Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Feedback on Trunk deployment (.12)
Here's some feedback: what, no fanfare?
Did I make a lame complaint? Check for Bingo!
Totally gracious CSDC Season 2 Division 4 Champeen!
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
Slime Squisher
Posts: 382
Joined: Thursday, 12th April 2012, 02:07
Location: Standing right behind you...
eeviac wrote:Suggestion: rename Hellfire as Hellblast or Hellsmite or something, so people won't think that rF protects them from it.
Jabberwocky wrote:You came back on the forums. Everything in the corner has been worse since 11/4/12. It got better when you left, but now it's bad again.
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
Slime Squisher
Posts: 382
Joined: Thursday, 12th April 2012, 02:07
Location: Standing right behind you...
eeviac wrote:.11 is considered feature complete and has been branched for debugging before official release. Trunk is now .12.
Jabberwocky wrote:You came back on the forums. Everything in the corner has been worse since 11/4/12. It got better when you left, but now it's bad again.
Blades Runner
Posts: 536
Joined: Wednesday, 10th August 2011, 01:06
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Deimos wrote:How can I compile it? Is there a way to do so via git?
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
giygas wrote:Then why isn't it on the trunk page?
Mines Malingerer
Posts: 32
Joined: Monday, 28th May 2012, 17:31
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Galefury wrote:giygas wrote:Then why isn't it on the trunk page?
Nobody got around to putting it there. Also before a release usually the latest beta version was served on the trunk page instead of actual trunk, to get some more testing before the release (nobody seems to have gotten around to this either). The 0.12 builds are available from the RSS feeds. Only for Windows and Mac though, I don't know if you can find up to date debian packages somewhere. At least there are beta versions for debian instead of just the last alpha.
Slime Squisher
Posts: 382
Joined: Thursday, 12th April 2012, 02:07
Location: Standing right behind you...
Galefury wrote:giygas wrote:Then why isn't it on the trunk page?
Nobody got around to putting it there. Also before a release usually the latest beta version was served on the trunk page instead of actual trunk, to get some more testing before the release (nobody seems to have gotten around to this either). The 0.12 builds are available from the RSS feeds. Only for Windows and Mac though, I don't know if you can find up to date debian packages somewhere. At least there are beta versions for debian instead of just the last alpha.
Jabberwocky wrote:You came back on the forums. Everything in the corner has been worse since 11/4/12. It got better when you left, but now it's bad again.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Slime Squisher
Posts: 382
Joined: Thursday, 12th April 2012, 02:07
Location: Standing right behind you...
BlackSheep wrote:Sprint VI is awesome. That is all.
Jabberwocky wrote:You came back on the forums. Everything in the corner has been worse since 11/4/12. It got better when you left, but now it's bad again.
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Halls Hopper
Posts: 57
Joined: Saturday, 28th April 2012, 08:55
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Halls Hopper
Posts: 57
Joined: Saturday, 28th April 2012, 08:55
Snake Sneak
Posts: 91
Joined: Saturday, 8th January 2011, 00:21
Halls Hopper
Posts: 57
Joined: Saturday, 28th April 2012, 08:55
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
MIC132 wrote:Well..
I'm playing priest right now and I got "0" on recite and renounce rel. (correctly), but I have a large "11" on vitalisation, while I have "(1%)" in it's description. So if it is supposed to be failure then something isn't working.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
jejorda2 wrote:Rock Worms were removed from the Ashenzari altar vault that can show you the spiders' nest. Not from crawl, I don't think.
Blades Runner
Posts: 536
Joined: Wednesday, 10th August 2011, 01:06
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Blades Runner
Posts: 536
Joined: Wednesday, 10th August 2011, 01:06
Shoals Surfer
Posts: 263
Joined: Sunday, 4th September 2011, 20:45
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Moanerette wrote:I tried it but can't say what's different as .11 is equally new to me.
Blades Runner
Posts: 554
Joined: Tuesday, 25th January 2011, 14:24
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
eeviac wrote:Not sure I like that - shoals has sea snakes, swamp has swamp drakes and swamp dragons. Spider is often waterlogged. The branches overlap each other enough that I believe we'd have more variety if any 2 were picked, as opposed to 1 of 2 and 1 of 2.
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
eeviac wrote:I understand, I just value the variety of branch combinations over the variety of themes.
Lair Larrikin
Posts: 22
Joined: Thursday, 24th March 2011, 15:25
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Dungeon Master
Posts: 46
Joined: Sunday, 20th November 2011, 01:52
Slime Squisher
Posts: 400
Joined: Saturday, 24th September 2011, 03:45
claws wrote:Also, the abyss re-write bh has planned makes abyss-teleporting in vaults happen less (since vaults are islands of relative stability for the abyssal morphing).
Slime Squisher
Posts: 418
Joined: Friday, 11th February 2011, 13:09
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
white_noise wrote:- merge the spells and abilities. In many cases they can be fitted in one row. All spells can be placed first and abilities last. For additional differentiation there can be different backgrounds (or borders) for both. Let's say bluish for spells and yellowish for abilities.
- merge the commands. "Action" commands can be placed first and marked with different background/border.
- maybe get rid of memorization and skill tabs completely. I don't see how they can be usefull given that with the same ease (one click) you can access full menus of memorization and skill managing. But it's not critical.
- please think of making a customizable tab where you can drag any icon from any other tab. It would be so cool to create one-row tab for most usable commands and traveling icons.
- make the width of menu customizable in init.txt and stop it from auto-changing when font size is changing.
- make mini-mod for stats field to free the vertical space. HP/SP/effects only.
cerebovssquire wrote:Merging the tabs is fine for tiles players, but us console players will suffer (more scrolling needed, more keys, more Shift, etc.). It will slow console players down, and speed is important to some of us, including me. I don't think it's a very good idea.
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
galehar wrote:- merge the commands. "Action" commands can be placed first and marked with different background/border.
No. Maybe some actions should be moved from on panel to the other, but the system panel has enough rarely used commands that you don't want to have it uses screen estate all the time. Having them all on one panel just make a huge one that you can't fit on a small res screen. Also, 1 big panel doesn't use much less space than 2 smaller ones, it's just less flexible.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Return to Game Design Discussion
Users browsing this forum: No registered users and 76 guests