Search found 431 matches

Friday, 9th November 2012, 03:40

Forum: Game Design Discussion

Topic: U!ktaska, God of Surprise

Replies: 12

Views: 3789

Re: U!ktaska, God of Surprise

He should have a passive ability that confuses monsters for a few turns after they wake up, as they flail around trying to figure out what the hell is going on.

Thursday, 8th November 2012, 16:22

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137120

Re: Tiles that could use improvement

The tiles are called "guardian-eye"; I vaguely remember them being in Tukima's but frankly don't remember: https://gitorious.org/crawl/crawl/blobs/raw/8b60bdd72997dc04cbe34241655ef38d3f582bd6/crawl-ref/source/rltiles/mon/statues/guardian-eyeopen-flame1.png Perhaps they also fail to exist?

Wednesday, 7th November 2012, 18:10

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137120

Re: Tiles that could use improvement

The jelly should probably stay red so as not to confuse people, but that looks great for a shape. You're right that the bottom's kinda sharply cut off, though. I don't mean that Wiglaf or the UH should be redesigned, just redrawn - the current UH is a blinding shade of hot pink, and consists of a pe...

Wednesday, 7th November 2012, 11:02

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137120

Tiles that could use improvement

I've seen a number of people wondering which tiles to work on, so I ran through the monster tiles and picked out the ones I think could most use attention. This isn't exhaustive, obviously -- if it's not on this list, it's just because I think the existing tile is fine, not because a new one wouldn'...

Thursday, 1st November 2012, 17:28

Forum: Game Design Discussion

Topic: Roshuum, Lawful Stealthy God

Replies: 17

Views: 4732

Re: Roshuum, Lawful Stealthy God

In my opinion the best existing gods are ones that have strong theme, rather than trying to be "the god you take for combo/build X" (where in this case X would be "SpEn"). I would drop the directly-hex-related aspects and make this guy the god of silence; as it is you've built Th...

Tuesday, 30th October 2012, 06:08

Forum: Dungeon Crawling Advice

Topic: Ammo management in .11

Replies: 5

Views: 1634

Re: Ammo management in .11

The HEHu I played a while ago was slightly low - as in, down to 60 arrows or so - after Lair, but had something like 2,500 arrows lying around in piles by the end of 15 runes of arrow spamming. Bolts are probably more of a pain, but as soon as you get deep enough to see centaur/yaktaur packs ammo is...

Monday, 1st October 2012, 21:41

Forum: Crazy Yiuf's Corner

Topic: Why aren't there more crabs?

Replies: 41

Views: 9922

Re: Why aren't there more crabs?

Chaos crabs. Hope you like seething chaos.

Thursday, 27th September 2012, 22:49

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20938

Re: Revisions to boring or redundant monsters

Hands up if you've ever considered teleporting away from a giant mite. Anyone? Most of the monsters listed are boring not (only) because they lack special abilities, but (also) because they are wimpy . Orc warriors are interesting, despite being utterly vanilla - they're dangerously powerful for whe...

Saturday, 15th September 2012, 03:52

Forum: Crazy Yiuf's Corner

Topic: What gender are the devs?

Replies: 21

Views: 4407

Re: What gender are the devs?

The details of my relationship with Mennas are not public record and we'd like to keep it that way, thank you

This press conference is over

Sunday, 9th September 2012, 06:51

Forum: Dungeon Crawling Advice

Topic: torment spells used by monsters

Replies: 5

Views: 1424

Re: torment spells used by monsters

Torment hits everything in line of sight of the caster; there's no range restriction.

Sunday, 2nd September 2012, 21:29

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21354

Re: Curses

I am not actually suggesting this, since it might be super dumb, but it's food for thought. In the Golden Sun series curses act similar to Crawl's, but are permanent: "removing the curse" lets you take the item off, but it remains cursed and will stick to you again if you reequip it. Furth...

Friday, 31st August 2012, 07:32

Forum: Dungeon Crawling Advice

Topic: Rate your species!

Replies: 38

Views: 10157

Re: Rate your species!

UC skill has absolutely no effect on auxiliary attacks from horns, hooves, talons, etc.; they're based solely on your stats.

Friday, 31st August 2012, 07:28

Forum: Dungeon Crawling Advice

Topic: Artificers

Replies: 8

Views: 2375

Re: Artificers

In trunk, the disc of storms is now usable with rElec, which makes it much, much better. Aside from that, basically every rod that doesn't start with S- and end with -triking is pretty awesome. TSO halo + rod of Inacc + Evo skill = lasering bone dragons in half like it's going out of style.

Wednesday, 22nd August 2012, 08:19

Forum: Dungeon Crawling Advice

Topic: Unaware Monsters Appear Reversed-- How to prevent this?

Replies: 5

Views: 2532

Re: Unaware Monsters Appear Reversed-- How to prevent this?

stab_brand (for sleeping monsters) and may_stab_brand (for awake-but-unaware ones) are the options you want to change in your .rc file or init.txt if you want to change those colors.

You should see a letter though. A yellow monster with the unaware brand should show up as black-on-yellow.

Tuesday, 21st August 2012, 22:51

Forum: Game Design Discussion

Topic: Fixing bad fixedarts

Replies: 40

Views: 8801

Re: Fixing bad fixedarts

I suggest the Knife of Accuracy be flipped to being the Knife of Inaccuracy: something like a -27,+15 dagger {Stealth++, Curse} or something. Then it would be useful as a stabbing weapon (since the accuracy is irrelevant), but (even more) terrible for normal combat. And the recursing makes it so you...

Friday, 17th August 2012, 14:26

Forum: Dungeon Crawling Advice

Topic: These accursed ghosts...

Replies: 21

Views: 4282

Re: These accursed ghosts...

Also remember that ghosts can't use stairs at all, which means (assuming you have a bit of food to burn) that you can take as many tries as you want to kill them: just stand on the stairs and go up if you start getting injured. A conjurer ghost who rips you apart with lightning bolts one time will o...

Wednesday, 8th August 2012, 14:41

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37746

Re: Looking for feedback...

I made teleport and blink abstract because, as far as I can tell, there's no way you're going to make tiny stick figures show teleportation in a legible way. Yours does a better job than some of the old ones, but at some point it's not worth trying to cram a full explanation in when a symbol will do...

Monday, 6th August 2012, 10:00

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84556

Re: Feedback on Trunk deployment (.11)

The color for poison has been inconsistent pretty much forever. Many poison spell icons are magenta, as is the condition icon, but OTR is expressly green, as are all poison projectiles and clouds. I'd rather just change the condition icon to green if we want a consistent poison color.

Sunday, 5th August 2012, 22:10

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84556

Re: Feedback on Trunk deployment (.11)

I suppose I agree with you on !brilliance etc - I started with weapons and armour, so I'd already made the "INT" icons and just used them.

As such, I remade them, and ?rech as well:

Image

Sunday, 5th August 2012, 10:58

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84556

Re: Feedback on Trunk deployment (.11)

The new icons I made for everything but weapons and armour are, in fact, larger than many of the old ones, and in some cases 1 pixel smaller. The weapon / armour brand icons are indeed smaller -- as was specifically requested in the implementable. I believe there was a plan to show plusses / invento...

Sunday, 15th July 2012, 08:37

Forum: Dungeon Crawling Advice

Topic: Custom terminal colors...

Replies: 2

Views: 1262

Re: Custom terminal colors...

Here's mine. I use orange for lightred and brown for (dark)yellow, which you might not like. https://dl.dropbox.com/u/1000017/palette.png 0 0 0 35 35 35 180 10 10 250 100 20 30 140 20 100 240 50 150 60 20 250 230 40 10 30 180 80 170 255 120 0 170 230 50 250 20 140 100 30 230 160 155 155 155 255 255 ...

Wednesday, 4th July 2012, 17:05

Forum: Contributions

Topic: Ants tiles camouflage on dungeon floor

Replies: 25

Views: 8372

Re: Ants tiles camouflage on dungeon floor

You've got a point. I'll try and make a brighter version. On that topic, are there any other existing tiles that are notably difficult to see / parse?

Tuesday, 3rd July 2012, 04:48

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8097

Re: New Vaults Layout

A thought I had about the "tons of subvaults" idea for the vaults: have nested subvaults. This gives you more room variety and also kinda mirrors V:8. For example, we define as the standard that Vaults rooms are all rectangles with sides of length 3, 7, 15, or 31. A bunch of 3x7, 15x15, 7x...

Sunday, 24th June 2012, 21:15

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 7132

Re: Equipment command keys make no sense

I don't really mind that WPRT are separate (even if it is ridiculous and archaic), but what really annoys me is hitting the wrong one and having the game inform me that "you can't wear that!" or whatever, when I patently can. So I would really like it if it listed stuff as now, but if you ...

Wednesday, 13th June 2012, 04:52

Forum: Contributions

Topic: Tile contributions...

Replies: 177

Views: 73283

Re: Tile contributions...

Those are already much better, much more defined. Keep up the good work!

Tuesday, 12th June 2012, 19:42

Forum: Contributions

Topic: Tile contributions...

Replies: 177

Views: 73283

Re: Tile contributions...

These are all great looking. The shapes are nicely distinctive, and your demon weapons look much better than the current ones. I hope you don't mind, but I sort of redrew one of your axes. Somebody on Mantis pointed out that your tiles clash a bit with the current style, but my concern is just that,...

Tuesday, 15th May 2012, 01:14

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 15490

Re: Trouble understanding vaults? Read this!

I did a bit of testing to check some of these but I might still be wrong: 1. Say my map is: MAP xxxx.ccc.mm ENDMAP SHUFFLE: xc/mx If the shuffling happens (of course %50 of the time it does nothing) I get mmmm.xxx.xx - x > m, c > x, m > x. My impression is that we run through the declaration in orde...

Wednesday, 2nd May 2012, 20:08

Forum: Game Design Discussion

Topic: Monster tracking and stealth

Replies: 9

Views: 2000

Re: Monster tracking and stealth

The check in question is only for if they get to where you were and can't see you, to see if they pick up your trail. If this check is being made, by definition you are nowhere nearby, so most of the normal factors shouldn't have anything to do with it (but maybe some of them should, I guess); they'...

Tuesday, 1st May 2012, 07:03

Forum: Game Design Discussion

Topic: Scorpion Teleport (new spell)

Replies: 54

Views: 17267

Re: Scorpion Teleport (new spell)

Flavor-wise, maybe make up some mumbo-jumbo about turning into, or stepping through, smoke or sparks or something. You appear with a burst of embers! Fulsome Dist is Nec/Tmut and has only the flimsiest connections to either so it's not like the criteria are really strenuous. Making it Tloc/Fire help...

Wednesday, 18th April 2012, 21:57

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - First 15 DSCj - What class was I again?

Replies: 2

Views: 1020

YAVP - First 15 DSCj - What class was I again?

Only my third win and my first with 15 runes. I started out as a conjurer, did Lair and Orc primarily with Animate Dead and a venom sabre, switched to Agony and pain brand for the midgame, went back to ice conjurations for Vaults and Zot, beat Tomb with essentially nothing but DU and a lot of franti...

Tuesday, 13th September 2011, 17:37

Forum: Game Design Discussion

Topic: God of doors

Replies: 33

Views: 8762

Re: God of doors

Image

Made it with the two-in-one version in mind, but it'd just need retouching to work for a lone god.
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