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Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 17th October 2016, 18:23
by Hellmonk
lethediver wrote:Hellmonk, any way you could change dragons to drop hides on death instead of requiring butchering? Its easy to forget skinning for hides now that you never have to butcher for meat

Really enjoying the fork as usual, btw.

It's planned. I'll pull the hides -> scales commit that's in trunk, but it has a bunch of merge conflicts so it has to wait until I have time to resolve them.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 18th October 2016, 03:44
by VeryAngryFelid
Was orb run changed? I have never seen anything like this:

  Code:
57202 | Zot:5    | Got the Orb of Zot
 57215 | Zot:5    | Gained mutation: You are partially covered in iridescent scales. (AC +2) [a cacodemon]
 57252 | Zot:5    | Reached skill level 1 in Air Magic
 57257 | Zot:5    | Gained mutation: You are clumsy. (Dex -2) [a cacodemon]
 57322 | Zot:5    | Noticed Liplosar the pandemonium lord
 57336 | Zot:5    | Gained mutation: You are dopey. (Int -2) [a shining eye]
 57338 | Zot:5    | Cast into level 4 of the Abyss (Liplosar)
...
 57586 | Zot:5    | Escaped the Abyss
 57592 | Zot:5    | Noticed Luapnekh the pandemonium lord
 57637 | Zot:5    | Noticed Oshriri the pandemonium lord
 57638 | Zot:5    | Noticed Omuarr the pandemonium lord
 57713 | Zot:3    | Noticed Eraiseh the pandemonium lord


And I was Naga who found a single potion of haste in the whole game (still had it in inventory when won).

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 18th October 2016, 17:25
by Hellmonk
You were just unlucky I think.

Re: [proclick] new fork, hellcrawl

PostPosted: Wednesday, 19th October 2016, 18:09
by VeryAngryFelid
Is it a good idea to nerf Donald or at least move it to Vaults/late Dungeon? In Orc:2 it's unkillable with its Haste/Might and teleporting on Orc:2 seems extremely dangerous too.

[proclick] new fork, hellcrawl

PostPosted: Wednesday, 19th October 2016, 20:02
by CypherZel
Make Donald constantly reference stale dead memes

Eddit: make him a guaranteed spawn on D15 and make him drop the meme rune but the rune has no functionality like all other runes since it's just a meme

Re: [proclick] new fork, hellcrawl

PostPosted: Saturday, 22nd October 2016, 10:00
by lethediver
Yay, finally scored a win! High score on project 357 currently.

Gozag might need to be looked at btw. Not having to spend any money on permafood shoppes/items is a slight buff to an already strong god.

Re: [proclick] new fork, hellcrawl

PostPosted: Saturday, 22nd October 2016, 18:39
by VeryAngryFelid
Is it possible to change tile for orb spider? I have just died to it because I forgot it has electric ranged attack instead of orb of destruction :(

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 04:22
by Hellmonk
Whoa, time to make a new update and break a bunch of stuff again
October 25 Update
  • Most melee and ranged weapon attacks will display a numeric damage value (beware the cognitive load cost!). Things that do not yet display a numeric damage value include miscast effects, cloud damage, and spells. I plan on adding this eventually but it's actually kind of a pain in the ass.
  • As a side effect of the previous change, monster draining melee is slightly stronger
  • Removed amulets: dismissal, inaccuracy, harm
  • Nerfed faith: 1/5 greater piety gain instead of 1/4. TODO: nerf guardian spirit.
  • Slightly reduced amulet generation - it's 1/5 of jewelry rather than 1/4. I hope this somewhat compensates for cutting three bad amulets with no replacement.
  • Pulled dragon hide removal and related changes from real crawl.
  • Pulled the recent hepli nerfs, except cast rate because that one sounded super annoying.
  • A couple of minor bugfixes that don't really matter at all.

Re: orb spider tile change: if someone can make a tile for this and open a pull request I would be happy to change it.

On my todo list in no particular order: trap ""reform,"" the end of poison magic, wand reform, whatever stupid ideas get posted on tavern. I won't be updating during the 0.19 tourney or the week after pokemon gets released, so don't expect any major changes to actually get implemented for a while.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 04:51
by VeryAngryFelid
Jackal has butterfly tile, is there a way to fix that? I tried Ctrl+R and F5 to refresh the page but it didn't help

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 05:05
by Hellmonk
VeryAngryFelid wrote:Jackal has butterfly tile, is there a way to fix that? I tried Ctrl+R and F5 to refresh the page but it didn't help

E: I'm not having any luck reproducing this online right now. Try coming back to the game later and see if it fixes itself. Was this a game already in progress or a new one started after the update?

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 06:05
by chequers
Such an error occasionally happened with dcss-ca fork when monster enums were changed. Did you start a new game?

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 12:24
by VeryAngryFelid
Yes, I started a new game, it was first monster I saw.

Image

Edit. I started another game, still the same issue. Gold has icon of amulet for example.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 14:30
by Baldu3
Wow seeing damage numbers... man I've been playing this game for so long and my estimation of damage was sorta close overall but i was really wrong on quite a few things! This is pretty cool, and quite a bit easier to process then !!!!!!!! !!!! !! ! !!!!!!!!!!!!!!!!!!!!! !!!

edit: really i like this almost as much as much no food! !!! !! !!!!!!!!!! !!!! !!!!!!!!!!!!!!!!!!

edit2L im loving this!!!!!! so much easier to compare 2 weapons now!! ! cant wait for spells! !!! !!!!!!! !! !!!!!!!!!!

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 19:23
by lethediver
Just loaded my file on p357 and every monster has the wrong tile!

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 22:46
by Hellmonk
I'm not having any luck reproducing this (still). I started several games on multiple accounts and the tiles were normal. Can one of you do some testing for me? Try using a new account and then try using the default rc file. My best guess is it's somehow related to one of those things. With some more info maybe I will be able to fix it.

E: try clearing your browser cache. Chequers mentioned that it seems like a cache issue.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 22:59
by lethediver
Just tried on a new account with default rc file... same issue >.o

http://i.imgur.com/AnomBwa.png

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 23:04
by lethediver
Yay! Clearing the cache fixed it =)

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 23:06
by chequers
For future reference, the current main.png has following attributes:

URL: https://crawl.project357.org/gamedata/2 ... 8/main.png
md5: 63791632d20af2ba181a29863880710d
Last-Modified: Tue, 25 Oct 2016 04:38:19 GMT
Etag: "40a7e2762f83ce92170db2af069faebc"

Either the etag is not updating correctly or your and sandman are getting stale data for some reason. We'll know after the next update.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 25th October 2016, 23:06
by VeryAngryFelid
I found 3 amulets in D:3, not sure if I was just lucky.

Edit. Just lucky. Found first amulet on D:9 in next game.

Re: [proclick] new fork, hellcrawl

PostPosted: Wednesday, 26th October 2016, 01:48
by VeryAngryFelid
  Code:
  2330 | D:3      | Noticed an orc warrior
  7527 | D:7      | Noticed an orc sorcerer
  8961 | D:8      | Noticed a centaur warrior


Probably the latter two are too much.

Re: [proclick] new fork, hellcrawl

PostPosted: Wednesday, 26th October 2016, 04:32
by Shard1697
It would be nice if the damage numbers were a different color from the rest of the text so they stood out more. (2 different colors for you damaging enemies and enemies damaging you/your allies?)

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 27th October 2016, 11:49
by CypherZel
Merge beogh and Yred into one god

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 27th October 2016, 21:03
by Baldu3
I played quite a bit and i think my only complaint so far would be some pretty crazy stairs, for example in latest game when i went to orc there were 3 warlords camping the orc side of the stairs.

Weaker combos can also actually be really really hard depending on floor items, but that's fine.

Overall though I'm enjoying no food and damage numbers so much, I hope those features make it to the main game.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 3rd November 2016, 14:16
by lethediver
Nothing much to add at this point except I want to back up what others are saying about certain combos being really, really difficult. It's not so much the lack of XP (XP balance feels much better than vanilla now) as it is the lack of consumables and gear. I often reach depths with no blink scroll, no branded helm/cloak/glove/boot, no dragon armor, no elemental evoker, no rod, etc. I'm not saying this is bad or good, but it certainly is noticeable.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 3rd November 2016, 14:28
by VeryAngryFelid
lethediver wrote:no branded helm/cloak/glove/boot


You are lucky :)

  Code:
rCorr  .                        (no gloves)
MR     +++++                    (no boots)

You were on level 14 of the Dungeon.
    Orc (2/2) D:9 

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 3rd November 2016, 22:34
by infinitevox
I don't suppose Hellcrawl is available somewhere for offline play is it? I haven't been able to find any time to actually play crawl from webtiles lately bc of work but still wanna try this branch out.

Re: [proclick] new fork, hellcrawl

PostPosted: Friday, 4th November 2016, 14:13
by yesno
i really would like to try hellcrawl but my lag (US to AUS) on CPO is awful. wish a US server hosted it

Re: [proclick] new fork, hellcrawl

PostPosted: Friday, 4th November 2016, 14:21
by VeryAngryFelid
It is not that slow normally IMHO (I am in US too), probably you were unlucky, sometimes it is slow indeed.

Re: [proclick] new fork, hellcrawl

PostPosted: Friday, 4th November 2016, 14:23
by yesno
i'll give it another try

Re: [proclick] new fork, hellcrawl

PostPosted: Sunday, 6th November 2016, 20:30
by VeryAngryFelid
I had a game where I found 1 scroll of blinking and 3 scrolls of teleportation in D1-15, Orc 1-2, Vaults 1-2, Elf 1 (except end vault), Shoals 1-2 and half of Shoals 3 where I died. I was a mummy of Chei so it got me thinking if it is a good idea to remove scrolls of blinking/teleportation completely or make them as rare as acquirement.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 10th November 2016, 01:48
by neverEnough
VeryAngryFelid wrote:I had a game where I found 1 scroll of blinking and 3 scrolls of teleportation in D1-15, Orc 1-2, Vaults 1-2, Elf 1 (except end vault), Shoals 1-2 and half of Shoals 3 where I died. I was a mummy of Chei so it got me thinking if it is a good idea to remove scrolls of blinking/teleportation completely or make them as rare as acquirement.

How to become tough like you?
Stop smoking cigs may help?
Seriously, i hope to see in real time a game of u someday..

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 10th November 2016, 05:16
by VeryAngryFelid
neverEnough wrote:Seriously, i hope to see in real time a game of u someday..


Sorry, I switched to age of wonders 3 for a while.

Edit. Also I am not good, that death was hilariously stupid, I barely survived with 30% HP and then got curious to see how many monsters are still in rune vaults so I evoked invisibility, moved a step and instantly died :)

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 10th November 2016, 23:05
by infinitevox
VeryAngryFelid wrote:
neverEnough wrote:Seriously, i hope to see in real time a game of u someday..

Sorry, I switched to age of wonders 3 for a while.


XD ME TOO
Damn that steam madness sale...

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 5th December 2016, 05:03
by Hellmonk
We're back, baby! A dank new update has been pushed!

  • Randomly generated traps are no more
  • Traps that are placed as part of a vault have been removed or revealed.
  • In case I somehow missed some other source of traps, you'll automatically detect traps in a 5 tile radius.
  • Ashenzari no longer gives trap detection.
  • As a slight compensatory buff, Ashenzari skill boost kicks in immediately instead of at **. Note that it's still scaled by piety and still uses the awful scroll of remove curse mechanic.
  • Ashenzari gives see invisible at ** instead of ***.
  • Chei's abilities have had their mp costs significantly reduced. Clearly a top pick now imo.
  • You can train any skill at any time with no prerequisite. Train invocations before you ditch xom for lugonu! Train necro for your pain weapon with no necro spells! The possibilities are literally endless. I implemented this with an incredibly dumb hack so hopefully it's not too annoying.
  • Despite only being the last line in this changelog, 90% of my time was spent merging crap from regular crawl. Now you can enjoy mottled draconian removal in my fork too.

Next time: does poison magic finally bite the dust? Do wands get culled and combined into a sleek, streamlined new system? Probably not, but I'll axe that stupid dithmenos fire conduct and rename deep trolls to meme trolls.

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 5th December 2016, 10:48
by Implojin
Hellmonk wrote:
  • You can train any skill at any time with no prerequisite. Train invocations before you ditch xom for lugonu! Train necro for your pain weapon with no necro spells!


Hellcrawl slowly but surely taking over the better part of Crawl development right here.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 6th December 2016, 00:22
by Hellmonk
I'm pleased to announce that hellcrawl is now playable on CBRO. Big thanks to johnstein for working on this. I cannot wait to see the hundreds of bug reports that will be generated now that hellcrawl has been brought to a wider audience.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 6th December 2016, 14:07
by sanka
It seems that it is still not available via console anywhere :( At least I can only find it on webtiles.

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 6th December 2016, 17:38
by Cimanyd
sanka wrote:It seems that it is still not available via console anywhere :( At least I can only find it on webtiles.


Another improvement over regular Crawl!

Re: [proclick] new fork, hellcrawl

PostPosted: Tuesday, 6th December 2016, 18:02
by VeryAngryFelid
Cimanyd wrote:Another improvement over regular Crawl!


Thanked seriously. There are some interesting proposals which are refused with "it cannot be done in console". I hope crawl will split into 2 different games eventually, tiles and console.

Re: [proclick] new fork, hellcrawl

PostPosted: Wednesday, 7th December 2016, 00:21
by johnstein
Like hellmonk said above, hellcrawl is currently playable on CBRO which hosts both webtiles and console. Works just fine. Let me know if you are having trouble connecting.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 8th December 2016, 02:38
by Baldu3
Thanks for putting hellcrawl on brotato guys!

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 8th December 2016, 14:35
by sanka
johnstein wrote:Like hellmonk said above, hellcrawl is currently playable on CBRO which hosts both webtiles and console. Works just fine. Let me know if you are having trouble connecting.


This is what I see after logging in with my user name "sanka" to cbro:

  Code:
Crawl server (North America) hosted and maintained by John Boyle (johnstein).
 ------------------------------------------------------------------------------
 Webtiles:           https://crawl.beRotato.org/
 Crawl information:  http://crawl.develz.org/
 ------------------------------------------------------------------------------
 ** Games on this server are recorded for in-progress viewing and playback! **
 ------------------------------------------------------------------------------

 Logged in as: sanka
 W) Watch games in progress

 Play Dungeon Crawl Stone Soup!
 Current Versions:
 [T] Trunk (Updates Daily!)
 [9] 0.19  (Latest Stable Version!)
 [8] 0.18

 Old Versions:
 [7] 0.17   [6] 0.16   [5] 0.15   [4] 0.14   [3] 0.13

 c) Change password  e) Change email address

 Q)uit or P)lay or S)print in TRUNK now!


What should I press to play hellcrawl?

On webtiles I could select hellcrawl fine.

Thank you anyway for putting hellcrawl on cbro, and also thank to hellmonk to create this fork.

Re: [proclick] new fork, hellcrawl

PostPosted: Friday, 9th December 2016, 17:13
by araganzar
Well my second game ended in depths with shit gear because I thought Orc had been removed... the main thing that hurt for me with lower items was doing D10-15 without sInv is annoying as hell.

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 12th December 2016, 02:50
by Hellmonk
December 11 update! My updates have to be twice as good now that hellcrawl is on two servers.

  • Desolation of salt is removed.
  • Ziggurats should no longer generate.
  • Monster generation has been tweaked (again) in several areas:
    • Less yaks and wyverns in D, more of a few harder enemies.
    • No more gnolls in orcish mines (note to actual crawl devs: lol). Their weight has been redistributed to harder enemies.
    • No more ogre packs in vaults. A couple of former desolation monsters have relocated here. Some other minor re-weighting.
    • Mummy priests and greater mummies can make rare appearances in depths.
  • A couple of monsters have been changed:
    • Orb spiders have learned how to get along with their spider brethren and should no longer nuke everything with impunity. They also learned blink and lightning bolt at the expense of a little bit of hd.
    • Electric eels can move out of the water and have a constricting melee attack.
    • Silent spectres no longer radiate silence. Instead, they cast it (very frequently), are fast, and melee twice for antimagic.
    • Juggernauts have been reworked. They hit only once for 100 base damage, but their attack delay is 200% instead of 450% and the attack cleaves.
    • Tzitzimimeh are once again known as shadow fiends.
  • Player ghouls have been reworked. They no longer rot, they get no regen while enemies are in los (slow regen 2), and they get a makhleb-style healing effect on kills.
  • Vampires get their old "near starving" level of stealth instead of their satiated stealth level.
  • Fixed (?) a bug where gozag would sometimes offer food shops.
  • Removed the Dithmenos fire conducts. FE^Dith is probably still bad though.
  • Gargoyles have permission to worship Yredelemnul.
  • Killing TRJ converts slime walls into runed doors.
  • Nets no longer randomly generate on the floor. They can still generate on enemies or as part of vault loot... for now.

I'm going on vacation in a few days. This will be the last hellcrawl update of 2016 unless I need to do bugfixes.

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 12th December 2016, 15:11
by neil
sanka wrote:What should I press to play hellcrawl?


Trunk -> eXperimental -> Hellcrawl

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 12th December 2016, 16:49
by sanka
Uhm, I feel a little stupid myself, I did not notice it... Thanks!

Hellcrawl, I am coming!

Re: [proclick] new fork, hellcrawl

PostPosted: Monday, 12th December 2016, 23:50
by PurpleRed
Thanks for making this Hellmonk, its certainly interesting.

I tried playing a game of your hellcrawl (with DeCj of course). Random thoughts:

-XP feels about right, by mid-game my character development was very close to what I would expect if I was speed running trunk, this is plenty adequate (for strong builds at least).
-Consumable balance seems right, you find enough for the job.
-Other gear felt disturbingly thin. Noticeably I had no early luck finding important resists or spellbooks. Perhaps I was unlucky, but this is the first time ever I've attacked vaults with nothing other than my starter spellbook for offense. If you are feeling generous, an extra mid-to-high level spell in starter books would reduce the gamble.
-Open levels from d13 to d15 and unseen horrors on every level. This would get old fast if every game ends up like this. Seriously.
-Pan is short and sweet. Nice.
-For hell, I was disappointed that I couldn't do all 4 hell ending. For hell I would prefer doing all four hells, each as a one level branch. Shocked that I still had to dive through 6 levels of meh to get to the interesting bit on the one branch I was allowed to do.
-Started game one day before you removed zigs. XP not so thin after 7 zigs.

Re: [proclick] new fork, hellcrawl

PostPosted: Wednesday, 14th December 2016, 00:46
by papilio
Here's my ideas.

- Merge death yaks + dream sheeps.
- Merge hydras + entropy weavers.
- Make spiny frogs and porcupines to spike Barbs on melee hit.
- Buff howler monkeys to dire gorillas, capable of confusing/paralyzing players with shouting (like Xtahua)
- Add stomp ability to elephants/dire elephants, which is a nerfed version of Shatter.
- Add gelid catoblepas: use Glaciate.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 15th December 2016, 14:43
by sanka
I always find the temple on D3. First, shouldn't it generate between D4-D7? It makes the game much easier than normal crawl.

Otherwise it does not seem to be much harder - the only (small) difficulty jump is that since there is only 1 easy lair rune you need to complete V$ and slime as well. I have only played MuWn, and XP/items did not seemed much worse - overall it is still the first part of the game which is much harder then the later parts.

Re: [proclick] new fork, hellcrawl

PostPosted: Thursday, 15th December 2016, 14:49
by VeryAngryFelid
sanka wrote:MuWn


Ashenzari?