Search found 1531 matches

Wednesday, 3rd July 2013, 00:08

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 14222

Re: Implementing Zig proposal from Wiki

I think there are some good ideas here and it's great that someone wants to look at overhauling Zig code. Since that discussion is pretty old and in particular a lot of change were made recently by HangedMan, it might be worth dropping into the ##crawl-dev IRC channel to get some feedback off more p...

Tuesday, 2nd July 2013, 22:52

Forum: Game Design Discussion

Topic: Replace summoning magic with evokables

Replies: 9

Views: 2861

Re: Replace summoning magic with evokables

quick defense without being as spammable as small Mammals. Don't worry, spammals are no longer spammable, have you seen trunk? That's partly what this thread is referring to. Just some rough ideas to illustrate the concept. Basically, envisioning summoners as being able to go down either a hybrid r...

Tuesday, 2nd July 2013, 04:11

Forum: Game Design Discussion

Topic: Replace summoning magic with evokables

Replies: 9

Views: 2861

Re: Replace summoning magic with evokables

Some people claim we already did remove summoning magic :) The idea of the recent nerfs was to initially get summoning to a state where it was at least vaguely balanced, and then start looking at individual spells to see what needs to be done to make the school actually fun and interesting. Since I'...

Monday, 1st July 2013, 22:19

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

Siegurt wrote:Note that there are no more priests.


However we are talking about Skalds, and a HOSk can now worship Beogh at a very early opportunity, to create the scenario the poster was talking about.

Monday, 1st July 2013, 22:18

Forum: Game Design Discussion

Topic: Skald spells feedback

Replies: 12

Views: 4128

Re: Skald spells feedback

qoala wrote:I suspect their custom stats code overwrites the weapon's benefit by accident.


If you used ghost_demon to set ac/ev then I think it *should* be compatible with weapon brands (if not then it'd be good to fix this certainly).

Monday, 1st July 2013, 18:15

Forum: YASD! YAVP! and characters in progress too

Topic: I should've seen this coming. . . .

Replies: 16

Views: 4782

Re: I should've seen this coming. . . .

Amnesiac wrote:Have you actually tried to remove the shield of the Onion?


Do you have to kind of peel it off, layer-by-layer?

Sunday, 30th June 2013, 03:24

Forum: Dungeon Crawling Advice

Topic: Sack of spiders?

Replies: 4

Views: 2402

Re: Sack of spiders?

prozacelf wrote:just don't get caught in your own webs.


  Code:
!lg roshnak v:5 -tv

Sunday, 30th June 2013, 00:42

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

You can get to abyss before lair if you play abyss knight, the hard part would be surviving it. Your point was about infinite XP. How are you going to earn this infinite XP if you die? Just throw some really tough, executioner style monsters into dreamland. It means that people don't want to spend ...

Saturday, 29th June 2013, 23:22

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

khalil wrote:There's an infinite amount of XP available in the game, thanks to abyss and pan.


By the time you can take advantage of that, you've already won.

The dreamworld you get earlier, when XP is in less abundant supply.

Saturday, 29th June 2013, 11:40

Forum: Game Design Discussion

Topic: Twisted Resurection and stairs

Replies: 53

Views: 15059

Re: Twisted Resurection and stairs

After the introduction of limits for temporary summons, I was having a look at khalil's patch for Twisted Resurrection. I've made some additional changes and pushed to a branch for further consideration: http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=90f6f3a32f2d The commit notes from my modifi...

Saturday, 29th June 2013, 10:53

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 61152

Re: Proposal: Rework Item Destruction

Personally, I don't mind item destruction. And if we made these effects temporary, we'd have to reduce the overall spawn rate of several types of scroll. This would hurt the early game much more than the late game, since early on there are extremely few sources of item destruction but consumables ar...

Saturday, 29th June 2013, 01:48

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12480

Re: Proposal: Give all weapon types additional effects

If you're in extended you've already won the game. If Orbs of Fire are the weakest things that can threaten your stabber strategy I am more likely to think that stabbing is way overpowered. You totally shouldn't be able to waltz through to Zot on the back of 1 skill/tactic anyway.

Friday, 28th June 2013, 23:35

Forum: YASD! YAVP! and characters in progress too

Topic: I should've seen this coming. . . .

Replies: 16

Views: 4782

Re: I should've seen this coming. . . .

tasonir wrote:what happens now instead?


You don't die.

Friday, 28th June 2013, 23:20

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12480

Re: Proposal: Give all weapon types additional effects

Long blades have an additional stabbing bonus over and above other weapons (but below that of short blades), that's what I was suggesting be removed. I had to dig into the code to find out exactly what's going on. Numerous apparently randomly-selected weapons get that bonus: club, spear, trident, d...

Friday, 28th June 2013, 22:07

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25980

Re: Suggestion: slightly more enemy variety in lower dungeon

Igxfl wrote:They could try to follow behind you from just outside your LOS, but that might be far too annoying to put into the game.


Wandering mushrooms...

Friday, 28th June 2013, 21:44

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12480

Re: Proposal: Give all weapon types additional effects

Long blades current have the "special" ability of being second-best for stabbing next to daggers. Actually triple swords are nearly as good for stabbing as daggers, given max skills in both. If long blades are to be 'vanilla' then this ability should probably be stripped from them. Why? A...

Friday, 28th June 2013, 19:46

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12480

Re: Proposal: Give all weapon types additional effects

KennySheep wrote:So if I understood the thread correctly, maces and flails are getting a slowing effect? :D


No, it just does more damage for consecutive hits on the same monster.

Friday, 28th June 2013, 19:29

Forum: YASD! YAVP! and characters in progress too

Topic: I should've seen this coming. . . .

Replies: 16

Views: 4782

Re: I should've seen this coming. . . .

What you should've been doing was playing trunk, where stat death no longer exists...

Friday, 28th June 2013, 19:27

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25980

Re: Suggestion: slightly more enemy variety in lower dungeon

A lot of people find golems one of the most boring monsters precisely because they are "moving so slowly that the player will probably want to just walk away". Actually there is already a secret plan to make golems more interesting by giving them some special abilities, unfortunately it's...

Friday, 28th June 2013, 19:22

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12480

Re: Proposal: Give all weapon types additional effects

Dammit, I wrote a long reply then hit "back" by accident. Basically there have been a lot of discussions on this in the past, the most recent was: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5812&p=77367 I actually already coded a preliminary version of the suggestion there...

Friday, 28th June 2013, 18:42

Forum: Contributions

Topic: Come judge my first vault, also questions about vault making

Replies: 16

Views: 7670

Re: Come judge my first vault, also questions about vault ma

I've just taken my first peek into mon-pick-info.h, and would like to know how to read it better. { 4, 14, 923, FLAT, MONS_WORKER_ANT }, { 4, 14, 514, SEMI, MONS_SCORPION }, { 5, 13, 89, PEAK, MONS_FUNGUS }, The first three numbers are: min depth, max depth, weight. The third item is the distributi...

Friday, 28th June 2013, 18:36

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

Even with the irresistible confusion? But it can certainly be modified to give a greater delay, if it is too powerful as it stands. Oh right, I thought it was just on entering the dreamworld. Actually it's more important on leaving. Another point about the dreamworld that I'm not sure if it's been ...

Friday, 28th June 2013, 18:15

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25980

Re: Suggestion: slightly more enemy variety in lower dungeon

It seems this monster already exists, it's called a crystal golem and it could really use a good home outside of some vaults. The whole golem family would fit in well in D, come to think of it. static const pop_entry pop_d[] = //... { 21, 25, 8, PEAK, MONS_CRYSTAL_GOLEM }, static const pop_entry po...

Friday, 28th June 2013, 18:03

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

Another thought was whether Song of Slaying should affect allies. I know that it shouldn't, because it would be seriously overpowered, but in terms of flavor it's what I'd expect from something called Song of Slaying :mrgreen: You know I was thinking of this at one point and it would certainly be a...

Friday, 28th June 2013, 10:47

Forum: Contributions

Topic: Question about new Sprint modules

Replies: 10

Views: 3898

Re: Question about new Sprint modules

2. Too much desire to add completely new things. Especially vault-defined monsters and explicitly specified items. 3. Reliance on gimmicks, such as lua triggers. Note: these two particular points matter far less when designing with a Sprint, you have a lot more freedom to flaunt the conventions. Al...

Friday, 28th June 2013, 09:24

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

A point about the current dreamworld proposal: it seems extremely good for stabbing things (perhaps too good, it does depend on the piety cost I guess). Maybe it should take 2 or 3 turns to fully complete the transition (and during which there is a point where monsters in both worlds can be aware of...

Thursday, 27th June 2013, 23:30

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

This does raise a number of questions however such as whether these spells should be mutually exclusive. Currently Song of Slaying and Song of Shielding will stack which seems odd (but Song of Shielding actually only just got renamed from Spirit Shield so this wasn't considered yet). Some buffs bei...

Thursday, 27th June 2013, 21:32

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

Rather than trying to come up with lots of different versions of spells, I'd concentrate on coming up with a fairly small number of spells / god abilities that only work in the dream world but have interesting mechanics that work together, fit the theme, and are useful in that world for a particular...

Thursday, 27th June 2013, 18:12

Forum: Technical Support

Topic: Can't compile murma's demigods

Replies: 8

Views: 2179

Re: Can't compile murma's demigods

I didn't update it to trunk _that_ recently. You can always merge in trunk yourself if you want more recent stuff.

Thursday, 27th June 2013, 11:07

Forum: Contributions

Topic: Question about new Sprint modules

Replies: 10

Views: 3898

Re: Question about new Sprint modules

I hope that stuff gets added some day. It sounds like it could make Sprint just as interesting as the main game. Sure, well I'm planning to implement at least a couple of things on that list myself if nobody else does first, to improve a sprint idea I'm working on myself. I'll play around with the ...

Thursday, 27th June 2013, 10:25

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25980

Re: Suggestion: slightly more enemy variety in lower dungeon

As easy it is just to criticize, I will give a suggestion: decrease spawn rate of yaktaurs and also give them some intelligence, for example, yaktaurs do not switch to unarmed combat when face to face with a player or perhaps yaktaurs will learn to coordinate themselves. An idea that was thrown aro...

Thursday, 27th June 2013, 05:55

Forum: Technical Support

Topic: Can't compile murma's demigods

Replies: 8

Views: 2179

Re: Can't compile murma's demigods

Yes, that's a very old version, the latest is in the "demigods" branch in the main Crawl repository. It's been updated to trunk and had quite a few other changes.

Thursday, 27th June 2013, 05:32

Forum: Technical Support

Topic: Can't compile murma's demigods

Replies: 8

Views: 2179

Re: Can't compile murma's demigods

(BTW it's mumra not murma) -- what are you compiling with, and exactly which repo/branch are you compiling from?

Thursday, 27th June 2013, 04:07

Forum: Game Design Discussion

Topic: Proposal: Enchant Weapon Targetting

Replies: 27

Views: 6181

Re: Proposal: Enchant Weapon Targetting

It would help prevent people from wasting Enchant Weapon Scrolls on the wrong weapon Instead you'll waste more scrolls in the Id game, won't make any net difference really. it makes Enchant Weapon Scrolls more like Enchant Armour which adds a little bit more to the identification game, This adds in...

Thursday, 27th June 2013, 03:04

Forum: Game Design Discussion

Topic: Proposal: Enchant Weapon Targetting

Replies: 27

Views: 6181

Re: Proposal: Enchant Weapon Targetting

For what it's worth, I just ran into another unrelated situation where it would be useful. While playing a Felid, I came across a treasure trove that asks for a +4, +4 demon whip. I have found the whip and enough EWI / EWII scrolls to make it happen, but since I can't target the item and I can't ho...

Thursday, 27th June 2013, 02:55

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

nicolae wrote:Or <Wizard Name's> Ablative Armour".


This is pretty good, but possibly not quite reaching the extremely high standard of Battlepants ;)

Thursday, 27th June 2013, 00:59

Forum: Game Design Discussion

Topic: Proposal: Enchant Weapon Targetting

Replies: 27

Views: 6181

Re: Proposal: Enchant Weapon Targetting

For what it's worth, I just ran into another unrelated situation where it would be useful. While playing a Felid, I came across a treasure trove that asks for a +4, +4 demon whip. I have found the whip and enough EWI / EWII scrolls to make it happen, but since I can't target the item and I can't ho...

Thursday, 27th June 2013, 00:54

Forum: Contributions

Topic: Question about new Sprint modules

Replies: 10

Views: 3898

Re: Question about new Sprint modules

We've discussed some ideas to add more flexibility for designing sprints; ⋅  Changing the experience multiplier ⋅  Enabling multi-floor sprint maps ⋅  Restricting the selection of races/backgrounds ⋅  Customising the starting conditions in other ways This kind...

Wednesday, 26th June 2013, 23:40

Forum: Game Design Discussion

Topic: New God Idea: Balor, the Dreamer

Replies: 53

Views: 17850

Re: New God Idea: Balor, the Dreamer

"Recording information learned from Reality Check is annoying" The game can probably handle a good chunk of this, by keeping track of ID'd items, mapping explored terrain, and generally remembering information that you have learned while in the metadream. There might be some weird side ca...

Wednesday, 26th June 2013, 22:49

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16198

Re: Proposal: Improve Box of Beasts

Also be aware that if any component of the chimera is any type of bear, then the chimera can berserk. Just looking at the attack stats isn't enough, the chimera are "gestalts" in the sense that they are (sometimes) a lot more than the sum of their parts. There aren't quite enough of these ...

Wednesday, 26th June 2013, 22:42

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

During our pre-merge testing, we possibly nerfed spectral weapon too hard, since conceptually it is a strong spell. It's damage is currently just the base damage of the weapon, which I've found is fine versus early enemies with low AC (possibly less so if you were using short blades on those HESk)....

Wednesday, 26th June 2013, 20:41

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16198

Re: Proposal: Improve Box of Beasts

if you scale with depth you should make them not take stairs; i don't want to be encouraged to go > and evoke my box of beasts then return to the level above to actually use it Good point. I kind of think they should get more powerful by the same mechanism, and that it should be Evocations skill. I...

Wednesday, 26th June 2013, 09:22

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8316

Re: Bikeshedding megathread

Bandnaming is actually a far more severe form of bikeshedding in my experience.

Wednesday, 26th June 2013, 07:23

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

blinkfrog wrote:Yes, I played yesterday and AFAIR SW was acting correctly.


The server is updating now with a bugfix, it should be fine in a couple of minutes.

Thanks for letting us know!

Wednesday, 26th June 2013, 07:00

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

This is very strange, I can't see that my spectral weapon (elven long sword) strikes at all. It just works as additional part of me taking enemy damage. Of course Spectral weapon is adjacent to both of me and foe and has the chance of attacking. I just tested and I'm seeing the same thing. There se...

Wednesday, 26th June 2013, 06:05

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8316

Re: Bikeshedding megathread

We should rename "bikeshedding" to "goatstabling". Discuss.

Wednesday, 26th June 2013, 00:13

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16198

Re: Proposal: Improve Box of Beasts

Although note, the way I did this with the Hand of Horrors item is that each one carried gets a chance in turn to capture a killed soul, only one can get it though, and the first one by inventory order gets the first chance.

Wednesday, 26th June 2013, 00:04

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16198

Re: Proposal: Improve Box of Beasts

XuaXua wrote:
mumra wrote:
XuaXua wrote:What happens if you are carrying multiple boxes?


Then you have multiple boxes to evoke from.


I meant from the aspect of the capture mechanic.


There is no capture mechanic.

Tuesday, 25th June 2013, 23:18

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16198

Re: Proposal: Improve Box of Beasts

XuaXua wrote:What happens if you are carrying muktiple boxes?


Then you have multiple boxes to evoke from.

Tuesday, 25th June 2013, 22:59

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75633

Re: Discussion: Improving Skalds

nicolae wrote:if it gets renamed can it have a wizard name in it, i really like it when spells have wizard names in them


Tukima's Battlepants
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