DCSS - Code and Docs Wiki
https://crawl.develz.org/wiki/
2024-03-19T05:45:40+01:00DCSS - Code and Docs Wiki
https://crawl.develz.org/wiki/
https://crawl.develz.org/wiki/lib/tpl/default/images/favicon.icotext/html2023-03-31T21:30:34+01:00PleasingFungusThe Dungeon Crawl Stone Soup Devteam
https://crawl.develz.org/wiki/doku.php?id=dcss:admin:devteam&rev=1680291034&do=diff
Devteam member Aliases Location Joined in Info Current projects Peter Bergerpeterb12Pittsburgh, PA, USA2006Involved in founding but rarely seen now; registered (with Nat Lanza) crawl-ref project on Sourceforge, began the use of text databases with the BDB database for quotes. Edgar A. Bering IVeberingMathematical Academe2018New new Nemelex, Trap overhaul, Throwing overhaul, Positional Magic, Unrand Revisions New new new Nemelex, More MagicAdam Borowskicastamir, kilobytePolandSeptember 2009R…text/html2021-06-16T21:45:41+01:00gammafunkDCSS - [Discuss Crawl]
https://crawl.develz.org/wiki/doku.php?id=dcss:start&rev=1623872741&do=diff
The dcss namespace is for all items related to Dungeon Crawl Stone Soup (DCSS). You can also go back to the Wiki Home. You need to create an account to be able to create and edit wiki pages, file issues and post your comments.
Designing / Feedback
* Features : Feedback & Proposal : discuss/submit new features/ideas and feedback for existing features
* Refused and Rejected Concepts List : common requests that we refuse to implement and why
* Usability Projects : details on student projects…text/html2021-06-16T21:44:55+01:00gammafunkSetting Up dgamelaunch and WebTiles - [13. Other notes]
https://crawl.develz.org/wiki/doku.php?id=dcss:server:setting_up_dgamelaunch_and_webtiles&rev=1623872695&do=diff
WORK IN PROGRESS -- Last edited by advil apr 2020 [Build on Ubuntu 18.04]
This document describes how to set up an official Crawl server with support for webtiles and console, automatic updates,
Sequell/scoring integration, and public ttyrecs. If you just want to run a webtiles server for friends and coworkers, the process is much simpler: see webserver/README in the Crawl source.text/html2021-06-16T21:43:52+01:00gammafunkTriggerables - [Comments and Questions]
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:triggerables&rev=1623872632&do=diff
Triggerables
wiki todo: replace references to 'section D' etc. by links. Also, the lua syntax highlighting is confused by a single apostrophe, as in executioner's axe. --- dpeg 2011-09-13 21:34
" I've replaced the references on this page. I removed the apostrophe from executioner's_axe etc. because they're not necessary in item and spell names (and might be incorrect)."text/html2021-06-16T21:43:06+01:00gammafunkWiki Home - [Discuss Crawl]
https://crawl.develz.org/wiki/doku.php?id=start&rev=1623872586&do=diff
Welcome to the Crawl development Wiki
This wiki is used for managing various aspects related to the open-source game Dungeon Crawl Stone Soup (aka: Crawl).
You need to create an account to be able to create and edit wiki pages, file issues/bugs and post your comments.text/html2021-03-26T05:17:33+01:00PleasingFungusRefused and Rejected Concepts List
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:wont_do&rev=1616732253&do=diff
This is a list of often-suggested concepts that will deliberately never be designed for various reasons.
This list is incomplete.
* Choosing your colour as a Draconian
* Dr isn't meant to be nine subspecies, but to introduce a challenge where the player must adapt to the colour.text/html2019-10-14T18:59:45+01:00aidanholmrltiles Guide - Add reusing image enum documentation
https://crawl.develz.org/wiki/doku.php?id=dcss:help:rltiles&rev=1571072385&do=diff
What is rltiles?
rltiles is a utility program that takes a large set of individual images for items and monsters, potentially modifies those images, and then groups them together into a tile sheet. Individual images are both easier to edit and are more source control friendly and so they are the preferred method of storing raw images. Tile sheets are more efficient to use at run-time, which is why they are packed. Tiles that are used together are put in the same tile sheet.text/html2018-12-06T05:05:22+01:00CALLOUSOption / Configuration Reform - [.rc file]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:options&rev=1544069122&do=diff
Name dcss:brainstorm:interface: options Summary Crawl has too many options and a lot of them are too technical. Let's try to simplify that. The goal is to have sane defaults, smart behaviour and meet everyone's needs. Added by galehar Added on 2010-12-23 23:37
* Add an abilities_slot similar to the spell_slot which allows us to set key bindings for abilities like we can will spells.text/html2018-09-18T00:14:37+01:00YokkasoMBConsolidated Species - Added information on Yookkaso Species to bottom of page
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:proposed_species&rev=1537222477&do=diff
Propose new species below in separate sections using the format of an existing proposed species. If the development team feels the background should be considered for inclusion, it should be moved from this page to its own page for further detailing.text/html2018-08-03T01:10:33+01:00ClawsIndex's Revamps
https://crawl.develz.org/wiki/doku.php?id=user:regret-index&rev=1533251433&do=diff
I still think Crawl keeps a toxic community and is boiling itself away in a consensus-less desire to cut down a game some people have played far too much of. I'm not coming back for more work unless development has otherwise essentially completely halted.text/html2018-06-17T21:27:36+01:00mikeeDesert - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:propose:desert_mikee&rev=1529263656&do=diff
Name dcss:brainstorm:branch: desert (mikee) Summary This document outlines potential features of the Desert branch, proposed to replace Swamp. Further informationNone at the minute. Added by mikee Added on 2018-06-17 02:14
Reasons
Lair currently includes two branches that rely heavily on water as their principal mechanic (Shoals and Swamp). Of the two, Swamp has traditionally been the most difficult to populate with appropriate monsters and playthroughs can feel easy yet slow and plodding.…text/html2018-04-15T19:14:09+01:00aidanholmFuture versions - [Interface]
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:long_term_plans&rev=1523812449&do=diff
Future versions
Features which might be considered for future versions but are not realistic targets for the next release. Features from here can be moved to 0.18 plans if interest is shown by devs or after further discussion/planning.
Races
* Demigod rework (mumra/dpeg)
* Artificer rework (mumra)text/html2018-02-10T05:47:46+01:00aidanholmUser Interface Implementable List - remove completed items
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:interface_implementables&rev=1518238066&do=diff
NOTE:
* This page contains a list of approved implementable items.
* Developers should create patches for each implementable as soon as possible.
* Each implementable links to the referring wiki discussion page or mantis.
* An indicates high priority. Patches are particularly welcome!
* Do not delete the Implementable tag at the end of this page.text/html2017-06-19T17:41:01+01:00advilIntroduction - [Testing your maps]
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:introduction&rev=1497886861&do=diff
This document explains some basics of vault making. For actual vault work,
you will need to refer to Basic Syntax. However, by simply looking at the
example provided here and looking through the *.des files in /dat/des/entry, you should be able to
make changes or small vaults on your own.text/html2017-04-10T03:40:59+01:00dpegCrawl for blind players - colours
https://crawl.develz.org/wiki/doku.php?id=dcss:accessibility:start&rev=1491788459&do=diff
Crawl for blind players
While DCSS has never been explicitly developed with blind players in mind, it turns out that blind players can enjoy the game. The purpose of this page is to discuss ways in which their experience (and, ideally, that of all Crawl players) can be improved. Therefore, this is strictly about interface modifications. The first installment of this page grew out of a discussion between Moritz and dpeg. --- 2017-04-09 01:03text/html2017-04-07T23:24:46+01:00neilPress - [2017] Describe second RPS article better
https://crawl.develz.org/wiki/doku.php?id=dcss:admin:press&rev=1491600286&do=diff
Name dcss:press Summary Mentions of Crawl, especially Stone Soup, in magazines, blogs and other media. Further information (links welcome!) Added on 2011-02-19
Sort by time, the most recent year on top.
2017
2017-03-23: Making Dungeon Crawl Stone Soup with 253 cooks and no head chef, by Kent Sutherland of Rock Paper Shotgun. Includes interviews with dpeg and Lasty.text/html2017-03-27T16:24:48+01:00adviluser:advil
https://crawl.develz.org/wiki/doku.php?id=user:advil&rev=1490624688&do=diff
UI improvements
* improve information on training targets.
* noise: provide feedback at noise location, not just in hud.
* Continue search improvements.
* better HUD code. (How to unify with webtiles?)
* improve online chat UIs
Bugfixing. Interesting bugs for future reference:text/html2017-03-24T07:00:39+01:00LavandulaDemigod
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demigod&rev=1490335239&do=diff
Better attributes for balance
The below article lists lots and lots of strange proposals, and one is in a subordinate clause inside another entry that I think should have comparable attention. I personally like demigods (spend days playing demigods only) specifically because they have no fancy abilities, no halos, no meters and no gods. Just your own great strength as a human-like character to build on. However, as it stands, demigod is just a bad choice, because the attributes are pitiful.text/html2017-03-08T16:16:58+01:00advilOnline save backups for debugging
https://crawl.develz.org/wiki/doku.php?id=mantis:savebackup&rev=1488986218&do=diff
To make a save backup, you will need to log in via console. The details of how to do this vary by server and operating system, but on windows you will typically use the Putty app, and in OS X you will use the built in Terminal.app. For server details, see your server's specific instructions. The following pictures step through what this looks like for CBRO on OS X.text/html2017-03-08T15:51:50+01:00advilDCSS Mantis Bug & Issue Tracker
https://crawl.develz.org/wiki/doku.php?id=mantis:start&rev=1488984710&do=diff
This section refers to the Mantis Bug Tracker.
The Mantis tracker is used for reporting bugs and submitting patches, graphics and vaults. Do not use the tracker to ask questions or to start discussions.
How to Report a Bug
* Search the tracker to see if it was already reported.
* Check the changelist to see if it was already fixed.
* Report the bug on the Mantis Bug Report Page
* choose “Bug Report” as the category.
* read the bug report page in detail for further instructions.…text/html2017-02-25T17:14:00+01:00Brannock0.20 Development and Release Plan - [Items]
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.20_plan&rev=1488039240&do=diff
This page is for managing short and middle term development planning.
Features on this page are considered major or significant improvements. General bugfixing does not need to go here although major bugs could end up in a “tasks for completion” section once we near a release.
Features are divided into sections based on their stage of completion or planning.
Each feature should have the names of any devs who are actively working on, planning, or responsible for the feature and who realistical…text/html2017-01-13T13:57:42+01:00dpegDynamical monsters - added a bunch of feedback
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:concept:dynamical&rev=1484312262&do=diff
Dynamical monsters
For the c-r-d email by dpeg see dynamicalcrd.
Implementation 2017/01
By lasty.
Each monster that is following you for N steps has a chance of N/(2000+N) to become bezotted (temporary name, no use discussing this now). A bezotted monster willtext/html2017-01-12T02:21:52+01:00dpegdcss:brainstorm:monster:concept:dynamicalcrd - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:concept:dynamicalcrd&rev=1484184112&do=diff
Email to crawl-ref-discuss by dpeg on 2016/12/13:
Dynamical monsters
==================
This text sounds theory-crafting: I am thinking about Crawl like a board game,
and want to make its ruleset more flexible. I have concrete applications in
mind. Was waiting for a good opportunity to send this out; Corin's email is
triggering this posting.
Current situation: monsters are static
======================================
What I mean by this: monsters are the backbone of Crawl's gameplay. P…text/html2016-12-03T17:27:13+01:00iceiceiceproposal: carbonize - created
https://crawl.develz.org/wiki/doku.php?id=carbonize&rev=1480782433&do=diff
Name dcss:brainstorm:magic:spell:carbonize Summary Proposal for a new transmutations spell Further information Added by iceiceice Added on Dec 03, 2016
My initial inspiration here is an experience I often have in ultra-lategame. I find some artifact weapon like a crossbow that doesn't match my skill set. There's no way I'm going to retrain and use this item, so I should probably just ignore it, sight unseen -- it's not even worth burning a scroll of identify, from the point of view of this c…text/html2016-11-02T08:26:25+01:00CerberuserTranslocations School - [Phase Shift]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:schools:translocation&rev=1478071585&do=diff
Current spell levels
A few translocation spells are not powerful enough to justify their casting difficulty. --- nrook 2010-09-02 00:01
* Teleport Other (L4) is not as good as other MR-based disablers of similar level. Enslavement grants a temporary ally, and it is not usually difficult to get an enslaved enemy killed; Banish loses XP, but eliminates a threat permanently. Teleport Other presents the risk of coming upon the teleported enemy in a different part of the level, as well as a del…text/html2016-10-27T12:37:46+01:00MedarMaintaining dgamelaunch and WebTiles - [Adding a New Stable Release] Mention pull request for Sequell source update
https://crawl.develz.org/wiki/doku.php?id=dcss:server:maintaining_dgamelaunch_and_webtiles&rev=1477564666&do=diff
This page is a list of issues and how to solve them while running a server for DCSS.
General Issues
No rcfiles for a specific crawl-version
Check /home/crawl-dev/dgamelaunch-config/chroot/bin/init-webtiles.sh and /home/craw-dev/dgamelaunch-config/dgamelaunch.conf - the commands[register] and commands[login]-sections.text/html2016-10-17T21:16:05+01:00BrannockRelease Plans - Add 0.20 planning page and remove old versions
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans&rev=1476731765&do=diff
This page organizes the plans for the previous, stable release, the development release, as well as long-term plans.
* 0.20 Development and Release Plan : Plans for the current trunk version.
* 0.19 Development and Release Plan : Plans for the current stable version.
* Future Versions : These ideas might be in a future release at some point.
* Planning Index : For previous release plans.text/html2016-08-27T21:15:19+01:00infiniplexLayout Types - [layout_type_city] Added extra doors problem to layout_cave_town description
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout_types&rev=1472325319&do=diff
Name dcss:brainstorm:dungeon:layout_types Summary The layouts sorted by type, with sample images. Further information See also Layouts, Dungeon Building Functions Added by infiniplex Added on 2014-05-18 23:06
All layouts (theoretically) come with a layout_type_??? tag that is used to chose appropriate vaults. However the layout types do not follow any consistent pattern and have now proliferated widely. My goal here is to organize the layouts into a small number of layout types. Each typ…text/html2016-08-06T07:50:34+01:00gammafunkCrawl Manual - [Crawl Manual]
https://crawl.develz.org/wiki/doku.php?id=dcss:manual:start&rev=1470462634&do=diff
Namedcss:manual:start SummaryCrawl manual in reStructuredText Further informationb0rsuk created a light weight markup (reST) version of Crawl's manual.
The purpose of this page is to make mutual changing of the manual a simple affair. Please do not edit parts unless you really know what you are doing (in which case you should be a developer). If you want to discuss the manual or propose improvements, please do so on this page.
reST quick reference
reST online converter
docutils package for comma…text/html2016-07-16T20:39:18+01:00JosephHackmanMessage Improvements - Suggesting clarity for spell memorization message.
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:messagewindow&rev=1468694358&do=diff
Name dcss:brainstorm:interface: messagewindow Summary Feedback for the message window. Added by rob Added on 2010-02-06 21:48
Text Revisions
This raw flesh tastes terrible
Revise or remove “This raw flesh tastes terrible”. “This raw flesh tastes terrible” is the message which follows the consumption of a meat chunk if the consumer is not a Carnivore or Gourmand.text/html2016-07-08T02:45:54+01:00HaelynTraps
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:traps&rev=1467938754&do=diff
Name dcss:brainstorm:misc: Traps Summary About dungeon traps and the Traps&Doors skill Further information Trap creation from wands <http://sourceforge.net/tracker/?func=detail&aid=2579528&group_id=143991&atid=757516> Added by b0rsuk Added on 2010-09-13 19:10 Overhauled 2011-10-10 by dpeg
The problems
* Mechanical traps (dart, needle, axe, nets etc. traps) are often uninteresting: If you run into one, most often you get a little damage, rest it off and keep going. Sometimes, you will di…text/html2016-07-08T02:45:23+01:00HaelynWeapon Discussion
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:weaponry:weapons&rev=1467938723&do=diff
Various weapon-related ideas.
Please replace all vorpal-weapon adjectives with the single adjective 'vorpal'
Added by jasonspiro Added on 2011-02-07 08:04
It's confusing for newbies that Crawl calls some vorpal weapons “slicing”, some “chopping”, etc. Please instead call all of them “vorpal”: e.g. “vorpal dagger”, “vorpal hand axe”, et cetera.text/html2016-07-04T23:50:43+01:00valrususer:valrus
https://crawl.develz.org/wiki/doku.php?id=user:valrus&rev=1467669043&do=diff
My first patch ever! Xom colored smoke trail
“Official” colors (per the ChaosForge wiki) for terminal Crawl in iTerm on Mac: <http://ian.mccowan.space/assets/CrawlOfficial.itermcolors>
Want to use the fun unicode characters that make my terminal unwatchable to 90% of people? Just use this for section 6-a of your rc:text/html2016-05-18T12:31:19+01:00ClawsHell-Pan Roulette - Respond to cutting down hell, clean up alternate proposals, write some more in general.
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:hell-pan_roulette&rev=1463567479&do=diff
Name Hell-Pan roulette Summary Abbreviate extended! Proposer regret-index Version 0.19
The structure of the extended endgame, inherited from near the very creation of Crawl, has some key design problems to it.
* It's very long. Twelve more runes after the initial three required for a default win shows a clear backloading of play length. For those additional runes here's a lot of establishment filler, which has some unique dynamics but is presented in quite the excessive melange. Six f…text/html2016-05-17T06:37:29+01:00ClawsPurgatory - Created. Part one. Not evocative, but briefly functional.
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:propose:purgatory&rev=1463459849&do=diff
Name Purgatory? Summary The often-requested holy branch, restrained and focused. Proposer regret-index Version 0.19 See first Hell-Pan Roulette
A single-floor branch in one simple, brief, and harrowing encompass vault, to house a new rune and make regular use of the obscure and aimless holy monster set. This is meant to slot into the Hell-Pan Roulette proposal as minimized additional content to keep an equal amount of runes per-game when Pan doesn't spawn, so be sure to read that first…text/html2016-01-19T03:56:39+01:00infinitevoxSkuggi - Added git changes
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:skuggi&rev=1453172199&do=diff
Skuggi
Rumored to be the creation of a necromantic rite gone horribly wrong, these creatures exist with magical energies entwined in every fiber of their bodies.
Inexorably mixed with magic, Skuggi cast spells using their life force, are immune to rotting, and poisons have a difficult time affecting them. Their very presence inhibits the arcane in a small area around them. As they grow their magic will either run wild or become somewhat subdued.text/html2016-01-17T07:46:21+01:00PleasingFungusAlly God - [Overview]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:ally_god&rev=1453013181&do=diff
Beogh focuses on raising an army (or at least a squad of allies), as does Yredremnul. What if we had a god focused on a single ally? We know that many players enjoy having a named ally who they can customize and identify with - mercenaries have a dedicated fanbase. What if we put actual design effort into that?text/html2016-01-15T18:31:30+01:00ArcaneNHScrolls Feedback - Add Scroll of Armour Ego
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:magical:scrolls&rev=1452879090&do=diff
Name dcss:brainstorm:item: scrolls Summary Brainstorming about scrolls. Added by jpeg Added on 2011-04-13 21:14
Existing Scrolls Feedback
Enchantment Scrolls
From my tavern post:
I've been thinking that it might be interesting to merge all three enchant weapon scrolls into one. Basically, remove EW I and EW II, make EW III show up earlier but overall rarer than all current EW scrolls taken together. Then allow the player to choose a weapon (or stack of missiles) from the inventory and inc…text/html2016-01-06T18:27:27+01:00dpegSpellbook management - Sif gifts
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:spellbook_management&rev=1452101247&do=diff
Name dcss:brainstorm:interface: spellbook management Summary virtual spellbooks Added by dpeg Added on 2016-01-06 17:56
Virtual spellbooks
The goal is to treat spellbooks as properly strategic items. In other words, we don't want players to reserve item slots for them; but traveling back and forth for learning spells isn't ideal either. This is not a huge problem, but I think we can improve the interface nonetheless. Here is the proposal:text/html2016-01-06T17:53:37+01:00dpeg0.18 Development and Release Plan - Oubliette
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.18_plan&rev=1452099217&do=diff
0.18 Development and Release Plan
This page is for managing short and middle term development planning. Not everything that's on here is going to get into 0.18, or perhaps any release at all. These are just a list of changes that are worth considering for the near future.text/html2015-12-10T19:10:03+01:00neilNemelex - [Give Nemelexites a Hand] Remove 0*; rename 3*; etc
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:nemelex&rev=1449771003&do=diff
Name dcss:brainstorm:god: nemelex Summary Feedback and brainstorming about Nemelex. Added by rob Added on 2010-02-05 22:41
Deck of Destruction
* The deck of destruction is too dangerous to be used in dangerous situations, which is when you are supposed to use decks. Making the torment card rarer would make the deck significantly more attractive. -- syllogism 2010-02-05 22:44
* I agree. I spam decks of destruction against harmless monsters. Torment cards are too common to use those decks…text/html2015-12-01T15:25:33+01:00dpegVolatile piety god - Lasty section + dpeg section
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:volatile_piety&rev=1448979933&do=diff
Volatile piety god
Brought up by Lasty in the 0.18 Development and Release Plan. With comments by dpeg inspired from an old Okawaru proposal about volatile piety. Right now I just put the ideas side by side, an attempt at a synthesis comes later. --- dpeg 2015-12-01 15:24text/html2015-11-16T11:02:43+01:00matthewdavis9179details_technical_advancement_careers - created
https://crawl.develz.org/wiki/doku.php?id=details_technical_advancement_careers&rev=1447668163&do=diff
Technical innovation has been described by the Details Technical innovation Organization of The United States, or the ITAA as being the research, design, growth, execution support and/or control of any internet centered pc. Technical innovation coaching for IT supervisors and techniques experts may seem unnecessary - these folks are usually well-learned in their areas of skills.text/html2015-11-13T18:13:20+01:00infinitevoxDemonspawn Mutations
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demonspawn_brainstorming&rev=1447434800&do=diff
This page is for discussing new (not yet implemented) DS mutations. We are very interested in hearing opinions about the mutations that are already in trunk. For feedback, please go to Demonspawn.
Demonspawn Transmuters seem like an interesting species/class combination. Mutations that give resistances and AC/EV bonuses will carry over in transmuted forms, mitigating some of the problems associated with armor melding upon transforming. Transmuters focus on Unarmed Combat for dealing damage, and…text/html2015-11-02T16:53:01+01:00Medarsetting_up_dgamelaunch_and_webtiles - Redirect
https://crawl.develz.org/wiki/doku.php?id=setting_up_dgamelaunch_and_webtiles&rev=1446479581&do=diff
dcss:server:setting_up_dgamelaunch_and_webtiles<strong>You will be redirected to in approximately 10 seconds.</strong><script>url="/wiki/doku.php?id=dcss:server:setting_up_dgamelaunch_and_webtiles";setTimeout("location.href=url",10000);</script>text/html2015-11-02T16:52:12+01:00Medarmaintaining_dgamelaunch_and_webtiles - Add a redirect.
https://crawl.develz.org/wiki/doku.php?id=maintaining_dgamelaunch_and_webtiles&rev=1446479532&do=diff
dcss:server:maintaining_dgamelaunch_and_webtiles<strong>You will be redirected to in approximately 10 seconds.</strong><script>url="/wiki/doku.php?id=dcss:server:maintaining_dgamelaunch_and_webtiles";setTimeout("location.href=url",10000);</script>text/html2015-10-26T08:29:03+01:00gammafunk0.17 Development and Release Plan - [Rule Changes]
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.17_plan&rev=1445844543&do=diff
0.17 Development and Release Plan
This page is for managing short and middle term development planning. Not everything that's on here is going to get into 0.17, or perhaps any release at all. These are just a list of changes that are worth considering for the near future.text/html2015-10-19T17:00:34+01:00neilGit Guide - Replace gitorious with github, and a few updates for git 2.0
https://crawl.develz.org/wiki/doku.php?id=dcss:help:git&rev=1445266834&do=diff
This is for those who haven't used git before and need a crash-course on basic operations. I'll keep this as simple as possible, and focus specifically on crawl-ref, rather than git in general. I've also added links to the official git docs at the end, which you can read instead of, or in addition to this, if you're inclined.text/html2015-10-16T10:47:25+01:00VolbarrDraconian
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:draconian&rev=1444985245&do=diff
Name dcss:brainstorm:species:Draconian Summary Diversify Draconians Further Information 1742455 1865186 2764299 2873810 Added by psyshvl Added on 2010-02-14 03:35
Global matters
* Draconians have already been updated. Specification at 2705; I think there have been some changes since then, but I don't know if they're all nicely documented anywhere, and I don't feel like looking them up. --- MrMisterMonkey 2010-10-30 04:23
* Uniformity among draconian types. The question whether all draco…text/html2015-09-06T02:53:34+01:00LastyUukiru the Fearless - [Powers Granted]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:fearlessness&rev=1441500814&do=diff
This god provides a high-risk, high-reward gameplay style.
Theme
Uukiru is the god of fearlessness, favoring risk-taking and challenges.00
Piety
Appreciates:
* Killing (slow piety gain).
* Adds an ability Challenge Call, which gives extra piety.text/html2015-07-28T21:57:33+01:00LordKristopfDungeon Goddess - Starting page
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:dungeon_goddess&rev=1438113453&do=diff
Theme
Whereas “Gaia” is goddess of the earth, envision a mother goddess whose domain encompasses the dungeon and all its natural ecology. In essence, this could be a goddess who incorporates all monsters of a “natural” holiness and perceives all other beings (both holy and demonic) as interlopers, despoiling the (arguably) natural ecosystem of the dungeon.text/html2015-07-09T13:47:27+01:00SaegorGlyphs
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:glyphs&rev=1436442447&do=diff
p and W
IRC's had rumblings of combining these glyphs, but also provided a very good idea to further distinguish the two kinds of incorporeal undead: p undead can't use stairs, and instead haunt their level like a player ghost (and silent specter). W undead have no such ties and chase the player between levels. Currently the difference between the two is that W sees invisible and has a damaging branded attack, which is a fairly weak distinction, but binding all ghosts to their levels would ma…text/html2015-07-09T13:35:07+01:00SaegorInterface Improvement Ideas (Bulk) - a
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:interface_ideas&rev=1436441707&do=diff
Name dcss:brainstorm:interface: interface_ideas Summary Suggestions for small improvements in the interface. Further information See User Interface Implementable List for a list of approved suggestions. Added by evktalo Added on 2010-10-05 18:20
Add your ideas below under the appropriate topic. Create a heading if necessary.
Ideas pertaining to tiles and mouse-based play should be added here.text/html2015-06-25T21:59:19+01:00coledotspecies_ideas
https://crawl.develz.org/wiki/doku.php?id=species_ideas&rev=1435262359&do=diff
Ideas for species go here.
Construct
A nonliving entity, physically bound to this world through an unknown magic.
Has two HP pools. First pool behaves normally except PC doesn't die at zero. Instead, at HP=0, take an “energy form” (kinda like mist or bat form) where regeneration stops & the secondary HP pool (calling it EP, or Energy Point, for convenience) is used. The PC is dead when EP=0. EPs NEVER rengenerate, has a much smaller pool than HP, and scales with XL. HP regeneration can only b…text/html2015-04-29T12:01:05+01:00anonamenonymousAutoexploring - [RC file (init.txt) option to always visit corpses, even when not worshipping Trog (0.16.1)]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:autoexplore&rev=1430301665&do=diff
Name dcss:brainstorm:interface: autoexplore Summary Please give a brief overview of the dcss:brainstorm:interface content. That is: tell us what you want to change, or add. Put your reasons for wanting it in the main body, not here! Keep it short and sweet. Further informationYou might want to link to other relevant Wiki pages, SF FRs, or Mantis items - see here for how! You can add as many rows of further information as you need. Added by ortoslon Added on 2011-01-24 01:01
Interruption
Auto…text/html2015-04-23T10:49:16+01:00adozudcss:brainstorm:god:propose:snake_god
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:snake_god&rev=1429778956&do=diff
Jorghriss, Demonic Serpent
At it's base, the idea is to create a god with abilities that can apply to different playstyles and especially favor some that players might fancy but are generally not too effective (dedicated venom mages past early game or spell-less dex based characters for example). the versatility however would come with appropiate compromise (through a degree of self-endangering).text/html2015-04-09T18:13:27+01:00XuaXuaAutopickup - [Autopickup any Stackable item currently carried in Inventory]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:autopickup&rev=1428596007&do=diff
Name dcss:brainstorm:interface: autopickup Summary Everything about autopickup. Added by rob Added on 2010-09-10 18:51
Advanced Autopickup
More intelligent autopickup has been on my wishlist for a while. The Lua hooks should all be there, it's just a matter of designing and implementing it.text/html2015-03-29T21:51:10+01:00gammafunk0.16 Development and Release Plan
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.16_plans&rev=1427658670&do=diff
The 0.16 and the follow-up bugfix 0.16.1 have been released.
Release Planning
Binaries and Packages
* OS X --- geekosaur is working on setting up a 10.8 VS so we can compile with the 10.7 SDK and support 10.7+. Done! geekosaur compiled OS X binaries on a 10.8 VS and kindly registered a dev account to sign the release.
* Windows --- It seems we can't build the Windows version with LTO with GCC 4.8. Napkin can cross-compile for Windows (and has automatic Windows builds set up already), …text/html2015-03-05T05:03:59+01:00FerociousdragonFood and Consumption
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:food&rev=1425528239&do=diff
Currently, there are very many food items, but they're essentially all the same, apart from
* weight
* nutrition
* duration of eating
The exceptions are royal jellies, Fedhas & fruits, and the herbivore/carnivore distinction. Much more could be done, however, and ideas should go on this page. dpeg thinks that it is completely okay to have food with weird or magical effects. However, in order to make those more food-like (and distinct from potions etc.), we should follow an idea mentioned…text/html2015-02-28T14:52:11+01:00dpegLugonu - altar desecration plan
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:lugonu&rev=1425131531&do=diff
Lugonu
2804992 by dpeg.
Lugonu is a cool god but could be made more interesting. The plan is to keep the god broad and not to shoehorn players into something. This slight overhaul attempts to add flavour (altar corruption, and using Corruption for Lugonu) and diversification (corruption clock, piety from desecrating altars).text/html2015-02-21T17:01:28+01:00DeptOfElfEuquanauque, God of Symmetry - [Piety]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:symmetry&rev=1424534488&do=diff
Pronounced: You-Kwan-A-Kay. -- “You see here a mirrored altar of Euquanauque.”
Overview
Power and Risk, through Symmetry
Euquanauque is a god of indeterminate gender. It likes symmetry, agility, and danger. It dislikes clutter and time-wasting, and is sort of CDO, which is like OCD but with the letters in correct, alphabetical order.text/html2015-01-05T11:53:16+01:00cousinolegElyvilon - [Undead prohibited to join]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:elyvilon&rev=1420455196&do=diff
Name dcss:feedback:god: elyvilon Summary Elyvilon feedback. Added by evktalo Added on 2010-01-26 10:51
Completely re-done by dpeg 2011-09-04 02:23.
Items with UPPERCASE TITLE are uncontroversial. Patches are welcome for single items.
PACIFIED MONSTER INTERACTION WITH PLAYER
This is actually the major nuisance in actual Elyvilon play: a pacified monster may be stuck in a corridor, and the player cannot travel/explore easily. Allowing the player to switch positions with pacified creatures (…text/html2014-12-11T18:41:26+01:00XuaXuaInterrupted Activities Reform
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:gameplay:interrupted_activities&rev=1418319686&do=diff
Name dcss:brainstorm:misc: interrupted activities Summary Interruption while a character is performing a long task is inconsistent. Related Time Added by XuaXua Added on 2011-04-04 20:52
I propose consistency across time-consuming activities interrupted by encounters.text/html2014-11-30T14:00:55+01:004Hooves2AppendagesMiscellaneous Magical Items - [Tome of Destruction]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:magical:misc&rev=1417352455&do=diff
Name dcss:brainstorm:item:misc Summary Miscellaneous items overhaul & tweaks. Further informationEvocations Skill Added by dpeg Added on 2010-01-08 21:56
Many (most) miscellaneous items should have two types of uses, one permanent (as now), and one single-use (disposing the item). This has a number of good consequences:text/html2014-11-24T09:12:03+01:00RoGGaGeneric Character Ghosts (in draft)
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:uniques:generic_character_ghosts&rev=1416816723&do=diff
Name dcss:brainstorm:monster:uniques:generic_character_ghosts Summary Proposal for Generic Character Ghosts (GCG) Added by RoGGa Added on 2014-11-21 Status in Draft as of Nov. 22, 2014
Proposal Overview
This proposal is for the inclusion of bones files in the bones folder during installation (or as an Add-On to the game).
The suggested “Generic Character Ghosts” (GCG) would be “weaklings” with no experience (XL=1 & next=0%) and would be generated in-game just like regular Player Ghosts.
As…text/html2014-11-21T23:14:55+01:00XuaXuaFormicid - Renamed Fortress Dwarf to Formicid because duh
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:fortress_dwarf&rev=1416608095&do=diff
Note: Formicids were originally named “Fortress Dwarves” and “Dwants”.
<https://gitorious.org/crawlfortdorf/crawlfortdorf/trees/fortress_dwarf>
Fortress Dwarves were created because I wanted to see how a species with permanent stasis would play. This is to distinguish them strongly from other melee-oriented races as you cannot use teleport, berserk, or haste and thus need to seek out alternatives. Fortress Dwarves somewhat resemble Forge Dwarves, however they were not used as a reference.…text/html2014-11-21T23:09:09+01:00XuaXuaDjinn - Page moved from dcss:brainstorm:species:djinn to dcss:brainstorm:species:propose:djinn
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:djinn&rev=1416607749&do=diff
(singular is “djinni”, plural is “djinn”)
The Djinn come from Arabic myths, mentioned in many places in the Koran. We may take some parts from 19th century European interpretations as well (no feet is a new thing), perhaps even a bit of Disney (being blue), definitely no D&D.text/html2014-11-21T23:06:13+01:00XuaXuaTengu - renamed from Kenku to Tengu
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:kenku&rev=1416607573&do=diff
Tengu should have an Air Magic aptitude of +3. They are so in sync with the air that they perma-fly without wings at Level 15 , yet their Air Magic ability is equal to that of a halfling or sludge elf. Deep dwarves, for example, have an intrinsic connection with the earth (passive mapping) and also have +3 in Earth Magic, so the change is both logical and has precedent. The change would make Tengu a little more interesting as the preeminent air mages of Crawl. -- RangerCtext/html2014-11-21T23:04:39+01:00XuaXuaForge Dwarf - Page moved and renamed from dcss:brainstorm:species:forge_dwarf to dcss:brainstorm:species:propose:forge_dvarf
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:forge_dvarf&rev=1416607479&do=diff
There were some unique things that I liked about the old Mountain Dwarves that I would like to see in a new race, possibly of the dwarf genus:
* Casting spells in heavy armor. A dwarf with a staff of earth was great fun.
* General heavy armor use. MD had the second best durability in the game for a non-magic user, lagging behind only DD. Now with MD gone, there only 4 species remaining with a positive aptitude in heavy armor, and only two of them have full use of armor slots.
* A decent e…text/html2014-11-21T23:03:41+01:00XuaXuaAlien (Parasite/Morpher) - Page moved from dcss:brainstorm:species:alien to dcss:brainstorm:species:propose:alien
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:alien&rev=1416607421&do=diff
Name dcss:brainstorm:species:alien Summary Rough sketch of “Alien” race, that can play as a parasite or a morpher Added by dranichekk Added on 2014-04-13 16:50
Description
Alien can choose one of two classes at the beginning: Parasite or Morpher. In both forms alien starts as a small, stealthy, extremely fast creature with 1HP. The main difference from all the existing crawl races is that you have to use enemies and their bodies to play or to gain energy for morph.text/html2014-11-21T23:00:19+01:00XuaXuaFeatures : Feedback & Proposal - [Link to a Discussion Thread]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:start&rev=1416607219&do=diff
The brainstorm namespace is used for requesting features and concepts, discussing ideas, and providing feedback for design and balance purposes. Feedback for existing concepts takes higher priority than adding new concepts, as the development checklist is quite long, however ideas on how to modify existing concepts are appreciated and welcome. Discussions are sorted in sub-namespaces of their own, including User Interface ideas and Internal Systems & Coding discussions.text/html2014-11-21T04:33:43+01:00RoGGauser:rogga - created
https://crawl.develz.org/wiki/doku.php?id=user:rogga&rev=1416540823&do=diff
Non-dev contributer to the Crawl community since mid-2014.
Since late 2014, I try to look at DCSS from a new Crawler perspective who's playing Tiles offline and without frequently resorting to the internet.
My in-game focus is mostly on: the documentation, the main menu, the character creation process and anything pre-Lair.text/html2014-11-21T04:16:55+01:00RoGGaMonsters
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:start&rev=1416539815&do=diff
For feedback on existing monsters, uniques characters, or creature classifications, or proposals of new monsters.
* Creatures (Existing and Proposals) : namespace to discuss and propose monsters, like goblins.
* Unique Character Encounters : namespace to discuss and propose unique characters, like Sigmund and Player Ghoststext/html2014-11-05T03:08:31+01:00infiniplexDungeon Building Functions - [connect_adjacent_rooms] Replaced check_empty parameter with check_distance
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:dgn:build&rev=1415153311&do=diff
These functions are normally used for layouts.
This list is taken from l_dgnbld.cc.
For information on layout types and specific layouts, see Layout Types. For layout proposals and information on layout styles for branches, see Level Generation Algorithms.text/html2014-10-16T18:08:31+01:00PleasingFungusNo-Backtracking God
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:no_backtracking_god&rev=1413475711&do=diff
No-Backtracking God
Players rely heavily on backtracking between levels. Both strategically - clearing out most of a branch and leaving before the final floor, wandering around to stashes and shops --- and tactically, with 'stairdancing'. A god that prevents this has the potential to provide an interesting and challenging conduct. (Though of course a god of this kind must provide similarly strong benefits to encourage players to worship it --- this would be a similar challenge to the one Chei p…text/html2014-10-15T23:48:02+01:00roguelikedevConsolidated Gods - [Consolidated Gods]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:proposed_gods&rev=1413409682&do=diff
This space if for god proposals who didn't get their own section. The distinction is subjective --- I think the gods on this page have even lower chances to make it into the game. --- dpeg 2009-12-03 04:59
----------
(Duplicated by myself at <https://crawl.develz.org/tavern/viewtopic.php?f=8&t=13924>)text/html2014-10-13T22:46:45+01:00sgruntHistory - 0.3.x
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:history&rev=1413233205&do=diff
Name dcss:brainstorm:god: history Summary An outline of the development of gods in Crawl.
Gods: the history
There should be a better namespace for this than brainstorm, but for now this will do. --- dpeg 2014-10-13 21:07
This information has been painstakingly collected by sgrunt.text/html2014-10-12T21:00:47+01:00nicolaeHexes Spell Proposals - yet another hexes idea i had
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:spells:propose:new_hexes&rev=1413140447&do=diff
Name dcss:brainstorm:magic: new hexes Summary New Hex ideas. The school is considered underpowered after the Enchantment split, especially useful high-end Hexes are necessary. Appeal to wide range of playing styles is good. Further information Enchantments School Reform (Hexes and Charms) Added by evktalo Added on 2011-01-26 15:45
For the Ench split, we lack high-end spells for Hexes that remain usable in the late game when any actual threat will resist all hostile enchantments you can thro…text/html2014-10-11T02:07:11+01:00dpegPiety rules - no-backtracking stuff
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:concept:random_god:piety_rules&rev=1412986031&do=diff
Piety rules
Major rules are enough to drive a god on their own. Note that each piety rule is flexible in how much piety you get for the action.
Stuff in should be good and easy enough for the miniature starting version.
Major: Killing
* (Copy piety rule of a blood god.)
*
* Kill humanoids.
* Kill uniques. (You get a lot piety for killing a unique. Piety depends on how fast you dispatch the unique.) Hater
* Killing unaware monsters (monster never woke up, stabs or sufficient dama…text/html2014-10-11T01:58:57+01:00dpegPowers - import no-backtracking stuff from the dedicated god
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:concept:random_god:powers&rev=1412985537&do=diff
Powers
have entries in Miniature. Not nearly all of them are needed for a first round.
Parameters needed to specify powers:
* name
* tags (e.g. Allies, Caster), for contact with other powers, piety rules and conducts
* weight (as in speech or for vaults)
* piety cost --- this can either be flat, or Injury Mirror-style
* HP, MP, nutrition costs
* use (active, passive, one-off --- other easy choices would be (start of) worship, shop, altar)
* piety breakpoint when they are availa…text/html2014-10-10T14:39:49+01:00KashiraUniques (Proposed)
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:uniques:uniques_new&rev=1412944789&do=diff
Name dcss:brainstorm:monster: new_uniques Summary Ideas for new uniques, let's have them! Added by evktalo Added on 2010-01-15 19:11
New uniques are also interesting for the very early or late game;
they should have personality (usually via speech, but ideally from
behaviour as well); they can be awkward; they should be able to create
interesting tactical situations.text/html2014-10-04T06:54:25+01:00infiniplexTravel ("travel") Module - Moved here from dgn module
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:travel&rev=1412398465&do=diff
These functions are mostly for manipulating travel exclusions items.
This list is taken from l_travel.cc.
Travel Exclusions
There should also be a function to test if there is a travel exclusion at a spot.
set_exclude
Syntax:
travel.set_exclude ( x, y, radius )text/html2014-10-04T06:44:33+01:00infiniplexDungeon and Map ("dgn") Module - [Other Functions in l_dgn.cc] Added link to cloud_at
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:dgn:start&rev=1412397873&do=diff
Namespace dgn Defined in l_dgn.cc l_dgngrd.cc l_dgnlvl.cc
These functions allow access to Crawl's global state, as well as providing useful utility methods.
Quick Reference
Functions Implementing .des Commands
Syntax Returns Description default_depth name desc tags tags_remove orient depth chance depth_chance weight depth_weight place shuffle subst nsubst subvault item kitem mons kmons kfeat kmask kprop colour …text/html2014-10-04T06:31:42+01:00infiniplexCloud Functions - Added cloud_at
https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:dgn:clouds&rev=1412397102&do=diff
These functions are in l_dgn.cc.
apply_area_cloud
place_cloud
Syntax:
place_cloud (x, y, cloud_type, lifespan, kill_category, spread_rate, colour, name, tile, excl_rad)
Parameters:
* x (int, required): The x coordinate
* y (int, required): The y coordinate
* cloud_type (string, required): The type of cloud to place (see below)
* lifespan (int, default 0): The time the cloud will exist for in approximate moves. This value is multiplied by 10 internally to give the number of time …text/html2014-10-03T22:38:38+01:00infiniplexLevel Generation Algorithms - [Fortification] Added note requiring more versitile algorithm
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layouts&rev=1412368718&do=diff
Name dcss:brainstorm:branch: layouts Summary Ideas for new branch level generators and changes to existing level generation. Further information See also Layout Types, Dungeon Building Functions Added by greensnark Added on 2010-01-09 13:49
This was originally a list of proposed changes to level-generation from ##crawl-dev discussion around the beginning of 2010. It has since been updated based on a summer 2013 Mantis discussion: <https://crawl.develz.org/mantis/view.php?id=7003>text/html2014-10-02T23:32:12+01:00KashiraFelid - Added feedback
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:cat&rev=1412285532&do=diff
originally “Witch's Cat”
Not an anthropomorphic Puss in Boots, a real cat. Armour or weapons are for the weak.
Unlike proposed Jellies, there's no cheating to give almost normal weapon usage.
Name: either Witch's Cat (to explain sentience), Hell Kitty (if we want intrinsics) or perhaps just Cat.text/html2014-10-02T22:48:46+01:00KashiraWater - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:water&rev=1412282926&do=diff
Name dcss:brainstorm:effect: water Summary Ideas for water and water-related effects Further informationNone. Added by Kashira Added on 2014-10-02 20:21
Shallow water
It's good already.
* Shallow water ideally should be treated as deep water by small, little and tiny entities.
* There must be EV penalty for standing in shallow water. Ask any boxer, dodging is hard when you can't move your legs fast.text/html2014-10-02T21:57:41+01:00chris0.15 Development Planning - [Interface]
https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.15_plan&rev=1412279861&do=diff
This page is for managing short and middle term development planning.
Features on this page are considered major or significant improvements. General bugfixing does not need to go here although major bugs could end up in a “tasks for completion” section once we near a release.
Features are divided into sections based on their stage of completion or planning.
Each feature should have the names of any devs who are actively working on, planning, or responsible for the feature and who realistical…text/html2014-09-30T21:51:28+01:00infiniplexTartarus - [Internal Representation] moved to seperate section
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:tartarus&rev=1412106688&do=diff
Name dcss:brainstorm:dungeon:branch: tartarus Summary A brainstorming page for Tartarus. Further informationHells, Tartarus layouts Added by infiniplex Added on 2014-09-30 20:07
The ideas for the branch end were on the Hell Branch Ends page.
Ongoing Decay
I had an idea based on the branch description “A decaying netherworld.” The layout can start off very closed and cramped with narrow, twisty tunnels; over time the walls themselves decay so the longer you spend in the branch the more open…text/html2014-09-30T21:29:30+01:00infiniplexHells - Removed branch-specific sections moved to new pages
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:hells&rev=1412105370&do=diff
Name dcss:brainstorm:branch:hells Summary A brainstorming page about Hells in general. Further information Vestibule, Cocytus, Dis, Gehenna, Tartarus Added by evktalo Added on 2010-04-02 19:13
This page is only for things that apply to all Hells.text/html2014-09-30T21:25:29+01:00infiniplexDis - [Silent City of Dis] added
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:dis&rev=1412105129&do=diff
Name dcss:brainstorm:dungeon:branch: dis Summary A brainstorming page for the Iron City of Dis. Further informationHells, Dis layouts Added by infiniplex Added on 2014-09-30 21:03
The ideas here were originally on the Hell Branch Ends page. Some may be out of date (i.e. the game has changed but the page has not).text/html2014-09-30T21:19:41+01:00infiniplexVestibule - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:vestibule&rev=1412104781&do=diff
Name dcss:brainstorm:dungeon:branch:vestibule Summary A brainstorming page for the Vestibule of Hell. Further informationHells, Vestibule layouts Added by infiniplex Added on 2014-09-30 21:17
The ideas here were originally on the Hells and Hell Branch Ends pages. Some may be out of date (i.e. the game has changed but the page has not).text/html2014-09-30T20:04:41+01:00infiniplexGehenna - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:gehenna&rev=1412100281&do=diff
Name dcss:brainstorm:dungeon:branch:gehenna Summary A brainstorming page for improving Gehenna. Further informationHells, Gehenna layouts Added by infiniplex Added on 2014-09-30 19:33
The ideas here were mostly originally on the Hells and Hell Branch Ends pages. Some may be out of date (i.e. the game has changed but the page has not).text/html2014-09-30T19:33:07+01:00infiniplexCocytus - Created by collecting ideas from Hells and Hell Branch Ends
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:cocytus&rev=1412098387&do=diff
Name dcss:brainstorm:dungeon:branch:cocytus Summary A brainstorming page for Cocytus. Further informationHells, Cocytus layouts Added by infiniplex Added on 2014-09-30 19:24
The ideas here were originally on the Hells and Hell Branch Ends pages. Some may be out of date (i.e. the game has changed but the page has not).text/html2014-09-30T19:11:27+01:00infiniplexHall of Blades - Added note that branch was removed
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:hall_of_blades&rev=1412097087&do=diff
Name dcss:brainstorm:dungeon:branch: hall of blades Summary sharp! Further information Burma Shave. Added by XuaXua Added on 2011-12-21 20:59
Removed in 0.15.text/html2014-09-30T18:23:18+01:00whealsNew Xom Effect Ideas - [Features, clouds, levels] crossing out some effects i implemented
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:xom:new_xom_effects&rev=1412094198&do=diff
Discussion Tavern Thread to Discuss
How to edit
* Add new proposals to the section New ideas, please.
* If an idea is implemented or rejected, please strike through rather than deleting it and add a comment saying which of the two is the case.
* If you want to support some particular idea, please make a signed comment at the end of the relevant section (e.g. at the end of Items). Once there is some feedback, we may highlight particularly interesting ideas. Some of the ideas here might al…text/html2014-09-25T02:08:24+01:00dpegSif Muna
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:sif&rev=1411603704&do=diff
Sif Muna is a god very popular with spellcasters because the abities are very reliable and useful. However, she is also unpopular with designers because the abilities are all bland (neither amnesia nor channeling nor book gifts are unique) and there is no theme to speak of. There are a number of proposals on how to improve the god. --- dpeg 2011-09-19 21:09text/html2014-09-24T23:56:06+01:00vimpulseCharacter Dumps - [Character Dumps] +.
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:dumps&rev=1411595766&do=diff
Name dcss:brainstorm:interface:dumps Summary Discussion of enhancements related to dumping and the content of character dumps. Further information n/a Added by vimpulse Added on 2014-09-24 23:10
Show shopping lists in .txt files
Character dump ”.txt” files should include the contents of the shopping list. Including morgue ”.txt” files, so that you can find out what that 3000-gp artifact crystal plate armour was. But not ”.lst” files: people don't tend to look at those.text/html2014-09-23T01:32:45+01:00William SylerMap Manipulation - created
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:map_manipulation&rev=1411428765&do=diff
Name dcss:brainstorm:misc:map_manipulation Summary Discussion to add a meta-game concept of map manipulation to add features. Added by William Syler Added on 2014-09-23 01:30
Map Manipulation Introduction
During a recent (offline) game of DCSS 15.0, my MiFi was teleported by a teleport trap. As it happened, I was suddenly inspired by the idea that he would come out of the teleport confused and not sure of where he was. I began to wonder how something like that could be implemented, and I re…text/html2014-09-23T00:49:26+01:00William Syleruser:william_syler - created
https://crawl.develz.org/wiki/doku.php?id=user:william_syler&rev=1411426166&do=diff
Hello, William Syler here. I've been playing DCSS for a few years now (unsuccessfully), and I'd like to contribute to this wonderful game.
My current suggestion(s):
Map Manipulation - Meta-game concept for (realistically) messing with maps for added difficulty.text/html2014-09-20T18:11:40+01:00nicolaeDithmenos
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:dithmenos&rev=1411229500&do=diff
Dithmenos is the god of stealth; Dith opposes fire and illumination in all forms, including items, spells, and creatures.
Proposal: Dithmenos should allow praying to sacrifice fire/illumination items.
" Praying to sacrifice floor items isn't something the devteam wants to add more of. --- nicolae 2014-09-20 18:08"text/html2014-09-15T17:04:00+01:00n1000Amulets
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:magical:amulets&rev=1410793440&do=diff
Name dcss:brainstorm:item: amulets Summary Discussion about new and old amulets, mostly new (hence in Brainstorm). Further information2847160 Added by dpeg Added on 2010-01-08 13:49
General Mechanics
Gourmand All Amulets
There is a proposal to make all amulets use the mechanic of Gourmand, so that you have to wear the amulet for some time before you get the full effect. This has the obvious effect to make tactical amulet-swapping impossible (or harder, which might mean more annoying). There…text/html2014-08-30T20:20:27+01:00nrookTomb
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:tomb&rev=1409422827&do=diff
Name dcss:brainstorm:dungeon:branch: tomb Summary Discuss the Tomb. Further information oooh, scary. Added by XuaXua Added on 2011-12-21 20:58
Tomb curse!
Every few hundred turns spent in Tomb, the player gets cursed! The curses take the form of bad mutations, but they're themed differently, and they only affect you while you're in Tomb. The curses vanish when you get the golden rune.text/html2014-08-22T22:13:02+01:00XuaXuaNames - [Ideas]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:names&rev=1408738382&do=diff
Name dcss:brainstorm:monster: names Summary We have a lot of boring monster names Further information Added by doy Added on 2014-08-15 23:54
Quite a lot of our monsters have pretty boring names. We've made progress on this over time, but there's still a ways to go. This page is just to collect ideas for making names more interesting.text/html2014-08-17T00:52:46+01:00SiegurtStatus light colors - [Categorizing Status effects gives players predictable rules]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:status_light_colors&rev=1408229566&do=diff
Name Make Status Light colors depending on the type of effect Summary Have the status light use color to indicate the type of effect (i.e. magic, physical etc.), and what can cure it. Further informationStarted in a forum response here: <https://crawl.develz.org/tavern/viewtopic.php?f=8&t=13376> Added by Siegurt Added on 2014-08-16 23:53
Started from a Forum post, Original content:text/html2014-08-17T00:09:23+01:00Siegurtuser:siegurt - created
https://crawl.develz.org/wiki/doku.php?id=user:siegurt&rev=1408226963&do=diff
Siegurt, He's Siegurt-ytext/html2014-08-07T02:50:44+01:00doyElven Halls - [Elf Castle]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:elf&rev=1407372644&do=diff
Name dcss:brainstorm:branch: elf Summary Ideas for Elven Halls. Further information See also layouts Added by evktalo Added on 2010-08-06 16:09
Here's an analysis and a plan to make Elf more exciting.
Length
Elf has six levels of repetition, then an exciting ending vault. The branch should be shortened to five levels.text/html2014-08-05T16:53:43+01:00whealsSprint - importing mantis frs
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:variants:sprint&rev=1407250423&do=diff
Name dcss:brainstorm:variants:sprint Summary Suggestions for the Dungeon Sprint game. Added by dtsund Added on 2010-10-06 06:49
Difficulty
Original proposal by --- dtsund 2010-10-06 06:49
In the future, there should be many more Sprint maps 'officially' available on CAO and included in the download. Here is proposed that the game include difficulty ratings for each map, and that Sprint designers not be afraid of making a few intentionally easy maps. To be more specific, here's an idea fo…text/html2014-08-05T06:42:17+01:00EugeneJudoExisting Monster Feedback (Bulk) - alphabetizing
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:existing_monsters&rev=1407213737&do=diff
Global changes
I think the way monster strength increases with depth is much too linear. I mean, monsters are pretty much guarranteed to get big improvements in all areas. Later monsters will be very resistant to damage types, have very high Magic Resistance, lots of Hit Points, high AC, deal lots of damage. There isn't much variety.text/html2014-08-05T00:01:23+01:00doyConsolidated Monster Proposals - [Balaur]
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:new_monsters&rev=1407189683&do=diff
1761652
1716029
See also Tactical Monsters.
Morgues
The Infected
Drawing off contemporary concepts of “zombies” or quasi-zombie monsters would be “The Infected”. Such as the idea that “zombies” are created by a viral infection rather than unholy magic, and can thus be spread to victims. Rather than just attacking a player directly, “the infected” make a minimal attack other monsters they encounter throughout the dungeon. The monsters, having been attacked, over the course of a few turns be…