Search found 246 matches

Monday, 3rd September 2012, 06:59

Forum: Technical Support

Topic: Picking a stat to increase at level-up

Replies: 19

Views: 3552

Re: Picking a stat to increase at level-up

One example was already brought up: movement. - Movement keys are close to each other because you use them all together and with one hand. Something you don't do (and don't need) with stat picking. - I (and I believe everybody else) always keep a hand on movement keys, so I don't need to search for...

Sunday, 2nd September 2012, 21:26

Forum: Technical Support

Topic: Picking a stat to increase at level-up

Replies: 19

Views: 3552

Re: Picking a stat to increase at level-up

I personally do not need any time to think about it. I know what I will choose long before level up. So I just close this "pop-up" and continue playing. This kind of actions rarely requires much attention. And if you always pick int, you probably wouldn't want the keys 'u' and 'o' doing so...

Sunday, 2nd September 2012, 19:28

Forum: Contributions

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

Replies: 116

Views: 37923

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

Here is even smoother variant of water: https://crawl.develz.org/mantis/view.php?id=6074

Sunday, 2nd September 2012, 19:18

Forum: Technical Support

Topic: Picking a stat to increase at level-up

Replies: 19

Views: 3552

Re: Picking a stat to increase at level-up

Raising a stat is fairly rare event. And it has pretty big impact. Why don't add the confirmation? We have confirmations on many events although it unnecessary if player keeps attention. But it has been made to exclude unwanted mistakes. This is exactly the same thing.

Sunday, 2nd September 2012, 18:45

Forum: Technical Support

Topic: Picking a stat to increase at level-up

Replies: 19

Views: 3552

Re: Picking a stat to increase at level-up

Are you really do not see the difference here?

Sunday, 2nd September 2012, 16:35

Forum: Technical Support

Topic: Picking a stat to increase at level-up

Replies: 19

Views: 3552

Picking a stat to increase at level-up

I don't know if I am alone with this problem, but for me it is a bit troublesome that (S)trength and (D)exterity are using two keys next to each other. I am often hit the wrong one when it's dark, but now I missed it during a day. It's not critical, but annoying. Maybe S(t)rength can be used this wa...

Sunday, 2nd September 2012, 13:09

Forum: Game Design Discussion

Topic: Contaminated Chunks

Replies: 23

Views: 5079

Problems with Fruit

I would prefer some "cooking" feature than plainly cutting off things like nausea or sickness, but I think I've read about cooking in ideas that will never be implemented. Anyway, if you want less distractions and annoyance it may be a good idea to get rid of hunger at all. You do not lose...

Sunday, 2nd September 2012, 12:48

Forum: Contributions

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

Replies: 116

Views: 37923

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

So this is the one who made all these mobs and uniques... I must say that some (if not most) of them are masterpieces. About the torches. I don't think that we need such big halos around them. But it (I mean halos) can be used successfully in 32x32 format and I used it already for every torch in mai...

Saturday, 1st September 2012, 14:20

Forum: Dungeon Crawling Advice

Topic: Orcish mines without elven halls...

Replies: 10

Views: 1836

Re: Orcish mines without elven halls...

Sometimes you get two bubbles connected to each other by a staircase, but not connected to anything else on the level. So not all staircases might be accessible. Orcs must be starving there. And in my case elves are starving as well. It looks quite buggy to me. Should I report it as such? Or devels...

Saturday, 1st September 2012, 14:20

Forum: Crazy Yiuf's Corner

Topic: Gifts of Okawaru

Replies: 27

Views: 6714

Re: Gifts of Okawaru

Does the haste by spell stack with finesse? Some guys in chat said to me that it don't, so I didn't count it as usable.

Saturday, 1st September 2012, 13:53

Forum: Dungeon Crawling Advice

Topic: Orcish mines without elven halls...

Replies: 10

Views: 1836

Re: Orcish mines without elven halls...

palin wrote:Did you count three stairs at every level?

I did now.
O:2 lacks both < and >. But I can't get to them from O:1 or O:3 either.
Tiber wrote:trying the hatches might also work.

Did they transport you randonly? Because I did tried every hatch marked with *.

Saturday, 1st September 2012, 13:49

Forum: Crazy Yiuf's Corner

Topic: Gifts of Okawaru

Replies: 27

Views: 6714

Re: Gifts of Okawaru

And of course Oka lets you cast, which is incredibly useful. I don't see how. I am getting to a point where I will have some XP to spare. And I have little library in L:1. But I don't see any usefull low-level spells. And I can't possibly hope to raise magic skills high enough for the better ones. ...

Saturday, 1st September 2012, 12:18

Forum: Crazy Yiuf's Corner

Topic: Gifts of Okawaru

Replies: 27

Views: 6714

Re: Gifts of Okawaru

Okawaru grants pretty sweet abilities and this is the main reason I follow him. But I surely was hoping for some usable gifts as well.
If this is standard situation with him, I think I'll prefer Trog next time.

Saturday, 1st September 2012, 11:28

Forum: Crazy Yiuf's Corner

Topic: Gifts of Okawaru

Replies: 27

Views: 6714

Gifts of Okawaru

I wonder why Okawaru is so cheap when it comes to gift giving? I am 15 lvl and I still use a spear of venom that I've found on D:3 or so. He gave me -3 cloak of something useless, +0 cap of nothing, two shields that I don't use at all, and so on. Basically I became a dumpster for some godly trash. B...

Saturday, 1st September 2012, 10:38

Forum: Dungeon Crawling Advice

Topic: Orcish mines without elven halls...

Replies: 10

Views: 1836

Re: Orcish mines without elven halls...

Hmm. I guess it's ok to hide some minor areas or even teasure rooms like this, but I'm not so sure about major branch entrance. I probably will get wand of digging eventually, but still.

Saturday, 1st September 2012, 10:04

Forum: Dungeon Crawling Advice

Topic: Orcish mines without elven halls...

Replies: 10

Views: 1836

Orcish mines without elven halls...

I've explored every stair and hatch in orcish mines. And every cavern they lead in up to "done exploring". Still there is no elven halls entrance. Is it possible that it didn't spawn at all? Or is it possible that mines have no direct (without tele or dig) way to it? It is first time I see...

Friday, 31st August 2012, 07:15

Forum: Game Design Discussion

Topic: Submerged Enemies

Replies: 16

Views: 4221

Re: Submerged Enemies

Strangely enough I like submerging enemies. It's nice change of pace. Especially outside of water branches.

Thursday, 30th August 2012, 19:29

Forum: Game Design Discussion

Topic: Weapon brand idea: Force (aka elephant trample)

Replies: 9

Views: 2488

Re: Weapon brand idea: Force (aka elephant trample)

If this brand would always knock back when it deals damage it would be absurdly overpowered against things that only attack in melee range (and is always bad against things with reaching and usually bad against things that have ranged attacks). Some save checks can be applied to mobs. And skill/sta...

Thursday, 30th August 2012, 17:05

Forum: Game Design Discussion

Topic: Weapon brand idea: Force (aka elephant trample)

Replies: 9

Views: 2488

Re: Weapon brand idea: Force (aka elephant trample)

Knockback don't need to work like trample. I.e. player's char can stay on the same place while knocking back mobs. He obviously shouldn't knockback "big" mobs. And I pretty sure that knockback attack shouldn't deal full dmg. But overall it must be fun having something like this.

Thursday, 30th August 2012, 13:38

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

One do not exclude another, but I'd like to see minimap as viable and mouse-friendly alternative to map-mode. Because for me personally it would be more handy.

Thursday, 30th August 2012, 11:56

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

Instead of a separate button, how about cycling first through the stairs, then through the hatches, with the same button? How do you see this? It will require some additional button-pushing instead of simple cursor-hovering. I think separate icon(s) for hatches may be too much (because we will need...

Thursday, 30th August 2012, 07:23

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

I complain about map being too bright, so it's ok for me to use grey )
And I really think that it's much more comfortable to read grey text over black background, than white.

Wednesday, 29th August 2012, 19:46

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

Galefury wrote:I think a bit more contrast would be good, the floor looks very dark in your mockup.

It's actually more contrast than it was before. 40 to 20 instead of 75 to 50.
It looks too dark because of bright forum interface. Try to look at this picture on black background and you'll see the difference.

Wednesday, 29th August 2012, 17:07

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

Is there a way to tell from that map how many up-stairs and down-stairs have been discovered, and how many of them have been explored? This is very easy on console, and I can't figure out a way to do it in webtiles without scrolling all over and writing things down. If the map is being reworked, a ...

Wednesday, 29th August 2012, 15:27

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Re: Map

BlackSheep wrote:The new Legend would be a nice to have, but I don't know if I'd want to use it to travel.

Not every PoI need autotravel, obviously. But with stairs you may want to use it. At least I would use it a lot.

Wednesday, 29th August 2012, 14:22

Forum: Game Design Discussion

Topic: Map

Replies: 19

Views: 3847

Map

All info is in attachment.
I felt like it's easier to present this way.

Tuesday, 28th August 2012, 13:56

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3205970

Re: I love it when...

wolloloo wrote:(Hm, how do you get images without scrollbars?)

Instead of attaching it, use link with img tags. Image should be hosted somewhere for it.

Tuesday, 28th August 2012, 08:25

Forum: Dungeon Crawling Advice

Topic: MiFi build?

Replies: 29

Views: 8721

Re: MiFi build?

Very good hints by cerebovssquire here. I've just quadrupled my best score. Still I've died stupidly, thinking I am a god, while trying to grab swamp rune. But it's a big improvement nonetheless.

Monday, 27th August 2012, 12:15

Forum: Technical Support

Topic: Specifying firing order for throwables

Replies: 8

Views: 1991

Re: Specifying firing order for throwables

I've created new topic for this. Any changes in init.txt just won't work. I mean ANY.

Monday, 27th August 2012, 12:12

Forum: Game Design Discussion

Topic: Interface proposal: grouped menu bars

Replies: 7

Views: 1759

Re: Interface proposal: grouped menu bars

I've tried tile_font_stat_size=10 in 0.10.3 version of Crawl, and it work. But it also decreases horizontal space taken by menus, so there is even less of them staying on screen.

Monday, 27th August 2012, 12:07

Forum: Technical Support

Topic: Editing init.txt

Replies: 0

Views: 732

Editing init.txt

It won't work. I play 0.11-a0-3198 now, and although it says that it uses my settings/init.txt, the changes in it do not apply. For example lines like: tile_font_stat_size = 10 fire_order = handaxe, javelin, dart tile_layout_priority = minimap, gold_turn, command, monster, spell, inventory which wor...

Monday, 27th August 2012, 11:47

Forum: Technical Support

Topic: Specifying firing order for throwables

Replies: 8

Views: 1991

Re: Specifying firing order for throwables

Tried:
  Code:
fire_order = handaxe, javelin, dart

Still darts go after the handaxe.

Monday, 27th August 2012, 09:37

Forum: Technical Support

Topic: Specifying firing order for throwables

Replies: 8

Views: 1991

Re: Specifying firing order for throwables

Basically the problem is that I don't get ANY changes. I guess I am doing something wrong with the file (or use wrong file at all). This line in init.txt: fire_order = inscribed, return / handaxe / spear / dagger / club, net / launcher, rock, javelin, dart as some one in chat said, have to force the...

Monday, 27th August 2012, 09:30

Forum: Game Design Discussion

Topic: Interface proposal: grouped menu bars

Replies: 7

Views: 1759

Re: Interface proposal: grouped menu bars

galehar wrote:Try tile_font_stat_size. It's also planned to make the area more configurable, or at least have a setting for a minimalistic stat area.

What file I need to edit?
Changes won't kick in when I edit init.txt.
And there is no tiles_options.txt anymore.

Monday, 27th August 2012, 08:07

Forum: Dungeon Crawling Advice

Topic: Vampiric weapon - how do you use it?

Replies: 19

Views: 7245

Re: Vampiric weapon - how do you use it?

pratamawirya wrote:2. You wouldn't need to re-equip it many times, unless you're also using ranged weapons.

Good think is that you don't need to unequip main weapon to throw something. And throwing some heavy stuff 'of returning' can work wonders.
But I'm not sure if you can cut off chunks with a glaive... Can you?

Monday, 27th August 2012, 08:00

Forum: Technical Support

Topic: Specifying firing order for throwables

Replies: 8

Views: 1991

Re: Specifying firing order for throwables

Don't you, guys, troubled by it? Let's say you have pile of regular darts and couple of enchanted hand axes. I bet you would want to throw this axes first to maximize the damage. But somehow they are always messed up. I mean one axe, that I quivered, will be on top, but another one will be replaced ...

Monday, 27th August 2012, 07:50

Forum: Game Design Discussion

Topic: Interface proposal: grouped menu bars

Replies: 7

Views: 1759

Re: Interface proposal: grouped menu bars

For me decreasing the gap between the menu bars would solve the problem. I got everything I need on 1280x800 except for monsters menu. And I really miss it. Although fully customizable menus would be awesome. Hmm. I got a question now: is it possible to make a font of stats in upper right corner lit...

Sunday, 26th August 2012, 21:24

Forum: Dungeon Crawling Advice

Topic: Vampiric weapon - how do you use it?

Replies: 19

Views: 7245

Vampiric weapon - how do you use it?

I get it that you need to be full to wear it. But I also assume that it will drop any time you become less than full. So how do you fix this? Even with amulet of gourmand you will sometimes lose the 'full' status. And you can't possibly count on permafood, because no way you'll find enough of it. So...

Sunday, 26th August 2012, 12:32

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3205970

Re: I love it when...

...god gives me anti-magic bardiche right before elven halls.

Sunday, 26th August 2012, 12:28

Forum: Dungeon Crawling Advice

Topic: Spear of the Botono and its 'reap' ability...

Replies: 6

Views: 2207

Re: Spear of the Botono and its 'reap' ability...

Thanks. Now I'll skip it for sure because I've found an artifact pearl dragon armor in another shop. Although it unidentified and cost 3k, I think a will save some gold for it.

Sunday, 26th August 2012, 11:47

Forum: Dungeon Crawling Advice

Topic: Spear of the Botono and its 'reap' ability...

Replies: 6

Views: 2207

Spear of the Botono and its 'reap' ability...

I am playing MiFi with polearm specialty, and I've found this artifact for sale: +2, +10 spear of the Botono {reap, Noisy, rPois, rN+, -3hp} Although I already have a sweet glaive, I am wondering about this 'reap' ability. I think it can be useful in some situations, but how does it work really? - D...

Sunday, 26th August 2012, 10:22

Forum: Dungeon Crawling Advice

Topic: MiFi build?

Replies: 29

Views: 8721

Re: MiFi build?

Deimos wrote:Is that a viable tactic?

Maybe with strong chars like MiFi. But even then you take unnecessary risks with very little profit. I doubt I will use it ever again. Unless I will play a fast and/or stealthy build like CeHu or SpAs, in which case sprint to a temple can be profitable with little risk.

Sunday, 26th August 2012, 09:36

Forum: Dungeon Crawling Advice

Topic: Max ammo amount?

Replies: 6

Views: 1467

Re: Max ammo amount?

evilmike wrote:As far as I know, no one has ever done this.

Good opportunity to be the first one. Even if it's weird, so what, still he will be famous for carrying the most ammo physically possible :)

Sunday, 26th August 2012, 08:54

Forum: Dungeon Crawling Advice

Topic: MiFi build?

Replies: 29

Views: 8721

Re: MiFi build?

Funny thing. I've taken a hint of finding a temple as soon, as possible. It's reasonable really. Why do I let all this corpses to rot if I can sacrifice them to Okawaru. Anyway, I've run straight to D:4. But have found a temple entrance on the last (literally) unexplored piece of on D:7. Entered it ...

Sunday, 26th August 2012, 08:23

Forum: Technical Support

Topic: Specifying firing order for throwables

Replies: 8

Views: 1991

Specifying firing order for throwables

I am trying to specify the order in which my throwables are being quivered/fired. I've edited init.txt to enable fire_order, but it won't work in game for some reasons. ##### 4-k Firing Commands ####################### # # fire_items_start = a fire_order = inscribed, return / handaxe / spear / dagge...

Saturday, 25th August 2012, 10:01

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3205970

Re: I love it when...

I'm a simple man, so I just love it when I identify potion of cure mutation AFTER I identifyed potion of mutation. By quaffing.

Saturday, 25th August 2012, 09:49

Forum: Game Design Discussion

Topic: Retooling Okawaru

Replies: 31

Views: 7322

Re: Retooling Okawaru

I don't think that this idea sould be taken as whole, but some parts of it seems very appealing. Major piety losses after tele or blink from battle and little bonuses while fighting multiple opponents can be nice addition to this religion. Another thing I'd like to say about gods is that they drop t...

Friday, 24th August 2012, 15:27

Forum: Dungeon Crawling Advice

Topic: DDBe: weapon for massive enchanting

Replies: 14

Views: 3727

Re: DDBe: weapon for massive enchanting

Dammit to hell! 71dmg by titanic slime. How can I anticipate this?..
Lost my best char to this thing. And he was so young...
:(

Although my axe was really good :)

Friday, 24th August 2012, 11:39

Forum: Dungeon Crawling Advice

Topic: DDBe: weapon for massive enchanting

Replies: 14

Views: 3727

Re: DDBe: weapon for massive enchanting

Back to this topic. I got +6,+4 executioner's axe of freezing and +4,+4 dwarven battleaxe of flaming. First has bigger dmg rating, but second has 'dwarven' prefix. Which is better? Another very promising DDBe is still alive and I wondering what brand should I really look for to be my end-game weapon...
PreviousNext

Return to advanced search

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