00:00 < Eronarn> dpeg: it's pretty productive at times - did you see everything that got done with rods? Less than 30 hours to do that. 00:00 < Eronarn> From when it was filed on Mantis 00:00 < cbus> wtf, deep elves in dungeon 00:00 <+doy> Eronarn: well... i'm still not entirely convinced that kind of speed is necessarily a good thing 00:01 <@dpeg> no, sometimes it causes a lot of trouble 00:01 < Eronarn> doy: it certainly needs to be reviewed by people, but i think it's good because it lets things just be tested instead of arguing about them - and in this case it's not the kind of change that can completely break the game (e.g., changing AC) 00:01 <+doy> those rod changes really should have gone into a branch 00:01 <@dpeg> often, it's best to propose the agreement on Mantis or the mailing list -- wait at least one day and only proceed after that 00:02 <@dpeg> doy: yes, and that 00:02 <+doy> because they do change they way rods work pretty fundamentally 00:02 <@dpeg> but in the case of rods I don't think any damage was done 00:02 < Ashenzari> Shaft traps blocking autoexplore (http://crawl.develz.org/mantis/view.php?id=320) by LordSloth 00:02 -!- MarvinPA [n=marvin@80-41-180-137.dynamic.dsl.as9105.com] has joined ##crawl-dev 00:02 < Eronarn> dpeg: well, the DD/rod interaction at low levels is a bit problematic 00:03 <@dpeg> yes, I saw 00:03 < Eronarn> too easy for them to get very highly enchanted rods early 00:04 <@dpeg> Eronarn: well, at least they pay with something 00:04 < TGW> I'm not positive that's a problem with rods 00:05 <@dpeg> yes, I would just wait 00:05 < Eronarn> it's not really a problem with either DD or rods 00:05 < Eronarn> it's just an interaction between them 00:05 < Eronarn> it may not even need fixing... yes, they're good, but it's not like we're nerfing axes or MD because MD with axes are amazing 00:05 <@dpeg> yes 00:06 < Eronarn> it would be a funny race for tutorials, though - to introduce the concept of long-term planning 00:06 < Napkin> ah, so it'll work with greedy_item in explore_stop, dpeg 00:06 <@dpeg> Eronarn: don't! You have to walk first. 00:06 <@dpeg> Napkin: good 00:07 < Eronarn> dpeg: i mean, a tutorial specific for that. there was talk of revamping tutorials 00:07 < Eronarn> since they just end 00:07 < Eronarn> before you even get to a rune 00:07 < Napkin> the weird thing is (bug, I mean): 0.5.2 config states that explore_stop has greedy_item by default, while it actually has greedy_pickup (which stops _after_ picking up instead of when the item comes into view) 00:07 <@dpeg> Eronarn: yes, but we did that on purpose. The aim of the tutorials is to teach the interface in a painless way -- not to be a walkthrough, or a tactical (let alone strategical) guide. 00:08 < Eronarn> ah 00:08 <@dpeg> Napkin: so docs bug 00:08 < Vandal> oh, dpeg, did you see my Halfling page too? 00:08 < Eronarn> funnily enough i never used the tutorial at all 00:08 < Vandal> One of the ideas got implemented today 00:08 <@dpeg> Vandal: yes, I see everything :) 00:08 <@dpeg> yes, the shields 00:08 <@dpeg> an attempt to keep them alive :P 00:08 < Vandal> Anything else on that you like? 00:10 < Napkin> hmm, not sure it's just a docu bug - i would have to take a closer look and play 0.5.2 again myself with unmodified config. 00:10 <@dpeg> Vandal: the hp one, perhaps. And the no-shoes bit could be interesting. 00:11 < Vandal> Someone else brought up a good point too that Chei is not a bad god for Halflings 00:11 < Mu_> does anybody know if anything is still happening with the radiant cavern portal vault? i haven't seen lamil in a while 00:11 < Napkin> more feedback: skill screen needs better description at the bottom, that when you select a skill it'll try to train it less. He understood the other way around. Plants in Tiles look very similar to Hydras :D 00:11 < Vandal> His bonus combined with their racial metabolism gives them 1 00:11 <@dpeg> Mu_: no idea 00:11 < Vandal> So they'd be good piety builders on him 00:12 <@dpeg> Napkin: feedback not here. It just flushes down the drain! 00:12 < Napkin> yes sir! 00:12 < Ashenzari> Replace Hell up stairs with portals to the Vestibule (http://crawl.develz.org/mantis/view.php?id=321) by Eronarn 00:13 <@dpeg> isn't there a collected stairs wiki page? 00:13 <@dpeg> hm, perhaps not 00:14 < Eronarn> not yet 00:14 < Vandal> Does a shield + EV melee race exist? 00:14 < Eronarn> (i actually have read every wiki page!) 00:14 < Eronarn> !apt sh 00:14 < Henzell> Could not understand "sh" 00:14 < Eronarn> !apt shield 00:14 <@dpeg> Eronarn: okay, so it is still on FR 00:14 < Henzell> Shields: Dr=100, Dr[black]=100, Ce=180*, DD=90, DE=140, DG=110, DS=110, Gh=110, Dr[green]=100, Dr[grey]=100, Ha=130, HE=110, HO=80, Hu=100, Ke=100, Ko=130, Mf=100, Mi=80, Dr[mottled]=100, MD=70!, Mu=140, Na=140, Og=120, Dr[pale]=100, Dr[purple]=100, Dr[red]=100, SE=130, Sp=180*, Tr=150, Vp=110, Dr[white]=100, Dr[yellow]=100 00:15 < cbus> I still get the "You feel drained" message from boris as a ghoul 00:15 < TGW> vandal: not a small one, at least 00:15 < TGW> mf has 100 shields 00:15 < Eronarn> Ke or Dr can do it 00:15 <@dpeg> Mf perhaps 00:15 <@dpeg> and Ha in trunk 00:15 < Eronarn> i think vp have good dodging too 00:15 < TGW> !apt vp dodging 00:15 < Henzell> Vp (SK_DODGING)=90 00:15 < Vandal> Ok so it isn't a super common thing 00:15 < TGW> eh, 90's not that good 00:16 < Eronarn> spriggans are great with bucklers, funnily enough 00:16 < TGW> and mf uses pla so I don't imagine it happens as much 00:16 < Eronarn> they're so good at dodging that not being as good with shields doesn't matter 00:16 < Eronarn> because any amount of extra blocking helps 00:16 < Eronarn> TGW: trident+shield is what i always go for on merfolk actually 00:16 < Vandal> I was wondering how badly the Corona effect from TSO would hurt a Halfling Pa now that they're good with bucklers 00:17 < Eronarn> tso should really lose the backlit thing :/ 00:17 <@dpeg> why? 00:17 < Vandal> I don't see why the halo can't only apply to bad guys 00:17 < Eronarn> dpeg: it's just a random nerf to EV races 00:17 <@dpeg> not random 00:17 < Vandal> and yeah, it makes it seem like TSO doesn't want you if you can't wear plate 00:18 < Siber> Maybe TSO doesn't want you if you can't wear plate. 00:18 < Eronarn> Siber: which would be silly 00:18 <@dpeg> but everybody agree that seeing unseen horrors with TSO is good? 00:18 < Siber> Dodging is for sneaky bastards. 00:18 < Eronarn> dpeg: yes, i mean just the halo effect on the player 00:18 < Eronarn> fine with it nerfing stealth, say 00:19 < TGW> I think preventing player invisibility and stealth is neat 00:19 < Eronarn> it should not make the player easier to hit though 00:19 < TGW> dodging seems unfortunate, but ehh 00:19 < Vandal> Yeah that is the only part that really bugs me 00:19 < Eronarn> TGW: "it's so bright you're hard to hit" 00:19 <@dpeg> Eronarn: the player can also hit monsters easier 00:19 < TGW> eronarn: hurr 00:19 < Eronarn> dpeg: combat is not symmetrical, it is a lot worse for the player if he gets hit easier 00:19 < Vandal> I get it, that TSO doesn't want you being sneaky and stabbing things 00:19 <@dpeg> so they can use bigger weapons earlier, at least that's the plan 00:19 <@dpeg> Vandal: yes, it goes well with the conduct 00:20 < Vandal> dpeg I always thought that the real barrier to using bigger weapons was attack delay 00:20 <@dpeg> I don't really see the problem, in particular since there are three good gosd 00:20 < nrook> how strong is the effect, exactly? I played a halfling EV character with TSO in endgame and didn't die too much 00:20 < Eronarn> nrook: corona is pretty strong - and now it helps ranged attacks vs. you (it didn't used to) 00:20 <@dpeg> nrook: obviously not so strong? :) 00:20 <@dpeg> Eronarn: but: shield 00:20 < TGW> oh god 00:20 < nrook> Eronarn: well, that's what deflect yaktaurs is for 00:20 < TGW> can we not colour shapeshifter flesh yellow? 00:20 < TGW> 'cause I just blurred my vision 00:21 <@dpeg> TGW: it is coloured already?! 00:21 < Eronarn> dpeg: yes, i like the shield ability, but AC-users can use that ability, too 00:21 < TGW> dpeg: it's supposed to be magenta or whatever 00:21 < Eronarn> nrook: overused spell that doesn't need any more encouragement, plus, it works by raising effective EV 00:21 <@dpeg> TGW: yes. Your corpse wasn't? 00:21 < TGW> carnivorous races have it coloured as yellow 00:21 <@dpeg> ah 00:22 < Eronarn> dpeg: also - the problem is it seems like a totally arbitrary penalty. i am not against, say, TSO not being as good for summoners because you can't summon demons 00:22 < Eronarn> this makes sense 00:22 < Eronarn> TSO making you easier to hit is silly/weird/non-intuitive 00:22 < Eronarn> and goes directly against his shield power of making you harder to hit, to boot 00:23 < Vandal> Yes, what is the point of 2 powers cancelling each other out? 00:23 <@dpeg> okay, taking out the expletations, as usual 00:23 <@dpeg> aren't you just arguing for more symmetry in monster vs player corona? 00:23 < TGW> how much does corona do on monsters, anyway? 00:24 < Eronarn> no, i'm arguing that corona is inherently more harmful for the player than for monsters 00:24 < TGW> someone was crunching numbers for +0 versus +9 weapons and it wasn't very impressive 00:24 < Vandal> TGW I think +1-9 hit 00:24 < Eronarn> corona as a status effect needs some tweaks, but this is a separate issue 00:24 < Eronarn> TGW: it has a huge boost to low acc effects like bolt of inacc 00:24 < TGW> fair enough 00:25 < Eronarn> dpeg: specifically: corona won't help you that much vs. most monsters, but all monsters benefit a lot from corona on you if you're an EV char vs. not much if at all if you're an AC 00:25 < Eronarn> and you can generally only gain the corona benefit once per round vs. monsters 00:26 < Eronarn> but any number of monsters can gain the corona benefit against you 00:26 <@dpeg> so the god comes with a liability 00:26 <+due> hi 00:26 < Henzell> due: You have 5 messages. Use !messages to read them. 00:26 <+due> dpeg! 00:26 < Vandal> He already has more restrictions than any other god iirc 00:26 <+due> Whoa, five messages. 00:26 < Eronarn> i am not saying gods shouldn't have liabilities - i like the stealth/invis/no-stabbing - but that this particular liability is not an interesting tradeoff 00:27 < TGW> 1tell due that's a lot of messages 00:27 <@dpeg> due: Hi! 00:27 * due beats TGW with a stick. 00:27 < Vandal> No poison, no evil weapons, basically no using confusion, EH, or Meph Cloud 00:27 <+due> greensnark: I can't do it, you'll need to get elly or dpeg to do so. 00:27 <+due> haranp, hi!!! 00:27 <@dpeg> due: Haran already got it. 00:27 <+due> Oh, good :) 00:28 -!- mode/##crawl-dev [+v haranp] by ChanServ 00:28 < Vandal> Ranged weapons are also fairly weakened by TSO as you almost never get the drop on things 00:28 <+due> Though this is improved now as your halo is basically auto-hit, not? 00:28 <+due> *no? 00:29 < Vandal> Actually it is kind of funny, he makes ranged weapons better for enemies than for you 00:29 < Eronarn> due: it helps most when you have low skill 00:29 <+due> Interesting. 00:29 < Eronarn> it's definitely not auto-hit 00:29 <@dpeg> Eronarn says no, but I wouldn't want to change TSO for 0.6. Zin on the other hand... 00:30 <+haranp> hi due 00:30 <+haranp> I'm not really here :) 00:30 < Eronarn> dpeg: also, note that EV chars already will have the penalty of being unable to use stealth, something that almost always goes hand in hand with them 00:30 < TGW> is the massive chunksplosion supposed to make multiple stacks of chunks? 00:30 < Vandal> due I did some play testing while you were asleep :D 00:30 <+due> :( Well, better than never being here ever! 00:30 < TGW> they don't combine or anything, I don't know if that's the same way it's always worked 00:30 < Eronarn> so it's really that EV characters have two penalties 00:31 < Eronarn> one of these seems fine, but two seems unnecessarily punitive for no clear flavor reason 00:31 < Vandal> Maybe he is secretly racist against small races :o 00:31 < Eronarn> TGW: them not stacking is known and a bug 00:31 < TGW> ok 00:31 <+due> It's not a bug. 00:31 < TGW> oh ok 00:31 <+due> I asked sorear about it. 00:32 < Eronarn> due: is it a "feature"? :P 00:32 <+due> Eronarn: Drop one of a stack of chunks in your inventory, then pick it up again. 00:34 -!- haranp [n=haranp@c-98-248-38-15.hsd1.ca.comcast.net] has quit ["leaving"] 00:42 <@dpeg> going soon 00:43 <@dpeg> if you think you can improve spell hunger feedback or TSO, take it ti a Mantis item 00:43 < Eronarn> dpeg: should be a good batch of new DS muts when you get back. If sorear sees them before you do, should he start implementing so they can be tested or wait on feedback from you? 00:44 <@dpeg> Eronarn: yes, I saw some new ones 00:44 <@dpeg> I will reply on them soon enouh 00:44 <@dpeg> He could also start with my ones :P 00:44 < Eronarn> oh, i thought he'd done them already 00:45 <@dpeg> no, not nearly all of them 00:45 <@dpeg> I'd helped him by listing those which I think are unproblematic (e.g. the spiny one would be very good) 00:45 < TGW> who wants to start the spell hunger FR? 00:46 <+kilobyte> if chunks have the same age, they should stack IMO 00:46 < Eronarn> dpeg: here's a question: say we have your fire I and II, and my hellfire, which would normally be contradictory/overlapping. What about adding temporary special checks to not mutate them both? That way not all the mutations need to play nice with all of the other ones, and we can cull the ones reported as least liked by testers 00:46 <+kilobyte> or very close ages 00:46 < Eronarn> (Like, the multiple stealth mutation proposals) 00:47 <+due> @??iron golem 00:47 < Gretell> iron golem (8) | Speed: 7 | HD: 15 | Health: 105-165 | AC/EV: 15/3 | Damage: 35 | Flags: non-living, see invisible | Res: magic(immune), fire+++, cold+++, elec+++, poison+++ | XP: 916. 00:47 <@dpeg> Eronarn: yes 00:48 < Eronarn> i wonder why iron golems aren't slower 00:53 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["zzz"] 00:55 < Vandal> Can gods / acquirement give you items you can't use? Like Javilins to a Small race? 00:56 < TGW> no acquirement can 00:56 < Vandal> Will gods? 00:58 < Mu_> xom might 00:58 -!- Eifeltrampel [n=roca@dslb-084-063-083-238.pools.arcor-ip.net] has left ##crawl-dev [] 00:58 < Vandal> Will Oka? 00:58 < Mu_> no 00:58 < Vandal> ok good :) 01:00 < TGW> oka just acquires things for you 01:00 < Vandal> ? 01:00 < Vandal> So he can give you stuff you can't use? 01:00 < Eronarn> ...no 01:00 < Eronarn> 18:58 < TGW> no acquirement can 01:01 < Vandal> Ah ok, got it now 01:05 <+due> I need to look into that 01:05 < Napkin> hey, moin due! 01:05 <+due> Hi Napkin! 01:05 * due not reaaaally here. :) 01:05 < Napkin> How's it going? 01:05 < Napkin> ahhh :D 01:06 <+due> Good! In a rush 01:06 < Napkin> hehe, gogogo :) 01:09 < TGW> <3 sorear for fast uglies 01:12 < Ashenzari> Don't recolour mutagenic flesh with carnivore mutation (http://crawl.develz.org/mantis/view.php?id=322) by TGW 01:19 <+sorear> anything worth reading in the scrollback? 01:19 < Henzell> sorear: You have 1 message. Use !messages to read it. 01:20 <+sorear> woah, Haran was here 01:20 <+sorear> !messages 01:20 < Henzell> (1/1) Eronarn said (2h 53m 43s ago): 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. 01:23 < TGW> new shoals are beautiful, who did that? 01:23 <+doy> greensnark 01:23 <+doy> (: 01:23 < TGW> :) 01:25 < TGW> oh my god the tide is so cool 01:28 < Eronarn> sorear: random things from scrollback: ds muts, tso corona, apt changes to use a level system, spell hunger display, death cobs 01:28 -!- |eith| is now known as eith 01:28 < Eronarn> probably not worth reading but if there's anything from the above you want to know i can provide the key points 01:29 < nrook> as someon who saw half of it I can say none of it is worth reading honestly 01:29 < nrook> (actually I didn't see Ero's ds muts, those might be cool) 01:30 < Eronarn> nrook: those are on the wiki though 01:30 < Eronarn> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demonspawn#full_implementations 01:30 < Eronarn> the jiyva mutations are cooler though 01:31 < Eronarn> so go read them and give feedback!!1oneoneone 01:31 < Eronarn> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:jiyva#slime_mutations 01:32 < Eronarn> "You are totally covered in giant eyeballs." 01:32 < nrook> my feedback to your jiyva mutations is pretty much the same as TGW's :p 01:35 <+sorear> Well, I'm going to catch up on the wiki anyways 01:35 <+sorear> As the person who buffed Corona I'd be interested in hearing about that 01:37 < Eronarn> sorear: proposal is to make corona not apply to the TSOite because there's no flavor reason to make it harder to dodge while worshiping TSO 01:37 < TGW> javelineers are completely ridiculous :\ 01:37 < Eronarn> this would also apply to holy monsters with TSO halos 01:39 < nrook> so if you cast corona on someone with a TSO halo, they become easier to hit 01:39 < nrook> hmm 01:39 < Eronarn> nrook: no 01:39 < Eronarn> 'This change would also apply to holy monsters with TSO halos. Any such creature would be glowing brightly enough that being lit doesn't help in hitting it at all (even if further light effects such as Corona or Fedhas' sunlight are used).' 01:40 < nrook> oh ok 01:40 < nrook> still, that seems odd 01:40 < Eronarn> nrook: we can change the lit status message for them if needed 01:41 < Eronarn> "Its bright glow hurts your eyes." 01:43 < nrook> that makes sense, but might imply that they should get an EV buff instead 01:43 < nrook> the idea is a good one, though, despite my ambivalence 01:44 <+sorear> Eronarn: there actually is a flavor reason for the halo, dpeg explained it to me- if Dodging is useless, people won't use its twin Stealth 01:44 <+sorear> TGW: ridiculous is good! 01:45 < TGW> sorear: can it at least pretend to be in line with swamp? 01:45 < TGW> I was doing fine, killed the kraken without incident, yaktaurs etc 01:45 < nrook> perhaps swamp needs a buff then :) 01:45 < TGW> and then a javelineer comes and boom I'm at no hp 01:45 <+sorear> there isn't "the" kraken 01:45 <+sorear> there are like ten of them 01:45 < TGW> a kraken 01:45 < TGW> the one kraken that I saw 01:46 <+sorear> s/swamp worm/swamp wyrm/, breathes miasma 01:46 <+sorear> good? 01:46 <+doy> what 01:46 < TGW> if by "miasma" you mean "javelins" 01:46 < TGW> then yes 01:46 < nrook> sorear: haha 01:46 < TGW> @??merfolk javelineer 01:46 < Gretell> merfolk javelineer (m) | Speed: 10 (msl: 80%) | HD: 13 | Health: 65-91 | AC/EV: 0/15 | Damage: 16, 17 | Flags: amphibious | Res: magic(69) | Chunks: contaminated | XP: 1210. 01:46 < TGW> why does it attack fast? 01:46 < TGW> go have a conversation with eronarn 01:46 * sorear mourns the javenineer nerf 01:46 < Eronarn> sorear: that's ridiculous 01:47 < TGW> ha! 01:47 < Eronarn> no 01:47 < Eronarn> i mean dpeg's explanation is ridiculous 01:47 <+sorear> they used to have msl 60%, and 18 HD for 50% more missile damage 01:47 < Eronarn> javelineers are fine 01:47 < TGW> oh 01:47 < TGW> but they attack fast bro 01:48 < Ashenzari> TSO's corona should not make the player easier to hit (http://crawl.develz.org/mantis/view.php?id=323) by Eronarn 01:48 < Eronarn> TGW: i'm fine with things attacking fast - the player can 01:48 < Eronarn> just, it should be used carefully 01:48 < Eronarn> not tossed on every other monster 01:49 < Eronarn> so guys what do you think the odds are that lemuel disagrees with making TSO halo not kill dodging 01:49 < Eronarn> i think it's pretty high 01:49 <+doy> probably 01:49 <+doy> (: 01:50 <+kilobyte> well, it makes TSO even more a no-brainer for the full game 01:51 <+sorear> I wonder 01:51 <+sorear> @?? ugly thing 01:51 < Gretell> purple ugly thing (u) | Speed: 9-11 | HD: 8 | Health: 33-57 | AC/EV: 2/10 | Damage: 13(disease) | Flags: amphibious | Res: magic(32) | Chunks: mutagenic | XP: 314. 01:51 < Eronarn> that's really a problem with TSO being too overspecialized 01:51 <+sorear> oh, not updated 01:51 <+kilobyte> once you get the living branches (where he sucks), he's insanely better than any other god 01:51 <+kilobyte> s/get the/get past the/ 01:51 <+sorear> we need less evil endgame branches 01:51 < mr0t> heh 01:51 <+kilobyte> Slime is the only non-evil one 01:51 < mr0t> and maybe replace or add an evil branch in the early game 01:52 <+doy> kilobyte: and slime is only vaguely "endgame" 01:52 < nrook> Slime isn't really harder than Vaults 01:52 < TGW> I'm all for an early evil branch 01:52 < Vandal> The main issue with self corona is that it makes TSO very unfriendly to people who don't wear heavy armor 01:52 < TGW> like all of the 5s are just popcorn by the time you see any of them 01:53 < Eronarn> TGW: Phobos Base 01:53 < mr0t> we seen Minitomb, how about Minihell or Minipan 01:53 < mr0t> heh 01:53 < nrook> we could put a demonic rune in minipan, actually 01:54 <+kilobyte> miniD:1 01:54 < Eronarn> nrook: i don't like that idea 01:54 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Connection timed out] 01:54 < Eronarn> kilobyte: dude, i had a minidungeon vault idea. just a bunch of zig-zags like: |-|_|-| 01:54 < TGW> ...then what? 01:54 < Eronarn> each colored like a different dungeon level or branch, wiht appropriate monsters 01:54 < TGW> ! 01:55 < nrook> Eronarn: or are you thinking earlier as in earlier than swamp/snake, not enough to justify a rune vault? 01:55 < TGW> holy shit yes 01:55 < TGW> do you mind if I make something like that? 01:55 < Eronarn> the bottom is a zot orb chamber with an "orb of zot" orb of fire with alternate spells/HP/HD via lua 01:55 < Eronarn> TGW: not at all 01:55 < TGW> do you mean like early? 01:56 < Eronarn> nrook: i don't think that we should add any non-guaranteed runes, as in, there should always be the same number accessible via branches/etc. 01:56 <+kilobyte> but not necessarily the same 01:56 < Eronarn> note that i am not opposed to adding some guaranteed runes 01:56 < Eronarn> but that the zot entry req would need to go up 01:56 < TGW> kilobyte, where were you going to put the forest thing? 01:56 < Eronarn> like: a new rune branch done around XL 10, but zot now takes 4 runes to get in 01:56 <+kilobyte> TGW: deep D, 20-23ish 01:57 < TGW> ok 01:57 <+kilobyte> Eronarn: I strongly think Snake and Swamp should lose their runes 01:57 < nrook> Eronarn: fair enough. 01:57 < nrook> kilobyte: this is a good idea 01:57 <+kilobyte> Eronarn: or, Zot to require >3 runes, which is equivalent 01:57 < Eronarn> kilobyte: i'd be fine with swamp losing its rune, not snake though 01:58 < nrook> by the time anyone cares about getting into zot swamp and snake are both moderately easy 01:58 <+kilobyte> Snake has no loot except for normally generated items 01:58 < Eronarn> random idea: the "minipan" branch can have portal vaults at the end 01:58 < Eronarn> if you wait too long to clear it 01:58 < Eronarn> they become hell portals 01:58 < nrook> the rune completely fails at giving a reason to go into either, and I think snake would do much better with actual loot instead 01:58 < Eronarn> so sure, you can come back later and wreck it but you lose out on whatever the portals were 01:59 < TGW> eronarn: so like, an orc room -> lair room -> hive room etc? 01:59 < Eronarn> nrook: i like the idea of snake being a big guardian naga/serpent vault at the end 01:59 < Eronarn> TGW: yeah 01:59 < TGW> hmm 01:59 < Eronarn> TGW: like a cut-away view of the dungeon from the side 02:00 < TGW> :P 02:00 < Eronarn> diagonal lines between branches = dungeon going up/down 02:00 < Eronarn> hells are a tiny room with four doors leading to four closets 02:01 < Eronarn> ..oh holy shit 02:01 < Eronarn> you could use due's teleporter vault 02:01 < Eronarn> and have miniportals to minihell 02:01 < nrook> hahaha 02:01 < nrook> this sounds like the best level ever 02:01 < nrook> is there a compelling reason why dancing weapons get mad if you attack them? 02:01 < Eronarn> no 02:02 < nrook> they're enchanted by you, you should be able to control them 02:02 < Eronarn> minitomb should use an even smaller version of that one ossuary minitomb:3 layout 02:04 <+kilobyte> TGW: you could even make that vault mandatory, by placing downstairs in one of later "branches" 02:05 < TGW> kilobyte: hurr 02:05 <+kilobyte> TGW: we totally fail to use encompass levels 02:06 <+kilobyte> River Lethe feels more like a poor-man's portal vault that simply was done before the concept appeared 02:06 <+kilobyte> (even though it rocks) 02:07 < Eronarn> lethe could come back as a portal vault 02:07 < Eronarn> incl. amnesia 02:07 <+doy> yeah, really, random encompass levels should go 02:07 <+doy> and be turned into portal vaults 02:07 < nrook> I like encompass levels, they give D:20-27 character :( 02:08 < Eronarn> i like the fortress-style encompass levels 02:08 < Eronarn> those can be fun as hell 02:08 <+doy> well, if we go for the "shrinking levels as you go deeper" thing for D, they'll feel quite a bit out of place 02:08 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 02:08 < Eronarn> doy: no, can just use smaller vaults for the same effect :) 02:09 < Eronarn> like D:27 = only the drac fortress, nothing else 02:09 < TGW> I never played lethe, how was that? 02:10 < Eronarn> TGW: amnesia traps everywhere 02:11 < TGW> I gathered 02:18 < Eronarn> oh man 02:18 < Eronarn> zot could have a death popcorn in it. just one 02:19 < TGW> @??orb of fire 02:19 < Gretell> orb of fire (*) | Speed: 20 | HD: 30 | Health: 150 | AC/EV: 20/20 | Flags: non-living, see invisible, lev | Res: magic(immune), hellfire+++, cold, elec++, poison+++ | XP: 11717 | Sp: b.fire, polymorph other, fireball. 02:19 < TGW> that will be problematic 02:19 < TGW> does it recalculate exp? 02:20 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 02:20 < TGW> 'cause I can give it throw flame and like 2 HD 02:20 < TGW> but getting 12k exp pretty much would break everything 02:21 < Eronarn> TGW: as a reward for clearing it? not necessarily 02:21 < Eronarn> but i'm pretty sure droppin the HD drops XP, too 02:22 < TGW> @??death cob 02:22 < Gretell> death cob (%) | Speed: 25 | HD: 10 | Health: 40-90 | AC/EV: 10/15 | Damage: 20 | Flags: undead, evil | Res: magic(40), cold, poison | XP: 1272. 02:22 < TGW> 20 damage would be a problem 02:22 < ogaz> HD is definitely part of exp, compare killer klowns to electric golems 02:23 < TGW> I mean in vaults 02:23 < TGW> if you change the HD, does it change the experience? 02:29 < TGW> what colour are lair walls/floor 02:31 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 02:32 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit [Remote closed the connection] 02:32 < Eronarn> brown walls green floor 02:32 < Eronarn> i think 02:34 -!- MarvinPA [n=marvin@80-41-180-137.dynamic.dsl.as9105.com] has quit [Read error: 60 (Operation timed out)] 02:43 < Ashenzari> Add monster glyph to the ?/ monster lookup (http://crawl.develz.org/mantis/view.php?id=324) by LordSloth 02:44 < Eronarn> wow, what the WTF 02:44 < Eronarn> i just found a D:1 vault with 3 spellbooks behinf a secret door 02:44 <+doy> yup 02:45 <+doy> apparently those are relatively common 02:45 < TGW> those are awesome 02:45 < Eronarn> that really needs to go 02:45 < TGW> you really need to go 02:46 < Eronarn> s - a book of Cantrips 02:46 < Eronarn> t - a book of Stalking 02:46 < Eronarn> u - a book of Spatial Translocations 02:46 < Eronarn> finding this on d1 is so absurdly broken 02:47 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 02:49 < Vandal> that depends, you might not even have spellcasting, and finding those won't give you it :P 02:50 < TGW> we should make an equivalent vault with GDA and execs 02:50 < TGW> it's not broken because some people are spellcasters 02:50 < Eronarn> Vandal: spellcasting is trivial to raise 02:52 < nrook> we should make an equivalent vault with golden dragons and executioners 02:52 <+due> What's wrong with books + floor god? 02:52 <+due> And it's "Supply closet" vault. 02:52 < nrook> anyway a bunch of nice stuff in the early game isn't really gamebreaking 02:53 <+due> You usually die before you can take advantage of it. 02:53 < Eronarn> nrook: even one spellbook early game is "nice stuff", though 02:53 < nrook> it's just a fun bonus for spellcasters, on the same level that finding gda or something on the ground is for melee characters 02:53 < Eronarn> i wouldn't mind it if it were one spellbook, but three is ridiculosu 02:53 < Eronarn> most games you're lucky to find 3 spellbooks in the first several dlvls 02:54 < nrook> it's not like most spellcasters are going to be able to do much from three books 02:55 <+due> Finding anything good in it is unlikely. 02:55 < Vandal> you find a longsword, a morningstar, and a broad axe 02:56 < Vandal> that is a more valid comparison :P 02:56 <+due> It might make sense to have some variations of that vault involving potions or wands. 03:04 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 03:14 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 03:14 < Eronarn> ...power has imb now 03:15 <+due> Yes, it's useful now. 03:17 < Ashenzari> No message for Clarity amulet + Berserk Rage potions (http://crawl.develz.org/mantis/view.php?id=325) by Eronarn 03:17 -!- syllogism- [i=syllogis@85-131-30-15.bb.dnainternet.fi] has quit [] 03:18 <+due> Oh, damn. I forgot to do a playtesting post. 03:22 < Ashenzari> Pacified creatures will get stuck on doors (http://crawl.develz.org/mantis/view.php?id=326) by Eronarn 03:23 < Twinge> I assume Aizul's sleep wouldn't work on someone that is currently berserk? Some people on ##crawl are talking about that... 03:23 <+doy> why wouldn't it? 03:24 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 03:24 <+due> Why wouldn't it? 03:24 < Eronarn> Twinge: imagine sleepwalking 03:24 < Eronarn> then imagine it REALLY ANGRILY 03:25 < Twinge> Eronarn: Hahaha. Hmm. It seems like it'd at least be harder to be put to sleep while berserking, though. 03:25 <+doy> i don't see why 03:25 <+due> Why? 03:25 <+due> It's not like hypnotism. 03:25 <+due> It's a spell. IT puts you to sleep. 03:25 < Twinge> You're flooded with adrenaline. 03:26 <+due> You're being magically kept asleep. 03:26 < Eronarn> Twinge: FWIW, your body is capable of sleep while you're on *meth*. Nevermind adrenaline. 03:26 < Twinge> Fair enough I suppose, just now how I pictured it working mentally I guess. 03:27 <+due> It's not a natural sleep. 03:28 < Twinge> Sure, but that doesn't inherently mean some things which would resist natural sleep wouldn't also help resist that. (But it can, which is fine I suppose, just hadn't thought of it that way previously.) 03:29 <+due> Think of it more as an enforced coma, then. 03:30 < Eronarn> ...why don't trolls count as cannibalism 03:34 <+due> Hey, so apparently slings train throwing more than slings. 03:34 < Eronarn> oh wait, is it only your own genus rather than all int? okay 03:34 <+due> I can't work out why. 03:34 < Eronarn> due: just drop the crosstraining :P 03:34 <+due> Also 03:34 <+due> Why? 03:34 <+due> But yeah 03:34 <+due> I'm thinking that might help. 03:34 <+due> It doesn't actually use any throwing skill in it... 03:34 <+due> I'll need to look. 03:34 < Eronarn> due: Why should it exist? 03:34 < Eronarn> It was only there because slings use rocks as ammo 03:34 <+due> Huh. 03:35 <+due> Yeah, it should go. 03:35 <+due> Thought: big kobolds should occasionally spawn with bucklers and slings and sling bullets. 03:35 <+due> Yes/yes? 03:35 < Eronarn> no 03:35 < Eronarn> crossbows 03:35 < Eronarn> !apt ko 03:35 < Henzell> Ko: Air=100, Armour=140, Axes=110, Bows=80, Conj=110, Xbows=90, Darts=50!, Div=130, Dodge=70, Earth=100, Ench=110, Evo=60, Exp=100!, Fighting=80, Fire=100, Ice=100, Inv=75, Long=140, Maces=100, Nec=105, Poison=100, Polearms=150, Shields=130, Short=60!, Slings=70, Splcast=143, Stab=70, Staves=110, Stealth=60, Summ=105, Throw=60!, Tloc=100, Tmut=110, Traps=100, Unarmed=100 03:35 <+due> Why crossbows? 03:35 < Eronarn> switch xbow and sling apt 03:35 <+due> No. 03:35 < Eronarn> and then make it xbows 03:35 <+due> That makes no sense. 03:36 < Eronarn> You don't like crossbow kobolds? :( 03:36 <+due> I mean, it's an option, but for what reason? How would it make them interesting? 03:36 <+due> And how will it make them not *fucking deadly* in the early game? 03:36 <+due> They're bad enough with darts, and slings might be pushing it, but *crossbows*? 03:36 < Vandal> WEll it would make Halflings the only Sling user by default ;o 03:36 < Vandal> but there are only 2 other xbow users 03:36 <+due> Don't want halflings as the only sling user in case halflings go bye-bye (still possible). 03:36 < Eronarn> due: uh... fucking deadly compared to CURARE? :P 03:37 <+due> Curare doesn't spawn as often as big kobolds with darts. 03:38 <+sorear> we could occasionally give *big* kobolds xbows 03:38 <+sorear> Twinge: In 4.1 you got a hefty MR bonus for being berserk 03:40 < Twinge> sorear: Interesting. 03:41 < Eronarn> sorear: yes, that's what i was thinking 03:41 < Eronarn> also, this gives me an idea for a neat fire support spell 03:41 < Eronarn> berserks an enemy, but lowers their MR dramatically 03:41 < Twinge> Honestly I don't see any reason at all to keep slings seperated and blowguns NOT seperated right now. That makes no sense at all to me. If anything, especially with recent changes to blowguns and dart options, it seems like Blowguns should be their own apt and slings NOT (or all 3 in the same apt) 03:41 < Eronarn> only castable in melee range 03:41 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 03:42 <+due> Twinge: Because blowguns were never separate before. 03:44 < Twinge> Hmm? 03:45 <+due> Blowguns were part of the "darts" skill; we nuked the darts skill and subsumed it, and, by proxy, blowguns, into throwing. 03:45 < Twinge> There were Blowguns+Darts, Throwing, and Slings. Seems reasonable to combine all 3, but if there are to be 2 left, it makes more sense to me for those 2 to be Blowguns and Throwing+Slings 03:45 <+due> We haven't touched the slings skill. 03:45 <+due> Well, that's an option, sure. 03:46 < Twinge> Yes, I'm fully aware of that - I'm saying that doesn't make sense :P 03:46 <+due> But there's a hell of a lot more special-cased code for slings than there is for throwing. 03:46 < Twinge> Hmm 03:46 < Eronarn> Twinge: dpeg was willing to consider a merge of all non bow/xbow skills into one 03:46 <+due> And I'm not sure how much of an impact combining throwing and slings is going to have. 03:46 < Eronarn> but we can try what we have first 03:46 < Eronarn> we could also buff slings, inherently 03:46 <+due> But yeah. 03:46 < Twinge> Eronarn: Yeah I forget who it was that ocnvinced me merging all 3 together was the best idea, might've been dpeg 03:46 < Eronarn> like - gving them the backcosh effect that clubs have now 03:47 <+due> I just want to unlink slings now and see what an impact it has. 03:47 < Eronarn> chance to confuse distracted opponents you sling 03:47 < nrook> I liked b0rsuk's idea of explosive sling bullets 03:47 <+due> If it's not enough, sure, they can get buffer further. 03:47 < Eronarn> (non-MRably) 03:47 <+due> nrook: what's the idea? 03:47 <+due> nrook: (They're already existant, for the record.) 03:47 < Eronarn> due: like evap but nonspell 03:47 < nrook> due: explosive ranged things are limited to specific grenades, which must be fired from a sling to go very far 03:47 <+due> Oh. 03:48 <+due> Yeah, interesting. Not going to be done for 0.6, though. 03:48 < Eronarn> it's a fine idea but i'd rather have it be done with randart projectiles 03:48 < Eronarn> and not sling specific 03:48 <+due> Yeah. 03:48 <+due> I think randart projectiles are cool--but not for 0.6. 03:48 <+due> Ranged combat wasn't an 0.6 target originally, and while it is now, I just want it to be workable and playable for 0.6. 03:49 <+due> Adding randart projectiles or exploding sling-launched things, sure, but that would require a lot more playtesting and balancing. 03:51 < Eronarn> due: I'm willing to bet it would smoothly flow from randart rods; in that valid not-buff randart rod effects if made into a manual list would also make a good list of randart projectile on-hit effects 03:52 < Eronarn> Or "turns-into-this-in-flight" effects 03:52 <+due> Sure. 03:52 < Eronarn> ...holy shit 03:52 <+due> Mechanics and stuff would need to be discussed heavily. 03:53 < Eronarn> due: IOOD. On an arrow. For AM book! 03:53 <+due> Well, yeah, that would be cool. 03:53 <+due> I was thinking about ways to make "Warp weapon" go well with bows. 03:54 <+due> The easiest option would be to imbue missiles fired with it as dispersal, but I don't think that's interesting enough. 03:54 < Eronarn> due: That portal spell I described could do it... fire an arrow into a portal, a few turns later, portals start appearing that fire copies of the arrow out of them! "Heisenberg's Uncertain Arrow" 03:55 <+sorear> Eronarn: we can't just drop names like that 03:55 <+due> Randomly placed portals! 03:55 < Eronarn> Yes! 03:55 <+sorear> Eronarn: if we did that, we'd need a Heisenburg wizlab 03:55 <+due> Yeah, keep that in mind. 03:55 <+sorear> with Heisenburg compensaters lying around 03:55 <+due> Any newly named wizard spells will need WizLabs. 03:56 < Eronarn> As long as we know its energy we don't need to know whether it's in Crawl or not. 03:56 * due beats Eronarn with a stick. 03:56 <+due> We should rename box of beasts: Schroedinger's box. 03:57 <+due> You can evoke it to either get monsters, or monster corpses 03:57 < Eronarn> (but, okay, the name is silliness. Realistically: I think IOOD would work better as creating a bunch of small projectiles that use that logic. But we could make an arrow-y version of it instead that works that way.) 03:57 < Eronarn> due: That's wonderful. 03:57 <+due> I like the idea of "Someone's Homing Missile". 03:58 < Eronarn> Could be Maxwell if the name were based around charges/fields 03:59 <+sorear> Am I the only one who doesn't like the appropriation of real world physicists? 03:59 <+sorear> Maxwell, Shroedinger, Heisenberg, Nikola, ... 03:59 < Eronarn> sorear: I think it's cute. 03:59 <+sorear> (no, CaptainErsatz is not a solution) 03:59 <+due> sorear: The Schroedinger was a joke, I didn't actually intend that it be used. 04:00 <+due> Though I didn't realise that MAxwell was based on an actual physiscist. 04:00 <+due> Er. Physicist. I should eat. 04:00 <+sorear> I don't think Maxwell is 04:00 <+due> James Clerk Maxwell - Wikipedia, the free encyclopedia 04:00 <+due> James Clerk Maxwell (13 June 1831 – 5 November 1879) was a Scottish theoretical physicist and mathematician. His most important achievement was classical ... 04:00 <+sorear> Maxwell just the silver hammer and heavy armor dude currently 04:01 < Eronarn> Well, Maxwell is a physicist. Not sure if ours is the same one. 04:01 <+due> Yeah. 04:01 <+sorear> Eronarn is suggesting that our Maxwell become involved with fields 04:01 <+due> Nikola needs to be renamed to Niko. 04:01 <+doy> wasn't the armor originally edison? 04:01 < Eronarn> think so 04:01 <+sorear> yes 04:01 <+due> Yes 04:01 <+due> It was Edison's to start with. 04:01 <+doy> why was that changed? 04:01 <+due> I'm not sure, to be honest. 04:01 <+due> But yeah. NAming spells is cool, but too much of it is just too much. 04:01 < Eronarn> sorear: I want to say that the silver hammer spell desc. mentions gravity fields or something 04:02 <+sorear> because Edison was out of place and we already had an earth mage Maxwell 04:02 <+due> Anyway, back in an hour. 04:02 < Eronarn> I don't think it actually makes your weapon silver in the description atm... 04:02 < Eronarn> could be wrong though 04:02 < Twinge> Edison is also a jerkface. 04:06 < Eronarn> is it intentional that pacified quokkas turn darkgrey wth no background 04:06 <+sorear> Edison -> Maxwell was proposed without any justification in a command by Anym on FR#1945156 04:07 <+sorear> I was wrong, then 04:07 < Eronarn> is the armor currently maxwell's? 04:07 -!- TwingeHatesISP [n=user@97-124-170-9.hlrn.qwest.net] has joined ##crawl-dev 04:08 <+sorear> yes 04:09 < Eronarn> kind of funny because: 04:09 < Eronarn> @??nikola 04:09 < Gretell> Nikola (@) | Speed: 9 | HD: 18 | Health: 190 | AC/EV: 1/9 | Damage: 20 | Flags: spellcaster, see invisible | Res: magic(120) | Chunks: contaminated | XP: 3665 | Sp: shock, chain lightning, blink, b.lightning. 04:09 < Eronarn> he has reduced speed :P 04:10 <+sorear> @?? greater naga 04:10 < Gretell> greater naga (N) | Speed: 8 (act: 80%) | HD: 15 | Health: 45-120 | AC/EV: 6/10 | Damage: 27 | Flags: spellcaster, see invisible | Res: magic(immune), poison | Chunks: poisonous | XP: 1576 | Sp: b.venom, mystic blast, haste, poison arrow, teleport other, teleport self. 04:10 <+sorear> he needs (act: 90%) 04:10 <+sorear> wait 04:10 <+sorear> speed 8? 04:11 <+sorear> why are they so much faster than player nagas 04:11 -!- Twinge [n=user@97-124-164-224.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 04:11 < Eronarn> sorear: for the same reason there's a player/monster centaur disparity: no reason at all 04:13 -!- TwingeHatesISP is now known as Twinge 04:15 < nrook> note to self: enemies get turns when you travel through pan gates 04:15 < nrook> wait, this is ##crawl-dev, sorry guys 04:21 < Twinge> So did the idea of making the whole butchering weapon process less tedious ever make the wiki? (remove knife weapon entirely, assumed to always have small knife you don't have to switch to, still can't butcher with cursed mace/etc. in hands) 04:23 < elly> yes please. 04:33 < Twinge> Should that just be submitted directly as a FR? I forget who's idea it was, though I could check the logs... 04:35 < Eronarn> The phantom is lightly damaged. 04:35 < Eronarn> The phantom is repulsed! 04:35 < Eronarn> ...what? 04:36 < Eronarn> is this what happens when you enslave demons/undead as a holy-ite? 04:49 < TGW> eronarn: while I don't have the time for a full-level vault, it's coming along swimmingly 04:49 < TGW> orc and lair are tentatively finished, hive is ehh 04:49 < Eronarn> TGW: if you send me the stuff you have i can work on some of it. or i can just do some individual rooms, since it's really like a ton of separate rooms mushed together 04:50 < TGW> eronarn: if you could work on some of the later rooms it'd be nice 04:50 < Eronarn> sure; i have a good idea for hell, at minimum 05:01 < Eronarn> ...HAHAHA 05:01 < Eronarn> bailey entrance is bugged 05:01 < Eronarn> when you leave it you can go back in and get a NEW bailey 05:01 < Eronarn> i'm going to go do 500 baileys on this character 05:02 <+due> Really? 05:02 < Eronarn> Really 05:02 <+due> That's odd 05:02 <+due> Whoa, crash. 05:03 <+due> Not the case in trunk. 05:03 <+due> Sounds like the timeout isn't being used properly. 05:03 < Eronarn> due: You can watch my game, I just did it in trunk 05:03 < Eronarn> well 05:03 < Eronarn> CDO trunk 05:03 < Eronarn> which is from like... this morning 05:03 <+due> Yeah, weird. 05:03 * due doesn't have time to look at it. 05:04 < Eronarn> i'll investigate it from the play end 05:04 < Eronarn> see if i can do it again 05:05 <+due> Okay, I need a to-do list 05:06 <+due> Eronarn: What were those things you asked me to do? 05:06 < Eronarn> what things? 05:07 <+due> You gave me a list of things you wanted me to look at... 05:07 <+due> I Can't remember them all. :| 05:07 < Eronarn> i sent it via msg, right? 05:07 <+due> OH 05:07 <+due> Glowing ego ammuniution. 05:07 < Eronarn> that's already in 05:07 <+due> Yeah 05:07 <+due> It's not properly working though, needs a teweak. 05:07 < Eronarn> oh? seemed to be working ok 05:07 <+due> Does it actually colour? 05:07 < Eronarn> also, suggestion on the needles 05:08 < Eronarn> think so, can check next time i see 05:08 <+due> Yeah, new brand for rage. 05:08 <+due> It's going to be "insanity" instead. 05:08 <+due> Neutral + berserk, so attacks everyone, rather than attacks you. 05:08 < Eronarn> curare shows up in *small* stacks 05:08 <+due> (This was dpeg's suggestion). 05:08 < Eronarn> so should these new needles 05:08 <+due> Also doable. 05:08 < Twinge> Speaking if needles, I heard someone in the main crawl channel saying they could thrown berserking needles at themselves to make themselves berserk? Is that intended? 05:09 < Eronarn> due: I actually would be in favor of like, all needles being in that size stack. Including poison. But then not altering the # of stacks 05:09 < Eronarn> Needles are way, way over-common atm anyways 05:09 < Eronarn> If stacks were something like 5 +/-1d4, that would be ok 05:09 < Eronarn> it also makes starting with needles much more special 05:10 <+due> Twinge: Kinda. 05:10 <+due> Twinge: It's not intentional, but I don't think it should be removed. 05:10 <+due> It has as many downsides as potion of berserk; amulet of rage and the spell and Trog'sability give you protection. 05:11 < Twinge> Nod. But aren't they re-usable? 05:11 <+due> Might make rage needles automulhc. 05:11 < Eronarn> due: a more interesting question: should throwing needles have effects? I say yes, using throwing skill to hit with range 1, but no ability to add skill into the calculation. 05:12 <+due> Wait 05:12 <+due> Throwing without using a blowgun? 05:12 < Twinge> Near-endless beserk options from a stack of needles - even without a blowgun- seems like a stellar find is all I'm saying 05:12 < Twinge> Yes. 05:12 <+due> That's wrong 05:12 * due adds to to-do list: throwing needles causes no effects. 05:12 <+due> No mulch, but no effect and no damage. 05:12 < Eronarn> i think it's okay if needles can be thrown - there are tons of examples of blowgun needle like needles being used without blowguns, e.g, mouth darts - as long as it's VERY inefficient 05:13 < Twinge> Yeah, I think they should just have crap range and much much lower chances for effect to take place. More than 0% 05:13 < Eronarn> due: btw, did you get my msg about unskilled blowgun use? 05:13 <+due> Yes 05:13 <+due> I didn't understand it 05:13 < Eronarn> due: right now it's value of skill + enchantment, floor 1 05:14 <+due> Yup. 05:14 < Eronarn> i propose: skill + enchantment - 5 or 10, no floor, if a negative value, divide by that value and that's the % chance it has to kick in 05:14 <+due> Which is a modifier on the "base" durations. 05:14 < Eronarn> so -2 = 1/2, -3 = 1/3 05:14 <+due> They always kick in. 05:14 < Eronarn> yes, i'm proposing that they *not* 05:14 < Eronarn> it's too good with no skill 05:14 <+due> They just last longer if you have better skills. 05:14 <+due> Hm. 05:14 <+due> TRue. 05:15 < Eronarn> -5 would mean that you need a combination of 5 launcher skill and enchantment to kick in all the time 05:15 <+due> Mind writing pseudocode? I understand what you mean, but not how you think it should be implemented. 05:15 < Eronarn> and worse case, totally no skill/enchantment, you have a 1/5 chance per needle hit 05:16 <+due> Well, if (blowgun_roll < 0) { if (!one_chance_in(abs(blowgun_roll))) return; } 05:16 < Eronarn> due: x = SK_THROWING + ENCH_BLOWGUN; y = x - 5; if x =>0 pow = x+1 else 1/x chance of power = 1 05:16 <+due> Like that? 05:17 <+due> Right. 05:17 < Eronarn> how you handle 0 is up to you really, it could be power 1, or the first tier of fail 05:17 < Eronarn> also -5 is just a guesstimate modifier 05:17 < Eronarn> but 20% absolute minimum chance to have a hitting needle affect seems quite reasonable to me 05:18 <+due> Yeah, I think it does as well. 05:18 < Twinge> 20% sounds reasonable enough. How much percentage would an average starting Assassin get with that set up? 05:18 < Eronarn> also: might want to look into disabling needle enchantment; their ench doesn't do anything other than anti-mulch now, yes? 05:18 < Eronarn> Twinge: what's an assassin's skill in throwing? 3? 4? 05:19 < Eronarn> i'd start one but i'm in a game 05:20 < Twinge> Only 2 it appears, unless the class itself was changed when the Darts=Throwing change went in 05:20 < Twinge> (I'm still using a, uh, several DAY old trunk version offline, gasp :P) 05:20 < Eronarn> and they have an enchanted blowgun, right? 05:22 <+due> I forgot about assassins. 05:22 < Eronarn> assuming 2 skill and a +1 blowgun, with that formula i posted they'd have -2, which is 1/3 (oops, left out a +1, heh) 05:22 < Eronarn> but... assassins have throwing/darts, right? they could go to just throwing, which'd increase it 05:23 < Twinge> +0, +0 blowgun -- again unless it was changed 05:23 < Eronarn> or start with an enchanted blowgun 05:23 < Eronarn> or we could make the number -4 or -3 instead of -5 05:23 < Twinge> And no throwing darts :P 05:23 < purge> due: what exactly does raising throwing skill do? raise dmg, accuracy 05:23 < purge> ? 05:23 < Eronarn> it could be neat to give them an array of needles 05:24 <+due> purge: I honestly have no idea, actually. Accuracy and damage, likely. 05:24 <+due> Possibly speed. 05:24 < Twinge> Assasin's definitely need a halfway decent chance for them to proc right from the start, for the class to be worth taking. Or perhaps an array of needles, yeah. 05:24 <+due> I didn't touch that code :) 05:24 < Eronarn> Twinge: yeah, the goal should be that all not-poor-apt assassins have a 100% proc rate from the gate (albeit at very low power) 05:24 < Twinge> Comparing to say Stalker, with Sting's pretty high success rate, and damage alongside the poison to boot 05:24 < Eronarn> it will not take much poking from what i proposed to reach that though 05:25 < purge> assassins get curare off the start which is pretty powerful 05:25 < Twinge> Fair enough. And yes, they do get curare -- but it wouldn't be very impressive if it only worked 1/3 of the time you hit :P 05:27 < Eronarn> due: This time the bailey didn't do that. File it? I know which bailey it was that didn't trigger 05:28 <+due> Crap, too many terminals open 05:28 <+due> Yes, please do. 05:37 < Ashenzari> Bailey doesn't properly close dungeon portal on exit (http://crawl.develz.org/mantis/view.php?id=327) by Eronarn 05:45 < Eronarn> hmm... I take back what I said about DDAr recharging 05:45 < Eronarn> it's quite powerful early, but the rod simply can't hold up as a rod even with high evo skill 05:45 < Eronarn> and i'm only on D:9 05:45 < Twinge> So kind of like how poison is super strong early, but even more powerful early and even faster to become weak? 05:46 < Eronarn> not quite... it's more like, yes it is very powerful to recharge your starting wand immediately 05:46 < Eronarn> but, those charges could be better saved for a later rod, perhaps 05:47 <+due> Yeah, definitely. 06:01 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has quit ["Lost terminal"] 06:04 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 06:07 < Ashenzari> Monster falling through a shaft did not ID the shaft (http://crawl.develz.org/mantis/view.php?id=328) by Eronarn 06:09 <+due> Monsters falling through shafts destroy shafts; there shouldn't be one left behind. 06:09 <+due> So yeah, unintended behaviour. 06:10 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 113 (No route to host)] 06:10 <+due> Unfortunately the side-effect of not having finished the shaft work. That really ought to be a 0.6 target. 06:10 <+due> Also, I had an amusing conversation with someone in ##crawl; apparently the only member of the dev team that they knew was Napkin and eith. 06:11 < Eronarn> was it a regular, or? 06:11 <+due> No, someone I've never spoken to. 06:11 <+due> Apparently a regular player, though, on CDO. 06:11 < Eronarn> interesting 06:11 < Eronarn> it could be neat to preface playtesting posts in the future with a "get to know the devs" thing 06:14 <+due> Not a bad idea. 06:15 < elly> I bring you tidings from angbandland: http://l.leptoquark.net/~elly/zergrush2.png 06:17 <+due> That's a lot of cats claws. 06:17 < Eronarn> @??sonja 06:17 < Gretell> Sonja (K) | Speed: 14 | HD: 6 | Health: 30 | AC/EV: 2/24 | Damage: 9, 5, 5 | Flags: spellcaster | Res: magic(8) | Chunks: poisonous | XP: 267 | Sp: blink, teleport self. 06:18 < Eronarn> aughgglkfgjhfg 06:18 < elly> due: I got killed. 06:18 < Eronarn> yet another random faster-than-10 unique 06:18 <+due> I'm not sure why she's so fast. 06:18 <+due> "Ballet-dancer fast"? 06:18 < Eronarn> because people think hard => fast 06:18 < Eronarn> because they're STUPID 06:18 < Eronarn> and WRONG >:( 06:19 <+due> Well, part of the issue is that, code-wise, slow = easy. 06:20 < Eronarn> how do you mean 06:22 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 06:22 < Eronarn> ughhh that was waful 06:23 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 06:23 < Eronarn> i can't believe a unique with speed 14, curare, and blink is only worth 267 06:23 <+due> She's nasty. 06:25 < Twinge> Also EV 24, which is not a low number. 06:25 < Twinge> I'll add her to the list 06:25 < Eronarn> she can have distortion, too 06:26 < ogaz> she has no hp though 06:26 <+due> She is pretty wimpy. 06:26 <+due> She can get a HP and EXP boost. 06:26 < Eronarn> ogaz: yeah, but if you don't have meph/evap/etc. she's a real pain 06:26 < ogaz> Eronarn: or a wand of magic dart 06:27 < ogaz> (okay, I'm exaggerating, but I haven't found her dangerous in any of my admittedly few encounters with her) 06:27 < Eronarn> by the way, would anyone else be in favor of renaming magic dart to be an Isky's spell? 06:27 < Eronarn> ogaz: neither have i but that's because most of my characters have evap :P 06:27 < Eronarn> this was my first time running into her without something that autohits 06:29 < Eronarn> hm... Ely pacification working well on ugly things. Bug or feature? I'm inclined to say they should pacify as if they were undead/demons, rather than natural creatures 06:29 < Twinge> I'm thinking the base XP formula could just take speed more into account fora better baseline to work with - it seems to drastically underestimate the value of speed by only counting it once, and counting HD so heavily. It also doesn't even count AC or EV at ALL IIRC. 06:30 <+due> I don't think we should rename early spells. 06:31 < Twinge> I have a mild preference for Magic Dart staying with its current name as well. 06:32 < Eronarn> Twinge: i think the XP formula should take into account something more like a "resource you might need to expend" model 06:33 < Eronarn> assume a certain range of player characteristics, vs. the stats of the monster; what're the odds the player would need to use a non-resistable attack? a teleport/blink/escape? etc. 06:33 < Twinge> That seems rather more difficult and even more different per character than it is now 06:33 < Eronarn> Twinge: yes, the difficulty is finding an appropriate set of baseline characteristics, and the categories of possible resource expenditures 06:34 < Eronarn> it's not an intractable problem though 06:35 < Eronarn> you could then take the output of that and compare it to the current formula output looking for anomalies... i reckon that basically any >10 monster would be worth much more XP, likewise poisoners 06:36 < Twinge> Possible. Not something I feel I could help create though, hehe. And probably not something that could be implemented in 0.6, whereas smaller tweaks to the existing formula and/or manual per-monster tweaks can be. 06:36 < Eronarn> yeah, i am in favor of manual tweaks 06:36 <+sorear> due: shame on you, you didn't remove SK_DARTS from the enum 06:37 < Eronarn> i don't think we should put much effort into the formula unless we're actually going to design a better formula though 06:37 <+due> sorear: Yeah, I wasn't sure how to do so safely. 06:37 <+due> sorear: That was the first step. Then I removed hand crossbows and stuff and I forgot to go back and remove the darts skill. 06:37 <+sorear> due: simply remove the value 06:37 <+sorear> don't do the = 11 stuff 06:38 <+due> And then remove all of the "unused" aptitutdes? 06:38 <+sorear> gaps in enums cause huge problems 06:38 < Twinge> Nod, that's fair. All I was looking at was something simple (change "* speed" to e.g. "* (speed^1.30103)/2" {weird number to make it the same for 10 speed}, but it'd still need to be tested enough that it might not be worth it. 06:38 <+sorear> valrus now has xp going into INVALID SKILL 06:38 <+due> Oh really? How? 06:38 <+sorear> because Sage rolled a die and it came up 10 06:38 <+sorear> for skill 06:38 <+due> Ahhhhhh. 06:38 <+due> Whoops. 06:38 <+sorear> and you left a gap in the numbers 06:38 <+due> Me naughty. 06:39 * due can't fix it at the minute. 06:39 < Eronarn> sorear: i think the recharge rate on rods might be a bit too high, what's the current formula 06:40 <+sorear> 4+e per 100 turns 06:40 <+due> I'll put it on my to-do list unless you fix it. 06:40 < Twinge> So is there a way to just set monster exp directly then? In mon-data I only see the experience modifier value that is easily adjustable, but sorear mentioned there might be a way to just set it flat-out... 06:41 <+sorear> Twinge: replace the entire contents of exper_value with return _mons_exp_mod(monster->type); 06:42 < Eronarn> sorear: it definitely needs to drop. When I made that suggestion, that wasn't taking into account the evo modifier. My DD with a +5 rod and 13 evo is recovering 1 point per 4 rounds 06:43 <+sorear> 4+5 = 9, 9 * 2.6 = ~24 06:43 <+sorear> mm 06:43 < Eronarn> i'm not sure evo even needs to make your rod recharge faster 06:43 <+sorear> is that too much? 06:43 <+sorear> I thought evo was supposed to be good 06:43 < Eronarn> well, it's a fast-training skill remember 06:43 < Eronarn> and rods have good spells 06:44 < Eronarn> not affected by ASF, or now armor 06:44 < Eronarn> er, now shields 06:44 < Eronarn> ...also, i just remembered ASF is a D&D term, i'm doing amazing tonight :) 06:44 <+sorear> ASF? 06:44 < Eronarn> arcane spell failure (D&D version of armor penalty to casting) 06:45 < Eronarn> sorear: what about - tie evo benefit to wand recharging to spellcasting benefit to MP/sec 06:45 < Eronarn> spellcasting boosts your MP, which makes it regen more MP/sec since the time to regen doesn't change 06:45 < Twinge> How does the rod bonus increase? Maybe that oculd be partially capped, e.g. more than +3 only increases it further by a small flat rate each step or something 06:45 < Twinge> I think Evo should still affect recharge rate 06:45 < Eronarn> Twinge: the rod bonus is a base of 4+n where n is rod value, -3 to +9, per 100 turns 06:45 < Eronarn> the problem is the evo modifier beyond that is *huge*, apparently 06:47 <+sorear> Eronarn: Evo modifer is 100% + 10% per evo point 06:48 < Eronarn> so assuming no racial modifiers, and Spc = XL... (2*XL) / ( (XL * 1) + (2 * XL-1) ) 06:48 < Eronarn> though, that gets it in the wrong units 06:48 <+sorear> Eronarn: I'm not following you 06:48 < Twinge> Eronarn: Oh, I read that backwards I guess. I thought Evo was that bonus, so a +0 rod with Evo 5 would be 3 base + 5 = 8 / 100, which is definitely on the low end. 06:49 < Eronarn> Twinge: no, it'd be 3 base + 0 = 3/100, * evo modifier sorear just listed 06:49 < Eronarn> a +5 rod would be 3 + 5 = 8 * that modifier 06:50 < Eronarn> sorear: It'll be clearer once I have the numbers one sec 06:55 < Twinge> sorear: I'm not following your exp explanation. (I'm feeling rather inept and even reading the code in general sadly, guess I've been away from coding for too long :P) Where is this exper_value I'd be replacing? 06:56 <+sorear> mon-util.cc 06:56 <+sorear> it's a giant function that calculates xp for every monster 06:56 <+sorear> if you want to hand-pick xp values, you should axe that 06:58 < Eronarn> sorear: OK, what I was trying to explain: your MP is X. It regens in Y time. Thus, X/Y = MP/sec. Adding a level of spellcasting gives you X+2/Y. Assuming a character who has no other bonuses to MP, and keeps Spc and XL equal, 06:58 < ogaz> Would there be a way to factor average monster equipment into the formula? 06:58 < Eronarn> the first level of Evo = 3x increase in MP sec from 0 06:58 < Eronarn> second level = 1.4x increase in MP sec from 1 06:58 < Eronarn> and so on 06:58 < Twinge> ogaz: Not easily, without a complete formula overhaul. So for now we're looking at just fixing specific cases. 06:59 < Twinge> sorear: Oh, I wasn't thinking about it the same way, no wonder I couldn't find it. For now I'd like to just hand-set ~40 monsters and leave the other ~300 run by the formula 07:00 < Eronarn> the base rate is way too high for that to work here, but some similar progression could be used 07:00 <+sorear> Twinge: I was under the impression you had ~200 special cases to set, so I thought it would be simpler to explicitly set all of them 07:01 < Twinge> Oh, no. The list is 45 right now, and I don't expect too many more to be added. 07:02 <+due> 45 special cases is still nasty. 07:03 < Twinge> True, but not all that hard to deal with I think. I guess for now just changing the exp_modifier for those cases would be the route to go, as those modifiers owuld have to be changed for everything anyway when a formula overhaul is done sometime in the distant future 07:05 < Twinge> Basically this looked like something easy enough that I could personally make the patch for it once there was agreement on the numbers, rather than having to get someone else that could spend their time elsewhere to do it 07:16 < Eronarn> whoah, centaurs can show up with bardings? :O 07:16 < Eronarn> also, due: 07:16 < Eronarn> You see here an orcish javelin. 07:16 < Eronarn> v - 6 glowing orcish javelins 07:16 <+due> Yes 07:16 <+due> Wait 07:17 <+due> Argh, that's not supposed to happen 07:17 <+due> So it wasn't glowing on the ground--but it got joined together with the glowing ones in your inventory? 07:17 < Eronarn> yes 07:17 < Eronarn> to make it weirder 07:17 <+due> :/ 07:17 < Eronarn> some ones on the ground WERE glowing 07:17 <+due> Ah 07:17 < Eronarn> i think urug dropped his javs to pick up a bow and arrow, and those ones glowed 07:17 < Eronarn> but the ones he threw did not 07:17 < Eronarn> (this happened offscreen) 07:17 <+due> They're probably the same type but somehow lost the glowing identifier. 07:18 <+due> File a bug, please. 07:18 <+due> I really don't know the code that well :/ 07:18 < Eronarn> aight 07:22 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 07:23 < Ashenzari> Ego throwables losing their glowing status (http://crawl.develz.org/mantis/view.php?id=329) by Eronarn 07:23 <+due> And also stacking improperly. 07:26 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 07:48 <+sorear> Eronarn: *yaktaurs* can show up with bardings. 07:49 <+due> Centaurs used to show up with bardings--and when they didn't, they got gold, which was an amusing bug. 07:50 <+doy> yeah, nagas too 07:50 < Eronarn> is it intentional that ely's purification not affect stat damage 07:50 <+sorear> they got gold *in the armor slot* 07:50 <+doy> made snake a great place to get tons of gold 07:50 <+sorear> Eronarn: ely's next-up power, Restoration, does 07:51 < Eronarn> oh, okay 07:52 <+sorear> woah 07:52 <+sorear> I just randomly visited the ADOM forums, see if anything interesting 07:52 <+sorear> and there's a post by ERIK PIPER 07:53 <+doy> traitor! 07:55 < Twinge> Erik's been in the ADOM community for years! 07:56 <+sorear> Twinge: I did not know that. 07:56 <+sorear> He is also the founder of Stone Soup 07:56 < Twinge> Oh snap 07:56 < Twinge> He was posting in the aDOM newsgroup at least as early as 2004 07:58 <+sorear> Stone soup started in 03, I think 07:59 <+due> Yay, home time, ciao. 08:00 <+doy> i think stone soup was later than 03 08:03 <+doy> 0.1.0 was released in late 06 anyway 08:10 <+sorear> 010 was the first 08:18 < Eronarn> The wandering mushroom is heavily damaged. 08:18 < Eronarn> The wandering mushroom hits you. 08:18 < Eronarn> You are engulfed in a cloud of spores! 08:18 < Eronarn> The wandering mushroom is destroyed! 08:18 < Eronarn> ...does using their spore attack cost them HP? 08:18 <+sorear> no 08:18 <+sorear> do you have reflection or passive freeze? 08:18 <+sorear> was it on fire? 08:18 < Eronarn> no 08:18 < Eronarn> no 08:19 <+sorear> @whereis Eronarn 08:19 < Gretell> Eronarn the Prestidigitator (L12 DDAr), a worshipper of Elyvilon, is currently on Lair:3 after 20937 turns. 08:19 <+sorear> are rods still useless? 08:19 < Eronarn> nope, using one as my primary weapon 08:19 <+sorear> which one? 08:20 < Eronarn> striking - the effect is not so good, though 08:20 < Eronarn> it doesn't seem to scale well with Evo 08:20 <+sorear> striking does not scale at all with evo 08:20 < Eronarn> that would explain that :) 08:20 < Eronarn> it probably should 08:21 < Eronarn> same with smiting, fwiw 08:21 <+sorear> also - how is your Spc*Int doing 08:21 <+sorear> smiting does scale 08:21 <+sorear> (for the player) 08:21 < Eronarn> spc 1 int 16 - no spells i'm actually casting. And that's a really weird distinction 08:21 < Eronarn> (I'm evo 14 invo 14 btw) 08:21 <+sorear> you know spc*int reduces rod hunger, right? 08:22 <+doy> (that's dumb) 08:22 < Eronarn> ...that's dumb 08:22 <+doy> it also doesn't use the same formula as spell hunger 08:22 <+doy> which is also dumb 08:22 < Eronarn> it should be int*evo, if we even want int to be a factor... which i think it should be, because right now evo is too good for people in full plate with no int 08:22 <+doy> you can't actually reduce rod hunger to 0 08:27 <+doy> oh wait 08:27 <+doy> sorear: no, rod hunger is only based on evo 08:28 <+doy> it's the normal hunger cost for the same level spell, minus 10*evo, with a minimum of 5*spell level 08:31 <+doy> oh wait again 08:31 <+doy> it's also reduced by int*spc 08:31 <+doy> this is dumb 08:32 < Eronarn> go fix it then :) 08:35 <+doy> well, i don't know what formula we actually should use 08:35 <+doy> (: 08:35 <+doy> certainly not the current one, in any case 08:37 < Eronarn> ...okay it's kind of silly that neutral monsters will use shafts 08:39 <+doy> they just want to get off the level! 08:39 <+doy> (: 09:00 <+due> yoyoy 09:03 <+due> So, reordering the skills is yet another fun major version change. 09:03 <+due> sorear: What should I do abou the 20-24? 09:06 <+sorear> what's that? 09:06 <+due> When I mistakenly thought that just changin the next enum to 11 was the best wway to do it--it was because that was how the rest of the enum was structure. 09:07 <+due> *structured. 09:07 <+due> Should I just remove the = 11 line and leave the others as-is? 09:09 <+due> greensnark: It's just BEAM_BERSERK and BEAM_MIGHT that aren't caught by that switch, by the look of it. 09:13 -!- MarvinPA [n=marvin@80-41-142-47.dynamic.dsl.as9105.com] has joined ##crawl-dev 09:15 <+due> We need more cool transformations. 09:28 < elly> orbital lasers! 09:31 < Eronarn> due: did you see the stuff I have on Immense? 09:32 <+due> No 09:32 <+due> I basically don't read anything. 09:32 <+due> Apparently I don't have time or something. 09:37 < Eronarn> due: Xform, Angelform, Demonform; Morphs, which are things like Blade Hands - wings, hooves, SHARK MAW., serpent head 09:38 < Eronarn> chaos spawn form as one of my proposed DS muts 09:42 -!- SiberOut [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 09:43 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 60 (Operation timed out)] 09:44 -!- SiberOut is now known as Siber 09:46 < Eronarn> Divine Vigour 09:46 < Eronarn> Depending on your Invocations skill, restore a large amount of, and temporarily 09:46 < Eronarn> increase, both your hit points and your magic points. 09:46 < Eronarn> wow this does not feel like an ely ability at all 09:46 <+sorear> it was worse when Zin had it 09:48 <+due> Okay, play testing post. 09:50 <+due> Gah, more than two pages. 09:50 <+sorear> I don't see it 09:51 <+due> sorear: No, more than two pages of commits to summarise. (On gitweb) 09:51 < Eronarn> due: Might want to specifically request DDAr testing to see if the rod changes are broken for them or not 09:53 <+sorear> I'd be amazed if anything is broken with DD recharge of rods 09:53 <+sorear> permanent costs... 09:54 < Eronarn> sorear: well, having a guaranteed high-ench weapon you have good apts in is a pretty big change 09:55 < Eronarn> it wouldn't be broken for a DD without non-consumable healing, but mine is Ely so the 'permanent cost' isn't really a big deal 09:58 < Napkin> Moin guys! 09:58 <+due> Hi Napkin! 09:59 < Napkin> Due! aahh, new post :) 09:59 <+due> I'm working on it right now :) 10:01 <+due> It amuses me that I look at a commit and go "I have no idea what that does" and just copy/paste it verbatim. 10:01 <+due> And then people ask me abut it and I have to go "I honestly have no idea wha it does." 10:05 < Siber> Trove feedback: Being shown the chance to get something and it being practically impossible for you to attain sucks 10:07 < Eronarn> Volcano!! 10:07 <+due> Who! 10:07 < Eronarn> Me 10:07 <+due> ooh ooh which? 10:08 < Eronarn> due: This volcano entrance looks like it should be to a hellish level. "A dark tunnel" surrounded by red tiles... 10:08 <+due> You can probably heal first. 10:08 <+sorear> Volcanos *are* hellish 10:08 <+due> Not hellish enough, really. 10:08 <+due> Oooh, village. 10:08 < Eronarn> People? 10:08 <+due> Orcs. 10:08 <+sorear> (also, I think that volcano lava tides shouldn't destroy items. Inconsistancies Ew. 10:08 <+due> Zaba's map :) 10:09 <+due> sorear: They really should. That's the point of that map. 10:09 <+due> sorear: Otherwise you can get all the loot. 10:09 <+sorear> due: make permanent lava spills, then 10:09 <+sorear> or have the lava harden, sealing away the items 10:09 <+sorear> if the lava washes away leaving unscarred floor, the items ought to stay 10:09 < Eronarn> alarm traps are so overused 10:10 <+due> Hm. 10:10 < Eronarn> oh wow 10:10 < Eronarn> that's kind of ridiculous loot 10:10 <+due> There are more orc warriors in the other room. 10:11 < Eronarn> all of them? or just most? 10:11 <+due> There's three rooms; one with loot, two with orcs. 10:13 < Eronarn> Oh, that's all? :( Neat, but a bit short 10:13 <+due> Yeah, mapping makes it look larger. 10:13 <+due> Any interesting needles/ 10:13 <+due> Oh, nice. 10:13 <+due> Useful? 10:14 < Eronarn> paralysis is totally broken 10:14 < Eronarn> confusion is ok 10:14 <+due> Maybe they should do HD checks as well. 10:14 <+due> Like meph cloud. 10:14 < Eronarn> some HD based factor could be nice 10:15 < Eronarn> not sure where it would fit into the process best though 10:15 <+due> the same place where the blowgun skull check fits in. 10:18 <+due> One page down! 10:22 < Eronarn> due: what, as just like - (fraction of HD) to effective blowgun skill/enchantment? it'll definitely need some tweaking if so 10:22 < Eronarn> otherwise random monsters will be near-immune to blowguns early game when other ones you can always hit fine 10:23 <+due> Er. 10:24 <+due> No, it'll use the same meph cloud chceck. 10:24 <+due> Which is just a random saving throw against the monster's HD. 10:31 <+due> Wait, since when did we give the long blade stabbing bonus to spears? 10:32 < Mu_> commited a few days ago 10:32 <+sorear> a few weeks ago 10:32 <+sorear> it went in at the same time as back-coshing 10:33 <+sorear> a few days ago, I closed a FR to give one-handed polearms stabbing, because I thought spears were the only one-handed polearm 10:33 <+sorear> kilobyte 1. publically called me on it 2. implemented stabbing for (demon) tridents without further discussion 10:33 < ogaz> strictly speaking, there aren't any 10:34 <+sorear> yes, that's what kilobyte pointed out 10:34 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit ["ChatZilla 0.9.86 [Firefox 3.5.6/20091201220228]"] 10:40 <+kilobyte> sorear: what solution would you prefer? You were away when I asked, I wondered whether to leave it as a discussion or do it the way you described. 10:42 <+kilobyte> I didn't suspect you had something else on mind (since spears and tridents have identical handedness). 10:46 <+sorear> kilobyte: I'm fine with it as it is now; I don't suspect overpoweredness and it's plenty intuitive 10:47 <+due> Eh. I don't like it, still. 10:49 * due goes back to playtesting post. 10:50 <+due> What does an ettin look like, anyway? 10:51 <+kilobyte> same as a two-headed ogre, in all games I've seen 10:52 <+due> Heh. 10:58 <+sorear> early Crawl snapshot comments indicate that the two-headed ogre was omitted for being too boring, and ettins were added as a midrange giant threat 11:02 <+due> Odd. 11:02 <+due> I find ettins are boring. 11:03 < Napkin> two-headed ogre is far more dangerous, no? 11:03 <+due> Finally onto the first pace! 11:03 <+greensnark> Players get double hp when zerking in trunk, correct? 11:04 <+greensnark> Is there any reason that courtesy should not be extended to monsters as well? :) 11:04 <+due> Heh. 11:04 <+greensnark> Or any particular reason why berserk involves double hp for players now? 11:04 <+greensnark> It's quite unnecessary 11:06 < Napkin> what? 11:06 < Napkin> it's what keeps them alive 11:06 <+greensnark> They used to get *1.5, which was plenty 11:06 < Napkin> seriously? I've always had *2 11:06 <+greensnark> And I'm aware that hp gets scaled back post-zerk now, but that is not powerfully important 11:06 <+greensnark> Napkin: No, it was always *1.5 until recently 11:06 <+kilobyte> you got *1.5 HEALING 11:07 <+greensnark> kilobyte: Yeah, I know 11:07 <+kilobyte> it was the most powerful healing effect in the game 11:07 <+greensnark> And berserk was ridiculously strong, so? 11:07 <+greensnark> It would still be very good without the heal and *1.5 hp 11:07 <+greensnark> *1.5 maxhp, I mean 11:08 < Napkin> Making Tiamat and Snorg still stronger is kinda harsh, no? no matter if *2 or *1.5 hp 11:08 <+kilobyte> it's for all practical purposes 50% (33% for *1.5) damage reduction now 11:08 <+greensnark> They get *1.5 when berserk, but that is plainly unfair :P 11:08 <+greensnark> I'm still not seeing any reason for the player boost to go from *1.5 to *2 11:09 < Napkin> ah, creeps get *1.5 while players get *2? 11:09 <+greensnark> It sounds like somebody complained about the loss of berserk healing and this was done to soothe their bruised spirits :P 11:09 <+greensnark> But the fact is, that bererk is plenty strong enough at *1.5maxhp and no post-zerk heal :P 11:09 < Napkin> sonuds unfair, indeed 11:10 < Napkin> i've beat the game twice in.. 4 years? and i'm scared when you talk like that, greensnark :-P 11:10 <+greensnark> Fear not, this is dpeg's change to make :P 11:11 < Napkin> :D 11:11 <+greensnark> I shall file a BR on the monster maxhp thing and propose changing player maxhp boost back to where it was 11:12 < Napkin> anything happened tonight? Shall I update CDO in the mean-time? 11:12 <+due> Well 11:12 <+due> I need to pus ha fix in enum.h that is causing weirdness with Sage 11:12 < Napkin> did you guys see, that you can update CDO too now? 11:12 <+greensnark> Did Keskitalo put in the fluffy bunny Ely vault? :) 11:12 <+due> But it's another tag major version change 11:12 <+due> We can? 11:13 < Napkin> oops, no! just thinking out loud! :> 11:13 < Napkin> i need to add locking to the script first 11:13 < Napkin> but then, yes, you can already 11:13 < CIA-84> kilobyte * r20956f9f4cac /crawl-ref/source/items.cc: Let chunks stack, if their age is similar. 11:13 <+due> :D 11:13 <+sorear> agh 11:14 <+sorear> that *is* controvertial 11:17 <+due> Why are javelins available as poisoned? 11:17 <+greensnark> Chunk stacking is fine 11:17 <+sorear> javelins are good at piercing stuff 11:17 <+sorear> so they're good at delivering poison 11:18 <+greensnark> Oh, that reminds me, can we change the message for penetrating missiles to "pierces through X" instead of "passes through X" 11:18 <+due> Yeah, but it's not on David's list of "okay" brands, which is what I was sticking to for the minute until there was further discussion. 11:18 <+sorear> poisoned sling bullets would be useless because they bounce off their target 11:18 <+greensnark> "passes through X" sounds as if it goes through X without affecting X 11:18 <+sorear> I'm on it 11:19 < Ashenzari> Player and monster berserk max hp boost is inconsistent (http://crawl.develz.org/mantis/view.php?id=330) by greensnark 11:19 <+due> I can do it 11:19 <+due> But... weh 11:19 <+due> I doubt I'll commit anything tonight, too tired to finish anything beyond the play testing post. 11:21 <+sorear> I remember the first time I played a berserker, I tried to powergame by waiting until very low HP to berserk 11:22 <+sorear> Because I thought it was making the healing bigger :D 11:23 <+due> Hah 11:26 <+greensnark> Oh wow, a whole slew of Shoals deaths 11:26 <+due> And argh. 11:26 <+due> am I the only one who gets frustrated by "satiated" being described as "not hungry"? 11:26 <+greensnark> :) 11:27 <+due> greensnark: Thanks for fixing needle generation. 11:27 <+greensnark> NetHack uses it to mean Full, no? 11:27 <+sorear> NetHack uses it to mean Engorged 11:27 <+greensnark> due: NP 11:27 <+due> Satiated is "I'm stuffed, though I could probably force myself to eat just a little bit more." 11:28 <+greensnark> Oh yeah, NetHack has that choking death stuff :P 11:28 <+greensnark> I think I choked once in NH :P 11:28 <+due> Okay, play testing pots done. 11:28 <+greensnark> Died to typoing into lava a few times though :P 11:28 <+sorear> new item, 11:29 <+due> new item what? 11:29 < Napkin> does nethack have an auto-explore? 11:29 <+due> http://crawl.develz.org/wordpress/?p=189 11:29 <+greensnark> Napkin: No :) 11:29 < Napkin> are the maps that small? 11:29 <+kilobyte> it doesn't need it, levels are so much smaller 11:29 < Napkin> i watched someone play on the tiles server 11:29 <+sorear> new item, "wafer thin mint". Eating it causes you to instantly die, producing a shower of chunks and blood. MONUSE_EAT_FOOD and _ITEMS monsters cannot resist eating them as they pass over 11:29 <+due> Napkin: Can you typo fix? :S 11:29 <+greensnark> And visibility is based on rooms, not distance 11:29 < Napkin> and they looked all the same, to be honest 11:29 <+greensnark> Well, not just distance 11:30 <+greensnark> I think bigroom has an LOS limit 11:30 < Napkin> sure thing, due 11:30 <+sorear> actually, NetHack's visibility is based only on geometry 11:30 < Napkin> lemme get locking working first 11:30 <+sorear> you need a straight line, doesn't matter how long it is 11:30 <+due> Thanks! 11:30 <+sorear> *Rogue* used rooms - same room, can see 11:30 <+greensnark> sorear: There isn't a limit? 11:31 <+sorear> greensnark: nope, and there are several levels where you can see all 79+21 spaces. 11:31 <+kilobyte> due: uhm, "Neutral monsters no longer give you experience for kills."? 11:31 <+greensnark> Ah 11:31 <+sorear> Their visibility algorithm is a lot more efficient (and buggier) than ours 11:31 <+due> Apparently I find it dififcult to parse some commit messages. 11:31 <+due> Either I suck, or some people don't explain enough. :p 11:32 < Napkin> *when killed 11:32 <+sorear> Monsters, however, are arbitrarily hacked to ignore the player if you're in sight but more than 12 spaces away 11:32 < Napkin> they suck, due ;> 11:32 <+due> Actually, I couldn't tell from the commit message whether it was referring to neutral monsters killing monsters, or you killing neutral monsters. 11:32 <+due> "Don't give exp for kills by neutrals." 11:33 <+due> That says "Don't give exp for kills (made) by neutrals". 11:33 < Napkin> true 11:33 <+due> Rather than "Don't give exp for kills (of) neutrals". 11:33 <+due> Which is it? 11:33 * sorear spits on slow g++ 11:33 <+kilobyte> made by 11:34 <+due> sorear has been spittedby a slow g++, it's time for roast sorear! 11:34 <+greensnark> I'm not sure why sirens should block teleport, that sounds like a rather cruel deathtrap 11:34 < Napkin> ohhh - who made that commit, due? i have a pile of stones of chaos :> 11:34 <+kilobyte> and indeed the commit message is lacking, it was semi-acceptable when on a branch but once merged into master its misleading 11:34 <+due> Ahhh 11:34 <+due> Yeah, the branch commits are confusing. 11:35 <+due> Napkin: kilobyte ;) 11:35 <+due> kilobyte: Wait, you have a pile of stones of chaos? 11:35 <+due> Er. Napkin? 11:35 * Napkin tosses a tiny stone to due * 11:35 <+greensnark> heteroy drowned in the Shoals?! 11:35 <+due> You actually have stones branded as chaos? 11:35 <+greensnark> What was yesterday, International Shoals Suicide Day? 11:35 < Napkin> lol, j/k 11:35 <+due> Oh. 11:35 <+due> You scared me! :o 11:35 <+greensnark> Heh, he got mesmerised levitating over deep water 11:35 < Napkin> ;) 11:36 <+due> Okay, so my changing the skills enum again is going to require another tAG_MAJOR_VERSION change, right? 11:36 < Napkin> teleportation should work, greensnark 11:36 < Napkin> what reason is there for it now working? 11:36 < Napkin> *not 11:36 <+greensnark> You get "You cannot teleport away from the siren" 11:36 <+greensnark> I don't think blocking teleport is good 11:36 <+due> I think that's nasty, to be honest. 11:36 <+due> Blink, maybe. 11:36 <+kilobyte> greensnark: people still assume Shoals have the difficulty of mid-lair, not those similar to late Elf 11:36 < Napkin> blink is troubled already, because the LOS change 11:37 <+due> Napkin: Exactly. 11:37 <+greensnark> Shoals isn't late-Elf difficulty though 11:37 < Napkin> but blocking random teleportation seems weird 11:37 <+kilobyte> due: "sheep no longer spawn in Shoals" -- they do, just not by themselves 11:37 <+due> Ah. 11:37 <+greensnark> Sheep can appear as cyclops followers 11:37 <+due> Hey, I was just going off the commit messages! 11:37 <+due> Be more clear in your commit messages, plz. :D 11:37 <+due> I only actually read the commit if I can't make heads or tails of it. 11:37 < Napkin> lol! Cyclops followers? 11:38 < Napkin> they eat the grass away so the cyclops can see better? 11:38 <+due> Napkin: No, Iliad reference. 11:38 <+greensnark> Napkin: Homer Odyssey reference :P 11:38 < Napkin> hehe 11:38 <+due> Er. Odyssey. 11:38 * due fails at Greek literature. 11:38 < Napkin> <3 11:39 <+greensnark> I read the Iliad when I was around 12-13 and totally loved it 11:39 <+greensnark> My favourite was Ajax 11:39 <+greensnark> And then I discovered that the translation I read did not cover the death of Achilles and felt so cheated :P 11:39 <+due> I was reading Roger Zelazny when I was 13. 11:39 < Napkin> hehe 11:39 < Napkin> looool 11:39 <+greensnark> I found Zelazny only recently 11:39 < Napkin> <- John Sinclair :-P 11:39 <+greensnark> Well, about 6 years ago 11:40 <+due> Ouch! That really hurt! 11:40 <+due> monster_attack() for monster 'merfolk javelineer' consumed no energy 11:40 <+due> 'merfolk javelineer' has same energy as last loop 11:40 <+due> :| 11:40 * due stares thoughtfully at greensnark. 11:40 * greensnark whistles innocently. 11:41 * greensnark slips into a dragon costume. 11:41 < CIA-84> sorear * re19f1b69fc54 /crawl-ref/source/monster.cc: Make monster berserk a bit more consistent with player (dshaligram) 11:41 * greensnark breathes fire at due. 11:41 < CIA-84> sorear * rbc341fd60b06 /crawl-ref/source/item_use.cc: Tweak wording on SPMSL_PENETRATION (dshaligram) 11:41 < CIA-84> sorear * r337f1de1f6a0 /crawl-ref/source/item_use.cc: Restore poisoned missiles to their rightful glory 11:41 * Napkin tosses a bigger stone to due * 11:41 <+kilobyte> monster ranged combat in general spams that message 11:41 <+kilobyte> especially master archers 11:42 <+due> Oh, interesting. 11:42 <+greensnark> due: Were you in melee with this master archer? 11:42 <+greensnark> Er, javelineer 11:42 <+due> Yeah. 11:42 <+due> It hit me! :( 11:42 <+greensnark> Ah, I think the synthetic first attack is causing issues 11:42 <+due> Synthesis! 11:42 <+greensnark> M_ARCHER monsters have a fake first attack that's applied to their archery only 11:43 <+due> Okay, so I have to bump TAG_MAJOR_VERSION for changing the order of the skills enum again, right? 11:43 <+greensnark> Yes 11:43 <+due> Okay 11:43 <+due> I may as well add insanity while I'm at it 11:43 <+greensnark> Admit it, your goal is to have 365 version of Crawl on cdo by end of month 11:43 <+due> (Neutral berserking) 11:44 <+greensnark> sorear: Monster berserk fix was not what I wanted :P 11:44 <+due> I think it was a request to decrease player boni, rather than increase monster boni :) 11:45 <+greensnark> 2x monster maxhp fixes the inconsistency, but I'm not happy with the power boost to berserk 11:45 <+greensnark> And thanks for the penetration wording fix 11:46 <+due> "It penetrates you!" 11:46 * greensnark heads out to pay bills. 11:46 < Napkin> you really gave Tiamat and Snorg double HP on berserk, sorear? 11:46 <+sorear> Napkin: tiamat doesn't berserk 11:47 < Napkin> I thought he did.. but all others? 11:47 < Napkin> aren't they exactly strong already? that's a huge change 11:47 <+sorear> Snorg is unkillable in berserk unless you have a massively overpowered character; increasing his HP by 33% changes nothing 11:47 <+sorear> (Elf really needs to stop getting D:10 uniques) 11:48 < Napkin> :( 11:48 <+due> Rupert. 11:48 < Napkin> you do see, that you just strongly changed the balance, right? 11:48 <+sorear> 33% is not all that strongly 11:48 < Napkin> @?? Snorg 11:48 < Gretell> Snorg (T) | Speed: 10 | HD: 8 | Health: 96 | AC/EV: 0/10 | Damage: 20, 15, 15 | Res: magic(64) | Chunks: contaminated | XP: 1451. 11:48 <+sorear> they were getting hugely buffed HP before 11:48 <+due> !killsby snorg 11:48 < Henzell> 134 games for * (ckiller=snorg): 3x heteroy, 3x Chapayev, 2x Radicchio, 2x mafalda, 2x Speranza, 2x bmoore, 2x poop, 2x dirge23, 2x phenglei, 2x tabasco, 2x MrPeeps, 2x Londar, 2x ekaterin, 2x Pacra, 2x zyrkx, 1x philsnow, 1x DashNine, 1x Leibowitz, 1x bmacdonell, 1x wreck, 1x Chog, 1x Qui, 1x capslocke, 1x Elwin, 1x ronf, 1x sfogarty, 1x Slurm, 1x colubroid, 1x Errol1, 1x Edhardt, 1x Tityrus, 1x ... 11:48 <+sorear> now it's a little more, and the same 11:48 <+due> !lg * killer=snorg 11:48 < Henzell> 134. KHAAAAAAAN the Reanimator (L10 NaNe), worshipper of Kikubaaqudgha, slain by Snorg on D:12 on 2010-01-04, with 5906 points after 21983 turns and 1:10:07. 11:48 <+sorear> If you keep complaining I might implement berserk penalty for monsters 11:49 <+sorear> Then the symmetry would be complete 11:49 -!- syllogism- [i=syllogis@85-131-30-15.bb.dnainternet.fi] has joined ##crawl-dev 11:49 <+greensnark> Oh balls 11:50 < Napkin> I'm saying it's a huge change and shouldn't be just done on a monday morning at 11 o'clock in the morning - no? 11:50 <+greensnark> You want to fix monster AI as well, while you're at it? 11:50 <+sorear> correct, I code horribly at 11 o'clock 11:50 <+greensnark> And don't forget all kinds of things can go berserk now 11:50 <+greensnark> 2x maxhp is not the way to go 11:50 < Napkin> wtf, why do I keep talking to you 11:50 <+due> It can be reverted pretty easily. 11:50 * Napkin goes for breakfast * 11:51 <+greensnark> In any case, I want to put the proposal to drop maxhp *1.5 across the board to dpeg in the evening 11:51 <+kilobyte> due: I'm thinking about adding an array int[NUM_ARMOURS] and another one for weapons, similar to seen_spell[]. Perhaps we can do these two together so there's no risk of breaking marshalling. 11:51 <+sorear> to be honest I see this as a purely cosmetic change 11:52 <+sorear> berserk could make monsters completely unkillable and it would change nothing 11:52 <+kilobyte> greensnark: staff of chaos 11:52 <+due> Needle of wrath. 11:52 <+greensnark> Yeah, berserk is entirely too common :P 11:52 <+greensnark> Just like glass :P 11:52 <+due> Heh, needle of wrath is going to change. 11:52 <+due> Oh, and berserk bears. 11:53 <+greensnark> Berserk was made for bears! 11:53 * greensnark gives bears a pass. 11:53 <+due> :D 11:53 * greensnark gives bears a hug too. 11:53 <+due> kilobyte: I pushed the tag_major_version increasnig changes. 11:53 <+due> greensnark: And I fixed your bug. 11:53 <+greensnark> due: ? 11:53 < CIA-84> due * r37ca61fa33fb /crawl-ref/source/beam.cc: Fix chaos beams causing "software bugs nibble at your feet" (Darshan) 11:53 < CIA-84> due * r7403a3dfc98e /crawl-ref/source/ (enum.h main.cc tags.h): Fix skills order issue with Sage card. (sorear) 11:54 <+greensnark> Oh, that bug, thanks 11:54 <+greensnark> It was actually zipcode's bug :) 11:54 <+due> Well. 11:54 <+due> Yo ureported it. 11:54 <+greensnark> Yay 11:54 <+due> I think I give up for tonight, though. 11:55 <+due> I feel grumpy and tired. So, g'night! 11:55 <+greensnark> You should move to a better timezone :P 11:55 <+greensnark> Night! 11:55 <+sorear> greensnark: if I were to do that big savefile rewrite this soon before 0.6, would anyone hate me? 11:55 <+greensnark> Hm, might be best to stabilise it in a branch first 11:55 <+greensnark> What's involved in savefile rewrite? 11:55 <+greensnark> One save file? 11:59 <+kilobyte> sorear: we would love you 12:00 <+kilobyte> ok, in the purely non-sexual way, that is. 12:01 <+sorear> greensnark: one save file, enums as strings, no dependance on system(), transactional integrity, possibly write-ahead logging but that's for last and I'm liable to run out of ambition 12:01 <+Keskitalo> Morning! ish 12:01 <+sorear> greensnark: absolutely on a branch 12:01 <+greensnark> sorear: Sounds good 12:01 <+greensnark> Mornin' Keskitalo! 12:02 <+sorear> Yo! 12:02 < syllogism-> how would players deal with buggy vaults and such if they cant delete level files 12:02 <+kilobyte> sorear: copy-write-update would be simpler than write-ahead logging 12:03 <+kilobyte> sorear: at the cost of a bit of space 12:03 <+greensnark> It would be nice if the save file could be manipulated from outside the game 12:03 <+greensnark> A sqlite db perhaps :P 12:03 <+sorear> kilobyte: copy-on-write makes saving prohibitively expensive, though 12:03 <+sorear> kilobyte: I want to save EVERY TURN (for hardware failure robustness) 12:04 <+sorear> kilobyte: er, copy-write-update makes 12:04 <+sorear> greensnark: I'll try that 12:04 <+greensnark> Might need to zlib compress to keep sizes small there 12:04 <+sorear> greensnark: no ZBLOBs though, so you'll need to find a tool that can handle zlib compressed data 12:04 <+sorear> (seriously, why is there no common command line filter for zlib (de)compression) 12:05 <+greensnark> sorear: Well, the main aim is to be able to delete from levels where place='D:27' 12:05 <+sorear> sure 12:05 <+kilobyte> sorear: I mean, when you write a chunk, you write it in a separate part of the file, and only when the chunk is complete, you overwrite the pointer to it, freeing the old version 12:06 <+kilobyte> Napkin: that your unattented updates thingy, did it pull due's TAG_MAJOR change already? 12:06 <+sorear> kilobyte: that doesn't help make saving instant enough to happen every turn 12:06 <+greensnark> I don't think he's set it to run automatically 12:07 <+greensnark> I do think saving every turn is overkill :P 12:07 <+sorear> kilobyte: I'm going to be using a SQLite DB for the savefiles, at least for the prototype 12:07 < Napkin> the repository mirror has the change already, I guess 12:07 < Napkin> why, kilobyte? 12:10 <+kilobyte> Napkin: I was lazy and thought I might sneak a save file incompability without messing with minor versions 12:10 <+kilobyte> Napkin: but oh well, it's not like comparing the minor is such a big thing 12:11 <+greensnark> If it's nontrivial, just bump major again 12:11 <+greensnark> Not worth writing shim code 12:11 <+kilobyte> #if (TAG_MAJOR_VERSION == 14) 12:11 <+kilobyte> if (th.getMinorVersion() >= 1) 12:11 <+kilobyte> { 12:11 <+kilobyte> #endif 12:11 <+greensnark> Next major version bump will remove the shim anyway 12:11 < Napkin> do it, kilobyte 12:12 < Napkin> the version running CDO hasn't been upgraded yet 12:14 <+kilobyte> no need to hurry, I'll better test my change thoroughly; save compat is just a matter of not unmarshalling the array if minor is 0 12:15 <+Keskitalo> Hmh, internet connection is sleepy this afternoon.. 12:17 <+Keskitalo> sorear: Looking forward to checking out the better poisoned ammo in a game! 12:18 <+kilobyte> new needle brands are PLENTIFUL 12:29 < CIA-84> greensnark * ra84fefbc093f /crawl-ref/source/fight.cc: Fix javelineers and master archers producing warnings about not using attack energy when they attack in melee (due, kilobyte). 12:29 < CIA-84> greensnark * r21e755bcfd70 /crawl-ref/source/mon-data.h: Weaken merfolk javelineers slightly (msl cost increased to 100%). 12:30 < syllogism-> how common are the new brands? Currently they are like curare so they ignore MR and don't require much skill to use 12:32 < syllogism-> also aww another nerf 12:32 <+sorear> greensnark: noooo, not my precious javelineers 12:32 <+greensnark> Well, people are calling Shoals as tough as late Elf :P 12:33 < syllogism-> I found it fine :P 12:33 < syllogism-> and maybe it should be tough 12:33 <+sorear> greensnark: we don't need more easy branches 12:33 <+greensnark> I don't have any problem with it being tougher than Swamp, at least 12:33 <+sorear> let's make Shoals slightly more difficult than Slime 12:33 <+greensnark> :P 12:33 <+sorear> and Swamp slightly less 12:33 <+greensnark> I did want to add merfolk champions to Shoal:$ :P 12:33 <+kilobyte> current Swamp and Snake definitely don't deserve having runes 12:34 <+greensnark> Where would you put the runes? 12:34 < syllogism-> put them all into tomb 12:34 <+greensnark> I think they do deserve the runes 12:34 < Napkin> omg.. you geeks! 12:34 <+greensnark> They're attainable by new players 12:34 <+greensnark> And getting a rune gives them a sense of accomplishment 12:34 <+greensnark> I think that's pretty important 12:35 <+greensnark> It's not like it's completely trivial to get the Snake rune 12:35 <+greensnark> You do need to have some ability to play 12:35 <+kilobyte> the problem is, you can get three runes from easy branches, and you have to do the easy branches to get XP 12:35 <+greensnark> Not much for MDFi, granted :P 12:35 <+greensnark> That's fine! 12:35 <+greensnark> If they get three runes from easy branches, they still haven't won the game, right? 12:35 <+sorear> kilobyte: you don't have to do any branches for xp, you filthy completionist 12:35 <+greensnark> They have to go get the orb 12:35 <+sorear> greensnark: getting runes is a formality 12:36 <+sorear> greensnark: if you have <2 branch ends cleared, you don't have the resists for Zot 12:36 <+sorear> IMHO hells and pan are too hard 12:36 <+sorear> we see so little diversity because there's no competition 12:36 <+kilobyte> sorear: even for a minimal win, you do need both xp and resists 12:36 * Napkin totally agreed with greensnark * 12:36 <+greensnark> I don't mind having hard runes, but the problem is there's a huge jump in difficulty 12:37 < syllogism-> crawl needs a hard mode that boosts monster stats 12:37 <+greensnark> And the lategame runes are all so similar 12:37 <+greensnark> Demons demons demons 12:37 < Twinge> Man, I remember coming down into Snake:5 to an entrance vault with all sorts of guardian and greater nagas... first time I went down into snake:5 I think. That was *not* trivial ;O 12:37 <+sorear> most characters *can't* do the Hells and Pan, so they're stuck with slimy, serpentine, decaying, silver - pick 3 12:37 <+sorear> pick 3 out of 4 is not interesting 12:37 < syllogism-> they can do them, it's just risky 12:37 < syllogism-> as it should 12:37 <+kilobyte> slime is a lot harder than the other three 12:37 <+sorear> back in 0.3, there was a lot more diversity in runes 12:38 <+kilobyte> well, V:8 itself is hard, but V:1-7 not 12:38 <+sorear> vault is a lot harder than the other three, if you ask me 12:38 < Napkin> I just hope the games stays playable for the public too! 12:38 <+kilobyte> and V:8 has a huge stack of loot you really don't want to pass 12:38 <+sorear> Napkin: hey, are you listening, I'm advocating making more accessible runes 12:38 <+sorear> kilobyte: all the hard branches do, it's how we balance hard branches 12:39 <+sorear> Tartarus has lots of nice loot that I'm never happy about passing up 12:39 < Napkin> yes, and I value your input on this highly 12:39 <+kilobyte> for example, Pan is doable only if you're spoiled. Especially with regards to how you exit it. 12:39 <+greensnark> Pan is a mess 12:39 <+sorear> you look for an exit 12:39 <+sorear> that's what I do 12:40 <+sorear> works like a charm 12:40 < syllogism-> yes i rarely use distortion 12:40 <+kilobyte> my first (nearly) complete game, I fully explored 83 levels because I was looking for magical rune 12:40 <+greensnark> Pan needs more exits, and it needs to lose the infinite levels thing 12:40 <+kilobyte> and didn't see a single exit 12:40 < syllogism-> greensnark: nooo :P 12:40 <+kilobyte> just a couple of portals to Abyss 12:41 <+greensnark> The only reason Pan has infinite levels is because Erik Piper had a fit when we proposed making it throw you out after, say, 9 levels :P 12:41 <+greensnark> I believe he wanted Pan available to farm in case he got a lot of bad mutations :) 12:42 * due back for a bit. 12:42 <+greensnark> Yay due 12:42 <+due> I've never gotten a single character to a level where I felt comfortable doing any of the Hells. 12:42 < Napkin> The occational player doesn't even touch pan 12:42 < syllogism-> I'm definitely against making it finite. You can make it much easier to exit, but I don't see any reason to make it finite 12:42 <+due> They're extremely daunting for new players, and difficult to comprehend. 12:42 <+greensnark> The Hells are really a sharp jump in difficulty 12:42 <+greensnark> Primarily the Hell effects constantly messing you up 12:42 <+due> Which I think is pretty unacceptable. 12:42 <+greensnark> And the silly stat death crap :P 12:43 < Napkin> i found hell boring 12:43 < syllogism-> they are supposed to be challenging 12:43 <+greensnark> The Vestibule or the actual Hells? 12:43 <+due> Well, part of the issue with hell is it's basically "find your way to the $". 12:43 <+sorear> hells should be nerfed, swamp/shoals should be buffed, Pan should be made to scale with time spent 12:43 < Napkin> being 4 levels long a plaything for the demon in 5th 12:43 <+greensnark> We should get rid of stat death already 12:43 < syllogism-> oh no new players might not survive Hells 12:43 <+due> "without dying stupidly or being abyssed instantly". 12:43 < Napkin> no loot whatsoever 12:43 < syllogism-> it's an optional challenge branch 12:44 <+due> syllogism-: Apparently not in some people's minds. 12:44 < syllogism-> yes they are wrong 12:44 <+sorear> syllogism-: there's a dearth of non-easy non-challenge branches 12:44 <+due> Tomb is inordinantly difficult with death curses, and Slime is annoying because of acid blobs and TRJ. 12:44 <+sorear> I'd like to make Hells a bit easier (leaving Pan in the sky) and Snake/Shoals a lot harder 12:45 <+due> Snake branch ends or snake in general? 12:45 <+sorear> this will balance out the rune avalability curve 12:45 < Napkin> snake is hard already :( 12:45 <+due> It takes me upwards of 4k turns to clear the Snake branch ends. 12:45 <+sorear> due: I meant Swamp 12:45 <+due> Zh. 12:45 <+due> *Ah. 12:45 <+greensnark> Shoals is harder than Swamp :P 12:45 <+due> Make it less annoying first. 12:45 <+greensnark> I can't make it as easy as Swamp without being deadly dull :P 12:45 <+due> Alternately, dumpp Swamp. 12:45 <+greensnark> We could make the Swamp layout less visual-noisy 12:46 <+greensnark> But the main drag is the water critters killing the fun :P 12:46 <+sorear> Swamp is dull because it's so easy 12:46 <+due> It's not so much visual-noisy, it's the fact that swamp worms can kill yo in one hit. 12:46 <+sorear> People only complain because the layout stops keymashing 12:46 <+sorear> let's make that impossible 12:46 <+due> @??swamp worm 12:46 < Gretell> swamp worm (w) | Speed: 12 | HD: 5 | Health: 25-50 | AC/EV: 3/12 | Damage: 20 | Res: magic(20) | Chunks: contaminated | XP: 145. 12:46 <+sorear> swamp worms should fly, staying on land shouldn't help 12:46 <+due> Heh. 12:46 <+sorear> and they should spit miasma balls 12:46 <+kilobyte> due: only if you walk in shallow water 12:47 <+due> kilobyte: ... You can't *not* walk into shallow water in Swamp. 12:47 < Napkin> snake, swamp/shoals, vault for runes - elves for loot - and then I get out of there - because everything else will kill me instantly or mutate me or eat up my inventory. 12:47 <+kilobyte> when I see any monster around and I'm not flying, I move to solid ground immediately 12:47 <+due> It's not always an option. 12:47 <+kilobyte> since everything in the Swamp gets mad bonuses in water 12:47 * sorear ducks out 12:48 <+due> And having to always move out of shallow water because they get mad water boni is annoying. 12:48 < Napkin> they have water boni even if you fly/levitate? 12:48 <+due> No 12:48 <+kilobyte> no double damage, but they retain their speed boost 12:48 < Napkin> *phew* 12:49 <+kilobyte> you don't want hydras to have their tails wet 12:49 <+due> Also, hydras speeding up in water is nasty. 12:49 < Napkin> heh, reminds me - hydras in water look like plants in shallow water in Tiles :D 12:50 < syllogism-> !lg * place=swamp killer=hydra 12:50 < Henzell> 70. b0rsuk the Shatterer (L19 OgFi), worshipper of Yredelemnul, slain by a hydra on Swamp:1 on 2008-07-16, with 271678 points after 90760 turns and 14:28:01. 12:50 < syllogism-> 2008?? 12:50 < syllogism-> oh 12:50 < syllogism-> !lg * place=swamp killer=~hydra 12:50 < Henzell> 222. Kipple the Gelid (L16 MfIE), worshipper of Sif Muna, slain by an eight-headed hydra zombie on Swamp:5 on 2010-01-04, with 94548 points after 37491 turns and 10:11:04. 12:51 <+kilobyte> !lg * place=swamp 12:51 < Henzell> 834. Kipple the Gelid (L16 MfIE), worshipper of Sif Muna, slain by an eight-headed hydra zombie on Swamp:5 on 2010-01-04, with 94548 points after 37491 turns and 10:11:04. 12:51 <+greensnark> Sounds like the undead Swamp end 12:51 <+greensnark> !lg * Swamp -tv 12:51 < Henzell> 834. Kipple, XL16 MfIE, T:37491 requested for FooTV. 12:52 <+kilobyte> !lg * place=swamp killer=~hydra killer!=~zombie killer!=~spectral 12:52 < Henzell> 222. Kipple the Gelid (L16 MfIE), worshipper of Sif Muna, slain by an eight-headed hydra zombie on Swamp:5 on 2010-01-04, with 94548 points after 37491 turns and 10:11:04. 12:53 <+greensnark> !lg * swamp ckiller=hydra 12:53 < Henzell> 214. PoopBridge the Eclecticist (L15 DEWz), worshipper of Sif Muna, slain by an eight-headed hydra on Swamp:2 on 2009-12-30, with 101624 points after 71887 turns and 5:43:14. 12:53 <+kilobyte> only 6 zombies then 12:54 <+greensnark> Heh, was he not even looking at his hp? :P 12:55 < syllogism-> that was his seventh game on cao 12:57 <+greensnark> Hey, Ilsuiw called the tide in Eifel'sgame 12:58 <+greensnark> But mostly the javelineer and impaler in her escort did all the damage 12:58 <+greensnark> And her water elementals stole the kill 12:58 < syllogism-> he cancelled blink 12:58 < syllogism-> probably thought it wouldn't take a turn 12:58 <+greensnark> Mesm blocking blink/teleport is nasty 12:59 < syllogism-> oh it does that? 12:59 <+greensnark> Yeah, you can't blink away from the mesmerisr 12:59 <+greensnark> Or even ctele away :P 12:59 < syllogism-> that makes no sense :P 12:59 <+greensnark> Did you see heteroy's drowning? :P 12:59 < syllogism-> no 12:59 <+greensnark> !lg heteroy Swamp -tv 12:59 < Henzell> 11. heteroy, XL12 SpCK, T:12606 requested for FooTV. 12:59 <+greensnark> Er 12:59 <+greensnark> !lg heteroy Shoal -tv 12:59 < Henzell> 4. heteroy, XL11 DDAr, T:16262 requested for FooTV. 12:59 <+greensnark> !lg heteroy Swamp -tv:cancel 12:59 < Henzell> 11. heteroy, XL12 SpCK, T:12606 cancel requested for FooTV. 13:01 < syllogism-> what is he doing :P 13:02 <+greensnark> Funniest Shoals death yet :P 13:02 <+greensnark> I like how he hurried out over deep water to get away from Harold 13:04 < syllogism-> @?? rupert 13:04 < Gretell> Rupert (@) | Speed: 10 | HD: 16 | Health: 123 | AC/EV: 0/10 | Damage: 21 | Flags: spellcaster, see invisible | Res: magic(106) | Chunks: contaminated | XP: 2993 | Sp: paralyse, confuse, berserker rage. 13:07 <+greensnark> I see due just got whacked by his favourite lady elf 13:08 <+greensnark> Eek, I really have to go pay my bills now 13:09 < Napkin> run! 13:14 <+due> Simulacrum only summons a simulacrum? 13:15 <+due> I see why it's so useless. 13:15 < syllogism-> it can summon several 13:16 <+due> Ah 13:16 < syllogism-> at high power you probably get around one per chunk 13:19 <+due> Apparently I'm overreacting a lot today. 13:22 < Mu_> rest your heart 13:23 <+due> Yeah, I'm off. 13:23 <+due> Might not be around tomorrow. :) 13:24 < Mu_> laterz 13:25 < Napkin> take care, due! 13:26 < Napkin> --- 13:26 < Napkin> item_use.cc:1677: warning: ‘int _item_to_skill_level(const item_def*)’ defined but not used 13:27 < Napkin> --- 13:28 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2005-g21e755b (15.0) 13:28 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 13:30 < Twinge> 05:30] i just started a DSFi on trunk 13:30 < Twinge> 05:30] and instead of armour and shield 13:30 < Twinge> 05:30] it has throwing and stabbing 13:31 < Napkin> hehe, true 13:31 < Napkin> my MDFi has Throwing & Stabbing 13:35 < Napkin> Master branch on CDO back to: 0.6.0-a1-0c8fe01 (14.0) 13:42 <+kilobyte> uhm right, a debug spriggan just trained armour when a hobgoblin missed me (in a robe) 13:43 < syllogism-> that's helpful 13:43 * greensnark is back. 13:43 < syllogism-> too bad napkin downgraded 13:43 < Napkin> wb, greensnark! 13:43 <+greensnark> Aaand my electicity bill paid! 13:44 < Napkin> alright \o/ 13:44 <+greensnark> Apparently they're open till 9, I thought they closed at 6 :P 13:44 < Napkin> hehe 13:45 <+greensnark> Skeel bugs we have, do we 13:45 <+kilobyte> about the skill bug, I guess it's name only 13:45 <+greensnark> Oh, due just forgot to remove Darts from the names 13:45 < Napkin> yes sir, ma'am 13:45 <+greensnark> Yeah 13:46 < CIA-84> greensnark * r30dc9be38427 /crawl-ref/source/skills2.cc: Fix skill display bug with Darts skill removed. 13:46 <+kilobyte> having enums and arrays indexed by those sucks 13:46 < Napkin> safe to upgrade? 13:47 <+greensnark> Actually now that we're using Perl in the build proces 13:47 <+greensnark> We can generate a lot of these craptacular enums/string arrays 13:47 <+greensnark> Napkin: Yes, seems ok here 13:47 < Napkin> thanks <3 13:50 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2007-g30dc9be (15.1) 14:01 <+greensnark> Why does the simulacrum entry keep mentioning my name :P 14:03 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has quit ["Defecator, may everything turn out okay so that you can leave this place."] 14:04 < syllogism-> Did you edit it? :P 14:06 <+greensnark> It's time to bury the dead past :P 14:06 <+greensnark> Literally dead 14:06 <+greensnark> I mean, that spriggan is no more 14:06 <+greensnark> He has joined the choir invisible 14:06 <+greensnark> That is an ex-spriggan 14:07 < syllogism-> Just saw that sketch 14:08 <+greensnark> Yeah, you have to actually see it to dig it 14:08 <+greensnark> When Mik Clarke added the parrot sketch to the Lethe patch, I could see no point in it :P 14:08 <+greensnark> I saw the sketch only much later 14:08 < syllogism-> monty python almost the truth lawyers cut doc :P 14:08 <+greensnark> :D 14:10 < syllogism-> heh http://en.wikipedia.org/wiki/Parrot_Sketch_Not_Included_-_20_Years_of_Monty_Python 14:11 <+greensnark> Hah 14:19 < CIA-84> kilobyte * r351147f56190 /crawl-ref/source/ (9 files): Track all seen weapon/armour base types and their brands, for acq purposes. 14:22 -!- by [n=rob@g225122029.adsl.alicedsl.de] has joined ##crawl-dev 14:22 -!- mode/##crawl-dev [+v by] by ChanServ 14:22 <+by> hello 14:24 <+greensnark> by! 14:24 <+greensnark> One of these days you have to tell us why you use "by" 14:24 <+by> hi greensnark 14:24 <+by> you'd be disappointed probably; I'll have to keep it a mystery 14:25 <+kilobyte> uhm, that commit was made an hour ago 14:25 <+kilobyte> by: meow! 14:27 <+greensnark> CIA has been known to have hiccups 14:27 <+greensnark> It's a lot better than in the early days though 14:28 <+greensnark> When the service was down 40% of the time 14:28 <+by> hi kilobyte 14:36 < cbus> re 14:37 < cbus> are there always 3 branch entries in lair now (snake, slime, shoals||swap)? 14:38 <+greensnark> Yes 14:39 <+greensnark> No Swamp in trunk currently 14:39 < cbus> so guaranteed shoals? 14:39 <+greensnark> The lineup is Snake, Slime, Shoals in trunk 14:39 <+greensnark> Yeah, for testing 14:39 <+greensnark> For release it'll go back to Swamp/Shoals 50/50 14:39 < cbus> btw, monster ghouls eat entire corpses in 1 turn 14:39 <+greensnark> They have mad powers 14:40 < cbus> bug? :) 14:40 <+greensnark> No :P 14:40 <+greensnark> Monster asymmetry privileges 14:40 <+greensnark> They have a platinum asymmetry privilege card :) 14:40 < cbus> the game is supposed to be symmetric according to someone 14:40 <+greensnark> Symmetry in meaningful circs yeah :P 14:40 < syllogism-> you dont want it to be symmetric :P 14:40 <+greensnark> Fortunately "meaningful" is subjective :P 14:41 <+greensnark> Powder could make things really symmetric because it was written from ground up and designed with that in mind 14:41 <+greensnark> In Crawl it would be a major change 14:41 <+greensnark> As in: full game rewrite :P 14:44 < cbus> I want my corpses 14:48 <+greensnark> cbus: Did you see "Let the right one in"? Is it worth watching? 14:49 < cbus> greensnark, nope, haven't seen it 14:49 < cbus> never been a big fan of swedish movies :) 14:49 <+greensnark> :P 14:49 <+greensnark> I got a recommendation to watch it, but this is from a friend who likes artsy movies, so I'm wary :P 14:49 < syllogism-> bergman is pretty good :P 14:50 < cbus> are needles overpowered nowadays? 14:50 < syllogism-> yes 14:50 < cbus> felt like paralysis and the like are very powerful :) 14:56 < syllogism-> turns out nothing resists them :P 14:56 < syllogism-> my level 1 character paralysed cerebov 14:56 < syllogism-> 0 skills 14:56 < cbus> :D 14:56 <+greensnark> I think they're still WIP, no? 14:57 < syllogism-> yes 14:57 <+greensnark> Can we add feedback to the appropriate wiki page so it doesn't get lost? 14:57 * greensnark looks for wiki page. 14:57 <+greensnark> Oh crap, I'm in Chrome :P 14:57 < cbus> are you supposed to have to put serious XP in them (blowguns) to get it to work? 14:57 < cbus> or are they meant as some kind of nice support tool? 14:57 <+greensnark> I wish Firefox wasn't such a slug of a browser 14:59 <+greensnark> http://crawl.develz.org/wiki/doku.php?id=dcss:issue:41&s[]=ranged&s[]=combat 14:59 <+greensnark> Please add notes there 15:02 < syllogism-> high hd monsters stay paralysed only for a turn or two it seems 15:04 <+kilobyte> how come paralyse needles work vs those with rPois? 15:04 < syllogism-> for some reason when I try to make needles of sleeping it gives me needles of paralysis instead 15:04 < syllogism-> it even says it created 30 needles of sleeping 15:05 < syllogism-> hmm oh they stack 15:05 < syllogism-> and magically transform 15:05 < syllogism-> nice bug 15:06 < syllogism-> can someone test it, just to make sure it's not just my build :P 15:07 < syllogism-> poison needles stack and thus transform into curare if you've some curare needles in your inventory 15:09 < syllogism-> yes, tried it on cdo (assassins start with both) 15:09 < cbus> what does needles of sleeping do? 15:09 < cbus> like EH? 15:09 < syllogism-> dropped poison needles, picked them up and they stacked with curare 15:09 < syllogism-> cbus: yes 15:09 < cbus> syllogism-, can you reapply them (unlike EH)? 15:10 < syllogism-> yes 15:10 < syllogism-> should I file that bug? 15:12 <+greensnark> Yes please 15:12 < syllogism-> works with any projectile it seems 15:13 <+greensnark> Probably related to the missile stacking change for unided missiles 15:13 <+greensnark> Can't look at it right now, but if you file it won't get lost :) 15:24 < syllogism-> cbus: I recommend playing an assassin :P 15:25 < cbus> syllogism-, got a pretty far ahead GhFi :) 15:25 < cbus> but the needle change sounds like something that will make SpAs alot of more fun 15:26 < Ashenzari> Missile stacking broken (http://crawl.develz.org/mantis/view.php?id=331) by syllogism 15:26 < syllogism-> cbus: but if you play now you can get almost infinite needles of any type you want as long as you find one 15:30 < syllogism-> hmm that missile stacking change was 3 months ago 15:31 < syllogism-> maybe it's due to that chunk stacking commit 15:34 <+greensnark> Yeah, it's the chunk stackage 15:39 -!- Iainuki [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 15:40 < CIA-84> greensnark * rf1fdc1667617 /crawl-ref/source/items.cc: [Mantis 331] Fix inverted chunk-stacking logic that caused missiles of different brands to stack (syllogism). 15:41 -!- MarvinPA [n=marvin@80-41-142-47.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 15:43 <+kilobyte> but hey, at least my code compared chunk ages exactly :p 15:44 <+kilobyte> syllogism-: using this bug, you could switch only curare<->poison and the new brands among themselves 15:44 < syllogism-> yes 15:44 < syllogism-> no 15:45 < syllogism-> also arrows and items with different enchantment 15:45 <+greensnark> The ?: condition was also using the plus and plus2 checks because of precedence 15:45 <+greensnark> I parenthesised the condition as well 15:45 <+kilobyte> oh well :p 15:46 < CIA-84> by messagewindow * re36ed2cdb30d /crawl-ref/source/message.cc: Update TODO list. 15:46 < CIA-84> by messagewindow * r5fa07b8e6e7f /crawl-ref/source/ (message.cc message.h stuff.cc): Display message window from redraw_screen. 15:46 < CIA-84> by messagewindow * r7b2434cfae62 /crawl-ref/source/menu.cc: Make print_formatted_paragraph a straight call to mpr. 15:46 < CIA-84> by messagewindow * r9767ea5576dd /crawl-ref/source/ (tilesdl.cc tilesdl.h): Remove tiles message_out. 15:46 < CIA-84> by messagewindow * r31ec56c1823d /crawl-ref/ (6 files in 3 dirs): Replace option delay_message_clear by clear_messages. 15:46 < CIA-84> by messagewindow * re74d8b6975e7 /crawl-ref/source/message.cc: Update message.cc todo list. 15:46 < CIA-84> by messagewindow * rdbc5b31287b7 /crawl-ref/source/ (24 files): Merge branch 'master' into messagewindow 15:46 < CIA-84> by messagewindow * r16654313402d /crawl-ref/source/message.cc: Make cursor placement also work for non-full msgwin. 15:47 < CIA-84> by messagewindow * r22c5ea7fdd97 /crawl-ref/source/message.cc: Output prompts directly. 15:47 < CIA-84> by messagewindow * rcce4866b9b92 /crawl-ref/source/libutil.cc: Fix crash in line_reader. 15:54 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 15:57 <+by> somewhat unexpectedly, branch messagewindow works with tiles 15:57 < Eronarn> greensnark: Bring back the old javelineers as a new merfolk unique 15:59 <+greensnark> Javelineers are not a whole lot weaker than the original 15:59 <+greensnark> The main weakening was their drop in HD 15:59 <+greensnark> Impalers though... 15:59 <+greensnark> They got a huge nerf in the teeth :P 16:00 <+greensnark> by: Yay 16:00 <+greensnark> What does the messagewindow branch do? 16:00 <+greensnark> Use a curses window for the messages? 16:00 < syllogism-> @?? merfolk impaler 16:00 < Gretell> merfolk impaler (m) | Speed: 10 (atk: 60%) | HD: 12 | Health: 60-108 | AC/EV: 0/23 | Damage: 24 | Flags: amphibious | Res: magic(48) | Chunks: contaminated | XP: 1075. 16:00 <+greensnark> syllogism-: I'm referring to 34->24 damage for impalers 16:00 < syllogism-> oh that 16:01 <+by> greensnark: it explicitly doesn't 16:01 <+by> just cprintf/cgotoxy etc; it's backend-agnostic 16:02 <+greensnark> Oh, cool 16:02 <+greensnark> I hope to get time during vacation for the great AC nerf 16:02 < Iainuki> greensnark: :P 16:02 <+greensnark> But I know very little about the combat code, so... :P 16:02 < Iainuki> What's going on with that? 16:02 <+greensnark> Iainuki: I have yet to read the thread :P 16:02 <+greensnark> Wall of text beat me into submission :P 16:03 < Iainuki> :) 16:03 < Iainuki> Yes. 16:03 < Eronarn> If you don't like walls of text, what're you doing in roguelikes? 16:04 <+by> roguelikes do structured output 16:04 <+greensnark> I like waffle walls 16:04 < Iainuki> I haven't had the ability to keep on top of these giant arguments. 16:04 <+greensnark> Delicious waffles 16:04 <+greensnark> Waffle waffle waffles 16:04 < Iainuki> Mmm, waffles. 16:04 * greensnark waffles. 16:04 -!- MarvinPA [n=marvin@80-41-183-93.dynamic.dsl.as9105.com] has joined ##crawl-dev 16:04 < Eronarn> Iainuki: The wiki has led to so much more wall of text output 16:04 * by got a waffle making thingy for christmas 16:12 < syllogism-> I'd rather eat pancakes :P 16:13 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Read error: 54 (Connection reset by peer)] 16:13 < Eronarn> syllogism-: You have to go to Shoals for that. 16:14 < syllogism-> Ummm .. No Okawaru altar in Temple? WTF? 16:14 < Iainuki> ? 16:14 < syllogism-> teeheee 16:14 < Eronarn> syllogism-: <3 16:16 <+kilobyte> beh, MDFi should be denied the usage of Okawaru 16:17 < Eronarn> Speaking of dwarves and gods 16:18 < Eronarn> I seriously don't get dpeg's balance proposals for DD 16:20 < Eronarn> Staves and Rods should really be separate acquirements, or something, the 25% chance of getting a stave as a rod-user sucks 16:20 < Eronarn> Either that we or should add more evocation-usable non-fixedart staves 16:21 < Iainuki> Yes. 16:21 <+doy> Eronarn: which balance proposals? 16:21 < Eronarn> doy: Remove the wand of healing, make damage shaving apply to healing received, etc. 16:22 <+doy> damage shaving applying to healing received was my proposal, that dpeg didn't like 16:22 <+doy> (: 16:22 <+by> maybe we should just kill damage shaving 16:23 < Eronarn> Oh, that was the other one I hated 16:23 <+doy> it's the only dd proposal i've seen that i do like though 16:23 <+doy> the rest don't really make sense 16:23 < Eronarn> doy: Blocking god healing is the only one that makes any sense at all based on my DD experience 16:23 <+doy> Eronarn: sure, but that seems unnecessarily harsh and arbitrary 16:24 <+by> Eronarn: and vampiric weapons? 16:24 < Eronarn> by: and vamp draining 16:24 < Eronarn> Anything non-consumable, and piety doesn't count as consumable (except possibly in special cases) 16:24 < Eronarn> doy: I disagree. It's not particularly harsh: most combos will not have gods that provide healing *anyways*. And it's not arbitrary: "all healing comes at a permanent cost" 16:25 <+doy> Eronarn: but that's not true 16:25 < CIA-84> kilobyte * rad552ae6735e /crawl-ref/source/ (effects.cc makeitem.cc makeitem.h): Try to avoid repeats when acquiring already seen weapons/armour. 16:25 < CIA-84> kilobyte * ra9610912e739 /crawl-ref/source/effects.cc: Bias non-divine weapon acquirement towards better items. 16:25 <+doy> most dd combos do have gods that provide healing 16:25 <+doy> (: 16:25 < Eronarn> doy: Yes, because they're actually a *weak* race in the absence of a healing god :) 16:25 < Eronarn> A healing god means that it's really two races, "race that can't heal but gets awesome intrinsics" and "race that gets awesome intrinsics" 16:25 <+doy> which is why i think your proposal is unnecesarily harsh 16:26 <+doy> we don't really need them to become a 'weak' race 16:26 < Eronarn> doy: Keep in mind that all the other proposals would make them an even weaker race for non-healing-god combos 16:26 < cbus> does regen still work with DD? 16:26 < cbus> (the trog ability) 16:26 <+doy> cbus: yes 16:26 < Eronarn> And that all the healing god combos would still be viable choices even if they didn't provide healing 16:26 < cbus> does the spell or ring? 16:26 <+doy> i don't think the ring does? 16:27 <+doy> i'm not sure about those 16:27 <+kilobyte> I'd cut MD's healing before touching DD's one :p 16:27 < Eronarn> Makhleb gives you MP to help with your lower MP from recharging and lets you wear armor, Ely lets you wear armor and pacification is very powerful, TSO would still be totally viable, Kiku would still be totally viable 16:27 < Eronarn> Trog is the only one there is even any question on IMO 16:27 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 16:27 < Eronarn> And I'm not sure why Trog needs to heal any more than, say, Oka does 16:28 <+doy> trog's hand gives mr too 16:28 <+doy> which is something i use it for a reasonable amount 16:28 <+kilobyte> Oka worshippers who are not broken MDs can cast regen themselves 16:28 <+kilobyte> Trog's don't 16:28 < Eronarn> kilobyte: I mean from a DD perspective, specifically 16:29 <+kilobyte> Remember, Trog was balanced with normal races in mind, not DDs. 16:29 <+by> why are DD too strong? shaving? good aptitudes? 16:29 < Eronarn> by: They are too strong because their racial disadvantage is that they can't heal except they actually can but only if you play them in X way 16:29 < Eronarn> "oh no, playing them in X way is broken, better nerf the race" 16:30 <+doy> it's actually pretty similar to the spriggan situation 16:30 <+doy> except moreso 16:30 <+kilobyte> you need to give them _some_ way to heal 16:30 < cbus> drop em ;) 16:30 <+kilobyte> god healing is costly 16:30 <+doy> kilobyte: they get a starting wand of healing and intrinsic recharging 16:30 < Eronarn> kilobyte: Ely healing is not costly at *all* 16:31 <+doy> i used that like twice when playing as a berserker 16:31 <+doy> because trog regen covered all of my healing needs 16:31 < Eronarn> It's totally doable with vamp draining, even 16:31 <+kilobyte> Eronarn: that's because of the new pacification nonsense, it wasn't here when DDs were being designed 16:31 < Eronarn> kilobyte: This misses the root issue though, it's not a problem with Ely, or Kiku, or Maklheb; it's a problem with DD 16:32 < Eronarn> The problem is that they can be healed by gods/vampiricism, and thus negate their balancing factor 16:32 <+kilobyte> if you have to sac piles of weapons for a single heals, Ely's healing is too weak to sustain them 16:32 < Eronarn> It would be like if Swiftness *set* your speed to 12 instead of +2 16:32 < Eronarn> Naga AE would be the brokenest class 16:32 <+kilobyte> they _need_ to be healed by gods/vampiricism, that's their design idea 16:33 < Eronarn> It's a boring design idea because it limits their options dramatically for no particular flavor reason; limiting them to wand/potion healing works better in practice, to boot 16:33 <+doy> kilobyte: well then, from that perspective, damage shaving should go 16:34 <+kilobyte> Trog's healing is pretty limited, Makhleb's requires going to a fight which is not a good idea when you're low, necromancy can't get you through the full game since most branches have undead/demons only 16:35 <+kilobyte> you need some means to heal before you get a god; I'd leave damage shaving at a small level 16:35 < Eronarn> kilobyte: Necromancy prevents you from needing charges until endgame. Getting rid of the starting wand won't work because you're basically guaranteed to get a wand of healing, especially with the wand acquirement changes 16:36 < Eronarn> And even then the idea of balancing a race around "they can't do hell as easily" is silly 16:36 < Eronarn> And needing some means to heal before you get a god just pigeonholes them even further 16:36 < Iainuki> DD are virtually impossible to balance in the current game state. 16:36 <+doy> they have their starting wand of healing to heal before they get a god 16:37 < Eronarn> They are an interesting enough race with no-healing, recharge, and a starting wand. Making them play specific kinds of gods or roles just because that's what the original design doc said is stupid 16:37 < Eronarn> It doesn't work in practice, and to make it work would require sacrificing other interesting builds 16:38 <+doy> and the original issue here that brought this all up is that they are too strong when played with healing gods or whatever 16:38 <+doy> their win rate is literally three times that of the next highest race 16:38 <+kilobyte> (gone) 16:39 <+by> doy: how about mid-late-game win rate? 16:40 <+by> with shaving and the wand, no DD can die early 16:40 <+doy> !lg * race=dd xl>=18 ktyp=winning 16:40 < Henzell> 64. hyperbolic the Severer (L23 DDCr), worshipper of Makhleb, escaped with the Orb and 3 runes on 2009-12-31, with 1571044 points after 64263 turns and 5:39:37. 16:40 < Eronarn> !lg * race=DD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>20 16:40 <+doy> !lg * race=dd xl>=18 16:40 < Henzell> 70. hyperbolic the Severer (L23 DDCr), worshipper of Makhleb, escaped with the Orb and 3 runes on 2009-12-31, with 1571044 points after 64263 turns and 5:39:37. 16:40 < Henzell> 141. hyperbolic the Severer (L23 DDCr), worshipper of Makhleb, escaped with the Orb and 3 runes on 2009-12-31, with 1571044 points after 64263 turns and 5:39:37. 16:41 < Eronarn> what's the sorting command again 16:41 <+doy> so overall late game win rate is about 40% 16:41 <+doy> not sure how that compares 16:41 < Eronarn> ??sort 16:41 < Henzell> I don't have a page labeled sort in my learndb. 16:41 < Eronarn> ??lg[2] 16:41 <+greensnark> !lg * win xl>=18 16:41 < Henzell> I don't have a page labeled lg[2] in my learndb. 16:41 < Henzell> 2118. hyperbolic the Hacker (L22 VpCK), worshipper of Makhleb, escaped with the Orb and 3 runes on 2010-01-03, with 1500542 points after 67889 turns and 7:04:42. 16:41 < Eronarn> ??lg 16:41 < Henzell> listgame[1/5]: Fields: src (cao/cdo), v (game version), sc, name, race, cls, char, xl, sk (skill), sklev, title, ktyp, killer, kaux, place, br, lvl (br depth), ltyp (D, Abyss, ...), hp, mhp, mmhp, dam, str, int, dex, god, piety, pen (penance), start, end, dur (game time), turn, urune, nrune, tmsg, vmsg, alpha, splat. See {listgame examples}. 16:41 <+greensnark> !lg * xl>=18 16:41 < Henzell> 5968. cross the Farming Severer (L26 MuFi), worshipper of Okawaru, blasted by a lich (bolt of fire) on D:27 on 2010-01-04, with 524323 points after 1234696 turns and 16:56:33. 16:41 < ais523> Eronarn: you probably want ??lg[2/5] 16:42 < ais523> um 16:42 < ais523> ??listgame[2/5] 16:42 < Eronarn> !lg * race=DD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 sort=xl 16:42 < Henzell> I don't have a page labeled listgame25 in my learndb. 16:42 < Henzell> Unknown selector: sort 16:42 < Eronarn> was it csort? 16:42 < ais523> hmm, that's weird, it seemed to strip out all the punctuation 16:42 <+doy> ??lg[2] 16:42 < Henzell> I don't have a page labeled lg[2] in my learndb. 16:42 <+greensnark> !lg * race=DD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:42 < Henzell> 282 games for * (race=DD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10): 54x 11, 36x 12, 27x 13, 26x 27, 23x 14, 22x 15, 15x 16, 12x 19, 12x 24, 9x 20, 9x 26, 8x 17, 7x 23, 7x 22, 6x 18, 5x 21, 4x 25 16:42 < Eronarn> ??listgame[2] 16:42 < Henzell> listgame[2/5]: Cheatsheet: http://www.chaosforge.org/crawl/index.php?title=Lg Operators: =, !=, <, >, <=, >=, =~, !~. E.g. !lg ktyp=winning, !lg * start>=20080801, !lg * kaux=~reaching. Use x= to show the value of the named field: !lg * max=dam x=dam 16:42 < Eronarn> thanks greensnark <3 16:43 < Eronarn> So uh yeah that distribution is kind of nuts. 16:43 <+doy> is it though? 16:43 <+doy> how does it compare to other races? 16:43 < Eronarn> !lg * race=MD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>20 16:44 < Henzell> 139. NyaaKitty the Executioner (L21 MDCK), worshipper of Makhleb, slain by an Executioner on Zot:5 on 2009-12-28, with 275403 points after 53443 turns and 4:08:16. 16:44 < Eronarn> er 16:44 < Eronarn> !lg * race=MD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:44 < Henzell> 670 games for * (race=MD god=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10): 131x 11, 92x 12, 66x 14, 59x 13, 48x 27, 47x 16, 43x 15, 36x 17, 20x 19, 19x 18, 18x 21, 18x 20, 16x 26, 15x 24, 15x 22, 14x 25, 13x 23 16:44 < Eronarn> Less than twice as many 27s 16:44 < Eronarn> Over twice as many 11s 16:45 < Eronarn> !lg * race=MD god=~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:46 < Henzell> No games for * (race=MD god=~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10). 16:46 < Eronarn> Hm 16:46 <+greensnark> Don't use =~ and | 16:46 <+greensnark> =~ is a simple substring match 16:47 < Eronarn> Oh 16:47 <+greensnark> Use ~~ or just x=a|b|c 16:47 < Eronarn> !lg * race=DD god=~~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:47 < Henzell> No games for * (race=DD god=~~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10). 16:47 < Eronarn> I think I misunderstood what you meant there, then :P 16:47 <+greensnark> !lg * race=DD god~~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:47 < Henzell> 282 games for * (race=DD god~~Elyvion|Makhleb|Kikubaquudgha|Trog xl>10): 54x 11, 36x 12, 27x 13, 26x 27, 23x 14, 22x 15, 15x 16, 12x 19, 12x 24, 9x 20, 9x 26, 8x 17, 7x 23, 7x 22, 6x 18, 5x 21, 4x 25 16:47 < Eronarn> Oh I see 16:48 <+greensnark> Or you can just say god=Trog|Bar, and it will get converted to god~~ by the fixup code 16:48 < Eronarn> Oh, what I'm trying to do is NOT ely/makh/kiku/trog 16:48 <+greensnark> != 16:48 < Eronarn> !lg * race=DD god!=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10 s=xl 16:48 < Henzell> 175 games for * (race=DD god!=Elyvion|Makhleb|Kikubaquudgha|Trog xl>10): 39x 11, 24x 14, 22x 12, 19x 13, 19x 27, 15x 15, 10x 16, 8x 18, 3x 25, 3x 26, 3x 20, 3x 24, 2x 22, 2x 17, 1x 19, 1x 23, 1x 21 16:48 <+greensnark> Elyvilon misspelled, btw :P 16:49 <+greensnark> Kiku too :P 16:49 < Eronarn> ~_~ 16:49 < Eronarn> "at least I spelled Trog right" 16:49 <+greensnark> !lg * DD god!=Ely|Mak|Kik|Trog xl>10 s=xl 16:49 < Henzell> 90 games for * (DD god!=Ely|Mak|Kik|Trog xl>10): 18x 11, 12x 12, 12x 13, 12x 27, 8x 14, 7x 15, 6x 16, 3x 24, 2x 18, 2x 26, 2x 20, 2x 25, 1x 19, 1x 22, 1x 17, 1x 21 16:49 < Eronarn> I'm not at my best today, I woke up after like 5 hours of sleep. I normally get 12 16:49 < Eronarn> !lg * DD god=Ely|Mak|Kik|Trog xl>10 s=xl 16:49 < Henzell> 367 games for * (DD god=Ely|Mak|Kik|Trog xl>10): 75x 11, 46x 12, 39x 14, 34x 13, 33x 27, 30x 15, 19x 16, 12x 24, 12x 18, 12x 19, 10x 20, 10x 26, 9x 17, 8x 23, 8x 22, 5x 21, 5x 25 16:56 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 17:07 -!- MarvinPA-2 [n=marvin@80-41-183-93.dynamic.dsl.as9105.com] has joined ##crawl-dev 17:08 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 17:23 -!- MarvinPA [n=marvin@80-41-183-93.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 17:23 -!- MarvinPA-2 is now known as MarvinPA 17:37 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.6/20091201220228]"] 17:51 -!- by [n=rob@g225122029.adsl.alicedsl.de] has quit ["Lost terminal"] 18:05 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 18:07 < Napkin> will blowguns lose their speed penality too when being used with a shield/buckler 18:08 <+doy> probably not, that one actually makes more sense 18:08 < Napkin> huh? 18:08 < Napkin> it does? how so? 18:09 <+doy> reloading a blowgun would necessarily require two hands 18:09 < Napkin> I mean.. kobolds use them.. so they are small things - not huge things you'd hold with two hands? 18:10 <+doy> i assume the speed penalty is reflecting reloading time 18:10 < Napkin> well, that would be same with slings though 18:11 <+doy> putting a stone in a sling seems like it would be a lot easier 18:11 <+doy> not that i've actually used a sling or a blowgun, but 18:11 <+doy> (: 18:13 -!- TwingeHatesISP [n=user@97-124-172-170.hlrn.qwest.net] has joined ##crawl-dev 18:18 -!- Twinge- [n=user@97-124-155-128.hlrn.qwest.net] has joined ##crawl-dev 18:18 -!- Twinge [n=user@97-124-170-9.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 18:19 < CIA-84> greensnark * rb1ee54b1fe15 /crawl-ref/source/ (skills2.cc util/gen-apt.pl): Move to a more compile-safe way of defining species skill aptitudes. 18:21 < Twinge-> A buckler should barely inhibit either blowgun or sling at all, maybe none for medium+ races and slightly for smaller. It might be interesting to make shields make blowguns less accurate rather than slower to reload, or slight bit of both; you don't need to hold one with both hands, but it is more accurate if you do. 18:22 <+doy> a shield would definitely make blowguns slower to reload though 18:22 <+doy> i could see making it less accurate too, but not sure that that's worth it 18:24 <+greensnark> Napkin: When you can, update cdo 18:24 <+greensnark> Most skill aptitudes were off-by-one 18:25 <+doy> heh 18:27 < Napkin> oh? after you fixed the skills shown wrongly? 18:28 <+greensnark> Yes 18:28 <+greensnark> The darts skill wasn't removed from apt list 18:28 <+greensnark> Which meant that the next skill got the darts skill aptitude, and so on 18:28 <+greensnark> I think every skill was off starting from bows :P 18:29 < Napkin> 30dc9be38 Fix skill display bug with Darts skill removed. 18:29 < Twinge-> It was funny to see Enchanters starting with armor though :) 18:29 < Napkin> that's running at the moment 18:29 <+greensnark> No big deal, just characters running around with amusing aptitudes 18:30 < Twinge-> Napkin: I think he's saying that fixed the names but not the aptitudes 18:30 < Napkin> c + Armour Skill 3 120 18:30 < Napkin> d - Shields Skill 1 130 18:30 < Napkin> hehe 18:30 < Napkin> not so correct for a MD ;) 18:31 < Napkin> Press RETURN to compile b1ee54b 18:31 < ais523> # 18:31 <+greensnark> RETURN 18:31 < ais523> um, that was meant to be pressing return, but I hit # just before 18:31 < ais523> by mistake 18:32 <+greensnark> Did that help? :) 18:32 < Napkin> -- 18:32 < Napkin> item_use.cc:1677: warning: ‘int _item_to_skill_level(const item_def*)’ defined but not used 18:32 < Napkin> -- 18:32 <+greensnark> I wonder what that was for :P 18:33 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2011-gb1ee54b (15.1) 18:33 < Napkin> It worked \o/ 18:33 < Napkin> ;)) 18:33 <+greensnark> :) 18:33 -!- TwingeHatesISP [n=user@97-124-172-170.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 18:35 <+doy> now all we need is a post-commit hook that does that 18:35 <+doy> (: 18:35 < Napkin> hehe, I wish I could give gretell commands ;) 18:35 <+greensnark> You wouldn't get sleep at night thinking about the security implications :D 18:35 <+doy> (: 18:36 < Napkin> only through local socket, of course! :D 18:36 < CIA-84> greensnark * r8084c80b478e /crawl-ref/source/item_use.cc: Remove unused static fn (Napkin). 18:36 < Napkin> thanks! 18:39 <+greensnark> You're welcome :) 18:39 -!- Twinge- is now known as Twinge 18:42 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit [Read error: 54 (Connection reset by peer)] 18:42 -!- Twinge- [n=user@97-124-161-188.hlrn.qwest.net] has joined ##crawl-dev 18:43 < Twinge-> But yeah, Slings should get slowed down by at least heavier shields too; you kinda need 2 hands to be able to load a stone into the sling for another shot. Maybe not as much slowed as they used to though? 18:43 < Twinge-> (Maybe I should only try to talk in the evenings, it disconnects less :P) 18:48 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 18:49 < Napkin> come on, guys... admit! you added some "don't talk to Napkin anymore" if-clause to Ijyb! 18:50 < Twinge-> Hail, Eronarn. 18:51 < Napkin> not slowing slings makes them finally useful again :) 18:52 < Twinge-> Well, it makes enough sense for a Buckler, for for bigger shields... it really doesn't. Besides if they are put in the same category as throwing they're kind of more useful automatically since they aren't requiring you to dedicate to them as much. 18:52 < Napkin> well, luckily it's no reality show ;) 18:54 <+greensnark> Napkin: Ijyb is mine, all mine. 18:54 <+greensnark> Stay away from my precious darling Ijyb 18:54 < Napkin> :-PPP 18:59 -!- Twinge [n=user@97-124-155-128.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 19:01 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 19:06 < Eronarn> Twinge-: A sling is just a leather strap, it wraps around your hand 19:06 < Eronarn> You can fire it one-handed 19:07 < Napkin> Oh, Hell knights in swamp? 19:07 < Eronarn> Napkin: margery 19:07 < Napkin> almost killed the old guy ;) 19:07 < Eronarn> hell knights only show up in the absence of margery in crypt 5, abyss, pan... maybe hells 19:07 < Eronarn> not sure on hells though, funnily enough 19:08 < Eronarn> @??hell knight 19:08 < Gretell> hell knight (@) | Speed: 10 | HD: 10 | Health: 30-90 | AC/EV: 0/10 | Damage: 13 | Flags: evil, spellcaster | Res: magic(40), hellfire | Chunks: contaminated | XP: 767 | Sp: pain, b.fire, blink / pain, throw flame, haste. 19:08 < Eronarn> Oh, that reminds me 19:08 < Eronarn> Would anyone be against turning Wights into something more like Hell Knights / Skeletal Warriors 19:09 < Napkin> they are difficult to hit and drain you 19:09 < Napkin> and come early 19:09 < Eronarn> They aren't particularly difficult, actually 19:10 < Eronarn> @??wight 19:10 < Gretell> wight (W) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 4/10 | Damage: 8(drain) | Flags: undead, evil | Res: magic(16), cold++, poison | XP: 37. 19:10 < Eronarn> @??hobgoblin 19:10 < Gretell> hobgoblin (g) | Speed: 10 | HD: 1 | Health: 4-7 | AC/EV: 2/10 | Damage: 5 | Res: magic(1) | Chunks: contaminated | XP: 2. 19:10 < Napkin> then why are they much more difficult to hit than a hobgoblin? 19:11 < Eronarn> Are you thinking of: 19:11 < Eronarn> @??wraith 19:11 < Gretell> wraith (W) | Speed: 10 | HD: 6 | Health: 18-48 | AC/EV: 10/10 | Damage: 13(drain) | Flags: undead, evil, see invisible, lev | Res: magic(56), cold, poison | XP: 168. 19:11 < Napkin> no, i think it was a wight 19:11 < Napkin> 2 or three times already 19:12 < Napkin> it had a undead knight-like tile with a blue/dark cloak 19:12 < Eronarn> Well, compare a wight to: 19:12 < Eronarn> @??scorpion 19:12 < Gretell> scorpion (s) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 5/10 | Damage: 10(medium poison) | Res: magic(12) | Vul: poison | Chunks: poisonous | XP: 28. 19:12 < Napkin> @?? snake 19:12 < Gretell> snake (S) | Speed: 13 | HD: 2 | Health: 6-16 | AC/EV: 1/15 | Damage: 5(poison) | Flags: amphibious, cold-blooded | Res: magic(8) | XP: 13. 19:13 < Eronarn> Then since a wight has a robe, it's at least +1 AC, up to +5 19:13 < Eronarn> Their weapon could've also been Protection brand, I guess 19:13 < Napkin> oh, yes, that could have been the problem 19:14 < Eronarn> Anyways, < Napkin> it had a undead knight-like tile with a blue/dark cloak 19:14 < Eronarn> This is why I want to see them buffed 19:14 < Eronarn> Their flavor is too cool for them to be just a wimpy early undead monster 19:14 < Napkin> aha 19:14 < Napkin> go ahead 19:14 < Eronarn> They're basically like liches, but for warriors instead of casters 19:14 < Napkin> i found them difficult enough already 19:14 < Napkin> watching someone else play 19:15 < Napkin> but i am a newbie in this game anyways 19:15 < Napkin> so... 19:15 * Napkin shuts up * 19:17 < Eronarn> Napkin: Yeah, I mean, making them buffer but also not show up as early 19:17 < Eronarn> Possibly just make a "wight" and a "wight champion" as a new monster, though 19:17 < Eronarn> Ooh. I could do them ancient Greek themed. 19:19 < Twinge-> Eronarn: Er, a Sling is normally a small leather strap attacheched to a foot or two or cord. You spin it around and release properly to fire it at a good speed. To then reload another rock quickly, you'd need your other hand. 19:19 < Twinge-> You can certainly FIRE it one-handed, but not reload it quickly one-handed. 19:19 < Eronarn> wight hoplite, wight myrmidon, wight peltast... maybe supplement it with roman gladiator types 19:19 < Eronarn> Twinge-: Yes, but remember that Crawl doesn't handle separate reloads/fires 19:20 < Napkin> sling is a weapon that melee characters use - no? 19:20 < Eronarn> Napkin: no - a sling is about the simplest ranged weapon one can make, piece of leather whirled around until you release it to fire a round stones 19:21 < Eronarn> different from a slingshot 19:21 < Napkin> so, who is using slings then? 19:21 < Eronarn> traditional halfling weapon 19:21 < Eronarn> it's been quite weak in Crawl for a while 19:21 < Eronarn> but has recently been buffed to be able to fire with a shield without the speed penalty shields normally give to ranged attacks 19:21 < Napkin> yes, i know 19:22 < Napkin> and i think that's a good change 19:22 < Eronarn> sling bullets were also made more common 19:22 < Napkin> finally i can use a sling again 19:22 < Twinge-> See, I think there should be a plenalty, just less of one - same with blowguns. Shields don't inhibit nearly as much as they do for a crossbow or longbow, but they do still inhibit. 19:23 < Napkin> who will use slings then? melee chars with should would go back to darts 19:23 < Napkin> oh, wait, 56 darts, "reloading" would mean i'll have to grab into my backpack? 19:23 < Napkin> that that justify a penalty too? 19:23 < Napkin> *does 19:24 < ais523> heh, I was playing HaHu recently, it almost works 19:24 < ais523> but uniques mess you up 19:24 < Twinge-> You can do that one-handed. 19:24 < Napkin> lol 19:25 < Eronarn> Twinge-: i think it's fine to make shield delay increase simply a factor of how much it interferes with firing 19:25 < Eronarn> and not get into loading at all 19:26 < Eronarn> trying to add realism here is silly - think about bows vs. crossbows 19:26 < Eronarn> i'm not even particularly good at archery and i could fire several arrows in the time it would take someone to load a crossbow... and they'd have to 'unwield' it to do so 19:27 < ais523> I'm not particularly good at archery, to the extent that I could load and fire a crossbow before I got an arrow to go more than a metre or so 19:27 < Eronarn> this could differentiate ranged weapons even more... but then characters would run around with 5 loaded crossbows and swap them, which is gimmicky and dumb 19:27 < Twinge-> Yeah it's going to be somewhat awkward no matter what I guess. I mean, having a shield is going to interfere with any of this no matter what. And somehow you're carrying a stack of 10 javelins while weilding a sword and a shield, etc. etc. 19:28 < Eronarn> heh, yeah 19:28 < Eronarn> I personally favor inventory not being carrying capacity, but bulk 19:28 <+doy> Eronarn: that is in fact what happens in doomrl, which has reloading 19:28 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Read error: 110 (Connection timed out)] 19:28 <+doy> people walk around with like 6 loaded shotguns, since weapon swapping is faster than reloading 19:28 <+doy> (: 19:28 < mr0t> eronarn: you mean to say volume of an item should be used instead of its weight? 19:29 < Eronarn> doy: that's kind of accurate to fps though :) 19:29 < Eronarn> mr0t: yes 19:29 < mr0t> hrm 19:29 < Eronarn> not strictly volume, though 19:29 < Eronarn> for example - javelins are not that much volume, but huge bulk 19:29 < Eronarn> imagine carrying ten billiard poles on your person 19:29 -!- Eifeltrampel [n=roca@dslb-084-063-083-238.pools.arcor-ip.net] has joined ##crawl-dev 19:29 < mr0t> yeah, it should factor in, in some way 19:29 < Twinge-> Annoying to implement for too little gain, I think. It's going to be unrealistic either way 19:29 < mr0t> goddamit, i hate when english forces you to repeat a word 19:30 < Eronarn> Twinge-: it wouldn't actually be bad to implement - replace 'aum' with 'bulk', assign more sane bulk values 19:30 < mr0t> yeah, there are way more pressing things to balance 19:30 < Eronarn> aum is already effectively a measure of bulk, because for example armor values are much lower than they should be 19:30 < mr0t> you would have to keep aum and add bulk as another variable 19:30 < ais523> carrying ten javelins isn't much harder than carrying one javelin, though 19:30 < Twinge-> Eronarn: Sure, but it'd still be an overhaul of the existing system, and change something that doesn't really need changing. 19:30 < ais523> because they stack nicely 19:31 < Eronarn> ais523: yeah, if any bulk system were added you could make each stack of an item you have take up bulk, inherently 19:31 < Eronarn> Twinge-: well... carrying capacity certainly needs changing 19:31 < ais523> well, the 52-inventory-slots limit sort-of works like that 19:32 < Eronarn> it's not-ok with the current values on trunk imo 19:32 < mr0t> I think trying to change the game just to make it more realistic is a bit misguided; i mean, we're talking about a game where you can do a million things that violate various laws of thermodynamics and so on 19:32 < Twinge-> Oh yeah? It seemed better in some ways at least - Strength is more relevant 19:32 < Eronarn> Twinge-: it's better but there are still lots of really weird weight values 19:32 < Eronarn> like, why is a wand as heavy as a javelin 19:32 < mr0t> hell, unless a game is a simulator, realism should never be a concern 19:32 <+doy> mr0t: internal consistency is useful though 19:33 < Twinge-> For gameplay balance rather than realism. 19:33 <+doy> because it makes the game easier to learn 19:33 < Twinge-> The game is harder - and has some tougher decisions - when you can't just carry a stack of 20 wands easily 19:33 < Napkin> heh, poisoned sling bullets \o/ 19:33 < Twinge-> Napkin: I thought those were removed by now? :P 19:33 < Eronarn> Twinge-: but you *can* carry 20 wands easily, the limiting factor on wands is generally your inventory slots nowadays 19:33 < mr0t> I said trying to make the changes *just* to make it more realistic, so yeah, I think it's fine if there's a balance issue 19:34 < Twinge-> Eronarn: Not if you're a Spriggan you can't ;) 19:34 < mr0t> since wands don't actually exist, how can one assign a value to one? 19:34 < Eronarn> Twinge-: yes, which is good - but all i am saying here is that carrying capacity was changed, but item weights werent' 19:34 < Twinge-> Nod, that's fair. 19:34 < mr0t> and shouldn't wooden wands weigh less than metal wands 19:34 < Eronarn> even if item weights were solely dictated by balance concerns - and they are absolutely not - they should be revisited 19:34 < mr0t> etc etc 19:35 <+doy> i am somewhat afraid that the carrying capacity change was a bit too extreme 19:35 <+doy> but haven't really played with it enough to know for sure 19:35 < mr0t> so what else are they 'dictated' by, other than realism? 19:35 < Twinge-> Sure. I haven't tried too many different options in trunk at this point anyway so I don't know how it all matches up. I just know Str was much more relevant to my Spriggan now than it used to be, Rotting mutation was more annoying, and carrying capacity was definitely an issue =) 19:35 < Eronarn> mr0t: "how much should this sword weigh" *thinks for 5 seconds* *puts down number* 19:36 < Eronarn> this is why a halberd weighs a third as much as a full suit of plate mail 19:36 < Twinge-> Heavy weapons help prevent Tukima's from being too Uber though in a way, I guess 19:36 < mr0t> i was just being cheeky about that, of course you can make a realistic estimate of what the weight would be in 5 seconds 19:36 < mr0t> you didn't answer my question, though 19:37 < Eronarn> mr0t: meant were in that case when i said it - that item weights are just another legacy feature inherited from a game with >10 speed hydras 19:38 < mr0t> really it doesn't matter; I just think keeping a game balanced is both the highest priority and the most difficult aspect of development, so to dismiss it in favor of realism.. 19:38 < Eronarn> oh, no, i'm not saying that 19:38 < Eronarn> just, realism can be a useful guide for balance 19:38 < mr0t> ah, okay 19:38 < mr0t> yes, that is true 19:38 < Eronarn> it is realistic that you can't carry around a ton of giant rocks even if you're an ogre 19:38 < Eronarn> and also balanced 19:39 < mr0t> i remember when I first tried to 'develop' a game, it wasn't programming or anything, just Blades of Exile, when it came out I was so psyched, I was only a kid and had dreamed of developing an rpg 19:39 < mr0t> it was a breeze until I started playing 19:40 < mr0t> monsters were way too weak.. then way too strong.. then too frequent.. then not frequent.. etc 19:40 < Eronarn> balancing games is fun :) 19:40 < mr0t> i never even completed one scenario because I couldn't attain the balance of the other exile games, not even close 19:40 < Eronarn> hate math, love stats & numbers 19:40 < Eronarn> and formulas 19:40 < Twinge-> Balance is a tough nut to crack indeed. I consider it one of my strengths - I'm not as good at ocming up with ideas from scratch, but I am usually good at fixing existing ideas. 19:41 < Eronarn> you would think that if i like numbers and formulas i would like math, or that if i don't like math i wouldn't like numbers and formulas - but no 19:41 < mr0t> by math you mean what, arithmetic, geometry and calculus? 19:41 < mr0t> and derivatives (no pun intended) 19:41 < Twinge-> Eronarn: Haha, that applies to me to some extent. I started out a math genius in early years, and then barely passed Calculus in later years ;O I do wish I was better at stats-based math though, I shoudl actively learn more about it sometime 19:42 < Eronarn> mr0t: Can't do calculus. Failed it. 19:42 < Eronarn> Almost failed precalc in highschool 19:42 < Eronarn> Now, I have a job that requires programming, specifically of spherical trig/coordinate systems. Go figure. 19:42 < Twinge-> Trigonometric identies and Calculus were my bane 19:43 < Eronarn> Twinge-: I got a basic stats education with my psych degree. I'd like to learn more, though 19:43 < mr0t> i managed to avoid getting an F on my transcript by being cautious and dropping classes I wasn't sure I'd pass 19:44 < mr0t> but ironically, I needed an F on my transcript instead of a W because of reasons that are complex and not germane to the discussion anyway 19:44 < mr0t> so I get an F by design 19:44 < mr0t> although I probably would have gotten a D if I'd tried, I needed a C since its in my major 19:45 < mr0t> Genetics Lab. Fucking hate it, it's useless. when I took genetics at SRSU, it was also a lame class, but there was no lab 19:45 < Eronarn> mr0t: I'm taking a winter course right now, but aside from that this was my last semester. I was seriously in danger of having to retake one or two classes in the spring, which would've been *awful* 19:46 < mr0t> I can't deal with slaughtering living things, so I just stopped going to class when we had to start 'observing' the flies we had finally gotten after caring for 2 generations of them 19:46 < mr0t> heh 19:47 < Eronarn> A girl I know does neuro. She has to do that, but with rats 19:47 < mr0t> tell me about it.. I have only 5 credit hours left to graduate 19:47 < mr0t> ugh, I hate thinking about that 19:47 < Eronarn> mr0t: I had 5 left. You can take 4 in winter semester and there are no waivers permitted. 19:47 * mr0t has kept pet rats since being a kid, brother was allergic to cats and dogs 19:47 < mr0t> yeah but the thing is 19:47 < Eronarn> then my mom reminded me that I had taken a community college course in high school to graduate earlier, but that there was no reason I couldn't count it towards my college degree, too 19:48 < Eronarn> Thanks, mom! <3 19:49 < mr0t> I live with my parents, they're selling the house, moving to colorado where they've already bought a house so we're probably going to move before this house is even completely sold, today my dad is signing over the business to the guy he's selling it to, and with no more obligations here, they wanna get the hell out, and I don't blame them, houston is an ugly city 19:49 < mr0t> heh 19:49 < mr0t> community college is great 19:49 < Twinge-> Houston IS an ugly city. Can't really do anything but better by going to Colorado, hehe 19:50 < Twinge-> Besides, Colorado is a great state for board gaming :) 19:50 < mr0t> i fucking hate the denver area 19:50 -!- Twinge- is now known as Twinge 19:50 < mr0t> the weather, the altitude 19:50 < Twinge> Yeah, I dislike bigger cities in general. I'm not a fan of Denver, but think I would like Houston even less. 19:51 < mr0t> I was going to live in Alpine and finish my degree there. It's 2000 feet lower and about 8 degrees south of denver, so much better climate. 19:52 < mr0t> twinge: probably, most people hate the humidity and whatnot 19:52 < mr0t> I don't like not having my sweat evaporate, but it feels, I dunno, like the natural habitat of the human being, warm and humid tropical areas 19:53 < mr0t> denver? man, it's not even so much the cold or the altitude as it is there's not an ocean nearby for like 1000 miles 19:53 < Twinge> Hah 19:53 < Eronarn> aw, I got an incomplete in a class. 19:54 < mr0t> Alpine is only 200 miles or so from the pacific (direct, would be more by road) 19:54 < Eronarn> So not totally ready to graduate I guess. 19:54 < mr0t> hrm 19:54 < mr0t> brb 19:57 < Twinge> So then. Missile Launchers. :) Slings should have no speed penalty, Blowguns should have a very slight penalty (probably 0 with bucklers at least for medium+ races) and possibly a slight accuracy penalty (two hands = better aim). Crossbows and bows should keep their higher penalties. 19:58 < Eronarn> Twinge: Right now I think only 1.5handed and 1handed ranged weapons are used 19:59 < Eronarn> We could make crossbows and bows "two handed" ranged weapons, and blowguns "1.5 handed" 19:59 < Eronarn> But, we could also drop the handedness that is used for melee weapons entirely, because it's not necessarily a good parallel when thinking about ranged weapons 20:00 < ogaz> longbows at least being 2-handed makes sense, I think 20:00 < Eronarn> Which can come in: load+fire one handed (throwing), load two handed + fire one hand (slings), load one handed but fire two handed (bow) 20:00 < Eronarn> (Funnily enough, crossbows are technically load two handed, fire one handed) 20:00 < Eronarn> We could also make distinctions between *accuracy* penalties and *speed* penalties 20:01 < Eronarn> For example, slings could suffer speed penalties from shields but never accuracy, and blowguns could suffer accuracy and speed 20:02 < Eronarn> But this really depends how complex we want to go... I'm not sure there's any point to making slings reload slower when used with a shield. What does it add? 20:03 < mr0t> I'm beginning to think Henzell is a sentient being. whenever I query him with an !rng between crawl and another game or three, he always picks crawl! I think only once did he not, and there were like 10 choices in that query 20:04 < cbus> found a bug 20:04 < cbus> Mara can create GhFi ghosts 20:04 < Twinge> Eronarn: Yeah, I was saying we don't need to go too complex, though I suppose we could. Changing it from the melee terminology might be good though. 20:05 < Eronarn> cbus: Cute :) File it 20:06 < Eronarn> Twinge: It may be benficial to think of this from a loadout perspective. What do we "want" bow-users to be using? Sling-users? 20:06 < cbus> done 20:06 < Twinge> Another option, on the semi-complex side, would be to factor in skill more; with enough skill there are no penalties to using slings with shields, but at low skills there are some especially with heavier shields. 20:07 < Ashenzari> Mara ghost creation (http://crawl.develz.org/mantis/view.php?id=332) by cbus 20:08 < Twinge> I'm loosely thinking in terms of 'Bows and Crossbows are potentially nicer in general and pack more punch, but slings oculd have the advantage of firing faster and being useful against jellies as well as being more viable to combine with melee' 20:09 < Twinge> Darts are the middle ground, combining decently with either other missile weapons or melee weapons, and doing no direct damage but giving lots of cool utlity options. 20:10 < Twinge> Needles, rather. 20:11 < Eronarn> "being useful against jellies" is not really an advantage 20:12 < Eronarn> since throwing gets the same thing with stones 20:12 < Eronarn> and it's such a niche factor 20:13 < Twinge> Not a big factor at all, no. But still somewhat noteworthy; other missile weapons are pretty awful against jellies since they just eat what you shot and heal from it 20:14 < Eronarn> as i see it - bows/crossbows are simply differently-flavored mirrors of each other; throwing is perhaps too broad, esp. with blowguns; slings should be good for shield-users whether armored or not but currently this is not enough the case 20:15 < Twinge> I still find it a bit silly for there to be Throwing+Blowing and then slings as seperate apts; there should probably jsut be 3 apts or only 1 there. 20:17 < Eronarn> i think it would be ok to buff slings somewhat in effect, but not directly damage, and merge them into throwing 20:18 < Eronarn> and make all throwables heavily dex/str depending 20:18 < Twinge> Oh also - I think Sling Bullets are eaten by jellies; shouldn't they be unaffected, as stones are? 20:18 < Eronarn> no 20:18 < Eronarn> they're made of lead 20:18 < Eronarn> jellies eat metal 20:18 < Twinge> Fair enough 20:20 < Eronarn> the real question here is how to differentiate slings from throwables; there are plenty of ways to do this for blowguns 20:20 < Twinge> Yeah, that's what I was thinking for Slings, and the Throwing skill, too. Javelins would be a lot better for the Strong, Slings a lot better for the Dextrous, Darts somewhere more in-between, etc. Then there'd be a few ego sling bullet options, e.g. explosion/shrapnel types or whatever else. And then I think Slings would be inherently better to some extent just because you wouldn't be dedicated to them alone 20:20 < Eronarn> but slings not so much 20:20 < Eronarn> within the current paradigm 20:20 < CIA-84> j-p-e-g * r64ae3b98cc6e /crawl-ref/source/directn.cc: Fix 2903951: duplicate letters in the Ctrl-X menu. 20:21 < CIA-84> j-p-e-g * re88370a40d2c /crawl-ref/source/directn.cc: Add a comment. 20:21 < Eronarn> Twinge: i think that what i prefer is st-based slings have a chance to clobber opponents via strength, dx-based via skill (particularly when stabbing) 20:21 < Twinge> Hmmm. There's a lot of ways it could go. 20:22 < Eronarn> basically, i think that throwing should be equally usable by the strong or the dextrous but it should have different flavors 20:23 < Twinge> Nod. I was thinking more along the lines of 'javelins, thrown spears, thrown hand axes are better for the strong; darts, thrown stones, thrown daggers are best with balanced; slings, blowguns are best for the dextrous' But there's certainly a variety of ways to go about it 20:26 < Eronarn> well, they can certainly be better 20:26 < Eronarn> but they should have some niche for both 20:27 < Eronarn> -- also, slings benefit GREATLY from high strength 20:27 < Eronarn> if anything, it should be darts in dex 20:27 <+doy> yes 20:27 < Eronarn> though this depends on which intepretation of darts you take (e.g., oriental vs. occidental archery) 20:35 < Twinge> Could also theoretically make slings shoot farther than Bows, though having any of the missile weapons not shoot full LOS seems pretty awful 20:37 <+doy> i don't think that's necessarily awful 20:37 <+doy> for instance - making strength affect slings range might be reasonable 20:37 <+doy> so that at reasonably high strength it does get to full range, or something 20:38 < Eronarn> doy: the problem with that is that then rocks should be less range than slings 20:38 <+doy> Eronarn: true 20:38 <+doy> shrug 20:38 < Eronarn> there simply isn't much range to work with 20:38 <+doy> yeah 20:39 < Eronarn> i am in favor of a clobber effect because it's interesting and not often used 20:39 <+doy> could have all thrown weapons have range based on strength 20:39 <+doy> and have slings get a bonus to range 20:39 <+doy> or something 20:39 <+doy> not sure if that's worth it though 20:39 <+doy> would probably end up being a pretty significant nerf in any reasonable implementation 20:39 < Eronarn> yes, though it's also ok to nerf throwing some, probably 20:40 < Twinge> Unless you're able to shoot beyond LOS, II don't think there's enough room to work with to be a comfortable change 20:40 < Eronarn> shooting beyond LOS is a no 20:40 < Twinge> That's what I figured. 20:41 < ais523> even accidentally? 20:41 < ais523> as in, missing and the projectile flying to max range? 20:41 <+doy> yeah, too abusable 20:41 < Eronarn> ais523: fire at nothing, miss it 20:41 < ais523> that sort-of makes sense, though 20:41 < ais523> why is firing at things out of LOS abusable? 20:41 < Eronarn> because they have really poor AI for dealing with it 20:41 <+doy> because they won't fire at you 20:41 < Eronarn> also, stationary opponents 20:41 < ais523> I didn't realise monsters stayed stationary when out of LOS 20:42 < Eronarn> no - i mean, against stuff like oklobs 20:42 < ais523> that's just common sense 20:42 < ais523> I mean, if I was walking down the street and came across an oklob, I'd run like hell 20:42 < ais523> but if I was an adventurer-type 20:42 < Eronarn> what's common sense about being able to have any kind of chance of hitting something you *can't see* 20:42 < ais523> I'd go out of range and start shooting in its general direction 20:42 < ais523> Eronarn: depends on how much of the tile it takes up 20:43 < Eronarn> ais523: tiles are big enough to fit dragons and giants in them 20:43 < ais523> an ogre, or something, it seems pretty plausible you could hit without being able to see 20:43 <+doy> regardless of realism 20:43 <+doy> this would completely trivialize oklobs, curse skulls, etc 20:43 <+doy> so there's no real benefit to allowing it 20:43 < Eronarn> yes, it's bad game design moreso than anything else 20:43 <+doy> also, would be an interface nightmare 20:44 < ais523> hmm, ##crawl-dev worries me 20:44 < ais523> the general trend seems to be towards removing tactics from the game 20:44 < ais523> and just relying entirely on stats 20:44 <+doy> ais523: explain how this tactic is at all interesting though 20:44 <+doy> once you know about it, you're completely safe from an entire otherwise interesting group of monsters 20:44 < ais523> well, you'd need a pretty wide open area for there to be a straight line to an oklob at past-LOS range 20:44 < Eronarn> dig 20:45 < ais523> and having to stay in one place and use up lots of ammo would leave you vulnerable to the other monsters in the area 20:45 <+doy> not in any meaningful sense 20:45 < Eronarn> also, 'removing tactics from the game'? you do realize that there used to be effective past-LOS attacks 20:45 < ais523> Eronarn: if you dig, that means taking lots of oklob hits while you try to set up the area 20:45 < Eronarn> and that they were so broken that they got removed 20:45 < Eronarn> right 20:46 < ais523> but yes, I can see how this particular tactic would be broken 20:46 < ais523> it's more, Crawl seems to be in an iterative cycle of removing the most broken tactic from the game, soon there won't be any left 20:46 < ais523> I mean, stair-swapping is pretty powerful, for instance 20:46 < ais523> it lets you deal with certain melee monsters trivially 20:46 <+doy> we're removing stair swapping? 20:46 < ais523> go downstairs, shoot a bit, go to the other stairs, shoot a bit more 20:46 < ais523> you aren't removing stair swapping 20:47 < ais523> but, it also trivialises a whole category of monsters 20:47 < ais523> if the player has the patience to do it 20:47 < ais523> and the stairs are in the right place 20:47 < Eronarn> and other monsters don't come along 20:47 < ais523> presumably, the level above is an already-cleared one 20:47 < Eronarn> and the player has enough ammo, because he can't pick it up and the thing heals between stair visits 20:47 < syllogism-> 4.1 nerfed stair swapping 20:47 < ais523> you wouldn't expect monsters to come along there 20:47 < syllogism-> but it wasn't imported to SS 20:47 < Ashenzari> Vampires get too many messages (http://crawl.develz.org/mantis/view.php?id=333) by st 20:47 < Eronarn> the level below isn't 20:47 <+doy> syllogism-: how so? 20:48 < syllogism-> doy: it took 2 turns to take the stairs 20:48 < syllogism-> so it was riskier at least 20:48 < Eronarn> anyways, stair swapping is way less broken that past-LOS attacks 20:48 < Eronarn> and this is a silly discussion to be having because it is not a trend of 'removing' broken things 20:48 < Eronarn> but fixing them 20:48 < Eronarn> which sometimes requires removing them, when the thing is inherently broken 20:48 <+doy> yeah, we're at least attempting to add additional options for tactics 20:49 < ais523> the additional options all seems to be new spells, new items, etc 20:49 < Eronarn> ais523: square spell LOS 20:49 < Eronarn> ais523: varying spell ranges (whch makes some monsters have shorter ranged spells) 20:50 < Eronarn> that's two that have nothing to do with new spells/items 20:50 < Eronarn> just off the top of my head 20:50 < ais523> my issue is, it seems plausible, right now, to compile a "big manual of Crawl tactics" which tells you the optimal thing to do in any situation 20:50 < ais523> and just use it, and either die due to RNG, or win 20:50 < syllogism-> there's always the optimal thing 20:50 <+doy> really 20:50 < ais523> strategy would still be needed 20:50 < syllogism-> no matter what game 20:50 < ais523> syllogism-: yes, but for Crawl I think it would only be a few pages long, eventually 20:50 < ais523> I mean, that's pretty much how I play Crawl now 20:50 <+doy> i'm not entirely convinced of that 20:50 < syllogism-> that's how you play every roguelike 20:50 < ais523> add a few more entries to the book, get further 20:51 < ais523> eventually you win 20:51 < Twinge> ais: Seems like that manual would be shorter if more broken tactics were present; "If you can do A, do A because it is always the best thing. Otherwise do B." 20:51 <+doy> yes, that too 20:51 < ais523> on the other hand, there are loads more tactics available in NetHack, just you don't have to use them 20:51 < Eronarn> ugh 20:51 < syllogism-> yes it's a broken game 20:51 < Eronarn> you used the n word 20:51 < ais523> it's been, what, 7 years since the last version of NetHack was released? and people are only just now getting sub-3000 turn wins? 20:51 < cbus> eronarn, naggers? 20:51 <+doy> ais523: but in nethack, you can pick just one of them and never even think about the others 20:51 < ais523> doy: yes, exactly 20:51 < ais523> that's why nethack is a broken game 20:51 <+doy> your manual is like half a page 20:52 < ais523> crawl doesn't have that issue 20:52 < ais523> doy: your manual is a lot bigger, but 99% of the entries you never ues 20:52 < ais523> *use 20:52 < ais523> more like 99.9% 20:52 < Eronarn> 14:55 < ais523> it's been, what, 7 years since the last version of NetHack was released? and people are only just now getting sub-3000 turn wins? 20:52 < Twinge> ais: You're confusing Width of strategic options and depth of strategic options. Simply having a lot of options does not mean the options are deep, real, or meaningful. 20:52 <+doy> ais523: what exactly is the point you're trying to make here? 20:52 < Eronarn> god 20:52 < Eronarn> what is this even supposed to MEAN 20:52 < ais523> doy: hmm... I think, that Crawl is becoming a game simple enough to solve by brute force 20:52 < Eronarn> that is not a positive statement about nethack but it's not even a negative one either 20:53 < Twinge> Having a lot of options, and having most of those options not worth doing, is *strictly* bad game design. 20:53 < Eronarn> ais523: ...as opposed to nethack?! 20:53 < ais523> Eronarn: I don't think nethack's solvable by brute force; I think it's trivially solvable by heuristic, but that's a different approach 20:53 < ais523> Twinge: agreed 20:53 < ais523> I'm not holding up nethack as a good example at all 20:53 < Eronarn> then why are you talking about it 20:53 <+doy> then what are you holding up nethack as? 20:53 <+doy> that's what i'm confused about 20:53 < ais523> I think Crawl is going too far in the other direction 20:54 < Eronarn> also, what 20:54 < Eronarn> the idea of distinguishing between brute force and heursitic in beating roguelikes is lol 20:54 < Eronarn> what roguelike do you know where anything resembling 'brute force' works 20:54 < ais523> probably Rogue itself, it does 20:55 < Eronarn> they all have tons of special cases that would kill you if you tried anything that could be described like that... unless like in nethack you can become so powerful that even special cases can't kill you readily 20:55 < Twinge> ais: So you're saying it's becoming too much like 'Go', where the rules are simple and the options are limited but the gameplay is considered the deepest of all games? ;) 20:55 <+doy> well, the fact that taeb's behavioral ai works as well as it does points to nethack, since behavioral is basically brute force 20:55 <+doy> (: 20:55 < ais523> doy: no it isn't 20:55 < ais523> it's the exact opposite of brute force 20:55 < ais523> it's a checklist, if a then b, if c then d, and so on 20:55 <+doy> ais523: then i don't know what you mean by brute force 20:55 < ais523> brute force would be comparing b, d, f, h and so on 20:55 <+doy> and i certainly don't see how it applies to crawl 20:55 < ais523> and seeing which was the most likely to help 20:56 < ais523> hmm, this is a hard point to make 20:56 < ais523> maybe I'll just have to get a bot to do Crawl, I think it's easier than getting a bot to do NetHack 20:56 <+doy> "seeing which was the most likely to help" meaning "if a then b, if c then d, etc"? 20:56 <+doy> i don't understand 20:56 < Eronarn> ais523: your definitions are totally wacky, and you are wrong about a crawl bot being easier than nethack 20:56 < Eronarn> hope this helps 20:56 < ais523> doy: because, if a, then you never consider d, f, h, etc 20:56 < Twinge> ais: It looks like you're complaining that there is better balance and choices require more difficult valuation. 20:56 <+doy> ais523: i don't see how that's a meaningful distinction though 20:57 < ais523> because there are millions of things you could do in NetHack, at any given time 20:57 <+doy> or really, what that distinction even means 20:57 < ais523> it wouldn't make sense to try them all 20:57 < Eronarn> doy: funnily enough what he means by brute force is actually a heuristic 20:57 < Eronarn> and what he means by heuristic is closer to brute force 20:57 < ais523> in Crawl, there's what, five or so? 20:57 < syllogism-> fyi crawl isn't any simpler than it was 5 or 10 years ago 20:58 < ais523> most of the time, you can't shake off a monster without spending resources, or at all, so it's obviously correct to kill it now 20:58 < ais523> if you can 20:58 < Eronarn> crawl wasn't around 10 years ago was it? :) 20:58 < syllogism-> it was 20:58 <+doy> Eronarn: crawl is about 15 years old 20:58 < Twinge> ais: I'd prefer choosing 1 out of 3 good options of the total 5 options than choosing 1 out of 1 good options of the total 100 options. 20:58 < Eronarn> interesting, didn't know that 20:58 <+doy> Twinge: agreed 20:58 < ais523> Twinge: I'd prefer if there were 100 options, and maybe 8 of them were good, and it took me a lot of thought to choose which 20:58 <+doy> ais523: yes, but that is *hard* 20:58 < Twinge> ais: So you prefer bad game design. I guess that's your call. 20:59 < ais523> doy: agreed 20:59 <+doy> and i don't know basically any game that does that well 20:59 < Eronarn> doy: GURPS 20:59 <+doy> getting nethack into a state where that was the case would be basically impossible, for instance 20:59 < Eronarn> if you have an hour to spend thinking about every 1 second turn, anyways 20:59 < ais523> doy: something like that comes up every now and then in #nethack, and everyone discusses for 10 minutes or so as to what to do 21:00 < ais523> however, it's nearly always only when the player has already made a stupid mistake 21:00 < Eronarn> ais523: you think that doesn't happen in crawl? 21:00 < ais523> my conclusion: nethack is only interesting after stupid mistakes 21:00 < ais523> Eronarn: it still happens sometimes, but I think that most of the time when it does, the player is screwed 21:00 < Eronarn> and even better, in crawl it happens with perfect play, barring scummy perfect play 21:00 <+doy> ais523: not really 21:00 < ais523> agreed, it /should/ happen even with perfect play, that is completely what is wrong with NetHack 21:00 < Eronarn> ais523: oh no the player might die! in a roguelike! tragedy! 21:01 <+doy> well, crawl does require a bit more forethought 21:01 <+doy> but that's intentional 21:01 < ais523> just, I think interesting opportunities for it to happen are being drained from Crawl 21:01 < syllogism-> but that's simply wrong 21:01 <+doy> if you get down to one turn to try to save yourself from death, then yes 21:01 <+doy> you're probably going to die 21:01 <+doy> the key for crawl is recognizing those situations earlier 21:01 <+doy> in nethack that's not really the case 21:01 < Twinge> ais: Yeah, I'm still hearing "I prefer games to be poorly designed and only care about width of strategy and not depth" :P 21:01 < Eronarn> ais523: it's nice that you think that but you're completely wrong, sorry 21:01 < Eronarn> ais523: compare shoals deaths in the past week vs. the past month 21:02 < ais523> Twinge: I care about both, I think Crawl's losing both 21:02 < ais523> Eronarn: have they gone up? 21:02 < syllogism-> seems like you are basing this purely on some imaginary crawl you thought existed 21:02 < Eronarn> yes 21:02 < syllogism-> because whatever you think about crawl 21:02 < Eronarn> a lot 21:02 < Twinge> Examples? 21:02 < syllogism-> it hasn't changed in the way you claim it has 21:02 < ais523> if so, is it because you made the zone harder? or because you changed it? 21:02 < Eronarn> how would one make it harder without changing it 21:02 < ais523> you wouldn't 21:03 < ais523> but I mean, does changing a zone, in itself, make people die in it more even if you make it slightly easier? 21:03 < ais523> people have expectations as to what they'll find 21:03 < Eronarn> it's objectively harder 21:03 < Eronarn> some things just got straight-up buffs 21:03 < ais523> if those are violated, their standard tactics won't work, and they'll die 21:03 <+doy> ais523: shoals hasn't been around long enough for people to have expectations about it 21:03 < TGW> wait, is that what this whole argument is about? shoals changing? 21:04 < ais523> TGW: no, it isn't 21:04 < syllogism-> tgw: LOS abuse being discouraged 21:04 < ais523> I don't mind discouragement of LOS abuse in particular, it's probably necessary 21:04 < Eronarn> TGW: ais523 thinks that crawl is becoming easier / losing too many tactical options / that it would be easier to write a crawl bot than a nethack bot 21:04 < syllogism-> so what do you mind 21:04 < ais523> my issue is that this sort of thing is repeatedly becoming necessary 21:04 < syllogism-> do you have any examples 21:04 <+doy> ais523: do you have any other specific examples of what you're talking about? 21:04 < TGW> isn't there already a nethack bot? 21:04 <+doy> you keep saying 'repeatedly', but 21:04 < ais523> I'm pretty sure I had, but I can't remember them 21:04 < Eronarn> TGW: several 21:04 < TGW> or like more than one 21:04 < TGW> that win regularly 21:04 < ais523> TGW: three active, none of them do very wel 21:04 <+doy> not that win 21:04 < ais523> *well 21:04 < TGW> oh 21:04 < ais523> NetHack's never been won by a bot 21:04 < Eronarn> they get decently far 21:04 < Eronarn> iirc 21:05 < Eronarn> but not close enough to win 21:05 <+doy> but we're pretty sure that's just a matter of time though 21:05 < ais523> I think bot-winning NetHack's about two years out 21:05 < ais523> and we've been working on it for years already 21:05 < ais523> (I'm one of the main NetHack botdevs) 21:05 < ais523> (doy is another) 21:05 < CIA-84> greensnark * red85466e0202 /crawl-ref/source/ (14 files in 3 dirs): Fix Shoal:$ generation bugs: stairs could be surrounded by deep water, hut entrances could be blocked by rock. 21:06 < ais523> anyway, I'm having enough problems trying to coherently make my point that I don't think I'll convince you of anything, so I'm going to stop trying 21:06 < Eronarn> argument feature, not user bug 21:06 < ais523> on another note: don't water fountains in the Temple lead to a no-brainer (quaffing them until dry?) 21:06 <+doy> ais523: i suppose in some sense, but... why? 21:06 < syllogism-> they are just flavor 21:07 < Eronarn> it's less food than a ration 21:07 < syllogism-> you dont get enough nutrition from them 21:07 < syllogism-> for it to matter 21:07 < ais523> you do as a spriggan 21:07 <+doy> a couple points of nutrition isn't really meaningful 21:07 < ais523> I've done it numerous games 21:07 < ais523> 099qy 21:07 < ais523> it's habit to type that straight off 21:07 <+doy> ais523: i play spriggans all the time, and have never had food issues to that level 21:07 < ais523> I've got all the way down to dlvl 10 or so entirely on fountain nutrition before 21:07 < Eronarn> ais523 is right in that optimal play would dictate drinking fountains 21:07 < Eronarn> but it's not really worth the effort to set up most of the time 21:07 < Eronarn> even on a spriggan 21:07 < ais523> they don't give enough nutrition to make it worthwhile to go back to them later and quaff them 21:08 < ais523> so, it's obvious that you do it immediately 21:08 < ais523> it just bothers me a bit, seems to go against Crawl's design principles 21:08 <+doy> shrug, not really any moreso than other races finding a meat ration on the ground 21:08 <+doy> or i guess a corpse 21:08 < TGW> does it seem wrong that the almost strictly optimal strategy is "not really worth the effort to set up most of the time?" 21:08 <+doy> would be a better analogy 21:09 < ais523> at least you can take that with you, and it's an interesting choice as to when to eat it 21:09 < ais523> especially when berserking is involved 21:09 < ais523> do I eat now to top up my food so I can go berserk? or do I save it until later 21:09 <+doy> TGW: "strictly optimal" by a very narrow margin though 21:09 < TGW> doy: it's an upside with no downside 21:09 < TGW> beyond "not really worth the effort" 21:09 < Eronarn> this discussion is sooooo stupid 21:09 < ais523> and it only takes half a second or so to type 099qy 21:09 <+doy> i agree with all that 21:10 < Eronarn> can we please talk about something that will be relevant to more than 3 people, ever 21:10 < Eronarn> like, i dunno 21:10 < Eronarn> the fact that you can pacify giant snails 21:10 < Eronarn> but not worms 21:10 < ais523> by the way, what's meant to be interesting about giant snails? 21:10 < ogaz> does this matter to anyone but sp and really weird corner cases? 21:10 < Twinge> ais: I think it's pretty telling that you can't come up with any actual examples of your claim, by the way :P 21:10 < ais523> the general principle of Crawl is that each new monster you come across should require different tactics to beat 21:10 < ais523> or at least pose a threat 21:10 < ais523> gah, I'll have to check logs now 21:11 < Twinge> For fountains though, I thought theu actually were changed to not give nutrition already, but I guess I was mistaken 21:11 < syllogism-> there are many monsters that arent interesting at all right now 21:11 < Eronarn> ais523: slugs are just a reskin of beetles, all of them are enemies that hit pretty hard but slowly and move slowly and are hard to kill 21:11 <+doy> i mean, i wouldn't be against a patch to make fountains not give nutrition 21:11 <+doy> but i really don't care enough 21:11 < syllogism-> Not sure what that has to do with what you've been arguing about though 21:11 < ais523> spammals is another example, I suppose: something else that's obviously broken, but removes tactical objects when you remove them 21:11 < ais523> *tactical options 21:11 < Twinge> which is fine... good, even. Unique stuff isn't very unique when there's nothing bland 21:11 < ais523> or nerf, in this case 21:11 < TGW> oh? 21:12 < TGW> like what 21:12 < Eronarn> Twinge: it makes gastronok just that much more flavorful 21:13 <+doy> ais523: the intention is for 0.7 to introduce a lot of more interesting summoning spells 21:13 <+doy> that's more an issue with summonings in general being too boring 21:13 < TGW> what did spammals nerf prevent from being a strategy? 21:13 < ais523> a conversation we had a while ago, was me making the point that summoning a single butterfly was broken by general Crawl power levels 21:14 < ais523> TGW: making range 21:14 < Twinge> You can still do that. 21:14 < ais523> well, you can still do that even with current spammals 21:14 < Twinge> Just less assuredly and abuseably 21:14 < ais523> but, how many other ways are there to do that? 21:14 < Eronarn> blink 21:14 < ais523> I tried swiftness, it doesn't work on some monsters (they're fast enough anyway) 21:14 < Eronarn> swiftness 21:14 < Eronarn> teleport self 21:14 < ais523> and blink causes glow 21:14 < Eronarn> slow 21:14 <+doy> no it doesn't 21:15 < ais523> controlled-blink does, at least 21:15 < syllogism-> negligible glow 21:15 < Eronarn> controlled blink is totally different 21:15 <+doy> sure, but that's not really relevant 21:15 < Eronarn> and totally broken 21:15 < Twinge> Wand of Hasting. Confusing the enemy. 21:15 < Eronarn> and totally worth the glow 21:15 < ais523> Twinge: isn't Mephitic Cloud due for a nerf? 21:15 < Eronarn> ais523: keep in mind spammals will not actually get you range vs. fast opponents guaranteed, either 21:15 < ais523> it really obviously needs one 21:15 < Twinge> Yes, it's getting one. 21:16 < ais523> Eronarn: they need to be fast /and/ capable of killing the spammals in one hit to avoid letting you make range 21:16 < TGW> I don't see why meph needs a nerf 21:16 < Eronarn> or have a multi-target attack 21:16 < ais523> I do 21:16 <+doy> ais523: at which point they catch you next turn anyway? 21:16 < Eronarn> or multiple monsters 21:16 < Eronarn> or etc. 21:16 < TGW> it's basically an "escape from things that move as fast as you" button 21:16 < TGW> but only for low D 21:16 < Twinge> TGW: Because it's hella good and low level? 21:16 <+doy> spammals isn't really useful for getting range on anything faster than you 21:16 < ais523> doy: if they can't kill the spammals fast enough, you can put a continuous wall of spammals between them and you 21:16 < TGW> twinge: so is freeze 21:16 < TGW> should we nerf that? 21:16 < ais523> ok, so you don't make unlimited range, but you mostly make "enough" 21:17 < Twinge> Freeze can't auto-win against centaurs and orc priests from full LOS 21:17 < Eronarn> Twinge: that's summon spam that's an issue 21:17 < ais523> anyway, the point here is: why is it broken to be able to easily make range? 21:17 < Eronarn> which is a tangential, different one 21:17 < ais523> I know it is, and so does everyone else here 21:17 < TGW> mephing an orc is asking for trouble 21:17 < ais523> but, if you remove that possibility, making range is just one more thing you don't have to consider 21:17 <+doy> ais523: it is? 21:17 < Eronarn> ais523: it's not nearly as broken as you're describing it 21:17 <+doy> yeah, i really wouldn't call it broken 21:18 < Eronarn> spammals is far more broken because of is offensive capabilities 21:18 <+doy> yes 21:18 < ais523> doy: oh, I'm actually surprised at that 21:18 < ais523> if you can make range once, you can make it until you run out of MP 21:18 < ais523> if you can run to the stairs, you have as much MP as you need, barring hunger 21:18 < Twinge> TGW: It's extremely reliable in my experience. 21:18 <+doy> ais523: and then? 21:18 < TGW> twinge: mephing an orc is asking for trouble, because then you're running from an entire orc gang 21:18 < ais523> and then you kill them with some low-level plinking spell 21:18 < ais523> TGW: who are killing each other 21:19 < ais523> you'd be running from the entire orc gang anyway 21:19 < ais523> if they're confused, it's rather easier 21:19 < Twinge> TGW: Who said I was running? 21:19 < Twinge> :) 21:19 <+doy> ais523: how do you kill them with some low-level plinking spell when they're still chasing you 21:19 < TGW> and if you have mephs to deal with that, gee maybe orc gangs aren't such a good example of a viable foe 21:19 <+doy> you can't fire through spammals 21:19 < ais523> doy: early-game, at least, you're only going to need two or three plinks 21:19 < ais523> I haven't been claiming it's late-game broken 21:20 < ais523> but it does make early game tremendously easier 21:20 < TGW> ais523: there's like no way you can't find 2-3 spaces of range 21:20 < Eronarn> :siren: starting spell good at low levels :siren: 21:20 < Twinge> TGW: So neither are centaurs, or Ogres, or anything else that isn't poison resistant? 21:20 < ais523> TGW: corners? 21:20 < TGW> fair enough 21:20 < TGW> twinge: at low xl 21:20 < TGW> provided nothing is nearby 21:20 <+doy> ais523: so you read a ?teleport 21:20 < ais523> Eronarn: I think you've summed up my argument perfectly 21:20 < TGW> you realize ogre dies to like four darts 21:20 < TGW> right? 21:20 <+doy> and then come back from a direction that doesn't have that issue 21:20 < ais523> doy: that's rather suboptimal, isn't it? it involves using permaresources 21:21 < Eronarn> ughhh 21:21 < Eronarn> 99.99% of crawl players are not robots 21:21 < Eronarn> can we please stop discussing fiddly optimal play details 21:21 < ais523> Eronarn: well, /I/ use fiddly optimal play when playing Crawl 21:21 < ais523> and I imagine most other successful players do 21:21 < TGW> twinge: centaurs: guess what, they die to other things too 21:21 < TGW> like freeze 21:21 < ais523> I'm not a successful player, by the way 21:21 <+doy> ais523: so your argument is...? 21:22 < TGW> they also have low MR, should we nerf EH? 21:22 < TGW> pick any given spell, I'll give you a list of things it handles 21:22 < Eronarn> centaurs aren't very hard to kill, really 21:22 < Twinge> TGW: Freeze has a 1-spot range. It's not like Meph is the only way to do things, but it's clearly a very strong option compared to others 21:22 < TGW> but it doesn't make it better at handling those things than any other spell 21:22 < Eronarn> their problem is their high, variable, erratic-speed damage 21:22 < ais523> doy: my argument against Eronarn is that if you can win without fiddly play, and it's that much better than non-fiddly play, winning with fiddly play should be easy 21:23 < Eronarn> they can do no damage at all for 3 turns and then 30 or even 40 damage at range 21:23 < TGW> twinge: so is EH 21:23 < TGW> should we nerf EH? 21:23 <+doy> TGW: yes, but that's a different argument 21:23 <+doy> (: 21:23 < TGW> hell, EH kills more 21:23 < TGW> for less MP 21:23 < Twinge> TGW: Confuse when you also know Meph Cloud? :P 21:23 < Eronarn> ais523: fiddly play is not sufficiently better, particularly in the end game, because there you have to deal with stuff like summon storms 21:23 < Eronarn> and torment 21:23 < Eronarn> and smiteblobs 21:23 < ais523> fiddly play in the early game means you have more stuff lategame for dealing with that sort of issue 21:24 < Eronarn> not enough to make it worth the extra time and annoyance 21:24 <+doy> if you don't survive to the late game, it's kinda pointless though 21:24 < TGW> except ?blink and !hw there's not much useful stuff you don't have infinity of 21:24 < TGW> !hw is debatable, even 21:24 < ais523> doy: I survive more and more each game, which is presumably intentional 21:25 < ais523> last game I played I reached the Lair for the first time, partly due to finding an insane randart 21:25 < Eronarn> ...hahaha 21:25 < ogaz> TGW: I've never had infinite potions of speed 21:25 < ogaz> or might 21:25 < ais523> and died to Josef 21:25 <+doy> !gamesby ais523 21:25 < Henzell> ais523 has played 32 games, between 20090822 and 20100101, won 0, high score 2199, total score 9128, total turns 48605, total time 5:18:54. 21:25 < ais523> doy: local 21:25 < TGW> ogaz: well, haste is pretty easy to get to cast 21:25 < ogaz> unless you're in heavy armour 21:25 < Eronarn> "guys last game i played i reached the lair for the first time. let me tell you about how crawl is being irrevocably changed for the worse" 21:25 < TGW> see also okawaru 21:26 < ais523> Eronarn: I don't think reaching the Lair for the first time is related 21:26 < TGW> I do see what you mean though 21:26 < Eronarn> ais523: It is 21:26 <+doy> ais523: arguing about the late game when having never actually played it isn't very useful though 21:26 < ais523> doy: yes, that's why I'm mostly arguing about the early game 21:26 < Eronarn> things you haven't done: -gotten a single rune -done any of the interesting branches -had to worry about the long-term food game -had to consider shopping priorities 21:26 < ais523> I /did/ once get a level 1 spriggan something like 10 levels through Pan, in wizard mode 21:26 < Eronarn> this is very relevant 21:27 < ais523> those are all strategy, which I can't fault Crawl on 21:27 < ais523> I'm complaining about tactics, which there's plenty of early-game, apparently more so than late-game based on what people have said 21:28 < Twinge> Basically ais, if you are clearly still having toruble doing well at Crawl in general, it's also clear that the game isn't becoming too simplistic and easy. 21:28 < Twinge> Maybe your formulatic approach is actually a net loss for example. 21:28 < Eronarn> !lg ais523 21:28 < Henzell> 32. ais523 the Cleaver (L8 MDFi), worshipper of Okawaru, blasted by an orc priest (divine providence) on D:6 on 2010-01-01, with 1372 points after 4329 turns and 0:23:29. 21:28 < ais523> Twinge: no, I'd expect an inexperienced player like me to do worse at a game that was simplistic 21:28 < syllogism-> this is more a ##crawl discussion at this point 21:28 < ais523> but yes 21:29 < Eronarn> ais523: sorry but MDFi of oka = lol 21:29 < ais523> Eronarn: I know, I was experimenting with something 21:29 < Eronarn> try playing crawl instead of nethack, you will find MDFi is a joke of difficulty 21:29 < ais523> I was testing a character with good melee but without reliable escape options, and that happens 21:30 <+doy> ais523: the point here is that you're arguing that there's some easy recipe for winning crawl without having any proof that such a thing exists 21:30 < Eronarn> yes, that happens? it happens to most characters 21:30 < ais523> I've been playing MDFi for a while, experimenting with different gods, for research purposes 21:30 <+doy> and most people disagree with you 21:30 <+doy> and you have no results to show for it 21:30 < ais523> doy: no, I'm arguing the opposite 21:30 <+doy> also, you keep switching your argument 21:30 < ais523> I think the recipe for winning Crawl is not easy, but is coming within the range of brute force 21:30 <+doy> and it makes it difficult to keep track of 21:31 < ais523> as in, you try all possible tactics on a simulator, or something 21:31 < ais523> humans can't do that, computers can 21:31 < ais523> /I/ certainly can't do that 21:31 <+doy> "nerfing spammals is removing interesting tactical options!" "spammals even after nerfing are too powerful in the early game!" 21:31 < ais523> which is why I'm not doing very well 21:31 <+doy> i don't even know what i'm supposed to be arguing against here 21:31 < Twinge> Computers have barely been able to solve Checkers at this point. 21:32 < ais523> Twinge: wrong, computers are so good at checkers that they blow all human players out of the water, and have to be given randomised initial moves to make computer checkers tournaments interesting 21:32 < eith> are you really trying to say you think crawl is actually solveable? cause i think your insane 21:32 < ais523> eith: yes, I am 21:32 < ais523> or if not yet, will be soon 21:32 < ais523> not completely, but enough to give a real advantage 21:32 <+doy> yes, i'd like to see more proof before accepting something like this 21:33 <+doy> i'm not saying it's an impossible conclusion, but i really don't see that much evidence to make me believe it 21:33 < Twinge> ais: I think your enture argument is worthless without any actual evidence here. 21:33 < ais523> it is, and so I don't think I'll convince anyone 21:33 < ais523> without writing a Crawl bot, and that'll take years 21:34 <+doy> ais523: another point is 21:34 < eith> what about the nethacks bots though, nethack is clearly solved for human players 21:34 <+greensnark> A Crawl bot would be fun, but you're tackling a fast-moving target 21:34 <+doy> even though computers are amazing at checkers 21:34 <+doy> that doesn't make checkers not a fun game for people to play 21:34 < ais523> eith: I disagree; /winning/ nethack is solved, optimal strategy is nowhere near solved 21:34 < ais523> NetHack realtime record was set last November, NetHack turncount record was set in December 21:34 < ais523> and there have been no changes for 7 years 21:34 < ais523> that's proof it isn't solved 21:35 <+doy> ais523: that's more proof that very few people care about optimum strategy 21:35 < Twinge> doy: There's that too. Mastermind is probably a better example still, since that actually is completely solved. (Checked is solved when there are 24 or fewer pieces left on the board.) 21:35 < ais523> doy: hmm, your argument about solved vs. fun to play is an interesting one 21:36 <+doy> if most people are just playing with the goal being to win, then it's not that surprising that optimal strategies haven't really developed as quickly 21:36 < ais523> they randomize starting positions with human checkers tournaments too, I think 21:36 < ais523> it's solved for humans at the highest level, and they clearly don't enjoy it 21:36 <+doy> ais523: chess is possibly a better example 21:36 < ais523> that isn't solved for anyhting 21:36 < ais523> *anything 21:37 <+doy> it's solved for "being better than humans", to any reasonable extent 21:37 < eith> chess is solved on small boards, and computers can beat humans 21:37 < ais523> humans and computers play it different way 21:37 < ais523> *ways 21:37 <+doy> there's maybe one or two people in the world that can beat the best chess computers 21:37 < ais523> would you think it would be a good or bad thing if computers beat humans at Crawl? 21:37 <+doy> i think it would be an irrelevant thing 21:38 < Twinge> ais: Mostly irrelevant - yeah, as doy said =) 21:38 <+doy> unless the computers could come up with strategies that are usable by humans 21:38 <+greensnark> I'd find a good Crawl-playing AI very interesting :P 21:38 <+doy> this was the motivation behind the change to labyrinths for 0.5, for instnace 21:38 < Twinge> But more to the point, it isn't likely to happen unless there is extensive and focused, refined effort put into it. It's not like you can tell a computer 'okay, do good at Checkers' and it just happens to pull it off. 21:39 < ais523> what did happen with labyrinths, in the end? 21:39 < ais523> I heard that they were changed to change when out of LOS, then changed back again 21:39 <+doy> ais523: the map randomly mutates as you move around 21:39 < Eronarn> greensnark: project: zipcode 21:39 <+doy> that part was never changed back 21:39 <+greensnark> House of Leaves! 21:39 < ais523> ah 21:39 < ais523> which part was? 21:39 <+doy> the part that was changed back was randomizing of wall colors 21:40 < ais523> the optimal strategy in a 0.5 labyrinth is relatively obvious, isn't it? (keep moving in the general direction of the centre, once you find which direction that is) 21:40 < Twinge> ...Until that doesn't work, sure. 21:40 <+doy> well, sure, but there's only one entrance into the center 21:40 <+doy> so moving in the direction of the center isn't always correct 21:40 < ais523> if the maze is continuously changin 21:40 < ais523> *changing 21:40 < ais523> then there'll be an entrance that way eventually 21:41 < TGW> if you have infinite food 21:41 <+doy> it doesn't really change quite fast enough for that to be worth doing 21:41 < eith> probly not before your out of food =p 21:41 < TGW> and wait somewhere out of los 21:41 <+doy> i mean, sure, technically 21:41 < ais523> hmm, but how would it be possible to do faster? 21:41 <+doy> but it's much easier to just wander around 21:41 <+doy> ais523: i use wands of digging for the outer parts 21:41 < ais523> because it's changing, going anywhere else doesn't make you any better off than you were before 21:41 < ais523> doy: oh, didn't realise you were allowed to cheat 21:41 < TGW> it changes slowly 21:41 <+doy> ais523: only for the outer edges 21:41 < TGW> doy: only for the diggable parts 21:42 < ais523> if it /isn't/ changing, you have to map it / use hand-on-wall 21:42 < ais523> that's been a solved problem more or less forever 21:42 <+doy> right 21:42 <+doy> that's why it was changed 21:42 < ais523> so now, there's obviously an optimal strategy but people don't know what it is 21:42 < ais523> so it's mostly a case of stumbling around blindly trying to figure out what to do next 21:42 < TGW> ais523: that's like saying taking a plane to australia doesn't make you better off than you were before because the americas are slowly drifting westward 21:43 <+doy> ais523: what? 21:43 <+doy> i don't see the "obviously an optimal strategy" part 21:43 < ais523> doy: mathematically speaking, there must be one 21:43 < TGW> or "don't know what it is" 21:43 < ais523> because there are only a finite (but very large) number of strategies 21:43 < Twinge> ais: Sure, and Go is theoretically solveable too 21:43 <+doy> ais523: not if there are enough random factors 21:43 < TGW> it's pretty intuitive how to solve a maze 21:43 < TGW> even if it's cheating 21:44 < ais523> solving a changing maze is rather harder, though 21:44 <+doy> if the maze happens to shift in such a way that a path opens up right to the center for you 21:44 <+doy> then walking directly toward the center is optimal 21:44 < ais523> then you take it, obviously 21:44 <+doy> but that's not really something that's knowable in advance 21:44 <+doy> and so i don't see how this proves the existance of an optimal strategy 21:44 < ais523> well, in the absence of any information on which way to go, aiming towards the center is faster than going any other way 21:44 < ais523> on average 21:44 <+doy> sure 21:45 <+doy> at this point, i don't see what exactly you're arguing 21:45 < ais523> neither do I 21:45 < Twinge> That seems to be a pattern 21:45 <+doy> sigh 21:45 < ais523> I think the conversation's got into a dead end 21:45 < ais523> I had a point originally, but got sidetracked 21:45 < ais523> oh, that's it 21:46 < ais523> I was just interested to know what changes had been made, then we got into a discussion and everyone assumed there was some point to make, but there wasn't 21:46 < Twinge> ...So how about those moster exp gains? Anyone have any further commentary? So far I've only heard people say Pikel shouldn't be dropped as much, so I changed that, but haven't heard much other feedback... 21:47 < Eronarn> Twinge: generally in favor, though haven't had time to look at your specific numbers very much - i think it would be better if you had them sorted in XP order, and had "fixed" monsters bolded 21:47 < ais523> my current thoughts on monster exp is that changing it will tip the balance of the game, because the monsters are effectively balanced around their exp games 21:47 < ais523> *gains 21:47 <+doy> Twinge: shrug, wyverns and vapours are the only ones i really cared about 21:47 < Eronarn> for comparison 21:47 < Napkin> quitting game after Ossuary 21:47 < Eronarn> ones that peopl agree have good XP value 21:47 < ais523> some monsters will be trivial for some players and hard for others, yet you get the same exp gains whatever 21:47 < Napkin> 7 cursed items thanks to Mummies - and not a single remove curse in that vault - s.u.c.k.y 21:48 < ais523> what really matters is getting the right amount of exp on average 21:48 < ais523> which will depend on what sort of monsters are generated at that depth 21:48 < Eronarn> ais523: individual monster XP matters too 21:48 < Eronarn> for example 21:48 < ais523> and so I think the exp for any individual monster (barring uniques) is mostly irrelevant 21:48 < Eronarn> non-XP gain methods of killing monsters 21:48 < ais523> so long as it sums up to the right amount in total 21:48 < syllogism-> greensnark: another shoals splat 21:48 < Eronarn> don't be so reductionist 21:48 < ais523> Eronarn: hmm, good point 21:48 <+greensnark> syllogism-: Yeah, I saw :P 21:49 < syllogism-> nice post death whine too :P 21:49 < ais523> anyway, sorear said that any attempt to mess with XP caused all sorts of balance bugs 21:49 < ais523> and I /think/ that's why 21:50 <+greensnark> syllogism-: Also, first time I've seen an aquamancer use blink :P 21:50 < Twinge> Eronarn: What do you mean by 'fixed' monsters? 21:50 <+greensnark> I thought it would never happen :P 21:51 < Twinge> ais: We aren't changing the exp formula. We're special casing specific monsters. Changing the formula is more in-depth, something to be done down the road, maybe 0.7 or something 21:51 < Twinge> doy: is 146->198 enough for Wyverns, you think? 21:52 < Twinge> @??wyvern 21:52 < Gretell> wyvern (D) | Speed: 15 | HD: 5 | Health: 15-40 | AC/EV: 5/10 | Damage: 20 | Res: magic(20) | XP: 145. 21:52 < ais523> player ghosts will almost certainly give the "wrong" value whatever you do, I imagine 21:52 < Twinge> @??war dog 21:52 < Gretell> war dog (h) | Speed: 17 | HD: 4 | Health: 12-32 | AC/EV: 4/15 | Damage: 12 | Flags: sense invisible | Res: magic(16) | Chunks: contaminated | XP: 99. 21:52 < ais523> but that's unlikely to be fixable 21:52 < Twinge> Hmm, probably a little more, but not a low; 212 21:53 < Twinge> ais: It can certainly be made better. There would still likely be special cases. The current formula barely accoutns for speed and doesn't account for EV or AC. 21:54 < ais523> the funny thing is, the only good thing about coming up against a player ghost is the exp it gives 21:54 < Twinge> That's the bonus you get for the extra death risk 21:54 < Eronarn> Twinge: fixed = baseline 21:54 < Eronarn> like, say: 21:54 < Eronarn> @??hobgoblin 21:54 < Gretell> hobgoblin (g) | Speed: 10 | HD: 1 | Health: 4-7 | AC/EV: 2/10 | Damage: 5 | Res: magic(1) | Chunks: contaminated | XP: 2. 21:54 < Eronarn> @??ogre 21:54 < Gretell> ogre (O) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 1/6 | Damage: 17 | Res: magic(20) | Chunks: contaminated | XP: 131. 21:55 < Eronarn> things that are recognizable and people generally agree are accurate XP givers 21:55 < Twinge> I was doing a lot of comparing to ogre, though in the end figured they should be dropped just slightly 21:55 < Eronarn> Twinge: keep in mind that ogres are the first enemy that shows up that gives good XP 21:55 < Eronarn> they are definitely a bit on the 'sack of XP' side... but the early game is a bit XP starved aside from them and 21:56 < Eronarn> @??gnoll 21:56 < Gretell> gnoll (g) | Speed: 10 | HD: 2 | Health: 8-18 | AC/EV: 2/9 | Damage: 9 | Res: magic(8) | Chunks: contaminated | XP: 14. 21:56 < Eronarn> @??centaur 21:56 < Gretell> centaur (c) | Speed: 15 | HD: 4 | Health: 12-32 | AC/EV: 3/7 | Damage: 10 | Res: magic(16) | XP: 111. 21:56 < ais523> and they're so much easier for some characters than others 21:56 < Eronarn> it's funny that those are less than ogres, heh 21:56 < Twinge> Yes. But there would be a lot of other smaller XP bonuses in the early game. every gecko, cockroach, or jackal would give a little extra 21:56 < ais523> they come up later, by then they're easier to deal with 21:57 < Eronarn> Twinge: yeah, just something to take into consideration in terms of "morale" value - is it ok if some monsters give more XP than they "should" be worth if it will be a big difference at X point in the game? i say it can be okay in some limitd sense 21:57 < Eronarn> like - people going to blade for the high-density XP 21:57 < Twinge> Nod. 21:57 < Eronarn> in particular ogres give a lump sum of XP, which lets the player victory dance 21:58 < ais523> victory dance? 21:58 < TGW> pikel's being dropped? wot? 21:58 < Twinge> I'm looking at about a 10% drop for it 21:58 < TGW> ais523: scumming exp out of your pool 21:58 < ais523> ah 21:58 < TGW> most often casting at a wall 21:58 < ais523> I do that, just didn't know that's what it was called 21:58 <+doy> i do think that speed should be a bigger factor in the general xp formula 21:58 <+doy> but not sure what kinds of balance effects a more general change like that would have 21:58 < Twinge> TGW: If you too are questioning it, I'll probably leave it how it is then. My encounters with him lead me to think he could do with a little less even when considering the slaves, but most seem to disagree. 21:59 < ais523> I didn't realise casting at a wall used exp, though, I assumed you had to actually accomplish something to train a skill 21:59 < ais523> the other way seems rather broken... 21:59 < Twinge> doy: I had an idea for that, but figured I should just back-burner it for now, since it'd be best to fix the formula for real if we're going to do so, not just make one tweak that still requires re-looking at most of the monsters. 21:59 <+doy> well, for now it's the only way to get certain skills trained 22:00 < ais523> ouch, I /hope/ that's considered a design flaw 22:00 <+doy> we are certainly open for ideas on better methods for it though 22:00 <+doy> well 22:00 <+doy> "only way" is a bit strong 22:00 <+doy> and that's been getting incremental improvements 22:00 < TGW> ais523: an incredibly persistent design flaw 22:00 <+doy> but overall, yeah, there are still issues 22:00 < ais523> yes, it's OK if the reason it isn't fixed is that it's hard to fix 22:01 < Eronarn> doy: speed should really be calculated in two ways: inverse geometric-ish for pursuit capability, multiplicative for damage output 22:01 < Eronarn> something should be worth a LOT more XP if it's 11 and a LOT less if it's 9, and any further deviation from there should be smaller and smaller increases 22:02 < Eronarn> but speed should be muliplicative-ish for damage output... but with an additional factor to account for burst damage 22:02 < TGW> on an unrelated note, has anyone except eronarn cared about speed 11 ugly things? 22:02 < Twinge> @?ugly thing 22:02 < Gretell> ugly thing (u) | Speed: 10 | HD: 8 | Health: 24-64 | AC/EV: 3/10 | Damage: 12 | Flags: amphibious | Res: magic(32), cold++ | Chunks: contaminated | XP: 311. 22:03 < Twinge> @??ugly thing 22:03 < Gretell> white ugly thing (u) | Speed: 11 (act: 110%) | HD: 8 | Health: 31-58 | AC/EV: 2/9 | Damage: 12(cold) | Flags: amphibious | Res: magic(32), cold | Chunks: mutagenic | XP: 341. 22:03 <+doy> didn't they get reverted back to speed 10? 22:03 <+doy> i thought sorear said that was an oversight 22:03 < TGW> really? 22:03 < TGW> oh no 22:03 < Eronarn> doy: they were move 10 attack 11 for a bit 22:03 < TGW> what he did was make them move normal but attack fast 22:03 < TGW> which was backwards 22:03 < Eronarn> ugly things should lose amphibious 22:03 < TGW> yeah 22:03 < Eronarn> there's no flavor reason for them to have it 22:04 < Twinge> @??cyan ugly thing 22:04 < Gretell> No Habla Espanol (unknown monster: "cyan ugly thing") 22:04 < TGW> that does seem a bit arbitrary 22:04 < TGW> twinge: same but with elec brand 22:04 <+doy> ah, it was just attack speed that he was talking about 22:04 < Eronarn> personally 22:04 < Eronarn> i think ugly things should lose speed 11 22:04 < Eronarn> but get the pack hunting AI i proposed 22:04 < Eronarn> it will make them a truly unique threat 22:05 < Twinge> I'm not too concerned either way, but have a minor preference for speed 10 22:05 < TGW> you're right they're very indistinct now 22:05 < TGW> twinge: the idea is that you can't kite them forever to get them out of a specific colour 22:05 < Twinge> Ah. 22:05 < Twinge> Hmm. 22:05 < TGW> variable speed was even worse because the bands would seperate themselves 22:05 < Twinge> Yeah. 22:06 < ais523> wouldn't it just be running/pillar-dancing rather than kiting? 22:06 < ais523> to kite, you have to be faster 22:06 <+doy> ais523: to pillar dance you have to be the same speed 22:06 < TGW> well, it would be more like dancing, yes 22:06 < ais523> speed 10 is default for the player, isn't it? 22:07 < Eronarn> TGW: one possibility: brown ugly things lose the acid attack (it's seriously lame), but trail sticky goo that impedes movement of non-ugly things 22:07 <+doy> ais523: yes 22:07 < TGW> no, delay 10 22:07 < ais523> and you can pillar-dance when faster, just wait now and again 22:07 <+doy> ais523: well, i meant that at movement speed 11, the player can't pillar dance 22:07 < TGW> ayup 22:07 < ais523> pillar-dancing never really seems to help, though, you don't regenerate fast enough for it to matter 22:07 < ais523> before something else turns up 22:07 < Eronarn> ais523: you're doing it wrong 22:07 < TGW> ais523: have you seen ugly things in trunk? 22:08 < ais523> TGW: no, except as allies 22:08 < TGW> in the presence of other ugly things they change forms 22:08 < TGW> each form has a different resistance and attack 22:08 < TGW> if you can dance them into any form you want, it messes up the enemy 22:08 < ais523> yes, I can see how pillar-dancing would actually help there 22:09 < TGW> s/into/out of/ 22:09 < ais523> you could probably dance into a required form anyway, though, if you didn't mind one hit every ten turns 22:09 < ais523> you might or might not, depending on context 22:10 < TGW> at the very least you can't retain your range 22:11 <+doy> ais523: the forms include ice/fire/acid, so item destruction is an issue 22:11 < ais523> ah 22:12 < Vandal> Were Slings split from Throwing in Master? 22:12 < TGW> they've always been seperate 22:12 < Vandal> Using slings trained throwing 22:12 < TGW> oh, yeah 22:12 < Vandal> due was fixing that last night 22:12 < TGW> what was up with that, anyway? 22:12 < Vandal> I have no idea, they should just cross-train now 22:13 < TGW> warper had a damaging spell in the olden days? 22:13 < TGW> what was that like 22:14 < ais523> hmm, there's quite a lot of flavour potential for damaging with translocations 22:14 <+doy> wasn't it similar to lugonu's bend space? 22:14 < ais523> translocate someone into lava? teleport something on top of their head? 22:14 < ais523> we have Portal Projectile at the moment 22:14 < Vandal> Does anyone know if the slings / throwing split was pushed? 22:15 < Twinge> Still makes the most sense to jsut combine the skills to me at this point 22:15 < Eronarn> Vandal: Split? They were never merged 22:15 < Eronarn> Darts was merged but not throwing 22:15 < Eronarn> Er, not slings, rather 22:15 < Vandal> read up 22:15 < Vandal> just explained this to TGW 22:15 < Twinge> He's talking about the odd overlap training 22:15 < Eronarn> Oh, the training thing 22:15 < Eronarn> I talked to due about it 22:16 < Eronarn> I don't know if he pushed it, but he did agree it probably should go 22:16 < Eronarn> Vandal: Do you know how to use git? 22:16 < Vandal> no 22:16 < Twinge> I don't see it listed on due's update post 22:16 < Eronarn> Vandal: http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref; Everything that CIA reports is recorded here 22:16 < Eronarn> You can search it, or even view the code 22:17 < Vandal> What is CIA? 22:17 < Eronarn> CIA-84 22:17 < eith> its a bot that publishes stuff 22:17 < ais523> the name is a bad pun, which doesn't even make sense any more 22:18 < Eronarn> Doesn't look like it went in yet, though 22:19 < TGW> I should really add greensnark back to devteam 22:19 < TGW> he took himself out, then made hundreds of commits 22:20 <+greensnark> It's temporary, don't strain your typing fingers :P 22:20 < Eronarn> That's weird, does the git search feature not work 22:20 <+doy> greensnark will always be a devteam member at heart 22:20 <+doy> (: 22:20 <+greensnark> Besides, I like going incognito 22:20 <+greensnark> Fewer bug reports in the channel, for one thing :P 22:21 < Twinge> ??devteam 22:21 < Henzell> devteam[1/4]: The Stone Soup Team: Name / SF / IRC: Adam Borowski / castamir / kilobyte, Charles Otto / caotto / pointless, David Lawrense Ramsey / dolorous / -, David Ploog / dploog / dpeg, Enne Walker / ennewalker / Enne 22:22 < TGW> also, you nerfed javelineers 22:22 < TGW> can I have my kobold back 22:23 <+greensnark> If you got your kobold back, wouldn 22:23 <+greensnark> *wouldn't javelineers need to be rewound as well 22:23 <+greensnark> Also, while you were hiding behind pillars, you could have quaffed some healing :P 22:24 <+greensnark> Or at least when you saw the javelineer headed your way :P 22:24 < TGW> you weren't supposed to actually -tv that game 22:24 < Vandal> :) 22:24 <+greensnark> I -tv all Shoals splats :P 22:24 < Vandal> Yeah you were quick getting mine 22:25 <+doy> i need to actually do some more playtesting 22:25 <+doy> haven't played in over a month 22:25 <+doy> so busy! 22:26 <+doy> !lg 22:26 < Henzell> 745. doy the Tainter (L6 NaVM), slain by a jelly on D:5 on 2009-12-30, with 596 points after 5105 turns and 0:37:10. 22:26 <+doy> oh, i guess i played a few nagas a couple days ago 22:26 < Twinge> It was last year, who can remember that far back anyway 22:28 <+doy> !gamesby cv=0.6 22:28 < Henzell> doy (cv=0.6) has played 11 games, between 20091101 and 20091230, won 1 (9.1%), high score 1249339, total score 1298391, total turns 220920, total time 35:06:03. 22:29 <+greensnark> !lg doy s=src 22:29 < Henzell> 745 games for doy: 690x cao, 55x cdo 22:29 <+greensnark> !lg s=src 22:29 < Henzell> 430 games for greensnark: 265x cao, 165x cdo 22:29 < ogaz> !gamesby * cv=0.6 22:29 < Henzell> * (cv=0.6) has played 11813 games, between 20091008 and 20100104, won 22 (0.2%), high score 4049719, total score 101450759, total turns 52857747, total time 4307:14:20. 22:30 <+doy> !gamesby * cv=0.5 22:30 < Henzell> * (cv=0.5) has played 187832 games, between and 20100104, won 729 (0.4%), high score 36620901, total score 2897722202, total turns 734302454, total time 58760:48:28. 22:30 <+doy> !gamesby * cv=0.4 22:30 < Henzell> * (cv=0.4) has played 153709 games, between 20071106 and 20100104, won 726 (0.5%), high score 33813486, total score 2595843130, total turns 711534058, total time 80852:36:20. 22:34 <+sorear> Eronarn: Yes, pack hunting is cool, speed 11 is a stopgap measure to make them somewhat less boring 22:39 < Eronarn> sorear: I can write up pseudocode for pack behavior if there's someone willing to actually implement it 22:41 < TGW> are poison needles buffed yet? 22:42 < Eronarn> We could probably also hijack the code for some more sophisticated ! commands, right? People have wanted intelligent allies to be, er, more intelligent for a while 22:42 <+sorear> Yes 22:43 < Eronarn> Also, would this likely be stored on a monster level or a dungeon level? Don't want to make a suggestion that ends up being too expensive if n monsters requires !n calls 22:44 < Eronarn> Anyways, class, will wiki it once I get back 22:47 < TGW> jessica is 4 xp? 22:47 < TGW> @??jessica 22:47 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: evil, spellcaster | Res: magic(4) | Chunks: contaminated | XP: 4 | Sp: pain, slow, haste, blink. 22:47 < TGW> seriously, 4 xp? 22:47 < TGW> @?jessica 22:47 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: spellcaster | Res: magic(4) | Chunks: contaminated | XP: 4 | Sp: magic dart, slow, haste, blink. 22:47 < TGW> @??orc wizard 22:48 < Gretell> orc wizard (o) | Speed: 10 | HD: 3 | Health: 9-21 | AC/EV: 1/12 | Damage: 5 | Flags: spellcaster | Res: magic(20) | Chunks: contaminated | XP: 34 | Sp: magic dart, slow, haste, blink / throw flame, confuse, invisibility, magic dart / throw frost, cantrip, haste, throw flame, magic dart, invisibility. 22:48 <+sorear> TGW: HD1 hurts xp a lot 22:49 < TGW> haste slow hurts the player character alot 22:49 <+doy> @??boggart 22:49 < Gretell> boggart (g) | Speed: 12 | HD: 2 | Health: 6-16 | AC/EV: 0/12 | Damage: 5 | Flags: spellcaster, see invisible | Res: magic(18) | XP: 21 | Sp: confuse, slow, invisibility, blink, shadow creatures. 22:49 <+doy> for instance 22:50 < TGW> that's also wrong :\ 22:50 < TGW> hmm 22:50 < TGW> !killsby jessica 22:50 < Henzell> 4939 games for * (ckiller=jessica): 56x DashNine, 50x KiloByte, 49x Archibald, 47x heteroy, 47x crawlie, 43x Chog, 40x 78291, 39x Johan, 38x Lemuel, 34x mr0t, 32x Vesto, 31x yap, 29x simul, 29x aristotle, 29x poop, 29x Nikinyo, 29x Radicchio, 28x sorear, 28x chilliwack, 27x ekaterin, 25x TGW, 24x adamzap, 24x daf, 22x Anym, 22x Nexos, 21x Eronarn, 21x aurelian, 20x Grimm, 20x Crackman, 20x Ping, 2... 22:51 < TGW> !lm * uniq=jessica 22:51 < Henzell> 31830. [2010-01-04] TGW the Slasher (L6 HaPa) killed Jessica on turn 4796. (D:4) 22:52 < TGW> !killsby prince ribbit 22:52 < Henzell> 661 games for * (ckiller=prince ribbit): 9x Stormfox, 9x TGW, 9x KiloByte, 9x clouded, 9x Tenaya, 8x heteroy, 8x eben, 8x nmf, 8x IamThem, 7x Vesto, 6x Leibowitz, 6x henryci, 6x 78291, 6x Shane, 5x DashNine, 5x Zicher, 5x oxeimon, 5x bmoore, 5x Arival, 5x Ahrin, 5x LordSloth, 5x Chog, 4x Mong, 4x jejorda2, 4x Moose, 4x CL10283, 4x Amadi, 4x Eli, 4x Johan, 4x zyrkx, 4x nflftw, 4x Shock, 4x assassas... 22:52 < TGW> !lm * uniq=prince ribbit 22:52 < Henzell> 5937. [2010-01-04] rupert the Chiller (L6 MfIE) killed Prince Ribbit on turn 5441. (D:5) 22:54 < TGW> ribbit's 11%, jess is 15%... dunno if that means anything 22:55 < ogaz> !lg * killer=sigmund 22:55 < ogaz> !lm * uniq=sigmund 22:55 < Henzell> 13920. Tenaya the Ruffian (L3 TrBe), worshipper of Trog, slain by Sigmund (a +0,+0 scythe) on D:4 on 2010-01-04, with 145 points after 1015 turns and 0:03:30. 22:55 < Henzell> 30133. [2010-01-04] glassbeat the Shooter (L5 CeHu) killed Sigmund on turn 4036. (D:4) 22:56 < TGW> 46% lol 22:56 < TGW> although I'm guessing a lot of people skip sig... dunno 22:56 < ogaz> no, the death rate is 13920/(13920+30133) which looks more like 30% 22:59 < TGW> 46% as many kills as deaths 23:00 < CIA-84> greensnark * rd4ad9bb7b61d /crawl-ref/source/ (maps.cc maps.h test/shoal-hut.lua): Fix Shoals:$ sometimes producing huts with entrances facing each other, so that both huts are isolated from the rest of the level. 23:00 < TGW> your way is like an inaccurate version of 30% encounters -> death 23:05 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 23:11 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 23:14 < Napkin> heh - in D4.. I kill a snake with a single dart, but with my axe I need to attack 6 times :D 23:14 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 23:17 -!- ais523 [n=ais523@unaffiliated/ais523] has quit [Remote closed the connection] 23:23 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 23:24 < purge> are the new needle types supposed to effect poison resistant creatures? 23:25 < purge> needle of slow and sleep work on spiny frogs just fine it seems 23:25 <+sorear> they aren't poison 23:26 <+sorear> find a slow or sleep resistant monster 23:26 < syllogism-> how they will be resisted hasnt been decided yet 23:26 < purge> ah they are magic ok 23:26 < syllogism-> they work on cerebov even 23:26 < purge> thats great anyways because my spriggan is having trouble without them :D 23:27 < syllogism-> you'll only get a turn or two of paralysis, but that's enough to get some stabs in 23:27 < purge> if they are asleep they should wake up to noise or being attacked even a single time 23:27 < purge> (this may be how it functions now) 23:28 <+kilobyte> with >300 hp stabs, you can insta-kill even Cerebov with those 23:33 < purge> sleeping needles definately need to mulch after a single use.. its just ridiculous i am invincible in lair with my spriggan 23:33 < purge> death yak? sleep+stab = dead 23:34 <+doy> i do like that it allows stabbers who aren't enchanters now though 23:34 <+sorear> the new needles need nerfing, yes 23:34 <+sorear> I don't think anybody disagrees 23:35 < purge> i don't even want to play.. i feel like i am cheating lol 23:43 < purge> is there a feedback wiki page for the new needles? 23:43 < syllogism-> http://crawl.develz.org/wiki/doku.php?id=dcss:issue:41&s[]=ranged&s[]=combat 23:44 < purge> can i create a new title at the bottom, "Trunk Feedback"? 23:44 < syllogism-> you can but there's a needle section 23:44 < purge> well it can always be reverted nvm 23:44 < eith> its all trunk aint it 23:45 < purge> eith: now that the changes are actually in trunk though 23:45 < eith> ah 23:45 < purge> instead i'll call it, "Testing Feedback" 23:48 < purge> k done if someone else wants to add comments 23:50 < Twinge> ...There exists 130 potions of poison in this game ;O 23:50 < Twinge> Oops, wrong channel. 23:52 < Mu_> have doors been changed at all, or door detection 23:52 < Mu_> an awful lot of doors i come across now are open, and this includes almost every secret door i see which is really weird 23:54 < Mu_> i saw numbers do my Tar:7 vault the other week which includes a pyramid full of secret doors that's supposed to be difficult to get into, but every door generated open and he just walked to the centre 23:57 <+greensnark> Mu_: Maybe monsters are opening the doors? 23:57 <+greensnark> Are the doors open in wizmode tests? 23:58 < Mu_> there are no monsters in the pyramid 23:58 < cbus> sorear, is it meant that you need high dart skill to use them? 23:58 < cbus> (needles) 23:58 <+greensnark> Mu_: Are the doors open if you check in wizmode? 23:59 < Mu_> i'll go and look 23:59 <+greensnark> You can use X, move the cursor and hit T to wizard teleport to any place on the level