Search found 762 matches

Tuesday, 20th May 2014, 17:36

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

I'm still not sure plutonians need a special interaction with mutations, particularly given all their other special interactions - right now the focus should be on removing bloat, not making them more complication. If glow hunger works best with spells that you could just give plutonians higher spel...

Tuesday, 20th May 2014, 05:00

Forum: Dungeon Crawling Advice

Topic: How do you deal with Thorn Hunters?

Replies: 10

Views: 3402

How do you deal with Thorn Hunters?

I've been having trouble with Thorn Hunters on characters of mine which make it to the Swamp. (specifically SpEns) Their long range attack cuts off large chunks of my HP, and the fact they're MR Immune means I can't use Hexes. Briar Patches normally don't disrupt my escape routes but occasionally pr...

Monday, 19th May 2014, 00:28

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

-Change their starting contamination to 7500 so they aren't so close to meltdown. -Change meltdown to always rot the same amount of hp, probably 3 or 4. I'll do those. The other proposals I implemented where the necro apt change and the Overload contam change. Hmm, I think power curves are worth di...

Sunday, 18th May 2014, 23:33

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

-Change base stats to 9 in each category, but reduce xp to -1. (I have a long justification for this if anyone wants to hear it.) I would like to hear this long justification. All other changes sound fine. I'll make the ones I suggested. EDIT: Actually, I'll make the 1000 contam for overload change...

Sunday, 18th May 2014, 22:06

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

A couple immediate changes I would like to make, I thought about them before and talking with somebody playing the experimental made me more sure about them: * Remove all levels of no device heal, it doesn't really work on this species. * Make the plutonian safe level 2 for contam (File200 said I co...

Sunday, 18th May 2014, 06:52

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

An Experimental Plutonians branch has been set up on cbro. You can now play Plutonians on that server! (Webtiles: http://crawl.berotato.org/)

Sunday, 18th May 2014, 06:46

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20421

Re: Weightless experimental branch playable on CSZO

tedric wrote:Do you want bug reports here too? Not sure if it's appropriate to use Mantis for experimental branches or what, they don't show up in the bug report page drop-downs.
Mantis should be fine for bugs in experimental branches.

Sunday, 18th May 2014, 02:23

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20421

Re: Weightless experimental branch playable on CSZO

Arrhythmia wrote:Branch distinctly owns.
It's certainly pulling its weight.

Sunday, 18th May 2014, 01:41

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

The idea was to limit access to necromutation, which would change the dynamic of the species. I don't really follow your logic here, how do you think banning Necromutation would effect the species? Either way, this isn't really the kind of balancing which should be done at this point. Just letting ...

Saturday, 17th May 2014, 06:06

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29736

Re: Equipment god

I really hope someone takes this back up. (I know, easy for me to say as a non-coder.) I like the current smith god on the CSZO branch a lot and think it could become a great god option with a bit more work. The big thing would be updating and merging. I tried updating smith god once: Auto-merging ...

Saturday, 17th May 2014, 03:55

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

I have updated File200's work to Trunk and pushed it to a branch, plutonians. Like with new_nemelex, you can compile locally with the command:
  Code:
git checkout -b plutonians origin/plutonians
from master and compile. Play testing feedback is welcome!

Thursday, 15th May 2014, 23:27

Forum: Game Design Discussion

Topic: Remove Ooze

Replies: 31

Views: 8485

Re: Remove Ooze

duvessa wrote:Oozes are much better monsters than worms.
I'm guessing the reason you think this is oozes are speed 8 and worms are speed 6. Is that correct?

Thursday, 15th May 2014, 21:31

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118264

Re: Species Proposal: Plutonians

File200: It's kinda hard to tell what to do when we're hearing about this second hand. If you put a patch up on mantis I can push it to a branch and at least people will be able to pull and compile locally, and might even be able to get an experimental branch set up on the servers. This would also a...

Thursday, 15th May 2014, 16:29

Forum: Game Design Discussion

Topic: New buff: Damage buffer

Replies: 11

Views: 3287

Re: New buff: Damage buffer

Yes this is also way too similar to poison, I was considering adding "and I'm considering removing lethality from poison so it will always leave you at 1 hp." to my previous post.

Poison only works OK now because it's not used every fight.

Thursday, 15th May 2014, 16:17

Forum: Game Design Discussion

Topic: New buff: Damage buffer

Replies: 11

Views: 3287

Re: New buff: Damage buffer

This might save you, but it might also just delay your inevitable doom if you are missing the means to heal before you take on full damage. I don't like this idea because of what happens at the end: You either use some healing effect (which isn't a decision) or you just die (which is an even worse ...

Wednesday, 14th May 2014, 01:26

Forum: Game Design Discussion

Topic: Discussion of Holy Enemies

Replies: 28

Views: 8623

Re: Discussion of Holy Enemies

There, Shedu are dead.

I'm surprised by how many people say they dislike Ophanim, they weren't really on my radar as a possibly problematic holy.

Tuesday, 13th May 2014, 18:15

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3136434

Re: Best/Worst Artifacts

I was casting regeneration an aura of abjuration mostly, although I had been trying to get a few more spells online before I made the terrible decision to get out and win with only 4 runes :) Also used it to dispel undead a couple of ancient liches near the end. They go poof. Nice to know it's poss...

Tuesday, 13th May 2014, 18:05

Forum: Game Design Discussion

Topic: Discussion of Holy Enemies

Replies: 28

Views: 8623

Re: A completely serious response to 0.15: "SERIOUSLY?!"

Phoenixes have already been removed from the game.

Any thoughts on Apis?

Tuesday, 13th May 2014, 17:52

Forum: Game Design Discussion

Topic: Discussion of Holy Enemies

Replies: 28

Views: 8623

Discussion of Holy Enemies

{Mod Edit: Split off discussion from CYC thread and moved to GDD, upon request. — a_i} (I know shedu, probably the worst offender, are being removed, but they weren't the only awful monster there). I would like to hear your feedback on which other monsters are not working, since currently developmen...

Tuesday, 13th May 2014, 04:33

Forum: YASD! YAVP! and characters in progress too

Topic: CiP SpEn of Gozag, Thorn hunter problems

Replies: 1

Views: 914

CiP SpEn of Gozag, Thorn hunter problems

Dungeon Crawl Stone Soup version 0.15-a0-762-g020cafc (webtiles) character file. reaver the Spry (Spriggan Enchanter) Turns: 71453, Time: 05:54:28 HP 36/82 AC 16 Str 7 XL: 16 Next: 95% MP 26/37 EV 19 Int 18 God: Gozag Gold 11145 SH 15 Dex 16 Spells: 7 memorised, 14 levels left rFire . . . SeeInvis ...

Monday, 12th May 2014, 15:10

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26053

Re: Nemelex changes/removal

I tried the Nemelex sprint branch on CSZO, and got to the end of its Orc lane with no piety from Nemelex but got a deck of war from killing bears (so I don't think they dropped it). Is the piety multiplier missing ? Sorry, Exploration Piety has never worked in Sprint IIRC. (i.e. it's a problem with...

Monday, 12th May 2014, 03:29

Forum: Crazy Yiuf's Corner

Topic: Seeded runs?

Replies: 11

Views: 3931

Re: Seeded runs?

Command line options: -seed <num> init the rng to a given sequence (a hex number > 0) The functionality has existed for a while (for debugging purposes mainly, and I don't think it actually worked properly until pretty recently). It's been used a bit for testing bots, but not for much other than th...

Sunday, 11th May 2014, 21:36

Forum: Game Design Discussion

Topic: Praying over corpses

Replies: 7

Views: 2104

Re: Praying over corpses

I don't claim that I know that it is, but that's all that occurs to me attempting to stretch for a reason that it might not have been implemented. More likely though it's because "no-one felt like it" It also doesn't work well with either weapon (Ely) or item (Nem) saracifices. If somebod...

Sunday, 11th May 2014, 12:53

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26053

Re: Nemelex changes/removal

By combining all nem cards into a single deck, do you mean shuffling all decks of the same type together like other people have mentioned, or making it so there is only a single type of deck that Nemelex gives that has all types of cards? Nemelex now gifts exclusively decks of war, which contain mo...

Sunday, 11th May 2014, 01:33

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26053

Re: Nemelex changes/removal

Rather than further editing my post: 78291 has made further changes. Mainly, new cards, combining all Nem cards into a single deck, and changing peek at two to be incompatible with other Nemelex changes. None of these changes are final, but most of them look great. Also CBRO has the experimental new...

Saturday, 10th May 2014, 23:18

Forum: Game Design Discussion

Topic: Formicid Tweak: Allow Berserk ( minus hasting)

Replies: 55

Views: 12572

Re: Formicid Tweak: Allow Berserk ( minus hasting)

and into wrote:In short, explicitly adding berserk after haste in the description would be an improvement.

Done. Thank you.

I didn't add Finesse because Berserk isn't just a god ability. It's on potions, amulets, artifacts, bears, etc.

Saturday, 10th May 2014, 14:57

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26053

Re: please, don't remove nemelex

The Exploration piety thing has been implemented by N78291 and pushed to a branch. If there's a few more changes (N78291 may or may not be working on more) we might be able to get an experimental new_nemelex branch set up. You can also download the branch locally and compile yourself, if you want. A...

Friday, 9th May 2014, 18:29

Forum: Crazy Yiuf's Corner

Topic: fgsfds

Replies: 30

Views: 7883

Re: fgsfds

Sar wrote:unfr: "of the Doge", please?

yes I know about Venetian doges

Done

Friday, 9th May 2014, 17:31

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26053

Re: please, don't remove nemelex

crate's post is very good, and some time in the next week or so Nemelex will probably be switched to Ash-like Exploration piety, removing piety both from item sacrifices and decks. (MarvinPA suggested Exploration fit better than Kills.) Removing Nemelex may not happen, but at this point it's definit...

Friday, 9th May 2014, 17:10

Forum: Game Design Discussion

Topic: Buggy Temple Layout [FIXED in Trunk]

Replies: 3

Views: 1111

Re: This Temple Layout is stupid, remove it

This has been fixed in Trunk, by the way.

Thursday, 8th May 2014, 05:00

Forum: Game Design Discussion

Topic: Proposed Unique: Aten

Replies: 16

Views: 4095

Re: Proposed Unique: Aten

I'm pretty sure most people do the Tomb after Zot, at least 1-4, so this doesn't really follow the "early game monster" thing. That said, Sar brings up a good point that this would take people by surprise. I would wait until the current Tomb changes have been resolved/considered before exp...

Tuesday, 6th May 2014, 16:10

Forum: Game Design Discussion

Topic: Destroying Wands

Replies: 14

Views: 3967

Re: Destroying Wands

My idea on monsters and floor loot: When the level is generated, before the player gets a single turn on the level, any items within 20 tiles or so of a monster can be moved into it's inventory. Then, make it impossible for monsters to pick things up after the player has entered the level. This lets...

Tuesday, 6th May 2014, 15:45

Forum: Game Design Discussion

Topic: Bad Mutation Proposals

Replies: 24

Views: 6214

Re: Bad Mutation Proposals

I like Remorse, giving all enemies death curses is neat i hope this is a joke, because the existing enemies that have death curses are problematic precisely because they have death curses (independent of the actual effects the death curses cause) I'll just admit that in retrospect that comment was ...

Monday, 5th May 2014, 04:27

Forum: Game Design Discussion

Topic: Bad Mutation Proposals

Replies: 24

Views: 6214

Re: Bad Mutation Proposals

It is true that there is a lack of bad mutations. Sometime in the next couple weeks I'm going to make Vinestalker's no device heal mutation a normal bad mutation with 2 levels.


Mana leak looks interesting if done right but it has the "less energetic" problem it only applies to mages.

Saturday, 3rd May 2014, 18:11

Forum: YASD! YAVP! and characters in progress too

Topic: Complete list of species/background abbreviations

Replies: 26

Views: 65883

Re: Complete list of species/class abbreviations

Edited/updated the OP. Left in some of the (fairly) recently removed species and backgrounds, with a note, though if people think I should take those out, let me know. Added VS and Fo, and changed Grotesk --> Gargoyle. I would add a "removed species and backgrounds" section. Also I would ...

Saturday, 3rd May 2014, 18:01

Forum: Game Design Discussion

Topic: Race Proposal: Gold Dwarves

Replies: 19

Views: 5093

Re: Race Proposal: Gold Dwarves

Rather trying to untangle the various modifications and decide exactly what is being proposed at this point, I'll just give my one major problem: Plenty of people in this thread have said "Ability X should not be added to the game because it makes the player do Y which isn't fun" I have no...

Saturday, 3rd May 2014, 17:42

Forum: Crazy Yiuf's Corner

Topic: Reaver is a DM now?

Replies: 10

Views: 2377

Re: Reaver is a DM now?

It was just a couple of days ago, so I guess you didn't miss anything :) What? There was a huge party to celebrate reaver's ascension the other night. Lots of great food, cake, some craft brews and whiskey. Smash Mouth played a double set. I thought you were there? No one invited me :cry: Don't wor...

Saturday, 3rd May 2014, 04:21

Forum: Technical Support

Topic: Trying to compile on Win7, msysgit

Replies: 3

Views: 1321

Re: Trying to compile on Win7, msysgit

Stupid question, have you tried deleting ability.o and (I think the other file is called ability.r?) and trying again? Not a stupid question at all. Trying it now.. build seems to be going smoothly! Although, the pull did also update a bunch of other files, so I guess its possible someone had a typ...

Saturday, 3rd May 2014, 03:51

Forum: Crazy Yiuf's Corner

Topic: Reaver is a DM now?

Replies: 10

Views: 2377

Re: Reaver is a DM now?

Klown wrote:What skills does reaver bring to the table?

programmer? Art?

Programming minor refactorings, a couple bug fixes.
(Note the last few of those are from after I was made a dev, because it just streamlines the process so much.)

Thursday, 1st May 2014, 21:59

Forum: Crazy Yiuf's Corner

Topic: Why Elf? (Serious question)

Replies: 62

Views: 16351

Re: Why Elf? (Serious question)

There was an excellent discussion on this around 6 months back Major points from crate, an excellent player, (with some edits to make it more readable without context): There are some times where doing elf is ok, but you should always be looking for something specific that you are likely to find in...

Thursday, 1st May 2014, 04:00

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100110

Re: Formicids (Was: Dwants)

MrPlanck wrote:In fact, after you get past the early game they seem quite formidable.
and if Sif Muna hated magic she would be Trog.

treerex5 wrote:They made it.
Several old posts in this thread were made after Formicids went in.

Thursday, 1st May 2014, 00:54

Forum: Game Design Discussion

Topic: Another take on werewolf

Replies: 6

Views: 1735

Re: Another take on werewolf

I still haven't seen anybody address this post of mine from the thread Bcadren just Necro'd**: After some thought, I believe that the whole "involuntary switch between two forms" things fails as a concept, and this is why: If the player prefers their current form to their future form, then...

Monday, 28th April 2014, 23:56

Forum: Crazy Yiuf's Corner

Topic: Nerfs

Replies: 14

Views: 3221

Re: Nerfs

TeshiAlair wrote:"Let's nerf Formicids again"
I'm confused. What are you perceiving as a Formicid nerf?

Monday, 28th April 2014, 01:15

Forum: Dungeon Crawling Advice

Topic: Feedback Sought

Replies: 71

Views: 18862

Re: Feedback Sought

I habitually carry quite a bit of food, mostly out of paranoia. But specifically I am about to enter a Labyrinth, and figure I will be burning through a chunk of that trying to get out. I'm pretty sure you can enter a Labyrinth with 3 rations and never ever have to even think about food. Just pick ...

Sunday, 27th April 2014, 20:35

Forum: Game Design Discussion

Topic: God Proposal: Retvia the Versatile

Replies: 5

Views: 2782

Re: God Proposal: Retvia the Versatile

Getting Haste/Invis from an enemy can happen, but the Piety and Contam costs should discourage scumming an enemy for it. I don't think so: Get an orc wizard with Haste. Lure it to the opposite side of a staircase with scary enemies on the other side. Counter Cast until you get a buff. Kill scary en...

Saturday, 26th April 2014, 08:12

Forum: Game Design Discussion

Topic: Unique: Captain Talisa

Replies: 10

Views: 2851

Re: Unique: Captain Talisa

Seems easier to just generate some harpy skeletons instead. Well then it wouldn't have the interesting "Kill the unique -> Harpies swarm you a bit less" dynamic. I don't think this is a good enough idea on it's own to support a unique, but maybe if it was combined with something else it w...

Thursday, 24th April 2014, 00:16

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9003

Re: Evocable brands

The +7 Double Sword {flaming/freezing, AC+5}, base type bastard sword. Recycle the old double sword tile for its appearance. Hit v while wielding to alternate between freezing brand or flaming brand. Always gives AC+5, as if it had an innate protection brand as well. It would be awful to have to pr...

Wednesday, 23rd April 2014, 01:20

Forum: Game Design Discussion

Topic: Idea: Arcane Library Branch

Replies: 20

Views: 5322

Re: Idea: Arcane Library Branch

Since some people seem to be taking this proposal seriously: Librarian as a statue would be awful except in vaults. However, Librarians are awful anyway since Silent Specteres already exist and giving them melee would not be much better. Worse yet, Silent Spectere spawn in the Crypt! Scroll Golem wo...

Wednesday, 23rd April 2014, 00:57

Forum: YASD! YAVP! and characters in progress too

Topic: Cip ->YASD, DeCj

Replies: 6

Views: 1667

Re: Cip DeCj potions of benemut

Berserkitis is not good for Cj, so I suppose !cureMut first, then benemut. If you had been a plain fighter, I concider it's better to keep berserkitis. No that's absolutely incorrect, berserkitis is "cure now or die" on a fighter but arguably possible to manage on caster. This management ...

Wednesday, 23rd April 2014, 00:55

Forum: Crazy Yiuf's Corner

Topic: EPIC VAULT IS EPIC

Replies: 18

Views: 3745

Re: EPIC VAULT IS EPIC

The flavor's awesome. Maybe we could have previews for Slime, or Vaults, too. The point of that vault is that it tells you which Lair branches you are going to get. In this case treerex5 is ensured to have the Swamp and the Spider's Nest as his Lair branches if he survives to see them. (This is pos...
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