Abyss Ambulator
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Abyss Ambulator
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Ziggurat Zagger
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Halls Hopper
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Ziggurat Zagger
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Halls Hopper
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Sar wrote:As long as it isn't something seizure-inducing like "make the entire screen flash when shadow does something". No idea how to do that for melee, though, Crawl doesn't have melee attack animations (thankfully).
Tartarus Sorceror
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Halls Hopper
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Arrhythmia wrote:I, personally, don't want an animation playing on one third of all of my actions that hurt dudes. First, it would non-trivially, artificially extend a game that by most people's count is already too long. Second, I gain no useful information by knowing whether or not my shadow has mimicked me. If I rolled high on an attack and brought the stone giant to 50% HP, it is no different than if I rolled low and my shadow-mimic covered for me bringing him to 50% HP. If, say, every time the shadow mimicked me it wouldn't for X turns then it could potentially be useful, but considering it is (thankfully) stochastic, it would add nothing besides annoyance.
Vestibule Violator
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Tartarus Sorceror
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King_jelly wrote:I know everyone loves being contrarian here, but why on earth wouldnt you want to know that Shadow Action has triggered? I'd personally would like to know exactly how much damage and usefulness it's adding... it's not the same as simply rolling high on an attack.
It's obviously useful information that Shadow Action has triggered - otherwise it wouldn't be announced via text at the bottom of the screen...
I also dont see how adding a simple visual affect would "extend the game"...
Snake Sneak
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Tartarus Sorceror
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AzuredreamsXT wrote:Wait, did some guy post his idea for a new god, and the devs actually decided to implement it in 14? Or is the op a dev?
Snake Sneak
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Arrhythmia wrote:AzuredreamsXT wrote:Wait, did some guy post his idea for a new god, and the devs actually decided to implement it in 14? Or is the op a dev?
Yes and no, respectively.
Zot Zealot
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Dungeon Master
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Halls Hopper
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WalkerBoh wrote:Hopefully that makes sense, King Jelly. I don't think anyone is really arguing for the sake of being contrarian; sometimes you just gotta admit when you're wrong.
Ziggurat Zagger
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Blades Runner
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WalkerBoh wrote:Animations don't really add anything to Crawl other than:
1) flavor (which is admittedly very simple since Crawl doesn't have very good graphics ), or
2) a visual indication that something important occurred that you might otherwise have missed.
For an example of #1, corruption is an already-mentioned example which provides a little extra flavor. For an example of #2, I might not notice slime creatures merging together unless there was a green flash each time.
I don't think adding an animation for shadow action adds much flavor to the game. Adding an animation to an activated ability makes more sense for flavor purposes to me. So maybe triggering Shadow Form is a better choice for animation.
The prime issue I have is with the new (second?) altar. It looks too similar to Yred's in shape and color
Ziggurat Zagger
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Zot Zealot
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EDIT: Of course, now I realize that you play console.
Crypt Cleanser
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duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Dungeon Master
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Barkeep
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neil wrote:I should point out that CSZO now has an experimental branch with dpeg's proposed partial XP for seeing monsters as a Dithite. Currently it's set to 1/3 XP, but that can be changed. It is listed as "dith changes" in webtiles, branch "halftone" in our git repository.
My immediate reaction is that gaining levels feels like it comes from out of the blue. I'm not sure how to fix that, though, without adding a (very spammy) message about gaining XP every time you see a monster. Perhaps adding an extra message, but only on level gain, would work.
Dungeon Master
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XuaXua wrote:The prime issue I have is with the new (second?) altar. It looks too similar to Yred's in shape and color. Also, both look shaped like the Temple exit stairs.
If nothing else, I would at least change the purple/violet color on one of the altars to something markedly different, like dull orange or grey. I am not an artist.
Dungeon Master
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Dis Charger
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Tartarus Sorceror
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Amnesiac wrote:I thought I'd mention it here, too, but I think it's not right that Dith boosts spell damage(and enchantments chance to affect) output so much. Even Veh doesn't give you damage boost, being a god of destruction. ATM, taking dith seems to be more benefitial for a pure caster than any other god.
Dis Charger
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Slime Squisher
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Dis Charger
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Blades Runner
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Amnesiac wrote:I think umbra is quite fine in the set of the abilities he gives. What really is too strong now, as it seemed to me are spells and projectiles. Maybe it's also true for heavy melee weapons, but I don't often play those types. I imagine an ogre who is double "stabbing" with a GSC would be nice.
Dis Charger
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Tartarus Sorceror
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Dis Charger
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Blades Runner
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Dis Charger
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Tartarus Sorceror
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Amnesiac wrote:Oh. So is shadow OoD just a shadow shard? Is it that bad? Anyway, my point is not only about OoDs.
Blades Runner
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Dis Charger
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Tartarus Sorceror
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Amnesiac wrote:I guess I'll have to see for myself. When will it be in trunk? Or is it already there?
Dungeon Master
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Ziggurat Zagger
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Tartarus Sorceror
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XuaXua wrote:Can someone rename this thread to "Dithmengos" or something?
Vestibule Violator
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Vestibule Violator
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Slime Squisher
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Spider Stomper
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Barkeep
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Blades Runner
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Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.
Blades Runner
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Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.
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