20:12 -!- kilobyte [n=kilobyte@dis.angband.pl] has joined ##crawl-dev 20:12 -!- Irssi: ##crawl-dev: Total of 41 nicks [2 ops, 0 halfops, 6 voices, 33 normal] 20:12 -!- mode/##crawl-dev [+v kilobyte] by ChanServ 20:12 -!- Irssi: Join to ##crawl-dev was synced in 0 secs 20:12 <+greensnark> I've always wondered what acr was 20:13 < haranp> maybe 'A CRawl [file]'? 20:13 <+greensnark> That's a stretch :P 20:15 <+greensnark> I wonder why new players are always so afraid of using autoexplore 20:15 < haranp> because they don't know how bloody complicated it is :) 20:15 <+Keskitalo> Any ideas or themes for overflow Ely altars? I guess they should be calm, peaceful and open. I don't think obstacles or challenges suit the Ely altars. 20:16 < TGW> the game should detect when you're not using autoexplore and become more and more boring until you give in 20:17 < nrook> an ely altar with good-neutral monsters would be fun 20:17 <+greensnark> Keskitalo: Fountains, pools of soothing water, neutral quokkas! 20:17 <+greensnark> You could rename the quokkas to fluffy bunnies :P 20:18 < TGW> I want a yred altar with withered plants and butterfly zombies 20:18 < syllogism-> you could do a retro vault with nanoquakkas, robots and Swords 20:18 <+Keskitalo> Hehe. Can you place neutral monsters? Won't they just run for the stairs? And what are all the flavours of neutral monsters anyway.. 20:18 < TGW> but butterfly zombies are messed up 20:18 < syllogism-> and dorgis! 20:18 <+doy> can you make patrolling neutral monsters? 20:18 <+kilobyte> Keskitalo: I added att:good_neutral a few days ago. 20:18 <+Keskitalo> TGW: sounds good! I think the butterfly zombies were fixed. I seem to recall a commit message along those lines. 20:19 <+greensnark> Oh, yes, you could add butterflies 20:19 < TGW> Keskitalo: this was pretty recent, I dunno 20:19 <+greensnark> The non-zombie variety 20:19 <+Keskitalo> kilobyte: Cool! What does good_neutral do exactly? Is it the pacification neutral? 20:19 <+greensnark> What's the problem with butterfly zombies? 20:19 < haranp> cbus: about issue 314 20:19 <+greensnark> @??butterfly zombie 20:19 < Gretell> butterfly zombie (z) | Speed: 23 | HD: 1 | Health: 6-11 | AC/EV: 0/20 | Flags: undead, evil | Res: magic(1), cold++, poison | XP: 2. 20:19 < nrook> it's the neutral that doesn't attack you, I think 20:19 < cbus> haranp, mmm 20:20 < haranp> why should the Qv: string get updated when cycling with C-n, C-p? After all you're not quivering the items yet 20:20 <+kilobyte> Keskitalo: pacification uses merely att:neutral -- pacified monsters keep attacking you, just at a lower priority 20:20 <+kilobyte> Keskitalo: but att:good_neutral won't 20:20 < cbus> haranp, it is pretty much quivered until you cancel 20:20 <+Keskitalo> kilobyte: Ahh, ok. Thanks! 20:20 <+Keskitalo> Peaceful quokkas sounds right. 20:21 <+Keskitalo> Water is good too. Let's have some good_neutral fish. 20:21 < cbus> You feel momentarily confused. 20:21 < haranp> it feels counterintuitive that you would have X quivered, then you press cancel, and suddenly Y is quivered. So I feel like it only becomes quivered once you fire 20:22 < cbus> "oClarity doesn't autoid if you drink confusion that is unidentified with an unidentified amulet of clarity 20:22 < cbus> is that a bug? 20:22 < cbus> haranp, hm,m yeah thats true, the prompt is a bit hard to follow though 20:22 <+kilobyte> yes, the message tells you it was confusion 20:23 < cbus> kilobyte, and since teh amulet was unidentified and I know its clarity it should also be identified (only thing that prevents confusion) 20:23 < haranp> what if it's a randart? can they provide clarity? 20:24 < cbus> Amulet : p - a runed jade amulet {tried, clarity} 20:24 < cbus> not a randart 20:24 <+Keskitalo> TGW: They don't attack at least. 20:24 <+kilobyte> randart amulets can have clarity as base, yeah 20:24 < TGW> keskitalo: yeah but they give exp 20:24 < TGW> and follow you around 20:24 <+kilobyte> you can have clarity from a mutation 20:24 <+Keskitalo> TGW: Ah, that they do. 20:25 < cbus> I don't in this case 20:25 < haranp> the question is whether you should ID if !extrinisic_amulet_effect() 20:26 < TGW> kilobyte: but you can't accidentalaly have a mutation :| 20:26 < haranp> I'll have it give ISFLAG_KNOW_TYPE 20:30 <+kilobyte> we should make an unified function to id stuff, right now most places will tell you the item just ided, some won't 20:30 < haranp> agreed 20:30 < haranp> what message would be appropriate here? no message, just type-id the amulet? 20:31 < haranp> (and echo its name?) 20:31 <+doy> sounds fine 20:31 < haranp> like what happens with rings of fire 20:31 <+kilobyte> mprf("You are wearing: %s", amu->name(DESC_INVENTORY_EQUIP).c_str()); 20:33 < haranp> actually, this can go in confuse_player 20:33 < haranp> nowhere else seems able to say "You feel momentarily confused." 20:37 <+Keskitalo> kilobyte: Was it so that trees as the map edge were problematic? 20:38 -!- Eifeltrampel [n=roca@dslb-084-063-083-238.pools.arcor-ip.net] has joined ##crawl-dev 20:39 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 20:39 -!- mode/##crawl-dev [+o dpeg] by ChanServ 20:39 < haranp> hi dpeg! 20:39 <+Keskitalo> hi dpeg! 20:39 <+kilobyte> Keskitalo: is there a problem? They're less an issue than open sea (fully transparent). 20:39 <+kilobyte> dpeg: meow! 20:40 <+Keskitalo> kilobyte: No, but I remember you encased some vault that had trees in rock because it didn't end up good. I haven't tried mine yet. 20:40 <+kilobyte> no, I did that only it looked ugly if a corridor was generated in the back of that vault 20:41 <+kilobyte> it looked regular and silly 20:41 <+kilobyte> s/only it/only because it/ 20:41 <+Keskitalo> Ah, I see. Thanks! 20:43 <+Keskitalo> It's ok to have several TAGS lines, right? 20:43 <+greensnark> Yes 20:44 <+Keskitalo> Those are getting a bit long. 20:46 < CIA-84> Enne * r5ee20d6f13b4 /crawl-ref/source/ (5 files in 3 dirs): [291] New slime creature tiles (purge). 20:46 <+greensnark> Yay purge 20:46 <+Keskitalo> Seconded! 20:46 < cbus> does might affect ranged? 20:46 < purge> :D 20:46 <+greensnark> Did you draw a skull+bones on the titanic slime creature tile? :) 20:46 < purge> lol, i forgot 20:49 < CIA-84> haranp * rda5a6f678e81 /crawl-ref/source/player.cc: Type-identify amulets of clarity when you resist confusion based on 20:49 < haranp> I *like* git's speed :) 20:49 <+doy> seriously 20:49 <+doy> (: 20:50 < haranp> oh, sorry, meant to credit cbus in the commit message 20:51 -!- TwingeHatesISP [n=user@97-124-173-75.hlrn.qwest.net] has joined ##crawl-dev 20:54 < Eronarn> 13:40 < Vandal> Looking at a big list of numbers on a chart is unintuitive unless you're a computer :) 20:54 < Eronarn> 13:40 < Vandal> maybe an EVE player 20:54 < Eronarn> I'm an EVE player, so I think all this aptitude talk is very silly. 20:55 < Eronarn> The numbers are fine. 20:55 < cbus> I'm not, I still think its silly 20:55 < ogaz> I agree with cbus 20:55 <+kilobyte> a big list of numbers is easier to comprehend than a big table of meaningless adjectives 20:55 < cbus> or a big list of diagrams that make no sense 20:55 < cbus> since tehy are loglin or whatever 20:56 < haranp> who do I ask to upgrade my status on mantis? 20:56 < ogaz> I think my favorite part was when he suggested less spell levels/xl for trolls because that's clearly not numbers 20:56 <+greensnark> haranp: Napkin 20:56 <+greensnark> Napkin: You around? 20:57 -!- Twinge [n=user@97-124-164-30.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 20:57 < haranp> guess not 20:57 -!- TwingeHatesISP is now known as Twinge 20:58 <+greensnark> !tell Napkin Could you set haranp as an developer on Mantis? 20:58 < Henzell> greensnark: OK, I'll let Napkin know. 20:58 < cbus> kilobyte, I still have issues understanding spell hunger since they got renamed to weird adjectives 20:59 < Siber> I dunknow, the new spell hunger works for me 20:59 < purge> weird? they are just the different types of food you find 20:59 -!- TwingeHatesISP [n=user@97-124-173-1.hlrn.qwest.net] has joined ##crawl-dev 20:59 < cbus> purge, and you have to look all of them up to realize how much nutrition they are 20:59 < TwingeHatesISP> Eronarn: I'm looking at a middle-ground now; a logrithmic scale that simply shows numbers like 5 or -3 for the various apts. 21:00 <+doy> someone should give haranp +v too 21:00 <+greensnark> I think due has ops 21:00 <+greensnark> !tell due Could you make haranp +v for ##crawl-dev. Thanks! 21:00 < syllogism-> sorear obviously too 21:00 < Henzell> greensnark: OK, I'll let due know. 21:00 < Eronarn> TwingeHatesISP: that would be fine except i'm not sure that it's worth the time 21:01 < Eronarn> i'd rather see just some small tweaks to apts 21:01 < Eronarn> like removing the weird DS apts 21:01 < TwingeHatesISP> Which is to say, still no adjectives, still a good level of precision, but the numbers are easier to read and easier to work with (especially compared to a 'round to 10' scale, where 40 to 50 is insanely different to 250 to 240.) 21:01 < Eronarn> or making races have equal elemental apts unless there's a compelling reason for them not to 21:01 < TwingeHatesISP> Eronarn: I disagree there actually, I LIKE the DS oddness. 21:01 < TwingeHatesISP> It fits thematically imo 21:01 < Eronarn> TwingeHatesISP: no it doesn't 21:01 < Eronarn> !apt ds 21:01 < Henzell> DS: Air=110, Armour=110, Axes=110, Bows=110, Conj=100, Xbows=110, Darts=110, Div=110, Dodge=110, Earth=110, Ench=110, Evo=82, Exp=140, Fighting=100, Fire=100, Ice=110, Inv=60!, Long=110, Maces=110, Nec=90, Poison=100, Polearms=110, Shields=110, Short=110, Slings=110, Splcast=130, Stab=110, Staves=110, Stealth=110, Summ=100, Throw=110, Tloc=110, Tmut=110, Traps=110, Unarmed=110 21:02 < Eronarn> why are they better at conj/sum but not tmut? (they have lots of muts) why are they better at fire but not ice? there is an ice hell 21:02 < TwingeHatesISP> They're better at things you'd expect a demon spawn to be better at 21:02 < purge> if you want to be thematic, once the new DS overhaul goes in you'd have to finish making them like draconians and change their spell apts depending on their mutations 21:02 < Eronarn> purge: no 21:02 < ogaz> Eronarn: there are more fire-related demons than ice-related demons, I think 21:02 < Eronarn> dpeg is against this for DS, or for muts relying on which skills you have 21:03 < TwingeHatesISP> Eronarn: Then I'd suggest tweaking e.g. Ice to be slightly better to, rather than just flatlining everything 21:03 < Eronarn> ogaz: not by a very significant amount... only if you count hell hounds / hogs / efreets 21:03 <+Keskitalo> Y 21:03 < cbus> eronarn, most 1's 21:03 < Eronarn> TwingeHatesISP: i made a comment to that effect on your page. i'm fine with them having some bonuses, just, they should be more consistent 21:03 < cbus> eronarn, no hellfrost but hellfire 21:03 < Eronarn> cbus: hellfire isn't fire, it's bullshit 21:03 < CIA-84> kilobyte * rb8fc8202e009 /crawl-ref/source/mon-project.cc: IOOD: use the actual (floating point) ray traced. 21:04 < syllogism-> aw just started compile 21:04 <+greensnark> :P 21:04 < Eronarn> TwingeHatesISP: Like: they get 90 apt in conj, sum, nec. But no tweaks to pois, fire, ice, etc. 21:04 <+kilobyte> yeah, hellfire should be either removed or made sane 21:04 -!- Twinge [n=user@97-124-173-75.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 21:05 < TwingeHatesISP> Eronarn: Sure, there's several areas like that. Really I think some races were kind of lazily made as far as apts go 'eh, we'll just make all these spell apts the same across the board, good enough'. Some minor tweaks in various areas add some reasonable flavor I think, even if they don't really make a huge gameplay impact 21:05 <+Keskitalo> haranp: I made you a developer in the Mantis. 21:05 <+Keskitalo> !tell Napkin I made haranp a dev in Mantis. 21:05 < Henzell> Keskitalo: OK, I'll let Napkin know. 21:06 < syllogism-> oh recompile took less than 10 seconds :P 21:06 -!- TwingeHatesISP is now known as Twinge 21:07 < TGW> new veh is really awesome 21:09 < syllogism-> hmm can IOOD now ever miss? 21:09 < cbus> ?? IOOD 21:09 < Eronarn> 'Good list. I feel that Rage will be useful only if it (temporarily) also turns the monster neutral (i.e. will attack anyone nearby)' oh wow 21:09 < Henzell> iskenderuns orb of destruction[1/2]: Homing missile spell in master. Moves at speed 30 with inertia - if something casts this at you, sidestep, but watch out behind you! May or may not make 0.6 21:09 < Eronarn> why didn't i think of that 21:09 < Napkin> perfect, Keskitalo 21:09 < Henzell> Napkin: You have 2 messages. Use !messages to read them. 21:10 <+Keskitalo> Eronarn: Sounds nice 21:10 < Eronarn> Twinge: I actually feel exactly the opposite: think that spell apts should be the same across the board except when there is a really compelling reason 21:10 <+greensnark> !tell due Gastronok almost killed me :P 21:10 < Henzell> greensnark: OK, I'll let due know. 21:11 <+Keskitalo> I see good_neutral critters generate debug messages in wizard build. 21:11 <+kilobyte> syllogism-: it can, the change made it behave more faithfully when cast in a non-cardinal direction 21:11 < TGW> ??iskenderuns orb of destruction[2] 21:11 <+greensnark> And wow, it takes forever for Gastronok Slow to wear off 21:11 < Henzell> iskenderuns orb of destruction[2/2]: http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:spell:iood 21:11 <+Keskitalo> When they try to chew the player but decide not to after all. 21:12 < syllogism-> iood even always hits these hasted butterflies :( 21:13 <+Keskitalo> The patrolling peaceful quokka is really amazing in this vault. 21:14 <+Keskitalo> Skipping about, tralla la. 21:18 < CIA-84> Keskitalo * r25100ac4c4d4 /crawl-ref/source/dat/altar.des: Temple overflow altar vaults for Elyvilon. 21:19 < CIA-84> Keskitalo * r6f8b0a36ccd4 /crawl-ref/source/dat/altar.des: Move a non-overflow altar out of the overflow section. 21:19 <+greensnark> Keskitalo: Did you give it dialog? :P 21:19 <+Keskitalo> Nope, nor a name. :) 21:19 < haranp> eronarn: issue 183: I just had Kiku protect me from torment in wizmode. Can we close this bug? 21:19 < Napkin> Hi haranp 21:19 < haranp> (when reading ?oTorment) 21:19 < haranp> hi Napkin 21:20 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["zzz"] 21:20 < Eronarn> haranp: sure 21:21 < Eronarn> I'm actually excited to log in and play some crawl with these changes :D 21:21 < cbus> make -j4 distclean wizard stops after distclean 21:22 < Napkin> no such target, cbus 21:22 < cbus> napkin, which one? 21:22 < Napkin> make WIZARD=y 21:22 < cbus> make -j4 wizard doesn't complain about targets though 21:25 -!- qbert911 [n=myredire@137.sub-75-194-167.myvzw.com] has quit [] 21:26 < CIA-84> greensnark * rcf82459f23b7 /crawl-ref/source/mon-stuff.cc: Fix two-weaponing monsters throwing their offhand weapon in combat. 21:27 -!- MarvinPA [n=marvin@80-41-180-137.dynamic.dsl.as9105.com] has quit [] 21:28 < haranp> should it be even possible to see items in deep water? 21:28 < haranp> and if it is, should it be possible to sacrifice them? 21:28 < syllogism-> it is now as a merfolk 21:28 < haranp> also for humans 21:28 < haranp> (with a !oLev) 21:28 < syllogism-> and no sacrificing them sounds like a bug 21:30 < haranp> but should humans see them? 21:30 < syllogism-> I don't see why, they can't do anything about them unless they worship Fedhas 21:30 < Eronarn> it should only be possible to sac items/corpses if you could've reached them 21:31 < syllogism-> oh you mean see them like that, merfolk can see them from any distance 21:31 < CIA-84> Keskitalo * r494a04fef637 /crawl-ref/source/dat/altar.des: A small overflow altar for Yred. 21:31 <+doy> can you apport them out of deep water? 21:31 < syllogism-> no 21:31 <+doy> seems like that might be reasonable to allow? 21:32 < haranp> well... 21:32 <+greensnark> It's underwater, so you wouldn't be able to target the apport 21:32 < haranp> the simpler solution is to have them go poof when they splash unless you're a merfolk 21:32 <+greensnark> haranp: Shoals tides can change deep water -> floor 21:32 <+greensnark> And Fedhas sunlight can do likewise 21:32 < haranp> hm 21:33 < haranp> so is water moderately dirty? i.e. you can see what's there if you're standing on top of it, but not otherwise unless you're a merfolk? 21:33 < haranp> then we can just change offer_items() not to try to offer them if you can't reach them 21:34 <+greensnark> I'd say non-merfolk can't even see the items under deep water 21:34 <+greensnark> Even if directly overhead 21:35 <+doy> merfolk shouldn't be able to see them when levitating then 21:35 < haranp> for that matter it's kind of odd that you can offer when levitating 21:35 < syllogism-> right now merfolk can see them just like normal items 21:36 <+doy> merfolk should be able to see them if they have los entirely through deep water 21:36 < haranp> for consistency, either you can't offer while levitating, or else you can offer underwater items 21:36 <+doy> as in, you can only see items in water if you're actually underwater 21:37 <+doy> i don't see why you shouldn't be able to offer while levitating 21:37 <+doy> you're just telling your god "i give you these items" 21:37 < haranp> doy: what about ~.@ where the @ is in deep water? should you be able to see an item in the ~? 21:37 <+doy> if you can't see items underwater, offering doesn't make sense 21:37 < haranp> but you know that the items are there 21:37 <+doy> "i give you these items that i don't know about" 21:37 < haranp> when you're levitating over them 21:37 < TGW> Eifeltrampel's ghost hits your orb of destruction! 21:38 < TGW> 1) is that a bug, 2) is it known? 21:38 < syllogism-> feature? 21:38 <+doy> haranp: well, that might want changing? 21:38 < Napkin> crash your crawl? numpad 0, then a number, numpad enter (does nothing), normal return key -> crash 21:38 <+greensnark> TGW: Ut;s a feature 21:38 < TGW> really? 21:38 < TGW> huh, ok 21:38 < syllogism-> yes, should lower their hp though 21:38 <+greensnark> Why do you think the orb is a monster :) 21:38 < syllogism-> so they can actually destroy it 21:38 < TGW> oh ok 21:38 < TGW> @??orb of destruction 21:38 < Gretell> orb of destruction (*) | Speed: 30 | HD: 5 | Health: 50 | AC/EV: 0/10 | Flags: non-living, lev | Res: magic(immune), hellfire+++, cold+++, elec++, poison+++, acid+++ | XP: 0. 21:38 <+greensnark> heteroy had a centaur shoot one of his orbs in Shoal:$ 21:39 < TGW> I suppose that makes sense 21:39 < Eronarn> i think that it should maybe only be hittable with ranged attacks/spells/weapons 21:39 <+greensnark> That was after he sent two into rock wall :P 21:39 < Eronarn> hitting it with a tentacle to make it not hit... you 21:39 < Eronarn> is kind of silly 21:39 < TGW> this spell is really awesome btw 21:39 < Eronarn> TGW: i still say it should be a multi-projectile spell, rather than yet another single target conjuration 21:40 < syllogism-> most areas are too cramped for that to be interesting 21:40 < Eronarn> syllogism-: it's not a bad thing if we have spells that encourage you to fight in open areas 21:41 < haranp> doy: depends on how polluted Crawl's water supply is 21:41 <+kilobyte> it should be either unkillable or have a lot less hp 21:41 <+doy> haranp: right 21:41 < Eronarn> keep in mind 21:41 < Eronarn> a square can fit a giant in it 21:41 < Eronarn> or a dragon 21:41 < haranp> napkin: can you reproduce this with keys that my laptop can send? :) 21:42 < Eronarn> and deep water is deep enough to totally submerge a standing ogre 21:42 < Eronarn> that's a *lot* of water for items to be under 21:42 <+kilobyte> or to drown that giant 21:42 < cbus> the new book of brands isn't sorted by level 21:42 < cbus> is that a bug or something done on purpose? 21:43 < Eronarn> probably not 21:43 <+doy> probably because people have been shifting the spell levels around 21:43 < cbus> a - Corona Enchantment 1 b - Swiftness Enchantment/Air 2 c - Cause Fear Enchantment 5 d - Fire Brand Enchantment/Fire 2 e - Freezing Aura Enchantment/Ice 2 f - Poison Weapon Enchantment/Poison 3 21:43 < cbus> is the current state 21:43 < Napkin> hehe, I can't reproduce it either - but a buddy of mine (Eifeltrumpel) is trying to find out why it does so for him 21:44 <+greensnark> That 0 thing sounds like it's yet another case of command-repeat crashing Crawl 21:44 <+greensnark> The repeat code is so loaded with temperamental asserts :P 21:45 <+greensnark> assert(!is_tuesday()); assert(!is_northern_hemisphere()) etc 21:45 < Napkin> the weird this is, that after you press 0,9,numad-enter, this is shown on the screen: -Number of times to repeat, then command key: 9 21:45 < Napkin> so it's not accepting the enter 21:45 < CIA-84> kilobyte * rce6832037843 /crawl-ref/source/spl-book.cc: Sort the Book of Brands by level. 21:45 < Napkin> if you press the "normal" return key then, both these lines show up immediately: 21:45 < Napkin> -Enter command to be repeated: 21:45 < Napkin> Unknown command, not repeating. 21:46 < Napkin> ----- 21:46 < Napkin> so I guess, part of his numpad-keycode is in amount, part in "command to be repeated"? 21:46 < Ashenzari> Fix rod descriptions (http://crawl.develz.org/mantis/view.php?id=316) by Eronarn 21:47 <+greensnark> Napkin: Is this on cdo or Windows? 21:47 < Eifeltrampel> Hi 21:47 < Napkin> maybe a gnome-terminal thingy? 21:47 < Napkin> gnome-terminal and playing on CDO 21:48 <+greensnark> Hmm 21:48 < Napkin> Hi Eifeltrampel ;) 21:48 <+greensnark> I so happen to have a keypad here 21:48 < Napkin> try xterm, Eifeltrampel? 21:48 <+greensnark> Can I try a local repro? 21:48 <+greensnark> I do not have gnome-terminal though 21:48 -!- by [n=rob@g225122029.adsl.alicedsl.de] has joined ##crawl-dev 21:48 -!- mode/##crawl-dev [+v by] by ChanServ 21:48 < Eifeltrampel> kk, i'll test it with xterm 21:48 <+greensnark> by! 21:48 < Napkin> rob! 21:48 <+by> hi 21:49 < Eifeltrampel> Same behaviour 21:49 <+by> happy new year everybody 21:49 < Napkin> oh 21:49 < Napkin> same to you, by :) 21:49 < Napkin> weird.. no idea what it could be then 21:50 <+greensnark> I don't get the crash 21:50 <+greensnark> What was the sequence again 21:50 <+greensnark> Numpad-0 Numpad-Enter Enter? 21:50 < TGW> iood strikes me as rather overpowered 21:50 < Eifeltrampel> 0 AnyNumer NumpadEnter Enter 21:50 <+greensnark> Let me try on cdo 21:51 <+greensnark> Eifeltrampel: Oh, this is trunk, right? 21:51 < Eifeltrampel> yes 21:51 < Napkin> maybe it's your special "gaming" equipment, Eifel ;)) 21:52 <+greensnark> I guess it's something gnome-terminal is sending Crawl 21:52 < Eifeltrampel> Yeah, my pro gamepad ;-) 21:52 < Eifeltrampel> No, I have the same behaviour with xterm 21:52 < Napkin> laptop with external usb numpad is just not compatible anymore :-P 21:53 < Eifeltrampel> Ok, back to the old C64 keyboard :D 21:54 < Eronarn> g - a wand of frost {zapped: 16} 21:54 < Eronarn> ijyb :( 21:54 < Napkin> Ijyb <3 21:54 <+greensnark> Eifeltrampel: Out of curiosity, what command were you trying to repeat? 21:54 < Eifeltrampel> The eat command 21:55 <+greensnark> Can't get the crash here :/ 21:55 < cbus> the new AM looks cool 21:55 < cbus> gonna try a SpAM 21:55 < Eifeltrampel> At least I would press e at next 21:56 < syllogism-> +9 rods at 27 evo recharge pretty fast, 0,75mp/turn or something? 21:56 < syllogism-> or maybe 0.5 :P 21:57 < Ashenzari> Short blades should be of Evasion, not Protection (http://crawl.develz.org/mantis/view.php?id=317) by Eronarn 21:57 < Napkin> but non-numpad enter works, right, eifel? 21:57 < Napkin> i like them to be of protection! 21:57 < Eifeltrampel> Yes, normal enter works 21:57 < Napkin> at least no show stopper then :) 21:58 < Eifeltrampel> Ohhh wait :D 21:58 < Eifeltrampel> Numpad enter ist accepted, but still I'm able to send the normal enter afterwards. And that crashes crawl 21:58 <+Enne> by: Do you remember why you got rid of GOTO_LAST? 21:59 <+Enne> by: It seems like your 1e11d23 change caused http://crawl.develz.org/mantis/view.php?id=212 21:59 <+by> it didn't seem to be actually implemented 22:00 <+by> it was probably an attempt at cleanup 22:00 <+Enne> Ok. Maybe there's some better way to do it than GOTO_LAST, anyway. 22:01 <+by> I'll have to check, but the change could possibly be reverted 22:02 < Ashenzari> Artificers should start with rods in the 'a' slot if they have tolerable M&F apt (http://crawl.develz.org/mantis/view.php?id=318) by Eronarn 22:02 <+by> it's 7a07c0 22:02 <+Enne> Maybe I'll just implement a current_region() function and use that in the line reader. 22:04 < Napkin> something is generally wrong about "repeating", it seems? 22:05 < Napkin> or does anyone see the "Enter command to be repeated:" after giving the amount and before inputing the command? 22:06 <+by> Enne: the change could be reverted, but the way things worked before was horribly unclear :) 22:07 <+by> does wherex() in tiles return the messagewindow x? 22:08 <+Enne> wherex() returns the current region's x. 22:08 <+by> at any rate, everything in line_reader appeared to use absolute coordinates 22:08 <+by> wherex() in console returns screen coordinates I believe 22:09 <@dpeg> haranp: Hi! 22:09 < Henzell> dpeg: You have 1 message. Use !messages to read it. 22:09 <@dpeg> also everyone else :) 22:10 < haranp> hello :) 22:10 <+by> so if GOTO_LAST had actually been implemented, line_reader would have been broken 22:10 <+Enne> Hmm. Maybe it was ignored for ascii? 22:10 <+Enne> (Not saying that's not horribly unclear. Just trying to puzzle out how it worked.) 22:11 <+by> I think so 22:11 <+by> just revert 7a07c0a if you like 22:12 <+by> Enne: you should know, it's your code originally :) 22:13 <+Enne> For the record, I did adopt a large part of the tiles code. 22:13 <@dpeg> I am not happy with: minor aptitude differences; items in deep water. 22:14 <@dpeg> the items should be all washed away 22:15 <+by> it seems GOTO_LAST was always tiles specific -- an #ifdef USE_TILE might be better 22:15 < haranp> dpeg: so should all items in deep water go poof? 22:16 < Napkin> macmacmac 22:16 <@dpeg> kilobyte: there was some feedback on IOOD yesterday. Not sure if it turned into wiki/item, though. 22:16 < Napkin> Hi dpeg! Got my mail? 22:17 < haranp> what is the git equivalent of svn revert? 22:17 < Napkin> git revert 22:17 < Napkin> ;) 22:18 < Vandal> oh hi dpeg 22:18 < haranp> then why does it say scary things about committing? 22:18 <+Enne> haranp: Don't listen to Napkin. It's 'git checkout' 22:18 <+kilobyte> dpeg: it was gone from my scrollback, and I didn't have logging on :( 22:18 <+Enne> You re-checkout the pristine version on top of your modified copy. 22:18 <@dpeg> haranp: yes, I think that's better for gameplay. Do we really want merfolk players to fully explore the water area? 22:18 < Napkin> oops, yes.. don't listen to people that have no clue about svn :D sorry! 22:19 < haranp> napkin: don't worry, I didn't :) 22:19 <+kilobyte> won't autoexplore already do that? 22:19 < Eronarn> kilobyte: yes 22:19 < haranp> dpeg: this is fine by me, just want to make sure that it's OK 22:19 < Napkin> what's the svn equivalent of git revert then? :D 22:19 <+Enne> 'git revert' reverts things you've committed. 22:19 < Vandal> I made you a wiki page with a sample of what converting the apts table would look like, then an experimental conversion from that into new apt catagory values 22:20 < Vandal> into a 5 level system, that is 22:20 <@dpeg> haranp: should be discussed a bit, there seem to be other ideas around 22:20 <+doy> Napkin: svn merge -r5:4 && svn commit 22:20 <+doy> or so 22:20 < Vandal> it would be easy to make that into a 7 though 22:20 <@dpeg> Vandal: I already replied! 22:20 < Vandal> oh! 22:20 < Napkin> evil! 22:20 <@dpeg> reply is harsh, don't take it personal 22:20 <+greensnark> Napkin: Can you copy out Eifeltrampel's save? 22:21 <+greensnark> I'm in Linux atm, don't have the cdo ssh key here :) 22:21 <@dpeg> proposal: items in deep water are "washed away", no matter what? 22:21 < Napkin> sure 22:21 <+greensnark> dpeg: Shoals tides? 22:21 <@dpeg> in particular, items can get washed away by the tide 22:21 <+greensnark> Eek 22:21 < Napkin> http://crawl.develz.org/saves/Eifeltrampel-5568306-100103-2221.tar.bz2 22:21 <@dpeg> that's good! 22:21 <+greensnark> No, it'll drive players mad :P 22:21 <+greensnark> Better to restore the old behaviour of tide washing items to safety 22:21 * dpeg does not care about more mad players. 22:21 < Vandal> Is Rob the same person as PV? 22:22 <+greensnark> dpeg: Not mad in a good way 22:22 < Eronarn> we don't need to add any more reasons to mem apport 22:22 <@dpeg> greensnark: fine with me, but it sounds like more work :) 22:22 <+greensnark> The tide used to wash items to safety before the items-in-deep-water change happened 22:22 <+greensnark> So restoring that is easy 22:22 <@dpeg> greensnark: yes, that would be also good, because it mirrors the behaviour for the player 22:22 <@dpeg> are monsters also washed to safety? 22:23 <+greensnark> Yes 22:23 < haranp> so items dropped in deep water still go poof? 22:23 <@dpeg> awesome 22:23 <+greensnark> If they cannot be moved to safety, the water remains shallow there 22:23 <@dpeg> haranp: I'd say so. 22:23 <@dpeg> greensnark: this can be abused! :) 22:23 <+greensnark> dpeg: Pretty hard :P 22:23 <@dpeg> syllogism- will find a way! 22:23 <+greensnark> Fedhasites should have a good time, though 22:23 <@dpeg> yesd 22:23 <+greensnark> Shoals has a lot of plants 22:23 <@dpeg> they can feel like Moses :) 22:23 <+greensnark> And water at plant position is always shallow 22:24 * greensnark reboots. 22:24 < Vandal> ah.. dpeg I get what you mean, actually 22:24 <@dpeg> Vandal: cool 22:24 < Vandal> Someone else explained the same point 22:24 < Vandal> Twinge I think 22:25 < Vandal> He said 40-50 is the same dif as 200-250 22:25 < Eronarn> !tell due Blowguns with no skill are probably too powerful. May need to do something like: current skill calc - 10, if negative result, -1/result chance of kicking in at *all*. Floor might not be necessary in that case. 22:25 < Henzell> Eronarn: OK, I'll let due know. 22:25 <@dpeg> I am not sure about the best number of aptitude steps: 6 is a bit low; 8 would work. But with 7 we could use +++ ++ + . - -- --- in the list of aptitudes 22:26 <+greensnark> 7 is not a power of 3! 22:26 <+greensnark> This is an insuperable obstacle :P 22:26 <+greensnark> 9 now :P 22:26 < Vandal> The other thing I wanted to ask was if you were in favor of trying not to depend on apts so much to make races seem different 22:26 <+greensnark> Er 22:26 < |eith|> this is madness 8) 22:26 <+greensnark> Aptitudes are the primary thing that differentiates species 22:27 <+greensnark> It's good to have secondary factors 22:27 <+greensnark> But aptitudes are right up there 22:27 < Eronarn> !tell sorear The rod stuff works great, but I think it is too powerful in the case of DDAr. The racial recharge means they can easily get a +5 weapon in the first few dlvls. 22:27 < Henzell> Eronarn: OK, I'll let sorear know. 22:27 * doy agrees with greensnark 22:27 <+greensnark> Changing that changes Crawl 22:27 < Vandal> They're just an xp modifier 22:27 < CIA-84> haranp * r49840080f150 /crawl-ref/source/ (dat/altar.des mon-project.cc mon-stuff.cc spl-book.cc): Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 22:27 < CIA-84> haranp * ra549338acb9b /crawl-ref/source/newgame.cc: Issue 318: artificers with rods of striking should start out wielding them 22:27 <+greensnark> The game is just a bunch of numbers in a computer :P 22:28 < Vandal> They don't actually stop a determined *insert race here* from being good at something 22:28 * haranp also agrees with greensnark 22:28 <+doy> Vandal: and? 22:28 <@dpeg> oh, I don't want to alter how skills work: aptitudes and skills are *awesome* 22:29 <+doy> just because TrEE is technically possible doesn't mean that aptitudes are worthless 22:29 < CIA-84> by messagewindow * r615250dffebb /crawl-ref/ (388 files in 39 dirs): Merge branch 'master' into messagewindow 22:29 < Vandal> I didn't say aptitudes are worthless 22:29 <@dpeg> my only point is that aptitudes currently use a granularity of 10 and for this, less is more 22:29 < CIA-84> by messagewindow * r1d312f238e4d /crawl-ref/source/message.cc: Move cursor back after printing line. 22:30 <@dpeg> !seen henryci 22:30 < Henzell> I last saw henryci at Sun Jan 3 21:29:22 2010 UTC (46s ago) saying ??spriggan[4] on Henzell. 22:30 < Vandal> Going to a 7 level system though would be really nice 22:30 <@dpeg> Vandal: yes, I agree 22:30 <@dpeg> should I cough up numbers for 7 steps? 22:31 <+doy> i think 7 seems a bit low 22:31 < Eronarn> dpeg: jiyva muts!! 22:31 < Vandal> If you can't differentiate races enough with 7 levels of aptitude, then what is needed is more work outside of the apts table 22:31 <@dpeg> Eronarn: will reply later. 22:31 <+doy> but i agree with the stuff said before about making it use a geometric sequence rather than arithmetic 22:31 < Eronarn> okay :) just wanted to make sure you saw 22:31 <@dpeg> Eronarn: yes, I did 22:32 <@dpeg> Eronarn: also, we need your DS stuff! :) 22:32 < Eronarn> yes 22:32 <+doy> Vandal: saying things repeatedly doesn't make them more right 22:32 < Eronarn> testing out rod changes for a bit, though 22:32 <+by> 9 steps with a range of 50..250 would have steps of factor 1.2 22:33 < syllogism-> !apt md 22:33 < Henzell> MD: Air=150, Armour=60!, Axes=65!, Bows=150, Conj=120, Xbows=90, Darts=120, Div=130, Dodge=110, Earth=70, Ench=150, Evo=67, Exp=130, Fighting=70!, Fire=70!, Ice=130, Inv=75, Long=90, Maces=70!, Nec=160, Poison=130, Polearms=110, Shields=70!, Short=80, Slings=120, Splcast=208, Stab=130, Staves=120, Stealth=150, Summ=150, Throw=120, Tloc=150, Tmut=120, Traps=80, Unarmed=100 22:33 <+by> 50..250 is kind of stupid though 22:33 <@dpeg> by: nine-th root of 50? 22:33 <+by> of 5 22:33 <@dpeg> right 22:33 <+by> 250/50 22:33 <@dpeg> yes 22:33 <+by> maybe 6 for max apt / min apt is realistic? 22:33 < Vandal> Are you absolutely convinced the top of the scale needs to be 250 just because one race uses that for one apt? 22:33 <@dpeg> I just did the same computation with 250/40 and n=6 and n=8 22:33 <@dpeg> Vandal: no 22:34 <@dpeg> I also don't think that min of 50 (rather than 40) would be out of the question 22:34 <@dpeg> but the more important question is number of steps, imo 22:34 < syllogism-> are you still going to use numbers to describe the apts? 22:34 <@dpeg> since 6 seems too little and 8 works, we should have a look at 7 22:34 < syllogism-> because frankly 1-7 or whatever doesnt sound any better 22:35 <@dpeg> syllogism-: I'D like to use +++ ++ + . - -- --- 22:35 <+doy> 48 58 69 83 100 120 144 173 207 22:35 <+by> that's 6 steps 22:35 <@dpeg> which happens to be seven =) 22:35 <+doy> that seems like a decent spread 22:35 < Eronarn> by: it is 7 values, 3 steps above neutral, 3 steps below 22:35 < syllogism-> !apt mi 22:35 < Henzell> Mi: Air=170, Armour=80, Axes=70, Bows=90, Conj=170*, Xbows=90, Darts=90, Div=170, Dodge=80, Earth=170*, Ench=170, Evo=127, Exp=140, Fighting=70!, Fire=170*, Ice=170*, Inv=97, Long=70!, Maces=70!, Nec=170*, Poison=170*, Polearms=70, Shields=80, Short=70, Slings=90, Splcast=234, Stab=100, Staves=70!, Stealth=130, Summ=170*, Throw=90, Tloc=170*, Tmut=170*, Traps=120, Unarmed=80! 22:35 <+doy> dpeg: what do you think? 22:35 <@dpeg> doy: too many! 22:36 <+by> but 6 steps from lowest to highest, so 6th root of lowest/highest 22:36 <@dpeg> by: yes 22:36 <+doy> dpeg: i don't think that's too many 22:36 < syllogism-> +++ and ++ wouldnt get used at all really 22:36 <@dpeg> syllogism-: which is good! 22:36 < syllogism-> is it 22:36 <@dpeg> yes, they'd stand out 22:37 < syllogism-> I mean literally not get used :P 22:37 < syllogism-> unless you improve the apts 22:37 <+doy> i mean, ---- --- -- - . + ++ +++ ++++ isn't really any worse 22:37 < syllogism-> assuming we use something like doy proposed 22:37 < syllogism-> oops 22:37 < syllogism-> that wasn't a 7 step scale :P 22:38 <@dpeg> syllogism-: oh, not used is bad 22:38 <@dpeg> but what about Naga stealth? 22:38 < Eronarn> dpeg: that would be one of the few uses... centaur ranged, spriggan tmut 22:39 < Eronarn> not very many things with apts that low though 22:39 < TGW> eronarn: spriggan has like five different schools at 50 22:39 <@dpeg> of course, we're talking about 0.7 stuff here 22:39 < TGW> DE's ench, DD's evo, mf's pla, etc etc etc 22:39 < Vandal> 50, 60, 75, 100, 130, 165, 205 is not math based, but seems sort of like what you're going for 22:39 < Vandal> ok it is math based but not programmer math :) 22:40 < Napkin> got his message, greensnark? his macro file caused the error 22:40 <+greensnark> Napkin: Yes, saw that 22:40 < TGW> dpeg: twinge and I were talking about this earlier... he landed on 17% increments between 40 and 250 22:40 <+greensnark> Can we get his macro file? :) 22:40 < Napkin> btw, dear devs: 22:40 <@dpeg> Keskitalo: patrolling quokka <3 22:40 < Napkin> sure :) 22:40 < TGW> which, at the top, is WAY less than now 22:40 < Napkin> Invalid brand on item 16 needles (buggy), annulling. 22:40 < Napkin> Invalid brand on item 20 needles (buggy), annulling. 22:40 < Napkin> those messages keep popping up in console 22:40 <+greensnark> Napkin: Did you update with my needle brand fix? 22:40 <+by> is there any skill with a range of more than 4x 22:40 <+by> ? 22:41 <+doy> Vandal: if we're ditching numbers, making clean numbers isn't really a priority 22:41 < Napkin> erm.. let me check 22:41 < syllogism-> !apt sk=splcast 22:41 < Henzell> Splcast: Dr=130, Dr[black]=130, Ce=182, DD=156, DE=71!, DG=143, DS=130, Gh=156, Dr[green]=130, Dr[grey]=130, Ha=169, HE=91, HO=195, Hu=130, Ke=130, Ko=143, Mf=130, Mi=234, Dr[mottled]=130, MD=208, Mu=130, Na=130, Og=91, Dr[pale]=130, Dr[purple]=91, Dr[red]=130, SE=91, Sp=78, Tr=260*, Vp=130, Dr[white]=130, Dr[yellow]=130 22:41 < syllogism-> !apt sk=stealth 22:41 < Henzell> Stealth: Dr=120, Dr[black]=120, Ce=200, DD=70, DE=65, DG=110, DS=110, Gh=80, Dr[green]=120, Dr[grey]=120, Ha=60, HE=90, HO=150, Hu=100, Ke=100, Ko=60, Mf=90, Mi=130, Dr[mottled]=120, MD=150, Mu=140, Na=40!, Og=150, Dr[pale]=120, Dr[purple]=120, Dr[red]=120, SE=75, Sp=50, Tr=250*, Vp=50, Dr[white]=120, Dr[yellow]=120 22:41 <+greensnark> Napkin: 27ac9ff23 22:41 < syllogism-> stealth 22:41 < syllogism-> 40 - 250 22:41 < Vandal> Well does it match what you're after? increasing gaps as the numbers get higher? 22:41 -!- TwingeHatesISP [n=user@97-124-164-224.hlrn.qwest.net] has joined ##crawl-dev 22:41 <+by> troll stealth would probably be fine at 160 22:41 <+by> give them racial shouting if required 22:42 <@dpeg> Vandal: yes, but the correct approach seems to squeeze the end points into a geometric progression 22:42 < Eronarn> by: or just a general size-based stealth bonus/malus 22:42 < Eronarn> like tweaking the racial modifiers 22:42 <+greensnark> Napkin: Can you get me a link to Eifel's macro file or point me at the location on cdo? :) 22:42 < Vandal> I need more college to keep participating in this discussion :) 22:42 <@dpeg> by: trying to reduce min and max? 22:42 <+by> I'm just trying to find out what range is used realistically 22:42 <@dpeg> Vandal: wait until we discuss fractal algorithms for shoal layouts :) 22:42 < Napkin> yes. 1s, he recreated it and got the crash again 22:42 <+by> trolls' abysmal stealth aptitude doesn't really matter 22:43 < Eronarn> Vandal: you can learn a lot of this stuff on wikipedia, fwiw 22:43 <@dpeg> by: I agree that the 250 matters little. 40 vs 50 does matter, though 22:43 <+by> what has aptitude 40? 22:43 < Eronarn> it would really help a lot if, before we discussed this 22:43 < |eith|> naga stealth 22:43 < TGW> by: naga stealth 22:43 < Eronarn> we converted to sane units 22:43 < Eronarn> xp-gained-per-xp-input 22:44 <+by> Eronarn: that's not constant, though, is it? 22:44 < Napkin> greensnark: http://crawl.develz.org/configs/trunk/Eifeltrampel.macro 22:44 <+greensnark> Napkin: Yes, I have a local repro now, thanks 22:44 < Eronarn> by: it's like the difference between miles per gallon and gallons per mile 22:44 < Napkin> :)) 22:44 < Eronarn> one is a lot more human-readable 22:44 < Napkin> you are a star, greensnark :D 22:45 < Eronarn> it's not actually constant later on in the skill system, but is a much saner way to discuss it 22:45 <@dpeg> Eronarn: doesn't really matter imo 22:45 <+by> oh, you just want 1/apt 22:45 < Eronarn> yes 22:45 < Eronarn> like, 40/50 becomes 250/200 22:45 < Eronarn> this makes it much more clear what the difference is 22:46 <+by> Eronarn: but not for 200/250 22:46 < syllogism-> why are ogres throwing giant clubs at me? 22:46 < syllogism-> <3 22:47 < Eronarn> by: if there are any effects later in the skill system they just need to be noted 22:47 -!- Twinge [n=user@97-124-173-1.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 22:47 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has quit ["Lost terminal"] 22:47 <@dpeg> Eronarn: but the content is the same. I don't see much of an advantage. 22:47 <+by> Eronarn: just saying, this makes the difference between 40 and 50 clearer, as much as it makes the difference between 200 and 250 less clear 22:48 <@dpeg> to me, the difference between 40 and 50 is pretty clear 22:49 <+by> so outside stealth we need a total factor of 4x, and stealth needs 6.25x 22:49 < Eronarn> stealth has racial modifiers already 22:49 < Eronarn> so we don't strictly need that 22:49 < Eronarn> they can be tweaked 22:49 < TwingeHatesISP> dpeg: 7 steps is *much* too low. TGW and I were talking about using a lot of steps, and not using any set descriptive terms for them as such - just making a logarithmic chart -9 to +9, which correlates roughly with the current level of precision we have available. 22:49 < syllogism-> that won't be the same thing though 22:50 <+by> currently, naga can get to 27 quickly, but won't improve afterwards 22:50 <@dpeg> TwingeHatesISP: our wish is to reduce the precision 22:50 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has joined ##crawl-dev 22:50 <@dpeg> because 100 vs 110 is not crucial enough 22:50 < syllogism-> I'm not sure this is worthwhile though 22:50 <@dpeg> 100 vs 120 probably is 22:50 < TGW> dpeg: 100 vs 117 was what we had I think 22:51 <@dpeg> yes, seems okay to me 22:51 <+doy> dpeg: right, 100 vs 120 needs around 9 levels though 22:51 < TGW> :D 22:51 <+doy> the distribution i gave earlier for instance 22:51 <@dpeg> doy: yes, unless we reduce the range MAX-MIN which is what by is exploring right no 22:51 <@dpeg> w 22:52 < TwingeHatesISP> doy: It should be logrithmic if we're going to re-do the chart to not show strict numbers anyway. It would basically be like this: 22:52 <@dpeg> I could definitely live with stealth getting a factor from size (so Sp and Tr would be taken caren of), although that leaves Na out 22:53 < TwingeHatesISP> 40/43/46/50/55/60/67/75/86/100/117/133/150/167/183/200/217/233/250 22:53 < Eronarn> dpeg: 22:53 < Eronarn> ??stealth[2] 22:53 < Henzell> stealth[2/4]: Base stealth is 3*dex + stealth*character value. Character values are: Troll, Ogre, Ogre Mage, Centaur: 9; Minotaur: 12; Gnome, Halfling, Kobold, Spriggan, Naga, Vampire: 18; Vampire when hungry/bat: 19; All others: 15. 22:53 < Eronarn> this is already in, values just need tweaked 22:53 <@dpeg> yes 22:53 < syllogism-> are those documented anywhere by the way 22:53 < Eronarn> no 22:53 < Eronarn> well, on henzell 22:53 < Eronarn> but otherwise no 22:53 <+doy> TwingeHatesISP: we don't really need *that* much precision though 22:54 <@dpeg> yes 22:54 < syllogism-> ??mr 22:54 < Henzell> magic resistance[1/5]: Magic resistance is your or a monster's ability to ignore hostile enchantments. Player MR comes from experience level, items and enchantments skill. The most important hostile monster enchantments are Sigmund|orc wizard confuse, Jessica|orc wizard slow, deep elf sorcerer|ogre mage|Erolcha|Louise banishment, ancient lich|orc sorcerer paralysis. 22:54 < TwingeHatesISP> doy: I think we should have it. a 17% jump is not at all insignificant 22:54 -!- TwingeHatesISP is now known as Twinge 22:54 <+by> stealth skill goes in directly a few other places, but I'm not sure they really matter 22:54 <+doy> 48 - 207 is a reasonable range too i think 22:54 <@dpeg> syllogism-: well, there is the stealth feedback in @ 22:55 <@dpeg> by: I think we can get by with a seven steps system 22:55 < syllogism-> yes but you won't know about the racial modifiers 22:55 <@dpeg> syllogism-: but you could probably guess after a while 22:55 < Twinge> 7 steps is really bad I think; even 50 to 250 you're talking 33% difference, that's huge 22:56 <+doy> Twinge: Twinge well, it wouldn't be 50-250 though, since it should be centered aroudn 100 22:56 < Twinge> *50 to 200 I meant 22:56 <@dpeg> humans are generally only able to figure out scales with up to seven entries 22:56 < Napkin> greensnark: you think you fix it? should I wait with the update or better get the needle fix in quickly? 22:57 < Twinge> I also see no real reason for it. -9 to +9 clearly shows what's better than what on a chart with no confusion between the likes of 40/50 being the same as 250/200 22:57 <+doy> Twinge: 50-200 is around 1.21 22:57 < Napkin> *can 22:57 < nrook> you could do 8, with --- to +++ and an XXX for "augh this is horrible don't train this" 22:57 < Twinge> doy: Er? It would be 50/60/75/100/133/167/200. 33% jumps off 100. 22:58 <@dpeg> Twinge: you are a human, too. Don't try to deny it! 22:58 < TGW> ? 22:58 <+doy> Twinge: um 22:58 <+doy> that's not right 22:58 <+greensnark> Napkin: Sorry, haven't had the time to look at it yet 22:58 <@dpeg> yes, the numbers are off 22:58 <+greensnark> If you're not in a hurry, hang on 22:59 < Twinge> dpeg: I can manage more complex scales fine, thanks :P And I'm fine with just looking at the numbers as it is now (though the 'round to 10' scale kind of screws the low end) 22:59 < Twinge> How so? 22:59 <+doy> 1.33 would be 42 57 75 100 133 177 235 22:59 <+by> 50, 63, 79, 100 22:59 <+greensnark> I'm not very familiar with this code, might take a bit 22:59 < Napkin> cool - no hurry 22:59 <+by> 50, 63, 79, 100, 126, 159, 200 22:59 < Napkin> my dad finally found rPoison in D20 :D will watch him in Snake Pit then for a while ;) 22:59 <+greensnark> Shoals! 23:00 < syllogism-> have you helped him a lot 23:00 < ogaz> swamp? 23:00 <+greensnark> Or did he already do the Shoals? :) 23:00 < syllogism-> crawl is too easy :P 23:00 < Napkin> he's playing stable ;) 23:00 <+greensnark> It's getting easier too :P 23:00 <+greensnark> Someone was talking about how their Wn started with 7 Fighting 23:00 <+greensnark> What's up with that, btw? :P 23:00 < syllogism-> ogres have good apts :P 23:00 < Napkin> and ja - looots of questions answered when he started to like it ;) 23:00 -!- ais523 [n=ais523@unaffiliated/ais523] has quit [Remote closed the connection] 23:01 < TGW> by: I'd rather see a scale that keeps the 40 23:01 <+greensnark> So new Wn are like a random existing class, only much stronger? :P 23:01 < syllogism-> sometimes 23:02 < TGW> 40 -> 50 is 20%, which is a lot 23:02 < Twinge> greensnark: They start with more skills total, but rarely will they line up to actually end up being a better combined set than a pre-set class. 23:02 < TGW> for enchanters and assassins, that's an entire level of stealth 23:02 < TGW> and that's big 23:02 < Ashenzari> Elyvion should accept rods and staves as sacrifices (http://crawl.develz.org/mantis/view.php?id=319) by Eronarn 23:02 < Eronarn> can we please get rid of immolation 23:02 < TGW> who the hell would sacrifice a rod? 23:02 < Eronarn> TGW: Demonology 23:02 < TGW> eronarn: it's useful 23:02 < TGW> Eronarn: fair enough 23:03 < Eronarn> TGW: useful for doing nothing 99% of the time, except when it instakills you because you forget that you're deep enough for it to spawn 23:04 < TGW> eronarn: it's like scroll of noise that kills things 23:04 < Eronarn> TGW: i'd be fine with it if it just did damage to things around you, but the damage to yourself is just a nuisance 23:05 <+by> we can agree on the step already: third root of 2 23:06 <+by> that gives 50-200 with with 7 values, or 40-250 with 9 values 23:06 < Twinge> doy / be: Hmm, fair enough; I am not experienced with log-scales at all, I was only applying it to the baseline and extrapolating from there I guess. Still even then, at 40/250 especially even 9-step is not nearly as precise as I'd like to see. Having some room to tweak for subtle differences is nice and gives room for some good thematic tweaking 23:11 < nrook> canceling a self-inflicted blink spell with ctele should probably not take any time 23:14 < CIA-84> Enne * r4294ce7ebf73 /crawl-ref/source/ (7 files): [212] Fixing prompts clearing screen in tiles. 23:15 <@dpeg> immolation is good 23:15 < CIA-84> greensnark * r0c8fe019ddae /crawl-ref/source/main.cc: Fix Crawl assert if user tries to repeat a command with Enter macroed to \{13} (Eifeltrampel). 23:15 <+greensnark> Napkin: Cmd-repeat bug is fixed in master 23:16 <@dpeg> by: yes. I am fine with 50-200 with 7 values. What are all aptitudes outside of that range? 23:17 <+by> dpeg: so far I'm only aware of naga and troll stealth (40, 250) 23:18 <@dpeg> by: okay, that can be taken care of 23:18 < Twinge> And Troll Spellcasting is 260 currently 23:18 < syllogism-> !apt orc 23:18 < Henzell> Could not understand "orc" 23:18 < syllogism-> !apt ho 23:18 < Henzell> HO: Air=150, Armour=90, Axes=70, Bows=120, Conj=100, Xbows=120, Darts=130, Div=160, Dodge=140, Earth=100, Ench=120, Evo=75, Exp=100!, Fighting=70!, Fire=100, Ice=100, Inv=75, Long=80, Maces=80, Nec=100, Poison=110, Polearms=80, Shields=80, Short=100, Slings=130, Splcast=195, Stab=100, Staves=110, Stealth=150, Summ=120, Throw=100, Tloc=150, Tmut=160, Traps=100, Unarmed=90 23:18 < syllogism-> !apt md 23:18 < Henzell> MD: Air=150, Armour=60!, Axes=65!, Bows=150, Conj=120, Xbows=90, Darts=120, Div=130, Dodge=110, Earth=70, Ench=150, Evo=67, Exp=130, Fighting=70!, Fire=70!, Ice=130, Inv=75, Long=90, Maces=70!, Nec=160, Poison=130, Polearms=110, Shields=70!, Short=80, Slings=120, Splcast=208, Stab=130, Staves=120, Stealth=150, Summ=150, Throw=120, Tloc=150, Tmut=120, Traps=80, Unarmed=100 23:18 < Eronarn> one thing we could do: DS might be getting a stealthiness mutation 23:18 < Eronarn> this could be given to trolls/naga, as a flat bonus/penalty 23:18 < Eronarn> unlike the racial modifier, which changes with skill level 23:19 <+by> troll spellcasting is 260/130 = 2x 23:19 <@dpeg> Eronarn: yes. Seeing "You are particularly stealthy." in the A screen for Nagas might be good. 23:19 < syllogism-> md and ho would essentially have the same apts with the new system 23:20 <@dpeg> syllogism-: armour? 23:20 < Vandal> That means they already were close 23:20 <+by> in about as much as they do already? 23:22 < ogaz> dpeg: DD have 45 evo, but evo is kind of a special case 23:23 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 23:24 < Twinge> We'd probably want to remove the special cases in a way, in that they'd all look the same on charts even if they were automatically reduced/increased by a certain amount for all races when they're actually trained 23:25 < Napkin> heh, he decided for swamp instead of snake pit 23:25 < Napkin> because of the boots of levitation, that he found 23:26 <@dpeg> !seen drpraetor 23:26 < Henzell> I last saw DrPraetor at Thu Dec 31 23:22:49 2009 UTC (2d 23h 3m 35s ago) quitting with message Read error: 113 (No route to host). 23:26 <@dpeg> !seen drpraetorious 23:26 < Henzell> I last saw DrPraetorious at Thu Dec 31 23:49:09 2009 UTC (2d 22h 37m 22s ago) quitting with message Read error: 113 (No route to host). 23:26 < Napkin> he has no control flight though - is there a way to make auto-explore stop at the items it would usually pickup? 23:27 <@dpeg> hm, no idea 23:27 < Napkin> thanks, greensnark - updating 23:27 < Napkin> would you have an idea, greensnark? 23:28 <+Keskitalo> Twinge: I recall they (human evo, invo, spc) were listed as 100 at some point, then reverted back. 23:28 <@dpeg> yes 23:28 <@dpeg> Haran grudgingly did it ("peer pressure") but we reverted later. 23:30 <+by> we'd just store offsets from human in the new system I'd think; -3 .. +3 23:30 <@dpeg> yes 23:30 < Twinge> Kesk: Well if they are shown as numbers and that is the numbers used, that is what would be shown. If it was a global idea of 'Invo and Evo are 25% easier to learn than other aptitudes for all races', noted somewhere in the manual or whatever, then they could easily be shown on the same chart without every race defaulting to +1 or +2 23:31 <+greensnark> Napkin: I don't know if there's a way to do it, can you add an FR? 23:31 < syllogism-> would demonspawn, mummies and demigod have the same apts 23:31 < syllogism-> or would demonspawn have the same apts as humans 23:31 <@dpeg> syllogism-: we are free to choose these 23:32 < Twinge> by/dpeg: I still strongly suggest at least 9-point. That gives about 19% precision - 50/60/71/84/100/119/141/168/200 23:32 <@dpeg> Twinge: that battle is lost. 23:32 <@dpeg> imo 23:33 < Twinge> dpeg: Why? 7 is horribly imprecise, and several others seem to agree it's unncessary as well. 23:33 < syllogism-> I think the whole switch is unnecessary 23:33 < Napkin> roger, greensnark 23:33 < syllogism-> it definitely doesn't accomplish anything worthwhile 23:33 < Eronarn> i agree with syllogism- 23:33 <@dpeg> syllogism-: this is wrong 23:33 < Eronarn> look at how much time has been spent working on this 23:34 <@dpeg> that's not my or by's fault 23:35 <@dpeg> syllogism-: So often we get species (change) proposals involving aptitude fiddlery. Reducing the granularity will emphasise the aptitudes's actual meaning without getting lost in the numbers. 23:35 < syllogism-> you can accomplish the same with the current system 23:35 <@dpeg> It's only loud because everyone has an opinion and wants to share it. 23:35 < syllogism-> the new system is limiting 23:35 < TGW> syllogism++ 23:35 <@dpeg> syllogism-: I just told you about a deficiency of the current system. 23:35 < syllogism-> dpeg: yes and I understand your position 23:36 < syllogism-> but I don't agree 23:36 < Twinge> dpeg: You're replacing it with another deficiency, though. 23:36 <+greensnark> I thought the goal of the change was to reduce number table overload for new players 23:36 <+greensnark> That seems like a semi-worthwhile idea, if not the most pressing thing at this point 23:37 <+greensnark> But if it's just to cut down on crap FRs for new species :P 23:37 <+greensnark> Then I'm with syllogism 23:37 < syllogism-> apts dont really affect the new players 23:37 <@dpeg> I don't have time to talk about this all evening. It's not a 0.6 target, and the current granularity is misleading and *has* mislead umpteenth times, including some very dear developers. 23:37 < TGW> syllogism-: my first character was a sptm 23:37 <+greensnark> Ok, let's raise this zombie again in 0.7 timeframe 23:37 <@dpeg> greensnark: agree on not pressing, but I did point that out :) 23:37 <@dpeg> yes 23:38 <+greensnark> I do think reducing the skill table overload for new players would be nice 23:38 <+greensnark> But yeah, let's get 0.6 out first 23:38 <@dpeg> absolutely 23:38 <@dpeg> also, this is a bikeshed type problem 23:38 <+kilobyte> numbers > adjectives 23:38 < TGW> can we increase halfling's air apt to 100? 23:38 <@dpeg> kilobyte: disagree 23:38 -!- TGW was kicked from ##crawl-dev by dpeg [dpeg] 23:38 <+greensnark> Can we get a new bikeshed entry vault 23:38 <+greensnark> That is a different colour for each release 23:38 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 23:39 <@dpeg> need new item: bike 23:39 < TGW> need new branch: shed 23:39 < Napkin> actually, according to the options_guide, it should stop for every item: explore_greedy is disabled when levitating & when non-greedy explore, any new item will stop explore (explore_greedy & explore_stop info) 23:39 < Twinge> kilobyte: I prefer numbers too :P 23:39 <@dpeg> bloodshed 23:39 < TGW> I'm not sure what just happened but ok 23:39 <+greensnark> Napkin: But does that actually happen? 23:39 <+kilobyte> numbers can be compared, names not really 23:39 < Napkin> sadly no 23:39 <+greensnark> Napkin: Ok, it's a bug, not an FR :) 23:39 < Napkin> hehe 23:39 <+doy> !learn add bad_ideas Shed portal vault, that prompts the player for wall and floor colors on every entrance 23:39 < Henzell> bad ideas[1361/1361]: Shed portal vault, that prompts the player for wall and floor colors on every entrance 23:40 <@dpeg> kilobyte: so you would rather have numbers than "You are [adjective] stealthy."? 23:40 < TGW> kilobyte: adjectives have applications in stealth and stuff 23:40 <+kilobyte> for example, spell failure names can't even be sorted 23:40 <@dpeg> I think that'd be a severe regression. 23:40 < TGW> ok that's true 23:40 < Napkin> maybe adding "greedy_items" to explore_stop could do it - instead of only greedy_pickup (current default) 23:40 <+greensnark> Napkin: But that would stop you even when greedy pickup could grab the item, no? 23:41 <+kilobyte> why? People have to look up the numbers (where they matter, with stealth that's not really the case). 23:41 <@dpeg> kilobyte: I think the point is that adjectives *purposefully* reduce the informated handed over 23:41 <+greensnark> That is it would stop you when that scroll of acquirement comes into view, and once again when you pick it up 23:41 <@dpeg> kilobyte: I never look up any numbers. 23:41 <@dpeg> *information up there 23:41 <+kilobyte> spell hunger specially: you need to know the numbers if you're a spriggan, since you need to know how to make it 0 (spells with non-0 hunger are good only for emergencies) 23:42 < Napkin> yes - just as a temporary fix while he plays swamp 23:42 < Napkin> i'll do the FR/BR in a minute 23:42 * greensnark goes to bed. 23:42 <@dpeg> greensnark: bye! 23:42 < Napkin> g'night, greensnark! 23:43 < Napkin> Master branch on CDO updated to: 0.6.0-a1-1997-g0c8fe01 (14.0) 23:43 <@dpeg> kilobyte: I think the current system is much better than any numbers, since it gives you feedback in terms of food items. I think the scale is "casting this spell five times will cost about one type of this food item." If you'd like to, we can spell that out although I'd like to leave it implicit. 23:43 < haranp> bye greensnark 23:43 <+doy> kilobyte: well, one of the spell hunger adjectives is "none" 23:43 <@dpeg> in the first version, the food items did not make much sense, but now they do 23:43 <+kilobyte> "five times"... so it means it actually LIES to the player. 23:43 <+doy> which accomplishes that reasonably well, i think 23:44 <@dpeg> kilobyte: come on 23:44 <+doy> dpeg: i agree there 23:44 < syllogism-> it's probably documented somewhere if that's the case, but that is misleading 23:44 <+doy> if it is "5 times" that should be noted 23:44 <+kilobyte> common sense says it's the cost for a single cast 23:44 <+doy> because that is misleading 23:44 <@dpeg> you can print "apple/5" if yuo want :) 23:44 <+doy> right 23:44 < Twinge> 5 times what? I didn't know that either 23:44 <@dpeg> the point is that it doesn't matter 23:44 <@dpeg> the relative information counts 23:44 <+doy> but 23:45 <+doy> these are also relative to actual in game amounts 23:45 <+doy> that are different 23:45 <+kilobyte> if only relative information counts, it shouldn't pretend to give absolute values 23:45 <+doy> if they were just random adjectives, then it wouldn't matter 23:45 < TGW> you could make the header "casts per choko" and give rounded values 23:45 <+kilobyte> minor/medium/major/etc were thus better, since they didn't convey false information 23:45 <@dpeg> greensnark suggested to remove the II screen altogether 23:45 <+doy> nah, knowing when casting is hungerless is important 23:46 <@dpeg> kilobyte: do you want the helm? YOu can have it. 23:46 < TGW> and when you've hit power cap 23:46 <+kilobyte> what helm? 23:46 <@dpeg> The Crawl helm. 23:46 < Eronarn> solution: use the actual food values, add "Crumb" for less-than-sultana but more-than-hungerless 23:46 < TGW> and range is extremely convenient 23:46 < TGW> eronarn: the actual food values are way too much to be useful 23:46 < Eronarn> dpeg: is that like a helm of opposite alignment? 23:47 < Eronarn> TGW: it'd just mean that more stuff would use grape, sultana, sausage, etc. 23:47 < TGW> ??spell hunger 23:47 < Henzell> spell hunger[1/2]: Casting a spell lowers your nutrition by an amount varying with the spell's level: (1) 50, (2) 95, (3) 160, (4) 250, (5) 350, (6) 550, (7) 700, (8) 860, (9) 1000. This amount is lowered by the product of your Intelligence and Spellcasting. (For rods, your Evocation skill * 10, with a minimum of 5.) 23:47 < TGW> ??spell hunger[2] 23:47 < Henzell> spell hunger[2/2]: Display messages in 0.5: Grape is >= 1. Apple is >= 25. Choko is >= 150. Ration is >= 500. 23:47 <+doy> hmmm 23:47 < Eronarn> ??food[2] 23:47 <@dpeg> in trunk there is honeycomb 23:47 < Henzell> food[2/2]: Sultana is 70. Grape is 100. Strawberry is 200. Lychee/choko/rambutan is 600. Apricot/pear/apple is 700. Banana/lemon/orange is 1000. Cheese/sausage is 1200. Beef jerky/pizza/snozzcumber is 1500. Porridge is 6040. Potion of water is 60. Water fountain is 20. 23:48 <+doy> ??food 23:48 < Eronarn> there's sultana too 23:48 < Henzell> food[1/2]: Goes in mouth. Without carnivore or herbivore: Royal jelly weighs 5.5, is 5000 nutrition. Meat weighs 8, is 5000 nutrition. Bread weighs 8, is 4400 nutrition. Honeycomb weighs 4, is 2000 nutrition. A chunk weighs 10, is 1000 nutrition. Takes 4 turns to eat rations, 3 for chunks, 2 turns for all other food. 23:48 < Eronarn> in trunk 23:48 < TGW> it would mean "sultanas, grapes and a large fruit once a blue moon" 23:48 <@dpeg> but as I said, the first system was a fake; the new system uses actually consistent numbers 23:48 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 23:48 <+doy> i think saying somthing like 5/choko, 2/ration, etc would be reasonable 23:49 <+kilobyte> good idea doy 23:50 < TGW> Grapes: tenth, fifth, half, whole, two, five, ten 23:50 <@dpeg> count me out 23:50 <+doy> TGW: what? 23:50 < TGW> doy: express spell hunger in terms of grapes 23:50 -!- by [n=rob@g225122029.adsl.alicedsl.de] has quit ["sleep"] 23:50 <+doy> that seems a lot worse 23:50 < nrook> perhaps you could lessen the food value of some snacks to correspond to spell hunger :) 23:51 < Eronarn> "You can't cast this spell until you find a knife to dissect your grapes." 23:51 < TGW> :P 23:51 < Twinge> Hah. 23:51 <@dpeg> nrook: we did that, actually 23:51 < Eronarn> nrook: this would work, if more of them also showed up per-stack 23:51 < Eronarn> it would be nice for fedhasites, for sure 23:51 < TGW> seriously though, those intervals are 10, 20, 50, 100, 200, 500, 1000 expressed in useful units 23:52 < Eronarn> 'popcorn' 23:52 <+doy> TGW: but nobody knows how much nutrition grapes give 23:52 <+doy> so it's basically meaningless 23:52 < nrook> dpeg: oh, good! 23:52 < TGW> doy: it's more likely they know how much a grape is than how much a grape, choko, "ration" etc is 23:53 <+doy> TGW: not true, people eat chokos, rations, etc all the time 23:53 <@dpeg> doy: the only important fact to know is "very little". 23:53 < Siber> does examining food in your inventory show you how much nutrition is in it? 23:53 <+doy> nobody eats grapes 23:53 < Eronarn> crumb, popcorn, sultana, grape, strawberry, lychee, apple, orange 23:53 < Eronarn> works for me 23:53 < TGW> if individual pieces of popcorn are implemented I'm quitting crawl 23:53 <@dpeg> Eronarn: what about apple vs orange? 23:53 < TGW> ??food[2] 23:53 < Henzell> food[2/2]: Sultana is 70. Grape is 100. Strawberry is 200. Lychee/choko/rambutan is 600. Apricot/pear/apple is 700. Banana/lemon/orange is 1000. Cheese/sausage is 1200. Beef jerky/pizza/snozzcumber is 1500. Porridge is 6040. Potion of water is 60. Water fountain is 20. 23:53 <+doy> eating things gives you a reasonable estimate of how much nutrition they give 23:53 < Siber> I eat grapes 23:54 < Eronarn> TGW: what if using conjure flame on a death cob makes popcorn, though 23:54 < TGW> eronarn: hostile popcorn that is trying to kill you 23:54 <+doy> heh 23:54 < TGW> death popcorn 23:54 < TGW> you don't want to eat that 23:54 < Siber> The food display in game seems perfectly reasonable. It shows food of different sizes, which is pretty intuitive to people that beat as far as I can figure. 23:54 < Eronarn> oh god 23:54 < Siber> eat 23:54 < Eronarn> even if popcorn doesn't come in as a food item 23:54 < Eronarn> i want this to happen 23:54 <+kilobyte> good idea :) 23:55 <+doy> Siber: the display in game doesn't correspond to the actual amounts of the food though 23:55 < Eronarn> fire causes perma-damage to death cobs but creates death popcorn 23:55 <+kilobyte> a joke monster, yeah, but death cobs are jokes already 23:55 <@dpeg> I don't like at all how this channel gets distracted by discussion about stupid topics. 23:55 < Eronarn> dpeg: hey, it's winter break ;) 23:55 < Eronarn> dpeg: btw, apple vs. orange: the fruit nutrition values are a bit weird, yes. 23:55 <+doy> dpeg: we get distracted by non-stupid topics too! 23:56 < Eronarn> i'm not sure why apricots are worth as much as apples 23:56 < Eronarn> but oranges are worth 50% more than apples 23:56 < Siber> It does seem to get bogged down in long discussions over things that will have very little impact on the game either way 23:56 -!- Enne [n=enne@cpe-076-182-101-004.nc.res.rr.com] has quit [] 23:56 <+doy> it's true 23:57 < Eronarn> perhaps we could just use masses of fruits, mass directly proportional to nutrition, when genning fruit do it as "5 aum of fruit" of a random-mass fruit and divide 23:57 <+doy> at least that happens here now, rather than the mailing list 23:57 <+doy> (: 23:57 < Eronarn> Siber: hey, don't blame me - am working on DS muts in another window :P 23:58 <@dpeg> doy: true, that's progress. But why am I here? 23:59 <+doy> (: 23:59 <+doy> you don't have to participate in every conversation(: 23:59 < Siber> DSPA for life! 23:59 <+doy> i certainly don't