Search found 291 matches

Saturday, 6th April 2013, 04:28

Forum: Dungeon Crawling Advice

Topic: rSticky

Replies: 29

Views: 7853

Re: rSticky

Uh... *what* other stickies?

Thursday, 28th March 2013, 01:10

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11600

Re: Proposal: Allow more vaults to place in Zot

tcjsavannah wrote:entire vault levels

Encompass vaults don't place outside of the main dungeon and some branch endings.

I'm not talking about tagging vaults that normally generate elsewhere to generate in Zot; I'm talking about making the vaults that normally generate in Zot generate more often.

Wednesday, 27th March 2013, 22:47

Forum: Crazy Yiuf's Corner

Topic: SO... Have you cheated yet?

Replies: 103

Views: 30685

Re: SO... Have you cheated yet?

XuaXua wrote:1) Have you used wizard mode yet?

Yes. Hard to develop without it ;)

XuaXua wrote:2) Have you gone to the saves folder under the crawl game folder and copied your character out, gotten killed, and placed your character back?

No.

Wednesday, 27th March 2013, 22:46

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3095287

Re: Best/Worst Artifacts

The single best randart I can remember finding is this thing, which contributed to my first win:
  Code:
D - the ring "Struth" (left hand) {rElec rF++ rN+ Str+3 Dex+3 Dam+6}

Wednesday, 27th March 2013, 22:07

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11600

Allow more vaults to place in Zot

While tinkering with my latest batch of vaults, I observed that Zot has a lot of vaults and minivaults that I've never really encountered in normal play (either my own play or through observation of others). This struck me as kind of odd - if we have so many memorable vaults, why is Zot:1-4 so often...

Friday, 22nd March 2013, 20:51

Forum: Game Design Discussion

Topic: Proposal: guarantee 10-20 ?/! at Crypt end

Replies: 103

Views: 27024

Re: Proposal: guarantee 10-20 ?/! at Crypt end

There has been speculation about reducing Crypt to three levels and placing the Tomb entrance in the Crypt ending (likely to happen sometime during the 0.13 dev cycle), which would have largely the same effect. Re Hall of Blades, I've heard at least one suggestion of turning it into a serial vault t...

Monday, 18th March 2013, 15:22

Forum: Game Design Discussion

Topic: Monster spell idea: Stasis

Replies: 18

Views: 4060

Re: Monster spell idea: Stasis

Why only monsters? I think this would be something that could be used strategically by the player against monsters known to use the relevant charms/abilities (blink frogs, electric golems, anything known to haste itself and/or others). Of course, this might be problematic if it becomes an aura - the...

Monday, 18th March 2013, 03:32

Forum: Dungeon Crawling Advice

Topic: my food fell through a shaft, is it gone?

Replies: 10

Views: 2768

Re: my food fell through a shaft, is it gone?

Perhaps some of it dropped down more than one level?

Thursday, 23rd August 2012, 04:40

Forum: Contributions

Topic: Request for screenshots

Replies: 12

Views: 4408

Re: Request for screenshots

In that case, I did get off of Snake:5 successfully with the rune, despite the major handicap of not having any means of teleportation at that exact point in time.

I later died for completely unrelated reasons.

Tuesday, 21st August 2012, 22:48

Forum: Contributions

Topic: Request for screenshots

Replies: 12

Views: 4408

Re: Request for screenshots

Console screenshot of one of my Great Moments of Crawl™ (from 0.11-a0-something):
Spoiler: show
Image

Tuesday, 21st August 2012, 06:08

Forum: Game Design Discussion

Topic: Mandatory Zot stair vaults

Replies: 28

Views: 6238

Re: Mandatory Zot stair vaults

For roughly a week now in trunk, tweaks have in place to allow Zot to use more than the one standard level layout previously necessary for all levels with a primary vault; it's now subject to one of several layouts (cf. evilmike's suggestion ). I've poked a few players that have played through this ...

Friday, 17th August 2012, 16:52

Forum: Game Design Discussion

Topic: Remove Limitations of Console Version

Replies: 5

Views: 1516

Re: Remove Limitations of Console Version

Have you ever explored settings/init.txt, particularly, say, view_max_width and view_max_height?

Try increasing those and see if it solves your problem.

Sunday, 12th August 2012, 22:11

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28906

Re: Summoning

I've glanced through this thread, and the major thread of logic that sticks out to me is that summoning, by itself, is not inherently broken; what is broken is summoning with an effectively infinite mana supply, as with the case of MuSu of Sif Muna. If we wish to fix that, we should be looking for a...

Sunday, 12th August 2012, 21:01

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84623

Re: Feedback on Trunk deployment (.11)

But I can't seem to get this to show up. I've tried messing around with tile_layout_priority, but that just seems to make the minimap disappear and stack the different displays in tabs under the inventory, but still shows no ability tab. Are you running a new enough trunk build? You'd need at least...

Saturday, 11th August 2012, 02:54

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84623

Re: Feedback on Trunk deployment (.11)

it's neat and all, but i got a vision of the spider nest. which included two rock worms. separated from me by transparent rock. on dungeon level 2. I think the rock worms got removed in a recent commit. Specifically, commit b79baea81ad137340373d8d9813d25dbdd69d384 . If you're still seeing them afte...

Tuesday, 7th August 2012, 16:19

Forum: Game Design Discussion

Topic: Monster invocations / god abilities

Replies: 25

Views: 7129

Re: Monster invocations / god abilities

I've had the idea in the back of my mind for a while to introduce a basic kobold berserker enemy (after all, it works pretty well for adventurers, so why wouldn't the kobolds themselves think of it?); perhaps there could be two variants - a regular semi-low-level version and an "elite kobold be...

Tuesday, 7th August 2012, 02:17

Forum: Game Design Discussion

Topic: Mandatory Zot stair vaults

Replies: 28

Views: 6238

Mandatory Zot stair vaults

Theoretically speaking, in my view, the Realm of Zot should be the climax of the average game (perhaps not true for some aspects of all-rune games, but generally true). For the climactic branch of the game, then, it's remarkably samey, being little more than long hallways and small-to-medium rooms w...

Sunday, 5th August 2012, 16:26

Forum: Contributions

Topic: new vault

Replies: 7

Views: 2788

Re: new vault

This is easy to fix - just merge the two KITEM calls (the implicit and the explicit). NAME: lasty_cornered_adventurer TAGS: no_monster_gen DEPTH: D:2-5 MONS: jelly, jelly, ooze {{ dgn.delayed_decay(_G, 'A', 'human corpse, damaged shield / nothing, ' .. 'damaged helmet / nothing, % / nothing, ' .. '%...

Saturday, 4th August 2012, 14:47

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84623

Re: Feedback on Trunk deployment (.11)

dd wrote:Had a crash in snake 2 while fighting Aizul.
That looks like bug #6001, fixed in newer trunk builds than what you're playing.

Thursday, 2nd August 2012, 19:57

Forum: Game Design Discussion

Topic: Ereshkigal and Greater Demonic Horde

Replies: 44

Views: 10713

Ereshkigal and Greater Demonic Horde

On IRC recently, the subject came up of how comparatively less lethal Ereshkigal is compared to the rest of the hell lords. At time of writing, on the public servers in games of 0.10 and above, Antaeus has 28 (direct or indirect) kills, Asmodeus 21, Dispater 20, and Ereshkigal only 5. The idea was f...

Sunday, 29th July 2012, 19:12

Forum: Game Design Discussion

Topic: Rods

Replies: 46

Views: 8503

Re: Rods

Tiber wrote:I believe the ones sgrunt made are just like randart books; they just contain random spells, sometimes with an element or spell level as a theme. So they're not really artifacts so much as just randomly-generated rods.
Correct.

Saturday, 28th July 2012, 20:05

Forum: Game Design Discussion

Topic: Rods

Replies: 46

Views: 8503

Re: Rods

Changes I've made in response to this thread so far: ⋅ Spells assigned to a rod can now be up to level 7, though the complete set of spells can be no more than 15 spell levels and no more than 5 spells (in practice, anything more than one or two spells seems to be rare). ⋅ The li...

Saturday, 28th July 2012, 17:24

Forum: Game Design Discussion

Topic: Snake endings: XP analysis and possible changes

Replies: 4

Views: 1359

Snake endings: XP analysis and possible changes

With my latest round of frustration of a certain Snake ending, and after hearing repeated comments that an ending of my own design isn't populated enough, I decided to analyse the experience content of the various current Snake endings. I'll proceed in the order that the endings are present in snake...

Saturday, 28th July 2012, 14:44

Forum: Game Design Discussion

Topic: Rods

Replies: 46

Views: 8503

Re: Rods

In any case, the spell list allowed on randart rods should be quite restrictive, not just a level cap. Currently, there are provisions for such a restricted list. Right now, the only spells that are on it are brands (and possibly Tukima's Dance; I know more than one person has suggested that it sho...

Saturday, 28th July 2012, 03:03

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84623

Re: Feedback on Trunk deployment (.11)

I just found an Ashenzari altar vault that reveals which Lair branches will show up. "You have a vision of the Shoals and Snake Pit!" I believe that's one of Grunt's vaults; it was only recently modified to be that explicit (previously it just showed representative critters/terrain, with ...

Thursday, 26th July 2012, 17:24

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

With my attention no longer elsewhere, and with my desire to not let this discussion die, let me present my latest round of tweaks to my own versions of these layouts. Highlights: ⋅ Doors (well, primary room entrances) are now included in the subvault masks; since not all room placements h...

Tuesday, 24th July 2012, 01:41

Forum: Game Design Discussion

Topic: Monster invocations / god abilities

Replies: 25

Views: 7129

Re: Monster invocations / god abilities

As implemented at present: Will ely worshipers try to pacify the player? No, though neutral Elyvilon followers (which is the default state for them) will heal the player, and hostile Elyvilon followers will pacify your minions. Will trog worshipers be able to burn spellbooks? At present, no, and tha...

Tuesday, 24th July 2012, 00:25

Forum: Game Design Discussion

Topic: Monster invocations / god abilities

Replies: 25

Views: 7129

Monster invocations / god abilities

An idea that I've had brewing in the back of my mind has been to allow monsters to use divine abilities - that is, if a monster is assigned a god, they should be able to use the abilities associated with that god. After a flurry of work, I've done enough work to show everyone an implementation of th...

Tuesday, 17th July 2012, 14:13

Forum: Game Design Discussion

Topic: Should IMB now warn for ally targeting?

Replies: 2

Views: 1202

Re: Should IMB now warn for ally targeting?

Since I see from your screenshot that you're playing trunk, I'll point out that the new IMB targetter which addresses this problem arrived in its initial form in 0.11-a0-2824-g30fc117, though tweaks have been made to it since then up to and including 0.11-a0-2896-g7337c72. Basically, update your gam...

Tuesday, 10th July 2012, 17:42

Forum: Contributions

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

Replies: 73

Views: 22755

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

Well, the latest and greatest Forest work is now a branch (heh) in the repository , so further code updates can be obtained from there. To answer the generation question - monster and item generation should work as normal for other levels, so you'll get gradually-tapering-off monster generation and ...

Tuesday, 3rd July 2012, 21:09

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

@sgrunt: Have you had a look at my LUA? It already handled rooms attached to any wall with the door in any orientation ... I've looked through it a little bit now, and perhaps at some point when I'm cleaning up the code I have some more I'll try adapting it for use in this framework. Anyway, all is...

Tuesday, 3rd July 2012, 18:31

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

Well, just plugging along with my own little implementations, I've done the following: - The code for generating a block of rooms has been revised and split out of the walkway layout; it can now generate entrances at the top and bottom of a block in addition to between rooms in the same block, as we...

Tuesday, 3rd July 2012, 07:51

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

7. sgrunt's layouts. Do you really make that in a few hours? I work quickly. :) And I see another one while I was writing this. I am impressed. Once I knew how I was going to approach the maze layout, it was very simple to implement... debugging it took most of the time :D I know that my layout is ...

Tuesday, 3rd July 2012, 05:40

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

After some poking, I give you the Grid Maze layout! Currently it is set up to generate a maze of an 8x8 grid of rooms, using the set of 6x6 rooms from the Walkways layout (so you'll need the rooms from a couple of posts back to see this in action), and to put the exit as far away from the entrance a...

Tuesday, 3rd July 2012, 03:47

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8102

Re: New Vaults Layout

Hmm. I like the concept of a more Vaults-like Vaults (if that makes any sense), particularly if things end up feeling more like Vaults:8... In any case, I've taken a stab at implementing the Walkways layout. What I have so far is pretty messy on the code side of things, but it seems to work fairly w...

Monday, 18th June 2012, 03:55

Forum: Contributions

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

Replies: 73

Views: 22755

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

I present some more work of mine on the Forest. The big addition here is constant regeneration of the level outside the player's line of sight (this borrows heavily from the Abyss code), which I find makes for an appropriately unsettling experience. I've also added some insects to the monster set (b...

Wednesday, 13th June 2012, 22:52

Forum: Contributions

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

Replies: 73

Views: 22755

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

Now that some of my other more immediate projects in the code base are out of the way, I'm starting to tinker with this again. Here is a slightly updated version of the patch; the update is mainly to move the branch to the lower Dungeon (currently generated between D:18 and D:22) and remove the rune...

Friday, 8th June 2012, 16:03

Forum: Contributions

Topic: flora variety

Replies: 20

Views: 7278

Re: flora variety

I'm glad that someone has noticed this and brought it to my attention - these ideas would make for a fantastic addition to any plant or forest-themed areas. (Say, a revived Forest branch. ;))

Thursday, 7th June 2012, 01:21

Forum: Contributions

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

Replies: 73

Views: 22755

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

As a semi-aside, I've been giving some thought to additional creatures that would be at home in a forest environment. I have a couple of more or less finished designs (the major thing they could benefit from right now is tiles) - in short: ⋅ The dryad, who primarily uses Awaken Trees (this...

Wednesday, 6th June 2012, 19:48

Forum: Contributions

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

Replies: 73

Views: 22755

Work in progress: reviving the Enchanted Forest as a branch

While playing through the Enchanted Forest ending for Lair for the Nth time, I found myself asking the question, "Given how we have some nice forest-themed vaults, why isn't there a branch featuring them?" Some further research on my part turned up some old discussion on a branch appropria...
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