Search found 979 matches

Tuesday, 31st December 2019, 20:13

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12644

Re: Bloatcrawl 2

macOS tiles version: https://crawl.project357.org/static/bloatcrawl2-macos-tiles.zip The shapeshifter bug has been fixed, and the macOS Tiles build has been updated. The new build is version 0.25-a0-601-g772be7b9e1. If you are still having problems with this build (or you saw the problem on CPO/CKO)...

Friday, 27th December 2019, 12:01

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 5243

Re: How to turn pregen off?

Incremental is the new default. It generates the dungeon in a fixed order, but only as many floors as are needed. False generates only the requested floor, so the order of floors generated is not constant. For example if you are on D1 and shafted to d4, incremental prevent would generate d2, D3 and ...

Thursday, 26th December 2019, 06:42

Forum: Game Design Discussion

Topic: New Race Idea: Lizardfolk

Replies: 1

Views: 1504

Re: New Race Idea: Lizardfolk

For new species, the bar is pretty high. More important than lore, new species need to fit into gameplay niches that aren't covered by the existing game, or add new mechanics. See Vine Stalker and Octopode for "recent" examples of this. Viewed in this light, your proposal doesn't add much ...

Wednesday, 25th December 2019, 01:48

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 7635

Re: Dungeon Crawl Secret Santa 2019

Before I forget, I wanted to mention a few people: * ebering, for graciously postponing his own tournament plans so that DCSSSSAT might run unopposed * kitchen_ace, MainiacJoe, miscthings, and mopl, for coming through with amazing backup challenges at short notice All of your work was above and beyo...

Wednesday, 25th December 2019, 01:41

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 7635

Re: Dungeon Crawl Secret Santa 2019

All presents have been delivered! Contact me ASAP if yours is lost in the mail.

Wednesday, 18th December 2019, 09:06

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 7635

Re: Dungeon Crawl Secret Santa 2019 - Signup Thread

Initial matches have gone out.

Tuesday, 17th December 2019, 23:41

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24084

Re: Update stair logic (nerf stair dancing)

(My apologies to chequers for the derailment.)

You've apologised twice but you aren't really sorry. Or you would have stopped. You have filled this thread with garbage and I no longer enjoy reading my own topic.

Sunday, 15th December 2019, 22:05

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 7635

Re: Dungeon Crawl Secret Santa 2019 - Signup Thread

  Code:
  .-""-.
 /,..___\
() {_____}
  (/-@-@-\)
  {`-=^=-'}
  {  `-'  }
   {     }
    `---'


Bump. Two days remaining to sign up.

Thursday, 12th December 2019, 00:02

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5189

Re: anti-luring feature: statues

Could these statues cause the player to get blocked? For example, you are being chased by a goblin and back into a 1-wide corridor. A statue also activates while you are kiting and follows the goblin into the corridor. You kill the goblin and the statue deactivates, blocking the corridor.

Wednesday, 11th December 2019, 02:48

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24084

Re: Update stair logic (nerf stair dancing)

This conceives the problem a bit narrowly. You would still have the luring problem, but there are things you could do to deal with that too. I'd rather focus on stair dancing, rather than the broader concept of luring. I think stair dancing is much easier to tackle (relatively speaking!!) because t...

Wednesday, 11th December 2019, 02:44

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24084

Re: Update stair logic (nerf stair dancing)

Remove upstairs, transition the Dungeon to a linear branching layout. This is definitely a solution to stair dancing and several other problems, but I think breaks too much else in DCSS to be a realistic candidate for vanilla. You would have to rework so many other systems, like shops, dungeon stru...

Wednesday, 11th December 2019, 01:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24084

Update stair logic (nerf stair dancing)

The purpose of this thread is to talk about how to nerf stair dancing. Talking about if stair dancing should be nerfed is off topic for the thread. What bad effects does stair dancing have? 1. It's a no brainer mechanic that crowds out other mechanics because it's so effective. 1a. Parts of the game...

Monday, 9th December 2019, 19:12

Forum: Suggestions & Criticism

Topic: Feature removal ?

Replies: 6

Views: 29198

Re: Feature removal ?

If you don't like this feature, don't use it. The ability for people to ignore posts by someone they don't like is a fundamental feature of internet forums, from mailing lists to Facebook.

Saturday, 7th December 2019, 02:46

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 7635

Dungeon Crawl Secret Santa 2019

ho ho ho! EDIT: signups are closed this year Hello fellow crawlers, it's me chequers, the Deep Elf helper of Santaeus. It's time for the Dungeon Crawl: Stone Soup Secret Santa Annual Tournament 2019! DCSSSSAT for short. DCSSSSAT is a secret santa style event. After signups close, you'll be allocated...

Tuesday, 3rd December 2019, 03:27

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36940

Re: Poll: What do you think about shaft effects?

In other words: the early game (before the midgame) is an area in which causing OOD events should be particularly minimized. A single OOD monster can, with careful gameplay, be avoided. A shaft cannot be avoided; no amount of skill, or in-game arbitrariness (e.g. having a character with certain sha...

Thursday, 28th November 2019, 23:38

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36940

Re: Poll: What do you think about shaft effects?

I think it's important to define WHY people think shafts are bad. That's the first step to improving the situation. This comment is illuminating: I recently made two topics about what I called unavoidable deaths after chars were shafted. It turned out that the death of my DsHu was avoidable as well ...

Tuesday, 19th November 2019, 04:16

Forum: Dungeon Crawling Advice

Topic: Ru: Is max piety worth it?

Replies: 6

Views: 3105

Re: Ru: Is max piety worth it?

Because the stronger abilities are worth it.

It's difficult to give a more precise answer, but sacrificing an eye in particular has pretty low impact for characters with good accuracy.

Tuesday, 5th November 2019, 02:55

Forum: Game Design Discussion

Topic: shops -> machines

Replies: 5

Views: 2012

Re: shops -> machines

I described in an earlier thread (can't be bothered finding and linking, sorry) an idea of replacing scrolls of enchant/brand weapon with "magical anvils", which are like timed portals that randomly upgrade an item placed on them. It sounds related to this. Shops, scrolls of acquirement/en...

Monday, 28th October 2019, 00:49

Forum: Game Design Discussion

Topic: Nerf confusion

Replies: 7

Views: 2532

Re: Nerf confusion

I think it's getting too complex to identify sources of SH and make some affected by confusion and some not. It would be better to make SH either unaffected by or completely disabled by confusion. If some sources of SH should be disabled by confusion but others not, this would need to be communicate...

Saturday, 26th October 2019, 20:50

Forum: Technical Support

Topic: Morgue files for seeded play

Replies: 2

Views: 2982

Re: Morgue files for seeded play

Same directory as all other morgues. But you'll have to search for it by hand.

Friday, 25th October 2019, 21:10

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Re: Simplify silence, and remove it as a player spell

Magical abilities: does not ignore antimagic, some are affected by silence, while others are not. <-- none are affected by silence You can think of a 2x2 table: Affected by AM Not affected by AM Afftected by silence wizard divine Not affected by silence magical natural

Friday, 25th October 2019, 09:26

Forum: Contributions

Topic: 0.24 Tournament helper webpage opened

Replies: 4

Views: 4060

Re: 0.24 Tournament helper webpage opened

It's off for me too. It is off by 2 hrs, which my offset from Korea (and I guess your local time)

Friday, 25th October 2019, 02:44

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Re: Simplify silence, and remove it as a player spell

As mentioned (perhaps in the reddit thread that inspired this suggestion), DCSS inherits an old D&D idea. Wizards cast spells by moving their hands and using their voices, so silence prevents them from casting spells. Demons and other magical creatures cast spells with sheer force of will, so ne...

Thursday, 24th October 2019, 23:42

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4137

Re: new demonspawn muation proposals

Wiz as a demonspawn facet could be good. I'm less sure about the other ones. MP Regen is already given by spirit shield mutation, and spell hunger is wildly controversial in terms of desirability / power level (plus a dev was talking about removing food soon??). Some more brainstorming: Reduce cost ...

Tuesday, 22nd October 2019, 02:59

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Simplify silence, and remove it as a player spell

Silence is a great mechanic that has a major effect on the options available to players and monsters. However, its rules are unintuitive, complex and surprising. Because the mechanics are so confusing, people don't use silence or enjoy using it as much as they could. I propose making silence rarer, ...

Friday, 11th October 2019, 00:26

Forum: Game Design Discussion

Topic: God: Ishmael the Starved

Replies: 10

Views: 3296

Re: God: Ishmael the Starved

They should stay out of 'fainting' and manage their hunger properly. Ishmael requires the user to put some thought into their gameplay and make tough decisions Crawl has many goals but two big ones are a) no instadeaths and b) no tedious but optimal play. I feel like you aren't so worried about the...

Thursday, 10th October 2019, 02:59

Forum: Game Design Discussion

Topic: God: Ishmael the Starved

Replies: 10

Views: 3296

Re: God: Ishmael the Starved

I like the idea of a new god joining the good god pantheon. You can instantly die if you run out of food, and this god encourages you to spend as much of the game as possible as hungry as possible. This mechanic will result in many players accidentally starving to death. Is that a deliberate decisio...

Friday, 4th October 2019, 01:35

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4137

Re: new demonspawn muation proposals

Rather than a partial unit of Wiz/Archmagi, you could give a full unit for a subset of spells. Like mummy necro enhancer. Another idea would be to give 1/3rd of the unit for each level of the mutation. Permanent silence sounds like it would be extremely strong. The impact on floors like elf:$ or tom...

Friday, 4th October 2019, 00:31

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4137

Re: new demonspawn muation proposals

More Ds mutations is always good! Especially more proposals that encourage playing a caster (or at least non-meleedude).
Yes, these sound very strong. "Lord of Silence" alternate proposal: radius 1/2/3 evocable silence

Tuesday, 24th September 2019, 23:21

Forum: Technical Support

Topic: Request for help getting old versions to compile on Mint 19

Replies: 4

Views: 3355

Re: Request for help getting old versions to compile on Mint

As I understand it, the problem is you have gcc 6 installed as gcc-6 and some newer version installed as gcc, and you want to compile crawl with gcc-6. I don't think crawl's makefile has an option to choose the c++ compiler name. So you have a few options: 1. Compile in a docker environment with the...

Tuesday, 24th September 2019, 07:00

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4770

Re: New Species: Argons

I have a mostly working version which will hopefully get released later in the year. If you can't wait until then and are interested in coding the rest, I'm happy to send my WIP data.

Monday, 16th September 2019, 05:24

Forum: Game Design Discussion

Topic: High-level poison spell

Replies: 4

Views: 2377

Re: High-level poison spell

The combination of los blocking and damaging clouds from the same spell is tough, because damaging clouds dissipate extra quickly when out of LoS. Usually within 0-2 turns

Thursday, 12th September 2019, 07:02

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4770

Re: New Species: Argons

Argons don't gain elemental resistances from equipment. What about mutations? Can you get 150% resistance to a single damage source? Does 50% resistance for poison/elec function as rPois/rElec+, or as a literal 50% damage reduction? What about the case of poison dot inflict chance? Why not include ...

Friday, 6th September 2019, 14:07

Forum: Technical Support

Topic: I want to read logfile in detail

Replies: 4

Views: 3139

Re: I want to read logfile in detail

absdepth is a way to give each level a number that corresponds to its difficulty. level absdepth = branch abdsepth + branch level. Examples: 1. As I mentioned before, Orc has branch absdepth of 10. So Orc:1 absdepth is "orc absdepth" (10) + branch level (1) = 11. (I said 10 before, this wa...

Friday, 6th September 2019, 00:12

Forum: Technical Support

Topic: I want to read logfile in detail

Replies: 4

Views: 3139

Re: I want to read logfile in detail

The format isn't documented anywhere except the source. See hiscores.cc. Here's a quick overview of the fields you didn't guess. lv: version of this logfile record. 0.1 is the only value in use. vsav / vsavrc: Version tags associated with your save file. Only useful for debugging. absdepth: "ab...

Monday, 12th August 2019, 04:02

Forum: Dungeon Crawling Advice

Topic: Why are monsters able to move and attack

Replies: 3

Views: 2348

Re: Why are monsters able to move and attack

It was "random energy". 04:02:06 Sequell | energy randomisation[1/3]: Every time a monster makes a movement | (i.e. not an attack/spell), the amount of time taken to do its turn | has a 1/3 chance of being 0.1 turns slower, a 1/3 chance of being 0.1 | turns quicker and a 1/3 chance of bein...

Thursday, 25th July 2019, 03:43

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5649

Re: Agnostic

Why would this improve the game?

Tuesday, 23rd July 2019, 22:40

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8051

Re: Monster threat level summary in offline tiles

Can the grey boxes be confused with staircases?

The next step is definitely to submit a pull request. You could offer the visual alternatives as a user-configurable option, as options to developers in the PR, or just only include what you think is the strongest.

Tuesday, 23rd July 2019, 12:05

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 4951

Re: Giving Stories to Uniques through Multiple Encounters

I like the idea of building a few more story links into the DCSS universe. Some of the best stories in DCSS now are the little hidden links. Like seeing Boris for the first time and realising "hey... this is the master of Natasha!". You probably won't see them in the same game, but the fac...

Monday, 15th July 2019, 23:18

Forum: Coding

Topic: Level size

Replies: 1

Views: 2678

Re: Level size

Levels are created by picking one of several "layout" functions and running it. This places generates all the base-layer terrain and then (optionally) places vaults on top of it. Nobody has modified any of those layout functions for a loooong time, so you would probably need to learn the c...

Monday, 15th July 2019, 21:57

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 4495

Re: Amulet of Infinite Regret

All of those mechanics sound really unfun. Especially locking put the amulet slot even afterwards for the rest of the game.

Friday, 12th July 2019, 01:58

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 4495

Re: Amulet of Infinite Regret

You could implement this as an amulet that gives the wielder an extra life in the same way Felid lives work. You would need to modify the code to check if the player is eligible for a Felid respawn to also consider if they are wearing this amulet. Then you modify the respawn function to delete this ...

Tuesday, 9th July 2019, 05:56

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14269

Re: no random stat gain pls.

I think you need to address the "victory dancing" complaint. Both ideas require the player to play differently to normal so they get the "right" stat on level up. For example, if I want to get int on level up, I should not kill any monster with melee, even if it's easier/better. ...

Sunday, 7th July 2019, 22:49

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8051

Re: Monster threat level summary in offline tiles

3) Putting this at the top of the monster tile seems better. Monster HP bars are already shown at the bottom, and have similar colors. Having the two adjacent would lead to visual confusion: "Is that monster high-threat, or does it just have a sliver of red HP?" This might cause equal iss...

Friday, 5th July 2019, 06:58

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14269

Re: no random stat gain pls.

I would prefer to remove user controlled stats. They serve to make species play more like each other.

Thursday, 4th July 2019, 21:17

Forum: Game Design Discussion

Topic: Destroy consumables in monsters' inventories when they die

Replies: 10

Views: 4505

Re: Destroy consumables in monsters' inventories when they d

Killing a monster with a wand in ways that maximise the charges left is a fun challenge.

Sunday, 30th June 2019, 11:26

Forum: Game Design Discussion

Topic: The force of god's power is only influenced by Invo or piety

Replies: 1

Views: 1516

Re: The force of god's power is only influenced by Invo or p

To add complexity, many god abilities use invocations for the power, but piety for their failure rate. I also think this is unnecessary.

Friday, 28th June 2019, 07:54

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19242

Re: Difficulty vs XL

That looks pretty great overall for tenpercenters. Maybe you could plot the first derivative?

Thursday, 27th June 2019, 05:35

Forum: Crazy Yiuf's Corner

Topic: Player XP curve

Replies: 3

Views: 2111

Re: Player XP curve

It looks like you're partially right. Viewing the history for this function (git log -L :exp_needed:player.cc), it existed basically unchanged in the original Git commit (2005): 673bdae75485d14f759af597c3c62b99601f9a43 However there was ifdef'ed out code with a simpler system that was described as &...

Thursday, 27th June 2019, 04:15

Forum: Crazy Yiuf's Corner

Topic: Player XP curve

Replies: 3

Views: 2111

Re: Player XP curve

From a bottom up perspective, this data table / curve is insane. But from a top down perspective, XL progression through a typical game is pretty sensible. Or at least, nobody is saying otherwise. The way this sensible XL progression has been implemented in code is hairy. XP logic in crawl is convol...
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