Thursday, 2 October 2008
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| Re: YANI: Make items matter Janis Papanagnou 21:11:36 |
| | Doug Freyburger wrote:
hcobb <henry.c...@gmail.com> wrote: Not if you have teleport control, which is just a food item that renders a ring into a useless trinket. I think I see a way around this one. Apply Sporkhack's percentage resistances to some of the other So if you have 1% teleport control it will ask you 1% of the time How do you get 1% teleport control? Eat one tengu. Suddenly the ring of teleport control will be rather worthwhile. Given the extinction limit of 120 you'll want to either change the extinction limit of tengu to much higher so they do eventually give enough corpses to approach 100% or tweak the percentage to some level above 1% so the longer you're in a game eating tengu the better your control gets. Complete with the interesting trade off of increasing monster creation rates in Sporkhack ... An increase of the extinction limit seems not to be too relevant given that, e.g., in my games I've got an average of 9 tengu killed per ascended game; this would suggest something like a 10% value instead of 1%. And one has also to consider that you may actually not be the only one who eats all the tengu killed in your game, since your pets might accomplish to get them first. OTOH, reverse genociding tengu can compensate a shortness of tengu corpses again.
Janis
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| Re: rhetorical question (mb) David Damerell 19:57:13 |
| | Quoting Xecutor <konstantin.stupnik@gmail.com>:
Another possible solution: add special counter to unit. Effect that is preventing hp regen will increment it on attach and decrement it on detach. If counter is greater that zero, health is not regening. This sort of dead-reckoning approach can be a bit error-prone - if it goes wrong once (like NetHack's full-moon luck bonus) it goes totally wrong. Of course it would be nice to have no bugs, but...
What about a can-regenerate() function or preprocessor macro, or a more general function to check if beastie X has property Y? -- David Damerell <damerell@chiark.greenend.org.uk> flcl? Today is First Stilday, September - a weekend.
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| Gah. Raisse the Thaumaturge 18:49:04 |
| | Raisse-Wiz-Gno-Fem-Neu died in The Dungeons of Doom on level 25 [max 47]. Drowned in a moat by a couatl (with the Amulet). 353 [356]
I didn't know --or rather, didn't remember, I suppose-- that they could do that! I was only being wary of eels.
Strange game, anyway-- never had a magic lamp, only lots of oil lamps; didn't get see invisible until well on the way up in Gehennom; never opened the drawbridge because I hadn't figured out the passtune on the way down, and thought I'd do it with the Bell of Opening on the way up (which didn't work; that's why I was going around again and ran into the couatl).
I did have my predecessor's SDSM and wand of wishing (which was at 0:0, and I didn't realise what it was until I found "a wand called something steel" in the chest in the Castle), so I wished recklessly for magic markers to tank myself up, or rather down, to AC -35 in speed boots and -29 in very burnt +0 water walking boots; intrinsic -1 courtesy of the nice priest of Ptah on level 15.
Raisse, drowned in a moat... oh, said that already.
-- irina@valdyas.org LegoHack: (new URL!) http://www.valdyas.org/irina/stuff/legohack/ Status of Raisse (piously neutral): Level 8 HP 63(67) AC -3, fast.
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| Thoughts on V 3.0.9b Magnate 02:08:28 |
| | In general, I like it. Just three things to request really, two specific to the new interface and one observation from practicing diving:
1. When you use 'd' to sell items in stores, it ignores any {!d} inscription and sells the item with no additional prompting. Is this a bug or a feature?
2. The knowledge screens ('~') are not available in the stores. Please fix this!
3. Some classes start with enough stuff to sell to buy ?WoR (warriors, rangers), others don't (rogues). This makes a huge difference when speed diving - I reckon it adds about 50k turns to find stairs back up from your first dive to ~500'. One idea is to give all chars ?WoR at the start, but if you don't like this, how about just increasing the minimum starting money by 50 or 100?
Thanks,
CC
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| Re: BUG: Shrieking takes no time and has no effect Friedrich 00:20:38 |
| | rpresser schrieb:
While polymorphed into a shrieker, I can shriek (using #monster) as many times as I want, and the turn counter never increases. It also doesn't awaken nearby sleeping monsters, and never summons a worm. -- rpresser
You("shriek."); if(u.uburied) pline("Unfortunately sound does not carry well through rock."); else aggravate();
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Wednesday, 1 October 2008
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| Re: Would anyone bother? David Damerell 21:06:13 |
| | Quoting Carl <carlhnelson@gmail.com>:
Given that I have no magic resistance or reflection (Soko had the bag) would many or any folks use the trap to become a dragon and lay some eggs? Maybe far less work would be just to start fountain dipping for MR, I suppose. Baby dragons don't leave scales, so you'd be in for a long haul. Checking fountains might well be more productive. -- David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato! Today is First Chedday, September - a public holiday.
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| Re: Question about water prayer Janis Papanagnou 16:47:58 |
| | Carl wrote:
Does anyone know whether a water prayer on one of Moloch's altar works for acquiring unholy water? And, I suppose I should ask, I'm at turn 11,000 with a level 14 wizard, should I expect a wide angle disintegration beam?  For wizards the only unaligned altars will be in Gehennom, I'd say, and praying in hell is generally a bad idea.
There are other ways to obtain unholy water; besides wishing, for example, reading a blessed scroll of remove curse while confused. (Though, that needs some inventory preparation to be most useful.)
Janis
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| I just can't wait for the next version of Crawl! Rogue Love 15:14:59 |
| | I'm so pumped over this game! What will the next version have?
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| "You hear the brisk ticking of an ancient clock." ?! Rogue Love 09:16:16 |
| | Does this mean I need to update the time service in Windows?
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| for the first time, Crawl 4.3 crashed Rogue Love 09:14:23 |
| | I was in the Snake Pit, cast a spell and zammo! Windows closed Crawl with an error message that said little or nothing intelligible. A bunch of hexadecimal characters! Then when I clicked OK all that info went bye-bye. So I guess I cannot share it with the programmers?
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Tuesday, 30 September 2008
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| Re: YAAP -- Link the Male Human Lawful Knight Eva Myers 18:21:34 |
| | Marc Hartstein <marcmagus@gmail.com> writes:
This and a couple of other threads have gotten me thinking: has anybody proposed a voluntary conduct of "chivalrous" (never break the knight code of conduct)? Yes, many years ago. See http://www.spod-central.org/~psmith/nh/patches/chivalry.patch for a patch to make Nethack 3.3.1 track whether you have followed the Knight or Samurai code of conduct. Eva.
-- Eva Myers, Computer Officer, Statistical Laboratory, University of Cambridge Email: erm1001@cam.ac.uk WWW: http://www.statslab.cam.ac.uk/~eva/ Ignorance and deception can't save anybody. *Knowing* saves them.
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| alignment spoiler location/info Derek Ray 15:09:40 |
| | On 2008-09-30, RjY <RjY@sp.am> wrote:
Link posted: On Sep 29, 1:23pm, David Damerell <damer...@chiark.greenend.org.uk> Not really - the alignment penalty is pretty trivial if you don't go out of your way to have trouble. The problem is that I have absolutely no idea how alignment bonuses from killing monsters works. There's a good alignment spoiler on sporkhack.com[1] (Despite its location, I believe it still applies to vanilla) This spoiler is actually only for vanilla -- it is no longer even remotely valid for Sporkhack, especially with the recent alignment changes that are far more aggressive in punishing misbehavior. I put it on my server because it's a simpler URL than the previous location I had it at.
-- Derek
Game info and change log: http://sporkhack.com Beta Server: telnet://sporkhack.com IRC: irc.freenode.net, #sporkhack
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Monday, 29 September 2008
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| Re: IRDC 2008 J rgen Lerch 09:40:55 |
| | On Sat, 20 Sep 2008 11:50:16 -0700 (PDT), Jeff Lait wrote:
Ido Yehieli wrote: we also got a surprise visit by 2 crawl stone soup developers and 1 Very nice.
These illuminate the laptops, leaving the speakers shrouded in mystery. OTOH, this is perhaps the perfect image for a cabal? Honi soit ...
Ad Astra! JuL, who wished he could have known earlier that he could have been there after all
-- jynwyn@gmx.de / Work like you don't need the money J rgen ,,JuL'' Lerch / Dance like no one was watching / Love like you've never been hurt / - ?
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| Negative character development Radomir 'The Sheep' Dopieralski 00:11:15 |
| | This is one of ideas that flew around on IRDC, I thought it's worth saving for the future, if not as a viable approach, then at least as a food for thought.
New users often feel overhelmed by large complexity and richness of roguelike games. One way to mitigate this problem is to make the beginning of the game relatively simple, and add functionalities as the game progresses. For example, you can let players develop new skills for their characters as they level up. This common technique is somewhat spoiled by the fact that at the point where the players are expected to make the decission about which skills to improve, they know very little about the game and about the skills themselves. It's also very hard to pick the most important skill at the moment, as each of them is (should be) useful in some way. It also leads to the desire of maxing out all the skills.
That's where negative character development (undevelopment?) comes to the rescue: you start with all of your skills available, and as the game progresses you are asked to remove them. Each time you remove a skill, all skills that are left improve. This way you have the opportunity to test the skills before you make a decission that affects your future. It also forces you to differentiate your characters, to specialize -- hopefully leading to more variety in the later parts of the game.
The idea could be extended even further: instead of getting stronger, the player character might actually be getting weaker -- and the game harder. This could play well with the "reversed dungeon" idea, where you start at the bottom of the dungeon and make your way to the top.
-- Radomir `The Sheep' Dopieralski <http://sheep.art.pl> "Whenever you find yourself on the side of the majority, it's time to pause and reflect." -- Mark Twain
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Saturday, 27 September 2008
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| Re: The "@ Walking Around the Screen" Demo Graham 20:20:11 |
| | On 2008-09-18, Soyweiser <soyweiser@gmail.com> wrote:
On Sep 18, 4:25 pm, Krice <pau...@mbnet.fi> wrote: On 18 syys, 17:15, Fenrir <siliconvik...@gmail.com> wrote: Creature* player = new Creature(); Not really needed at the moment right? When the program terminates Creature will be deleted automagically. For the program at this level it's probably not needed, but there's no guarantee that the Creature object will be deleted automatically when the program terminates. From memory, that's up to the whims of the C library and the operating system - most modern OSs will clean up unreleased memory automatically on a clean termination of the program, but that says nothing about if the program aborts for some abnormal reason, or if it's run on an older machine that doesn't do this - Win95 for example didn't I believe...
-- Graham Cox
You will be married within a year, and divorced within two.
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| Re: Competition Ernest Huang 07:03:17 |
| | On 2006-11-05 17:48:49, "avh@softalk.ws" <avh@softalk.ws> wrote:
Hello All,> Sorry, No entries for the last competition were received. I was> planning on giving it a go myself, but been rather busy.> Anyway, if anyone has any suggestions for the next competition, let me> know.> regards> XAngband Hobbit Sniper.
http://xangband.sourceforge.jp/eng/
-- AKA Yumi_Saotome on #angband
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Friday, 26 September 2008
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| Re: You caitiff! You kill the trapper! G-Mon 18:59:01 |
| | On 25 Sep 2008, Jared <martin.jared@gmail.com> wrote in news:dfd9a423-b909-43ba-89e9-e00faf3aff16@i20g2000prf.googlegroups.co m:
On Sep 25, 12:45 pm, Link <chillyn...@yahoo.com> wrote: You hit the trapper! You hit the trapper. The trapper turns to The trapper turns to flee! Seems reasonable to me -Jared And a few lines down....
The trapper engulfs you! The trapper digests you!
So unless killing something that's trying to eat you is a bad idea....
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