Search found 431 matches

Saturday, 4th June 2016, 18:04

Forum: Game Design Discussion

Topic: Supreme Bikeshedding: Kikubaoiqkdoid

Replies: 20

Views: 5267

Re: Supreme Bikeshedding: Kikubaoiqkdoid

Kiku's full name(kikubaaqudgha) is extremely hard to spell, and I know that having a bizarre name is part of his flavor, but the g and h at the end really should be removed imo simply because it makes it easier to remember. Also, just so that way there is a little more to talk about, what are some ...

Thursday, 2nd June 2016, 18:36

Forum: Game Design Discussion

Topic: Remove evokable invisibility (was remove "End invisibility")

Replies: 30

Views: 8256

Re: Remove "End invisibility" ability

That sounds like an argument for removing evocable invisibility instead

Wednesday, 1st June 2016, 20:14

Forum: Dungeon Crawling Advice

Topic: Damage and AC

Replies: 22

Views: 5121

Re: Damage and AC

Ah, I didn't know that it was based on monster damage. That means GDR is still pretty valuable even as a lowish AC character. a lot of "non regular" attacks simply bypass it entirely Note that "a lot of non-regular attacks" here means "literally every single source of damag...

Monday, 23rd May 2016, 18:50

Forum: Crazy Yiuf's Corner

Topic: nicer lab mazes

Replies: 13

Views: 3020

Re: nicer lab mazes

Can't see the goblin from here; I don't even know if that square is wall or floor. Awful. I don't understand the concern about not seeing goblins in the labyrinth. ...really? I used the g to mark a spot on the map, that's all. Maybe I should be more explicit? xx x.x x.x xx.x x@x x.xx x.x x.x xx Whe...

Monday, 23rd May 2016, 18:42

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19601

Re: Rework/Remove Labyrinths (or at least remove map rot)

Rast wrote:So much talking about the issue, nothing being done...

The thread has only existed for 3 days, be patient

Monday, 23rd May 2016, 03:42

Forum: Crazy Yiuf's Corner

Topic: nicer lab mazes

Replies: 13

Views: 3020

Re: nicer lab mazes

You've got a typo in the title; you put "nicer" when you meant "more annoying." The letters are right next to each other. I do labyrinths every time and I absolutely guarantee that I would never do another one, ever, with a single one of these changes, with the exceptions of a) r...

Saturday, 21st May 2016, 21:13

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19601

Re: Rework/Remove Labyrinths (or at least remove map rot)

(doesn't make sense to call it a Labyrinth if it's linear) Actually, that's the technical definition of "labyrinth": a maze with only one path and no branching or loops, also called a unicursal maze. Here's a famous example, the Chartres Labyrinth: http://webmedia.jcu.edu/campusministry/f...

Saturday, 21st May 2016, 05:37

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19601

Re: Rework/Remove Labyrinths (or at least remove map rot)

Labyrinth should just be a long, twisty corridor made of stone, probably with width 2 or 3 and no branching or dead ends. Full of monsters just like any other floor. The twist is that, just like now, the loot and the only exit are at the end, under the minotaur. No retreat, no escape, win or die. e:...

Saturday, 21st May 2016, 05:27

Forum: Dungeon Crawling Advice

Topic: Setting Options While Playing

Replies: 2

Views: 1071

Re: Setting Options While Playing

Well, you can't set that string you're describing in-game; you have to edit your rcfile for that. However, you can press \ to open the autopickup menu which lets you change things on the fly.

Wednesday, 18th May 2016, 20:19

Forum: Dungeon Crawling Advice

Topic: Monster cloud interactions

Replies: 6

Views: 1815

Re: Monster cloud interactions

Monsters of low enough intelligence always step in, and I believe monsters with negative resistance to the cloud's type never do (e.g. ice beast and fire cloud), but barring that they roll some dice each turn to see if they have "enough" HP compared to the cloud's damage. Yak HP is right i...

Saturday, 14th May 2016, 22:41

Forum: Dungeon Crawling Advice

Topic: Wiz Mode commands

Replies: 1

Views: 993

Re: Wiz Mode commands

&?

Thursday, 12th May 2016, 19:36

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44427

Re: Remove either orb run or digging

That's not true at all. You just dig your killhole in such a way that you can walk out the other end. If /dig only dug one tile per use then maybe that would cost too much, but as it is making a "killtunnel" is usually no more expensive than a dead end.

Thursday, 12th May 2016, 19:00

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44427

Re: Remove either orb run or digging

Can anyone name a use of digging that isn't degenerate? This thread is full of people saying they find digging "fun," but people find all sorts of awful things "fun." What do you actually use digging for? Here's what I can think of: - killholes. This is an awful tactic and should...

Thursday, 12th May 2016, 07:15

Forum: Coding

Topic: How hard would it be to get rid of undead racial restriction

Replies: 2

Views: 2908

Re: How hard would it be to get rid of undead racial restric

it's super easy, you just find the line where it says int fun = 0 and change it to int fun = 255

(explain what you want changed, then maybe we can give you a real answer)

Thursday, 5th May 2016, 03:25

Forum: Dungeon Crawling Advice

Topic: New Crawler With One Extremely Important Question

Replies: 3

Views: 1443

Re: New Crawler With One Extremely Important Question

I think you want
  Code:
restart_after_save = true
in your rc/init file.

Thursday, 14th April 2016, 09:22

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 9751

Re: Are Caustic Shrikes (And Corr in general) too strong?

Tiles should try to convey as much useful information as possible, but that's not as easy as it sounds. Every piece of information you cram in makes it more cluttered and less readable, so you have to come to some sort of balance between "a metal bird" and "a big red DANGER sign that ...

Thursday, 14th April 2016, 01:53

Forum: Game Design Discussion

Topic: Orbs of Fire Malmutes

Replies: 16

Views: 4127

Re: Orbs of Fire Malmutes

This type of proposal highlights the problem i have with this game. Its all about grinding, even at the end of the game you want to make your character become stronger and any enemy that may handcap you becomes problematic because of that. Sorry for being harsh but its not the first time i see this...

Monday, 11th April 2016, 01:25

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9696

Re: Susceptible to X

pubby wrote:Why the poopy can't the game just say rF- or rF+? It's like I'm in a madhouse.

Because if you've never played Crawl, "rF-" is a meaningless string of symbols, whereas "susceptible to fire" is perfectly clear.

Thursday, 7th April 2016, 06:27

Forum: Crazy Yiuf's Corner

Topic: tile licence question

Replies: 3

Views: 1395

Re: tile licence question

Most (but not all) of the tiles have been released by their creators under the CC0 license, allowing other projects to use them. See here for all the relevant information; you can download a big package of all the CC0 tiles there.

Sunday, 3rd April 2016, 10:21

Forum: Game Design Discussion

Topic: Essence Investment

Replies: 3

Views: 1223

Re: Essence Investment

It's certainly possible, it's just not an amazing (or new) idea. Sorry. One problem is that MaxMP costs are irrelevant for many characters, since they rarely reach low MP anyway. Anyone who relies primarily on melee is in this category, naturally, but also stabbers/Hexers, evokers, ranged users, Cha...

Monday, 28th March 2016, 04:09

Forum: Crazy Yiuf's Corner

Topic: crazy yiuf doesn't have a corner

Replies: 7

Views: 2145

Re: crazy yiuf doesn't have a corner

define corner

(chebyshev circles have corners)

Wednesday, 23rd March 2016, 18:49

Forum: Crazy Yiuf's Corner

Topic: Why is it that we have "Hell lions", but no "Lions"?

Replies: 28

Views: 7439

Re: Why is it that we have "Hell lions", but no "Lions"?

tasonir wrote:It's news to me that breathing nitrogen is a way people actually commit suicide though, never heard of that. It prevents your body from panicking and isn't painful? (Note: Tasonir does not endorse suicide, and recommends professional counselling)

https://www.youtube.com/watch?v=PlkxcC79LA8

Wednesday, 23rd March 2016, 18:38

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59522

Re: Luring (was: DCSS has a power creep problem)

This discussion gets to the heart of the game and motivated me to make an account. Having read all the comments, it seems to me there are two mutually contradictory goals: 1) Discourage excessive luring 2) Avoid helping powerful characters while hurting weaker characters (for example, by having mor...

Wednesday, 23rd March 2016, 17:29

Forum: Game Design Discussion

Topic: God Proposal: Udums, the God of Improbability

Replies: 15

Views: 4491

Re: God Proposal: Udums, the God of Improbability

Well among other things, it's basically impossible to implement. Crawl doesn't remember how things were before the last calculation it made, let alone some arbitrary number of turns ago. You'd have to rewrite almost the entire codebase to allow undoing even a single turn.

Tuesday, 15th March 2016, 18:53

Forum: Dungeon Crawling Advice

Topic: No Spectral Sword of Power

Replies: 10

Views: 3004

Re: No Spectral Sword of Power

Technical reasons. The Sword of Power (and a few other unrands, like the Singing Sword I think) have mechanics that don't work with Spectral Weapon. Probably it could be done, but it would be a serious chore; it's much much easier to just ban them from being Spectralized.

Monday, 14th March 2016, 19:37

Forum: Crazy Yiuf's Corner

Topic: Bring back itemdest

Replies: 29

Views: 5830

Re: Bring back itemdest

Wahaha wrote:by the way Rise up fellow item destruction supporters! We've been oppressed for too long. Now it is time to reclaim what we lost!

Don't you mean "lose what we reclaimed"

Wednesday, 9th March 2016, 20:26

Forum: Technical Support

Topic: Does offline DCSS have a crash/blackout recovery system?

Replies: 2

Views: 1315

Re: Does offline DCSS have a crash/blackout recovery system?

DCSS saves every time you change floors; if you crash or lose power or whatever you should find yourself back at the point you entered the current floor.

Wednesday, 9th March 2016, 19:43

Forum: Crazy Yiuf's Corner

Topic: New draconian color

Replies: 52

Views: 17616

Re: New draconian color

but why

Friday, 4th March 2016, 18:07

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Variants

Replies: 23

Views: 8562

Re: Dungeon Crawl Variants

how much coding that would require It varies between "not a lot, but more than you might think" and "you literally have to re-code whatever it is from scratch." Things very recently removed are often still present in the code, at least partially, but often there's a bit more wor...

Friday, 4th March 2016, 00:02

Forum: Crazy Yiuf's Corner

Topic: Have armour drops been massively nerfed?

Replies: 13

Views: 3097

Re: Have armour drops been massively nerfed?

Jeremiah wrote:I'm thinking it must be due to a change in the way armour worn by monsters is generated.

You'd be incorrect, sorry.

Thursday, 3rd March 2016, 09:29

Forum: Crazy Yiuf's Corner

Topic: Makhleb's altar tile

Replies: 15

Views: 3021

Re: Makhleb's altar tile

it's called a "symbol"

everyone else seems to get it

Tuesday, 1st March 2016, 23:56

Forum: Crazy Yiuf's Corner

Topic: Shulal Ru'ubthak: God of Eldritch Magic (Redraft)

Replies: 9

Views: 5486

Re: Shulal Ru'ubthak: God of Eldritch Magic (Redraft)

I feel like this (like pretty much every bcadren suggestion) might be a bit more reasonable if it contained, like, a quarter as much stuff as it currently does. This god concept, in and of itself, is as complex as any three other gods combined. Ru is perhaps the most complex god, and has 3 actives (...

Monday, 29th February 2016, 18:08

Forum: Dungeon Crawling Advice

Topic: How do you do Summoner Extended?

Replies: 12

Views: 2792

Re: How do you do Summoner Extended?

pure Suggestion one: stop handicapping yourself. You're basically asking "how do I beat extended without actually using, like, 70% of my character's power or potential?" Get melee, it's cheap. And it makes your summons better since you can help and protect them. Get defenses and Charms an...

Monday, 22nd February 2016, 18:15

Forum: Crazy Yiuf's Corner

Topic: Tier List: Tavern Posters

Replies: 15

Views: 4745

Re: Tier List: Tavern Posters

archaeo wrote:Sandman25 hasn't been "removed," and is in fact welcome to come back at any time.

He just doesn't spawn outside of vaults anymore

Saturday, 20th February 2016, 08:51

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59522

Re: Luring (was: DCSS has a power creep problem)

Any swiftness-based 'solution' will massively increase unavoidable deaths in the early game due to the inability to pillar dance or even to reach staircases. "It will change balance" is a terrible reason not to do something. Every meaningful change affects balance. If removing or changing...

Sunday, 14th February 2016, 19:44

Forum: Game Design Discussion

Topic: Move some spells out of Conjurations

Replies: 32

Views: 9663

Re: Move some spells out of Conjurations

This is called fighting? Yes, because Fighting, by itself, is just as meaningful to their damage output of every weapon in the game, all at once, as the individual weapon skills are to individual types. And, as such, every melee character ever made puts vastly more XP into Fighting than any other s...

Sunday, 14th February 2016, 01:19

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59522

Re: Luring (was: DCSS has a power creep problem)

Well, yeah. But I don't have a server to put it on :)

Sunday, 14th February 2016, 00:03

Forum: Crazy Yiuf's Corner

Topic: YAFVP - FTL

Replies: 6

Views: 2348

Re: YAFVP - FTL

I stopped playing FTL after a couple hours because I couldn't stand looking up which weapon graphics correspond to which weapons and what those weapons do or the eternity it takes for Oxygen to refill after every battle. You don't really need to recognize precisely what kind of weapon the enemy has...

Saturday, 13th February 2016, 19:41

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59522

Re: Luring (was: DCSS has a power creep problem)

Here: a patch that increases monster walk/swim speed and removes energy randomization. It's a tiny little change, so there are tons of edge cases that I blatantly ignored; e.g. fast species, boots of running, etc. etc. etc. But you can get the general idea of how it plays. (One consequence of removi...

Friday, 12th February 2016, 16:52

Forum: Game Design Discussion

Topic: Trap Improvement (was: Shafts need to be reworked.)

Replies: 37

Views: 10129

Re: Trap Improvement (was: Shafts need to be reworked.)

You could make it work with an actual visual clue, like a slight color flaw on a tile or a "hard" to spot icon on a tile. I hate to be blunt, but nothing remotely like this will never happen as long as I have anything to say about it. I absolutely despise games that do this, and it's comp...

Friday, 12th February 2016, 15:59

Forum: Game Design Discussion

Topic: FR: Cleaving description

Replies: 7

Views: 1641

Re: FR: Cleaving description

even if they hit everything around for 100% damage axes would still suck compared to m&f and long blades. theres no incentive to play axes on anything thats not 40+ ac, no magic, melee combat monster. Most species have got shit apt for axes, and those that dont are already shoehorned into playi...

Friday, 5th February 2016, 21:01

Forum: Game Design Discussion

Topic: Move some spells out of Conjurations

Replies: 32

Views: 9663

Re: Move some spells out of Conjurations

I'm fine with just removing a bunch of attack spells, too. Or the Conjurations school, for that matter. It's a school for attack spells in a game where like 90% of what magic is used for is attacking stuff; it'd be like having a Melee Weapon skill and having all melee attacks be based on half Melee ...

Friday, 5th February 2016, 20:21

Forum: Crazy Yiuf's Corner

Topic: Shouldn't poison magic have some high level spells?

Replies: 40

Views: 8087

Re: Shouldn't poison magic have some high level spells?

I don't feel like there is a solid argument against adding a decent lvl 8/9 option to Poison Magic Nobody's come up with one. Acid is an awful idea. "Firestorm but poison" is an awful idea. Sorry, it's just true. Nobody's telling you to stop trying; do you really think if you come up with...

Friday, 5th February 2016, 20:10

Forum: Game Design Discussion

Topic: Move some spells out of Conjurations

Replies: 32

Views: 9663

Re: Move some spells out of Conjurations

That's why I said that the levels would need to be adjusted. If Conjure Flame needs to cost as much as a level 4 spell, it should be level 4 Fire, not level 3 Fire/Conj just because. (I don't know the exact ratios of the costs; maybe a level 3 dual-school spell costs the same as a level 5 single sch...

Friday, 5th February 2016, 20:04

Forum: Game Design Discussion

Topic: Move some spells out of Conjurations

Replies: 32

Views: 9663

Move some spells out of Conjurations

The Conjurations school has thirty-eight spells in it. For comparison, the second-most common school is Summonings, with 21 spells. Poor little Earth Magic has eleven. Many Conjurations spells are only half Conjurations, sure, but the same is true of every other school, and Conj has its fair share o...

Friday, 5th February 2016, 19:03

Forum: Crazy Yiuf's Corner

Topic: Shouldn't poison magic have some high level spells?

Replies: 40

Views: 8087

Re: Shouldn't poison magic have some high level spells?

Ok, I can kind of get behind that. It leaves the question though: why not just do what every other elemental school does and have high-lvl spells that do a solid percentage of irresistable damage? You mean Poison Arrow? The fact that it's level 6 is a good thing , how do people not get this. It's a...

Wednesday, 3rd February 2016, 04:46

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 7198

Re: Wand removal nitpick

savageorange wrote:Oops:
Image

(note the flame next to the wand :)

via https://www.reddit.com/r/dcss/comments/ ... _iceblast/


It took us one day!

Monday, 1st February 2016, 20:21

Forum: Crazy Yiuf's Corner

Topic: compensating removals

Replies: 20

Views: 4462

Re: compensating removals

All of your arguments were "but X were useful and strong, while Y are not as strong. Why remove X?" They were removed because they were strong, to some extent; many player options and powers have been added over time, so these got removed as balance. So now you have to use the weaker ones....

Monday, 1st February 2016, 19:24

Forum: Crazy Yiuf's Corner

Topic: compensating removals

Replies: 20

Views: 4462

Re: compensating removals

Lightning and fireball are floor trash once you get a few levels into Lair, and both are dangerously loud. Draining is fine until you get into depths, at which point it goes down hill pretty fast. Fire and Cold were the only offensive wands worth picking up for the late part of the game, and were l...

Monday, 1st February 2016, 19:17

Forum: Game Design Discussion

Topic: Mummy restore self ability should heal confusion

Replies: 10

Views: 2473

Re: Mummy restore self ability should heal confusion

Not speaking for the devs who actually make such decisions, but gluing "cures confusion" onto self-restore sounds like an awkward bandaid solution to me. In other words, I vaguely agree that the situation needs fixing, but the particular solution you proposed doesn't really appeal to me (s...
PreviousNext

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.