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68k posted:I would rather play console, but the tiles version map is hard to pass up because I can get a quick view of the overall layout of the current floor. Is there anything like this in the console version? You can be a jerk like me who plays hugeterm. I see the whole map on my big monitor and move around in it. Try setting your terminal to be really big and putting this in your rcfile. You may have to mess with font sizes and stuff. code:
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# ? Sep 30, 2014 06:17 |
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# ? May 26, 2024 17:53 |
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68k posted:I would rather play console, but the tiles version map is hard to pass up because I can get a quick view of the overall layout of the current floor. Is there anything like this in the console version? You can make your console window bigger. Probably the biggest advantage of tiles is seeing what weapons enemies have at a glance, though console has a few features unique to it as well.
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# ? Sep 30, 2014 06:43 |
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quote:3558004 cheetah7071 the Axe Maniac (level 26, 228/253 HPs) Literal first time playing a Deep Dwarf, they seem pretty broken. I do want an extended win someday but Deep Dwarves response to torment seemed to be rolling over and dying so I decided to stick to just 5.
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# ? Sep 30, 2014 06:50 |
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Mr. Despair posted:FR: remove stones of tremors
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# ? Sep 30, 2014 06:52 |
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nrook posted:Incidentally, when I was new I definitely remember being seriously confused by the food system, and I was an ex-nethack player. What exactly do you want explained about food? The design justification for the food system (such as it is) seems like something that belongs more in the manual...
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# ? Sep 30, 2014 09:00 |
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PleasingFungus posted:What exactly do you want explained about food? The design justification for the food system (such as it is) seems like something that belongs more in the manual... I'd just like if it didn't say "Gross, raw meat" when you eat raw meat, since my natural thought process from that is "Raw meat bad, find way cook meat". Which, you can understand is confusing, since there's no solution to this problem.
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# ? Sep 30, 2014 09:07 |
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So fighting causes noise, right? How does this work with bows? Does shooting a bow cause noise at your location, or at the targeted location?
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# ? Sep 30, 2014 09:11 |
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paranoid randroid posted:So fighting causes noise, right? How does this work with bows? Does shooting a bow cause noise at your location, or at the targeted location? code:
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# ? Sep 30, 2014 09:21 |
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paranoid randroid posted:So fighting causes noise, right? How does this work with bows? Does shooting a bow cause noise at your location, or at the targeted location? Based on the apparently lack of relevant code, I would guess it's like melee and generates sound where you are.
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# ? Sep 30, 2014 09:34 |
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Arrhythmia posted:I'd just like if it didn't say "Gross, raw meat" when you eat raw meat, since my natural thought process from that is "Raw meat bad, find way cook meat". Which, you can understand is confusing, since there's no solution to this problem.
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# ? Sep 30, 2014 09:34 |
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Also what is Maud exactly. Her tile kind of looks like a kobold, but I don't think I've ever seen her drop a corpse.
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# ? Sep 30, 2014 09:38 |
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paranoid randroid posted:Also what is Maud exactly. Her tile kind of looks like a kobold, but I don't think I've ever seen her drop a corpse. code:
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# ? Sep 30, 2014 09:51 |
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Arrhythmia posted:I'd just like if it didn't say "Gross, raw meat" when you eat raw meat, since my natural thought process from that is "Raw meat bad, find way cook meat". Which, you can understand is confusing, since there's no solution to this problem. Panic! at Nabisco posted:This. I had a lot of trouble with this when I first started playing crawl, the message made me think something bad would happen if I kept eating chunks instead of permafood. Didn't help that this was back when some corpses made you sick, too. I didn't really get why you wouldn't play a spriggan I suspect that the removal of nauseating chunks helped with this, actually (if *no* chunks make you sick, that's less opportunity for confusion about which do), but it's a fair point nonetheless. The point of those messages is to remind you about how much nutrition you're getting from chunks (based on your position along the carnivore-herbivore spectrum), but now that random diet muts are gone, I'm not sure how often you really need a reminder... Read posted:
also, she's a nethack reference
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# ? Sep 30, 2014 10:03 |
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"This ___ flesh isn't very filling" would probably be more clear as a standard message for getting across that it isn't recovering much nutrition than "This ___ flesh tastes terrible", something tasting bad does not make it fill you up less
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# ? Sep 30, 2014 10:12 |
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What about "You can't stomach much of this ___ flesh"
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# ? Sep 30, 2014 10:15 |
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Tollymain posted:What about "You can't stomach much of this ___ flesh" That's even worse. I would definitely believe that eating large numbers of chunks would have negative consequences if that was the message.
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# ? Sep 30, 2014 10:53 |
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Mr. Despair posted:FR: remove stones of tremors No don't, make them attempt to shaft everything immediately nearby (generating extreme noise in the process) as a last-ditch panic measure instead.
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# ? Sep 30, 2014 11:05 |
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FR: High level evoking of a disc of storms can summon electric golems (friendliness optional).
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# ? Sep 30, 2014 12:22 |
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Throw stone of tremors?
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# ? Sep 30, 2014 14:45 |
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high level stone of tremors activation can create friendly disc-of-storms golems which throw each other(but only at earth elementals)
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# ? Sep 30, 2014 14:48 |
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Could the stone of tremors do anything like leda's liquification along with the earth elementals and damage thing? It'd be kinda thematic to have the fan of gales and stone of tremors do opposite things - fan blasts enemies away, stone prevents them from getting closer. Disc of storms just, y'know, is.
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# ? Sep 30, 2014 14:53 |
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It'd be cool but I'm worried that adding something that makes the player move slower could make it even more unpopular(although flying is a way around that).
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# ? Sep 30, 2014 15:02 |
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Why not give the Stone of Tremors a targeted effect that has to be aimed at a wall, and drags nearby non-flying enemies towards it as well as its other effects? It'd give it a unique niche, and a sudden rockslide is a pretty thematic way for that particular item to work.
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# ? Sep 30, 2014 15:17 |
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PleasingFungus posted:I suspect that the removal of nauseating chunks helped with this, actually (if *no* chunks make you sick, that's less opportunity for confusion about which do), but it's a fair point nonetheless. The point of those messages is to remind you about how much nutrition you're getting from chunks (based on your position along the carnivore-herbivore spectrum), but now that random diet muts are gone, I'm not sure how often you really need a reminder... Corpse chunks is the very reason I ended up in this thread in the first place. "Surely there's some sort of cooking option," I thought to myself right before checking the manual then google. Since there's apparently a mechanic to punish the player for waiting around too long already, having the chunks deteriorate at the rate they do now but making (time intensive and noisy) cooking an option to make those chunks into permafood or at least last significantly longer would be cool. You'd still have to cook from relatively fresh corpses and be ready for interruptions. Probably more detailed and fiddly than the currently more streamlined system demands at this point though. Hell, I hear their used to be different kinds of fruit!
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# ? Sep 30, 2014 17:07 |
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Pvt.Scott posted:Corpse chunks is the very reason I ended up in this thread in the first place. If they devs wanted you to have more permafood, they could just change the game to drop more permafood, no need to complicate it by making it related to chunks. (Personally I'm hoping chunks go away completely.)
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# ? Sep 30, 2014 17:10 |
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Then they can remove permafood and make everybody happy!
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# ? Sep 30, 2014 17:16 |
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kaschei posted:Then they can remove permafood and make everybody happy! please don't reveal my true goals before the world is ready for them
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# ? Sep 30, 2014 17:17 |
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kaschei posted:Then they can remove permafood and make everybody happy! Just as long as they don't remove hunger.
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# ? Sep 30, 2014 17:24 |
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scalded schlong posted:Just as long as they don't remove hunger. Buff to mummies, denied
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# ? Sep 30, 2014 17:37 |
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Pvt.Scott posted:Since there's apparently a mechanic to punish the player for waiting around too long already. This is twice I've seen people mention this, do you mean OOD spawns? Those are not really a concern unless you spend inordinate amounts of time on each level.
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# ? Sep 30, 2014 17:41 |
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^^^Don't forget the apocalypse if you wait way too long. All species should really just get the c button turned into the 'e' button like vampires have, instead of chopping off chunks, you rend the flesh directly from the corpse with your teeth because you're loving crazy; you can't get past satiated unless you're some level of gourmand but you can eat every corpse if you want, that way you don't have to deal with chunks and rotting - which are annoying mechanics, but may I remind all you whinypants at least we still don't have to carry "some kind of sharp weapon" and switch to it whenever we want to eat like the old days. Then, it might be nice to have hunger given a sort of heads up presentation so you can manage it better.
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# ? Sep 30, 2014 17:44 |
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pathetic little tramp posted:Then, it might be nice to have hunger given a sort of heads up presentation so you can manage it better. what
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# ? Sep 30, 2014 17:49 |
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Like a pie chart. Every time you move or attack an animation plays where your character eats a slice of the pie. This in-your-face user interface will make sure that people concentrate on the important strategic focus of crawl's gameplay (hunger management) instead of being distracted by monsters and stuff.
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# ? Sep 30, 2014 17:51 |
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Crawl is an eating simulator, so UI elements to enhance that are key. Monsters and magic are to keep the player busy between bouts of gulping down the still warm flesh of sentient beings.
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# ? Sep 30, 2014 17:54 |
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Not necessarily a third bar, but maybe an extra space on the % screen where hunger is represented in more detail than just hungry or full, maybe just a number from 1 to 1000. Maybe that bit's a bit too micro-managey, but it's just where my mind went after thinking "you can eat monster flesh at any time, but they won't push you past satiated" because that could be a bit mean.
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# ? Sep 30, 2014 18:01 |
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pathetic little tramp posted:^^^Don't forget the apocalypse if you wait way too long. Is that actually a thing in the game's code? I thought that was a joke.
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# ? Sep 30, 2014 18:13 |
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Speaking of food, how are you typically supposed to handle the food situation when under Zin? That "You may not eat sentient flesh" really burns, especially in the late game.
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# ? Sep 30, 2014 18:15 |
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Poulpe posted:Speaking of food, how are you typically supposed to handle the food situation when under Zin? If you are casting I guess value spellcasting slightly more? Last time I tried a caster I ended the game with dozens of rations anyway (by overvaluing Spellcasting for the ogre mage title but still)
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# ? Sep 30, 2014 18:17 |
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In my experience it's not anywhere near as rough as it feels like, like most food restrictions. Especially in late/postgame, since by that point I'll often be running mainly on permafood even without Zin.Floodkiller posted:Buff to mummies, denied
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# ? Sep 30, 2014 18:18 |
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# ? May 26, 2024 17:53 |
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Poulpe posted:Speaking of food, how are you typically supposed to handle the food situation when under Zin? I'm a huge dweeb and don't eat sentient flesh anyways even though I usually play Vehumet casters, and I find it doesn't make things much more challenging. You just have to make use of the permafood more is all. I just really want to believe my dude's a good guy, even though he worships the 'splosions god... I even avoid killing slaves and Circe's pigs and everything! I was thinking of trying to play a deep dwarf fighter. How do you go about prioritizing skills in the early game?
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# ? Sep 30, 2014 18:20 |