how many of each type you're capped with. The second is worse IMO, with the complication of equivalence conversions. I guess it will all depend on the actual implementation. My...

Monday, 24th June 2013, 13:04

Forum: Coding

Topic: getSpeakString function

Replies: 7

Views: 2652

Re: getSpeakString function

I've added a misctext.txt database file in something I'm working on for exactly this kind of purpose where text doesn't really fit anywhere, but I haven't merged that to trunk yet.

Monday, 24th June 2013, 11:08

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

"ok ... with this much MP, I can afford 3 foo, 2 bar, and 1 baz ... or can I?" etc. (I'm going to call this type of math "supermarket bargain shopping", I think this is actually quite an accurate description) I was thinking that watching the MP gauge go down gives you a much bet...

Monday, 24th June 2013, 01:18

Forum: Coding

Topic: getSpeakString function

Replies: 7

Views: 2652

Re: getSpeakString function

So the next thing to consider is that your text lines aren't getting loaded into the string database.

Did you add these to a new file? Text file names are hard-coded. Put it in an existing one or add your text file name in database.cc.

Monday, 24th June 2013, 00:58

Forum: Coding

Topic: getSpeakString function

Replies: 7

Views: 2652

Re: getSpeakString function

After some consultation, the first version I posted is actually fine, although the second version is sometimes better for cleaner code.

Monday, 24th June 2013, 00:50

Forum: Coding

Topic: getSpeakString function

Replies: 7

Views: 2652

Re: getSpeakString function

Actually, there's maybe a problem with what I just posted. That method is used only once in the code, everywhere else you'll see: string foo = getSpeakString("bar"); mprf(MSGCH_INTRINSIC_GAIN, "%s", foo.c_str()); Someone with slightly more C++ knowledge than me would have to comm...

Monday, 24th June 2013, 00:44

Forum: Coding

Topic: getSpeakString function

Replies: 7

Views: 2652

Re: getSpeakString function

Use:

  Code:
        mprf(MSGCH_INTRINSIC_GAIN, "%s", getSpeakString("foo").c_str());

Sunday, 23rd June 2013, 23:10

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 17016

Re: Proposal: Make Str better

In my head at least, currently if you're a primary spellcaster you pick int, if you're a ranged weapon user, you might pick dex, but also possibly int if you are aiming towards spellcasting, if you're a melee user you pick int if you think you might *ever* use spells, unless you don't have sufficie...

Sunday, 23rd June 2013, 17:25

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

Very possibly; someone else pointed out that the good gods might have opinions on this item, perhaps also Fedhas, even Chei since it could generate quick monsters? Chei doesn't care if you summon Executioners so I don't see why he would be bothered here. Fedhas and the good gods should only care if...

Sunday, 23rd June 2013, 06:58

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8213

Re: Bikeshedding megathread

The skill name should change depending on race/form. "Paws of Fury", "Tentacles of Fury", etc.

Sunday, 23rd June 2013, 03:46

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8213

Re: Bikeshedding megathread

Can we rename the topic to "Threadshedding megabike" please.

Sunday, 23rd June 2013, 03:39

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

The Arena is now working in my latest trunk commits (And also using chimera in vaults, etc.; however, a note of caution to vault makers -- we don't want chimera all over the place! If there's a really awesome flavourful idea for a vault using chimera, preferably in a highly randomised way, I'd love ...

Saturday, 22nd June 2013, 23:20

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

May I suggest adding enemy chimeras to the Lair or the Forest? They sound like they would be interesting to fight, particularly when they get spells. I think they would fit best flavorfully in the Lair, but the Forest probably needs more new monsters and some of the top tier chimeras are a bit stro...

Saturday, 22nd June 2013, 20:43

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 17016

Re: Proposal: Make Str better

I'm not sure if it makes sense for Str to impact speed: I would say strength for power (i.e. damage), Dex for speed. It might not make complete sense physically speaking but it's a clear separation and easy to understand.

Saturday, 22nd June 2013, 17:16

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

How about if it's an MP maintenance cost instead of HP? This has also been suggested before, in line with perma-buffs. It's certainly not a bad proposal but it's more limiting on what the player can do. It would make more sense if the summons were made permanent too. But either you you'd then want ...

Saturday, 22nd June 2013, 17:15

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

I don't know where this argument of it not being interesting comes from I believe it comes from the mouth of the dev who made the change, and I certainly agree with it and as far as I know so does everyone on the devteam. Arguing that it was to nerf such an overpowered and broken tactic would be mo...

Saturday, 22nd June 2013, 16:44

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 17016

Re: Proposal: Make Str better

Stacked with other potential damage modifiers, weapon speed, haste, and so on, that can be more effective damage output per turn than it sounds. And it all adds up over a long time and a lot of fights...

Saturday, 22nd June 2013, 16:28

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 17016

Re: Proposal: Make Str better

Siegurt wrote:near un-noticeable amount.


"Near un-noticable" actually translates as "noticable", right? If you don't think a damage increase is good then I'm not sure what more would impress you...

Saturday, 22nd June 2013, 16:18

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 99004

Re: Dwants (dwarfs + ants)

Perhaps having a queue on the trunk for some features would be nice. Something on the line of putting submisions on a queue and taking just a certain number of these features at a time, when a feature gets its turn it gets one month of test time. This could apply to big features like new races, bra...

Saturday, 22nd June 2013, 15:46

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 17016

Re: Proposal: Make Str better

It was my understanding that Str affects weapon damage?

Saturday, 22nd June 2013, 15:45

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

Just tried this out with an artifacter (obtained via wiz mode on D1), and I think these chimera work fantastically, It plays well to have one chimera support you for quite a few battles, feeling different enough to summoner or orc priest, a few queries however: Thanks for the feedback! I'm thinking...

Saturday, 22nd June 2013, 06:42

Forum: Game Design Discussion

Topic: Proposal: Nerf summoning through temporary hp reduction

Replies: 26

Views: 7243

Re: Proposal: Nerf summoning through temporary hp reduction

The out-of-LOS nerf wasn't due to no-brainers; it's because we feel things happening where the player can't see them isn't very interesting. And summoning as it was basically encouraged you to conduct most battles of the game in a place you couldn't see them. There is a proposal floating around for ...

Friday, 21st June 2013, 20:16

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5234

Re: Proposal: Altars stay relevant

rebthor wrote:Let's have a portable altar that you have to set up every time you want to make a sacrifice. It's OK if this is only for Nem.


There's already a portable Beogh altar, it just has to be set up by an orc priest...

Friday, 21st June 2013, 19:54

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

The new Box is now in trunk. Once the servers are updated you can try this online! I haven't given it a recharge mechanism yet, we have discussed this a bit but there's no strong agreement on what would be best so I'm sticking with the simple option of not changing anything (and I do like it in the ...

Friday, 21st June 2013, 14:43

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 99004

Re: Dwants (dwarfs + ants)

Edit: To get more players testing/giving feedback definitely approach a dev about merging it with trunk - most have been open to it because they realise some people have problems compiling and that trunk is there to test with after all. He already did this by posting the patch to mantis. The proble...

Friday, 21st June 2013, 14:31

Forum: Game Design Discussion

Topic: Why a Background (Class) System?

Replies: 14

Views: 4618

Re: Why a Background (Class) System?

I'd go for the Custom class. In fact, it could replace wanderer: you get to choose what you start with, with some randomness or limitation. Wanderers are great; let's not get rid of them for no reason. These custom class/race ideas are kind of interesting. But Crawl already has a "custom class...

Thursday, 20th June 2013, 15:29

Forum: Crazy Yiuf's Corner

Topic: How did you learn coding?

Replies: 27

Views: 6147

Re: How did you learn coding?

My advice was actually HTML+Javascript, you would struggle to make a HTML game without any Javascript, basically I have no idea what giygas was talking about but I suspect he wasn't paying attention to the rest of the discussion, well what's new? You CAN make a game with pure HTML. It just won't be...

Thursday, 20th June 2013, 15:00

Forum: Game Design Discussion

Topic: Proposal: allow for a customizable Species

Replies: 9

Views: 2598

Re: Proposal: allow for a customizable Species

I don't think there's a problem with balance; some races/combos are easier than others, this is welcomed rather than intentionally avoided. I think the concept is interesting (as with having a customisable background) but the implementation is much harder for species. And making things like racial m...

Thursday, 20th June 2013, 14:44

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

I can just imagine a rat being stuck in my box I had a friend with this problem, he had to get help in the end :lol: But in all seriousness, it all sounds a bit too metagamey to me; e.g. players avoiding killing lower-level monsters to try and keep high-level stuff in the box, or hunting bats to tr...

Thursday, 20th June 2013, 08:16

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16009

Re: Proposal: Improve Box of Beasts

I would use the 'random chance of capturing a creature on kill' method, and if the box already has three critters in it, replace the smallest HD creature with the one you just captured, that way, you could continually improve your 'chimeara in waiting' until you were ready to release it, then build...

Wednesday, 19th June 2013, 23:14

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4686

Re: New background: Noble

Yes this is a bit similar to something that came up in the Beastmaster thread. That idea wasn't outright rejected - in fact it was dpeg who first suggested it there. The main objection was that backgrounds shouldn't start with things that other classes can't actually get in a normal game. It also ha...

Wednesday, 19th June 2013, 23:03

Forum: Game Design Discussion

Topic: Feedback About Version 0.12

Replies: 24

Views: 6668

Re: Feedback About Version 0.12

I'm not really an expert on colors but the main thing I'm trying to get across here is that the image of some enemies blends in too well due to the dark tones on a dark floor. One of the things about the old tiles is that they were extremely pronounced with their bright tones contrast to the dark f...

Wednesday, 19th June 2013, 21:53

Forum: Game Design Discussion

Topic: Feedback About Version 0.12

Replies: 24

Views: 6668

Re: Feedback About Version 0.12

Orbs of Fire are too dark https://dl.dropboxusercontent.com/u/1000017/crawl/orbs.bmp Sorry you weren't impressed. The very first comment I made about Tiles was "Nice Refurbished Icons, the Enemies look a lot nicer the View". What I'm getting at is that the new Tiles aren't 'Functionally' ...

Wednesday, 19th June 2013, 18:41

Forum: Game Design Discussion

Topic: Feedback About Version 0.12

Replies: 24

Views: 6668

Re: Feedback About Version 0.12

The main reason I'd lock a thread like this is it violates the "one topic per thread" guideline pretty egregiously. (Which actually isn't explicitly listed in the "You must read this" thread, but should be.) So: the proper place for balance and fun-related feedback is here, but ...

Wednesday, 19th June 2013, 18:38

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4686

Re: New background: Noble

I'm not sure how this is sufficiently different to wanderer. Wanderers could just be tweaked to sometimes generate more items and less skills ...

Wednesday, 19th June 2013, 16:32

Forum: Game Design Discussion

Topic: Why a Background (Class) System?

Replies: 14

Views: 4618

Re: Why a Background (Class) System?

As crate has pointed out, simplicity of starting a new game is the reason why this system won't ever get changed. But historically it has always existed and in fact (probably) stems from the Nethack ancestry (one of the things Nethack definitely got right). I tried ToME for example, and was massivel...
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