From: Christoph S. <chr...@fk...> - 2012-09-08 17:10:06
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Since there hasn't been a ##crawl-dev digest for a while I decided to write one. It covers one week, September 1-7. These digests are a lot of work, plus it's easy to get severely backlogged if you are busy or away for even a few days, and sifting through IRC logs to catch up is no fun at all. This is too much to expect a single person to do (thanks to evilmike for writing so many of these!), and it is the reason these digests have stopped coming. So it would be good to have some kind of rotation. If you're a ##crawl-dev regular and feel up to doing one of these, just mention it on IRC and add your name and the time you want to cover to the "digest" learndb entry! It has been a while since the last one, so I will summarize what these digests are: much of the DCSS development discussion happens in ##crawl-dev, a chat channel on the freenode IRC network. However, not everyone has the time to read all of that discussion, and a summary is nice even for the people who were there. This is in no way an official development plan, just a list of DCSS development related things that were talked about on ##crawl-dev. If something is mentioned that just means it has been discussed, not that everyone agrees about it or that there was any actual result to the discussion. In fact I am going to omit most things that have lead to committed changes, you can read about those in the commit log. Further comments and discussion of the mentioned issues is welcomed and encouraged. And finally, mistakes are possible, I might have summarized something badly or completely missed important topics. Feel free to correct me. Several things were already discussed extensively before September. This includes god wrath, random gods and curses. I will not go into details on these, because they are already covered fairly well by dev wiki entries and/or tavern threads. Note that all of these proposed changes are still deep in the design phase, so comments, criticism, and filling in specifics would be appreciated. Some links: - Randgods: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:concept:random_god - Wrath: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:concept:wrath - Curses: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:gameplay:curses This mailing list was very active last week. Many of the topics were also discussed on IRC, but usually the result was reflected in some c-r-d email. A quick review of last week's topics on c-r-d (reread the emails for details): - Randomly generated mechanical traps could be strongly reduced in frequency, almost to the point of removal. Detection of all traps could be done by a one-time dex check instead of skill-based search by waiting. It seems most people are on board with this, but there are a few minor issues left, mostly how to handle equipment swapping. - John Attea (Poor Yurik) posted a retrospective on making tiles for DCSS on his blog, and it sparked quite a few c-r-d emails and also some IRC discussion. As a result ontoclasm joined the devteam, with a focus on handling tile submissions and art-related decisions! - There were some emails about where and for what purposes the new runed doors should and shouldn't be used. Runed doors block autoexplore and monsters can not open them until you do. There are still some very problematic cases left. - Raphael Langella (galehar) took the time to write a digest for the development discussion on the official DCSS forum, the Tavern. As a result, I don't have to cover it. Improving the memorization screen and changes to book ID and Ds mutations (especially scales) were the suggestions that generated some (positive) interest. - Brendan Hickey (bh on IRC), who designed and implemented the current morphing abyss, is working on another abyss layout rewrite. He stated his plan for the next newabyss in a c-r-d email. Details were often discussed on IRC throughout the week, but I will not summarize any of them. The "inception" branch is frequently updated with his latest changes. There is also an implementable for additional abyss layout generators (6184 on mantis). Now, finally the actual ##crawl-dev digest, ordered by topic. There was a lot of activity last week, so it's a long list: Dungeon: - Idea: a rare late-D timed portal vault that either sends you to a trove, or to pan. Probably Nemelex flavored. It is unclear whether it should be possible to spawn in addition to a regular trove or not. - More (all?) portal vaults should be announced, especially baileys and wizlabs. The timer for unannounced ones should finally be improved. A simpler alternative to the long-standing implementable (5503 on mantis) would be to print a message and start a timer once you get closer than a certain distance to the portal. - An early demon portal vault would still be cool to have. It is hard to do much with 5s, though. And since the terrain would not be very different from regular dungeon vaults, the monster set would have to carry the whole idea. Possibly imp ideas from 4.1 could be used. - The current door vault sucks (it uses runed doors instead of secret ones, allowing for easy custom-made chokepoints). It needs to be fixed or maybe removed. Some other vaults using runed doors also need to be looked at (tar ends, due_elkab). - Do boulder beetle trap vaults generate too early? Should there be some warning message? Monsters: - It would be nice if Nergalle's tile changed during DDoor. It's very easy to miss. Recoloring could work in console. - There aren't any naga uniques. It would be cool to have one. Ideas include using Cheibriados, polearm reaching, summons, statue form, and having a snake pet that the naga would somehow interact with (cf. the twins, Grum). - Should spiny frogs be spiny? If not, should they be renamed? Should they (or maybe some other enemy) get retaliation to unarmed attacks (for example poison)? Can something be done with porcupines to make them relevant? Maybe the spines formula could be changed to do damage based on the damage you did (possibly different for different weapon types). If spines are changed, Hell Sentinel balance should be looked at. - Is monster pain mirror too hard to notice? - The abyss monster set needs work. Filling the design gaps in some of due's abyss monster ideas (see part of the dev wiki entry "Abyss Creatures") and implementing them would help. - Plain mummy death curses suck. They are relevant only in zigs, and they are always annoying. Either because you have to jump through hoops to kill mummies, or because you have to uncurse your whole inventory. Ideas for changing them include working only or mostly on equipped items, frequency diminishing the more of your items are cursed, and simply replacing them with toned down versions of proper mummy curses. The last idea is probably the best one. If equipment curses were somehow made interesting (see dev wiki link above), cursing items could be a monster spell. - Non-plain mummy curses work well, except for guardian mummies in ossuaries. Those should probably be removed. Summons: - Some things about friendly summons not attacking out of line of sight: How to explain it to the player (in spell descriptions, maybe the manual)? Do summons from charmed enemy summoners need special handling? Will it hurt immersion (the game world seems to be sentient and against you)? - Summons nerf brainstorming: even with a summon cap, summons would still be completely throwaway and spammable. So each summon spell could draw from a limited pool of creatures. For example you could have a pool of 20 butterflies and summon five per cast. So you would reach the cap after four castings. If a summon times out, it is returned to the pool. But if it dies it is not returned, and the cap is reduced. Possibly damaged summons could also be damaged when resummoned. After some time the pool is replenished (time may not be the best thing to use). - Crawl Light neostairs code could be used to implement allies following you across levels even if not adjacent, and for interlevel recall if desired. Items: - Deck of dungeons sucks and should be removed. Interesting cards (dowsing) could be moved to other decks. Nemelex deck weightings for sacrifices would have to be redone, and should probably just be resplaced by fixed weights for the different decks instead. - Should sabres be renamed to something more appropriate for a short blade, which are basically assassination weapons in crawl? - All fruit could be condensed into a single "fruit" item, possibly with different colors. Would require reviewing fruit vaults. - Should books ID when picking them up? Should burning books give more Trog piety? Should you be told that you already have that book if you find a duplicate? Should there be some way to check how many books a spell you have is in (for example when reading a book, and/or on the proposed MM screen)? - Is item destruction a good mechanic? Should strategic consumables be turned into misc items? - Things that increase MP should use a consistent name (possibilities: magic, mana, power, energy). Currently for example there are potion of magic, staff of power and crystal ball of energy. - The staff of energy could be absorbed into the staff of channeling. Staff of enchantment should simply be removed, it is not interesting. A hexes enhancer on some other item might be good. - Scrolls of remove curse could work like scrolls of identify. This would make them slightly less abundant, and let you uncurse things you aren't wearing. It would also change scroll ID a bit by adding another item-targeted scroll. Also, uncursing wouldn't have to be specialcased for Ashenzari. On the other hand, there is a card that can mass-curse items (could be nerfed), and while plain mummy curses are like they are, nerfing ?RC would just encourage people to jump through the silly mummy-killing hoops even more. Changing plain mummy curses would help here. Melee combat mechanics: - Proposal: cleaving for axes. The discussion is summarized very well on the dev wiki ("Fighting Reform", axes section). The common ground is that while fighting multiple enemies you would be able to do damage to multiple enemies at once. Any implementation would require playtesting to see if it is useless or overpowered, so probably something should just be implemented and put in a branch or directly into trunk, then tweaked if the numbers turn out to be bad. There is a patch! - Weapon moves should probably not depend on skills or stats, to ensure they are interesting both in the early and the late game. - The effect of stats on melee damage and accuracy should be increased. - The effect of accuracy on the actual hit rate should be smoother. - The strength requirement for armor is not great. Two problems: 1) the range of requirements is too large, most importantly dragon and plate are too far apart. Elliptic proposes 6+2*EVP instead of the current 3*EVP formula. 2) Hard breakpoints suck, maybe armor skill should have some effect on the strength requirement or more strongly reduce the impact of not having enough strength. - Weapon noise is based on post-AC damage, which makes no sense. Also, weapon noise is way too complex and should not depend on so much stuff. - Would sidestepping (EV bonus against missiles for walking at an angle or zig-zagging towards the enemy) and charging (damage bonus for walking towards the enemy in a straight line) be good or terrible in DCSS? A slightly different version of sidestepping is in Crawl Light, so people who are interested can just try it there. Elliptic mentioned some serious problems of these moves on the dev wiki ("Fighting Reform", special moves section): autofight breakage, encouraging of kiting, and general annoyance. Different versions of sidestepping or charge could be interesting as god abilities. Tiles: - John Attea's blog post sparked some discussion about animation in DCSS. However, there is no agreement on whether it would be a good addition. Animated tiles would certainly look better, but there are a lot of problems: it might look too busy, and if the wrong things are animated they might distract from important information (this might be an issue with animated torches for example). Also, for example adding animations to monsters would be a huge amount of work. DCSS has great art contributors, so this might actually be possible. But along the (very long) way some monsters would be animated and some wouldn't be, which would look extremely weird. Adding capability for proper animation would be nice, since it might get people to try interesting stuff. Used very sparingly, animation could be useful for highlighting important things. edlothiol just added optional realtime animations to trunk webtiles, so once the change arrives on CSZO you can check out how it looks. They are off by default. - Should there be filter options to go with tile scaling? It might be easy to do with OpenGL. - Having something like webtiles menus in local tiles would be nice, because seeing monster list and stats area while in menus is awesome. The Android port has some code that could be used for that. - The local tiles monster list sucks and the webtiles one is much better. Miscellaneous: - What to do with sound messages that don't have a silence check because they are too important to hide (example: portal announcements)? Reflavor, hide when silenced, or do nothing? - Some kind of advanced interface help would be useful. - Regarding the tavern proposal to forbid the eating of unclean chunks for most races: nausea isn't really that bad. One reason for that is that there is a lot of permafood, so the annoyance of eating optimally is far from necessary. Reducing early-game food by this much would lead to a lot of unfun starvation deaths. - Should high elves be removed? No, they are different enough from all other species, and apts could be adjusted to make them more different. Renaming some elven species might be nice, though. - God wrath duration could work like it does for Ash for all gods: get enough experience for x levels to end the wrath. This would be a simple way to prevent the waiting out of wraths. Wrath effects would still be based on time, and not reduce wrath duration. That would allow people to get out of wrath with fewer effects by braving a difficult area. Scaling wrath duration and severity with max piety or total gained piety or some other metric would be good in addition of course. - Draining should be improved. For example it could temporarily reduce skills (earn exp to remove). - Stats (str dex int) should be coarser, to make the levelup bonuses stand out more and improve readability (smaller numbers). This worked very well for skill aptitudes. Proposal: - Starting stats and all stat bonuses are halved, and their effect doubled to compensate. Rounding up or down for odd numbers has to be decided on a case by case basis. - Levelup stat picks come at levels 6n+3, starting at 3. Stat prompts require pressing an uppercase letter because they would actually be relevant. - Racial stat gains on levelup are randomly scheduled at char creation, similar to Demonspawn mutations. - Stat drain and sustab will also need to be looked at. - Balance changes (like increasing or decreasing effective stat bonuses on equipment or adjusting the power of the stats themselves) should be done separately. - Having an online repository for third party lua scripts would be nice. There could be a section on the dev wiki for them. All it would take is someone setting it up, and anyone can do that. - The "how to access help and various other stuff" message spam on casting a spell should be reduced. 4 messages for aiming a spell are too much. It could be reduced to two lines if the help messages were shortened. --- alefury |