Search found 553 matches

Tuesday, 30th April 2013, 20:54

Forum: Dungeon Crawling Advice

Topic: no curemut in holypan levels?

Replies: 4

Views: 1413

Re: no curemut in holypan levels?

The vault has a single guaranteed potion of cure mutation in the zin area, and you have a chance of finding more in the loot rooms there. That's how it was when I made it anyway, I doubt it's changed since.

Saturday, 6th April 2013, 19:31

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44961

Re: Potion of beneficial mutation

Pereza0 wrote:Could the mutations created by these potions become permanent? Like an intrinsic characteristic of your character? (Sort like Gain XXX used to do)

This potions gave you +stat mutations. They were not permanent.

Saturday, 30th March 2013, 22:39

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11616

Re: Allow more vaults to place in Zot

ending at 100% with D:26-27 first they brought us grunt_profane_halls, then this! or was it the over way around? either way, you are all horrible people It's been a 100% chance to attempt to place one for quite a while now. It's up to the game to actually choose what to put in the level though, thi...

Saturday, 30th March 2013, 00:58

Forum: Crazy Yiuf's Corner

Topic: Long term proposal: limbs and materials

Replies: 20

Views: 5401

Re: Long term proposal: limbs and materials

mumra wrote:I only mentioned DF as an extreme example of why not to have this in Crawl. The OP didn't even mention it.

But you just did again!!!

Now I will stab you in the torso with my <<gorilla bone spear>>, tearing the muscle, and fracturing the pancreas.

Friday, 29th March 2013, 18:05

Forum: Crazy Yiuf's Corner

Topic: Long term proposal: limbs and materials

Replies: 20

Views: 5401

Re: Long term proposal: limbs and materials

Crawl will never have a limb system. To make that kind of system work, you actually need to design it properly and design the game around it. And don't even mention the DF system, that level of simulation works well in producing combat messages, but it is NOT the type of thing appropriate to a game ...

Friday, 22nd March 2013, 12:43

Forum: Dungeon Crawling Advice

Topic: +8 aptitude.

Replies: 5

Views: 1871

Re: +8 aptitude.

Merfolk start with a +4 polearms apt, you can add +8 to this via crosstraining bonuses. Add another +4 from a manual and you get an effective polearms aptitude of +16. I don't think it's possible to go above 16 in anything. Anyway, to directly answer your question, the skill screen should be saying ...

Sunday, 25th November 2012, 22:50

Forum: Technical Support

Topic: How to disable 'o' for autoexploring?

Replies: 6

Views: 1899

Re: How to disable 'o' for autoexploring?

How can I prevent autoexploring the level by accidently hitting 'o'? I found this function somewhere and added it to my rc-file, unfortunately it doesn't work. # added from mageykun, 22.09.12, doesn't work { function confirm_autoexplore() crawl.formatted_mpr("Really autoexplore?", "p...

Tuesday, 13th November 2012, 23:35

Forum: Game Design Discussion

Topic: Question on Haste

Replies: 60

Views: 17033

Re: Question on Haste

I could see haste spell being bumped up to level 7, which would change it from "often learn for 3 rune game and always for extended" into "less often learn for 3 rune game and still probably always for extended". I am not sure if this really means much. If you remove haste spell...

Tuesday, 13th November 2012, 23:27

Forum: Game Design Discussion

Topic: Showing fetched runes on the screen?

Replies: 6

Views: 1846

Re: Showing fetched runes on the screen?

Sounds like it would just cause interface clutter, in my opinion.

If you want to get this info from a player, you should just send them a message like "Could you make a character dump (press #)? Thanks." 99% of players will be happy to do this as long as you ask nicely.

Thursday, 8th November 2012, 01:02

Forum: Game Design Discussion

Topic: Shield Evasion penalty

Replies: 16

Views: 3662

Re: Shield Evasion penalty

I also think it would be best if shields worked more like armour did... which is to say, the skill decreases but does not eliminate the penalty, and does not use magic breakpoints. I am only talking about the evasion and casting penalties, though. Shields also add a melee penalty (more than armour g...

Tuesday, 6th November 2012, 07:14

Forum: Dungeon Crawling Advice

Topic: MR = almost entirely resistant means clarity useless?

Replies: 9

Views: 2491

Re: MR = almost entirely resistant means clarity useless?

Clarity is also nice if you are using a *rage weapon (sword of jihad...). And, it is extremely nice to have if you are using a crystal ball or wucad mu for an MP source. Pretty much all dedicated casters will want some way to regain MP, and these two sources can be very nice (particularly the latter...

Tuesday, 6th November 2012, 07:07

Forum: Dungeon Crawling Advice

Topic: So shields are rarely useful at all?

Replies: 10

Views: 3253

Re: So shields are rarely useful at all?

I play a lot of casters, and I find shields very useful on them. These are characters which only use melee as a backup, and tend to use enhancer staves anyway (which are one handed). Bucklers are an obvious choice, but regular shields can be fine too, especially since it takes less skill to eliminat...

Monday, 5th November 2012, 19:36

Forum: Game Design Discussion

Topic: Darkness Hexes/Earth and maybe the new (new) Stalker

Replies: 38

Views: 9571

Re: Darkness Hexes/Earth and maybe the new (new) Stalker

Come to think of it, it's easy enough to just wield a lantern of shadows for the same effect. That plus darkness (or vehumet) puts everything in sight in stone arrow range. Just to put this in perspective. It also eliminates stealth, so the lantern is little to no use for the stabbing folks. While ...

Monday, 5th November 2012, 19:35

Forum: Game Design Discussion

Topic: Darkness Hexes/Earth and maybe the new (new) Stalker

Replies: 38

Views: 9571

Re: Darkness Hexes/Earth and maybe the new (new) Stalker

Nobody commonly memorizes Darkness because it's an uncommon spell. Giving it an elemental school makes it easier for those elementalists to use it, but then makes it harder for non-elementalists to use it, which makes the spell much more of a niche application. If you want to increase the usage of ...

Friday, 5th October 2012, 02:38

Forum: Game Design Discussion

Topic: Vault descriptions

Replies: 32

Views: 8523

Re: Vault descriptions

let vault contents speak for themselves This is the way to go. Vaults usually shouldn't resort to renaming, special messages, etc. There are small, unintrusive ways to add a bit of flavour - give the vault custom tiles, and maybe rename a feature (for example, several vaults use renamed statues). T...

Thursday, 6th September 2012, 22:55

Forum: Suggestions & Criticism

Topic: Profanity

Replies: 22

Views: 6886

Re: Profanity

I think you should request that people be polite, but allow people to use words they want. Don't censor posts, either with an automatic filter or by manually editing them. People should be responsible for themselves. If someone can't handle this simple rule and is extremely rude (after being warned)...

Tuesday, 4th September 2012, 02:21

Forum: Game Design Discussion

Topic: Rename Elves

Replies: 32

Views: 7757

Re: Rename Elves

Arguing about the lack of differentiation between weapon types is pointless right now. There is a plan for making weapons play differently, and while it looks like this will be implemented slowly, there is potential here. As for the other stuff; fine. If making small adjustments to apts isn't enough...

Tuesday, 4th September 2012, 01:03

Forum: Game Design Discussion

Topic: Rename Elves

Replies: 32

Views: 7757

Re: Rename Elves

I've argued elsewhere that the three elves are suitably differentiated, and if we still decide they are too close to each other, there are ways we can differentiate them even further. See the recent change to deep elves (better at earth, worse at air). I am firmly opposed to removing any of these ra...

Sunday, 2nd September 2012, 07:10

Forum: Crazy Yiuf's Corner

Topic: Commercial use of crawl tiles

Replies: 3

Views: 1274

Re: Commercial use of crawl tiles

Also, most of the tiles are public domain. I'm not sure about the newest ones (I guess these aren't public domain), but for the older tiles (which is most of them), people are free to do as they please. In fact, a lot of these tiles aren't even specific to Crawl. They are from the rltiles project an...

Sunday, 2nd September 2012, 03:54

Forum: Game Design Discussion

Topic: Contaminated Chunks

Replies: 23

Views: 5078

Re: Contaminated Chunks

Regarding food clock suggestions: I see the proposal in this thread primarily as a move to streamline the interface, with the effects on the food clock being secondary. It is a minor change which I think can be done by itself (we can worry about all the other stuff later). It's fine to talk about th...

Sunday, 2nd September 2012, 02:15

Forum: Game Design Discussion

Topic: Contaminated Chunks

Replies: 23

Views: 5078

Re: Contaminated Chunks

I think it would be better than the current system. I'm one of those people who doesn't find nausea very annoying... mainly because I don't eat contaminated chunks that often in the first place. When I do, I always have a "backup plan" where I'll just eat permafood instead if I get nausea,...

Saturday, 1st September 2012, 04:12

Forum: Game Design Discussion

Topic: book IDing

Replies: 8

Views: 2015

Re: book IDing

yogaFLAME wrote:But perhaps more significantly, non-randart books that you've identified should really just be globally identified every subsequent time that you see a copy.

I've always thought this as well.

Saturday, 1st September 2012, 00:11

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21408

Re: Curses

Honestly, this sounds like it's at high risk of becoming another food reform. A feature with a mild effect on the game might not be improved by making it have a major effect instead. Yes, I agree. The article on the wiki already brings up the food reform for exactly this reason, and it's stated sev...

Tuesday, 28th August 2012, 07:06

Forum: Dungeon Crawling Advice

Topic: Spellcasting vs. spell skills?

Replies: 37

Views: 10576

Re: Spellcasting vs. spell skills?

I guess it comes down to, which is more important - Humans with 0 apt across the board which keeps them as the metric to which all other races are compared, or keeping the aptitude balance between the races where it was before the change that removed hidden penalties/benefits? I think I like humans...

Sunday, 26th August 2012, 09:15

Forum: Dungeon Crawling Advice

Topic: Max ammo amount?

Replies: 6

Views: 1467

Re: Max ammo amount?

You should just use the scrolls now. That 5370 number is only if you want to be weird and carry the most ammo physically possible. As far as I know, no one has ever done this.

Sunday, 26th August 2012, 05:47

Forum: Dungeon Crawling Advice

Topic: Max ammo amount?

Replies: 6

Views: 1467

Re: Max ammo amount?

It's 5370, although you have to drop all your items and cast dragon form to pick up the bolts. Fortunately, you can keep carrying them after dragon form ends. This number takes into account the weight of a crossbow, for obvious reasons.

Sunday, 26th August 2012, 00:08

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25742

Re: Feedback on Trunk deployment (.12)

I understand, I just value the variety of branch combinations over the variety of themes. Alright. Sorry if I was a bit harsh in how I worded my response. It's just an argument I've heard so many times now, and has never been particularly convincing (especially w/r/t shoals, which only has a single...

Saturday, 25th August 2012, 20:59

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25742

Re: Feedback on Trunk deployment (.12)

Not sure I like that - shoals has sea snakes, swamp has swamp drakes and swamp dragons. Spider is often waterlogged. The branches overlap each other enough that I believe we'd have more variety if any 2 were picked, as opposed to 1 of 2 and 1 of 2. People sometimes make this argument. It's dumb. Sh...

Saturday, 25th August 2012, 20:53

Forum: Dungeon Crawling Advice

Topic: Managing HP

Replies: 8

Views: 1986

Re: Managing HP

It's a 50% chance every 20 turns (200 aut).

Saturday, 25th August 2012, 20:48

Forum: Game Design Discussion

Topic: Retooling Okawaru

Replies: 31

Views: 7322

Re: Retooling Okawaru

I think Okawaru's overall feel right now is fine. He is simple and unintrusive and not game-changing; this is ok, he is supposed to be simple. Because of his design he has a pretty broad appeal as well. If you would like a more exciting god, I would suggest you worship a different god, because for ...

Friday, 24th August 2012, 07:01

Forum: Game Design Discussion

Topic: Let's restring hellfire

Replies: 20

Views: 4568

Re: Let's restring hellfire

Despite ignoring your fire resistance, there are still a number of ways hellfire is related to fire: - Things which are immune to hellfire are also immune to fire (the player can't get rHellfire, but monsters can) - It burns scrolls - It's heavily used in a fire themed branch (Gehenna) and is cast b...

Tuesday, 21st August 2012, 23:24

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25742

Re: Feedback on Trunk deployment (.12)

There's a plan to rewrite mon-pick.cc, which would make it much easier tweak where monsters generate. Once that happens, I can see a lot of changes being made to stuff like necropages.

There's no need to buff necrophages. They just need a shallower (and probably narrower) depth range.

Sunday, 19th August 2012, 03:04

Forum: Game Design Discussion

Topic: Epic at the end of the game

Replies: 24

Views: 6429

CONGRATULATION !!

Friday, 17th August 2012, 18:39

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25742

Re: Feedback on Trunk deployment (.12)

Then why isn't it on the trunk page? Nobody got around to putting it there. Also before a release usually the latest beta version was served on the trunk page instead of actual trunk, to get some more testing before the release (nobody seems to have gotten around to this either). The 0.12 builds ar...

Thursday, 16th August 2012, 21:07

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93959

Re: Spider god

We thought of that, that's why the proposal says that spiders in the Spider's Nest are ineligible to mate with -- they're analogous to the vestal virgins who hung around in Roman temples. Though I suppose a particularly patient player could try to lead spiders upstairs into Lair a few at a time... ...

Thursday, 16th August 2012, 20:25

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93959

Re: Spider god

Also, regarding altars: Since the altars burst into spiders after a time limit, it will be important that players cannot recognise the altars ahead of time. Therefore (unlike any other god in Crawl), the spider god should not have altar vaults. Vaults mean players can know where an altar is, and avo...

Thursday, 16th August 2012, 20:20

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93959

Re: Spider god

[list] [*] altar produces level-appropriate spiders once (15-20 turns after sight) [needs a new, immature spider monster for early dungeon] Already exists, it's just the base "spider" monster. [list] [*] Arachnophobia. (Passive) "You terrify humanoid creatures." Chance to affect...

Monday, 13th August 2012, 03:14

Forum: Technical Support

Topic: is telnet crawl.akrasiac.org broken?

Replies: 2

Views: 1520

Re: is telnet crawl.akrasiac.org broken?

Check the http://crawl.akrasiac.org/ website, it has a message explaining why it's down.

Sunday, 12th August 2012, 21:03

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84780

Re: Feedback on Trunk deployment (.11)

I made the prompt quickly, because the previous behaviour was really buggy. I knew it would need some polish and I have never planned to leave it like that for 0.11. A sacrifice_before_explore option with yes/no/prompt values sounds like a great idea. I suppose with no, it should still tells you th...

Sunday, 12th August 2012, 15:28

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84780

Re: Feedback on Trunk deployment (.11)

For what it's worth, I don't like the prompt either. Although my reason is just that I don't like being prompted when it's unnecessary. I'd like to have an easy way to disable it so it always defaults to 'no' (if there isn't one already), if nothing else. My reason for this opinion is that it's easy...

Saturday, 11th August 2012, 11:33

Forum: Crazy Yiuf's Corner

Topic: Grammar question 3!

Replies: 14

Views: 3378

Re: Grammar question 3!

To answer your question, I think the first example you gave is less clear (and therefore worse) than the second. Don't worry so much about what's technically correct. What matters is how the reader might interpret it. I have to disagree with you mightily on this point, evilmike. The second example ...

Saturday, 11th August 2012, 10:59

Forum: Crazy Yiuf's Corner

Topic: Grammar question 3!

Replies: 14

Views: 3378

Re: Grammar question 3!

This is more a question of style than one of grammar. I'll just offer a bit of advice I personally find helpful. If you ever have to ask yourself questions like the one in the OP, then there is something wrong. If you can't easily choose between one or the other, then neither is good. Nothing you wr...

Wednesday, 8th August 2012, 21:37

Forum: Game Design Discussion

Topic: Demonspawn seem so incredibly weak

Replies: 83

Views: 26060

Re: Demonspawn seem so incredibly weak

Design-wise, it was an attempt to have a "go casting" DS mutation. That's not so easy, and there were a number of purely physical mutations already. How about changing it to an active ability that converts some HP to MP, similar to sublimation of blood? I think something like that was dis...

Wednesday, 8th August 2012, 19:31

Forum: Game Design Discussion

Topic: Ereshkigal and Greater Demonic Horde

Replies: 44

Views: 10723

Re: Ereshkigal and Greater Demonic Horde

The only good idea in this thread (re: Ereshkigal) is the one about giving her silence. Probably replacing one of her bolt spells. I'd swap out bolt of draining, since that's her weakest spell. Maybe put silence in her emergency spell slot too. This idea makes her summons more dangerous without reso...

Tuesday, 7th August 2012, 03:33

Forum: Game Design Discussion

Topic: Mandatory Zot stair vaults

Replies: 28

Views: 6247

Re: Mandatory Zot stair vaults

If making Zot less same-y is the goal, then I would start by allowing Zot to use multiple layouts. Currently (as a side effect of the way it colours levels, which causes every level to have a primary vault), Zot is limited to only using one layout. This could be fixed either by making it so more tha...

Saturday, 4th August 2012, 02:49

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84780

Re: Feedback on Trunk deployment (.11)

dd wrote:Is it just me or are hill giants way more common in the early-mid dungeon now? I seem to be running into them constantly...

Just you.

Saturday, 28th July 2012, 21:29

Forum: Game Design Discussion

Topic: Rods

Replies: 46

Views: 8512

Re: Rods

I don't know how comparable energy bolt and inacc are, but if inacc was a spell, that+TSO would break the game. (please don't nerf TSO inacc) Not comparable at all. Energy bolt is a bolt spell that causes things to explode. It's sort of like "bolt of disintigration", but without a MR check.

Saturday, 28th July 2012, 21:19

Forum: Game Design Discussion

Topic: Rods

Replies: 46

Views: 8512

Re: Rods

Also, I think it'd be better if they had a single spell for a better interface. Even better if it's a unique effect like the new lightning rod. This is something I agree with, and have brought up a few times. The best rods are the ones that have a single, unique spell. I don't really think that *al...

Saturday, 28th July 2012, 21:05

Forum: Game Design Discussion

Topic: Snake endings: XP analysis and possible changes

Replies: 4

Views: 1359

Re: Snake endings: XP analysis and possible changes

I have never noticed nor cared about the xp difference between snake endings. Looking through some of jeanjacques's 3-rune wins it looks like snake is about 4-7% of the xp you will get in a 3-rune game, which is pretty insignificant. Much more important is that the endings vary noticeably in diffic...

Saturday, 28th July 2012, 08:50

Forum: Game Design Discussion

Topic: Remove floor stashes

Replies: 36

Views: 7393

Re: Remove floor stashes

For instance, replace potion of brilliance, strength, agility with a single one that multiplies all your stats, possibly replacing berserk. Change Nemelex to insert cards into your decks instead of giving you new ones. Wand of flame, frost, and slowing could just be removed. Enchant weapon scrolls ...
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