Vestibule Violator
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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.
Vestibule Violator
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Galefury wrote:A config option to switch between Ctrl+key and cycling would be nice. I still haven't played with the new training, but I can see people preferring either.
ElectricAlbatross wrote:Couldn't we instead use the alphabet key to cycle through off -> on -> focus?
LunarHarp wrote:I take back my comment about wanting to see the weights for the unknown skills. This makes knowing that pretty irrelevant.
Does boxing plants still help get fighting or weapon skills to level 1?
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KoboldLord wrote:I'm really not liking how it feels to pick up a new spell skill, though. If you're trying to get translocations with Blink at good, you'll have an absolutely wretched time with translocations miscasts from this unreliable spell until you get to level 1
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Temple Termagant
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dpeg wrote:3) Turn manuals from permanent to temporary effects.
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Blades Runner
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dpeg wrote:Secondly, the messages after killing a big monster look strange, at least to the veteran Crawler. This, however, is really only a cosmetic problem. We may address this at a later time cosmetically (different wording) or differently (no idea how) or perhaps not at all. This issue is not relevant for 0.9. The mechanic works fine, and the message is secondary.
dpeg wrote:1) Remove skill progress display. It is not really necessary and contributes a toggle and many numbers to the m-screen. If players start doing silly things to keep track of their skill progress manually, we'll devise something. Just turn off a skill you want to turn off right after gaining a level.
Crypt Cleanser
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i don't think this is necessary. but if it has to be done, it can wait until 0.10, when the system's fully worked out, because right now percentages help figuring out how it works.
Ziggurat Zagger
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galehar wrote:How is it any different than the old system? Victory dancing with no skill was exactly the same, except you had to do it with xp in the pool and it was harder. Now you only need an average of 5 exercises instead of 20 (for apt 0) and you can dance at any time.
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KoboldLord wrote:In the new system, your pre-dance stacks the action list.
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Snake Sneak
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ElectricAlbatross wrote:You can: press "*" to display unknown skills and their weights.
Galehar wrote:You can see the weights of unknown skills just fine, but not the progress.
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Spider Stomper
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galehar wrote:ElectricAlbatross wrote:Couldn't we instead use the alphabet key to cycle through off -> on -> focus?
It would make toggling skills on/off very annoying, especially to people who don't use focus.
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Bim wrote:I've just been playing as a HaHu (latest trunk on manual) and randomly gained spellcasting without using anything related to it at all.
Bim wrote:Edit: same just happened with short blades. Was this supposed to be turned off? I get them, and then they turn themselves off, but its still annoying to get them when they haven't been used.
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ElectricAlbatross wrote:But that only adds one keypress to turning a skill off, and just a repeat. Using focus is annoying as it is right now. Players have to hold down the shift key and then reach for the backslash key and then press the appropriate skill key, and then shift-backslash again to switch back to practice mode. All the reaching and extra pressing adds up when I'm fiddling around with different training proportions, and that's not counting the times that I accidentally focus a skill instead of turning it off because I forgot to switch modes. So you'd be trading one repeat keypress a half of the time for two or more keypresses with a lot of reaching. In addition you'd add a lot more simplicity to the interface, because it just makes more sense to treat focus as another state a skill could have, instead of a completely different process with its own mode. And really, the fewer switches you have on the skills screen that aren't the skills themselves, the better.
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Bim wrote:Hadn't used the short sword I started with at all as I got very lucky with lots of bullets lying around outside the starting area. At least I don't think I did unless I did somehow by accident. If so, I used it once or twice to cut through corpse mushrooms, not enough to make it train at all. I know its a fine line, but I really don't like gaining stuff without using it, especially when it appears 'randomly'.
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Bim wrote:Hadn't used the short sword I started with at all as I got very lucky with lots of bullets lying around outside the starting area. At least I don't think I did unless I did somehow by accident. If so, I used it once or twice to cut through corpse mushrooms, not enough to make it train at all. I know its a fine line, but I really don't like gaining stuff without using it, especially when it appears 'randomly'.
Vestibule Violator
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absolutego wrote:i seem to be having problems with stealth too, for the record.
absolutego wrote:also, interface-wise: wouldn't it be simpler to cycle off-on-focus with the key corresponding to each skill instead of adding another modifier? you don't mess with skills enough for it to be an inconvenience.
Vestibule Violator
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Galefury wrote:The option being accessible from the skill menu would work better than a config option IMO (if there is space for it, which it should be, as there currently is space for focus mode). There could be a key to switch between cycle mode (default, with focus) and on/off mode (no focus). A config option could change which is the default mode.
Vestibule Violator
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Galefury wrote:The label could be focus mode on/off. I may not change modes with a single character, but I can see myself using focus with some chars and not using it with others. It would be inconvenient to change the config when I change characters.
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Ziggurat Zagger
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galehar wrote:I've already explained how having both percentages would make the skill screen even more busy and technical. No.
Snake Sneak
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Secondly, the messages after killing a big monster look strange, at least to the veteran Crawler. This, however, is really only a cosmetic problem. We may address this at a later time cosmetically (different wording) or differently (no idea how) or perhaps not at all. This issue is not relevant for 0.9. The mechanic works fine, and the message is secondary.
Vestibule Violator
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Vestibule Violator
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danr wrote:Skill queue instead of manual mode
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danr wrote:Everything is always in "auto", except instead of focusing or disabling skills, the player is able to set a queue of priority skill level ups.
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Galefury wrote:Skill caps would require a rather clunky interface. Press skill cap key, press skill key, enter cap, press enter. For each skill you want to cap. Also it actually requires planning how far you want to train the skill. Opposed to one or two keypresses to switch between on/off/focus. Not good IMO. Also I don't think I would ever use that feature.
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