Search found 502 matches

Friday, 7th October 2016, 18:03

Forum: Game Design Discussion

Topic: Make it clear Minotaurs don't retaliate on blocked attacks.

Replies: 12

Views: 3631

Re: Make it clear Minotaurs don't retaliate on blocked attac

Rather than making headbutt etc. trigger on shield blocks, I would suggest checking dodging before shields. That way being better at shield blocks neither increases the chance of getting a headbutt (as it would if blocks triggered headbutts) nor decreases it (as it currently does: a successful block...

Monday, 3rd October 2016, 11:14

Forum: Game Design Discussion

Topic: Crawl arena downgrade

Replies: 13

Views: 4241

Re: Crawl arena downgrade

Styar wrote:Oh, I am sorry, don't say it properly. "Allied" monsters dont PICK UP equipment. Certanly they can use what they have on the beginning.


Aha! Fixed in trunk, thanks!

Sunday, 2nd October 2016, 14:12

Forum: Game Design Discussion

Topic: Crawl arena downgrade

Replies: 13

Views: 4241

Re: Crawl arena downgrade

A new two rooccuring problems with arena. Allied monsters don't use equipment which made arena somewhat harder to use as a testing tool. Yes, I know, that it is because of the main game problem when your allies start to pick up your loot. May be it is worth to made some arena switchable option for ...

Saturday, 1st October 2016, 01:08

Forum: Game Design Discussion

Topic: Remove butchering, exsanguination

Replies: 24

Views: 7090

Re: Remove butchering, exsanguination

Do try out auto_butcher = true. It has some of the UI benefits of your proposal, though it does still take a (non-realtime) turn. The reasons it isn't on by default are animation and Fedhas. So think the important gameplay implications of your proposal are the ones that would also "fix" au...

Tuesday, 27th September 2016, 03:47

Forum: Game Design Discussion

Topic: Too Much XP in Crawl? (was: New hosted branch: haste reform)

Replies: 16

Views: 5244

Re: Too Much XP in Crawl? (was: New hosted branch: haste ref

Is it actually true that 90% of players who actually stick with the game over a reasonable period of time never win? This does not match my observation at all. I think you have to have a really generous definition of "player" to make this true. Judging by online play only, it doesn't seem...

Wednesday, 21st September 2016, 04:43

Forum: YASD! YAVP! and characters in progress too

Topic: CIP~ A Glich or a hidden secret?

Replies: 26

Views: 8274

Re: CIP~ A Glich or a hidden secret?

I think those holes were made by your stone of tremors.

Tuesday, 6th September 2016, 21:34

Forum: Technical Support

Topic: Crawl wizard mode

Replies: 3

Views: 1817

Re: Crawl wizard mode

Hi all. How to run Crawl in wizard mode? Does Wizard Mode depend by how Crawl has been compiled (w/o NOWIZARD option) only? If i compile Crawl with NOWIZARD=y option, can i run it in Wizard Mode anyway? Thanks. If you compile with NOWIZARD=y, then your version of Crawl does not support wizard mode....

Friday, 2nd September 2016, 16:27

Forum: Game Design Discussion

Topic: Give Usk +cleave at 1*, cut stomp

Replies: 16

Views: 4306

Re: Give Usk +cleave at 1*, cut stomp

Ignoring the question of balance. There are a few minor problems that would need to be solved: ⋅  Axes would be worse than other weapon classes for Uskayaw worshippers, since their damage/delay was reduced to make up for cleaving. ⋅  Cleaving + polearms would need some work, or a...

Friday, 2nd September 2016, 02:29

Forum: Game Design Discussion

Topic: Crawl arena downgrade

Replies: 13

Views: 4241

Re: Crawl arena downgrade

There is no changed AI between the arena and the real game. The point of arena is to test the game -- it is the same as the normal game. There was , however, a line in the documentation about a long-removed arena option. * no_force_ai: The monsters in the arena are somewhat smarter than they are th...

Thursday, 1st September 2016, 05:05

Forum: Technical Support

Topic: Debian Dependancies Install Issues

Replies: 6

Views: 2844

Re: Debian Dependancies Install Issues

Wyrmling wrote:I'm using a Pocket CHIP with ARMv7 architecture.


Aha, that's the problem. Our repo only has amd64 and i386 builds. You'll have to get the source and compile it yourself, or possibly get the package from debian unstable.

Thursday, 1st September 2016, 04:21

Forum: Technical Support

Topic: Debian Dependancies Install Issues

Replies: 6

Views: 2844

Re: Debian Dependancies Install Issues

What is your sources.list line exactly? And what architecture are you on?

Monday, 29th August 2016, 23:39

Forum: Game Design Discussion

Topic: Blind accessibility for the skill screen

Replies: 19

Views: 5567

Re: Blind accessibility for the skill screen

The only thing I can think of, and I think you can change this in the display settings, is to have all messages appear at the top of the screen, above your name if possible. You can try the option messages_at_top = true . Unfortunately, it isn't used very often, so there are likely to be weird bugs.

Sunday, 7th August 2016, 11:38

Forum: Game Design Discussion

Topic: Remove the ability to wield useless items

Replies: 32

Views: 9873

Re: Remove the ability to wield useless items

Removing the ability to wield random items is good, but it doesn't prevent swinging slowly to get long turns. You just need to carry and swap to an untrained slow weapon, rather than swapping to the bread etc that you were already carrying.

Monday, 1st August 2016, 03:11

Forum: Coding

Topic: Need Help Modding Species Aptitudes

Replies: 1

Views: 2480

Re: Need Help Modding Species Aptitudes

See aptitudes.h. For example, if you wanted to give mummies a Staves aptitude of 0 (instead of the current -2), you would change:
  Code:
APT(SP_MUMMY,           SK_STAVES,         -2),

to
  Code:
APT(SP_MUMMY,           SK_STAVES,         0),

Monday, 18th July 2016, 22:01

Forum: Game Design Discussion

Topic: make all partially resistible damage 50% resistible

Replies: 18

Views: 4130

Re: make all partially resistible damage 50% resistible

As a compromise, perhaps there could be a small number of different levels damage only resistable by AC, like 33%, 50% and 67% (or some other appropriate set). Then those should be communicated clearly on every affected spells ('some', 'half', 'most' or something similar). What if we used 40%, 55%,...

Friday, 1st July 2016, 12:48

Forum: Coding

Topic: Compiling Endfolder Issues

Replies: 2

Views: 2587

Re: Compiling Endfolder Issues

So I've recently done some small modding of Crawl. I've done fine, though there was some stickiness when I kept typing "build" instead of "make", heh. But my main problem is that the compiler sends all the compiled files and folders to the source folder. This, combined with the ...

Saturday, 18th June 2016, 13:00

Forum: Technical Support

Topic: Stuck with console

Replies: 4

Views: 2053

Re: Stuck with console

Looks like you have both. What happens when you run crawl-tiles from the command line in a terminal?

Saturday, 18th June 2016, 12:16

Forum: Technical Support

Topic: Stuck with console

Replies: 4

Views: 2053

Re: Stuck with console

What (and how) exactly did you download and install? The tiles (graphical) and console versions are separate executables, so probably you just need a different download.

Sunday, 12th June 2016, 22:45

Forum: Crazy Yiuf's Corner

Topic: 1 Thing you like and 1 thing you don't like

Replies: 18

Views: 5132

Re: 1 Thing you like and 1 thing you don't like

this is interesting, i'd like to see a list of pre-milestone versions so people can go back and try out an old mechanic if they want; here's a beginning but see if there's anything to add: A few more ( Source ): ⋅  3.31beta01 — last version to require only one rune ⋅  3.02 — las...

Sunday, 12th June 2016, 17:18

Forum: Game Design Discussion

Topic: Remove or improve demonic guardian

Replies: 17

Views: 5066

Re: Remove or improve demonic guardian

I just pushed a commit to prevent angering demonic guardians. They'll still take damage from some spells (similar to fedhas plants), but at least won't turn hostile when it happens.

Saturday, 11th June 2016, 13:53

Forum: Technical Support

Topic: Character eating whenever I hit auto explore

Replies: 2

Views: 1496

Re: Character eating whenever I hit auto explore

I was wondering why a gargoyle character kept getting engorged when I hit "o" is this a new feature of auto explore or some kind of bug? It is an option that used to be disabled by default but was enabled by default in 0.17. The auto_eat_chunks option will cause you to eat chunks during a...

Wednesday, 8th June 2016, 06:59

Forum: Technical Support

Topic: Strange problem with item selection

Replies: 2

Views: 1511

Re: Strange problem with item selection

Whenever the game display a list of items,and an item happens to be on the letter 'm', then pressing 'm' does *not* select that item, instead it selects the item displayed with letter 'o'. It looks like somehow you set a menu-mode keymap: your macro file has this: K4:m A:o You should be able to fix...

Tuesday, 7th June 2016, 13:55

Forum: Game Design Discussion

Topic: Make Shields take 0.5 aut to put on/remove

Replies: 35

Views: 10592

Re: Make Shields take 0.5 aut to put on/remove

4Hooves2Appendages wrote:Hmm. There's gotta be a way to do swap to the correct weapon with a single button. I guess I'll need to look at lua in a bit more detail. Thanks though!


Don't need lua, just make a macro: ~m<F1>w1 (or, if you don't use the keypad, even ~m1w1)

Tuesday, 7th June 2016, 11:54

Forum: Game Design Discussion

Topic: Make Shields take 0.5 aut to put on/remove

Replies: 35

Views: 10592

Re: Make Shields take 0.5 aut to put on/remove

I don't mind swapping between two weapons (like bow/sword) because the mechanic for that is pretty good. However there quite a few games where I carry four or more weapons with different brands, especially in the beginning. Swapping between this isn't great because of the interface. Now perhaps it'...

Sunday, 5th June 2016, 03:52

Forum: Game Design Discussion

Topic: Tranformations and rods

Replies: 1

Views: 1047

Re: Tranformations and rods

When PC wields staff of wizardry, casts Ice Form and then ends tranformation, the staff is still in the hand. When PC wields rod of clouds, casts Ice Form and then ends tranformation, the hand is empty. I suggest to make it consistent and have the rod in hand after transformation ends, it is annoyi...

Saturday, 4th June 2016, 18:41

Forum: Game Design Discussion

Topic: Supreme Bikeshedding: Kikubaoiqkdoid

Replies: 20

Views: 5224

Re: Supreme Bikeshedding: Kikubaoiqkdoid

King Ivan Keeps Using Bardiches And Acting Quite Uppity, Despite Glaives' Higher Accuracy "Highly educated" players lecture implementers, advise: "keeps lacking quality and new additions". Explore levels: your violent inquisition leaves out nothing! Vegetarians evidently hate un...

Saturday, 4th June 2016, 17:07

Forum: Game Design Discussion

Topic: Supreme Bikeshedding: Kikubaoiqkdoid

Replies: 20

Views: 5224

Re: Supreme Bikeshedding: Kikubaoiqkdoid

Tiktacy wrote:
neil wrote:
You gonna burn, burn, burn, burn, burn it to the wick
Ooh, Kikubaaquda


Is that song really where the name came from?


No, but the "gh" does help make the god not sound like a fish or a Heart song :)

Saturday, 4th June 2016, 12:54

Forum: Game Design Discussion

Topic: Supreme Bikeshedding: Kikubaoiqkdoid

Replies: 20

Views: 5224

Re: Supreme Bikeshedding: Kikubaoiqkdoid

You gonna burn, burn, burn, burn, burn it to the wick
Ooh, Kikubaaquda

Thursday, 2nd June 2016, 22:01

Forum: Game Design Discussion

Topic: Allow Ozo's Armour to be ended prematurely

Replies: 12

Views: 2892

Re: Allow Ozo's Armour to be ended prematurely

just hit yourself with fire spells, clearly I tried that, turns out you cant flame tongue yourself because its overly suicidal and i believe the same is true to any projectile spell. Fireball is ok though. Throw Flame is okay as well. No clue why Flame Tongue has the "not-self" flag, but ...

Wednesday, 1st June 2016, 20:18

Forum: Technical Support

Topic: Compiling Crawl on Fedora

Replies: 2

Views: 1526

Re: Compiling Crawl on Fedora

Hi all, I'm trying to compile Crawl on Fedora 23, it's failed with this error: g++ -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector-strong --param=ssp-buffer-size=4 -grecord-gcc-switches -specs=/usr/lib/rpm/redhat/redhat-hardened-cc1 -m64 -mtune=gene...

Tuesday, 31st May 2016, 03:35

Forum: Game Design Discussion

Topic: Give details for warlock's mirror in its description

Replies: 22

Views: 5488

Re: Give details for warlock's mirror in its description

Can we start with displaying max damage for monster spells? I think they don't suffer from random factors, also avoiding melee monsters is easier than monsters with spells. That's easy enough to implement for the usual case beam spells, but more difficult for things like freezing cloud, IOOD, etc. ...

Tuesday, 31st May 2016, 03:22

Forum: Game Design Discussion

Topic: Add option to see to hit

Replies: 23

Views: 5726

Re: Add option to see to hit

To be specific, I'm fairly sure that .18 shows the correct current chance to defeat monster MR, thus leaking info about MR-altering equipment the monster has. It does not. The desc_success_chance function takes a monster_info as its target, and monster_infos are by design constructed to contain onl...

Tuesday, 31st May 2016, 00:56

Forum: Game Design Discussion

Topic: Give details for warlock's mirror in its description

Replies: 22

Views: 5488

Re: Give details for warlock's mirror in its description

Well, they opposed showing damage numbers, and I can't imagine more useful numbers to know than the damage you may receive. In fact, that's one of not-so-many numbers that the game can provide without additional context. (Outgoing damage, for example, needs monster HP and some more numbers, so is a...

Monday, 30th May 2016, 21:30

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 14849

Re: My 2 cents on new gods

Other gods that try and dominate your game: Cheibriados, Qazlal, Nemelex and, to a lesser extent, Beogh. ? Nemelex leaves you completely alone and is not even noticeable unless and until you decide to use a deck, and you are given full control over how you use decks; this makes Nelemex by far the l...

Monday, 30th May 2016, 16:32

Forum: Game Design Discussion

Topic: Prevent certain clouds from rod of cloud...

Replies: 6

Views: 1745

Re: Prevent certain clouds from rod of cloud...

bcadren wrote:The thing is; we -do- do this for spells, but not evocables. TSO blocks, Shadow, Golden and Swamp dragons from being summoned by Dragon's Call...


We do the same for evocables: rod of shadows for example. The difference is summons vs non-summons.

Thursday, 26th May 2016, 23:17

Forum: Game Design Discussion

Topic: Make some gods unavailable

Replies: 33

Views: 6726

Re: Make some gods unavailable

4H2A: There shouldn't be any longterm advantages from either random altars or being Monk. I somewhat disagree WRT random altars. There are long-term disadvantages to taking them if there are any gods that would be bad for your character (and usually there are). A random chance between a short-term ...

Thursday, 26th May 2016, 22:28

Forum: Game Design Discussion

Topic: Make some gods unavailable

Replies: 33

Views: 6726

Re: Make some gods unavailable

Wahaha wrote:A little offtopic but why don't faded altars give a starting piety bonus again?


They do, except for Ru (where they instead give you an early opportunity to sacrifice) and pietyless gods like Gozag and Xom. However, it's only 20 piety; the Monk bonus by comparison is (generally) 35 piety.

Wednesday, 25th May 2016, 15:02

Forum: Crazy Yiuf's Corner

Topic: Quick question about monster resistances

Replies: 5

Views: 1576

Re: Quick question about monster resistances

It is a bug that the beam targetters leaks information about a monster that is supposed to be unknown: Mantis #10301

Tuesday, 24th May 2016, 20:00

Forum: Game Design Discussion

Topic: Allow armour to be searched with "armor"

Replies: 16

Views: 4698

Re: Allow armour to be searched with "armor"

dpeg wrote:neil: but you could do "dragon && armor"?


Yes, but that will also give you hides.

Tuesday, 24th May 2016, 19:49

Forum: Game Design Discussion

Topic: Allow armour to be searched with "armor"

Replies: 16

Views: 4698

Re: Allow armour to be searched with "armor"

Added in trunk. Note that Ctrl-F dragon armor still doesn't work, because we're only translating the slot annotation ("{body armor}" "{gloves armor}" etc.), and not the item's actual name.

Friday, 20th May 2016, 21:29

Forum: Game Design Discussion

Topic: Should treeform prevent passwall?

Replies: 7

Views: 1965

Re: Should treeform prevent passwall?

Sounds like a bug to me. Does someone want to report that on Mantis? Or, just as good, fix it and make a pull request? Edit: It has been pointed out that Power Leap, and probably Shadow Step, also need the same check. You'd probably want you.is_stationary() rather than explicitly checking for tree f...

Tuesday, 17th May 2016, 20:43

Forum: Game Design Discussion

Topic: Change the behavior of pressing D

Replies: 12

Views: 3577

Re: Change the behavior of pressing D

I'm going to piggyback a question on this proposal, as it sounds like it's been accepted anyway. Currently, if I start as a warper, I have tomahawks automatically set to autopickup. If I decide I don't want to pick up every tomahawk in the dungeon, I can turn off autopickup, BUT if I do that, I don...

Saturday, 14th May 2016, 05:21

Forum: Game Design Discussion

Topic: Distinguish <more> and <attention!>

Replies: 4

Views: 1479

Re: Distinguish <more> and <attention!>

WingedEspeon wrote:can I have this new interface and then automatically clear more messages so I don't have to mash space either?


show_more = false

Sunday, 8th May 2016, 05:24

Forum: Technical Support

Topic: 0.18 command Ctrl V/T

Replies: 2

Views: 1413

Re: 0.18 command Ctrl V/T

Hello, I play DCSS console 0.18: the commands Ctrl + V/T have disappeared? in 0.17 they were still present in the help menu, Ctrl-V : colour monster in view by HP Ctrl-T : show monster weapon is there a new alternative in 0.18? thanks :-) They've been folded into the | (toggle view layers) command:...

Friday, 29th April 2016, 16:59

Forum: Game Design Discussion

Topic: Remove slotloss mutations from the BeneMut pool

Replies: 37

Views: 8979

Re: Remove slotloss mutations from the BeneMut pool

Siegurt wrote:and hooves ignore AC, for whatever that is worth.


They used to, but that was removed in 0.17, along with headbutt mini-stun.

Tuesday, 26th April 2016, 14:21

Forum: Game Design Discussion

Topic: Remove stealth skill from Mage backgrounds

Replies: 53

Views: 13371

Re: Remove stealth skill from Mage backgrounds

Some numbers: total starting skill points for a human of every background. This doesn't generally change with aptitudes (so "human" isn't all that relevant), but might change for species like felids who have substitutions because of unlearnable skills. Warriors: Fi: 1054 Gl: 904 Mo: 1230 (...

Monday, 11th April 2016, 18:09

Forum: Crazy Yiuf's Corner

Topic: Is there a way to find Fannar's old lore?

Replies: 6

Views: 1944

Re: Is there a way to find Fannar's old lore?

Also, were any other major changes to monster lore made? Not necessarily by removing/adding piles of text, but changes that were "plot"-relevant in general. Wiglaf for a while had a description that referenced the removal of mountain dwarves. Between "stupid-looking hat" and &qu...

Monday, 11th April 2016, 17:07

Forum: Game Design Discussion

Topic: Wands of acid are too powerful in monster hands

Replies: 6

Views: 2175

Re: Wands of acid are too powerful in monster hands

oh I guess it actually probably does deal more damage, since monster-vs-player acid is super dumb and does lots of bonus damage if you have empty armour slots (including if you are unable to wear armour in those slots) I had forgotten about this. It doesn't count armour slots anymore, but it does d...

Sunday, 10th April 2016, 23:42

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9565

Re: Susceptible to X

IMO a roguelike that doesn't make you use a dictionary at least once in your playing career isn't a good roguelike.

Sunday, 10th April 2016, 23:31

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7244

Re: Stairdancing nerf proposal

Anything that involves keeping two levels in memory at once is right out: it would require such a fundamental restructuring of the game engine that I don't think it's feasible. Someone is welcome to prove me wrong, of course. However, it would be possible (still a lot of work, but not unreasonably s...
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