Search found 553 matches

Saturday, 9th June 2012, 09:36

Forum: Technical Support

Topic: trying to change color of weapons on floor

Replies: 10

Views: 3137

Re: trying to change color of weapons on floor

As long as we're on the subject, I'd really like it if the devs changed the color of rods to differentiate them from enhancer staves. Good idea. I changed it so rods are yellow now, and staves are brown. Wasn't yellow one of the artefact colours? It is, but rods/staves are on '|', which doesn't hav...

Saturday, 9th June 2012, 01:34

Forum: Contributions

Topic: Loading DES files?

Replies: 4

Views: 1903

Re: Loading DES files?

Portal vaults are essentially branches in 0.11, so adding them takes a bit more work than just modifying .des files. Galefury gives decent advice here. If you don't want to modify the crawl source, you can test your portal vault by replacing an existing one. Basically, all you need to do is replace ...

Saturday, 9th June 2012, 01:28

Forum: Game Design Discussion

Topic: Interface improvement for decks

Replies: 17

Views: 3304

Re: Interface improvement for decks

dpeg wrote:(Mark Four and Peek Two got cut, and there were deck/card tweaks).

Peek two wasn't cut.

Saturday, 9th June 2012, 01:26

Forum: Game Design Discussion

Topic: Interface improvement for decks

Replies: 17

Views: 3304

Re: Interface improvement for decks

However, that does not necessarily mean Draw One is useless. If it was a really quick, but also really expensive action, it could create interesting choices. What do you think? If decks were evokable with V, then draw one would need to be replaced or changed. Making it fast (take 0.5 aut) would be ...

Friday, 8th June 2012, 01:56

Forum: Technical Support

Topic: Webtiles chats will be logged in 0.11

Replies: 16

Views: 4902

Re: Webtiles chats will be logged in 0.11

You might also want to add a mute feature, or some other way for the player to censor their chat. It's currently easy for people to spam chat (sometimes maliciously, sometimes they're just being too chatty) and it would suck if that meant spamming your log file as well.

Thursday, 7th June 2012, 15:07

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22667

Re: Work in progress: reviving the Enchanted Forest as a bra

The spriggan forest isn't meant to be a Lair branch. It's late-D material, given the current monster set. Not to say that's where the final version will show up, but that's where the difficulty level is right now. Besides, everyone knows lair branches have to start with 'S'.

Thursday, 7th June 2012, 14:48

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22667

Re: Work in progress: reviving the Enchanted Forest as a bra

Awaken forest should check AC and EV. The trees are physically hitting you... they should be treated as normal attacks w/r/t your defenses. This would also help to make it less annoying (it's so deadly right now that your only option is to retreat). Yeah. Laid-end Spriggan Druids are the reason I g...

Thursday, 7th June 2012, 13:17

Forum: Game Design Discussion

Topic: 'Autokite'

Replies: 24

Views: 4658

Re: 'Autokite'

It's worth noting that if you're a spriggan/felid/centaur with low weapon delay or polearm/sling/spells, almost every monster is a slow monster Yeah. Centaurs make good reach-kiters. Spriggans a bit less so, because of weapon restrictions. Tengus can also do this, but they usually cast spells. The ...

Thursday, 7th June 2012, 13:12

Forum: Game Design Discussion

Topic: 'Autokite'

Replies: 24

Views: 4658

Re: 'Autokite'

Personally, I believe that every slow monster should get something to compensate kiting or be removed. Agreed. Unfortunately, this is a huge number of monsters :P Zombies are the main offender because they're common. But golems aren't much better, and there are a few other misc enemies, like snails...

Thursday, 7th June 2012, 13:02

Forum: Crazy Yiuf's Corner

Topic: 99 Orbs of Fire vs Cerebov

Replies: 32

Views: 7887

Re: 99 Orbs of Fire vs Cerebov

Jabberwocky wrote:A orb of fire is defeated by a earth elemental.

Indeed. Incidentally, this makes summon elemental a somewhat decent zot spell, for its cost.

Thursday, 7th June 2012, 09:58

Forum: Crazy Yiuf's Corner

Topic: 99 Orbs of Fire vs Cerebov

Replies: 32

Views: 7887

Re: 99 Orbs of Fire vs Cerebov

And Cerebov wins by a land slide. I'm not kidding. I was scared of taking that guy on already, but now my reasons became just a bit more legitimate... As already noted, Cerebov is immune to fire. Orbs of fire are a rather unique enemy in that they can *only* do fire damage. They don't even have spe...

Thursday, 7th June 2012, 04:24

Forum: Technical Support

Topic: trying to change color of weapons on floor

Replies: 10

Views: 3137

Re: trying to change color of weapons on floor

eeviac wrote:As long as we're on the subject, I'd really like it if the devs changed the color of rods to differentiate them from enhancer staves.

Good idea. I changed it so rods are yellow now, and staves are brown.

Thursday, 7th June 2012, 02:30

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22667

Re: Work in progress: reviving the Enchanted Forest as a bra

Some other notes on forest enemies (some comes from recent ##crawl-dev talk, some of this is my own opinion): Awaken forest should check AC and EV. The trees are physically hitting you... they should be treated as normal attacks w/r/t your defenses. This would also help to make it less annoying (it'...

Wednesday, 6th June 2012, 22:42

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22667

Re: Work in progress: reviving the Enchanted Forest as a bra

Nice. I'm going to echo MarvinPA's advice... get on IRC and talk to kilobyte - he has ideas/plans for Forest and is the person you want to talk to. I don't think he'll mind you stepping up and working on the branch, considering his hands are full with a bunch of other projects. The monster set is st...

Wednesday, 6th June 2012, 22:39

Forum: Technical Support

Topic: Re-Enabling Extinct Species in newer versions

Replies: 2

Views: 1163

Re: Re-Enabling Extinct Species in newer versions

They exist in 0.10 as a disabled species, for save compat reasons. Easest way is to transform yourself with wizmode &r. You also wouldn't need to change much code to re-enable them. Other extinct species will be more work, since they don't exist in the code any more. You also will have more trou...

Wednesday, 6th June 2012, 06:36

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84150

Re: Feedback on Trunk deployment (.11)

I was under the false impression that that was not the case. So why the change in tiles? As I noted, I think it's unintentional, but not widely noticed because it's occasional and I believe many primary developers don't play Tiles mode. Post bug reports on mantis, not in this thread. If you are uns...

Monday, 4th June 2012, 19:51

Forum: Game Design Discussion

Topic: Elemental staves

Replies: 19

Views: 4136

Re: Elemental staves

I don't think these staves are all that similar. They use different skills, and more importantly have different damage types. The staves all use the same underlying mechanic (magic school + evocations), but the different damage types is an extremely important difference. Plus, they enhance different...

Sunday, 3rd June 2012, 06:09

Forum: Dungeon Crawling Advice

Topic: A fork in the road?

Replies: 20

Views: 4675

Re: A fork in the road?

As a note I think banish's power maxes out at 11 invocations, so that's a good goal for that skill. Banish is really good. Apply it liberally to anything with lowish mr. I'm pretty sure it maxes out at 27 skill, where it will have 232 power (not that this number means much). The power is 16 + (invo...

Thursday, 31st May 2012, 23:21

Forum: Dungeon Crawling Advice

Topic: Definition of a "vault"?

Replies: 2

Views: 1133

Re: Definition of a "vault"?

Normally when people speak of vaults, they are talking about pre-designed rooms or levels (which can nevertheless be highly randomized). This is the common definition and the one you should usually use. Technically, the definition of vault is a bit broader... it includes things like special rooms (w...

Thursday, 31st May 2012, 02:56

Forum: Contributions

Topic: Requested vaults?

Replies: 8

Views: 2972

Re: Requested vaults?

Shoals and Swamp also have very few non-entry non-ending vaults. Is this by design also, or are those branches simply not very inspiring to vault designers? I guess it's because they have unique layouts that make it harder to design vaults for. I've attempted to make Swamp vaults before and gave up...

Sunday, 27th May 2012, 11:56

Forum: Game Design Discussion

Topic: Orb vault zot traps.

Replies: 18

Views: 4379

Re: Orb vault zot traps.

I'm sure someone will find the TV and tell me exactly how I could have played better and obviated the danger of the situation completely but the fact that I was forced into such a situation makes me extremely aggravated, and when I get annoyed I start playing terribly. This is the worst part of the...

Saturday, 26th May 2012, 22:01

Forum: Contributions

Topic: Requested vaults?

Replies: 8

Views: 2972

Re: Requested vaults?

There's no central list. If you want to see which areas are "in need", you might want to look at the .des files for various branches, and see which ones appear lacking. They're in much better shape than before, but a few branches are still a bit sparse. Themed shops might be another area t...

Friday, 25th May 2012, 04:44

Forum: Dungeon Crawling Advice

Topic: How to leave an annoying player ghost, a spoiler

Replies: 21

Views: 7523

Re: How to leave an annoying player ghost, a spoiler

if you want to leave an insanely deadly ghost, the best thing to do is get a deep elf with fire storm, max level, and leave it on lair:1 or lair:2. Someone did this recently and it got something like 6 kills, which (to my knowledge) makes it one of the most deadly ghosts ever.

Monday, 21st May 2012, 21:27

Forum: Dungeon Crawling Advice

Topic: Playing summoners

Replies: 9

Views: 3359

Re: Playing summoners

I think there are two types of summoners you can play. Or, at least, that I have played: 1. Pure summoner. You pick the summoner background or _maybe_ wizard, and then go Sif muna. Spam summons all day long, and channel MP when you need more. Summoning can be rather MP heavy, which makes Sif the bes...

Saturday, 19th May 2012, 19:06

Forum: Crazy Yiuf's Corner

Topic: The Honour Roll - the greatest Crawlers in the world

Replies: 36

Views: 8607

Re: The Honour Roll - the greatest Crawlers in the world

evilmikee has won 249 times mikee might have 249 wins (I don't know). I "only" have around 60 online wins and maybe 10 offline. We're different people. He's better at crawl than I am. :p yeah, mikee and I were trying to start the rumour that you guys were the same person. Aw, I like sprea...

Saturday, 19th May 2012, 19:04

Forum: Game Design Discussion

Topic: Make door closing take longer than opening

Replies: 30

Views: 5563

Re: Make door closing take longer than opening

pratamawirya wrote:The "monster double action" already prevents such tactic, doesn't it?

Monster energy randomization stops this eventually, yes. You can only "door dance" for so long, unless it's a slow monster. But there aren't many slow door users.

Saturday, 19th May 2012, 07:43

Forum: Crazy Yiuf's Corner

Topic: The Honour Roll - the greatest Crawlers in the world

Replies: 36

Views: 8607

Re: The Honour Roll - the greatest Crawlers in the world

Blade wrote:evilmikee has won 249 times

mikee might have 249 wins (I don't know). I "only" have around 60 online wins and maybe 10 offline. We're different people. He's better at crawl than I am.

Thursday, 17th May 2012, 20:50

Forum: Dungeon Crawling Advice

Topic: How stable is the current trunk?

Replies: 6

Views: 1687

Re: How stable is the current trunk?

Ok, I never play trunk, just the stable releases. However, when I heard about the highscores feature, I had to try it out. It's very good. For this reason, I want to continue to play trunk. Therefore, can anyone tell me how stable to current trunk is? Can I continue playing it without problems? It'...

Thursday, 17th May 2012, 18:19

Forum: Game Design Discussion

Topic: R/DMsl for monsters

Replies: 35

Views: 5940

Re: R/DMsl for monsters

Monster DMsl exists sort of. It's a flag that monsters can have, rather than a spell. You can think of it like a permanent DMsl buff. Kirke has it, so do spriggan air mages. Maybe some others (I'm just going by memory).

Monday, 14th May 2012, 15:39

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25776

Re: How to make zombies more interesting?

Brogue style zombies wouldn't really work in crawl anyway. In that game zombies are rare, single enemies, which rely heavily on the game's "gas" system (and how gas is flammable). These concepts just do not not exist in Crawl and possibly wouldn't translate well.

Monday, 14th May 2012, 02:39

Forum: Dungeon Crawling Advice

Topic: Question on Kikus torment ability

Replies: 4

Views: 1605

Re: Question on Kikus torment ability

If you are not immune to torment, your current hp is halved. Almost. If you're immune to torment you will obviously take no damage... however, it's also possible to be resistant to torment. Each point of rN will cut torment damage by 5% (sounds small, but at +++ it's pretty good), and there are a c...

Friday, 11th May 2012, 23:41

Forum: Game Design Discussion

Topic: Labyrinth brainstorming

Replies: 65

Views: 12530

Re: Reasons to remove the Labyrinth

I don't like labyrinths because I think they are simultaneously easy and boring (a terrible combination), so nowadays I only enter them if I have a good source of digging. Part of this is my problem... I tend to be rather capricious when it comes to quitting games, so a few minutes of boredom can ac...

Monday, 7th May 2012, 00:42

Forum: Dungeon Crawling Advice

Topic: Invocations level for Sif

Replies: 11

Views: 2940

Re: Invocations level for Sif

The numbers sound low but I recommend training it. You will notice the improvement... even though the numbers remain small, at a certain point you'll be channeling 2x or 3x faster than at the base rate. I've maxed invocations before, but usually I stop at around 12 or 16. You don't *need* to train i...

Saturday, 28th April 2012, 03:33

Forum: Contributions

Topic: Need descriptions for the portal vaults.

Replies: 13

Views: 3633

Need descriptions for the portal vaults.

https://crawl.develz.org/mantis/view.php?id=5605 Crawl could use description text for portal vaults. I'll paste the content of the implementable here: With the portal_branches merge, the ?/B help now supports all places, not just branches. However, that means that they need descriptions to show up w...

Thursday, 26th April 2012, 09:59

Forum: Game Design Discussion

Topic: Lowering the turn count required for eating small food

Replies: 17

Views: 3483

Re: Lowering the turn count required for eating small food

Jeremiah wrote:You should be able to eat a whole stack of sultanas in 1 turn.

I imagine it's pretty hard to eat a whole cluster of sultanas in one turn. Possible, but I think there would be a choking hazard...

Thursday, 26th April 2012, 07:31

Forum: Game Design Discussion

Topic: Lowering the turn count required for eating small food

Replies: 17

Views: 3483

Re: Lowering the turn count required for eating small food

I think they're up to date with the current stable version. In trunk, the smallest foods take 1 turn to eat.

Thursday, 26th April 2012, 06:20

Forum: Game Design Discussion

Topic: Lowering the turn count required for eating small food

Replies: 17

Views: 3483

Re: Lowering the turn count required for eating small food

tasonir wrote:Eating small food (grapes, sultanas, strawberries) that are generated in packs still takes 2 turns per piece, correct?

Nope.

Sunday, 22nd April 2012, 18:25

Forum: Coding

Topic: Autopray.lua

Replies: 4

Views: 2438

Re: Autopray.lua

Heh, this actually the second autopray feature for crawl. The old one was removed in 0.4, I believe (back then you had to pray before killing stuff).

Your script looks pretty handy, next time I play with a blood god I'm going to try it.

Sunday, 22nd April 2012, 09:36

Forum: Dungeon Crawling Advice

Topic: First time attempting to go for Zot

Replies: 13

Views: 3602

Re: First time attempting to go for Zot

Quick wizmode test, spamming shadow creatures away. You seem to be able to get pretty much anything but orb guardians, orbs of fire, and liches (draconians, dragons, monstrosities, moths, electric golems, cobs, clowns, toes, mummies). Though I could have sworn I had one game where I ran away from a...

Friday, 20th April 2012, 20:03

Forum: Crazy Yiuf's Corner

Topic: A Game of Thrones

Replies: 37

Views: 8649

Re: A Game of Thrones

While I like Banks's ideas I found his prose in Consider Phlebas so droningly flat that I could barely finish the book. I now ringfence him with Asimov in the "never read again" compound. Read Use of Weapons, that's his best science fiction book. Consider Phelebas is the first one he publ...

Friday, 20th April 2012, 18:11

Forum: Crazy Yiuf's Corner

Topic: A Game of Thrones

Replies: 37

Views: 8649

Re: A Game of Thrones

I'm also inclined to file Iain M Banks' "Culture" series under fantasy, even though it features spaceships and interstellar travel ;) The technology levels of the involved races are so extreme that it's for all purposes magic anyway, and the stories are largely about characters, deception...

Monday, 16th April 2012, 04:25

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] NaWz first time 15 runes!!

Replies: 14

Views: 3428

Re: [CIP] NaWz 7 of 15 runes but not much permafood left

You have necromutation. Food shouldn't be an issue for your character. Your nutrition doesn't go down when you're in lich form.

Saturday, 14th April 2012, 21:34

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25543

Re: Spider branch

I rather like how orbs hit walls a lot... much of the time this tends to ruin safe chokepoints and corridors where you'd want to do your fighting in.

Friday, 13th April 2012, 02:06

Forum: Game Design Discussion

Topic: Holy Pan level

Replies: 38

Views: 10260

Re: YASD - MuWz killed by ridiculous holy Pan floor

It's a really fun floor, but once you've done it once it loses the appeal a bit, it'd be nice to have a demonic rune in it sometimes or something (is this possible already?) Or more pre-defined pan levels. I see a lot of appeal in multiple !cure mut potions. You also get a ton of blessed weapons fr...

Friday, 13th April 2012, 02:02

Forum: Game Design Discussion

Topic: Holy Pan level

Replies: 38

Views: 10260

Re: YASD - MuWz killed by ridiculous holy Pan floor

Here's the best part. I vaguely remember reading somewhere that when this level was put into 0.10 trunk, it wasn't meant to be anything resembling balanced or fair. It was just a testing ground for large swarms of holy-aligned monsters, and balancing would come later. The fact that it made it into ...

Wednesday, 11th April 2012, 03:31

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25543

Re: Spider branch

If you're clearing it at xl 20+ it's going to be easy. The difficulty can be smoother but at a certain point it's not going to be a challenge for anyone, especially if you're doing it after D:27. This isn't a problem with the branch, it's a problem with crawl allowing you to put things off like this...

Wednesday, 11th April 2012, 01:56

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25543

Re: Spider branch

Yeah, they don't *shoot* webs, but they do jump (basically blink) towards you and have an ensnare attack. If they deal damage with a pounce attack there is a 50% chance you'll get caught in their web. I'd rather not add a web-shooting spider, since this is Arachne's thing, and since I think the numb...

Monday, 9th April 2012, 10:16

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25543

Re: Spider branch

smock wrote:Spider is very nice! It's a bit odd to have another poison-heavy branch.

The final version will have it so you can never get Snake and Spider in the same game.

Monday, 9th April 2012, 06:59

Forum: Crazy Yiuf's Corner

Topic: OK... what did I miss?

Replies: 16

Views: 3186

Re: OK... what did I miss?

cerebovssquire wrote:We have a new Lair branch called the Spider's Nest

It's actually called the Spider Nest.

Saturday, 7th April 2012, 06:03

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14204

Re: Dungeon Layout

Make Swamp as cramped and claustrophobic as Spider, maybe adding in a "tangling vines" effect, and open Snake up a bit more (which would make constriction more dangerous). We would then have a nice symmetry: Snake poison open Spider poison cramped Swamp water cramped Shoals water open I d...
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