|
Prism posted:New monster: juvenile snapping turtle Boom. Gooncrawl = Innovation
|
# ? Dec 31, 2017 22:16 |
|
|
# ? May 15, 2024 03:07 |
|
Prism posted:New monster: juvenile snapping turtle Teenage preferably. And have it drop purple chunks.
|
# ? Dec 31, 2017 23:52 |
|
Worthleast posted:Teenage preferably. And have it drop purple chunks. This ties neatly back into the pizza re implementation.
|
# ? Jan 1, 2018 00:22 |
|
Ferrinus posted:Hmm, it seems that they've made Shatter damage insubstantial monsters, which screws up my plan for a necromancer/earth mage who uses Haunt, Death Channel, and Shatter all together. Seems like someone took a pass at earth magic in general because they cleaned up LRD and made it only have a two tile radius explosion on green crystal from what I've seen, makes it much more reliable imo
|
# ? Jan 1, 2018 02:07 |
|
Closed the survey (a little later than I was going to because I got distracted), results are here with identifying info purged: https://docs.google.com/spreadsheets/d/1MjOdcjtzHR42tiRVyscJdv4ul-OoUXZkHuxHpbhzmc4/edit?usp=sharing After counting the runoffs (a couple votes didn't follow runoff style voting, but it didn't affect the end result), it looks like the "Random food tiles with chance for pizza flavor" was the winner, with a solid first round that kept growing after getting most of the second choice votes of each one eliminated. I'll throw the fruit flavors into the mix as well while I'm at it (as a couple people suggested). Let me know if anyone would prefer something changed about how these "feature details" polls are delivered in the future (I will be keeping future polls on more complex features open for longer than this one).
|
# ? Jan 1, 2018 03:55 |
Floodkiller posted:Closed the survey (a little later than I was going to because I got distracted), results are here with identifying info purged: This seems like it could be a good solution. Interesting to see how the new food changes play out, especially w/r/t fedhas.
|
|
# ? Jan 1, 2018 04:00 |
|
How does the thread feel about short blades? There are a few things I really like about Crawl's weapon system and a number of things I don't like. The way the game handles short blades is one of the things I don't like. I know some people say that there are plenty of low AC enemies that short blades remain effective against in the late game, but I find that the short blade characters I've played other than vinestalkers get really frustrating as the game goes on. I don't think the ability to stab is so amazing as to warrant your weapon of choice being nearly useless against a large number of enemies. Hellcrawl just merges both short and long blades into one skill and replaces riposte with stabbing as the special property of those weapons. That's elegant and I like it. But I think there is still room for good weapons that stab and good weapons that riposte. I hope gooncrawl changes short blades without just merging them with long blades. One possibility would be to make "stabbability" a sliding scale of added damage, with the various stab tiers giving flat amounts. If a short blade user scores a hit with their accuracy significantly over the target's evasion, the attack "stabs" by that amount.
|
# ? Jan 1, 2018 17:01 |
|
Gooncrawl progress update:
Stuff left that I still want to get done before v1.0:
Other stuff on the to-do list that may or may not get done before v1.0:
|
# ? Jan 1, 2018 18:12 |
|
Hellcrawl has its own GitHub, you probably don't need to at his system notes on the wiki then write it yourself
|
# ? Jan 1, 2018 20:09 |
|
Archenteron posted:Hellcrawl has its own GitHub, you probably don't need to at his system notes on the wiki then write it yourself I know it has it's own GitHub, but I mainly needed to look into it and find if there were any underlying changes (like optimizations or bug fixes) in the original DCSS repo from when Hellcrawl forked in the related systems. However, from the sound of what hellmonk described, it shouldn't be too hard to pull over so I just need to know what spells specifically need to get changed.
|
# ? Jan 1, 2018 20:20 |
|
Whatever happens to other monsters, it’s fine to leave orbs of fire with malmutate since they’re basically the last or next-to-last things you fight. Giving you a bunch of a battle scars that complicate your orb run and impress people reading your final log file is basically their purpose.
|
# ? Jan 1, 2018 20:26 |
|
Ferrinus posted:leave [...] malmutate no alternatively, Ferrinus posted:leave, malmutate!
|
# ? Jan 1, 2018 21:48 |
|
Works on contingency? No, money down!
|
# ? Jan 1, 2018 21:51 |
|
Zaodai posted:Works on contingency? Lol I'm excited for more more versions of dungeon crawl. Thanks flood and thanks to anyone else. Happy new year
|
# ? Jan 2, 2018 10:42 |
|
Speaking of Crawl. (Mainline, not gooncrawl.) LRD's range no longer randomly increases based on whether it vaporizes the target. Shatter's damage range is more standardized (it does 1, 3 or 6 dice depending on whether you resist, are normally affected, or are vulnerable to shatter effects; this means you can hit ghosts with it now, though not very well, as incorporeal aren't special-cased for 0 dice). There are also a lot (and I mean a lot) of tile updates. Specifically: Altars: TSO (more T-shaped and less cross-shaped, as the wings are up higher and are broader) Creatures: anaconda, killer bee, queen ant, queen bee, soldier ant, vampire mosquito, water moccasin, worker ant, entropy weaver, cacodaemon, efreet, hell beast, hellion, ice fiend, soul eater, treant, boggart, kobold demonologist, orc high priest, orc priest, orc sorcerer, ushtabi, greater mummy, guardian mummy, (regular) mummy, mummy priest, wight, a bunch of generic skeletal/zombified monsters, every elf including Dowan, Duvessa and Fannar, Bai Suizhen (both tiles), Erica, Frances, Gastronok, Harold, Khufu, Margery, Maurice, Menkuare, and St. Roka Artifacts: Bunch of randart tiles, fustibali (base, ego and randart), slings (base, ego and randart), Wyrmbane, the staff of Wucad Mu, the Majin-Bo, and Leech So enjoy your slightly better-looking game, I guess? edit: typoes + missed a monster Prism fucked around with this message at 16:37 on Jan 2, 2018 |
# ? Jan 2, 2018 16:34 |
|
Floodkiller, you're doing Zin's work my man, I can't wait to try the first official release of GoonCrawl. I love tile updates too, looking forward to seeing them all... just not in Stone Soup.
|
# ? Jan 2, 2018 18:09 |
|
Gooncrawl progress update:
|
# ? Jan 2, 2018 18:16 |
|
Wand of Ragequit confirmed for 1.0?
|
# ? Jan 2, 2018 19:19 |
|
Quitting should do something flavour-y. "Xom grabs you with a hook and pulls you out of the dungeon while all the other Gods alternately boo and chant 'you suck'"
|
# ? Jan 2, 2018 20:52 |
|
Wands of hasting are now working! Wands of teleportation are still buggy (currently can only Teleport Other, so I need to put in a logic fix somewhere), wands of heal wounds are still wands of CTD. E:VVV I already opened a pull request for it, it's just sitting until after the tournament due to feature freeze. Floodkiller fucked around with this message at 22:11 on Jan 2, 2018 |
# ? Jan 2, 2018 21:45 |
|
Floodkiller posted:Gooncrawl progress update: Are you submitting stuff like this too the main game too? I don't see why the devs would object to you making a change that preserves some of the game's flavor while still incorporating whatever gameplay mechanics they desire.
|
# ? Jan 2, 2018 22:02 |
|
Inspired by Gooncrawl, I'm writing down ideas/pseudo-code for various crab-related ideas to attempt to code and then either throw at Floodkiller and/or Hellcrawl Here's a general poll/survey/sounding-board of my crab race thoughts which I will refine based on popular thought and then
|
# ? Jan 2, 2018 23:03 |
|
Wights look considerably worse now, neutral on worker ants, orc priests are hecka rad, haven't seen any of the others.
|
# ? Jan 3, 2018 02:19 |
|
The only new tile I don't like is the cacodemon. They should always be dumb fat bastards.
|
# ? Jan 3, 2018 02:27 |
|
Archenteron posted:Inspired by Gooncrawl, I'm writing down ideas/pseudo-code for various crab-related ideas to attempt to code and then either throw at Floodkiller and/or Hellcrawl You missed my preferred method but it's okay because it's got write-in parts
|
# ? Jan 3, 2018 02:33 |
|
Archenteron posted:Inspired by Gooncrawl, I'm writing down ideas/pseudo-code for various crab-related ideas to attempt to code and then either throw at Floodkiller and/or Hellcrawl I contributed votes and my one lovely crab pun idea. Go, crab
|
# ? Jan 3, 2018 02:46 |
|
Internet Kraken posted:The only new tile I don't like is the cacodemon. They should always be dumb fat bastards. Definitely agree with this on principle
|
# ? Jan 3, 2018 02:52 |
|
Prism posted:
lol
|
# ? Jan 3, 2018 03:02 |
|
Prism posted:LRD's range no longer randomly increases based on whether it vaporizes the target. This is the best change. I hit myself with LRD far too often because I'm too lazy to walk until I have a reliable position.
|
# ? Jan 3, 2018 03:32 |
|
I wrote in that crabs should move faster when going sideways
|
# ? Jan 3, 2018 03:34 |
|
Floodkiller posted:Wands of hasting are now working! Wands of teleportation are still buggy (currently can only Teleport Other, so I need to put in a logic fix somewhere), wands of heal wounds are still wands of CTD. Okay, I'm a garbage coder because I've been stumped on getting tele and heal wounds wands back in and working. This is partly due to the back-end for wands being revamped since the wands were removed, which is leading to a collision somewhere in the monster wand use code (which didn't go away even after I stopped allowing monsters to use them and reworked the code to only work for players). I have no clue why hasting works perfectly fine and the others don't. If someone else wants to take a look at trying to re-add them, feel free since I don't want to waste more time on it at the moment. Instead, I'm just going to cheat and bring them back as xp-evokers with a little extra thrown in:
E:VVV I'll keep hasting a wand at the moment, since that one is already re-implemented and working (although it can get changed sometime after v1.0). Floodkiller fucked around with this message at 05:21 on Jan 3, 2018 |
# ? Jan 3, 2018 05:16 |
|
Recharging evokables sounds great for tele and haste imo. A bit weird for heal wounds though.
|
# ? Jan 3, 2018 05:19 |
|
i really like the evocables idea make wand of hasting a brief time-stop evocable that makes time stop for like 2-3 turns and then gradually resume back towards normal speed take out regen the spell and make heal wounds an evocable that gives you a heal + heal-over-time effect instead
|
# ? Jan 3, 2018 05:50 |
|
cheetah7071 posted:Recharging evokables sounds great for tele and haste imo. A bit weird for heal wounds though. If by 'recharging' you mean 'recharging with XP', this encourages you to pick up every tele/heal evokable you run across, and also runs into problems of being usable once every now and then - something that's often not actually that great except for the hasting effect. This is a Bad Idea. Tollymain posted:make wand of hasting a brief time-stop evocable that makes time stop for like 2-3 turns and then gradually resume back towards normal speed. While neat, that's completed busted. Tollymain posted:take out regen the spell and make heal wounds an evocable that gives you a heal + heal-over-time effect instead The spell Regen and a wand of Heal Wounds solve different problems for different characters at different times. Taking out the spell makes no sense.
|
# ? Jan 3, 2018 06:06 |
|
Canine Blues Arooo posted:If by 'recharging' you mean 'recharging with XP', this encourages you to pick up every tele/heal evokable you run across, and also runs into problems of being usable once every now and then - something that's often not actually that great except for the hasting effect. This is a Bad Idea. I meant recharging with the same mechanic as phial of floods and such. Getting an extra teleport or haste every four or five fights seems fine to me?
|
# ? Jan 3, 2018 06:09 |
|
cheetah7071 posted:I wrote in that crabs should move faster when going sideways Why are we just considering one crab species? Hermit Crab - must wear body armor, starts off wearing leather, as player levels up can wear higher levels of armor with no or greatly reduced encumbrance, eventually can only wear plate mail or dragon scales, special bonuses for maxwell's, lear's, and OCP Fiddler Crab - has fighting claw that starts out equivalent to a flail with +5 SH, as player levels up eventually becomes as good as GSC with SH increasing as well - can still use offhand for attack or shield Soft-Shell Crab - -AC, +EV, no other special abilities but produces delicious meat when killed as monster Japenese Spider Crab - octopode armor slots, extra AC as levels, at XL 13 gives all weapons or unarmed Reaching Maybe at XL7 you find out your species ala draconians?
|
# ? Jan 3, 2018 06:21 |
|
Araganzar posted:Why are we just considering one crab species? Also my original original Crab thought was the fast sidestep but then you have to calculate forward to determine sideways, which can change on every step or attack, and then recalculate what directions are sideways based on that, and it just becomes too much code for too small of a gimmick, unfortunately
|
# ? Jan 3, 2018 07:06 |
|
I'm not even putting thought into the crab species because it feels like too much of a joke (if you do develop it into something worthwhile though I'll be fine with it). However I will say if you are designing another evolution species, I think it should be one where you get to choose how you evolve. Right now we have two species with evolution traits; demonspawn and draconians. Both of them evolve in entirely random ways outside the players control. I think there's room for a species that evolves in a way directly controlled by the player. If evolution is controlled by the player, then it should probably happen gradually rather than all at once; it will make it feel like more of a character building process. I dunno how you'd work that into the ridiculous crab theme but that's my thoughts on there being another evolving species.
|
# ? Jan 3, 2018 07:18 |
|
Internet Kraken posted:I'm not even putting thought into the crab species because it feels like too much of a joke (if you do develop it into something worthwhile though I'll be fine with it). However I will say if you are designing another evolution species, I think it should be one where you get to choose how you evolve. Right now we have two species with evolution traits; demonspawn and draconians. Both of them evolve in entirely random ways outside the players control. I think there's room for a species that evolves in a way directly controlled by the player. If evolution is controlled by the player, then it should probably happen gradually rather than all at once; it will make it feel like more of a character building process. I dunno how you'd work that into the ridiculous crab theme but that's my thoughts on there being another evolving species. Oooh good idea. I don't care about the crab theme but the notion of picking muts as the game advances seems good.
|
# ? Jan 3, 2018 07:35 |
|
|
# ? May 15, 2024 03:07 |
|
I love that Shard of Zot idea. A lot. Can we have more good evokables again!
|
# ? Jan 3, 2018 07:51 |