|
Hyedum posted:Put the Autumn Katana in it. I don't actually think it'll add to the aesthetic, I just want more chances at clarity on my mummies. Shh, shh. No need to extemporize. You had me at Autumn Katana.
|
# ? Jan 26, 2018 01:07 |
|
|
# ? Jun 9, 2024 01:20 |
|
Hyedum posted:Put the Autumn Katana in it. I don't actually think it'll add to the aesthetic, I just want more chances at clarity on my mummies.
|
# ? Jan 26, 2018 04:17 |
|
Elephant Parade posted:I understand that this fork won't worship balance the way Stone Soup does, but maybe putting the Autumn Katana on D:3 is going a little too far in the opposite direction? Not if we also give it malmutate upon taking damage! It's actually where the mutagen ooze came from.
|
# ? Jan 26, 2018 05:12 |
|
Sword in Mutagenic Cloud, if you will.
|
# ? Jan 26, 2018 05:24 |
|
Lets see. We'd need a bunch of pizza, one quarterstaff, two daggers* (sais), a scimitar or longsword (katana), and either a dire flail with a special sprite or four clubs. Probably some good potions, too, for the casters. Defended by one rat & I guess 4 iguanas behind doors (until you have a lesser turtle coded). Could also say that 'Foot Clan Ninjas' (or robots) have taken over the hideout and set up the encounter that way, with a friendly Rat & Turtles on the other side of grates and some other enemies in the central area to defeat. The supercomputer or the subway car depends on how many versions you want to make. *or 5% chance for quickblades
|
# ? Jan 26, 2018 06:43 |
|
Speleothing posted:with a friendly Rat & Turtles on the other side of grates and some other enemies in the central area to defeat
|
# ? Jan 26, 2018 06:45 |
|
I didn't have time to actually work on a vault today but I looked up how the weaker siren works and it's completely trivial to do weaker turtles. Again I don't know anything about Ninja Turtles so I'm open to suggestions about the layout and contents of the sewers but I'll see if I can't actually make it tomorrow.
|
# ? Jan 26, 2018 07:01 |
|
Speaking of programmer art, if you guys have any use for my lovely WJC weaponry tiles, such as to repurpose any of them into an unrand, I can crop them for you (They got rejected a while ago because they didn't appreciate me bundling like 12 unrandarts with my god).
|
# ? Jan 26, 2018 10:12 |
|
I've always wanted to dip my toes into expanding the artifact/item tile pool. Is there a rough requirement list/guide to how it is supposed to be done?
|
# ? Jan 26, 2018 15:13 |
Speleothing posted:Could also say that 'Foot Clan Ninjas' (or robots) have taken over the hideout and set up the encounter that way, with a friendly Rat & Turtles on the other side of grates and some other enemies in the central area to defeat. restore brain worms, make a brain worm/ogre team one possible set of invaders
|
|
# ? Jan 26, 2018 15:19 |
|
SteelNeuron posted:Speaking of programmer art, if you guys have any use for my lovely WJC weaponry tiles, such as to repurpose any of them into an unrand, I can crop them for you (They got rejected a while ago because they didn't appreciate me bundling like 12 unrandarts with my god). those look pretty sweet tho
|
# ? Jan 26, 2018 15:26 |
|
How do you go about testing a temporary branch vault? Normal vaults you can just give absurd weights but I don't even see weights for sewer vaults Here's the vault in case somebody decides it's easier to just test it themselves instead of teaching me how to do it. No guarantee it even functions, much less is interesting or fun. e: fixed a typo that made crawl CTD code:
cheetah7071 fucked around with this message at 22:52 on Jan 26, 2018 |
# ? Jan 26, 2018 22:47 |
|
cheetah7071 posted:e: fixed a typo that made crawl CTD
|
# ? Jan 26, 2018 23:31 |
|
cheetah7071 posted:How do you go about testing a temporary branch vault? Normal vaults you can just give absurd weights but I don't even see weights for sewer vaults Throw WEIGHT: 5000 on the line under name, which should guarantee that it gets picked when being randomly chosen. Otherwise, you can also force spawn it using wizard mode, but that can be buggy. I can just test it quickly myself, however. One thing I spotted at first glance while waiting for my latest version to build: 'pizza' needs to be replaced with 'ration tile:food_pizza'.
|
# ? Jan 26, 2018 23:48 |
|
Okay that version of the vault is way way way way too hard
|
# ? Jan 27, 2018 00:12 |
|
cheetah7071 posted:Okay that version of the vault is way way way way too hard Yeah, there doesn't appear to be a way to alter physical attacks through vault information either. Guess snapping turtles are just a bit too much to throw into sewers.
|
# ? Jan 27, 2018 00:28 |
the friendly turtles being attacked by TMNT-ish-themed monsters seems better anyway
|
|
# ? Jan 27, 2018 00:30 |
|
I could probably make them depth-appropriate monsters like orcs, and then give them turtle tiles...I think. This would have the benefit of making the turtles wield weapons.
|
# ? Jan 27, 2018 00:31 |
|
cheetah7071 posted:I could probably make them depth-appropriate monsters like orcs, and then give them turtle tiles...I think. This would have the benefit of making the turtles wield weapons. This is bad to do because it can lead players who aren't familiar with the vault to associate the tile/monster name with something different than the actual monster. It might be better to ditch the sewer portal vault approach and put the vault somewhere else at a depth appropriate to snapping turtles.
|
# ? Jan 27, 2018 00:40 |
|
Jazerus posted:the friendly turtles being attacked by TMNT-ish-themed monsters seems better anyway
|
# ? Jan 27, 2018 00:58 |
|
Well, here's a much lower-scope variant that's just a room full of pizza, mut potions, and ninja-y weapons alongside a rat and four turtles. In wizmode I discovered that four snapping turtles simultaneously is kinda tough even for a maxed-out character but on the other hand you can just back off and use normal luring tactics. It's not like Shoals and late dungeon can't get multiple dangerous enemies with reach at the same time just through normal monster generation, and a few almost-guaranteed mut potions seems like a reasonable reward to me.code:
I did like the layout that my randomish-terrain produced in that sewer so I might turn it into a more plausible difficulty and submit it to normal crawl
|
# ? Jan 27, 2018 01:01 |
|
cheetah7071 posted:Well, here's a much lower-scope variant that's just a room full of pizza, mut potions, and ninja-y weapons alongside a rat and four turtles. In wizmode I discovered that four snapping turtles simultaneously is kinda tough even for a maxed-out character but on the other hand you can just back off and use normal luring tactics. It's not like Shoals and late dungeon can't get multiple dangerous enemies with reach at the same time just through normal monster generation, and a few almost-guaranteed mut potions seems like a reasonable reward to me. Committed!
|
# ? Jan 27, 2018 01:24 |
|
FulsomFrank posted:I've always wanted to dip my toes into expanding the artifact/item tile pool. When I sit down to think about how I would write a style guide for item tiles, I realize there's lots of exceptions and special cases. Normally, 1) Mundane items are brown/grey 2) Ego items are red/blue 3) Randarts should have three bright colors, preferably neon. Avoid reds/blues unless it looks good, and if you use reds/blues then differentiate the silhouette more That mostly only applies to weapon tiles. I will redo all armour tiles someday, but I can't say if I'll keep the same color scheme. There is no official vetting system for tiles.
|
# ? Jan 27, 2018 04:02 |
|
I suspect I'm the only guy bothered by this, but a lot of the tile revamps over the past few years seem to be mere side-grades for me. Creatures are the same, but different, and they don't really 'read' any different to me. Some examples would be Elf and Orc tile changes. There are also a lot of good changes, like flayed ghosts (popcorn monster who was given an insane ability, so the tile was revamped with skulls to match his new scariness) which I appreciate, but I wonder why others are being touched, maybe just for the sake of it?
|
# ? Jan 27, 2018 04:11 |
|
Flayed Ghosts are hard to see against the background of Crypt. Old sprite was better
|
# ? Jan 27, 2018 05:04 |
Serephina posted:I suspect I'm the only guy bothered by this, but a lot of the tile revamps over the past few years seem to be mere side-grades for me. Creatures are the same, but different, and they don't really 'read' any different to me. Some examples would be Elf and Orc tile changes. There are also a lot of good changes, like flayed ghosts (popcorn monster who was given an insane ability, so the tile was revamped with skulls to match his new scariness) which I appreciate, but I wonder why others are being touched, maybe just for the sake of it? I haven't kept up too much but the Elf/Orc changes are objectively good. A whole lot of the old tiles lacked unity and fidelity and the new tiles are a significant improvement on that. I'd go into far more detail if I wasn't drunk on a Saturday morning. I also think that the few creatures we've had that've totally revamped their look -- soul eaters and tzitzimimeh come to mind -- are an improvement, but I concede there's much more room for personal taste on that front.
|
|
# ? Jan 27, 2018 06:06 |
|
The new tile for shadow fiends is cool but they should of stayed shadow fiends. I never remember how to spell tiztizitizfsdjmec
|
# ? Jan 27, 2018 20:11 |
|
Messages have been sent out to various server admins (awaiting responses) and I've been struggling to get zips/installers built for the code, but you can download and self-build v1.0 of Gooncrawl from here: https://github.com/Floodkiller/crawl/tree/gooncrawl_stable The install instructions that are used for normal DCSS should all still be valid. If you would prefer to wait for more convenience, I should figure out how to get the zips/installers built sometime this weekend, and server admins should respond eventually with a positive or negative for WebTiles. Additionally, here's the changelog; anything that was on the design document that isn't in the changelog will be automatically carried over to v1.1/v2.0's design doc, as I felt it would take too long to delay getting a baseline out to get those items in: https://github.com/Floodkiller/crawl/blob/gooncrawl_stable/crawl-ref/docs/gooncrawl/changelog.txt Edit- Zips for Windows compilations of Console and Tiles are complete, and can be downloaded here (named Gooncrawl): https://github.com/Floodkiller/crawl/releases Installer is still busted, but this is probably better than setting up Git for many people. If you have a different OS and the ability to compile/package, please toss up a link for people! e2- Forgot to mention that the above is 64-bit; does anyone actually need a 32-bit compilation? Floodkiller fucked around with this message at 12:11 on Jan 28, 2018 |
# ? Jan 27, 2018 21:58 |
|
Internet Kraken posted:The new tile for shadow fiends is cool but they should of stayed shadow fiends. I never remember how to spell tiztizitizfsdjmec This has been me sort of embarrassing myself.
|
# ? Jan 28, 2018 14:35 |
|
Changelog posted:-Reimplemented Sludge Elves
|
# ? Jan 28, 2018 16:57 |
|
Elephant Parade posted:Wait, did anyone ever actually play sludge elves? Between their lack of a niche and them not really existing as enemies, I was okay with their removal. Maybe they should be added to the sewer and/or given some kind of gimmick? They were voted in without changes by the thread, that's why they are in as is. Feel free to propose something if you think it needs changing and I can add it to the FR list for the next survey.
|
# ? Jan 28, 2018 17:21 |
Elephant Parade posted:Wait, did anyone ever actually play sludge elves? Between their lack of a niche and them not really existing as enemies, I was okay with their removal. Maybe they should be added to the sewer and/or given some kind of gimmick? I did! Floodkiller, you're doing Zin's work.
|
|
# ? Jan 28, 2018 17:48 |
Elephant Parade posted:Wait, did anyone ever actually play sludge elves? Between their lack of a niche and them not really existing as enemies, I was okay with their removal. Maybe they should be added to the sewer and/or given some kind of gimmick? something doesn't have to have a totally unique identity to be worth having in the game
|
|
# ? Jan 28, 2018 17:51 |
|
They were quite fun with evaporation.
|
# ? Jan 28, 2018 18:37 |
|
Really I just play octopodes now and don't miss sludge elves but I can understand that some people want bullshit like armor slots.
|
# ? Jan 28, 2018 19:42 |
|
The ideology eater posted:Really I just play octopodes now and don't miss sludge elves but I can understand that some people want bullshit like armor slots. Why play octopodes when you can play as a BAT forever by smashing a vampire warrior against kobolds till your level 3. Good luck finding a good amulet cus its the only thing you can use !!!
|
# ? Jan 28, 2018 20:06 |
|
Request for gooncrawl: 1000 gold 1 ration gozag no skills 'Merchant' start.
|
# ? Jan 28, 2018 20:10 |
|
That said, i wish BATS could cast spells, that would really open up the game for them to truly rule Uskuyaw bat can murder a surprising number of things tho
|
# ? Jan 28, 2018 20:11 |
|
jon joe posted:Request for gooncrawl: 1000 gold 1 ration gozag no skills 'Merchant' start. That's some Nethack tourist poo poo, i approve
|
# ? Jan 28, 2018 20:12 |
|
|
# ? Jun 9, 2024 01:20 |
|
Okay, that's just excessive. ...make it three rations.
|
# ? Jan 28, 2018 20:18 |