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For permabuffs, would it be simpler just to check white / yellow / red failure rates, and only allow for white, keeping the spell cost predictable? Flavor-wise, it fits with white spells being something you can do kind of mindlessly, with no ill-effects.
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# ? Feb 23, 2019 00:06 |
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# ? Apr 26, 2024 13:53 |
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Cardiovorax posted:I kind of like the simulationist aspect of having ammunition that is made of actual real objects in the game instead of just an abstraction, so I don't really want it gone entirely. There has to be a better way to deal with picking all your single arrows back up, though. picking up all your arrows is a core part of the 'simulationist aspect' of shooting a bow. i'm not sure you can count individual bits of basic ammo and somehow get rid of that part of it at the same time while still letting people sometimes keep their shots. unless an angle is to just increase the amount of ammo overall if it's always going to mulch when it hits an enemy, at which point literally what's even the point compared to just making basic ammo infinite. or making it so there's a chance an arrow/whatever isn't consumed when you fire based on skills or some poo poo, at which point all this is doing is just prolonging the inevitable of just having basically infinite ammo spilling out everywhere in any case so why not just cut out the middleman
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# ? Feb 23, 2019 02:29 |
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Johnny Joestar posted:picking up all your arrows is a core part of the 'simulationist aspect' of shooting a bow. i'm not sure you can count individual bits of basic ammo and somehow get rid of that part of it at the same time while still letting people sometimes keep their shots. There has to be a way to make it more convenient without also making it necessary to get rid of arrows as distinct, quasi-physical in-game objects entirely. I just can't think of an easy one right now.
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# ? Feb 23, 2019 03:12 |
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Create 'arrow quivers' with their own collection of buffs? So from thereon, bows can only be +/- 5 (a number I pulled out of my rear end), and the quivers are what become Flaming / Freezing / Piercing?
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# ? Feb 23, 2019 07:00 |
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TIL that Okawaru is less impressed by me killing D10 Erolcha than he is by me killing a Two-Headed Ogre on the same floor. Yeah, sure thing Oka, the enemy that could cast LHC, Confusion, and Slow and which could've had Banishment instead is way less threatening than the thing that could hit me with two big sticks.
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# ? Feb 23, 2019 08:01 |
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Teal posted:I'm okay with the turn time! It's fine! I can work around it! I just want it to take fewer taps and I don't see how's that unjustified if we can do it on technical level without messing with the balance. This is a perfect case for key macros, which DCSS supports rather well. It's totally painless, and this is coming from a guy who thinks rc files are black magic and won't even bother trying. I generally macro my blasty-mages to rebind tab into "z a ." so I can keep tabbing away recklessly. edit: like yea, just make the singular macro when you need it. it's no big deal. Serephina fucked around with this message at 03:11 on Feb 24, 2019 |
# ? Feb 23, 2019 09:53 |
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Dachshundofdoom posted:TIL that Okawaru is less impressed by me killing D10 Erolcha than he is by me killing a Two-Headed Ogre on the same floor. Yeah, sure thing Oka, the enemy that could cast LHC, Confusion, and Slow and which could've had Banishment instead is way less threatening than the thing that could hit me with two big sticks. to be entirely fair, being complacent about either will get you killed and you fell into the complacency trap for only the one i mean it wasnt armed this time, but cant tell if im procrastinating or just doing things as fast as im able atm lmao
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# ? Feb 23, 2019 18:33 |
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Wellp, Gooncrawl's managed to get me playing crawl again. Haven't gotten very far yet, but I was never the best at this game. Hmmm... since we're talking about potential suggestions, a couple have occurred to me. First off, as something I find personally kinda annoying I think it'd be nice if monstrous demonspawn got split off into their own race; they offer a pretty unique playstyle even without different attributes, but the 10% chance to be monstrous makes actually being monstrous annoyingly iffy if you're after it while also still being obnoxious to get if you're not. I've had both experiences. Making them their own unique thing, maybe with some variations to their "claw" mutations so they're not always encouraged to go unarmed, could be pretty cool. ... actually now I'm thinking on it, I may just try writing something up real quick. "Wildkin" as a base, super lazy name since coming up with something better off the top of my head will take too long and, y'know, whatever. Humans or elves effected by some kind of magical whammy that gradually gives them a number of mutations focused towards tearing things up in melee; lots of bonus attacks, obviously. Say 8/8/9 or 9/8/8 as base starting attributes. Neutral 0 aptitudes for fighting, unarmed, dodging, stealth and the elemental magic types, something like +1 for Evo and Invocations, -3 armour aptitude and -1 for everything else. Probably the big issue here might be coming up with a different mutation set. That could be a bit of work. Anyway the second thing that I would absolutely love would be the ability to set up the tiles version to show ASCII instead of sprites; I usually play in terminal since, while the sprites aren't bad, it kinda takes me out of my own imagination. It obviously not necessary, but personally it'd be nice to have most of the better UX stuff from tiles while also retaining ASCII's "imagination" quality. Anyway uh, that's about all, really. Thanks for the gooncrawl, Flood.
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# ? Feb 24, 2019 17:47 |
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MShadowy posted:Wellp, Gooncrawl's managed to get me playing crawl again. Haven't gotten very far yet, but I was never the best at this game. The setting for ASCII vs Tiles happens at compile time, so you need to compile it yourself from the code (or have someone else do it for you). For online, I believe you can get the ASCII version if you ssh in instead of using the web interface.
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# ? Feb 24, 2019 18:29 |
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Johnny Joestar posted:unless an angle is to just increase the amount of ammo overall if it's always going to mulch when it hits an enemy This sounds like a great alternative to just doing away with ammunition entirely. I basically refuse to play ranged characters if I'm not ^Okawaru because dealing with ammo and random mulching is awful. Fayrn fucked around with this message at 19:00 on Feb 24, 2019 |
# ? Feb 24, 2019 18:58 |
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Floodkiller posted:The setting for ASCII vs Tiles happens at compile time, so you need to compile it yourself from the code (or have someone else do it for you). For online, I believe you can get the ASCII version if you ssh in instead of using the web interface. There's also a setting somewhere to use webtiles but have images of characters for the tileset. Well, this was my worst tournament since 0.11. 1 win, 3-4 splats. Didn't have a ton of time to play between work, exhaustion, and other hobbies and was very rusty, but still. Taking chei + gong on the TrFE (nemelex choice) wasn't the best idea, but it was the best idea.
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# ? Feb 24, 2019 18:59 |
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The command iscode:
for compiling with tiles. Just put any multicore switch you might want to use after that and it works just fine.
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# ? Feb 24, 2019 19:01 |
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I think you guys kinda misunderstood, I meant ASCII graphics with the tiles interface. Right now (afaik) it's one or the other, ASCII in a terminal window or the tiles with all it's nice UX stuff. ... though I guess I could just replace all the tiles with ASCII symbols or something before compiling. ANYWAY, I'm gonna try implementing this idea of mine; looking through the source it looks like I'd need to fiddle with species-def, species-type, mutation-type, mutation-data and probably at least one of the player files. Probably missing something else besides though. e: actually I can just look through the git and see what got added/edited with the Skeletons getting added, so never mind. MShadowy fucked around with this message at 20:03 on Feb 24, 2019 |
# ? Feb 24, 2019 19:37 |
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quote:... though I guess I could just replace all the tiles with ASCII symbols or something before compiling.
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# ? Feb 24, 2019 20:09 |
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Cardiovorax posted:... but why you'd want to give up on the biggest advantages of the tiles version, like actually seeing at a glance what a monster is carrying, that's kind of beyond me. I mean, the answer is that I find the tiles kinda distracting, and that annoys me; normally I'm just sort of passively visualizing what's going on, but the tiles kinda clash with that since it's not really what I imagine these things look like. Except the Ogres. They're perfect.
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# ? Feb 24, 2019 20:29 |
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Well, to each their own. I personally don't find the interface of the tiles version that much more usable aside from that part.
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# ? Feb 24, 2019 21:02 |
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MShadowy posted:I think you guys kinda misunderstood, I meant ASCII graphics with the tiles interface. Right now (afaik) it's one or the other, ASCII in a terminal window or the tiles with all it's nice UX stuff. No, I was talking about using webtiles to play with text graphics. That said, webtiles is not the same as offline tiles so it's possible that whatever improvements you want aren't there. I looked up the option for it : tile_display_mode = glyphs hybrid instead of glyphs adds some status icons.
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# ? Feb 24, 2019 23:06 |
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MShadowy posted:Ogres. They're perfect.
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# ? Feb 24, 2019 23:20 |
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crawl is one of the cases where tiles literally do give more info at a glance than ascii
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# ? Feb 24, 2019 23:48 |
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They do admittedly take some getting used to, though. I used to play text mode too and it took me years after tiles started being a thing to finally decide on actually using them. I still basically use ASCII inputs, with plenty of macros.
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# ? Feb 25, 2019 00:06 |
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Didn't manage to get an update out this weekend. I'll try over the week to finish it up.
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# ? Feb 25, 2019 13:02 |
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Floodkiller posted:The setting for ASCII vs Tiles happens at compile time, so you need to compile it yourself from the code (or have someone else do it for you). For online, I believe you can get the ASCII version if you ssh in instead of using the web interface. Speaking of, I’ve never been able to pull off SSHing in to CBRO. Is there some trick to it? Really all I want to do is use vim to edit my RCs.
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# ? Feb 26, 2019 04:32 |
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How do I play gooncrawl online? I went to the thread here, but neither of the linked servers seem to have a gooncrawl option.
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# ? Feb 26, 2019 12:37 |
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Infinite Monkeys posted:How do I play gooncrawl online? I went to the thread here, but neither of the linked servers seem to have a gooncrawl option. Tournament just ended, so it takes some time for the server operators to bring forks back online. That thread is a bit out of date since I don't log onto Tavern that much, so I would follow the second post of this thread instead. Edit: goatsestretchgoals posted:Speaking of, I’ve never been able to pull off SSHing in to CBRO. Is there some trick to it? Really all I want to do is use vim to edit my RCs. I don't ssh into the servers, so best I can help with is a link to the how to page: http://crawl.develz.org/wordpress/howto Floodkiller fucked around with this message at 18:38 on Feb 26, 2019 |
# ? Feb 26, 2019 18:34 |
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You're probably just missing the keys, goatsestretchgoals (ew that hurt to type).
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# ? Feb 26, 2019 18:52 |
Infinite Monkeys posted:How do I play gooncrawl online? I went to the thread here, but neither of the linked servers seem to have a gooncrawl option. X-crawl has gooncrawl, it's in the op
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# ? Feb 26, 2019 20:40 |
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Floodkiller posted:Tournament just ended, so it takes some time for the server operators to bring forks back online. Thanks, but that just means I can't log in and gently caress with my RC files on the host (generic login/SSH key). I still prefer WebTiles. odiv posted:You're probably just missing the keys, goatsestretchgoals (ew that hurt to type).
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# ? Feb 27, 2019 06:04 |
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this seems like a pretty brutal d8
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# ? Feb 27, 2019 06:37 |
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nerve posted:
wtf is that death yak tile
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# ? Feb 27, 2019 07:06 |
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Internet Kraken posted:wtf is that death yak tile How long have you been told to play gooncrawl
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# ? Feb 27, 2019 15:22 |
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nerve posted:How long have you been told to play gooncrawl Is that tile a GC unique? I coulda swore I saw it in the mainline stuff back when I actually played it.
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# ? Feb 27, 2019 15:33 |
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Internet Kraken posted:wtf is that death yak tile Its fur is covered in adventurer blood, it's perfect
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# ? Feb 27, 2019 15:36 |
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FulsomFrank posted:Is that tile a GC unique? I coulda swore I saw it in the mainline stuff back when I actually played it. It was designed in this very thread last year I believe
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# ? Feb 27, 2019 17:03 |
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The regular death yak tile is better. I don't like change
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# ? Feb 27, 2019 23:07 |
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it was changed to make them more obviously dangerous to more inexperienced players iirc
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# ? Feb 27, 2019 23:46 |
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quote:29389 | D:15 | Noticed Louise Man, and that HCCj run was going so well, too. Oh well.
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# ? Feb 28, 2019 01:54 |
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Still couldn't get an update out from myself this weekend (mostly because I felt lazy as hell), so I merged JonJoe's artifact changes PR. It's mostly artifact changes from Trunk that I would have just pulled over because they all sounded cool and it's unrandarts so I'm not that concerned about balance; also some minor number tweaks on others. Just shout out if you think any of these are bad and I'll revert them for a proper vote later:
Still need to get together a poll for species merging from JonJoe (abomination) and Tollymain (a bunch of stuff) at some point. Floodkiller fucked around with this message at 01:41 on Mar 5, 2019 |
# ? Mar 4, 2019 02:24 |
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Floodkiller posted:Still couldn't get an update out from myself this weekend (mostly because I felt lazy as hell), so I merged JonJoe's artifact changes PR. Just a heads up, this broke building from source because Harm isn't defined in the artifact properties. (Looks like a commit that was only made to the main branch a few months back?)
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# ? Mar 4, 2019 03:35 |
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Saigyouji posted:Just a heads up, this broke building from source because Harm isn't defined in the artifact properties. (Looks like a commit that was only made to the main branch a few months back?) D'oh, knew I forgot to do something, thanks. Cherry-picked that in and rebuilding, but I'll have to check when I get up tomorrow before work to see if there are any other quick build errors.
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# ? Mar 4, 2019 04:22 |
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# ? Apr 26, 2024 13:53 |
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Hahahah whoooo, "Not concered about balance" indeed! That staff of torment change is bonkers, I love it
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# ? Mar 4, 2019 04:33 |