00:00 <+due> @??rkshasa 00:00 < Gretell> No Habla Espanol (unknown monster: "rkshasa") 00:00 <+due> @??rakshasa 00:00 < Gretell> rakshasa (R) | Speed: 10 | HD: 10 | Health: 30-80 | AC/EV: 10/14 | Damage: 20 | Flags: demonic, spellcaster, see invisible | Res: magic(133), poison | XP: 1070 | Sp: rakshasa summon, blink, invisibility, teleport self. 00:00 <+due> @??mara 00:00 <+kilobyte> sorear: another issue to think of, maps and descriptions should be read-only, instead of rw for all users 00:00 < Gretell> Mara (R) | Speed: 10 | HD: 20 | Health: 140 | AC/EV: 10/14 | Damage: 30 | Flags: demonic, evil, spellcaster, see invisible | Res: magic(213), elec++, poison | XP: 7532 | Sp: mislead, mara summon, b.lightning, player ghost, pain, teleport self. 00:00 <+due> Hm. 00:01 <+due> kilobyte: What, .des vault files? 00:01 <@dpeg> kilobyte: Hi! 00:01 <+kilobyte> dpeg: meow! 00:02 <+kilobyte> due: currently, in a multi-user install, .des vaults are read only, but whenever they are changed, they get compiled and saved in a place everyone can write to 00:02 <+due> Ah. 00:02 <+due> Yeah, multi-user ability to update .des files would be nice. 00:02 <+due> greensnark: Is that doable if they were in a database? 00:03 <+greensnark> Actually only admin should be able to change .des files 00:03 <@dpeg> kilobyte: intentional that spears get stabbing bonus now? 00:03 <+kilobyte> so it's easy to fuck up other players, or even hack them since sqlite is not resilient (nor supposed to be) to intentionally corrupted data files 00:03 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 00:04 <+kilobyte> dpeg: tier 3 (= long blades), it was discussed in some FR several months ago. I then added tridents during a misunderstanding with sorear. 00:05 <+due> I still don't think it makes sense. 00:05 <+due> And on that note, time to go. Ciao. 00:06 <+kilobyte> due: er, why would users other than root be able to screw other people? Even if we skip the possibility of hacking their accounts. 00:06 <+kilobyte> should be able to 00:06 <+greensnark> due: This is for installs, not Crawl development 00:06 <+due> kilobyte: No, spear stabbing. 00:06 * greensnark goes off to bed. 00:07 <+due> greensnark: And yes, Rax has said that it's impossible to update the .des files on a running crawl install. 00:07 <@dpeg> nights 00:07 <@dpeg> well, the idea that all suitable small weapons allow some stabbing is okay 00:07 <@dpeg> So I can see that for clubs and hand axes. But spears? 00:08 <+due> I find it more likely that your spear is going to get stuck in someone's rib cage than stab them. 00:09 <+kilobyte> it's only tier 3 bonus, same as for big swords. But yeah, this may be somehow questionable, let me find that FR. 00:10 <+sorear> kilobyte: the security issue is moot since both cao and cdo run all games under the same UID 00:10 <+doy> i think it's a confusion between different meanings of "stab", probably 00:10 <@dpeg> doy: in German, "Stab" is a word. It translates to "rod" :) 00:10 <+due> We probably need to explicitly define stabbing somewhere, from a crawl stand-point. 00:10 <+doy> (: 00:10 <+kilobyte> sorear: server play is not "multi-user" in the OS sense of the word 00:10 <+due> What sort of action does it involve, what sort of weapon, etc. 00:10 <+sorear> kilobyte: if I subvert a game, why bother with planting corrupted databases when I can just use ptrace 00:11 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 00:11 < elly> isn't stabbing what happens when you use a piercing weapon against a foe that is unawares? 00:11 <+doy> i mean, in the generic sense of the word, spears do stab things 00:11 <+doy> but i don't think that's what we mean by a "stabbing bonus", necessarily 00:11 <+due> elly: 00:11 <@dpeg> I thought that "backstabbing" always refers to daggers. 00:11 <+due> elly: Yeah, I meant the bonus. 00:12 <+due> dpeg: Yes, you sneak up on someone and stab them with a concealed weapon, etc. 00:12 <+kilobyte> sorear: you can't ptrace setgid processes 00:12 <+doy> dpeg: right, that's the other main way to use it 00:12 <+doy> it being the word 'stab' 00:12 <@dpeg> due: hard to conceal a spear :) 00:12 <+doy> and you can't really "backstab" someone with a spear 00:12 <+doy> (: 00:13 <+due> dpeg: But easy to conceal a small cosh or (maybe) an axe. 00:13 <+sorear> kilobyte: dgamelaunch crawl processes aren't setgid 00:13 <@dpeg> "Look, Ceasar, I bought a new broom." 00:13 <+sorear> If someone isn't paying attention, you can aim very well. 00:13 <+sorear> Good aim helps a LOT with daggers 00:13 <@dpeg> I agree 00:13 <+sorear> Not so much with 50 pound clubs 00:14 -!- due changed the topic of ##crawl-dev to: DCSS development channel! | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | <@dpeg> "Look, Ceasar, I bought a new broom." 00:14 <@dpeg> sorear: as far as I know, daggers, stilettos etc. have been used in medieval combat against very heavy mails 00:14 <@dpeg> to squeeze them into tiny holes 00:14 < TGW> on a slightly related note, I'm not sure what it adds restricting coshing to clubs 00:14 <+due> TGW: Accuracy. 00:14 <@dpeg> to me, cosh = cosine hyperbolicus 00:15 <+sorear> yes 00:15 <+due> TGW: There's a difference between hitting someone in the right part of the head and dazing them, and smashing someone's head to pieces. 00:15 <+due> I'm going, btw. 00:15 <+due> Back in 15. 00:15 <@dpeg> cheers 00:15 < TGW> sure, I understand your flavor 00:15 < TGW> but then there's the competing "you just hit them in the head with 50 pounds and they're not dazed at all?" 00:15 <+sorear> due: shouldn't a successful stab with a morning star be "instant kill regardless of HP for headed opponents", then 00:16 < TGW> and compounding that is the gameplay question, "is this more interesting?" 00:16 < elly> if something with a head is asleep, and you have a morning star, you should get an instant kill 00:16 <+sorear> also, shouldn't the size of the head factor in? I bet I could cosh Antaeus with a giant spiked club 00:16 < elly> the chunky salsa rule applies here 00:16 <+doy> well, from that perspective, why does stabbing someone with a long sword do significantly less damage than with a dagger 00:17 <+doy> trying to get too much realism here is probably just going to make things more confusing 00:17 <@dpeg> doy: and broken 00:17 < TGW> things will not break if ningstars/hammers/etc can cosh 00:18 <+kilobyte> sorear: dgamelaunch is a "single user" install from the OS' perspective 00:18 < TGW> one-handed rigit maces 00:18 < TGW> rigid* 00:19 <+sorear> a morningstar isn't a rigid mace 00:19 <@dpeg> so an eveningstar probably neither 00:20 <+sorear> ===~~~0 00:20 <+doy> sorear: yeah it is 00:20 <+kilobyte> a morningstar is a loaded word 00:20 <+kilobyte> it can mean either a mace or a flail 00:20 <+kilobyte> usually means the former 00:20 <+doy> i've only ever heard of it as a mace 00:20 <+doy> http://en.wikipedia.org/wiki/Morning_star_(weapon) 00:21 < TGW> "A mace covered in spikes." 00:21 < TGW> ingame description 00:21 < TGW> mace: A long handle with a heavy lump on one end. 00:21 < TGW> so we can conclude that a morningstar is a long handle with a heavy lump covered in spikes 00:22 <@dpeg> ===~~~* 00:22 <+doy> Additionally, the English terms "morning star" (a rigid haft topped with a spiked ball), and even "mace" (a bludgeoning weapon similar to a morning star), which properly refer to non-chained weapons, have also been used loosely (and incorrectly) to refer to the military flail. 00:24 <+Keskitalo> I wonder if TSO should object to slowing (intelligent) monsters. You're pretty much in control when you slow monsters? 00:24 < TGW> dpeg: uh, you might be thinking of a spiked flail 00:24 <+kilobyte> fortunately both =====* and ===~~~* have the same properties when Crawl is concerned 00:24 -!- Antagonist [n=Landon@196-209-77-128-rndf-esr-5.dynamic.isadsl.co.za] has quit [""True terror is to wake up one morning and discover that your high school class is running the country." ~Kurt Vonnegut"] 00:25 < TGW> ok, so 00:25 < TGW> "Like a mace, but with a length of chain between the handle and the lump of metal." 00:25 < TGW> crawl maces do not have chains 00:25 < TGW> ningstars are described by analogy to maces 00:25 <@dpeg> TGW: well, I am only referring to what I learned to know as "Morgenstern" when I was a child 00:25 < TGW> your version of a ningstar is actually a spiked flail, which is a valid weapon with a different description 00:26 <+doy> there is an anonymous woodcut depicting a knight carrying a rather simple morning star with spikes mounted in an asymmetrical pattern, as well as a flail equipped with a single spiked ball[citation needed], known in German as a "Kettenmorgenstern" (literally chain-morningstar) which is technically a military flail. 00:27 <@dpeg> doy: interesting 00:30 <+kilobyte> our tile is of the =====* variety 00:31 <+sorear> our in-game description of morningstar is a spiked mace 00:31 <+sorear> I was wrong 00:31 < TGW> what does eveningstar look like? 00:31 <+sorear> eveningstars should not have tiles :( 00:31 <@dpeg> TGW: we have no troubles with eveningstars 00:31 <+doy> it's the opposite of a morningstar 00:31 < TGW> it's the mold for a morninstar? 00:31 <+kilobyte> (not that tiles mean anything, the tile for triple swords is utter nonsense, as if someone didn't know the weapon and understood the word _literally_) 00:31 < TGW> that you hit things with? 00:31 <+sorear> triple swords, too 00:31 <+doy> (eveningstars are made up by crawl) 00:32 < TGW> doy: yeah :P 00:32 <+Keskitalo> Yeah, there's some stuff that doesn't really work with non-abstract graphics like that.. 00:32 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 00:32 < TGW> I mean, is there an eveningstar tile? 00:32 <+kilobyte> speaking of triple swords, they're such a rare concept that I really think we should rename them 00:32 < syllogism> of course 00:33 <@dpeg> I imagine a triple sword to have a profile of -< 00:33 < TGW> what does it look like 00:33 < TGW> kilobyte: well, you have to outdo the great sword 00:33 < syllogism> a yellow morning star 00:33 < TGW> "spectacular sword" 00:33 < TGW> syllogism: aw 00:33 <+kilobyte> dpeg: it's -<--- 00:34 <+kilobyte> the name stems from the fact that the crossguard resembles small side swords 00:34 < TGW> are morningstars purple? 00:34 < syllogism> grayish I think 00:34 < TGW> awww 00:34 <+doy> kilobyte: interesting, i had assumed that triple swords were just made up too 00:34 <+kilobyte> TGW: in our tiles, morningstars are gray, eveningstars are yellow 00:35 <@dpeg> kilobyte: cool 00:35 <+sorear> I thought that double swords were shaped like double lightsabers 00:35 < TGW> !won cv=4.1 00:35 < Henzell> No games for TGW (cv=4.1). 00:35 <+sorear> and triple swords were a topological impossibility 00:35 < TGW> !won * cv=4.1 00:35 < Henzell> No games for * (cv=4.1). 00:35 <+kilobyte> sorear: heh 00:35 <+sorear> that was added to Crawl as a joke 00:35 < TGW> how do you do that 00:35 < syllogism> you dont 00:35 <@dpeg> I like eveningstars. 00:35 < TGW> aw 00:36 <+kilobyte> realism-wise, they would have double the weight (and weight is hugely detrimental in sword combat), for maybe +10% damage 00:36 <@dpeg> I liked the joke already when I was a child =) 00:36 <+kilobyte> or actually, smaller damage since the blades would penetrate shallower 00:36 <@dpeg> kilobyte: much rather I'd axe the katana than the triple sword 00:37 < syllogism> yes 00:37 <@dpeg> triple sword and eveningstar are somewhat silly humour 00:37 <+kilobyte> I mean, rename not axe, for realism and sanity's sake 00:37 <@dpeg> katana are a bad trope 00:37 < syllogism> triple sword is a magical sword 00:37 <+doy> KatanasAreJustBetter 00:37 <@dpeg> also, Nethack had katanas :) 00:37 <@dpeg> even has 00:38 <+doy> (speaking of tropes) 00:38 < syllogism> "A magical weapon with three great razor-sharp blades" 00:38 <+kilobyte> ??long blades[2] 00:38 < Henzell> long blades[2/2]: [hands](Dam,Acc,Delay): Falchion (8, 2, 13); Long (10, 1, 14); Scimitar (11, -1, 14); Demon (13, -1, 15); Katana[1.5] (13, 2, 13); Double[1.5] (15, -2, 16); Great[2] (16, -3, 17); Triple[2] (19,-5,18) 00:38 <+kilobyte> katanas have no real reason to exist 00:38 <@dpeg> yes 00:39 <+kilobyte> and double swords suffer from the same issue as triple ones 00:39 <+kilobyte> and falchions, long swords, (perhaps demon blades), great swords and triple swords are all double swords 00:40 <+kilobyte> although there are two meanings of the word 00:40 <@dpeg> kilobyte: there was a time when Crawl had three blade skills :) 00:40 <+doy> crawl should have 1 blade skill 00:40 < TGW> which one was that? 00:40 < TGW> the third 00:41 <+sorear> Katanas are completely out of place. A bit of insanity makes Crawl what it is... 00:41 <+kilobyte> "double sword" can mean a sword with two edges (ie, European type), or a hand-and-a-half one 00:41 < TGW> what does the tile look like? 00:41 <+kilobyte> TGW: like a bad Star Wars LSD trip 00:41 <+sorear> TGW: 4.1 doesn't actually record games, so !lg can't access it 00:42 < TGW> ok 00:42 <+sorear> TGW: SK_UNUSED_2 // was: SK_GREAT_SWORDS 00:43 < TGW> containing... great swords? 00:44 <+sorear> HE had 115 great swords apt in 2.7.0f 00:45 <@dpeg> sorear: is that skill unused or completely gone? 00:45 <@dpeg> sorear: agree re katanas 00:45 <@dpeg> doy: no, the diversion between SBl and LBl is okay, imo 00:45 <+sorear> Completely gone 00:46 <+sorear> A placeholder was left in the enum, but I think even that's dead now 00:46 <@dpeg> gppd 00:46 <+doy> dpeg: i disagree, short blades are not really viable as long term weapons, and are only likely to get moreso 00:46 <+doy> but it's not urgent 00:46 <@dpeg> doy: "only likely to get moreso"? 00:47 <+sorear> huh, 2.7.0f had classes 00:47 <+sorear> the 'O' command causes you to go berserk if your class is 8 or you're wearing amulet 35 00:47 <@dpeg> sorear: did Trog exist? 00:48 <+doy> dpeg: speed and slaying bonuses are the only things keeping short blades viable at the moment 00:48 <+doy> as a melee weapon anyway 00:48 <@dpeg> doy: okay. But why do you predict it's getting worse in the future? 00:48 <+doy> dpeg: well, the eventual goal is to redo how slaying works, and remove speed from all non-randarts, isn't it? 00:49 <+sorear> dpeg: Trog has been in the Crawl canon since very early - the eponymous fixedart was in the first public release. It doesn't look possibly to worship him in this version though 00:49 <@dpeg> doy: but we always have SBl in our minds 00:49 <+doy> i mean, i approve of both of those things in terms of overall game balance 00:49 <+doy> but they will mean that short blades just won't really work in the end game 00:49 <@dpeg> doy: it is okay if they only work with some support 00:49 <@dpeg> magic or god 00:50 < syllogism> okawaru :P 00:50 <@dpeg> syllogism: why not, if future Okawaru can do, too? 00:50 < syllogism> yes 00:50 <@dpeg> or a god who supports stabbing 00:50 <+doy> my point is just that if we could keep short blades, but keep them as part of the progression towards long blades (like hand axe -> broad axe, etc), things would be better overall 00:50 <@dpeg> and magic, of course 00:51 <+sorear> or needles! 00:51 <+doy> short blades should keep stabbing and such 00:51 <@dpeg> doy: sure, could be done. I am just not convinced it's necessary. 00:51 <+doy> yeah, i'm not entirely sure either 00:51 <@dpeg> doy: of course, if we axe enough blade weapons... 00:51 <+doy> but it sounds good to me now 00:51 <+doy> (: 00:51 <+doy> and this is 0.8 stuff at least 00:51 <@dpeg> yes 00:52 <@dpeg> !seen drpraetor 00:52 < Henzell> I last saw DrPraetor at Tue Jan 5 18:06:05 2010 UTC (5h 45m 58s ago) quitting with message Read error: 113 (No route to host). 00:52 <@dpeg> no progress on the AC front :( 00:52 <+kilobyte> dpeg: I reviewed the formulas, and at least the part about equating enchantment with base AC is utterly broken 00:52 <@dpeg> If one of you sees Samual, could you ask him about the AC mail I wrote? Any answer is okay and much better than no answer. 00:53 <@dpeg> kilobyte: review = in the FR? 00:53 <@dpeg> somebody replied with numbers, but they were far off. 00:53 <+kilobyte> dpeg: since once you train the Armour skill, get boots/helmet/cloak/gloves and a bunch of EA scrolls, you can switch to a robe and keep >75% of AC while getting full dodging and spellcasting 00:54 <@dpeg> kilobyte: you are talking about whether Enchantment are inside or outside of the brackets? 00:54 <+kilobyte> and that's for normal races, with centaurs and nagas having no reasons except for skill training 00:54 <+kilobyte> yeah 00:54 <@dpeg> (X+Ench)*Y vs X*Y + Ench ? 00:55 <+sorear> religion stuff was extremely skeletal in 2.70, it was not possible to worship any god 00:55 <@dpeg> kilobyte: I already agreed to move Ench out again 00:55 <@dpeg> that was a minor bit 00:55 <+sorear> the standard 12 were in, except Trog was missing and Lugafu the Hairy was in its place 00:55 < Vandal> that o 00:55 < Vandal> mt 00:56 <@dpeg> kilobyte: the motivation was that enchantments would ideally be on an equal footing with base AC, but as you found out, that's not sensible 00:56 <@dpeg> sorear: Lugafu? 00:56 <@dpeg> If I had known that, we'd used this for Lucy. 00:57 -!- neunon [n=neunon@unaffiliated/neunon] has joined ##crawl-dev 00:57 -!- mode/##crawl-dev [+v neunon] by ChanServ 00:57 <@dpeg> neunon: hi! 00:57 <+neunon> ohey 00:57 < syllogism> 6Jurubetut - Fire 00:57 < syllogism> 7Vuhimeti - Ice 00:57 <@dpeg> Linley did like the U vowel :) 00:57 <+kilobyte> dpeg: Could you point out which version of the AC proposal is the current one? 00:58 <@dpeg> kilobyte: it is the ACv4 one. But unfortunately things progressed a bit more in emails with Samuel. This is why I cannot simply give the formulas to someone else :/ 00:59 <+sorear> hehehe, turning off skills was disabled for Fighting, Stabbing, Shields, and T&D 00:59 < syllogism> weird 00:59 <+kilobyte> dpeg: right... so we need you to either drag him here or release the s3kr1t data :) 01:00 <@dpeg> kilobyte: sent you a mail 01:00 <@dpeg> kilobyte: he is here quite often 01:01 <@dpeg> the next step of the AC is not so evil: change formulas and (that's probably more work) list all changes in the commit message, so we can refer to it later. 01:01 <+sorear> add_skill was declared in four different headers 01:04 <+sorear> great swords and triple swords used skill 3 in 2.72 01:05 <+sorear> a > b | c > d | e > f 01:05 * sorear looks up the relative precedence of > and | 01:05 <+due> I return 01:06 <+sorear> great swords, long swords, and short swords crosstrained with each other 01:06 <+sorear> except it only worked one way; great sword skill is non-transferrable 01:08 <@dpeg> due: welcome back 01:09 < syllogism> heteroy doing shoals again 01:10 < ogaz> was nondescript stone ever nerfed, by the way? 01:11 < Vandal> btw, does anyone else think rings of regen should auto-id? It is pretty obvious 01:13 <+sorear> +1 01:14 <@dpeg> ogaz: no, not yet but will come 01:14 <+sorear> but I'm a minigame hater 01:14 <+due> They don't already self-ID? +1 here. 01:14 < Vandal> I'm wearing one right now and healing every 2 steps w/ 40 hp max 01:14 <@dpeg> Vandal: yes, but I am more concerned with making them only hunger when in use. 01:14 < Vandal> At least I assume this is one 01:14 <+sorear> greensnark: what if the high scores were changed to be a proper db instead of a 500KB flat text file? Rewriting that is probably a big part of the 1s lag whenever I die 01:14 < Vandal> would be nice dpeg but that isn't really hard to manage 01:14 < syllogism> dpeg: that's already done 01:14 < Vandal> it is? 01:14 < Vandal> oh neat 01:14 <@dpeg> syllogism: sorry 01:15 < syllogism> greensnark informed me yesterday or was it today 01:15 < syllogism> and someone informed him :P 01:15 < Vandal> want me to make a ticket for it? 01:15 <@dpeg> sure 01:15 <@dpeg> no id for DD? 01:15 <+due> dpeg: Or, "Your skin tingles for a moment." 01:16 < ogaz> dpeg: or bloodless Vp? 01:16 < Vandal> would this be an Interface Improvement? 01:17 < Vandal> eh submitted as one 01:18 < Ashenzari> Ring of Regen auto-id please (http://crawl.develz.org/mantis/view.php?id=342) by Vandal 01:18 < Vandal> just for doy I only capitalized the item 01:18 <+doy> yay 01:18 <+sorear> Vandal++ learning 01:20 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["sleep"] 01:20 <+Keskitalo> The tide looks cool. 01:20 <+due> the tides are *Awesome*. 01:21 <+Keskitalo> More plants too I see. :) 01:21 < Vandal> oh jeeze 01:21 < Vandal> mt 01:24 <+Keskitalo> @?? ice beast 01:24 < Gretell> ice beast (I) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 5/10 | Damage: 5(cold) | Flags: amphibious | Res: magic(20), cold+++, poison, asphyx | Vul: fire | XP: 121. 01:26 < Vandal> What is the reletive effectiveness of throwing daggers vs. darts in the new system? due? 01:26 <+Keskitalo> I wonder if this would be a cool idea for a monster spell: alerts nearby monsters and casts swiftness on them. (I was thinking a "fish calling" spell in Shoals but could work otherwhere too). 01:26 <+Keskitalo> Also hi due! :) 01:27 < Vandal> I wans't picking up daggers because I'm so used to finding hundreds of darts and I thought I'd give them a try 01:27 < Vandal> but now this game is very light on darts :P 01:31 <+sorear> Keskitalo: Are there any kinds of Cool Savefile Metadata that tiles could use? 01:32 <+Keskitalo> sorear: Best ask Enne. 01:32 <+sorear> ok 01:32 <+kilobyte> sorear: the .tdl files 01:32 <+due> Keskitalo: Fish calling <# 01:32 < syllogism> heteroy splatting again :P 01:32 < syllogism> or maybe not 01:32 <+Keskitalo> due: It's like natural summoning! 01:33 <+sorear> kilobyte: re. security - I think we should follow Angband's lead and deprecate 'true' multiuser installs, instead, OS-wide Crawl installs should store data in ~/.crawl/{saves,morgue} 01:33 <+due> Keskitalo: That is awesome! 01:33 <+Keskitalo> due: Could theoretically work well with tides, if you can get tidally locked in then you'd hate that spell. :) 01:34 <+kilobyte> actually, what's the reason .tdl are not generated (or generated empty) in console builds? You can use the same save in both builds... 01:34 <+sorear> Keskitalo: minor nit - swiftness won't work on fish 01:34 <+Keskitalo> How come? 01:35 <+due> Swiftness doesn't work in water. 01:35 <+sorear> swiftness is hacked to fizzle if you're wet 01:35 <+sorear> if you cast swiftness out of water, then enter, the enchantment has no effect 01:35 <+Keskitalo> Aww. 01:35 <+doy> can it be hacked again to only not work if you're wet and not a water creature? 01:35 <+kilobyte> sorear: do you mean, dropping setgidness? That's a good idea. It would drop common scores and ghosts, but they're of fringe use only already. 01:35 <+sorear> actually, I don't remember if I implemented that when I was doing Swiftness for monsters 01:35 <+sorear> kilobyte: yes, dropping setgid 01:36 <+due> sorear: You didn't, actually. 01:36 <+sorear> I better fix that before somebody meets Gastronok on a wet level 01:36 <+due> Heh. 01:36 < ogaz> why doesn't swiftness work in water, by the way? 01:37 <+sorear> kilobyte: I guess I'm going to need to learn what tdl does 01:37 <+due> It's an air spell. 01:37 <+Keskitalo> Maybe it's designed to not help against water slowing you. (But then there's Levitation right next to it, so..) 01:38 <+due> Keskitalo: I think so, actually. 01:39 <+kilobyte> sorear: another idea would be to make ghosts use text files, and validate them nuking badly OOD ghosts on the way 01:40 <+sorear> badly OOD ghosts? 01:40 <+kilobyte> the validation would ensure people don't stuff forged ghosts 01:40 <+doy> how would that work 01:40 <+sorear> yeah 01:41 <+kilobyte> I mean, if you kill your xl27 char on D:3, it's pointless to have it appear 01:41 <+Keskitalo> Sounds good to me too. 01:42 < nrook> why not just shove it deeper in the dungeon? 01:42 < nrook> ooh, put ood ghosts in tomb! 01:42 <+kilobyte> with no setgid, we drop the pretense of DRMing the game so folks would be able to produce fake ghosts 01:43 <+sorear> yes, but they can only terrorize themselves 01:43 <+sorear> so... 01:43 <+kilobyte> I mean, if there's any limited sharing of scores and bones on a multi-user site 01:44 <+doy> well, they'd be able to fake bones files no matter what 01:45 <+doy> the only thing you can really do is just restrict which bones files to load based on ghost strength 01:45 <+doy> which might be a reasonable thing to do, but isn't really solving the problem of "fake ghosts" or "validation" or anything 01:45 <+kilobyte> I mean, we can put bounds on the ghost's stats 01:46 <+doy> we already do, don't we? 01:46 <+due> Yes, we do. 01:46 <+kilobyte> only sanity checks 01:46 <+due> it'll reduce ghost stats if they exceed a certain constant 01:46 <+sorear> why exactly does Crawl use stdio.h 01:47 <+doy> sorear: sprintf, probably 01:47 <+sorear> it's also using fopen for saves 01:47 <+sorear> and FILE and fwrite and fclose and all that junk 01:47 <+kilobyte> you can still get a xl27 ghost on D:3 with 50 damage 400 hp 60 EV fire storm+torment 01:47 <+due> It also uses fopen for tests and some debug statements (uniques and Xom stats). 01:48 <+doy> shrug, what's the alternative? iostreams? 01:48 <+sorear> it would be really sweet if we were using some kind of extensible object layer for writing saves 01:48 <+sorear> then I could just switch out the file streams for ones that use zlib and sqlite 01:49 <+sorear> doy: Does iostreams secretly suck and I've just not heard of it? Crawl seems to avoid it even in places where it would obviously help 01:49 <+doy> i hate it with a passion 01:49 * due hates it with a passionfruit. 01:49 <+doy> i mean, there are certainly advantages to it, but the interface to it is just gross 01:50 * sorear thinks it sucks less than stdio 01:51 <+doy> i don't mind stdio 01:52 <+doy> wow, aquamancers are scary 01:52 < syllogism> tso saved heteroy and he almost drowned due to aquamancer's wave 01:52 <+doy> tso has life saving now? 01:52 <+sorear> all the good gods do 01:53 <+doy> when did that happen? 01:53 <+sorear> dunno, a year or so 01:53 <+doy> huh 01:53 <+due> hm, too distracting 01:53 <+kilobyte> dammit, custom FILE streams are GNU-only :( 01:53 <+sorear> it's supposed to emphasise the connection between the good gods 01:53 <+sorear> Ely saves TSO and Zin worshippers occasionally 01:53 <+doy> well, the message is "the shining one protects you from harm" 01:54 <+kilobyte> actually, the message say TSO and Zin do 01:54 <+doy> it doesn't seem to really fit with tso's flavor 01:54 <+sorear> that... needs to be fixed 01:54 <+doy> yeah 01:54 <+kilobyte> perhaps we should change this, yeah 01:54 <+doy> it would mkae more sense if it was coming from ely 01:54 <+sorear> kilobyte: exactly, stdio's lack of any standardized extension mechanism is half of what makes it suck 01:55 < CIA-81> kilobyte * r15849cecaa90 /crawl-ref/source/item_use.cc: Auto-id rings of regeneration (Vandal). 01:55 < syllogism> fear doesn't cancel mesmerize 01:55 <+doy> hmmm 01:55 <+doy> also, you can't controlled-teleport away from mesmerization, but you can uncontrolled-teleport away 01:55 <+doy> that seems broken 01:56 <+kilobyte> it's a mind-affecting effect 01:57 <+kilobyte> it makes your character don't _want_ to escape 01:57 <+doy> reading a scroll of teleport seems to be wanting to escape 01:58 < TGW> either that, or you want to get closer and you're a terrible judge of probability 01:58 <+doy> heteroy just tried to controlled-teleport away, but it said he couldn't, so he controlled-teleported into a wall that was closer to the mermaid, which made it uncontrolled 01:58 <+doy> this seems dumb 01:58 < TGW> yeah that is dumb 01:59 < TGW> maybe mesmerisation could prevent the tele status from running out 01:59 < syllogism> actually fear does cancel it 01:59 < TGW> you know, keep it at 1 aut until 01:59 < syllogism> maybe because tele kicked in immediately afterwards 01:59 < Vandal> I wonder 01:59 < Vandal> nvm 02:03 < Ashenzari> KiloByte created page AC nerf at http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac 02:04 < syllogism> heteroy used all his consumables and escaped with 6 hp 02:06 <+doy> why does being mesmerized grey out all water tiles? 02:06 <+Keskitalo> Those plants should be bushes, so the javelineer could pincushion him. 02:06 <+due> Also 02:06 < TGW> you're too fixated on the mermaid to remember what colour water is 02:06 <+due> Mesmerisation should *not* stop teleport. 02:06 <+due> It's just too nasty. 02:06 < syllogism> itd oesnt 02:06 <+due> It does 02:07 -!- Napkin [n=chojin@unaffiliated/napkin] has quit [Read error: 104 (Connection reset by peer)] 02:07 <+due> The teleport code specifically checks for mesmerisation. 02:07 <+due> If you are beheld, it won't let you teleport away. 02:07 -!- Napkin [i=chojin@unaffiliated/napkin] has joined ##crawl-dev 02:07 <+doy> due: you can still controlled-teleport into walls, which gives you a random teleport 02:07 <+due> see spells3.cc:1576-1584 02:07 <+doy> assuming the wall isn't farther away 02:07 <+due> Hm. 02:07 <+doy> (this is dumb) 02:08 < syllogism> well I just teleported away 02:08 <+Keskitalo> I think I feel sleepy enough now.. nights! 02:08 < syllogism> without controlled tele 02:08 < Ashenzari> Mesmerized status isn't broken immediately by cause fear. (http://crawl.develz.org/mantis/view.php?id=343) by heteroy 02:08 <+due> Oh, that's only controlled teleport. 02:08 <+due> Ignore me! 02:09 <+doy> controlled teleportation when mesmerised shouldn't allow targeting non-walkable tiles 02:09 < syllogism> could just force it to be uncontrolled, seems better 02:10 < TGW> yeah, that 02:10 <+due> Otherwise that enforces taking off your ring of cTele or waiting for the spell to wear off. 02:10 <+due> Or... nothing if it's a mutation. 02:10 <+doy> tele control could stand to be a drawback in some situations 02:11 < syllogism> in 4.1 you couldn't control tele while berserk 02:11 < syllogism> I learned the hard way :P 02:11 < Vandal> due, these new brands on blowgun ammo, are they all poison checks? 02:11 < syllogism> they've no checks 02:12 <+due> Vandal: No, but they're currently broken. 02:12 <+due> Vandal: I've got the fix worked out with Eronarn and dpeg, though. 02:12 <+due> Just have to code it up. 02:12 < Vandal> oh 02:12 < Vandal> So what kind of checks will they perform? 02:12 < Eronarn> due: dpeg approved the meph cloud check, or? 02:12 <+due> Eronarn: Not exactly that check, but yeah. 02:12 < Vandal> (also does this mean I can use Paralyze / Slowing on Imps?) 02:13 <+due> The checks will be: 02:13 <+due> blowgun skill/enchantment: with low skill/heavy negative enchantment, there's a chance of failing completely. 02:13 < ogaz> you can already para/slow imps if you pass their MR :| 02:13 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 02:13 <+doy> @??kraken 02:13 < Gretell> kraken (X) | Speed: 10 | HD: 16 | Health: 160-256 | AC/EV: 20/0 | Damage: 50 | Flags: cold-blooded | Res: magic(64) | Chunks: poisonous | XP: 1859 | Sp: spawn tentacles. 02:13 < Vandal> I mean with the blowgun 02:13 <+doy> @??tentacle 02:13 < Gretell> tentacle (w) | Speed: 10 | HD: 12 | Health: 36-60 | AC/EV: 5/7 | Damage: 29 | Flags: amphibious, cold-blooded | Res: magic(immune), asphyx | XP: 0. 02:13 <+due> monster HD: with high HD and low blowgun skill/enchantment, monsters can shrug off the effects. 02:14 <+due> the higher your skill and blowgun enchantment, the easier it is for you to overcome their HD check. 02:14 < Vandal> ah 02:14 < Vandal> So being poison immune doesn't necessarily mean you can't use blowgun effects on them? 02:14 <+due> So, with blowguns 27 and a +9 blowgun, you should be able to have a not-so-bad chance of paralysing cerebov. 02:14 < Vandal> coooooooool 02:14 <+due> Rather than just... being able to paralyse him as-is. 02:14 < Vandal> I was afraid it would get weak by end game, good to know it will still work 02:15 < Vandal> Honestly I was starting to think it was a mistake not making an Enchanter if I wanted to be stealthy 02:15 <+due> There might be other checks at a later date. 02:15 < ogaz> Vandal: people already use curare against orb guardians 02:15 < Eronarn> also, wtf? 02:16 < Eronarn> what was that double/triple sword discussion silliness 02:16 < syllogism> did dpeg approve nerfing curare 02:16 <+doy> the whole point of the blowgun/needle overhaul was to make assassins playable without enchantments 02:16 < Eronarn> haven't you ever seen a razor? it's exactly like that 02:16 < Vandal> oh, awesome doy 02:16 <+due> doy: Yes, exactly. 02:16 <+doy> Eronarn: that's how i've always pictured it 02:16 <+doy> (: 02:16 <+due> *All* forms of ranged combat should be viable. 02:16 < Vandal> so far I have to say as a SpAs it is a painful existance even with the buffs 02:16 < Eronarn> doy: Well, you're clearly sane, then 02:16 <+due> I picture a triple sword as a triskelion. 02:16 <+due> http://en.wikipedia.org/wiki/File:Three_Legs_of_Man_-_Triskelion.jpg 02:16 < Eronarn> due: D&Dism. 02:16 < Vandal> but I guess other races that are better in melee combat wouldn't have it quite so rough 02:17 < Eronarn> due: D&D's double swords are two swords extending on opposite sides from the same hilt. So a triple sword that is a triskelion is 1.5x a D&Dism. 02:17 < Vandal> also I think I'm just really unlucky this game in terms of dart generation 02:17 < Vandal> but we'll see how it goes! 02:18 <+due> Also 02:18 <+due> Eronarn: You were talking about reintroducing the speed penalty for bucklers and slings? 02:18 < Vandal> O_o 02:18 < Eronarn> due: Not... exactly. Twinge- was looking at other options than currently. So I was talking about it with him, but I didn't agree with him. 02:19 < Vandal> Did N prove that sling + buckler is crazy awesome or something? 02:19 < Vandal> I know he made a HaHu yesterday 02:19 <+due> Eronarn: Ah. 02:19 <+due> Oh, did he? 02:19 < Vandal> Yes 02:19 < Vandal> He got really damn far too 02:19 <+sorear> It's N 02:19 < eith> i dont think him doing anything proves much =p did he say it was awesome? 02:19 <+sorear> he *should* get far 02:19 <+due> But that's ... N. 02:19 < Vandal> He didn't talk much 02:19 <+due> N is just amazing. 02:19 < Vandal> I just kept seeing him get milestones 02:20 < eith> yea he does that with the worst of chars 02:20 < Eronarn> due: Did you consider the rPois+/++/+++ I proposed? Or a monster type based bonus to the HD check? It would be nice to have many of these poisons work against some, but not all, poison resistant things. 02:20 <+due> Eronarn: Good, because I don't think reintroducing the speed penalty makes any sense. 02:20 <+due> Eronarn: Well, yeah. 02:20 <+due> Eronarn: They're organic compounds. 02:20 < Vandal> I second multiple levels of poison resist 02:20 <+due> Eronarn: So there's going to be other resistance checks. 02:20 < Eronarn> sure, was just wondering if you had ideas 02:20 < Vandal> It is weird having such a binary resistance system for such a common damage source 02:20 < Vandal> For players and monsters 02:21 < eith> monsters have 3 levels 02:21 < Vandal> Oh, they do? 02:21 -!- dis_astranagant [n=hurf@173-22-128-136.client.mchsi.com] has quit [Connection timed out] 02:21 < Eronarn> hijacking rPois could do this, or we could make a new "organic resistance" like how there is rotting and asphyx resistance 02:21 < Vandal> What are Water Moccasins (brown snakes) ? 02:21 < Eronarn> @??water moccasin 02:21 < Gretell> water moccasin (S) | Speed: 14 | HD: 4 | Health: 12-32 | AC/EV: 2/15 | Damage: 10(medium poison) | Flags: amphibious, cold-blooded | Res: magic(16), poison | Chunks: poisonous | XP: 82. 02:21 < TGW> brown snakes 02:21 < Eronarn> @??electric golem 02:21 < Gretell> electric golem (8) | Speed: 20 | HD: 15 | Health: 105-165 | AC/EV: 5/20 | Damage: 15(elec), 15(elec), 15, 15 | Flags: non-living, see invisible | Res: magic(160), fire, cold, elec+++, poison+++ | XP: 5606 | Sp: b.lightning, blink. 02:21 < Vandal> I see 02:21 < Vandal> I couldn't poison them with needles 02:22 < TGW> they have rP 02:22 < TGW> and you can't poison much anything with needles 02:22 < Eronarn> Vandal: rP+ = immune, totally, to damage poison. 02:22 < Vandal> Then why are there 3 levels of it? 02:22 < Eronarn> Currently does nothing vs. other poisons, or the asphyx part of curare. 02:22 < Eronarn> legacy 02:22 <+due> I think organic resistance might be better. 02:22 < Vandal> oh 02:22 < nrook> uh no it isn't 02:22 < nrook> rPois 1, 2, 3 react differently to poison arrow damage 02:22 < Vandal> oh? 02:22 < eith> barely 02:22 <+due> Yeah, I don't want to hijack poison resistance. 02:23 < Eronarn> yes, but it's not a big factor and monster pois resists are assigned essentially randomly 02:23 <+due> We can maybe subsume poison resistance into organic compound resistances, though. 02:23 < nrook> I mean, it's trivial right now because only poison arrow does that type of damage (and even that is mostly irresistable), but if more things used that damage type it would become important? 02:23 < nrook> I'm kind of feeling silly for bringing this up though, hence the question mark 02:24 <+sorear> oh no 02:24 <+sorear> are we seriously talking about rP+++ 02:24 < Eronarn> due: I was thinking: + means you have a "demonic" biology. Still blood or whatever, but you aren't really a flesh and blood creature. ++ means you are a living creature but very, very different. Like oozes or eyes. +++ means you are non-living or an undead without any "lively" metabolism (e.g., bloodless vamp, lich) 02:25 < Vandal> oh and due, how goes the slings / throw split? 02:25 < Eronarn> due: This modifier could also apply to stabbing if we wanted FWIW. 02:26 <+due> Vandal: I haven't done any coding since we last spoke. 02:26 < Vandal> oh. sorry to bug you :) 02:26 <+due> it's okay 02:26 <+due> just been really busy 02:26 < Vandal> I was just curious what it involved 02:27 < Eronarn> +++ could be totally immune, ++ could be very resistant, + could be resistant 02:27 < Eronarn> to organic effects 02:27 < Vandal> Like if Slings used to USE throwing skill? 02:27 <+due> - could be susceptible. 02:27 <+due> Vandal: I honestly haven't looked yet 02:27 < Vandal> oh 02:27 < syllogism> it's 50,20,10 or something 02:27 < eith> Vandal: everything did at one stage 02:27 < Eronarn> yes... wonder what would be susceptible 02:27 < syllogism> a ring of poison res should grant rp+++ and all other sources just rp+ per source. Also nagas should breathe poison clouds and spam it while running away 02:28 < Eronarn> i think +++ would give implicit rPois+, rotting res, asphyx res 02:28 < syllogism> (they did this in 4.1 and you weren't immune without rp+++) 02:28 < Eronarn> ++ would givei mplicit asphyx 02:28 < Eronarn> but not necessarily rotting or rP+ 02:29 < Eronarn> (or maybe not asphyx for ++, i guess oozes and stuff could require breathing) 02:47 < Vandal> btw I have a request, regarding blowguns 02:48 < Vandal> Have you considered removing their shield penalty as well? Most of the time it wouldn't make a huge difference because you're just shooting once to get a status effect, then swapping weapons anyway 02:48 < Vandal> but they can't really be that much more difficult to use than a sling 02:49 < Vandal> it would synergize well with training throwing for darts / daggers too, because those don't get shield penalties either 02:50 < AceTetra> hahaha nagas running away 02:50 <+sorear> Why are we discussing rP++? 02:50 <+sorear> One-level poison res is ... not something I ever knew was negotiable 02:51 < AceTetra> why all the metadiscussion about discussing rP++? 02:52 < Vandal> appearantly it is already more than 1 level 02:53 < nrook> only for monsters though, and that's a technical detail, not an actual gameplay-affecting thing 02:54 < eith> it sucked in 4.1 i dunno why anyone is talking about it =p 02:55 < Eronarn> Vandal: blowguns are very tricky weapons actually 02:55 < Eronarn> sorear: i don't think anyone is proposing more than one level of rP+ for players, it's simply not feasible in the current system 02:56 < Eronarn> i wouldn't mind it if there was another slot / randarts were more common & better / there were more things like potions of resistance 02:56 < syllogism> well even in 4.1 the ring gave you +++ so it was more a randart nerf 02:57 < nrook> I would like to see an rElec system where levitation gives you 50% elec damage, insulation gives you 33% elec damage, and both stack 02:58 < nrook> so there is no real permanent option to deal with electricity, just a bevy of temporary ones 02:58 < nrook> last time I suggested it on sf it kind of got shot down, though 02:59 < ogaz> eith: how did rPois work in 4.1? 02:59 <+due> nrook: Electrical damage is still massively overpowered, though. 02:59 < nrook> due: this would have to accompany a nerf to electric golems, etc., yeah. 03:00 < eith> ogaz: theres was 3 levels, like the other res 03:00 < eith> 3 was immune 03:00 < ogaz> so was 1 like 1/3 chance of getting poisoned and 2 a 2/3 chance? 03:02 < eith> that i actually dont recall 03:06 < Eronarn> sometimes i really have no idea what the hell dpeg is talking about 03:06 <+due> with regards to? 03:07 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has joined ##crawl-dev 03:07 -!- stabwound1 [n=sh@dsl913.rba1.pppoe.execulink.com] has quit [Read error: 104 (Connection reset by peer)] 03:08 -!- Xiberia [n=deefghdf@81-235-210-141-no62.tbcn.telia.com] has joined ##crawl-dev 03:08 < syllogism> probably re: daggers stacking 03:09 <+due> N78291! How was HaHu? 03:09 <+sorear> N78291: We hear slings and bucklers are overpowered? 03:10 <+due> sorear: Well, I didn't find them so on my last HaHu, but... I suck. 03:12 < N78291> maybe the no penalty for slings and shields should be limited to bucklers 03:12 <+due> Isn't it? 03:12 <+due> But I'm not sure. 03:12 <+due> Perhaps just reduced for other shields. 03:13 < N78291> I didn't get a message when using a shield 03:13 < Eronarn> due: comment in this FR http://crawl.develz.org/mantis/view.php?id=303 03:13 <+sorear> N78291: are slings + shields overpowered? 03:14 <+sorear> Some of us thought 1-handed slings gave them a neat niche 03:14 <+due> I think it does. 03:14 <+due> And it works thematically. 03:14 < N78291> if slings are overpowered it's not because of shields 03:15 <+sorear> Well, Eronarn is talking about nerfing slings because you found them overpowered 03:15 < Eronarn> no i'm not!! 03:15 < N78291> they are fast and you can use whatever brand because who cares if a stone mulches 03:15 < Eronarn> N78291: what brands were you using 03:15 <+due> We are not nerfing slings just yet. 03:15 <+due> We only *just* buffed them. 03:15 < N78291> flame 03:16 < Eronarn> no combination brand? and were your sling / stone enchanted & to what degree? 03:16 < N78291> +7 damage sling with +0 stones 03:17 < Eronarn> that doesn't seem like it should be any more broken than the damage from any other ranged weapon 03:17 < Eronarn> which is quite high at good skill / enchantment 03:17 -!- syllogism [i=syllogis@85-131-30-15.bb.dnainternet.fi] has quit [] 03:18 < N78291> paralysis needles seem overpowered though 03:18 < N78291> at least with stack sizes they currently generate in 03:18 < Eronarn> needles are getting nerfed hard 03:19 <+due> Yeah. STack-size, too. 03:19 < Eronarn> due: they shouldn't auto-mulch, by the way, not even the powerful ones. either they should all automulch, including normal poison, or none should 03:20 <+due> Yeah. 03:20 <+due> I think the changes will make a difference, though. 03:20 <+due> But throwing needles should either have no effect, or they should automulch if it has an effect. 03:20 <+due> (As in, you break needles you don't use in a launcher.) 03:21 < Eronarn> due: i think it'd be fine just to cap at 1 range, no launcher bonus, and divide throwing skill by 3 or so 03:22 < Eronarn> it makes no sense for them to mulch more often when you fire them with *less* force 03:22 < nrook> how exactly would throwing needles work, anyway 03:22 <+due> But you have no skill and they're difficult to handle. 03:22 < nrook> it seems like that could be disallowed without any adverse effects 03:22 < Eronarn> nrook: they work more like knitting needles than sewing needles 03:22 < Eronarn> and there are tons of examples of poisoned needles being thrown 03:23 < Eronarn> in history and in popular culture 03:23 < Eronarn> due: well, you have no skill if you have no throwing skill :P 03:23 < Eronarn> could just add a +mulchrate for using at less than X effective skill 03:23 < Eronarn> whether blowgun or not 03:23 < Eronarn> and then no blowgun = you can apply far less of your throwing skill 03:23 <+due> I like the idea of skill affecting mulch rate, to be honest. 03:23 < Vandal> I just had an idea 03:23 <+due> But that might be overpowered. 03:24 < nrook> Eronarn: yes, but how often does a player with significant throwing skill have needles, but no blowgun? 03:24 < Vandal> for changing Halflings more 03:24 < AceTetra> also should allow wielding needles 03:24 <+due> AceTetra: This is not nethack. ;) 03:24 < AceTetra> well how can you load them into the blowgun if you can't wield them? 03:24 < nrook> Eronarn: if a player has no throwing, the needle special effect probably won't go off anyway if they throw a needle without a launcher. 03:24 < Eronarn> due: it wouldn't be overpowered if they mulched like normal needles, but mulched worse with low skill (i wouldn't make it proportional to skill, but have a ceiling. Like with the -X value = 1/X formula I proposed, anything in the 1//X range gets a mulch penalty) 03:24 < Eronarn> nrook: yes 03:25 <+due> Eronarn: I mean, applying it to all ranged weapons. 03:25 < nrook> Eronarn: if a player has throwing, they probably have a blowgun too. 03:25 < Vandal> oh, I didn't realize Halflings could use real shields 03:25 < Eronarn> oh 03:25 < Vandal> I thought they were too small 03:25 < Eronarn> due: i think that would be a good way, with a similar formula, to make starting bows skill more important 03:25 < Vandal> Is it just Spriggans that are too small for Shields 03:25 < Vandal> ? 03:25 <+due> Vandal: Yes. 03:25 <+due> Vandal: Sprigs are *eensy*. 03:25 < Vandal> oh and due 03:25 < N78291> Vandal: halflings can't use large shields 03:25 < Vandal> I was thinking to myself 03:25 < Eronarn> (because your initial, say, skill 4 in launcher means you mulch a lot less htan someone skill 0=>4 will, so they can't pick it up as readily just finding a launcher on the floor) 03:25 < Vandal> Why stop at shield skill 03:25 <+due> Spriggans can only use bucklers, not normal shields, right? 03:26 < Vandal> Why not make Halflings the non-magical small race? 03:26 < Eronarn> any non-capped anti-mulch effect is honeslty not needed though 03:26 < Eronarn> mulching is so overrated as a problem 03:26 < Vandal> Have them be inherently resistant to magic, and BAD at it 03:26 <+due> !apt ha 03:26 < Henzell> Ha: Air=90, Armour=150, Axes=120, Bows=70, Conj=130, Xbows=90, Darts=50!, Div=140, Dodge=70, Earth=100, Ench=100, Evo=67, Exp=100!, Fighting=120, Fire=100, Ice=100, Inv=75, Long=100, Maces=150, Nec=150, Poison=120, Polearms=160, Shields=130, Short=60!, Slings=50!, Splcast=169, Stab=70, Staves=130, Stealth=60, Summ=120, Throw=60!, Tloc=100, Tmut=150, Traps=100, Unarmed=140* 03:26 <+due> Hm. 03:26 < Vandal> Like have their *best* magic Apt be 100 03:26 <+due> It is? 03:26 <+sorear> Air=90 03:26 < Vandal> oh I thought Ench was lower :) 03:26 <+due> Ah. 03:26 < Vandal> Ok nevermind, best be 150 03:26 <+due> No, though 03:27 < Eronarn> Vandal: ...no 03:27 <+sorear> due: Do you remember the hillbilly sting 03:27 < nrook> non-magical small race sounds like a contradiction in terms. Why would want to be an EV fighter if you can't cast spells? 03:27 <+due> They're already a very difficult race, I think. 03:27 < ogaz> "we need a big ogre and a small ogre" 03:27 < Vandal> Well you just set up Assassins to be a viable non-magical class 03:27 < Vandal> No 03:27 < Vandal> They wouldn't be like ogres at all 03:27 < nrook> for instance, they would have no hp 03:27 <+sorear> halflings are fine, honestly 03:27 <+due> Halflings are less than fine 03:27 <+sorear> go away 03:27 <+due> We are currently looking at buffing them or making them intersting 03:27 < Eronarn> halflings are half fine 03:27 < Vandal> They'd be Assassin / Thief / Ranger specialists of the small races 03:27 <+due> Reducing their magical skills is more of a nerf. 03:28 < Vandal> Let me finish 03:28 < Vandal> Don't just nerf their magic skills, replace them 03:28 <+sorear> Halflings suck at adventuring. This is totally in flavor 03:28 <+due> !apt ha 03:28 < Henzell> Ha: Air=90, Armour=150, Axes=120, Bows=70, Conj=130, Xbows=90, Darts=50!, Div=140, Dodge=70, Earth=100, Ench=100, Evo=67, Exp=100!, Fighting=120, Fire=100, Ice=100, Inv=75, Long=100, Maces=150, Nec=150, Poison=120, Polearms=160, Shields=130, Short=60!, Slings=50!, Splcast=169, Stab=70, Staves=130, Stealth=60, Summ=120, Throw=60!, Tloc=100, Tmut=150, Traps=100, Unarmed=140* 03:28 < Eronarn> ...replace them with what? 03:28 < eith> replace? 03:28 <+due> They already have good stealth, short blades, and throwing skills. 03:28 < Vandal> Increase their hp 03:28 < Vandal> A little 03:28 < Vandal> and their fighting 03:28 < Eronarn> that is a huge nerf, really 03:28 <+due> Yeah, HP needs a boost. 03:28 < Vandal> give them inherent -25% incoming magic damage 03:28 < eith> whoa 03:28 < Eronarn> no. 03:29 <+sorear> ..no 03:29 < ogaz> what deals magic damage? 03:29 <+due> What, all magical damage? 03:29 < ogaz> that's just like disintegration 03:29 <+sorear> ogaz: great orb of eyes 03:29 < Vandal> the idea is that as a race, they are inherently non-magical 03:29 < Vandal> and contact with it is diminished 03:29 <+due> Like, Lehudib's Crystal Spear -25%? 03:29 < Eronarn> Vandal: this is bad idea and will never happen because it goes against design philosophy 03:29 < Vandal> yes 03:29 < Vandal> How so Eronarn? 03:29 <+due> Too overpowered, sorry. 03:29 < Eronarn> Vandal: LCS is a physical projectile 03:29 <+due> And it overlaps with Deep Dwarf's damage reduction. 03:29 < Eronarn> It summons a big honkin' crystal shard 03:29 < Vandal> DD is an AC type effect 03:30 < Eronarn> And spears you with it 03:30 < Eronarn> Magic resistance does not protect against it, even though it's magic 03:30 < Vandal> Eronarn kind of like how a Fireball is a big honkin' explosion with lots of concussive force? 03:30 <+due> Magic resistance needs to be renamed. 03:30 < Eronarn> yes, what Vandal's really proposing is what most people think magic resistance is 03:30 < N78291> if a small, high hp, poor magic race is needed it should be MD 03:30 < Eronarn> which makes no sense 03:30 <+due> N78291: Already exists, :) 03:30 < Vandal> Not "high" hp 03:30 < Vandal> and MD are not sneaky stabbers 03:31 <+due> Well, I think Halflings are doing kinda okay at the minute. 03:31 < Eronarn> due: random idea: halflings could have a stellar Invo aptitude, because they're so good at making friends that it even applies to the gods 03:31 < Vandal> Anyways let me get to the drawing board on this, there are ways to make up for being non-magical besides resisting it more 03:31 <+due> I think base MR, stealth and HP could be looked at for Halflings. 03:31 <+due> What are their current stats? 03:31 < Eronarn> ??Stealth[2] 03:31 < Henzell> stealth[2/4]: Base stealth is 3*dex + stealth*character value. Character values are: Troll, Ogre, Ogre Mage, Centaur: 9; Minotaur: 12; Gnome, Halfling, Kobold, Spriggan, Naga, Vampire: 18; Vampire when hungry/bat: 19; All others: 15. 03:31 < Vandal> they share hp formula with Spriggans and Kobolds 03:31 <+due> Ah, same as Sprigs. 03:31 < Vandal> at least according to the wiki 03:31 <+due> Stealth's fine. What's their racial MR? 03:32 < Vandal> 3 iirc 03:32 <+sorear> We shouldn't let the halfling persecution complex affect us 03:32 < Vandal> I already suggested upping that to 5 03:32 < Eronarn> ??magic resistance 03:32 < Henzell> magic resistance[1/5]: Magic resistance is your or a monster's ability to ignore hostile enchantments. Player MR comes from experience level, items and enchantments skill. The most important hostile monster enchantments are Sigmund|orc wizard confuse, Jessica|orc wizard slow, deep elf sorcerer|ogre mage|Erolcha|Louise banishment, ancient lich|orc sorcerer paralysis. 03:32 < Eronarn> ??magic resistance[2] 03:32 < Henzell> magic resistance[2/5]: Chances of anything resisting a spell are calculated like this: (magic resistance + 100 - the spells power) is compared to ( random2(100) + random2(101) ) and if the random numbers are less the spell is negated. 03:32 < Eronarn> ??magic resistance[3] 03:32 < Henzell> magic resistance[3/5]: Monster MR is a fixed property of the monster, ask Gretell (@? deep elf mage). Player MR is XL * racial-multiplier + randart MR + 30 for armor _of_ MR + 40 per ring _of_ MR + 2 * Enchantments skill + 30 * level of MR mutation + 50 if lichform. 03:32 < Eronarn> ??magic resistance[4] 03:32 < Henzell> magic resistance[4/5]: Racial factor is 7 for spriggans, 6 for purple dracs and deep dwarves, 5 for nagas , 4 for elves, dwarves, demigods, vampires and ogres, and 3 for everyone else. MD are only 2 in trunk, though. 03:32 < Vandal> due, did you ever get time to read that page? 03:32 < Eronarn> yeah, 3 03:32 < ogaz> I'm still in favor of just cutting halflings entirely 03:32 <+due> Maybe we could increase it to 6. 03:32 <+due> ogaz: We've already cut what, three races recently? 03:32 < Eronarn> due: that just makes them even more spriggan-like 03:32 < Vandal> 6 is pretty close to 7, which is spriggan 03:32 < Vandal> That is why I suggested 5 on the wiki page I wrote 03:33 < Vandal> and giving them DE / Ke hp formula 03:33 <+due> Well, sure. 03:33 <+sorear> Am I the only beleiver in the halfling persecution complex? 03:33 < Vandal> slightly better, but still small race-ish 03:33 < ogaz> Ha are boxed in by Ko, HE, and Sp. I don't see a way to make it interestingly different from all 3 03:33 < Eronarn> you can't with hp/apt/stealth/mr 03:33 < Eronarn> you have to add some other factor 03:33 < Vandal> that is what I'm saying 03:33 <+due> There will need to be other flavour. 03:33 < Vandal> I'll figure something out, gimme a little time 03:33 < Eronarn> for example: halflings could get half cost at all shops 03:34 * sorear leaves 03:34 <+due> Intrinsic bargaining ability? 03:34 < Vandal> and due, read the stuff I wrote in the wiki 03:34 < TGW> sorear: ? 03:34 < TGW> due: not interesting, really 03:34 < Vandal> dpeg liked the inherent stealth bonus for not wearing boots 03:34 <+due> I think that's a bit... much. 03:34 < Eronarn> the inherent stealth bonus for not wearing boots is silly 03:34 <+due> That's a bit LoTR. 03:34 < eith> thats to lotr 03:34 < Vandal> soft furry feet make less noise :) 03:34 <+due> Too LoTR, though. 03:34 < Vandal> Why does that even matter? 03:35 < Eronarn> Vandal: that's just it, it *doesn't* matter 03:35 < Vandal> It isn't like you're going to get sued 03:35 < eith> it does, its part of crawl 03:35 <+due> LoTR is a) cliched b) less than 300 years old. 03:35 < Eronarn> it's functionally the same as making them more stealthy 03:35 < Eronarn> except with a downside 03:35 < Vandal> The only downside is that they'd need actual Stealth boots to get a bigger bonus than Elf Boots 03:35 < Eronarn> 'hey, you know what this buff to this weak race needs? a downside' 03:36 < Vandal> It isn't a much of a downside considering you probably arne't wearing heavy armor and relying on AC anyway 03:36 < Eronarn> Vandal: it is a non-feature 03:36 < Eronarn> and doesn't even merit discussion 03:36 < Vandal> Did you read what I wrote? 03:36 < ogaz> sorear: I think I can see what you mean by halfling persecution complex 03:37 < Eronarn> Vandal: It is a non-feature and doesn't even merit discussion. 03:37 <+due> Eronarn: Er. Back off. 03:37 < Vandal> Well dpeg liked it, so I'll take his word over yours 03:37 < TGW> ogaz: what's that 03:37 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has quit ["goodnight all"] 03:37 <+due> Eronarn: You don't get to dismiss people's ideas completely and utterly just because you don't agree with them. 03:37 < Vandal> Anyways I'm done talking about it until I have something more solid to bring to the table 03:37 < Eronarn> due: i don't disagree with the idea, i disagree that it's anything other than "give halflings a stealth boost" with an asterisk after it 03:38 <+due> Eronarn: No, you said "doesn't even merit discussion", "non-feature". 03:38 < Eronarn> and i think we can all agree that just tweaking their stealth/mr/hp/apt is not going to make them an interesting race 03:38 < Eronarn> due: the asterisk part doesn't 03:38 < Eronarn> the stealth bonus should just be discussed as a stealth bonus 03:39 < Vandal> Eronarn you are absolutely right 03:39 < Eronarn> random thought: halflings could get racial quietness, causing less noise when doing noisy things 03:39 < Vandal> That is why I'm trying to think of ways to make being non-magical into an opportunity for some very unique racial attributes 03:40 < Eronarn> noise effects are pretty brutal, and it's not the same as a straight stealth buff, they could keep their current stealth but, say, be able to be a stealthy conjurer 03:40 <+sorear> Eronarn: like, casting all spells except Passwall? 03:40 < Eronarn> sorear: Yes. 03:41 <+sorear> We don't currently track whose fault a noise is, though 03:41 <+sorear> crystal spear hitting a target makes a loud noise *at the target* 03:42 < Eronarn> sorear: fixable without a huge rework though, i assume? 03:42 <+due> Not that huge. 03:42 <+due> You could specify an actor in calls to noisy. 03:43 < ogaz> is there a halfling wiki page? 03:44 < Vandal> I made one under discussion about new features 03:45 < Vandal> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:halfling 03:47 < Eronarn> oh, that reminds me 03:47 < Eronarn> let me put the monster language stuff up before i start my work 03:52 -!- dis_astranagant [n=hurf@173-22-128-136.client.mchsi.com] has joined ##crawl-dev 03:53 < Vandal> btw, is average for Evocations 75? 03:53 < ogaz> yes 03:53 < Vandal> Thanks 03:53 <+doy> !apt human 03:53 < Henzell> Hu: Air=100, Armour=100, Axes=100, Bows=100, Conj=100, Xbows=100, Darts=100, Div=100, Dodge=100, Earth=100, Ench=100, Evo=75, Exp=100!, Fighting=100, Fire=100, Ice=100, Inv=75, Long=100, Maces=100, Nec=100, Poison=100, Polearms=100, Shields=100, Short=100, Slings=100, Splcast=130, Stab=100, Staves=100, Stealth=100, Summ=100, Throw=100, Tloc=100, Tmut=100, Traps=100, Unarmed=100 03:55 <+sorear> average for evocations is 80 because some OCD developer decided to round off all the aptitudes 03:55 < TGW> I think henzell should refuse to hand out human apts 03:56 <+sorear> in trunk 03:56 <+sorear> and now some even more OCD developers want to round the aptitudes to 5/7 values :( 03:56 < TGW> sorear: you must love the 7-apt scale 03:57 < Vandal> Staves would be 2H weapons for Halflings? 03:58 < TGW> no 03:59 < ogaz> halflings can use caster staves + bucklers(or at least, they could in 0.5.2) 03:59 < Vandal> Sorry, I get confused about what the differences are between all the handednesses 03:59 < Vandal> I meant Quarterstaff / Lajatang 03:59 < TGW> vandal: yeah, and so does everyone else 03:59 < TGW> and by everything else in crawl 03:59 < Vandal> I know QS / Laja are "better" without a shield for bigger races 04:00 < Vandal> But they're not quite 1.5 handed? 04:00 < eith> they are double handed, its wierd 04:01 < N78291> I don't think double handed does anything currently 04:03 <+sorear> qs is weird beyond its handedness 04:03 <+sorear> also this is OT 04:03 <+sorear> cases where Crawl currently stores data: 04:04 <+sorear> 1. compiled map definitions, in a custom binary format 04:04 <+sorear> 2. compiled speech/description databases, in SQLite (accessed via ndbm emulation) 04:05 <+sorear> 3. newgame-prefs-files, which store your last used race/class/name, in text in .crawlrc format next to your saves 04:05 <+sorear> 4. whereis record, in xlogline fomat 04:05 <+sorear> 5. xlogfile - stores all games, used to feed replicated databases 04:05 <+sorear> 6. milestones - similar to xlogfile 04:06 <+sorear> 7. high score table - like an xlogfile, but kept in sorted order by constant rewriting, and limited to 1000 entries (0.5MB) 04:06 <+sorear> 8. saved games, a custom binary format, packaged using tar/zip while the game is not running 04:07 <+sorear> 9. bones - very similar to saves, but never packaged 04:07 <+sorear> am I missing any 04:07 < Vandal> You know what I don't get 04:08 < Vandal> If Short Blades as a skill has no impact on Stabbing, and Stabbing is the only reason to use Short Blades... 04:08 < Vandal> I think you know where this is going 04:08 <+doy> Vandal: you should read scrollback 04:09 <+doy> i've been discussing that all day 04:09 < Vandal> ah 04:09 <+due> 7. also, when corrupt, causes immortality. 04:09 < Vandal> I was doing my damnedest today to kill things with short blades while you were talking about them :[ 04:09 < ortoslon> +2 pair of boots of running for 269 gold 04:09 < Xiberia> buy 04:09 < Xiberia> now 04:09 < ortoslon> too cheap imo 04:09 <+due> ortoslon: Wrong channel? :) 04:10 < ortoslon> no 04:10 < ortoslon> i suggest to increase their cost 04:10 <+sorear> sounds about right 04:10 <+due> They already have a modifier. 04:10 <+sorear> boots of running are overrated imo 04:10 <+sorear> they're worth 300 gp 04:11 < AceTetra> i have the speed 1 mut and i love it 04:11 <+due> which is acceptable 04:11 < AceTetra> i'd pay 1000 04:12 <+doy> it depends on what kind of build you're playing 04:13 <+doy> boots of running are incredibly powerful with ranged characters 04:13 <+doy> especially ranged non-spellcasters 04:13 <+sorear> if you're a hunter and need to kite absolutely everything like doy's SpHu 04:13 <+doy> yes 04:13 < AceTetra> i'm a TrBe and i like being able to get to stairs and chase slime creatures 04:13 <+due> But incredibly rare enough that cost isn't usually an issue. 04:14 < Vandal> I think combining Blades into one catagory would make some room for the expansion of Staves as a real viable melee weapon 04:14 < Vandal> I don't just mean the enhancers 04:14 < AceTetra> always seemed odd that there's only 2 base types of staff 04:14 <+due> The problem is that short and long is such an arbitrary specifier. 04:15 <+due> Likewise light and heavy armour. 04:15 < AceTetra> plus what about wielding a halberd like it's a quarterstaff? 04:15 <+sorear> so, data storage 04:15 < Vandal> I don't see what would be hard about combining long and short 04:15 < Vandal> Just say anything more than 1 handed doesn't get the existing stab bonus 04:16 <+sorear> I'm planning to move #1, #2, #7, #8, and #9 into proper transactional databases 04:16 <+due> You could also sub-sub-type weapons based on their "length", and the bonus scales against that. 04:16 <+due> sorear: Excellent. 04:16 <+sorear> gets rid of all the fiddly locking logic we have no 04:17 <+sorear> #5 and #6 are fine as is, atomically appended files (a single xlogfile line is about 500 bytes, well under the Linux write atomicity limit of 4K) 04:17 <+sorear> I'm not sure what to do about #3 and #4 04:18 <+due> TGW: The whole point of the Ctrl-O overhaul is to make altar availability more easily indicated. 04:18 <+due> Saying "^faltar instead" is... kinda defeating the purpose. 04:18 < TGW> due: you can see which gods are available 04:18 < TGW> you're going to be ^fing anyway 04:19 < AceTetra> does the ^O overhaul involve allowing annotations on distant levels? 04:20 < TGW> vandal: I read that in a coding context and laughed 04:20 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 04:20 <+sorear> the longest xlogentry on CDO is 731 bytes 04:20 < Vandal> ?? 04:20 < Henzell> [1/2875]: 04:22 <+sorear> !lg polystyrus start=20100005183723S 04:22 < Henzell> No games for polystyrus (start=20100005183723S). 04:22 <+sorear> !lg polystyrus start=2010-01-05 18:37:23 04:22 < Henzell> 1. polystyrus the Transmogrifier (L12 SETm), worshipper of Sif Muna, killed by an exploding giant spore (created by an active ballistomycete (created by a giant spore (created by an active ballistomycete (created by a giant spore)))) on D:11 on 2010-01-05, with 19181 points after 18777 turns and 2:15:14. 04:22 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 04:22 <+sorear> timecircuits: Kiku wrath came up today 04:23 <+due> Which reminds me. 04:24 < TGW> vandal: combining short and long 04:24 * due bumps Mara back down to 19-25. 04:25 < Vandal> you mean variables or something? 04:25 <+doy> Vandal: regardless, weapon rebalancing of that scale isn't likely to happen before 0.8 or so 04:25 < TGW> vandal: yes 04:25 < Vandal> I am not a coder, but I've read a little about it 04:25 <+doy> we have a lot more pressing things to deal with first 04:26 < Vandal> right doy 04:26 < CIA-81> due * r26c21c4e8c59 /crawl-ref/source/dat/uniques.des: Change Mara's depth (greensnark) 04:26 < Vandal> Please don't assume anything I ever propose anything with a "This has to be in the next major version!" attitude 04:26 < Vandal> er, -anything 04:27 < Vandal> the first one 04:27 <+due> I need to finish WizLabs, sigh. 04:27 <+due> !tell dpeg Psst, Botono! 04:27 < Henzell> due: OK, I'll let dpeg know. 04:27 < Vandal> Also uh 04:27 < Vandal> If there is anything you'd actually like me to help with 04:27 < Vandal> I have nothing but time 04:27 <+sorear> Vandal: OK 04:28 < Vandal> I don't mind learning more about how to code 04:31 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has quit ["exit"] 04:33 < timecircuits> sorear: my time is fleeting, would you send me an email about kiku wrath? 04:36 <+sorear> timecircuits: no, not that important 04:36 <+sorear> timecircuits: a user was considering K->L 04:36 <+sorear> it wasn't a design discussion 04:36 < AceTetra> Vandal: i doubt anyone assumes an attitude 04:37 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Read error: 104 (Connection reset by peer)] 04:37 < AceTetra> i suggest all kinds of stuff, but if i were really concerned i'd write a patch 04:39 < Vandal> :) I'd love to know how to do that 04:39 < Vandal> I'd combine the blades myself right now if I could 04:40 <+sorear> we wouldn't take it until 0.8 04:40 < Vandal> Sounds like I have a while to learn how then 04:40 <+sorear> I could do it right now, but it would be a balance nightmare 04:40 < Vandal> You mean balancing stuff like Sp being good at Sblades and bad at Lblades? 04:41 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 04:41 <+sorear> I mean balancing stuff like not accidentally making blades a no-brainer or worthless 04:41 <+doy> (like axes are now) 04:42 < dis_astranagant> axes are hardly a no brainer, they're just the most readily available decent weapon 04:42 < Vandal> Well aren't all melee weapons essentially the same with different names and adjustments to dmg / acc / delay? 04:42 < Vandal> (and handedness) 04:42 < dis_astranagant> though the executioner's axe is the best 2h weapon unless you're an ogre 04:43 <+doy> dis_astranagant: and the broad axe is the best 1h weapon unless you're worshipping tso 04:43 < Vandal> Not hard to look over the table of existing weapons and fit a single Blades catagory inside of existing parameters 04:43 < dis_astranagant> not really, plain katanas are much better 04:43 -!- MarvinPA-2 [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has joined ##crawl-dev 04:43 < ogaz> doy: double sword(admittedly, it's ridiculously rare, but still)? 04:43 <+doy> ??katana 04:43 < Henzell> katana[1/1]: A single-edged sword with a curved blade of ~70-90cm length. It is a very dangerous weapon usually known to be utilized by the samurai. (hand-and-a-half Long Blade; Dam 13 Acc +2 Delay 13) 04:43 <+doy> ??broad axe 04:43 < Henzell> broad axe[1/1]: Hand and a Half Axe (Damage 14, Acc -2, Delay 170%); The best common vanilla weapon in the game and a good reason to go axes. 04:43 < dis_astranagant> one handed weapons are the one time weapon delay matters 04:44 < ogaz> ??double sword 04:44 < Henzell> double sword[1/1]: A magical weapon with two razor-sharp blades. (hand-and-a-half Long Blade; Dam 15, Acc -2, Delay 16). The highest damage dealing weapon in the game that you can wield with a shield. (No shield if you're a small race.) 04:44 < dis_astranagant> min delay on a katana is 6 while a broad axe/double sword is on 8 04:44 <+doy> min delay on katana is 7, i think? 04:44 < dis_astranagant> however, you're nearly guaranteed a broad axe or 10 04:44 < dis_astranagant> no, it's 6 04:44 < dis_astranagant> integer math 04:44 < Vandal> Lately it seems like maces are more common than axes for my games 04:44 <+doy> dis_astranagant: no, i think all non-shortblades are capped at 7 04:45 < dis_astranagant> nope 04:45 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 04:45 < Vandal> Orcs especially seem to like Maces 04:45 <+doy> i could be misremembering though 04:45 < dis_astranagant> 2h weapons are capped at 7 04:45 < ogaz> maces were always more common than axes but maces were just bad before 0.6 04:45 <+doy> ah, okay 04:45 < dis_astranagant> and special cased to always hit 7 04:45 <+doy> weapon speed is so wacky 04:45 < dis_astranagant> 2h delay is nearly meaningless in the long run 04:45 <+doy> yeah 04:46 < dis_astranagant> shortblades are special cased so that sabres hit 5 delay despite having 12 base 04:46 < dis_astranagant> in trunk, demon whips hit 5 delay and eveningstars are on 7 04:47 < dis_astranagant> Demon whips are the best 1h there, other than some edge cases involving high AC targets 04:48 <+sorear> What of holy scourges? 04:48 < dis_astranagant> holy scourges fucking destroy hell et al. 04:48 < dis_astranagant> though it's kinda wasteful using a one hander in torment country 04:49 < dis_astranagant> better off getting an exec axe blessed 04:49 < dis_astranagant> or GSC 04:49 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 04:50 < dis_astranagant> I mean, demon whips are the best 1h, so of course a demon whip with more damage will be an even better 1h 04:50 <+sorear> demon whips are better than broad axes? 04:50 < dis_astranagant> easily 04:50 <+doy> ??demon whip 04:50 < Henzell> demon whip[1/1]: A terrible weapon, woven in the depths of the inferno. (One-handed medium Mace; Dam 10 Acc +1 Delay 13). Up to 0.5, their only use was being a good Tukima fodder (they weight next to nothing), in 0.6, that use is gone, but they are 12/+1/11, or 13/0/11 when blessed by TSO -- the best one-handed weapon. Heavily biased towards dex. 04:51 <+doy> nice 04:51 < dis_astranagant> broad axes never were the best one hander. They're only popular because I argued heavily about how much easier it is to obtain one than a katana or double blade 04:51 <+doy> well, yeah 04:51 <+doy> i've seen maybe 5 katanas since i've been playing 04:51 <+doy> and maybe 2 double swords 04:52 <+doy> i see like 5 broad axes each gmae 04:52 < dis_astranagant> Scimitars of speed are better sometimes 04:52 <+doy> yeah, except against higher ac targets 04:52 < dis_astranagant> exactly 04:52 <+doy> which includes a lot of the endgame 04:52 < dis_astranagant> the speed brand is rather misunderstood 04:53 <+doy> it is? 04:53 < dis_astranagant> it's current application is pretty clever 04:53 < dis_astranagant> I rather disagree with dpeg's assertion that it's a total no brainer 04:53 < dis_astranagant> since it's mostly used to make bad weapons useable 04:54 <+doy> yes 04:54 <+doy> this is why i argued for letting short blades keep it for now 04:54 < dis_astranagant> No one in their right mind would go 2h polearms without their chance for speed 04:55 < dis_astranagant> exec axes always seem to show up eventually 04:56 < dis_astranagant> and a glaive of speed is quite competitive with one, though it doesn't work as well versus crap like curse skulls 04:58 < dis_astranagant> It'll be interesting to see all the bitching about "mace races" next version, once people realize how easy it is to get a demon whip 05:00 < Xiberia> have they been made more common? 05:00 -!- MarvinPA [n=marvin@80-41-185-252.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 05:00 -!- MarvinPA-2 is now known as MarvinPA 05:00 < dis_astranagant> no, but they never really were all that uncommon 05:01 < dis_astranagant> I usually see 2 or 3 of them laying on the ground, plus the ones that drop off certain demons 05:01 < ogaz> hell knights and some uniques can have them, and if worse comes to worse you can get one out of geh 05:02 < TGW> dis_astranagant: well, the no-brainer is speed vs other brands 05:02 < dis_astranagant> Do hell knights still generate with impossible mega weapons? 05:02 < TGW> sure it's interesting choosing pla now, but like you're never going to use anything but that glaive of speed 05:02 < dis_astranagant> dragonslaying glaives/bardiches have their uses 05:02 < ogaz> dis_astranagant: I think so 05:03 < TGW> if by "uses" you mean "dealing less damage in exchange for worse rmsl" 05:03 < dis_astranagant> as do holy wrath (though they're rare as hen's teeth) 05:03 < Vandal> ooh 05:03 < Vandal> due if you're here, Sludge Elf hp would be better than the DE/Ke I was mentioning 05:04 < Vandal> I didn't realize there was another degree that was less than human level 05:04 < Vandal> Moving to DE/Ke wouldn't really be very noticable 05:04 < TGW> is there a niche in an armour-proficient small race? 05:04 <+sorear> DD! 05:05 < Vandal> Maybe? Dwarves are already kind of on the small side I thought 05:05 <+sorear> dis_astranagant: this is but one more swing of the pendulum 05:05 <+sorear> dis_astranagant: back in 0.1 and 0.2, everyone was mace crazy 05:05 < Vandal> The problem would be finding armor small enough to fit them in a dungeon full of human-sized humanoids 05:05 <+sorear> the devteam decided to fix this blatant imbalance with one change 05:05 < ogaz> small races can use any armour 05:05 < ogaz> tiny race can't 05:05 <+sorear> they made dire flails two-handed 05:06 < Vandal> yeah ogaz, I'm just saying it is easy to justify why 'small' are not good at it 05:06 < Vandal> they can put it on, but it doesn't exactly fit like a glove in my mind 05:06 < dis_astranagant> sorear, what are you smoking? No one used maces back then, either. People thought I was nuts for trying 05:06 < dis_astranagant> shields didn't even come into vogue till 0.3ish 05:07 <+sorear> dis_astranagant: I wasn't around back then, I only know of this from the discussion that led to the dire flails nerf 05:07 < dis_astranagant> prior to that the conventional apprach was to pick up the biggest 2h you could find and stick with it 05:07 < ogaz> !lg * winning cv<=0.2 s=sk 05:07 < Henzell> 211 games for * (winning cv<=0.2): 44x Conjurations, 25x Axes, 15x Unarmed Combat, 14x Long Blades, 13x Staves, 12x Maces & Flails, 9x Dodging, 9x Necromancy, 9x Short Blades, 6x Enchantments, 6x Polearms, 5x Invocations, 5x Summonings, 5x Fighting, 4x Stabbing, 4x Earth Magic, 4x Spellcasting, 4x Fire Magic, 3x Evocations, 3x Transmigration, 3x Ice Magic, 2x Air Magic, 2x Translocations, 2x Bows,... 05:07 < Vandal> !tell due If you're still intersted in changing Halfling hp, consider Sludge Elf formula, it would be more noticable without becoming "human" 05:07 < Henzell> Vandal: OK, I'll let due know. 05:07 <+sorear> I think I'll get rid of HP formulas 05:08 < dis_astranagant> lotsa UC wins 05:08 < ogaz> still twice as many axes wins as M&F wins 05:08 < Vandal> sorear, what would you base hp on? just class? 05:08 < dis_astranagant> and a couple more long blades ones 05:09 <+sorear> Vandal: I would stick a number in the race record for "additional HP by XL 27" 05:09 < TGW> vandal: dwarves are human-sized 05:09 < TGW> because apparently henzell doesn't know what a "dwarf" is 05:10 < Vandal> So.. like it is now except Sp would become the baseline instead of being below the 'norm' ? 05:10 < Vandal> and the other races would have bonuses relative to them? 05:10 < TGW> not like it is now, because the stupid varying rates wouldn't exist <3 05:10 <+sorear> TGW: this would be Ross; the size system postdates Henzell 05:10 < TGW> sorear: oh ok 05:10 < TGW> so spriggans used to be overpowered as fuck? 05:10 < Vandal> Well I know Dwarves are not considered a "small" race 05:10 <+sorear> TGW: also, dwarves usually have human-size torsos 05:10 <+sorear> and short limbs 05:10 < eith> TGW: hilariously overpowered 05:11 < Vandal> they're just the smallest of the 'human' sized 05:11 < Vandal> I would think 05:11 < Vandal> I mean that is what "dwarf" means 05:12 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Read error: 104 (Connection reset by peer)] 05:12 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 05:13 < AceTetra> you'd have to seriously cripple any race that gets intrinsic speed 05:15 <+doy> spriggans still are hilariously overpowered 05:15 < eith> well not so much now with the carrying nerf? although i havent played one proper 05:15 <+doy> nerfing hive should help with that, hopefully 05:16 < ogaz> what do you think of centaurs? 05:16 <+doy> i played a sphu after the carrying nerf, before it was semi-unnerfed again 05:16 <+doy> and won 05:16 <+doy> so 05:16 < eith> cool fair enough then 05:16 <+doy> i don't think the carrying nerf is really going to have much effect 05:16 < AceTetra> centaurs are exactly as awful as would compensate for their speed 05:16 < ogaz> ?! 05:16 < ogaz> centaurs are good, imo 05:16 < AceTetra> and i still pick CeFE when i want to leave some awful ghosts 05:17 <+doy> centaurs are good, but they're more balanced 05:17 < AceTetra> SpFE would die too soon 05:17 < dis_astranagant> SpVm leave annoying ghosts, till some MuNe comes along 05:18 < ogaz> I think Ce has the highest winrate out of any race, although this is probably because no one plays them 05:18 < dis_astranagant> CeHe was a fad a while back 05:18 <+doy> ogaz: they did, until dd came along 05:18 < ogaz> !won * ce 05:18 < Henzell> * (ce) has won 55 times in 5352 games (1.03%): 9xCeHe 7xCeFi 5xCePa 4xCeHu 3xCeAs 3xCeMo 2xCeBe 2xCeCK 2xCeCr 2xCeGl 2xCeWn 1xCeAE 1xCeAr 1xCeDK 1xCeEE 1xCeEn 1xCeFE 1xCeIE 1xCeNe 1xCePr 1xCeRe 1xCeTh 1xCeTm 1xCeVM 1xCeWr 05:18 < ogaz> !won * dd 05:18 < Henzell> * (dd) has won 64 times in 3118 games (2.05%): 13xDDNe 10xDDHe 9xDDCK 8xDDBe 6xDDDK 3xDDEE 2xDDAr 2xDDFi 1xDDAs 1xDDCr 1xDDEn 1xDDGl 1xDDIE 1xDDPa 1xDDPr 1xDDTm 1xDDVM 1xDDWn 1xDDWr 05:18 < AceTetra> ogaz: can i make a bot query for that? 05:18 <+sorear> Ce's winrate is as high as it is mostly because it's the Official Race of Stabwound 05:18 < AceTetra> try cv=0.5 05:19 <+doy> !won * ce cv=0.5 05:19 < Henzell> * (ce cv=0.5) has won 14 times in 1536 games (0.91%): 2xCeAs 2xCeHu 1xCeAr 1xCeCK 1xCeEn 1xCeFE 1xCeFi 1xCeGl 1xCeIE 1xCePa 1xCeTm 1xCeVM 05:19 <+sorear> !won stabwound race=ce 05:19 < dis_astranagant> stabwound (I think) made a big streak with CeHe and everyone tried copying him 05:19 < Henzell> stabwound (race=ce) has won 11 times in 19 games (57.89%): 6xCeHe 1xCeAE 1xCeFi 1xCeHu 1xCeRe 1xCeWn 05:19 <+doy> !won * dd cv=0.5 05:19 < Henzell> * (dd cv=0.5) has won 64 times in 2914 games (2.20%): 13xDDNe 10xDDHe 9xDDCK 8xDDBe 6xDDDK 3xDDEE 2xDDAr 2xDDFi 1xDDAs 1xDDCr 1xDDEn 1xDDGl 1xDDIE 1xDDPa 1xDDPr 1xDDTm 1xDDVM 1xDDWn 1xDDWr 05:19 < Vandal> I can't remember what He is.. 05:19 < ogaz> healer 05:19 <+doy> !wtf he 05:19 < Henzell> High Elf or Healer 05:19 < Vandal> oh, that would explain it 05:19 < AceTetra> ok why is dd so awesome 05:19 < Vandal> never tried them 05:19 < ogaz> it guaranteed him getting to temple where he would switch to okawaru 05:20 < AceTetra> dd has so many differences from other races, that it is amazingly overpowered 05:20 < Vandal> Is Healer a challenge mode or something? 05:20 < eith> no, healers are good 05:20 < ogaz> healer is an easy class 05:20 < eith> very good even 05:20 < dis_astranagant> DD is awesome because not healing is pretty easy to circumvent and they have amazing powers to make up for it 05:20 < Vandal> oh 05:20 < AceTetra> right, dd's powers are too amazing 05:20 < Vandal> Yeah I think it was assumed that the non-healing would be more crippling than it ended up being 05:20 < eith> yes 05:21 < dis_astranagant> the gimme healing wand plus self recharging and magic mapping was a little over the top 05:21 < AceTetra> so amazing that i'm surprised a dd hasn't already claimed the orb when i get there 05:21 < Vandal> I mean, my most successful characters were ones that either never got hurt in the first place (Cj) or had enough armor to negate most damage 05:21 < dis_astranagant> plus the free rN+ and ~+8 ac 05:22 < AceTetra> the damage shaving mechanic is almost over the top 05:22 < Eronarn> sorear: initial draft of monster language http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:language 05:22 < dis_astranagant> It's just ~4-8 ac that applies to everything 05:22 < dis_astranagant> and has some goofy long tail behavior for kicks 05:23 < dis_astranagant> so it can spike to something like 30 reduction 05:24 < Ashenzari> Eronarn created page Monster Language at http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:language 05:25 < Eronarn> imo DD should lose god/vamp healing, lose rN+, lose mapping, be unable to use recharging in combat - but then get buffed from there until they're competitive (a DD without non-consumable healing sources is fairly hard right now, actually) 05:25 < dis_astranagant> the big problem with DD is that removing any of the main broken parts pretty much turns them into a healer only race 05:26 <+doy> yeah, i tried playing a couple dds without a healing god, and it actually is hard 05:27 <+sorear> Eronarn: thanks 05:28 < AceTetra> oh wow they got mapping too? that is definitely over the top 05:28 < dis_astranagant> trog healing is near worthless until gift piety, vampiric weapons are broken for everyone, and Makhleb healing is generally weak 05:29 <+doy> trog healing is fine, as long as that's the only thing you spend piety on 05:29 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 05:29 < dis_astranagant> it does very little early on 05:29 <+doy> just don't expect to be using bia or getting gifts very often 05:29 <+doy> eh, i won a ddbe pretty easily 05:29 <+doy> using mainly trog healing 05:30 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has left ##crawl-dev [] 05:30 < ogaz> ddbe seems to be the ultimate speedrunning combo 05:30 < eith> ddbe are the speed run race sure 05:30 <+doy> it does help that berserk effectively cuts damage in half again, on top of dd's damage reduction 05:31 < Eronarn> sorear: by the way, i do have more specific details (i think the list of phrases i have is like, 8 or 10 at the moment) - i just didn't want to write anything else until the initial idea is read over 05:32 <+doy> that monster language stuff looks insane 05:32 <+doy> i have no idea if that's a good thing or a bad thing yet 05:32 < dis_astranagant> well, it is Eronarn :P 05:32 <+doy> (: 05:32 < Eronarn> doy: it'll be a good thing if and only if it is restricted to a handful of cases 05:32 < Eronarn> it will suck very bad if people put it on every monster that shows up in groups 05:33 < dis_astranagant> when has any cosmetic feature ever successfully been restricted to a handful of cases? 05:33 <+sorear> I think it'll get pared down a lot before final implementation 05:34 < Eronarn> i wouldn't really call it cosmetic :P 05:34 < Eronarn> but - elemental colors are only on a few monsters, for example 05:34 < Eronarn> or trailing clouds 05:44 < Vandal> coolest new racial trait I have thought of so far: 05:45 < Vandal> Wanderlust - movement speed 8 when wielding a quarterstaff to assist you in your journey 05:45 < ogaz> I, too, enjoy swapping weapons all the time 05:46 < Vandal> This would be in conjunction with staves becoming a viable 2H weapon 05:47 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [] 05:48 < Vandal> Maybe add a few turns delay before the effect kicks in 05:49 < Vandal> Like 9 speed for 5 turns, then 8 05:49 < Xiberia> out of combat movement speed boost sounds ok 05:50 < Vandal> The overall idea of a Stave using Halfling would be in conjuction with Bows 05:50 < Vandal> as opposed to slings + swords + shields 05:50 < eith> !apt ha bows 05:50 < Henzell> Ha (SK_BOWS)=70 05:50 < eith> oh eh, i thought they were terrible with them =p 05:50 < Eronarn> Vandal: this is a really bad idea 05:50 < Vandal> Which part of it? 05:51 < Eronarn> making halflings move faster, making it depend on wielding a specific item, making it have a weird kick-in time 05:52 <+doy> yeah, that seems like a really artificially forced playstyle 05:52 < Vandal> I guess you'd have to see the whole list 05:52 < Vandal> I'm not trying to force a play style so much as offer an equally attractive alternative to using a shield 05:52 < Vandal> and stabbing 05:53 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 05:53 < Vandal> shield + sword + sling is a very versatile and strong setup in my mind 05:53 < Eronarn> if your race has a "whole list" of one-off abilities like that it's probably not going to fly 05:53 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has left ##crawl-dev [] 05:53 < Eronarn> note that most races have very self-explanatory abilities 05:54 < Vandal> Well I am making a whole list because inevitable some (or most) will get shot down 05:54 < Eronarn> HP/MR/stealth modifiers; size effects; aptitudes; racial bonuses sometimes; mutations (which are generaly simple to understand) 05:54 < Vandal> I'd say Demonspawn are way more complicated to understand than Wanderlust 05:55 < Vandal> I'm actually intimidated by them 05:55 < Vandal> I'd also say Draconians are in that boat 05:55 < ogaz> DS concept is very simple to understand and you don't need to know all the details to play them 05:55 < Eronarn> not particularly; they get a certain number of mutations, and mutations are pretty much self-explanatory 05:55 < eith> they are one of the most popular newbie races 05:55 < Vandal> Seems like you have to be a very adaptive player to appreciate DS 05:55 < Eronarn> yes they can have rather complex formulas behind them, but you can play a DS for the first time and know what's going on 05:56 < Eronarn> "i get random badass abilities when i level up" 05:56 < Vandal> Like not go into it with a game plan in mind 05:56 < Vandal> Which is the opposite of how I do things 05:56 < ogaz> that's fine, then DS is not the race for you 05:56 < eith> well think like a normal player then, not a min-maxer 05:56 < Vandal> I do appreciate them :) 05:56 < Vandal> DS are an awesome concept 05:57 < Eronarn> compare this to your ability proposal: halflings get a bonus because even though there isn't really any reason for it to work that way from a realism or a flavor perspective, also they have to wield a specific item to do it 05:57 < Vandal> Well, from a flavor perspective, most Halflings travel on foot 05:57 < Vandal> they're used to it and good at it 05:57 < Eronarn> the nearest "weird" racial ability like that i can think of: vampires can make potions of blood, which you can sublimation of blood to turn into potions of decay, which you can evaporate to turn into miasma 05:58 < Vandal> and this does not involve anything about their feet 05:58 < Eronarn> note that this isn't even a racial ability, just a consequence of a very simple racial ability 05:58 < ogaz> at least in 0.5.2, vp sublimation doesn't create potions of decay 05:58 -!- Vandal [n=dissiden@cpe-75-185-204-99.woh.res.rr.com] has left ##crawl-dev [] 05:58 -!- Vandal [n=dissiden@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 05:58 < Vandal> woops 05:58 < Eronarn> ogaz: i think it might've gotten removed for being too powerful 05:58 < Vandal> sorry about that, dunno what I missed 05:58 < Eronarn> it's not vp sublimation specifically that does it 05:58 < ogaz> evaporating potions of blood is still cool, though 05:59 < Eronarn> but sublimation *on* a potion of blood, which vamps get a lot of 05:59 < Vandal> and, Eronarn I guess I should not talk about stuff out of context 05:59 < ogaz> it can make a 3x3 area of fire 05:59 < Vandal> None of it will make tons of sense without seeing everything 05:59 < ogaz> also, sublimating potions of blood does not leave you with decay potions in 0.5.2 06:00 < Eronarn> Vandal: bad ideas don't become good even if you surround them with good ideas. there is no way that the bonus you propose would fit in racial design 06:00 < Vandal> but even in the context of right now, the only melee weapon Halflings are good with ar swords 06:00 < Vandal> They'd get a better Stave apt and there would need to be some changes to Staves themselves into a viable weapon type 06:01 < Vandal> So really it is about encouraging an alternative 06:01 <+sorear> WHY 06:01 < Vandal> because it would be fun to play 06:01 < Vandal> :D 06:01 < Eronarn> giving them a racial bonus to moving faster when wielding a weapon doesn't even mean they're "good with staves", though, it's "for some reason halflings can run 25% faster than a human even though they have much shorter legs but only if they're carrying a stick" 06:01 < eith> it doesnt sound fun, it sounds like i have to find and keep swapping a staff 06:01 <+sorear> ok, we need a channel split 06:02 <+sorear> everybody who wants to talk about halflings, get your own channel 06:02 <+sorear> there is *far* too much Ha discussion here 06:02 < Eronarn> yeah 06:02 <+sorear> I can't get any input on other questions 06:02 * eith nods 06:02 < Eronarn> let's talk about the AC revamp instead 06:02 < Vandal> Sorry 06:02 < Eronarn> since there are formulas for it on the wiki now 06:03 < Eronarn> or you could all give me feedback about jiyva mutations 06:04 <+sorear> oh, jivya mutations 06:04 <+sorear> ? 06:10 < Eronarn> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:jiyva bottom 06:10 <+due> ...bottom? 06:10 < Henzell> due: You have 1 message. Use !messages to read it. 06:10 <+due> !messages 06:10 < Henzell> (1/1) Vandal said (1h 3m 11s ago): If you're still intersted in changing Halfling hp, consider Sludge Elf formula, it would be more noticable without becoming "human" 06:11 < Eronarn> due: bottom of the page 06:11 <+due> Ah. 06:21 < ogaz> Eronarn: wrt to jiyva mutations, what about "Your stomach acids are stronger"(or something like that), which gives saprovore? 06:24 < Eronarn> ogaz: not particularly flavorful... there's already the eat-items mutation, which makes food worth less nutrition. one that just gave saprovore would actually be contrary to how slimes eat 06:25 <+sorear> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:internal:save_files#plan_jan_2010 06:25 < Eronarn> i wonder... maybe jiyva should mutate undead followers, too 06:26 < Eronarn> possibly with slime mutations only 06:26 <+due> slimey wimey? 06:26 <+due> sorear: Reading. 06:26 < Eronarn> you could even have particular undead-slime mutations, like eating corpses to produce miasma 06:27 < Eronarn> the way death oozes do 06:29 <+due> sorear: Looks really good. 06:29 <+due> Eronarn: That was me. :> 06:29 <+due> I wanted death oozes to leave behind clouds of miasma, but dpeg vetoed it; so I suggested their eating creates miasma clouds! 06:31 < ogaz> having special jiyva mutations which are the only way undead can mutate sounds cool 06:32 < Eronarn> due: fwiw it could stand to be like, a 3x3 cloud of miasma, 100% center tile, 50% other tiles 06:32 < Eronarn> it's wimpy right now 06:32 <+due> It's flavour-only at the minute, actually. 06:33 < Eronarn> oh, okay 06:34 <+sorear> I like the Jiyva mutations 06:42 < Eronarn> that's the first useful feedback on them i've gotten :P 06:43 <+doy> "useful"? 06:43 <+doy> (: 06:47 <+sorear> How many am I supposed to get? 06:47 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 06:48 < Eronarn> what, Jiyva mutations? 06:49 <+sorear> eys 06:49 <+sorear> at a time 06:49 <+sorear> 3 total ranks? 06:49 <+sorear> 6? 9? 15? 06:50 < Eronarn> in the current jiyva mut system, i'd say - given randomly as any other mutation, but higher weight, and can't be removed with Remove Bad Mutations 06:50 <+sorear> it's amazing how much of Crawl I have *never looked at before* 06:50 <+doy> crawl is pretty big 06:50 < Eronarn> but i favor a non-totally-random jiyva mut system 06:50 <+due> crawl is craaazy 06:51 < Eronarn> in which case i'd favor jelliness going in and out in waves 06:51 < Eronarn> since the jelly muts are highly tree-like compared to other mutations 06:54 < Vandal> Do monsters have size classifications like player races do? 06:54 <+sorear> ... crawl has a function named yyparse? 06:54 < Eronarn> some jiyva abilities could also become jiyva mutations - like the "split off slime when badly injured" - this would let jiyva have many more abilities, but fewer of them concurrently 06:54 <+due> Vandal: Yes. 06:54 < Vandal> Thanks :) 06:54 < elly> sorear: it uses yacc? 06:54 <+sorear> Vandal: yes, but even less of the game uses it 06:54 < Eronarn> Vandal: monster size is screwed up enugh to be unusable 06:54 <+due> S_SMALL, etc. 06:54 <+due> Or something like that. 06:54 <+sorear> elly: yes, but I thought everybody renamed it to something more sensible 06:54 < elly> evidently not :P 06:54 <+due> IT's only available via the monster class spec, though. 06:56 <+sorear> !source maps.cc:1103 06:56 < Henzell> the (L0 ), in on -01-, with 0 points after 0 turns and 0:00:00. 06:56 <+sorear> !source maps.cc:1103 06:56 < Henzell> the (L0 ), in on -01-, with 0 points after 0 turns and 0:00:00. 06:56 <+due> WTF? 06:56 < elly> "?" 06:56 <+sorear> !lg 06:56 < Henzell> 3189. sorear2 the Exhumer (L1 OgPr), worshipper of Yredelemnul, quit the game on D:1 on 2009-12-24, with 26 points after 37 turns and 0:00:22. 06:56 <+sorear> !lg * 06:56 < Henzell> 501084. berise the Skirmisher (L3 HuCr), slain by a hobgoblin (a +0,+0 club) on D:2 on 2010-01-06, with 98 points after 1589 turns and 0:02:01. 06:57 <+sorear> !source crawl-ref/source/maps.cc:1103 06:57 < Henzell> Couldn't open current/source/crawl-ref/source/maps.cc for reading 06:57 <+sorear> !source source/maps.cc:1103 06:57 < Henzell> Couldn't open current/source/source/maps.cc for reading 06:57 <+due> Henzell bork :( 06:57 < elly> !source ./maps.cc:1103 06:57 < Henzell> the (L0 ), in on -01-, with 0 points after 0 turns and 0:00:00. 06:57 <+doy> that is quite confusing 06:57 < elly> no idea :P 06:57 <+sorear> clearly it's outputing an empty logentry 06:57 < elly> !source /etc/passwd 06:57 < Henzell> Couldn't understand /etc/passwd 06:57 <+doy> oh, right 06:57 < elly> aw 06:57 <+sorear> the numeric fields are 0, except for the month, which is munged 06:57 < elly> !source /etc/passwd:1 06:57 < Henzell> Couldn't understand /etc/passwd:1 06:57 < elly> rats 06:57 <+doy> henzell has a special case for that 06:58 <+sorear> !source ../../../../../../../etc/passwd:1 06:58 < Henzell> Bad filename: ../../../../../../../etc/passwd 06:58 <+doy> so maps.cc:1103 is a blank line 06:58 <+sorear> that used to work 06:58 <+sorear> :> 06:58 < elly> !source maps.cc:1102 06:58 < Henzell> the (L0 ), in on -01-, with 0 points after 0 turns and 0:00:00. 06:58 <+due> !source mon-data.h 06:58 < Henzell> Lines pasted to http://pastebin.com/m2c1952c3 06:58 < elly> !source maps.cc:1 06:58 < Henzell> /* 06:58 < elly> aha 06:58 <+due> Vandal: ---^ Click that pastebin link. 06:58 <+doy> the henzell api says that if you output a blank line followed by game data in some format, it'll format it as a logfile entry 06:59 <+sorear> in any event, the line I'm referring to is ' extern int yyparse(void);' 06:59 <+sorear> who puts declarations like that in the middle of a function 06:59 < elly> haters 06:59 <+doy> awesome people, that's who 07:00 <+due> wtf 07:00 <+due> How odd. 07:00 <+sorear> what? 07:00 <+due> Why... is that there? 07:01 <+doy> due: because people don't like headers, apparently 07:01 <+due> I hate headers. 07:01 <+due> cf enum.h 07:02 <+sorear> there's this movement to make all player-centric functionality methods of the player object 07:02 <+sorear> that means putting 80% of the Crawl API in (the transitive closure of) one header 07:03 <+due> Can't you split it across multiple headers, thoguh? 07:03 <+due> Or is that just splitting player functions across multiple files? 07:03 <+due> I don't recall. 07:03 <+sorear> you could split it, but it would do no good 07:04 <+sorear> C++ specifies that in any given file, if any declaration of class player is given, it must be the same 07:04 <+sorear> thus, every file that needs to access the player needs to include the entire declaration 07:04 <+due> Ah. 07:04 <+due> :/ 07:04 <+due> C++ sucks in this regard. 07:04 <+doy> well 07:05 <+doy> this also possibly points to the player object having too much stuff in it 07:05 <+sorear> but the player *is* the center of the universe 07:05 <+doy> true, i haven't actually looked at things at all 07:06 < Eronarn> sorear: this works all well and good until we add Dowan & Duvessa as a player race where you and a friend team up 07:06 <+doy> oh well, bashing c++ is fun too 07:06 <+sorear> Eronarn: I'm actually planning to do crawl -deathmatch for 0.7 or 0.8 07:07 <+sorear> multiple player objects means that using globals for player state won't cut it anymore 07:08 < Eronarn> sorear: we should have deathmatch and team deathmatch sections of the tourney, then 07:09 < Eronarn> ctf would also be pretty hilarious, use the orb chamber half of zot twice with Abyss terrain in the middle 07:09 <+doy> yeah, people should do more things like zot defense 07:10 < Eronarn> doy: language proposal + player can see what his allies can see + 't' from X map = crawl turn based strategy 07:12 < Eronarn> Has anyone had any ideas for fixing hellfire? 07:12 <+due> Destroy it. 07:12 < Eronarn> heh 07:12 <+due> Eronarn: Also, turn based crawl = rejected. 07:13 < Eronarn> due: ...what? 07:13 <+doy> yeah, we want real time crawl! 07:14 <+doy> also, what's wrong with hellfire? 07:14 < Eronarn> doy: it behaves totally unlike fire and totally unlike the Hells to boot 07:14 < ogaz> unmissable, unresistable damage that hits really hard? 07:14 <+doy> Eronarn: behaving totally unlike fire is the point though 07:14 <+doy> not sure what you mean by "totally unlike the hells" 07:14 < Eronarn> joke :P 07:15 <+doy> heh 07:15 < ogaz> if nothing else, the name is bad because it makes sound like rF helps against it 07:15 < Eronarn> doy: I like how Cerebov's hellflaming sword works: lowers effective rF+ of the target by one 07:15 <+doy> that's somewhat fair 07:16 < Eronarn> i hate how hellfire works: nothing to do with fire at all, extremely loud, too many things use it, they spam it, AC protects against it for some reason 07:16 <+doy> well 07:16 <+doy> ac protects against it because ac protects against everything 07:16 < Eronarn> smite :P 07:17 <+doy> well, there are special cases 07:17 <+doy> d: 07:17 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 07:17 <+doy> but ac protecting against hellfire is a case of hellfire not being a special case 07:18 <+doy> and not that many things use it either 07:18 <+doy> hellions, elf sorcerers, fiends 07:18 <+doy> what else? 07:18 <+doy> pit fiends 07:18 < Eronarn> zealots 07:18 <+doy> ah, right 07:18 <+doy> so... 5 monsters? 07:19 < Eronarn> azrael 07:19 <+doy> azrael does? 07:19 <+doy> that's kinda weird 07:19 < Eronarn> also anything that summons hellfire-users 07:19 <+doy> i don't really think azrael should 07:19 < Eronarn> which is... the rest of it 07:19 < Eronarn> @??azrael 07:19 < Gretell> Azrael (E) | Speed: 10 | HD: 11 | Health: 88 | AC/EV: 10/5 | Damage: 12 | Flags: demonic, lev | Res: magic(44), fire+++, poison | Vul: cold | XP: 1588 | Sp: b.fire, sticky flame, fireball, hellfire, hellfire burst. 07:19 <+doy> yeah 07:19 <+doy> azrael having hellfire is strange to me 07:19 <+due> Oh, hm. 07:19 <+due> Blowguns are slowed by bucklers. Bugger. 07:20 <+due> That makes slings+buckler+blowgun pointless. 07:20 < Eronarn> due: slowing isn't really that bad 07:21 <+due> Yeah. 07:21 <+due> Okay, new sling brands and stuff... HaHu is viable. 07:21 <+due> Ah jesus, I hate zaba 07:21 < Eronarn> new sling brands? 07:22 <+due> Er, sling bullet brands. 07:24 < Eronarn> ricocheting! 07:24 <+due> ... RIcocheting sounds fun. 07:27 < Eronarn> It definitely would be, especially in corridors (oh wait that's everything else in this game) 07:27 < Vandal> also, thanks Eronarn for talking in into reworking that racial thing 07:28 < Vandal> I have a better theme for it now 07:28 < Vandal> talking me into, that is 07:28 < Vandal> man I skip words a lot lately, I wonder if I'm getting senile in my dotage 07:28 < Vandal> or maybe it is just 1:30 am 07:29 <+due> go to bed :) 07:29 < Vandal> I can now 07:29 < Vandal> The basic outline is pretty much complete 07:30 <+due> I should go back up and take out Siggy. 07:32 <+due> Man, sling bullets are great now that they actually show up. 07:33 <+sorear> azreal uses MST_DRAC_SCORCHER 07:33 < Eronarn> due: Did you make sling bullets throwable? They really should be. 07:34 <+due> Kinda. 07:34 <+sorear> Eronarn: My personal favorite is to axe hellfire as an element; it reeks of power spiral. "rF+++ is overpowered, these 1s need something that can pass it" 07:35 <+sorear> Then we can give Fiends fireball and hellions a watered-down Fire Storm 07:35 <+sorear> since rF+++ is nerfed 07:36 < Eronarn> sorear: i'd be fine with that; i think there's design space for a non-pure-rF+++ fire (like with that one new spell I proposed) 07:36 < Eronarn> but that it doesn't have to be hellfire 07:37 < ogaz> Couldn't you just use bolt of magma? 07:37 <+sorear> crawl already has a half-rF, half-phys element - lava 07:38 <+sorear> it's used by lava snake spit, bolt of magma, and firestorm 07:38 <+sorear> actually it's more like 65% phys 07:38 < Eronarn> well, strictly, that's a physical attack that also happens to be very hot :P rather than a "fire that burns differently" 07:38 < Eronarn> which fantasy is chock full of 07:38 < Eronarn> heck, dominions 3 has at least three of them i'm pretty sure 07:46 < dis_astranagant> Crawl has 3 "fires" already, 4 if you count napalm. No need for more 07:47 < dis_astranagant> Plus "dom 3 has it" is a pretty flimsy excuse, since dom 3 has damn near everything 07:47 <+sorear> only two flaming elements though 07:47 <+sorear> fire and hellfire 07:47 < Eronarn> yeah, i'm saying if we got rid of hellfire it would open up room for not_hellfire 07:48 < Eronarn> not that we necessarily have to add something 07:48 <+due> Steam, napalm, fire and hellfire? 07:48 < dis_astranagant> forgot about steam 07:48 * due gone. 07:48 <+sorear> cleansing flame 07:48 <+sorear> but cleansing flame does holy energy elemental damage 07:49 <+sorear> and napalm does ordinary fire damage 07:49 < dis_astranagant> Is there really a niche for say 70% resistable fire that isn't already filled by lava? 07:50 <+sorear> Eronarn proposed a 50% rF 50% rN darkfire element once long ago 07:50 <+sorear> to be used *only* for the ghosts of red draconians 07:50 < dis_astranagant> feels like complexity for it's own sake 07:51 < Eronarn> oh, yeah i forgot that one 07:51 < Eronarn> spectral/undead versions of all the drac breath weapons 07:51 < dis_astranagant> oh yeah, I remember that long FR about half x half neg breaths 07:52 <+sorear> ok I think I understand the map cache system now 07:52 < dis_astranagant> Seems like a lot of work for the ghosts of nearly nonexistant players 07:53 < dis_astranagant> Though "only" is a fairly short lived adjective around here 07:53 < Eronarn> when do i ever propose anything that isn't a lot of work 07:53 < dis_astranagant> well, that's not even really that much work other than seeming kinda pointless 07:54 < CIA-81> j-p-e-g * r2505636ce4d1 /crawl-ref/source/spells4.cc: Indentation fixes. 07:54 < CIA-81> j-p-e-g * r7b3d55216034 /crawl-ref/docs/changelog.txt: Update the change log. 07:54 < CIA-81> j-p-e-g * r8535e71feb31 /crawl-ref/docs/changelog.txt: Fix a typo, remove some of the more minor changes from the change log. 07:54 < Eronarn> dis_astranagant: lichform, and non-ghost undead draconian monsters 07:54 < Eronarn> and could be given to skeletal dragons 07:55 <+sorear> skeletal dragons have a niche, they're the most indestructable of the slow melee monsters and have the highest HP of any non-unique save for greater mummies 07:55 <+sorear> !lg * place=Zot killer=skeletal dragon 07:55 < dis_astranagant> I was about to make the same point 07:55 < Henzell> 3. Nikinyo the Bewitcher (L18 SpEn), worshipper of Makhleb, slain by a skeletal dragon on Zot:4 on 2009-08-25, with 182559 points after 23025 turns and 3:32:50. 07:55 <+sorear> !lg * place=Zot killer=skeletal dragon -2 07:55 < Henzell> 2. Napkin the Farming Annihilator (L27 DECj), worshipper of Okawaru, slain by a skeletal dragon on Zot:1 on 2008-02-12, with 1036375 points after 213636 turns and 45:53:24. 07:55 <+sorear> !lg * place=Zot killer=skeletal dragon -3 07:55 < Henzell> 1. sawtooth the Stickfighter (L22 DSGl), worshipper of Makhleb, slain by a skeletal dragon on Zot:5 on 2007-01-21, with 422245 points after 64979 turns and 12:29:37. 07:56 <+sorear> sawtooth got stuck between two of the things in a corridor with Cekugon 07:56 < dis_astranagant> They probably have few kills to their name, but they're amazing walls 07:56 < Eronarn> i dunno, i've never really found them a problem myself 07:56 < Eronarn> they feel quite bland 07:57 < dis_astranagant> @?? skeletal dragon 07:57 < Gretell> skeletal dragon (D) | Speed: 8 | HD: 20 | Health: 160-320 | AC/EV: 20/4 | Damage: 30, 20, 20 | Flags: undead, evil, sense invisible, fly | Res: magic(106), fire, cold, elec++, poison | XP: 2360. 07:57 < Eronarn> @??iron troll 07:57 < Gretell> iron troll (T) | Speed: 7 | HD: 16 | Health: 48-128 | AC/EV: 20/4 | Damage: 35, 25, 25 | Res: magic(106), fire, cold | Chunks: poisonous | XP: 827. 07:57 < dis_astranagant> they're a faster iron troll with better resists and more than double hp 07:57 < ogaz> skeletal dragons are tougher than the royal jelly 07:58 < Eronarn> ogaz: not even close 07:58 < dis_astranagant> @?? greater mummy 07:58 < Gretell> greater mummy (M) | Speed: 10 | HD: 15 | Health: 175-220 | AC/EV: 10/6 | Damage: 35 | Flags: undead, evil, spellcaster, see invisible | Res: magic(immune), cold, elec++, poison | XP: 7609 | Sp: demon, smiting, torment symbol, summon undead. 07:58 < ogaz> @??the royal jelly 07:58 < Gretell> the royal jelly (J) | Speed: 16 | HD: 21 | Health: 230 | AC/EV: 8/4 | Damage: 50(acid), 30(acid) | Flags: sense invisible | Res: magic(196), poison, acid+++, asphyx | XP: 15000. 07:58 <+sorear> ogaz: in a "requires more short blade hits to kill" sense 07:59 < Eronarn> royal jelly is brutal and spawns things when you hit it 07:59 <+sorear> Did greater mummy HP get nerfed or was I always wrong 07:59 < ogaz> sorear: That's all that I meant 07:59 < dis_astranagant> I think you were always wrong 07:59 < ogaz> obviously the royal jelly is stronger overall 07:59 < dis_astranagant> Skeletal dragons have always been the brick of bricks 08:00 < dis_astranagant> hell, it was only recently that power creep started making tougher uniques than them 08:00 < dis_astranagant> @?? crystal golem 08:00 < Gretell> crystal golem (8) | Speed: 7 | HD: 13 | Health: 91-143 | AC/EV: 22/3 | Damage: 40 | Flags: non-living, see invisible | Res: magic(immune), fire+++, cold+++, elec+++, poison+++ | XP: 613. 08:00 <+sorear> -* Several new uniques. 08:00 <+sorear> +* Several cool new uniques. 08:00 <+sorear> :D jpeg 08:01 <+sorear> crystal golems should be immune to acid too 08:01 < dis_astranagant> indeed 08:01 < dis_astranagant> since crystal plate is acid resistant 08:02 < Eronarn> golems really need help 08:02 < Eronarn> they're just soooo boring 08:02 < dis_astranagant> maybe crystal plate should actually provide rCorr instead of only saving itself. Might give people an excuse to use it over GDA 08:02 < Eronarn> and for rare / rarely used monsters that's awful 08:04 <+sorear> dis_astranagant: it provides 40% more AC, is that not enough 08:05 < Eronarn> sorear: not in the current AC system, maybe in the new one 08:06 < dis_astranagant> eh? I'm only seeing 1 more ac 08:06 < dis_astranagant> 14 vs 13 08:06 < dis_astranagant> unless this has changed since stable 08:07 <+sorear> GDA is 10 AC now 08:07 < dis_astranagant> ah 08:07 < dis_astranagant> when did that happen? 08:07 < dis_astranagant> don't think that was the case when I won my ogres 08:07 * sorear git blame 08:08 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 60 (Operation timed out)] 08:08 < dis_astranagant> not sure I have a recent copy of master laying around, I haven't updated since I did all that griping about the windows build being broken months ago 08:08 <+sorear> e00f724d 08:08 <+sorear> sep 09 08:08 <+sorear> also it's 11, not 10 :( 08:09 < dis_astranagant> hmm, maybe it is that way in my builds, then 08:09 < dis_astranagant> either way, a few more ac vs still good ac and 3 resists 08:10 < dis_astranagant> I generally prefer SDA over crystal plate, personally 08:11 < dis_astranagant> assuming I'm not in one of those games where you get multiple redundant sources of rElec early on 08:12 < dis_astranagant> plus crystal plate is insanely rare if you're not an okawarite 08:12 < dis_astranagant> not sure I've seen one on the ground this year 08:13 <+sorear> Eronarn: hey, re. DS, first you cry out against FRAIL BUT FAST and now you're proposing SLOW BUT OMNIRESISTANT? I just noticed the inconsistency here 08:13 <+sorear> you said movement speed could not have balancing factors 08:13 < Eronarn> sorear: +movementspeed 08:14 < Eronarn> i don't think -movementspeed lategame is nearly as much of a disadvantage as +movespeed is an advantage 08:15 < Eronarn> there's also the factor that frail makes you less survivable wheres -movespeed doesn't directly do that 08:16 < Napkin> Moin! 08:16 < dis_astranagant> it might as well, especially if you're melee 08:16 <+sorear> since when does melee need to kite stuff 08:16 < Eronarn> dis_astranagant: no, it's a significant difference. frail inherently makes it more likely for you to die in any situation where you are at risk, this isn't the case for -movespeed 08:16 < dis_astranagant> you take more hits on the approach and have a harder time fleeing if you misjudge 08:17 < Napkin> Hmm, I suddenly get "-No other missiles available. Use F to throw any item." when pressing ")" - while "(" switches through u,v,w, wraps back to u and so on 08:17 < Eronarn> you can do stuff to significantly limit the situations in which movespeed is a penalty 08:18 < Eronarn> this isn't really the case with frail 08:18 < Eronarn> other than 'not get hit' in which case... why weren't you already trying to not get hit? 08:18 < Eronarn> so, yeah, frail is not a good DS balancing mut imo 08:18 <+sorear> Napkin: as the person most affected by this stuff, do you have any comments re: http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:internal:save_files#plan_jan_2010 ? 08:22 < Napkin> well, autosaving "every few dozen turns" sounds harsh to me and could mean lot of I/O - and thus slowdowns. crawl is using a lot of resources already. 08:23 < Napkin> a single game easily creates as much load on the cpu as a tremulous server with 20 players. 08:24 < dis_astranagant> wow 08:24 < Napkin> not sure I understand "eliminate tags" while in the next sentence it says to save "save version"? 08:25 <+sorear> Napkin: it would be an optional feature. Obviously no need on a box with CDO's reliability 08:25 < CIA-81> j-p-e-g * rafd40ce1147d /crawl-ref/docs/changelog.txt: Fix more typos. 08:25 < Napkin> is that tag_major & tag_minor? if so, they are good for people with bugs, so they can transfer their game to the next version and don't have to quit. 08:26 <+sorear> no 08:26 <+sorear> the tags system divides the savefile into a bunch of chunks 08:26 <+sorear> then missing chunks can be constructed based on upgrade rules 08:27 <+sorear> minor versions do the same job better, and we haven't actually taken advantage of tags since b26 days 08:27 < Napkin> if you say it's still possible - sounds good to me 08:27 < Napkin> otherwise, I don't understand much of your techno babble ;)) 08:28 < Napkin> technical view on the interna of saves, right? 08:28 <+sorear> yes 08:29 < Napkin> all i can think of right now that I need is the whereis file for gretell and a file to get timestamp of 08:30 < Napkin> damn... late and -7°C outside... gotta get ready for work. Later! 08:31 < Napkin> apart from that - saving it in a standard form like sqlite sounds terrific, sorear 08:32 < dis_astranagant> only -7? It was -17 when I decided to walk to the store this morning D: 08:32 <+sorear> where is dis_astranagant? 08:32 < Napkin> heh, I'd love to walk 08:32 < Napkin> but even at -7 59km to drive it pretty fun, believe me :-P 08:32 < dis_astranagant> Springfield, Missouri 08:33 < dis_astranagant> It's been bitter cold the past few days. Near the end of the week the daytime high is something like 8F 08:34 < dis_astranagant> ~-13 C 08:34 < AceTetra> i live in seattle and when it gets less than freezing everyone skips work 08:35 < dis_astranagant> heh 08:35 < dis_astranagant> takes about 2 inches of ice for that to happen here 08:35 < AceTetra> "oh, there's frost on my car? well, calling in sick is less effort than scraping my windshield. fuck it." 08:38 < dis_astranagant> Hell, this university went from 1996 to 2006 without closing for the weather 08:38 < AceTetra> a street nearby didn't close for weather, even though it had like a 40% grade 08:39 < AceTetra> i nearly collided with the poor sucker behind me 08:39 <+Zaba> moin 08:39 < dis_astranagant> People got all up in arms about it when we had a fairly major ice storm and classes were still held, so the administration freaked the next time we had much more than flurries 08:40 < AceTetra> ungrateful bastard rolled down his window and yelled at me 08:40 < AceTetra> i was like, what the fuck? shut up and be glad you've still got a car asshole 08:40 <+Zaba> I'm like, what the fuck? This isn't ##crawl.. 08:41 < AceTetra> Zaba: WASPS! 08:41 <+Zaba> and the last part of scrollback looks like somebody's merged ##crawl into here! 08:41 <+Zaba> right damn, magic! 08:42 <+Zaba> due, why do you hate me? :< 08:42 < Eronarn> Zaba: because you're made of wasps, clearly 08:42 < AceTetra> due doesn't hate 08:42 * dis_astranagant makes a D1 vault with multiple wasps barely contained 08:42 <+Zaba> 2010-01-06T09:21:35##crawl-dev: <+due> Ah jesus, I hate zaba 08:42 < AceTetra> hahahaha 08:42 <+Zaba> hatin' me, while I sleep... :/ 08:43 < Eronarn> dis_astranagant: a vault with a bunch of giant bats renamed to "hairy grey wasps" 08:43 < dis_astranagant> lol 08:43 < Eronarn> your character doesn't have any biology skill, after all 08:43 < ogaz> What if it's a healer? 08:43 < elly> "You think this creature might be a bug." 08:44 < dis_astranagant> nah, real wasps that could be let out if you so much as breathe on the vault wrong 08:44 <+sorear> so what did zaba do to due 08:44 < dis_astranagant> maybe an old wall of statues to make you wonder just how big the damned things are 08:44 < Eronarn> bug report: killed a giant beetle on D:5. nothing else to report at this time 08:44 <+Zaba> sorear, I've no idea. 08:45 < Eronarn> dis_astranagant: just wait until small creatures are able to fit past statues 08:45 < Eronarn> "A statue of a beekeeper." + alarm trap 08:45 < Eronarn> "Suddenly, bees pour out from behind the statue!" 08:45 < AceTetra> ah god bees 08:46 < dis_astranagant> dammit, knew I should have memorized fire storm 08:49 < elly> Eronarn: beeeeeeeeeeeeeeeeeeeeeeeeeeeeees 08:50 < Eronarn> elly: kkkkkkkkkkkkkkkkkkkkkk 08:50 <+sorear> Bees are so small, they should be able to fit up to 5 in one grid 08:50 < elly> bees should be able to fit inside your equipment 08:50 < elly> and sting you when you wield it 08:50 <+sorear> mechanics are the same as slime creature merging, except that AC is applied N times 08:50 < elly> "The sword is covered in bees. Wield it anyway?" 08:51 <+sorear> elly: what if some of the bees are friendly 08:51 < Eronarn> 02:54 <+sorear> Bees are so small, they should be able to fit up to 5 in one grid <-- i have a proposal for this actually 08:51 < Eronarn> i just haven't posted it because dpeg wouldn't agree 08:52 < Eronarn> note, though, that killer bees are presumably killer giant bees 08:52 < elly> sorear: bees are never friendly 08:52 < Eronarn> (cat sized or so) 08:52 <+sorear> s/cat/golden dragon/ 08:52 < elly> bees should be able to summon more bees 08:52 <+sorear> elly: They are if I summon them! 08:53 < elly> sorear: summoning bees just causes more bees 08:56 < Eronarn> elly: did you see the monster language proposal I wrote up? I want infinitely spawning bees in Hive with it. 08:57 < elly> link me? 08:57 < elly> bees should be able to cast Bolt of Bees 08:57 < elly> which is like Bolt of Iron, but never misses and spawns bees when it hits you 08:58 < Eronarn> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:language 09:02 < elly> jesus, ero, what the hell 09:03 <+Zaba> Eronarn, wtf 09:03 <+sorear> this is a template 09:04 < Eronarn> elly: not a fan? 09:04 < elly> no, I love it 09:04 < elly> but it's complicated as hell 09:04 <+sorear> it might miss 0.6 09:04 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 09:06 < dis_astranagant> [01:57:13] bees should be able to cast Bolt of Bees || sounds very KoL 09:07 < elly> sounds appropriate 09:08 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 09:08 < dis_astranagant> needs more beemancers 09:08 <+sorear> we have aquamancers now 09:09 < dis_astranagant> they would have beehives for hats and cast spells manupulating the bees 09:09 <+sorear> testudine apimancers? \o/ 09:09 < dis_astranagant> that's just silly 09:09 < dis_astranagant> what do turtles have to do with bees? 09:12 < dis_astranagant> though the image of a turtle with a giant beehive on its back is amusing 09:13 * dis_astranagant hits the sack 09:20 < Eronarn> elly: i don't ever do anything that's not complicated 09:20 < Eronarn> if it weren't complicated it wouldn't be worth doing! 09:21 < elly> good call 09:21 <+Zaba> but it ends up being a hell of a mess 09:22 < Eronarn> depends what oyu mean by mess 09:25 <+due> Zaba: ant nest vault 09:26 <+Zaba> due, ooh 09:26 <+Zaba> but isn't it cute 09:26 <+due> s/cute/evil/g 09:34 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.6/20091201220228]"] 09:35 <+due> Is there any reason why +0 armour other than gloves and cloaks generate cursed? 09:38 < AceTetra> curses are hi8larious that's why 09:39 < AceTetra> i try on some armour as an ogre and CRAP! IT'S CURSED! 09:39 < AceTetra> that's why we need cursed armour 09:42 < elly> we need cursed food 09:46 < elly> from ##crawl: typo at main.cc:3706 09:47 < AceTetra> ?? mantis 09:47 < Henzell> mantis[1/2]: http://crawl.develz.org/mantis/ 09:50 < CIA-81> zaba * reda4212fbf0f /crawl-ref/source/main.cc: Fix a typo in closing doors while levitating. 09:50 <+due> Zaba: Thanks :0 09:51 <+due> Zaba: There are some other bugs with that that need to be fixed, someone reported. 09:51 <+Zaba> I should look up at mantis, but right now it's timeouting for me. 09:51 <+Zaba> just like about everything else, really. 09:52 <+Zaba> I'm surprised at how quickly the push went. 09:52 < Eronarn> elly: we need randart food 09:53 <+due> Okay, I need to fix my bugs now. 09:54 <+due> sorear: do you think we could get monster status/player status for Henzell messages? 09:54 <+due> Or, "Duvessa (berserk)" 09:54 < elly> we do need randart food 09:54 <+due> "Killed by a giant snail while slowed". 09:55 <+due> I think berserk and confused would be enough. 09:55 <+due> killed by a centaur (confused). 09:58 <+sorear> due: it wouldn't be hard, no, but IIRC the idea was vetoed before. Get me a yay from greensnark and I'll do it 09:58 <+due> Oh, hm. 09:58 <+Zaba> hmm 09:59 <+due> I think berserk and confused would be amusing to know. 09:59 <+due> The rest aren't important. 09:59 <+Zaba> is there any reason why staves are rods.. 09:59 <+due> Like hasted... 09:59 <+sorear> due: Why do you hate Zaba? 09:59 <+due> sorear: The ant vault nearly killed me. :) 10:00 <+due> Also, I think "XYZ (masquerading as ABC)" during mislead might bbe good. 10:00 <+Zaba> well, rather, is there any reason why rods are staves. 10:00 <+sorear> due: Paralyzed and sleeping would also be interesting 10:00 <+sorear> Zaba: they both show up as | on screen 10:00 <+Zaba> sorear, and aside from that? 10:00 <+due> Yes, as player status. 10:00 <+Zaba> they're somewhat completely different in all other respects, as far as I can see. 10:01 <+Zaba> and staves are closer to weapons 10:01 <+sorear> it would be a huge savebreak to change this 10:01 <+due> To change them to what? 10:02 <+sorear> to separate the tvals 10:02 * sorear summons elly 10:02 <+Zaba> it's not like anyone cares about breaking saves in the middle of a development branch 10:04 < Eronarn> that reminds me 10:04 <+due> sorear: Would it still be a savebreak with the new save format? 10:04 < Eronarn> either rods should get put under wand acquirement, misc acquirement, or a new category; or there should be more evokable staves 10:05 < Eronarn> having rods under staff acquirement is counterintuitive and annoying 10:05 <+Zaba> why exactly is crazy yiuf a real unique? 10:05 <+Zaba> is it because of speech? 10:06 <+due> Because people are confused by named monsters that are not uniques. 10:06 <+due> And dpeg agreed because I spent so much time working on the speech and description :) 10:08 <+kilobyte> I wonder if it would be a good idea to have an entire band of monsters each with a different proper name, this may be the only case named monsters can work. 10:08 <+kilobyte> since the Crazy Yiuf experiment was clearly failed 10:09 <+due> Zaba: Also 10:09 <+due> !killsby Crazy Yiuf 10:09 < Henzell> 63 games for * (ckiller=Crazy Yiuf): 6x Eifeltrampel, 4x clouded, 3x heteroy, 3x Zicher, 3x FilthyApe, 3x TGW, 3x firem0nkey, 2x Karagy, 2x polystyrus, 2x KiloByte, 2x MarvinPA, 2x quru, 2x poop, 2x nubinia, 1x saren, 1x Squeegy, 1x Alejandro, 1x bejuryu, 1x Baccano, 1x Stathol, 1x N78291, 1x Ahrin, 1x fish, 1x Eronarn, 1x Cryptic, 1x Tityrus, 1x KillaB, 1x DashNine, 1x DrPraetor, 1x JeredCain, 1x... 10:09 <+due> Is 63 kills eough? 10:09 < Eronarn> kilobyte: at that point, why bother 10:10 <+kilobyte> _any_ early unique is going to get plenty of kills 10:11 <+due> !killsby Menkaure 10:11 < Henzell> 23 games for * (ckiller=Menkaure): 2x clouded, 2x Eifeltrampel, 2x Baccano, 2x KiloByte, 2x zergloli, 1x Lemuel, 1x minmay, 1x hyperbolic, 1x polystyrus, 1x Leibowitz, 1x TGW, 1x Vizrt, 1x MarvinPA, 1x Karagy, 1x heteroy, 1x LordSloth, 1x FilthyApe, 1x valrus 10:11 <+due> !killsby Purgy 10:11 < Henzell> 12 games for * (ckiller=Purgy): 2x FilthyApe, 2x Baccano, 1x TGW, 1x LordSloth, 1x Kyrris, 1x hash, 1x Azeral, 1x foolcircle, 1x clouded, 1x pingpong 10:11 <+due> They're both early uniques and hav ebeen in the game for far longer than Yiuf. 10:11 <+kilobyte> Menkaure has twice the minimal depth 10:11 <+due> Shrug. 10:12 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 10:12 < Eronarn> purgy is a bit boring 10:12 <+kilobyte> I wonder what's up with Purgy, I've seen him just twice. 10:13 <+due> He's weighted out of the main dungeon and into Sewer. 10:15 < CIA-81> due * rd1d617a234d8 /crawl-ref/source/main.cc: Give open/close messages full stops. (#336) 10:15 < CIA-81> due * re02bcd2c58b5 /crawl-ref/source/spl-book.cc: Fix "0 spell level left". (#335) 10:19 <+kilobyte> !lg * ktyp!=leaving ktyp!=quitting place=D s=place 10:19 < Henzell> 311073 games for * (ktyp!=leaving ktyp!=quitting place=D): 102520x D:1, 60419x D:2, 46338x D:3, 33124x D:4, 19215x D:5, 13666x D:6, 8367x D:7, 6830x D:8, 5344x D:9, 3773x D:10, 2884x D:11, 2126x D:$, 1869x D:12, 1243x D:13, 771x D:14, 558x D:15, 458x D:16, 335x D:17, 269x D:18, 190x D:19, 154x D:21, 127x D:20, 105x D:27, 87x D:22, 81x D:23, 77x D:24, 72x D:25, 69x D:26, 1x D:51, 1x D:59 10:20 <+kilobyte> there's twice as many people who could have met Yiuf compared to Menkaure 10:26 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.6/20091201220228]"] 10:27 <+sorear> menkaure doesn't have a small chance of instantly killing you each turn in melee 10:27 <+kilobyte> actually, thrice as many, D:1 is depth=2 somehow 10:28 <+kilobyte> Menkaure is pretty brutal, with torment, nasty damage spells and melee 10:29 <+kilobyte> and Yiuf can zerk you :p 10:30 <+kilobyte> at D:2 abyssing equals death (save for especially lucky spriggans), yeah, but that's a really, really unlikely outcome 10:30 <+kilobyte> paralysis is more likely, that's the primary risk 10:31 <+kilobyte> the rest are just ordinary brands, no different from your random D:1 kobold 10:31 <+sorear> where did abyssing come in? 10:31 <+sorear> the paralysis chance is actually quite large 10:31 <+kilobyte> chaos can emulate distortion 10:32 <+sorear> I'm trying to find the duration for that 10:33 <+sorear> hehehehe paralysis duration is 2 + random2(6 + [DUR_PARALYSIS]) 10:46 -!- syllogism [i=syllogis@88-148-193-127.bb.dnainternet.fi] has joined ##crawl-dev 11:04 -!- by [n=rob@g225125141.adsl.alicedsl.de] has joined ##crawl-dev 11:04 -!- mode/##crawl-dev [+v by] by ChanServ 11:04 <+by> hi 11:04 <+sorear> hello 11:05 <+sorear> did anything become of AceTetra's statue bug? 11:05 < AceTetra> sorear: i forgot. what? 11:07 <+by> this: http://crawl.pastebin.com/m11e43da6 11:07 < AceTetra> oh shit, the aiming bug 11:07 <+by> in fact you _should_ see the location to the east of the statue 11:08 < AceTetra> i, uh, i haven't made a save about that bug yet 11:08 < AceTetra> but is it realy necessary? 11:08 <+sorear> why do you keep bringing it up 11:08 <+sorear> you're confusing us with your incoherency 11:09 < AceTetra> sorear: i only brought it up once 11:09 <+by> if there's a bug I'd like to fix it 11:09 < AceTetra> and i dunno about incoherency 11:09 < AceTetra> by: did you see the diagram i pasted? 11:09 <+by> yes 11:10 < AceTetra> oh ok cool 11:10 < AceTetra> that should do it then 11:10 <+sorear> AceTetra: you brought it up again on -ot 11:10 <+by> I recreated that situation in wizard mode, and I could in fact see the square east of the statue 11:10 <+by> so as far as I can tell, there is no bug 11:11 < AceTetra> by: ok, i could see it too, but it was definitely a bug 11:11 < AceTetra> i said it on ot? 11:11 <+sorear> ...what 11:11 <+sorear> yes you did 11:11 <+sorear> your memory is *gone* 11:11 <+by> AceTetra: but you're saying in the pastebin that it's a location you can't see 11:12 < AceTetra> ok, what did i do? i swear that report was valid 11:12 < AceTetra> i 11:12 < AceTetra> 'm looking at http://crawl.pastebin.com/m11e43da6 11:13 <+by> AceTetra: I believe that you found some bug, but either it's sporadic, or it's not what quite what you pasted 11:13 <+by> AceTetra: or, maybe, this was 0.5? 11:14 < AceTetra> well, i am using 0.5.2 11:14 <+by> ah. 11:15 <+by> probably best to file an issue in mantis in the future; you'll be encouraged to share that kind of information then :) 11:16 <+sorear> also, please make up your mind about crucial pieces of information 11:16 <+sorear> like whether you can see the square to the right of the statue 11:16 <+sorear> you've told us both yes and no 11:17 <+by> AceTetra: anyway, should be fixed in 0.6 11:18 <+sorear> in revision 4915a3d6, chaos was changed from never cloning angels, to only cloning angels 11:18 <+sorear> I think I like this change 11:18 <+by> nice 11:19 < AceTetra> sorear: i said both those? 11:19 * sorear wonders if the excessive shafting has been debugged yet 11:19 <+sorear> yes: 02:13 < AceTetra> by: ok, i could see it too, but it was definitely a bug 11:19 <+sorear> no: I couldn't see the location to the east of the statue, 11:19 < AceTetra> that's kinda ambiguous 11:20 <+by> what excessive shafting? I played with yiuf's staff yesterday and was shafted once at most 11:21 <+sorear> how long did you play with it for? 11:21 <+sorear> I was playing with Psyche's dagger, and got shafted* about six times per level cleared 11:21 < AceTetra> i like it when someone says i was an idiot and i said soomething inconsistent, but i just don't see it there 11:21 <+sorear> * thankfully, this was in a version where shafting crashed every time, so I didn't actually suffer 11:22 <+by> !lm char=spas uniq=~yiuf 11:22 <+sorear> I don't think you're an idiot 11:22 < Henzell> 2. [2010-01-05] rob the Sneak (L3 SpAs) killed Crazy Yiuf on turn 2305. (D:2) 11:22 <+by> !lg char=spas x=turn 11:22 < Henzell> 13. [turn=10371] rob the Covert (L9 SpAs), slain by a hippogriff on D:7 on 2010-01-05, with 2509 points after 10371 turns and 0:27:28. 11:22 < AceTetra> ugh gods which version crashed like that? 11:22 <+by> 8000 turns 11:23 <+sorear> the fix was 77ac156 11:23 <+sorear> by by 11:23 <+sorear> nov 26 2009 11:23 <+by> oh :) 11:23 < syllogism> I recreated that pastebin in 0.5 and I can see 7 but not the square east of statue 11:23 <+sorear> any version prior to that, but after timecircuits did the shaft overhaul, should have the bug 11:24 <+by> well, LOS model has changed since 0.5 11:24 < syllogism> yes 11:24 <+kilobyte> syllogism: even testing that is pointless, the ray code doesn't even slightly resemble the old one 11:24 < AceTetra> did someone mess with semi-random blink? 11:24 < syllogism> just saying 11:24 < AceTetra> i swear it used to fail more! 11:24 <+due> Hi. 11:25 < AceTetra> hello due 11:26 < AceTetra> so, anyway, semi-random blink. did someone mess with it? 11:26 < AceTetra> i swear it used to be worse than it is now 11:28 < AceTetra> when i edited that entry it would fail hard if you tried to semi-controlled blink at a wall 11:28 < AceTetra> now it works no matter what i try! 11:28 < AceTetra> who changed what, and why? 11:28 <+by> AceTetra: git log, git blame, etc 11:29 <+sorear> AceTetra: semi-controlled blink used to be rather buggy 11:29 < AceTetra> used to? 11:31 < AceTetra> sorear: i wrote the blink entry, and i know it depends on 8-way targeting 11:32 < AceTetra> and i know 8-way targeting is craaaaaap 11:33 <+by> I didn't think monsters respected LOS so well: I just escaped out of a corner from an ogre by reading ?fog without it ever standing next to me 11:34 <+due> Oh, I am actually here now. 11:34 <+due> Stupid telephones. 11:41 < CIA-81> due * r4bd3b68069d3 /crawl-ref/source/makeitem.cc: Reduce stack sizes of non-poisoned needles. 11:41 < syllogism> Item acquirement stats appears broken, it fails after picking item type 11:41 < syllogism> "Acquirement failed, stopping early" 11:45 < Twinge-> Eronarn: For the record my final thoughts were to leave slings with no speed/accuracy penalty with only bucklers, and blowguns with a tiny penalty with only bucklers. 11:47 < Twinge-> And I also still don't see how tweaking basic racial apts and stats can't make Halfings worthwhile; seems like they are different and interesting enough to be so with my proposed apts :P Ideally they should also have something unique about them, but only apts can go a long way 11:48 -!- Twinge- is now known as Twinge 11:51 -!- MarvinPA-2 [n=marvin@80-41-136-49.dynamic.dsl.as9105.com] has joined ##crawl-dev 11:51 <+due> Twinge: I think blowguns should have a reduced penalty with bucklers. 11:52 <+due> Twinge: But I don't intend to reintroduce speed penalties for shields and slings at this point in time. 11:52 <+due> Twinge: Mostly because Cherubs as a monster type are designed to be shield + sling users. 11:53 <+due> http://platypus01.actewagl.net.au/safant/figures/minifigs2.jpg 11:53 <+due> Thematically, slings and shields are also a good combination. 11:55 < Twinge> due: Er, again, I said I'm fine with and approve of slings+bucklers having no penalty at all. Heavier shields are a little more questionable but probably fine. 11:56 <+due> I should've clarified. 11:56 <+due> By shields I mean above bucklers. :) 11:57 < Twinge> Fair enough. Then we're agreed already anyway =) 11:57 <+due> :) 11:57 <+due> HaHu is also *excellent* fun. 11:57 <+due> It's fast becoming my new "try, try again" class. 11:57 <+due> ??sling 11:57 < Henzell> slings[1/2]: Damage rating: 0 Accuraccy rating: +2 Base attack delay: 110%. Better than throwing rocks at a jelly, but only until you wield a cursed one. Can launch {stones} and {sling bullets}. 11:57 <+due> ??sling[2] 11:57 < Henzell> I don't have a page labeled sling[2] in my learndb. 11:57 <+due> ??slings[2] 11:57 < Henzell> slings[2/2]: To be, or not to be: That is the question: | Whether 'tis nobler in the mind to suffer | The slings and arrows of outrageous fortune, | Or to take arms against a sea of troubles, | And by opposing end them? 11:57 <+due> ??sling bullets 11:57 < Henzell> sling bullets[1/1]: More effective than stones when launched from a sling. Roughly +5 accuracy over using a stone. 11:59 -!- MarvinPA [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has quit [Read error: 60 (Operation timed out)] 11:59 -!- MarvinPA-2 is now known as MarvinPA 11:59 <+due> Excellent, I fixed throwing needles at yourelf. 11:59 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 12:01 <+due> Eronarn: Ping. 12:02 < Twinge> I would still like to see Halflngs have more going for them then 'worse than Kobolds except that they're cool wih shields+slings' though ;) 12:04 <+due> Sure. 12:04 <+due> But at least it's better than the nothing they had before. 12:05 < Twinge> Yes. 12:06 < Twinge> How do I post something to the mailing list? (Or you oculd for me if you want) -- dpeg wanted to run the monster exp tweaks by mailing list people before implementing them 12:08 <+due> Sign up to c-r-d and post it? 12:09 < Twinge> ??newsletter 12:09 < Henzell> I don't have a page labeled newsletter in my learndb. 12:10 < Twinge> ??crd 12:10 < Henzell> crd[1/1]: https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss 12:10 <+by> argh, I have a comment "// XXX: broken" in my code and don't know why :) 12:14 -!- MarvinPA-2 [n=marvin@80-41-136-49.dynamic.dsl.as9105.com] has joined ##crawl-dev 12:17 <+due> by: eek :) 12:20 <+due> is it abs() or std::abs()? 12:21 < ais523> oh, I found a bug in Crawl yesterday, trying to write a Crawl bot 12:21 < ais523> there's a loop that loops over all signals setting them to crash-handle before default actions, even if the default action isn't to crash the program 12:21 <+due> Oh? 12:21 <+due> Anti-bot measures, clearly. ;) 12:22 < ais523> in particular, SIGTTIN and SIGTTOU are set to stop the program (and continue it when the terminal is available) by default 12:22 * due kidding. 12:22 < ais523> with the current code, Crawl runs, but crash-dumps every single time it's backgrounded 12:23 < ais523> (you can ask sorear for why this is relevant: basically, it's a trick that uses the shell job control primitives to see when Crawl is asking for input) 12:23 < ais523> anyway, the bug exists even when not running via a bot (just type "./crawl &" and see the crash happen) 12:23 < ais523> but the framework I'm using tends to trigger it quite a lot 12:25 <+by> would you mind filing a bug report? (or if you know how to fix it, that's good too) 12:25 < ais523> I have a patch already, where should I send it? 12:26 <+by> some pastebin? sprunge.us works well 12:27 <+due> sprunge is nice 12:27 * ais523 formats the patch 12:27 <+due> Okay, so I'm going to use the same HD roll as meph cloud, but scaled againts throwing skill and blowgun enchantment. 12:28 <+due> But that basically means that you only need 27 skill and +1 blowgun to overcome a 28 HD monster all the time. 12:28 <+due> Is that unreasonable? 12:28 <+due> Or should I cap the bonus at 28 / 2? 12:28 < syllogism> no wonder randart stats took long: Randarts generated: 16777215 valid 12:29 <+due> syllogism: It always takes forever. 12:29 < syllogism> yes 12:29 < syllogism> but usually I cancel it before it finishes :P 12:29 <+due> Heh, me too. 12:29 < Twinge> Hmm 12:30 <+due> So, HD 27 monster, with 36 blowgun roll (27 + 9), capping it at 18 reduction would be checking against HD HD. 12:30 <+due> Er. 18 HD. 12:30 <+due> No, wait. 12:30 <+due> 9 HD. 12:30 <+due> So 1 + random2(27) >= 9. 12:30 <+due> Is that acceptable? 12:31 < Twinge> 'If 1d(ThrowingSkill + BlowgunEnchantment) >= MonsterHitDice Then DartEffect procs' ? 12:31 < syllogism> so wait would that roll be used against any monster with hd >9 12:32 < syllogism> or 27? 12:32 < Twinge> @??Death Yak 12:32 < Gretell> death yak (Y) | Speed: 10 | HD: 14 | Health: 42-112 | AC/EV: 9/5 | Damage: 30 | Res: magic(93) | Chunks: poisonous | XP: 1194. 12:32 <+due> @??cerebov 12:32 < Gretell> Cerebov (&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: demonic, see invisible | Res: magic(168), hellfire+++, poison | XP: 15000 | Sp: fire storm, iron shot, haste, greater demon. 12:32 <+due> 21 - 18 = 3. 12:32 -!- MarvinPA [n=marvin@80-41-136-49.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 12:32 -!- MarvinPA-2 is now known as MarvinPA 12:33 < Twinge> @??Deep Elf Demonologist 12:33 < Gretell> deep elf demonologist (e) | Speed: 10 | HD: 12 | Health: 36-72 | AC/EV: 0/13 | Damage: 12 | Flags: spellcaster, see invisible | Res: magic(96) | Chunks: contaminated | XP: 1115 | Sp: demon, banishment, greater demon, call imp, teleport self. 12:33 <+due> We could do 36 / 3 instead. 12:33 < Twinge> I'm still not clear if I'm following what you're meaning, hehe 12:33 <+due> Twinge: Okay, the meph cloud check is 1 + random2(27) >= monster's hd. 12:33 < syllogism> seriously :P 12:34 < Twinge> Always 27? 12:34 <+due> Yes. 12:34 <+due> It's a fixed HDcheck. 12:34 < ais523> http://sprunge.us/JOTh?diff 12:35 < Twinge> So a 52% (14/27) chance of confusing a death Yak per turn it spends in the cloud 12:35 <+due> The maximum blowgun roll you can get is 36 (27 + 9). 12:35 < ais523> it's a pity, really, the erroneous crashdumps were rather fun, as they marked the character as a yak gladiator 12:35 <+due> Twinge: Yeah. Meph cloud power only affects duration. 12:36 < Twinge> K. 12:36 <+due> So I'm wondering what to scale against the blowgun roll instead. 12:38 < Twinge> How many darts will work on what kinds of monsters? Obviously poison won't work on poison resistant, but I'm not quite up to date on what other effects block what other special needles. 12:38 <+due> there aren't any at the minute. 12:38 <+due> There'll be this HD check. 12:38 <+due> And possibly either a new set of resistance (organic compound resistance), or reusing poison resistance levels. 12:38 < syllogism> @?? antaeus 12:38 < Gretell> Antaeus (C) | Speed: 10 | HD: 22 | Health: 700 | AC/EV: 28/4 | Damage: 75(cold), 30(cold) | Flags: demonic, amphibious | Res: magic(264), cold++, elec++ | Vul: fire | XP: 15000 | Sp: b.cold, b.lightning. 12:39 < Twinge> Hmm. 12:39 <+due> I want it to be reasonable that you can paralyse Antaeus or Cerebov with high skill and an enchanted blowgun. 12:39 <+due> But not extremely easy. 12:39 < Twinge> So same formula for all needle types for now? 12:39 <+due> Yes. 12:40 < Twinge> Rmember that you also have to hit them first before this check; I don't know what the odds of that look like against any decent EV. Surely high, but roughly how high? 12:40 < syllogism> That formula seems fine if that's the goal 12:40 <+due> Exactly. 12:40 < syllogism> hitting is easy 12:40 <+due> syllogism: Which formula? 12:41 < syllogism> 1d(skill+enchantment) 12:41 <+due> Ah. 12:41 <+due> so 1d36 >= monster->hd? 12:41 <+due> Actually, I lie, it's 1d3. 12:41 <+due> Actually, I lie, it's 1d37. 12:42 * due fixes. 12:42 < syllogism> it's a rather generous formula but it can be nerfed later 12:42 < Twinge> Why's it 37? 12:42 < TGW> enchantment on what? 12:42 < Twinge> The blowgun 12:42 < TGW> the needles? 12:42 <+due> Twinge: Initialised a variable to 1 initially, it should've been 0. 12:43 <+due> It's 1d36 now. 12:43 < Twinge> Oh, or the needles. One of the two. 12:43 < syllogism> or the average 12:43 < Twinge> Hmm - or a--yep, just what I was about to say 12:43 < syllogism> @?? orb guardian 12:43 < Gretell> Orb Guardian (X) | Speed: 14 | HD: 15 | Health: 45-120 | AC/EV: 13/13 | Damage: 45 | Flags: see invisible | Res: magic(120) | XP: 3887. 12:43 < Twinge> @??Nikola 12:43 < 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. 12:44 <+due> The blowgun. 12:44 <+due> For the minute! 12:44 < Twinge> @??Titan 12:44 < Gretell> titan (C) | Speed: 10 | HD: 20 | Health: 60-160 | AC/EV: 10/3 | Damage: 55 | Flags: sense invisible | Res: magic(186), elec++ | XP: 3632 | Sp: b.lightning, minor healing, airstrike. 12:44 <+due> We'll see how tihs works, anyway. 12:44 < AceTetra> due: did you fix throwing needles at yourself when you ought to be vulnerable? 12:44 <+due> AceTetra: Yes, have't pushed though. 12:45 < Twinge> @??storm Dragon 12:45 < Gretell> storm dragon (D) | Speed: 12 | HD: 14 | Health: 70-140 | AC/EV: 13/10 | Damage: 25, 15, 15 | Flags: fly | Res: magic(93), cold, elec+++ | XP: 3006 | Sp: b.lightning. 12:45 < Twinge> @??Geryon 12:45 < Gretell> Geryon (&) | Speed: 10 | HD: 15 | Health: 300 | AC/EV: 15/6 | Damage: 35 | Flags: demonic, see invisible, fly | Res: magic(120) | XP: 6391 | Sp: beast. 12:45 < AceTetra> i wasn't paying much attention sorry 12:45 < Twinge> @??Mara 12:45 < Gretell> Mara (R) | Speed: 10 | HD: 20 | Health: 140 | AC/EV: 10/14 | Damage: 30 | Flags: demonic, evil, spellcaster, see invisible | Res: magic(213), elec++, poison | XP: 7532 | Sp: mislead, mara summon, b.lightning, player ghost, pain, teleport self. 12:45 < Twinge> 20 HD for Mara :O 12:45 < AceTetra> do we have wielding needles yet? :P 12:46 <+due> Yeah, Mara's pretty buff. 12:46 <+due> AceTetra: No, this isn't NetHack. :p 12:46 < ais523> both Crawl and NetHack let you wield anything 12:46 < AceTetra> due: but, but, that's not nethack! 12:47 < ais523> presumably, wielding needles wouldn't do a lot in either game 12:47 < Twinge> ADOM lets you weild anything too. Duelists can't disarm you if you're using, say, a statue to fight ;) 12:47 < AceTetra> wielding needles just makes sense! 12:48 < Twinge> Ace: In the sense you could apply any force and they'd be just as likely to hurt you at the enemy? 12:48 < Twinge> *couldn't 12:48 < AceTetra> dammit hair! stop getting in the way! 12:48 < AceTetra> this hair isn 12:49 < AceTetra> t helping with the hair option 12:49 < ais523> Twinge: reminds me of wielding potions in NetHack; they break when you hit things with them, and both of you get drenched in the potion and suffer the splash effect 12:49 < ais523> this is mostly only useful for potions of paralysis, when you're immune to paralysis and the opponent isn't 12:49 <+due> Which is better than throwing why? 12:50 < ais523> throwing is much more likely to miss 12:50 < ais523> and in melee, if you miss the potion stays intact so you can try again 12:51 <+due> Well, it took me three tries to confuse cerebov with 27 throwing skill. 12:51 <+due> I think that's pretty reasonable. 12:51 <+due> =0 blowgun though. 12:53 <+due> Should we have a message? "The monster resists the organic compound." 12:54 <+due> Or just "resists". 12:54 < syllogism> it should be documented somewhere your skill and enchantment helps you overcome their resistance 12:54 <+due> It will be. 12:54 <+due> I'll put it in needles and blowguns, I think. 12:54 <+due> Though, this doesn't apply to poisoned needles. 12:54 <+due> Nor curare. 12:55 < syllogism> it should apply to curare at the very least 12:55 < syllogism> or maybe not 12:55 <+due> rPois, though. 12:55 < syllogism> @?? gnoll 12:55 < Gretell> gnoll (g) | Speed: 10 | HD: 2 | Health: 8-18 | AC/EV: 2/9 | Damage: 9 | Res: magic(8) | Chunks: contaminated | XP: 14. 12:56 < syllogism> the problem with the formula is you can't paralyse even d1 monsters at 0 skill and a plain blowgun 12:56 <+due> Yeah. 12:57 <+due> Hm. 12:58 < syllogism> maybe it should always work on monsters below certain HD 12:58 <+due> Or 12:58 <+due> Or hm. 12:58 <+due> No, that idea wouldn't work, because it would mean you could confuse cerebov with low skill/enchantment. 12:59 < Twinge> @??Ogre 12:59 < Gretell> ogre (O) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 1/6 | Damage: 17 | Res: magic(20) | Chunks: contaminated | XP: 131. 12:59 <+greensnark> We need ninja monsters that can knock the needles out of the air like they do in wuxia movies. 12:59 <+greensnark> And hey due 12:59 <+due> greensnark! 12:59 <+greensnark> Sigmund could know kung fu 12:59 <+due> greensnark, "killed by Duvessa (who was berserk)" for Henzell. Is this acceptable? Sorear said I should ask you because apparently someone said no to reporting specific monster (and player, paralysis, sleeping)( states. 12:59 < ais523> my patch for that signal-handling issue: http://sprunge.us/JOTh?diff 12:59 <+greensnark> Sounds fine to me 12:59 <+due> syllogism: That's probably best, but what HD? 12:59 <+greensnark> And why should you ask me? :P 12:59 <+due> Overlord and Henzell Master? 13:00 < cbus> greensnark, how do I change keymap in macosx? 13:00 < cbus> setxkbmap dvorak? 13:00 < cbus> :D 13:00 <+greensnark> Henzell doesn't really care 13:00 <+due> syllogism: HD5, you think? 13:00 <+greensnark> The length limit for monster names and vmsg in the db is quite generous 13:00 <+greensnark> cbus: ? 13:00 < syllogism> at first glance HD5 seems fine 13:01 <+greensnark> Is this some new model number 13:01 <+greensnark> Oh, 5 HD 13:01 < cbus> aoeu 13:01 < cbus> fuck yeah 13:01 < cbus> dvorak! :) 13:01 < Twinge> @??scorpion 13:01 < 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. 13:01 <+greensnark> :P 13:01 <+greensnark> Probably under system preferences -> keyboard :P 13:01 < cbus> now if I forget to switch back my gf's brother will kill me ;) 13:02 < syllogism> @?? sigmund 13:02 < Gretell> Sigmund (@) | Speed: 10 | HD: 3 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: magic(12) | Chunks: contaminated | XP: 104 | Sp: throw flame, confuse, invisibility, magic dart. 13:02 <+greensnark> cbus: That would not be good? :P 13:02 < Twinge> IF 2+1d(3+BlowgunSkill + (BlowgunEnchant+NeedleEnchant / 2)) >= MonsterHD THEN proc 13:02 <+due> syllogism: Perhaps a coinflip chance for monsters <=HD5? 13:02 < cbus> greensnark, nah :) 13:02 <+greensnark> Learn how to type in qwerty :P 13:02 <+due> Twinge: Or that works. 13:02 <+greensnark> You'll need to know how to type in qwerty :P 13:02 < cbus> greensnark, I can but its hard, how do I play crawl? 13:02 < cbus> greensnark, it's just very uncomfy 13:02 <+due> max of 2 + (30 + (9 + 9 / 2))? 13:03 < Twinge> That gives you 100% on HD 3 or less, 20% on HD6 with no skill. Hmm. 13:03 <+due> That's 40 max. 13:03 < Twinge> 9 and 9 is a lot of enchanting though 13:03 < syllogism> @?? killer bee 13:03 < Gretell> killer bee (k) | Speed: 20 | HD: 3 | Health: 9-24 | AC/EV: 2/18 | Damage: 10(poison) | Flags: fly | Res: magic(12) | Vul: poison | Chunks: poisonous | XP: 61. 13:04 <+due> True. 13:05 <+due> Though I might just use Blowgun enchant at the minute, because I'm not sure how to get the enchant of the missile. 13:05 < syllogism> greensnark: did you see heteroy's shoal 5 adventures 13:05 <+greensnark> syllogism: No? 13:05 <+greensnark> I checked for splats, so he obviously didn't die :'( 13:05 < syllogism> he almost splatted about 10 times, almost drowned due to aquamancer pushing him into deep water and TSO saved him once 13:05 <+greensnark> Ooh 13:05 < syllogism> used all his consumables and escaped with 6 hp 13:05 <+greensnark> What level was this? 13:05 < Twinge> That's about 48 Scrolls on average, I think? Just for one set of needles and blowgun? (Only asusming Enchant 1 or 2 here to be fair) 13:05 <+greensnark> I should grab his ttyrecs 13:06 < AceTetra> it could have been any level 13:06 <+due> Twinge: Very true. 13:06 <+greensnark> "almost drowned" == he fell into deep water and scrambled out? 13:06 < AceTetra> i did that once 13:06 <+due> Twinge: What about the current skill check? We could maybe just discard that. 13:06 < syllogism> shoals 5, he got the rune and killed xtahua 13:06 < syllogism> greensnark: yes 13:06 <+greensnark> Ah 13:06 <+due> Twinge: (It's a flat rate of failing if your throwing skill is less than 5, or your blowgun is less than +5) 13:06 <+greensnark> So the milestone should be tvable 13:06 < ais523> something in me feels that that ought to be a skill check, somehow 13:07 < ais523> perhaps a swimming skill that speeds movement in shallow water and eventually lets you swim in deep water too 13:07 < AceTetra> it ought to be some kind of check, if i can get on tv with a silly chance like that! 13:07 * greensnark ignores AceTetra already. 13:07 < Twinge> due: Oh, I didn't know about that. Hmm. 13:07 <+due> Twinge: We could just nuke that, though. 13:08 < AceTetra> greensnark: but, but 13:08 <+due> Twinge: It's currently skill + enchant + -5. 13:08 <+due> Twinge: if > 0, then !one_chance_in(abs(roll)) of fail.. 13:09 < Twinge> Hmm. What's the current formula for poison needles, if that's easily accessible? 13:09 <+due> rPois. :) 13:09 <+due> Let me find it 13:09 <+due> _poison_hit_victim 13:10 < AceTetra> the current formula for rpois is that + = ++ = +++ 13:10 <+due> !source _poison_hit_victim 13:10 < Henzell> Lines pasted to http://pastebin.com/m6b1b283e 13:10 <+due> AceTetra: Something else entirely. 13:10 <+due> Twinge: ---^ in theory 13:10 <+greensnark> So shields have ridiculous blocking these days? 13:10 < syllogism> no 13:10 <+greensnark> Has it really been strengthened? They were already too strong in 0.5 13:10 < AceTetra> due: i was being kinda cynical anyway. correction please? 13:10 <+greensnark> Just the displayed value changed? 13:11 < syllogism> yes, it now shows hidden values 13:11 < syllogism> like dex bonus 13:11 <+greensnark> Oh ok 13:11 < Twinge> due: Same formula for needles as bolts and such then? 13:12 <+due> AceTetra: If you want to be cynical, do it elsewhere. 13:12 <+due> Twinge: Yes. 13:12 < syllogism> maybe his initial shoals 5 milestone would be another decent starting point, xtahua kicked his ass iirc 13:12 < syllogism> he doesnt have any resistances :P 13:12 < AceTetra> due: ok. 13:12 < Twinge> Needles have 'automatic hit' for 0 damage, and bolts/arrows/darts have to deal damage to have a chance to poison? 13:13 <+due> Yees. 13:13 < AceTetra> i just thought none of us were really serious about that sorry 13:13 < Twinge> It's been a long time since I've worked with code more complicated than only light scripting languages, so I don't breeze through this stuff these das, hehe 13:13 < Twinge> But that explains why I never seem to poison with arrows :P 13:16 < syllogism> greensnark: the drowning bit coming soon 13:16 < Twinge> So a poison needle that hit would be 75% to poison a scorpion which has AC 5? Not sure what the whole else block applies to though; I'm perhaps incorrectly inferring the top part applies to it hitting a monster of whatever type 13:17 < AceTetra> ok, even though i know that most of my needle ideas are very silly indeed, i still would like to be able to wield a needle and stab someone. why not? 13:17 <+greensnark> syllogism: That was hilarious 13:17 <+greensnark> I love how dedicated he was to eating that ration even with the aquamancer bolting the hell out of him :P 13:17 < syllogism> I cant believe he survived here :P 13:17 <+greensnark> He finished eating the ration after he scrambled out of the deep water <3 13:18 < Twinge> Ace: Code it, then? ;P It'd have to have very low chance of successfully working, and probably a small chance of pricking yourself by accident. Would be kind of interesting I guess. 13:18 < syllogism> he is trying to ctele but he is mesmerized :P 13:18 < AceTetra> Twinge: i would code everything if i had any idea how 13:19 < AceTetra> Twinge: i am the most pathetic 13:19 < Twinge> That would be on the easy side I think, though I admit I wouldn't be able to just pop it out either right now myself. It kind of falls under the category of 'I guess we can add it, but we don't want any of the main devs to waste their time on it' I think. 13:20 < AceTetra> Twinge: exactly. i can't do it either! 13:20 <+due> I return. 13:20 < AceTetra> oh whatever due 13:21 < AceTetra> due can code like a motherfucker, don't let him fool you 13:21 <+due> Twinge: I think your code for the needle brands is fine, though. 13:21 < Twinge> Ace: So I think if you find someone that wants to make it it would probably be accepted, but none of the main devs will want to make it since it's kind of silly. I don't even know what skill it would check :P 13:22 <+due> Twinge: What are the chances of confusing a HD5 monster with 0 skill and {0 blowgun? 13:22 < Twinge> due: Just trying to think it out and figure how likely you should be able to hit things, normal progression through early game for assassin, etc. 13:23 <+due> Twinge: Dont' worry about to_hit. 13:23 <+due> Twinge: The functions are only called when we hit the monster. 13:23 < AceTetra> Twinge: yes. and right now i just want to fix code that i actually use, not code that 13:24 < AceTetra> 's actually worth working on 13:24 < AceTetra> i just want to fix TrBe, fuck everything else! 13:24 < Twinge> due: Yes, but it's still a consideration. I mean, if you only hit half the time, it's effectively half the odds to get the desired effect. 13:25 < Twinge> I know needles are pretty accurate though 13:25 <+due> Ah. 13:25 < AceTetra> Twinge: needles are so accurate it hurts 13:25 < AceTetra> skip training throwing whatever skill. just throw needles! 13:25 <+due> AceTetra: Shhh. 13:26 < AceTetra> due: feh! prove otherwise! 13:26 <+due> ... 13:27 < AceTetra> well, ... 13:27 <+due> Do you have anything constructive to contribute? 13:27 < AceTetra> yes! go needles! 13:27 <+due> greensnark: Also, mesmerisation only affects controlled teleport, aparently. 13:27 <+due> Which... makes little sense 13:28 < AceTetra> this isn't a joke though 13:28 <+greensnark> Surprises a lot of people, for sure :P 13:28 <+greensnark> dpeg wants to retain the existing mesm effect on controlled blink and teleport 13:28 < ais523> that sort-of makes flavour sense 13:28 < AceTetra> i seriously said go needles! 13:28 <+due> ais523: Why? It doesn't touch random teleports. 13:28 < syllogism> as I said it should just make ctele uncontrolled 13:28 <+due> ais523: It comes up with a prompt saying "Please pick again". 13:28 <+due> ais523: It should just make ctele uncontrolled. 13:29 < ais523> due: because, the point of being mesmerised is that you don't /want/ to go away from the monster 13:29 < ais523> you can, but your brain won't let you 13:29 < Twinge> due: Are blowguns still very high accuracy even with no skill? 13:29 < AceTetra> due: that is hilarious! 13:29 < ais523> so if you can control teles, you're going to just go near 13:29 < ais523> randomised, your brain can't stop you 13:29 <+greensnark> Controlled teleport should be forced into a teleport onto the siren's position, to be logical 13:29 <+greensnark> Without giving the player control 13:29 <+greensnark> Or else we can lift the teleport restriction 13:29 <+greensnark> But dpeg favours option (a) 13:29 <+due> ais523: Which buggers anyone with the controlled teleport mutation. 13:30 < AceTetra> did i ever say something here about how semi-random tele is bogus?! 13:30 -!- mode/##crawl-dev [+o due] by ChanServ 13:30 <+greensnark> due: Well, nobody said mutations should be unambiguously beneficial :) 13:30 < syllogism> greensnark: that's just annoying though as you can remove the ring 13:30 -!- AceTetra was kicked from ##crawl-dev by due [Please, calm down.] 13:30 < Twinge> @??hydra 13:30 < Gretell> hydra (D) | Speed: 10 | HD: 13 | Health: 39-104 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious | Res: magic(52), poison | Chunks: poisonous | XP: 1214. 13:30 -!- mode/##crawl-dev [-o due] by due 13:30 < ais523> due: agreed, it makes no gameplay sense at all 13:30 -!- AceTetra [n=AceTetra@97-126-65-38.tukw.qwest.net] has joined ##crawl-dev 13:30 < ais523> even though it does make flavour sense 13:30 <+greensnark> syllogism: Oh, I prefer not messing with teleport at all :P 13:30 <+due> I suppose it does make some flavour sense. 13:30 < AceTetra> ok, i was serious about the semi-random tele though 13:31 < AceTetra> it works better than it did before, but it's a bit odd 13:31 <+due> You mean semi-controlled blink? 13:31 < AceTetra> yes 13:31 < AceTetra> due why did you kick? 13:31 <+greensnark> Sirens are really a huge conflict between what-does-the-PC-want and what-does-the-player-want, so it'll take time to thresh out the details 13:31 <+due> AceTetra: Because you are getting kinda manic and you need to calm down. 13:31 <+due> greensnark: Sure, but there isn't really a specific definition of the flavour anywhere. 13:32 < AceTetra> due: but i'm not :/ 13:32 <+due> Is it actually a tractor beam--ie, a physical, you can't get away. 13:32 <+due> Or is it a mental "I don't want to get away"? 13:32 < Twinge> due: Let's drop the first add by one and put it inside the die roll instead, to make it 1+1d(4+BlowgunSkill + (BlowgunEnchant+NeedleEnchant / 2)) >= MonsterHD THEN proc (or I guess in the code it'd be 2+random2(...)). This means with no skill you're still at 100% to proc on HD1 or HD2, 75% on HD3, 50% on HD4, and 25% on HD5. With say 4 skills as an early Assassin, you're up to 56% on an ogre's 5HD. This gives everyone good chance to 13:32 <+greensnark> Oh, the flavour gets to be defined by us :) 13:32 < Twinge> hit the weakest stuff, but you need skill to have decent odds against anything big -- 13:32 <+due> Twinge: Sounds excelent. 13:32 < AceTetra> i just wanted to point out the slightly odd semi-random blink behavior 13:32 < ais523> sirens with a tractor beam would make no sense at all 13:32 <+due> Twinge: random2(3) is 0 - 2, though. 13:32 <+greensnark> Myth would certainly point to it being mental though 13:32 < ais523> flavourwise 13:32 <+greensnark> Yeah 13:32 <+due> Okay. 13:33 <+due> Then why can you fight them? 13:33 <+due> And throw spells and rocks and shit? 13:33 < Twinge> however, I think I'd like there to also be a baseline minimum, probably 2%, of it hitting no matter what -- at least if the HD is say 15 or less, so even unskilled has a tiny chance of getting a lucky shot off. 13:33 <+greensnark> Who said we're following myth to the letter :P 13:34 <+due> Twinge: So, if monster->hit_dice < 15 and random2(100) <= 2? 13:34 <+greensnark> I hope to add testudines to Shoals soon 13:34 <+due> Is one_chance_in(50) equivalent? I hate maths. 13:34 <+due> greensnark: Yaaay. 13:34 <+due> Anyway. 13:34 <+greensnark> dpeg still playing coy, but at least we can try it 13:34 <+due> There's no differentiation between sirens and mermaids, also. 13:34 < Twinge> Seems good. That can either stack, or just be a MIN from the previous. 13:34 <+greensnark> I really want to get rid of taurs and stone giants and crap 13:35 <+due> Plese, get rid of taurs and stone giants. 13:35 < Twinge> The difference is pretty negligible either way, so whichever is easier. 13:35 <+due> a) massive XP boost, b) annoyingg as hell. 13:35 < AceTetra> ok, can i get an opinion about semi-random tele without kicking? i still think it's odd that semi-random does a 8-dir blink before the random blink. 13:35 < AceTetra> it's one of the two 8-direction blinks left in crawl! 13:36 < syllogism> well it definitely does need some enemies with ranged attacks 13:36 < Twinge> and due: yes, I know rand2(3) is 0/1/2. So 2+rand2(4) is the same as 1d4+1, which is what I wand - meaning you can't ever get less than 2 total, so HD2 is 100% :) It's just easier to psuedo-code it up with 1dX notiation 13:36 < syllogism> besides aquamancers 13:36 < syllogism> and javelineers 13:36 <+greensnark> And javelineers and regular merfolk :) 13:36 <+due> Twinge: Okay, good, because that caught me a few times. :) 13:36 < syllogism> regular merfolk are just popcorn :P 13:36 <+greensnark> They're about as effective as regular centaurs, true :P 13:36 <+due> Delicious, fishy-flavoured popcorn. 13:36 <+greensnark> For some reason they gave 500 xp until I went after them with the xp nerf bat :P 13:37 <+greensnark> @??merfolk 13:37 < Gretell> merfolk (m) | Speed: 10 | HD: 9 | Health: 18-54 | AC/EV: 4/12 | Damage: 18 | Flags: amphibious | Res: magic(36) | Chunks: contaminated | XP: 188. 13:37 < AceTetra> actually, i'm wondering, is semi-random blink really one of the directional blinks left? 13:37 < syllogism> uh 13:37 <+greensnark> Yeah, they're quite low xp now :P 13:37 < Twinge> due: It probably doesn't help that the most recent code I've looked at of that style is decompiled ADOM code, which has a specific die roll function so I'm a lot more used to seeing the "+1" accounted for automatically ;) 13:37 <+greensnark> But I had to avoid blowing Shoals xp budget somehow :P 13:38 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 13:38 <+greensnark> I should also attend to sharks 13:38 < syllogism> @?? shark 13:38 < Gretell> shark (;) | Speed: 10 | HD: 7 | Health: 21-56 | AC/EV: 9/5 | Damage: 15, 8 | Flags: cold-blooded | Res: magic(28) | Chunks: contaminated | XP: 264. 13:38 < syllogism> @?? swamp worm 13:38 < Gretell> swamp worm (w) | Speed: 12 | HD: 5 | Health: 25-50 | AC/EV: 3/12 | Damage: 20 | Res: magic(20) | Chunks: contaminated | XP: 144. 13:38 < syllogism> why are they weaker :P 13:38 < Twinge> green: You going to modify sharks directly, or should I put them on the list? 13:38 < syllogism> and give more xp :P 13:38 < purge> my caster got one-shotted by a shark in the swamp because i mistakenly took a step in shallow water :/ 13:38 <+greensnark> More HD :P 13:38 <+greensnark> Sharks are really sad :P 13:38 < Twinge> pruge: You mean swamp worm, not shark? 13:39 <+greensnark> Yeah, shouldn't get sharks in swamp 13:39 <+due> Okay 13:39 < purge> it was a shark, and i thought it was in the swamp 13:39 <+due> greensnark: How do I get the ammunition enchantment out of the bolt structure? 13:39 < syllogism> purge: that's insulting :P 13:39 <+greensnark> Maybe not in swamp, then? 13:39 < purge> maybe 13:39 <+greensnark> due: There's some item object, let me check 13:39 <+greensnark> due: beam.item 13:39 < Twinge> Can sharks do the same super-bite swamp worms can then? ...for that matter, can goldfish/big fish?? 13:39 <+due> greensnark: Thanks! I am so lazy. :) 13:39 <+due> Twinge: Yes. 13:40 < Twinge> Hmm. 13:40 < Twinge> Anyone know offhand what the multiplier is for that super-bite? Is it the same for all? 13:40 <+greensnark> 2x damage 13:40 <+Keskitalo> Afternoons! 13:40 <+due> Keskitalo! 13:40 <+greensnark> Keskitalo <3 13:40 < Twinge> I was not considering that when looking at nerfing the fish exp. 13:40 <+Keskitalo> awww, little heartsies. 13:40 <+greensnark> !send Keskitalo shot of whisky 13:40 < Henzell> Sending shot of whisky to Keskitalo. 13:40 < Twinge> Only 2x? I thought worms could do 50+ in one hit 13:41 <+Keskitalo> This early in the morning? 13:41 < syllogism> well they are speed 12 13:41 <+greensnark> And the player is slower when wading in water, so they get extra attacks 13:41 < Twinge> Nod. And I guess you'rew slower in-yeah. 13:41 <+greensnark> Keskitalo: It's 6pm here :P 13:41 <+Keskitalo> 14:41 here! 13:42 < cbus> greensnark, nice 13:42 < cbus> 13:41 here 13:42 < cbus> and its snowing like hell (when its frozen over) 13:42 <+greensnark> Keskitalo: I see your clock is set to International Student Time 13:42 < cbus> :) 13:42 <+greensnark> It's quite pleasant here :P 13:42 < cbus> greensnark, -10C and snowing like mad! :) 13:43 < cbus> perfect weather to stay at home and play go 13:43 <+greensnark> And I'm going over to Madras tonight, where it's 27C and very pleasant :P 13:43 < cbus> greensnark, nice, have an umbrella drink for me! :) 13:43 <+greensnark> Enjoy your snow :P 13:43 <+greensnark> cbus: I will :) 13:43 < cbus> bastard! :) 13:43 < cbus> its going to be even colder soon 13:44 <+due> Twinge: Hm. I bork code, I think. 13:44 < cbus> rumours of some places in sweden getting -40C 13:44 < Twinge> D'oh 13:44 <+Keskitalo> Now for Gentle Giant and dishwashing. 13:44 < Twinge> also due: would having a +1 blowgun by itself be any better than a +0 blowgun (assuming +0 needles) with that formula? Or would it just truncate down and have no extra effect at all? (I am asuming truncate at this point, but I dunno if random2() deals with non-ints or something) 13:45 <+due> Twinge: int(1) / 2 = 0, I'm pretty sure. 13:46 <+due> I'm sstill inclined to use just the blowgun plusses... 13:47 <+due> @??ogre 13:47 < Gretell> ogre (O) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 1/6 | Damage: 17 | Res: magic(20) | Chunks: contaminated | XP: 131. 13:47 < Twinge> Alright, that's probably fine. It's still a big investment of scrolls to make it past more than +5 or so. 13:47 <+due> Also, 1 + random2(4) is a max of 4, which means you will never confuse an ogre. 13:47 < Twinge> Yes, it should be 2 + random2(4). 13:47 <+due> Ah. 13:47 <+due> Whoops. 13:47 * due looks shifty. 13:48 < Twinge> Easy to confuse, we were kind of switching abck and forth between XdX notation and how it looks in the actual code :P 13:48 < Twinge> greensnark: Should I add sharks to the exp tweak list, or are you just going to do that one yourself? 13:49 <+greensnark> Twinge: If you can get to them, that'd rock 13:49 * greensnark is packing. 13:49 * due packs greensnark in a turtle shell. 13:49 <+greensnark> We should get some sort of emperor turtle for Shoal:5 13:50 <+due> ... Yes. 13:50 < syllogism> A'tuin 13:50 <+due> Yesss, do it! 13:50 <+greensnark> <3 13:50 < syllogism> too big?: P 13:50 <+due> MAybe a bit. 13:50 <+greensnark> Yeah, and when you kill him, problems arise 13:51 * due types "turtles in mythology" into google. 13:51 <+greensnark> Such as the dungeon collapsing 13:51 < Twinge> greensnark: It'll probably be a couple days before any of them are implemented. People like the list but dpeg wanted me to run it by the mailing list first, and then I'll have to make a patch file. But I'll add it and it can be fixed with the rest. 13:51 <+greensnark> Twinge: No hurry, thanks 13:51 <+due> Kurma? 13:51 < Twinge> Sharks don't have any odd special things with them not visible on Gretall's info do they? 13:51 <+greensnark> They get bloodlust 13:51 <+due> greensnark: What about Kurma? 13:51 < Twinge> How's the bloodlust work? 13:52 <+greensnark> due: Back in a bit, I have to finish packing and go shopping :) 13:53 <+due> Okay. 13:53 <+due> Twinge: It's the same as the orc frenzy with orc knights. 13:53 < AceTetra> due: you keep on topic really well! 13:53 * due does. 13:53 < Twinge> due: I have a decent idea from in-game how that works, but anything more concrete? Increases damage? accuracy? 13:53 <+due> Ah. 13:53 <+due> Let me check. 13:53 < AceTetra> Twinge: if it's about having concrete rules, you should do it yourself 13:54 <+due> ENCH_BATTLE_FRENZY 13:54 < Twinge> due: Don't need anything TOO exact, but more than a vague idea of 'makes them more threatening' would be good :) 13:54 <+due> They're immune to recite... 13:54 <+due> They get bonus damage 13:55 <+due> damage = damage * (115 + ench.degree * 15) / 100; 13:55 <+due> Both to melee and to ranged attacks. 13:55 < Twinge> Any idea how big degree is for the sharks? 13:57 <+due> It's kinda complicated. 13:57 < Twinge> Nod. Don't worry about it too much then. 13:57 <+due> I'll pastebin. 13:57 <+due> As it took me a while to find it. 13:57 <+due> It's in... shout.cc :/ 13:57 <+due> http://pastebin.ca/1740079 13:58 < AceTetra> ok, so i gotta revise semi-controlled blink 13:58 < Twinge> Bleh 13:58 <+due> It's basically working off the distance between the monster and the blood source 13:58 < ais523> what's that doing in shout.cc? 13:58 < AceTetra> it doesn't work how i thought it did, and i gotta change it anyway 13:58 <+due> ais523: I have no idea. 13:58 < ais523> I suppose I have an advantage finding things in the code, due to not knowing where things ought to be 13:58 <+due> Ah, blood_smell is in shout.cc 13:58 < ais523> so I always just grep the whole thing for some code I think is likely to be nearby 13:59 < Twinge> Sharks only bloodlust after fighting them, or do they just do it randomly like orc knights? More to the point, is it possible for them to bloodlust before you really encoutner them, and then sneak attack super-bite you for bloodlust + x2 damage? 13:59 <+due> Twinge: They bloodlust whenever they scent blood. 13:59 < AceTetra> i thought semi-controlled blink needed an area in that direction to blink in, but that's false. 13:59 <+due> So whenever you or a monste rbleeds on something, and they're in range to scent it (and they get a bonus to scenting range), they go into a frenzy 13:59 < Twinge> Ok. So normally it would be rather unlikely for them to be able to get both bonuses stacked 13:59 < AceTetra> now i don't know what the fuck 14:00 <+due> Well, they can possibly be offscreen when you get hit by a monster and bleed into shallow water... 14:00 <+due> @??shark 14:00 < Gretell> shark (;) | Speed: 10 | HD: 7 | Health: 21-56 | AC/EV: 9/5 | Damage: 15, 8 | Flags: cold-blooded | Res: magic(28) | Chunks: contaminated | XP: 264. 14:00 < Twinge> @??swamp worm 14:00 < Gretell> swamp worm (w) | Speed: 12 | HD: 5 | Health: 25-50 | AC/EV: 3/12 | Damage: 20 | Res: magic(20) | Chunks: contaminated | XP: 144. 14:00 <+due> I think 264 EXP is resonable for that, to be honest. 14:00 <+due> We need a wizard command for bleeding. 14:00 < Twinge> Yeah, that's kinda why I'm pausing and asking so many questions; they may not be as needing of a nerf as we thought 14:01 < AceTetra> ok, so how does semi blink work, and why did i screw up? 14:01 < AceTetra> i need to source dive again 14:01 <+due> AceTetra: Check spells3.cc, I'm pretty sure it's in there. 14:01 <+due> Or... not. Hm. Odd. 14:02 <+due> Teleportation is in spells3.cc, for sure. 14:02 < AceTetra> will do! 14:02 < Twinge> They have somewhat high AC, can sneak attack for double damage with 2 attacks, and can bloodlust. I haven't even had a chance to visit shoals yet to be honest, though - is walking through shallow water there fairly essential as it is in Swamp? 14:02 <+due> Only at high tide. 14:02 <+due> But no, it'snoot. 14:02 < syllogism> more like low tide really 14:02 < syllogism> at high tide it's mostly deep water 14:02 < Twinge> Hmm. So easier to avoid than swamp worms are. 14:03 <+due> syllogism: Yeah, that's what I meant. 14:04 < AceTetra> due could you give me a link for source? i keep clicking a link that makes a horrible rash on my arm :( 14:04 <+due> Twinge: Can you give me those stats again? 14:04 <+due> ... a horrible rash on your arm? 14:04 < Twinge> Which stats? 14:05 <+due> Twinge: The percentages based on skill and HD. 14:05 <+due> AceTetra: http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=snapshot;h=e34d93343f74787fc589a18070ef08a38d29668f;sf=tgz 14:05 < AceTetra> yeah, i want to click horrible prison stats, but, but... 14:05 <+due> Twinge: I'd like to include them in the commit message, if you don't mind :) 14:06 < AceTetra> aw come on firefox, open that shit 14:07 < Twinge> @??Sigmund 14:07 < Gretell> Sigmund (@) | Speed: 10 | HD: 3 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: magic(12) | Chunks: contaminated | XP: 104 | Sp: throw flame, confuse, invisibility, magic dart. 14:07 < Twinge> What's a relevant HD4 monster for comparison, hmm ;) 14:07 < Twinge> @??giant ant 14:07 < Gretell> giant ant (a) | Speed: 12 | HD: 3 | Health: 9-24 | AC/EV: 4/10 | Damage: 8(poison) | Res: magic(12) | Vul: poison | XP: 33. 14:07 <+due> @??dowan 14:07 < Gretell> Dowan (e) | Speed: 10 | HD: 3 | Health: 25 | AC/EV: 0/13 | Damage: 5 | Flags: spellcaster | Res: magic(24) | Chunks: contaminated | XP: 46 | Sp: throw frost, corona, blink, throw flame, haste other, minor healing. 14:07 <+due> @??duvessa 14:07 < Gretell> Duvessa (e) | Speed: 10 | HD: 4 | Health: 35 | AC/EV: 2/9 | Damage: 10 | Res: magic(32) | Chunks: contaminated | XP: 103. 14:07 < Twinge> Sure 14:07 <+due> Knew one of the twins was :0 14:08 <+due> Argh, switching from full sized to eee pc keyboard every night is driving me crazy. 14:08 < Twinge> @??yak 14:08 < Gretell> yak (Y) | Speed: 10 | HD: 7 | Health: 21-56 | AC/EV: 4/7 | Damage: 18 | Res: magic(28) | XP: 223. 14:08 < Twinge> 1+1d(4+BlowgunSkill + (BlowgunEnchant+NeedleEnchant / 2)) >= MonsterHD THEN proc. With no skill you're still at 100% to proc on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Divessa), and 25% on HD5 (ogre). With say 4 skills as an early Assassin, you're up to 56% on an Ogre, or 33% on a Yak. 14:08 <+due> <3 14:09 < AceTetra> oh, whoop-de-doo, it "opened", then flashed a bunch of useless windows! 14:09 < Twinge> You figured out what you broked then I take it? 14:09 < AceTetra> so, what was supposed to happen? 14:09 <+due> Twinge: Yeah, missed the 2. 14:09 <+due> AceTetra: You should get a download link for a snapshot of the source code. 14:09 < Twinge> Ah. 14:09 < AceTetra> i didn't break anything! 14:11 <+due> AceTetra: I'll just link you to the tree 14:11 <+due> You can select "raw" next to each link to view the relevant file. 14:11 <+due> http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=tree;f=crawl-ref;h=e34d93343f74787fc589a18070ef08a38d29668f;hb=HEAD 14:11 <+due> Oh, whoops: http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=tree;f=crawl-ref/source;h=aa04f87ea96d6ef696e7e1a0ff865e90190478b7;hb=HEAD 14:11 <+due> Wrong directory. 14:11 < AceTetra> ok, when should i have gotten a source code link? that link to the source code should have been it, right? 14:12 <+due> Yes. 14:13 <+due> Argh, late. 14:13 < AceTetra> well crap 14:13 < AceTetra> so i did it right, but everything else is screwed up?? 14:13 <+due> Twinge: Thanks a million for the formulae and help. :) 14:13 <+due> AceTetra: Try the new links. 14:13 < CIA-81> due * r2d0a1ea0721b /crawl-ref/source/item_use.cc: Throwing needles does not confer status affects. 14:13 < CIA-81> due * r65df1b1f5ffe /crawl-ref/source/item_use.cc: Saving throws for new needle brands (syllogism, Twinge, others). 14:14 <+due> Okay, so only rage->insanity next. 14:14 <+due> Which will have to wait until tomorrow. 14:14 <+due> And Vandal's unlinking throwing/slings. 14:14 < AceTetra> due: what do i do to the new links? these are the right links right? 14:14 <+due> AceTetra: Yes, find the file you want, click "raw" next to it to open it. 14:14 < Twinge> due: Sure =) Was a nice back-and-forth to quickly get a good solution. 14:15 < AceTetra> the file i want?! 14:15 <+due> AceTetra: :| 14:15 < AceTetra> well, i don't know 14:15 <+due> I don't even know what you want. 14:15 <+due> Er, want to do. 14:16 < AceTetra> i would like to, uh, play crawl? 14:16 <+due> greensnark: Seeing as we auto-gen the aptitudes table now with perl, can we nuke art-data.h frmo the repository? 14:16 <+due> AceTetra: Then why do you need the source code? 14:16 <+due> Anyway, on that note, I must sleep. 14:17 < AceTetra> huh? why did anyone need me to make a 0.5 save file?! 14:18 <+due> I... honestly can't comprehend you right now. 14:18 <+due> Maybe I'm too tired. :) 14:18 < AceTetra> god damn it this is fucking confusing! 14:19 < Twinge> Night, due. I should've gone to bed as well (and will now), but was interested in getting the formula right first :) 14:21 < AceTetra> oh man, it's almost like other people want me to decode their shit for them 14:22 < AceTetra> i must say that i can't decode any of your filthy english phrases 14:23 < AceTetra> lucky i could even understand what i understood in the first place! 14:29 < AceTetra> ok, so regardless of what i can understand, we still need to communicate with foreign language users 14:30 < AceTetra> i feel like i ought to be able to understand whatevr people say, even if i can't parse that language at all 14:32 < AceTetra> can i make language irrelevant, or do i have to translate that language until i can interpret it? 14:42 < Napkin> what's this about? 14:48 < AceTetra> Napkin: i swear i had a good point here. :/ 14:53 < AceTetra> anyway, even if i didn't have a point, i probably linked a url that would make anyone feel awful 14:55 < AceTetra> i wish i had some urls that would make people feel less awful, but we all wish for stuff... 14:56 <+greensnark> Napking! 14:56 <+greensnark> How is your MDFi doing? :P 14:56 <+greensnark> You know, your wizmode game that you copied to cdo for some reason? :D 15:02 < Vandal> Eronarn around? 15:02 < cbus> greensnark, lol 15:02 < cbus> @whereis Napkin 15:02 < Gretell> Napkin the Warrior (L16 MDFi), a worshipper of Okawaru, is currently on Orc:2 after 43703 turns. 15:02 < cbus> ?? Napkin 15:02 < Henzell> vnapkin[1/3]: hosts CDO 15:03 < Napkin> lol, greensnark 15:03 < Napkin> still alive though :-P 15:04 <+greensnark> :) 15:04 < Napkin> so, what do you suggest for newbie like be to play, greensnark? 15:04 <+greensnark> ? 15:04 <+greensnark> Next game or where to go this game? 15:04 <+greensnark> We should probably take this to ##crawl 15:05 < cbus> napkin, SpAs was very easy 15:05 < cbus> especially with the new needles :) 15:05 < cbus> (barely used em, but I did cheat vs boris and xtahua) 15:05 < Napkin> ##crawl is so spammy ;) 15:05 < Napkin> nobody's talking here anyways :D 15:06 < cbus> lol, me and vandal are talking ##crawl-dev stuff on the other chan :) 15:06 < Napkin> see, flying switch :D 15:06 < cbus> yes! 15:06 < cbus> fully automatic! 15:09 < Napkin> I meant next game - this char is already XL16 and will die in a minute or two ;) 15:09 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 15:14 < purge> Napkin: you mean you already have gotten past the interesting part of the game, start -> lair 15:14 < purge> and now its time to play again :) 15:14 < Napkin> well, it would interesting to see more than that just once a year, at least ;) 15:18 < CIA-81> greensnark * r7fc0151d1374 /crawl-ref/source/ (spl-mis.cc spl-mis.h): Fix fractured grammar in miscast death/foo causes. 15:19 < purge> wow that was very strange.. 3 orcs on D:1 15:20 < ais523> out-of-depth 15:20 < ais523> did you beat them? 15:20 < syllogism> !lg * place=d:1 killer=orc 15:20 < Henzell> 315. Fieros the Poker (L2 DSGl), slain by an orc (a -1,+1 orcish mace) on D:1 on 2010-01-05, with 98 points after 1031 turns and 0:03:05. 15:20 < purge> yeah i beat them but i have never ever seen that in all my gams 15:20 < purge> games 15:20 < ais523> Crawl tries its best to be unpredictable 15:20 < ais523> which includes blatantly out-of-depth monsters sometimes 15:21 < ais523> hilarious deaths[2/16]: !tv * place=D:7 killer=lich 15:21 < purge> well personally i don't consider normal orcs to be very ood even for d:1 :) 15:21 < ais523> that one's a classic 15:21 <+greensnark> That was a bug, actually 15:21 < purge> just i have never seen 1 let alone 3 together 15:21 < syllogism> it's a buggy vault though 15:22 < syllogism> shouldn't be though :P 15:31 <+doy> !lg * place=d:1 killer=yaktaur captain 15:31 < Henzell> 1. Imin the Skirmisher (L2 MuFi), shot by a yaktaur captain (bolt) on D:1 on 2007-03-24, with 73 points after 1105 turns and 0:04:31. 15:31 <+doy> that one's pretty hilarious 15:33 < ais523> doy: how did that happen? massively ood monster? 15:33 <+doy> ais523: yeah, this was before the ood nerf 15:36 < syllogism> the worst I've seen was a centaur captain 15:36 < ais523> one potential issue is that an ood monster which is easy for the player to beat for some reason would really throw off exp calculations 15:38 < ais523> just like insane randarts early on make a game a lot easier 15:38 -!- SiberOut [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 15:38 < ais523> a - the +10,+6 sabre of Onlifoud (weapon) {flame, rElec rC++ Str+1 Stlth} 15:38 < ais523> on dlvl 4 15:39 <+doy> ais523: for a while, polymorphing rats and stuff was really likely to make plain humans 15:39 < ais523> and they give lots of exp? whilst being easy? 15:39 <+doy> which because of something weird in their hd calculation, gave like 500xp 15:39 < ais523> ah 15:39 < cbus> ais523, crazy 15:39 < ais523> that was my best game, for kind-of obvious reasons 15:39 < ais523> and I died due to not knowing you couldn't read scrolls while confused 15:40 <+doy> made wand of polymorph other ridiculously good in the beginning for venom mages and such 15:44 <+Keskitalo> Ooh, never thought that polymorphing could be a neat way to get around resistances. 15:44 <+Keskitalo> But just did. Though I don't think that was the point, he? :) 15:50 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 110 (Connection timed out)] 15:52 < purge> yeah but that is a major bug you found greensnark: you can shoot enslaved creatures and they will still be friendly 15:53 < cbus> maybe they are just VERY loyal? :) 15:53 <+kilobyte> that's done for theme reasons 15:53 <+kilobyte> they're not loyal, they hate you wholeheartly... but can't control themselves 15:54 < ais523> enslaved implies magical control of the actions 15:54 <+kilobyte> but the moment their strings drop they'll tell you what they think about you shooting them, be sure 15:55 <+greensnark> If you actually do damage, the enslavement breaks though 15:55 <+greensnark> But if you shoot them with poison that does no direct damage, they think you're a great guy 15:56 < cbus> :) 15:56 < cbus> greensnark, btw Sp with amulet of guardian spirit is pimp 15:56 < cbus> since they get large MP supply :) 15:56 < cbus> (and it regens parallell with normal hp) 16:00 -!- Ero_ [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 16:12 < purge> greensnark: i don't think thats true because i shot an enslaved scorpian to death 16:13 -!- mr0t [n=mr0t@ppp-70-132-140-16.dsl.hstntx.swbell.net] has joined ##crawl-dev 16:15 <+greensnark> Oh 16:15 < syllogism> what spell were you using 16:15 <+greensnark> That should be fixed 16:15 <+greensnark> It's too cheap and easy to get rid of monsters that way 16:15 < syllogism> I think as long as you don't do over a certain fraction of their max hp they won't go hostile 16:16 < syllogism> this is mostly just a guess 16:16 <+greensnark> !tell due You and I should do a Great Grammar Overhaul for Crawl. Lots of terrible English in there now :/ 16:16 < Henzell> greensnark: OK, I'll let due know. 16:16 <+doy> nah, you can totally just hit monsters to death with ctrl-dir 16:17 <+greensnark> I seem to recall my enslaved critters coming to their senses abruptly when I did that 16:17 <+greensnark> Unless the enslavement wore off naturally at just that moment each time 16:17 < syllogism> well spells are definitely making them hostile 16:17 <+doy> hmmm 16:17 < syllogism> melee is too... 16:17 <+greensnark> I could totally cheese them with a blowgun though :P 16:17 < cbus> did the darts skill get removed? 16:17 <+greensnark> They'd go "Haha, that tickles, stop, haha" *die* 16:17 < cbus> (is it throwing only?) 16:17 <+greensnark> cbus: Yep 16:18 <+greensnark> Throwing only 16:18 < cbus> ahh ok 16:19 < purge> greensnark: sometimes it seems so maybe its only with melee weapons 16:19 < purge> bows they don't seem to care 16:21 < syllogism> hmm plant intelligence monsters (jellies) dont seem to mind you hitting them 16:22 < Napkin> about the new rod descriptions: the info text about charges, maximal enchantment is usually below the line with Accuracy/Damage/Delay 16:22 < syllogism> animals dont either I think 16:23 <+doy> ah, that might be it 16:24 <+doy> i think i was mainly enslaving animals 16:24 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 16:24 < purge> ok just tested in wizard mode 16:24 <+greensnark> What about orc warriors? 16:24 < purge> melee will cancel enslavement on scorpions 16:24 < syllogism> @?? scorpion 16:24 < 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. 16:24 < purge> throwing darts at them will not, and i assume thats the same with bows 16:24 < syllogism> scorpion is I_insect 16:24 <+greensnark> purge: Could you file a bug? :) 16:24 < purge> sure 16:25 <+greensnark> Thanks 16:25 <+kilobyte> zombies are not supposed to mind, they're just things 16:25 < syllogism> animals and plants dont either 16:25 <+greensnark> There should be consistency in how melee and beam attacks are handled, whatever the policy 16:27 < Ashenzari> Enslavement is not cancelled by ranged attacks (http://crawl.develz.org/mantis/view.php?id=344) by purge 16:27 < syllogism> or hmm 16:28 < syllogism> plants dont mind ranged attacks but do mind melee 16:28 < syllogism> if you enslave the royal jelly and attack it some ranged skills you get friendly jellies 16:28 <+doy> @??royal jelly 16:28 < syllogism> and some debug warnings 16:29 < Gretell> the royal jelly (J) | Speed: 16 | HD: 21 | Health: 230 | AC/EV: 8/4 | Damage: 50(acid), 30(acid) | Flags: sense invisible | Res: magic(196), poison, acid+++, asphyx | XP: 15000. 16:29 < syllogism> doy: ?oVulnerability 16:29 <+doy> ah 16:29 < syllogism> "Newly created friendly god gift 'death ooze' was hurt by you, shouldn't be possible; please file a bug report" heh 16:30 <+sorear> greensnark: due: hey, what happened to ais523's patch :( 16:30 <+greensnark> syllogism: How did you manage that? 16:30 <+greensnark> sorear: ? 16:31 < ais523> I'll post it again if you like 16:31 < ais523> my patch for that signal-handling issue: http://sprunge.us/JOTh?diff 16:31 < syllogism> greensnark: it spat out friendly jellies as soon as my bolt of fire hit it and then the same beam hit the death ooze 16:31 <+greensnark> And why is it a god gift? :P 16:31 < syllogism> no idea :P 16:31 <+greensnark> sorear: Can you apply the patch? 16:32 < syllogism> maybe because it's god=jiyva 16:32 <+sorear> greensnark: you and due had *plenty* of chances, but nooo, it has to be ME 16:33 <+doy> harsh! 16:33 <+Zaba> hmm 16:34 <+Zaba> Napkin++ 16:34 <+greensnark> sorear's just posing 16:34 <+greensnark> And that's the first I heard of a patch :P 16:34 <+sorear> doy: what's the git command for applying that thing again? 16:35 <+doy> git am 16:35 <+sorear> thanks 16:36 < CIA-81> ais523 * r8005831c3a4e /crawl-ref/source/crash-u.cc: Don't crashdump on SIGTTIN and SIGTTOU 16:38 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 16:40 < CIA-81> sorear * r0cbe9f7261e4 /crawl-ref/CREDITS.txt: Add ais523 to CREDITS.txt 16:40 < ais523> if only contributing patches to NetHack was that simple... 16:40 < eith> haha 16:41 < cbus> lol 16:41 < cbus> first you need to get reach of the dev team and they live on an deserted mountain top guarded by pink elephants ;) 16:44 <+sorear> (I'm amazed at how low the bar for CREDITS.txt is. I got into that file for adding an if to levdes.vim) 16:45 <+Keskitalo> :) 16:45 < ais523> cbus: it's different in my case; I've never had any trouble contacting the dev team, just have had problems getting anything useful out of them 16:45 < ais523> especially information 16:45 < ais523> the only way to get information out of them is to tell them and see if they contradict you, which makes it rather like a game of 20 questions 16:46 <+sorear> I, too, have contacted the devteam successfully 16:46 <+doy> sorear: i originally got in there for submitting bug reports 16:46 <+doy> (: 16:46 <+Keskitalo> Me too, I suggested the knight jumping was buggy. :D 16:47 <+Keskitalo> "I just get this 'illegal move' message over and over!" 16:47 < cbus> ais523, I found a bug that I posted and there was no feedback at all and it wasn't patched in the next version 16:47 <+Keskitalo> The knight chess piece is called "steed" in Finnish. 16:47 < cbus> ais523, so I'm not sure theres even a point in trying to contact them 16:47 < ais523> cbus: I do for bug reports 16:48 < cbus> ais523, I haven't played NH for a couple of years though so yeah... :) 16:48 < Napkin> Hey Zaba - what's up? 16:49 <+doy> my favorite bug that i submitted for nethack was that you could include terminal escape sequences in your petname in the options file 16:49 < Ero_> hahaha 16:49 <+doy> so you could leave a bones file with a pet that drew a purple L on the screen whenever it did something 16:49 < Ero_> that's amazing 16:50 < cbus> rofl 16:50 < cbus> :) 16:50 < cbus> thats awesome 16:50 < cbus> or ppl that named their fruits cockatrice corpse and stuff 16:50 <+Zaba> Napkin, you've made that nice version management thing on cdo 16:50 <+doy> well, nethack prevents that one 16:50 < cbus> has hpcolour or inventory colours/dump files gone into the main nethack source yet? :) 16:50 < ais523> I found a bug that allowed savescumming without write access to the saves directory 16:50 < ais523> cbus: nobody knows 16:51 < cbus> ais523, ahh, still on 3.4.3? 16:51 < Napkin> thanks :) 16:51 < ais523> cbus: and has been for years 16:51 < cbus> I bet it hasn't though :) 16:51 <+Zaba> an altar of veh under a flame cloud 16:51 <+Zaba> smart 16:51 < Napkin> yeah.. what's with those early single altars that are not reachable? 16:51 < cbus> napkin, meant to be reached "later" 16:52 <+Zaba> it's perfectly reachable 16:52 < Napkin> I thought people are supposed to "use" those 16:52 <+doy> Napkin: they're encouragment for you to come back for them 16:52 <+Zaba> and there's an artefact with rF+ near it 16:52 < cbus> napkin, I had an altar guarded by a moat with zombie fishes 16:52 <+Zaba> (and with good timing you don't need rF to reach it) 16:52 < cbus> napkin, at D:3 or something 16:52 < Napkin> by the time you can use them, you have found the temple already.. no? 16:52 < cbus> napkin, temple doesn't inculde all gods anymore 16:52 <+sorear> Napkin: the altar in question won't be in the temple 16:52 < Napkin> i mean.. it's not taking that long to find the temple 16:52 < Napkin> then it's even worse! 16:53 < cbus> I might be weird but I would almost just restart and hope it spawns in temple 16:53 < cbus> (since it's early anyway) 16:53 <+doy> Napkin: by the time you reach the temple you should be pretty close to strong enough to go back for those early vaults 16:53 < Napkin> I thought trying out gods is encouraged? that's just preventing people... 16:53 <+doy> d: 16:53 < Ero_> cbus: that's always been an option, with pre-temple altars 16:53 < Napkin> like the altars surrounded by lava or deep water... 16:53 <+doy> Napkin: yes, that's what this is trying to encourage 16:53 < ais523> Napkin: is it wrong that my best game was MDFi of Zin? 16:53 < Napkin> cbus even quit his game because of that 16:53 <+Zaba> why did killing a slave feel strangely unrewarding? 16:53 <+doy> Napkin: if the oka altar is too hard to reach, maybe you want to try a different god that's easier to get to 16:54 < cbus> doy, doesn't pretty much all of the gods kill you if you leave em early on? :) 16:54 <+doy> cbus: why would you leave them? 16:54 < cbus> doy, no 16:54 < Napkin> doy, there are all kind of altars, but I haven't seen an okawaru temple yet 16:54 < Napkin> *single altars 16:54 <+doy> Napkin: good! try a different god this time! 16:54 < ogaz> Zaba: you don't get exp for slaves 16:54 <+doy> that's the whole point 16:54 < Napkin> doy - that's the point 16:54 < Napkin> i would have! 16:55 <+sorear> Napkin: the theory is that by XL10 you should be able to access any of the overflow altars 16:55 < Napkin> but I couldn't - thanks to making it unaccessible! 16:55 <+doy> Napkin: the early vaults are entirely extra 16:55 < syllogism> lies :P 16:55 <+doy> the temple is still in the same place it was before 16:55 < Napkin> this is all blabla 16:55 <+sorear> Napkin: we didn't make every god unaccessible 16:55 < Napkin> i thought you wanted to encourage people.. this is just putting them off 16:55 <+doy> so there are still going to be like 7 or 8 gods that are completely free 16:55 <+sorear> Napkin: we made *one* god unaccessible 16:55 <+sorear> pick another! 16:56 <+sorear> was it your favorite god? diversify! 16:56 < Napkin> altar surrounded by deep water 16:56 < Napkin> altar surrounded by lava 16:56 < Napkin> altar with flame right on it 16:56 < syllogism> the point is you aren't supposed to pick that god 16:56 <+doy> not immediately anyway 16:56 < syllogism> but you can if you really want 16:56 <+doy> there are always going to be over half of the gods in the temple 16:57 <+doy> so you should have plenty of a selection of gods that are as easy to take as they were previously 16:57 <+sorear> or is one god so brokenly powerful that if you can't worship him in the Temple, the game isn't worth playing? 16:57 < Napkin> sorry - that way it's not in the least making players choose a different god than their favorite. 16:57 < syllogism> or if you get an early overflow vault that's easy to reach you might pick it instead of waiting for temple 16:57 < Ashenzari> +Rage food requirement (http://crawl.develz.org/mantis/view.php?id=345) by tinyrodent 16:57 <+doy> Napkin: how do you mean? 16:58 <+doy> Napkin: by the time you reach the temple, you should be strong enough to be able to survive a turn or two in a flame cloud 16:58 <+doy> so go back for it if it's really that imporant 16:58 <+doy> important 16:58 < syllogism> are you saying that when they reach the temple and notice their planned god isn't there, they won't pick another? 16:59 < syllogism> most players will 16:59 < Napkin> i know, i know, i am newbie, and I don't count, etc - but I would have chosen - but ok, I couldn't.. so I just go on and wait for temple 16:59 <+doy> Napkin: i'm not sure what you're trying to say here - what is it that you think this setup is encouraging people to do? 17:00 < Napkin> try out different gods? 17:00 <+doy> yes, that is the intention 17:00 <+doy> is it not doing that? 17:00 < Napkin> if that's not the case - then excuse me 17:00 < Napkin> no, it's not 17:00 <+doy> what is it doing then? 17:01 < Napkin> at least for me - it's making me look at the altar of , wonder why it's not been made accessible - and then I go on to temple to choose what I know 17:01 < cbus> doy, its encouraging noobs to try new gods (if they don't get that far that often) 17:01 < cbus> other players might just restart :) 17:02 <+doy> Napkin: sure, that will happen occasionally 17:02 < Napkin> happened to me each and every time 17:02 <+doy> but not any more often than the opposite 17:02 < cbus> I pick a god before I start the game 17:02 <+doy> bad luck 17:02 <+doy> (: 17:02 < cbus> not depending on the first altar I reach 17:02 < Ashenzari> Two-headed ogres may throw one of their giant clubs (http://crawl.develz.org/mantis/view.php?id=346) by tinyrodent 17:02 <+doy> cbus: well, you're a special case to basically every single tweak we make to the game, so d: 17:02 <+Keskitalo> Not all the overflow altars are with obstacles, not sure what the ratio should be. I think we can tweak that quite well? 17:03 < Napkin> a friend of mine plays.. sees this unaccessible altar and asks me, what is it good for? I tell him, it's to encourage him to try the god - and he asks, huh? so why not make it accessible? why put lava around it? 17:03 <+doy> Napkin: no, it's to encourage him to try other gods 17:03 <+doy> not that one 17:03 < Napkin> huh? 17:03 < cbus> so instead of incouraging ppl to try gods you encourage them to try other gods 17:04 < cbus> hmm, spelling :) 17:04 <+doy> Napkin: if there's an early altar of veh in a flame cloud, that's there to encourage you to try some god other than veh 17:04 < Napkin> so.. it's actually there to prevent people to choose the god of the altar? 17:04 <+doy> you can still choose that one if you want 17:04 <+doy> but it'll just be more difficult 17:04 <+doy> like i said, the majority of the altars will be freely accessible 17:05 <+doy> you just have to get to the temple, like before 17:05 < Ero_> also note that random altars can still show up 17:05 < Ero_> so even if you can't get to an overflow for X god 17:05 < Ero_> that doesn't mean you won't be able to take them 17:05 <+doy> Napkin: the intention wasn't to make getting gods easier by any significant amount than it has been in the past 17:05 <+doy> just to make the selection process more interesting 17:05 <+Keskitalo> Yeah, there's a lot of altars now before the temple. 17:06 < syllogism> napkin: altars that appear as "overflow" altars do not appear in temple 17:06 < syllogism> does it make sense now? 17:06 < Napkin> so.. the early altars are there to prevent people to choose that god early? 17:06 <+doy> Napkin: basically, yeah 17:06 < Napkin> then at least move it to levels after the temple? otherwise pro's like cbus will just quit the game 17:06 < syllogism> you often get them after the temple 17:06 <+doy> yeah, they're spread out before and after the temple 17:07 < cbus> napkin, I quit if it isn't in temple 17:07 < Napkin> and newbies won't wonder.. 17:07 < cbus> napkin, tbh 17:07 < cbus> napkin, to much work running around :) 17:07 <+doy> and i don't think we should take cbus's playstyle as indicative of anything 17:09 < cbus> well maybe not if its guaranteed close enough 17:09 < cbus> but couldn't it spawn up to D:13 or somethingish? 17:09 < cbus> D:13 vs D:7 is pretty far 17:10 <+doy> cbus: you do realize you can ^F altar and just get taken straight to the altar you found earlier, right? 17:10 < cbus> yes 17:10 <+doy> i don't think "too much running around" is a reasonable criticism d: 17:10 < cbus> but if it hasn't spawned before temple 17:10 < cbus> and you have to search even deeper for it 17:10 <+doy> and i don't remember what the max depth was set to 17:11 < syllogism> i somehow recall it being 9 17:11 <+doy> ??branch depths 17:11 < Henzell> branch depths[1/2]: Blade=Vault:4-6, Crypt=Vault:2-4, Elf=Orc:3-4, Hive=D:11-16, Lair=D:8-13, Orc=D:6-11, Shoal=Lair:2-7, Slime=Lair:8-10, Snake=Lair:3-8, Swamp=Lair:2-7, Temple=D:4-7, Tomb=Crypt:2-3, Vault=D:14-19, Zot=D:27 17:12 <+sorear> for what it's worth, I actually agree with Napkin here 17:12 <+sorear> the overflow system would make more sense if the altars were strictly after Temple 17:13 <+doy> shrug, i don't think so 17:13 <+sorear> possibly bump Temple up to 3+d4 17:13 <+doy> i like things that encourage people to come back to previous levels 17:13 <+doy> we don't have enough of that 17:13 < mr0t> hrm 17:13 <+doy> and temple should definitely not get any shallower 17:13 < mr0t> like example? 17:13 <+doy> or wait 17:13 < cbus> ziggurat 17:13 <+doy> temple is already 3+d4 17:13 < mr0t> hrm 17:14 < Napkin> hihi 17:14 < mr0t> what about like, elf 17:14 <+sorear> 2+d3 then 17:14 <+doy> sorear: yeah, i don't think we should make temple any shallower 17:16 <+Keskitalo> Updatet cdo/trunk 17:16 -!- MarvinPA-2 [n=marvin@80-41-163-128.dynamic.dsl.as9105.com] has joined ##crawl-dev 17:18 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has quit [Read error: 54 (Connection reset by peer)] 17:20 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has joined ##crawl-dev 17:20 -!- mode/##crawl-dev [+v sorear] by ChanServ 17:21 <+sorear> bleh 17:21 < Napkin> that's because you agreed to me :-P 17:21 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has joined ##crawl-dev 17:24 < purge> i dislike the inaccessable overflow altars surrounded by deep water or lava as well. I don't see why you need to force newbies to play things they aren't comfortable with 17:24 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 17:25 < purge> and for experienced players, its just an inconvience that doesn't really seem to serve a purpose 17:31 -!- MarvinPA [n=marvin@80-41-136-49.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 17:31 -!- MarvinPA-2 is now known as MarvinPA 17:34 <+doy> sorear: what about storing the logfile as a sqlite db, and then including a script to generate an xlogfile version of it? 17:34 <+doy> the script could also generate the scores file just as easily 17:36 <+sorear> doy: append-only xlogfile is trivial to replicate, you just use wget -c 17:36 <+sorear> doy: this is critical for the operation of Henzell's CDO data 17:37 <+sorear> if the master file were an unordered sqlite db, you'd need to use something like rsync, and it'd be massively less efficient 17:37 <+sorear> Henzell runs a single HTTP Range: request with an empty responce every five minutes 17:38 <+sorear> (also we really should be having this discussion on crd) 17:38 -!- MarvinPA-2 [n=marvin@80-41-163-128.dynamic.dsl.as9105.com] has joined ##crawl-dev 17:38 <+doy> so have cdo run a script that pulls the data out of the db into an xlogfile format file every 5 minutes 17:38 <+doy> that doesn't seem that hard 17:39 <+sorear> How would you guarantee that the ordering doesn't randomly change 17:39 <+doy> what? 17:39 <+doy> how would it? 17:39 < ais523> sorear: it isn't a Perl hash 17:40 <+sorear> it just seems fragile to rely on the database always returning rows in chronological order 17:40 <+doy> sorear: you realize that this is a database 17:40 <+doy> and so you can order the results 17:40 <+doy> right? 17:40 <+sorear> yes 17:40 <+sorear> but what would it be ordered by 17:40 <+sorear> serial number? 17:41 < ais523> time added 17:41 < ais523> databases store rows in the order they were added, or in primary key order if you have one 17:41 <+doy> end date would be simplest, but could have collisions 17:41 <+doy> could just use an autoincrementing game id if necessary 17:41 <+sorear> ais523: real-world computer clocks sometimes tick backward, and it is absolutely essential that new data never appear in the middle of a file being replicated with wget 17:42 < ais523> sorear: it does not depend on the clock 17:42 < ais523> it depends on what was in the file when the data was added 17:42 < ais523> as in, new data is always added at the end of the file 17:42 < ais523> unless you have a primary key to change it 17:42 <+sorear> oh, I thought you meant sorting by an explicit date field 17:42 <+sorear> huh 17:42 <+doy> you make an 'id' field 17:42 <+doy> and tell it to autoincrement 17:42 <+doy> and you're done 17:42 <+sorear> I always thought SQL was unordered unless stated otherwise 17:43 <+sorear> doy: I guess 17:43 <+doy> sorear: theoretically it probably is unordered, but ordered is usually the most efficient for something like sqlite 17:43 <+doy> also, forcing an order is trivial 17:43 <+doy> like i just said 17:43 <+doy> so this really is a non-issue 17:44 <+doy> also 17:44 -!- MarvinPA [n=marvin@80-41-163-128.dynamic.dsl.as9105.com] has quit [Read error: 60 (Operation timed out)] 17:44 -!- MarvinPA-2 is now known as MarvinPA 17:44 <+sorear> sqlite is ordered because it uses an integer autoincrement primary key for all tables 17:44 <+doy> the script that updates the xlogfile could just do "select * from games where end >= " 17:44 <+sorear> with an index on the 'real' primary key 17:44 <+doy> and then it wouldn't matter at all 17:45 <+doy> since the xlogfile version only gets appended to 17:45 <+doy> that way would probably be massively more efficient anyway 17:45 <+doy> as opposed to regenerating the whole file every time 17:45 <+sorear> doy: what happens if the script runs, then ntpdate sets the clock back by five seconds, then somebody dies and leaves a record with end before the last update 17:46 < ais523> it ends up after the ones that are already in the file 17:46 <+doy> sorear: then we use the autoincrementing game id 17:46 <+doy> rather than the end date 17:46 < ais523> with an earlier date but later autoincrement if you have one, or later in the file otherwise 17:46 <+doy> this is not a difficult problem 17:46 <+doy> this is the kind of thing that sql was designed to solve 17:47 <+sorear> I see how this could work 17:48 <+sorear> (hey, we could get rid of the arbitrary N high score limit like this) 17:48 <+doy> yes, that was part of my point 17:48 <+doy> (: 17:48 <+doy> there's no reason we need to keep a separate file for high scores 17:48 <+sorear> I somewhat question what effect this would have for local games 17:48 <+doy> since all the information is in the logfile anyway 17:48 <+doy> what do you mean? 17:49 <+sorear> Leaving an infinitely-growing logfile seems like bad form for !DGAMELAUNCH 17:51 <+doy> well, we could have local games just drop the rows for all but the highest 100 scores or something if it's an issue 17:51 <+doy> i don't think it really is though 17:53 <+doy> i mean, it's less than a kb of data per game, you'd have to be playing a pretty huge number of games for that to build up to a serious amount 17:55 <+Keskitalo> Hehehee. I'm enjoying Poison Weapon on the AM. 17:57 <+doy> !lg * 17:57 < Henzell> 501840. leilas the Charm-Maker (L4 DEEn), slain by Sigmund (a +1,+1 scythe) on D:3 on 2010-01-06, with 201 points after 3388 turns and 0:20:11. 17:57 <+doy> !gamesby * 17:57 < syllogism> Keskitalo: you find annihilations/necronomicon/demonology on d3? 17:57 < Henzell> * has played 501840 games, between and 20100106, won 2126 (0.4%), high score 36620901, total score 7425347448, total turns 2228894676, total time 226456:42:33. 17:57 < syllogism> found? 17:57 <+Keskitalo> Apparently, yeah. 17:58 <+doy> !lg 1 17:58 < Henzell> 1. doy the Grave Robber (L2 DrDK), slain by Ijyb (a club) on D:1 on 2006-12-14, with 109 points after 1193 turns and 0:31:04. 17:58 <+doy> !lg * 1 17:58 < Henzell> 1. Testing the Shield-Bearer (L1 HuFi), got out of the dungeon alive on 2006-12-02, with 256 points after 45 turns and 0:00:16. 17:58 <+Keskitalo> Hmm. Looks like the arrows I shot with Poison Weapon'd bow stayed poisoned. 17:59 <+Keskitalo> Yeah. This is a bug, yes? 17:59 < syllogism> try it again 17:59 < syllogism> :P 17:59 <+sorear> !lg * 2 17:59 < Henzell> 2. Eidolos the Stinger (L4 HuVM), slain by a gnoll on D:1 on 2006-12-02, with 116 points after 1310 turns and 0:07:07. 18:00 <+sorear> hah, Eidolos 18:01 <+doy> anyway, point is, cao's been running for 4 years with a pretty significant load, and only 500k games, and logfiles for 500k games wouldn't really be in danger of filling up someone's hard drive 18:01 <+Keskitalo> Doesn't happen with Fire Brand. 18:02 <+Keskitalo> Does happen with a bow of venom. 18:02 < ais523> would it be problematic if the log files were much larger than usual? 18:02 < ais523> at the moment I'm running my Crawl bot only locally because a) I haven't written a telnet/ssh interface yet, and b) I fear that the logfiles would grow very large 18:02 < Ashenzari> Vandal created page Blade consolidation at http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:item:blade_consolidation 18:02 < ais523> as it logs server-side 18:02 <+doy> better unit of measurement: cao has recorded almost 26 years worth of playtime 18:03 <+sorear> ais523: not the same 18:03 < ais523> sorear: what do you mean by "not the same"? 18:03 <+sorear> ais523: we're taling about http://crawl.akrasiac.org/logfile04 18:04 < ais523> ah 18:04 < ais523> rather than the morgue files 18:07 < Ashenzari> Bows of venom permabrand ammo (http://crawl.develz.org/mantis/view.php?id=347) by evktalo 18:10 < Vandal> sorear, after combining the existing tables it seems like there aren't really going to be balance issues, at least not obvious ones 18:11 < Vandal> and there are still less blades than maces XD 18:11 <+doy> which existing tables? 18:11 < Vandal> Short and Long Blades 18:11 <+doy> ah 18:11 < Vandal> It progresses like Maces do 18:12 < Vandal> or Axes.. 18:13 < Vandal> Would this simple consolidation method be worth testing on CDO? 18:13 <+doy> no 18:13 <+doy> not now anyway 18:13 <+doy> it's certainly not a target for 0.6 18:13 <+Keskitalo> sorear: The poisoned ammo definitely doesn't feel overpowered. (not counting the permabranding, hehe) 18:13 < Vandal> right.. you guys have your list of "must do" things 18:13 < Vandal> Is that list public? I'm just curious 18:14 <+doy> Vandal: yeah, dpeg sends out emails every once in a while 18:14 < eith> its on the mailing list 18:14 <+Keskitalo> Yeah, there's a wiki page too. 18:14 < Vandal> ah 18:17 <+sorear> rax: Napkin: I'd like your feedback on the score storage change proposals on CRD 18:17 <@rax> I consider the high scores file a blight and disable it on CAO. You can make it a flying unicorn for all I care. 18:18 <+doy> it could be reenabled if it just became part of the normal logfile 18:18 <+doy> (: 18:18 <@rax> If you turn the logfile into a database, you have to rewrite my logfile handling code. <3 18:18 <+doy> hehe 18:19 <+doy> if we turn the logfile into a database, there will at least be scripts to regenerate old-style logfiles from the db data 18:19 <@rax> (Also it means you are putting a database into my chroot.) 18:19 <@rax> (The other one of those, the levels DB, already causes me hella problems.) 18:19 <+doy> problems how? 18:20 <@rax> I can't update .des files with crawl games running. 18:20 <@rax> I never don't have crawl games running. 18:20 <+sorear> the levels stuff isn't a proper database though 18:20 <@rax> This is true. 18:20 <+sorear> it's a hand-hacked binary format sharing a lot of code with the saves 18:21 <+sorear> and with no transactions and inadequate locking 18:21 <+doy> what do we use sqlite for currently? 18:22 <+sorear> ndbm emulation 18:22 <+doy> i meant what game features d: 18:22 <+sorear> monster speech and item descriptions 18:23 <+doy> so it wouldn't really require adding anything additional to the chroot then, since it's already in use 18:23 <@rax> Is SQLite just built into the crawl binary? 18:23 <+sorear> well, it might be dynamically linked, but yes 18:24 <+sorear> greensnark had the brilliant idea of using SQLite as a portable, transaction-capable zip replacement for savefiles 18:24 <@rax> We've had issue with sqlite under medium load at work. I don't _think_ Crawl would be generating that kind of load, though. 18:25 <@rax> I'd have to do some research. 18:25 <@rax> In general I'm stodgy and resist change, so. 18:25 <+doy> yeah, we should do some tests with it to make sure it won't be an issue in cases like that 18:25 <+sorear> in what kind of cases? 18:25 <+sorear> this is all going on a branch for now anyway 18:26 <@rax> Attempts to access the database simultaneously, mostly. 18:26 <@rax> At least that's what I remember. 18:26 <+doy> yeah, sqlite doesn't (or at least didn't, don't know the current status) handle locking incredibly well 18:26 <@rax> (In general I find the current savefile format to be a feature --- I can delete broken levels and that sort of thing. Hopefully that would stick around.) 18:26 <+sorear> sqlite just uses fcntl reader-writer locks 18:27 <+doy> sorear: right, which are quite coarse-grained 18:27 <+sorear> so it won't do well under high write contention 18:27 <+doy> yeah 18:27 <+sorear> but it should be fine for savefiles (1 writer) or game data (0 writer, many reader) 18:27 <+doy> rax: it might turn into a script to run or something, but the capability should remain pretty easy 18:28 <+sorear> echo "delete from levels where place = 'D:12';" | sqlite3 /var/lib/dgamelaunch/crawl-rel/saves/sorear 18:28 <+doy> there could be multiple writers for a sqlite-based logfile, but not nearly enough to make a difference 18:28 <+Zaba> sorear, I think, that you can do sqlite3 18:28 <+doy> i think anyway 18:29 <@rax> I'm sure it's _doable_, but it doesn't fit into my current workflow and I personally don't see anything gained from it. And don't want sqlite in my chroot. 18:29 <+doy> rax: my point is that sqlite already is in your chroot, isn't it? 18:29 <@rax> If it is, I didn't put it there, and I can't run it from there. 18:29 <+doy> oh, i see 18:30 <+doy> well, you can access the chroot files from outside of the chroot though, can't you? 18:30 <@rax> It's possible that I am a stop energy elemental and y'all should ignore me. 18:30 <@rax> Yes, I can. 18:30 <+doy> i mean, i don't see why anything other than the game processes themselves have to be running in the chroot 18:30 <+doy> and so having the sqlite3 binary outside of the chroot shouldn't be an issue 18:31 <+sorear> does henzell run a chroot nowadays? 18:31 <@rax> I don't believe so, no. 18:31 <@rax> Not unless greensnark snuck one in. :) 18:31 <+doy> henzell's data comes from a postgres database, doesn't it? 18:32 <+sorear> it's mysql now 18:32 <+doy> ah 18:32 <+sorear> was postgres or sqlite before, don't recall 18:32 <+doy> but still, more annoying to stick into a chroot 18:32 <+sorear> (what happened to Doryen?) 18:32 <+doy> it used sqlite way back in the day 18:32 <+doy> but was really slow 18:32 <+doy> since sqlite can't really do caching 18:32 <+doy> didn't remember if it switched to mysql or postgres 18:33 <+sorear> I remember the minute-long queries whenever you missed an index 18:33 <+doy> yeah 18:33 <+doy> (: 18:33 <@rax> It is possible that I need to find a paxed to my dtype. 18:34 <+doy> heh 18:34 <+sorear> rax: I thought you had that in greensnark 18:34 <+doy> greensnark is around a lot less these days 18:34 <+doy> (: 18:35 <@rax> greensnark has been beyond invaluable, but I still do a bunch of the day to day stuff, dealing with updates, resetting passwords, &c. 18:35 <@rax> Otherwise, you wouldn't care about my opinion on these issues at all :) 18:43 * rax has slain the conversation! rax gains 12 experience points. 18:43 < mr0t> heh 18:43 < mr0t> I just did that in ##c-o/t, cept I *lost* experience, because the conversation was draining 18:43 < mr0t> heh, I made a slight funny 18:48 < N78291> should sacrifice prayers take a turn if there is nothing to sacrifice? 18:49 < dis_astranagant> probably not 18:50 < dis_astranagant> especially with o being adjacent to it 18:58 * paxed is summoned, like a bad smell on a windy day. 18:59 < paxed> rax: mmmmmyeeeessss? 19:01 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 104 (Connection reset by peer)] 19:03 -!- Ero_ [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit [Read error: 110 (Connection timed out)] 19:17 -!- by [n=rob@g225125141.adsl.alicedsl.de] has quit [Nick collision from services.] 19:17 -!- by_ [n=rob@e177085143.adsl.alicedsl.de] has joined ##crawl-dev 19:17 -!- mode/##crawl-dev [+v by_] by ChanServ 19:39 -!- by_ is now known as by 19:44 < Napkin> oh, right - ability to delete a level would be lost? 19:44 <+doy> Napkin: no 19:45 <@rax> paxed: You want to admin more servers? :P 19:45 <+doy> levels wouldn't be separate files, but deleting a specific level from within a save file would still be easy 19:45 < Napkin> as in - execute an sqlite3 statement? 19:45 < Napkin> quite a pain 19:45 <+doy> Napkin: as in, run a script, which does the sqlite stuff for you 19:46 < Napkin> ugly 19:46 < Napkin> ugly solution 19:46 <+doy> rm_level d:12 /path/to/save 19:46 <@rax> Wait, Napkin feels the same as me? I feel less unreasonable now :) 19:46 <+doy> vs rm /path/to/save/level.12 19:46 <+doy> or whatever 19:46 <+doy> it's not going to be any uglier 19:46 < Napkin> I am already crushed by so many scripts 19:46 <+doy> at least, that doesn't look any uglier to me 19:46 < paxed> rax: nao doesn't actually need much babysitting, but still, no :P 19:46 < Napkin> rax :) How's it going? 19:47 < Napkin> rax not wanting to have sqlite3 in her chroot - that's the difficult thing 19:47 < paxed> doy: would all the savefiles and levels be in one db file? 19:47 < Napkin> I have it in there already because of the version-chooser.sh 19:47 <+doy> paxed: one save file per game, containing all of the levels 19:47 <+doy> Napkin: sqlite3 doesn't need to be in the chroot 19:48 <+doy> you aren't going to be in the chroot when doing things like deleting levels 19:48 < Napkin> true 19:48 <+doy> and crawl itself already has the sqlite libraries linked in 19:48 < Napkin> statically, yes 19:48 < paxed> doy: remember that only one process can access a db file at one time... 19:48 <+doy> paxed: only one process can write to a db file at one time 19:49 < paxed> doy: oh. i misremembered then... 19:50 <+doy> but when is more than one process going to be accessing a save file anyway 19:51 < CIA-81> j-p-e-g * re3e05b162240 /crawl-ref/source/rltiles/ (41 files in 5 dirs): Move ranged weapon tiles into new weapon/ranged folder. 19:51 < CIA-81> j-p-e-g * r9adf111e4d30 /crawl-ref/source/ (7 files in 3 dirs): Reuse potion icons for new needle brands: slow, sickness, paralysis, rage, ... 19:51 < CIA-81> j-p-e-g * r6df1f8df4d0b /crawl-ref/source/ (6 files in 3 dirs): Distinguish icons of neutral and good neutral monsters. 19:51 -!- 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."] 19:52 <+sorear> The fact that c[ad]o are running without SAVE_PACKAGE_CMD is somewhat of an awkward development 19:52 < Vandal> What does that mean? 19:52 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has joined ##crawl-dev 19:52 <@rax> It means that savefiles are stored in their native format and not in a .zip file or something. 19:53 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 19:53 < Vandal> This is bad because they're bigger than they need to be? 19:54 <+sorear> This is bad because I'm trying for uniformity 19:54 <+sorear> currently, we use unbundled saves on weird OSes, .zip on Windows and Linux, and .tar.gz on BSD and OSX 19:55 < Vandal> huh 19:55 <+sorear> I was going to build a portable packaging system that we could use everywhere, and since it works everywhere, make it non-optional 19:55 < Vandal> actually .. this sounds like a good opportunity for me to learn to use linux or something 19:55 < Vandal> since usually my games preclude me from being able to 19:55 <+Zaba> Vandal, learning linux is easy. man man 19:56 < ais523> Vandal: planning to learn GUI linux, or command-line linux? 19:56 < Ero_> Zaba: no homo 19:56 < ais523> you can use either or mix them, but they're rather differnt ways of operating 19:57 <+sorear> the roguelike genre is mostly centered on Linux 19:57 <+sorear> though Crawl is a bit of an oddball, it started on DOS and was ported to Linux ca 3.0 19:57 < ais523> Linux tty is where I test and develop roguelikes, definitely 19:57 < ais523> DOS is possibly second just because it's also a tty-heavy operating system 19:59 < Ero_> i should really install linux 19:59 < Ero_> i have partitions set up for it, even 20:01 < nrook> sorear's idea would make a hearse-style program much easier, no? 20:01 < nrook> or would there still be incompatibility issues? 20:01 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has quit ["exit"] 20:01 <+sorear> it wouldn't have any effect on hearse 20:02 < Vandal> I have messed around a little with linux 20:02 < Vandal> I started using computers with DOS 6 or something 20:02 < Vandal> Not afraid of command lines 20:02 < nrook> sorear: oh, okay. I'd ask why not, but I trust you on that one 20:03 < Vandal> Ran a web server using FreeBSD once :o 20:03 < Vandal> but this was a long time ago 20:03 <+sorear> nrook: because I'm not actually changing the layout of bones files 20:04 < Vandal> Not sure how I should go about this though 20:04 < Vandal> I guess I would need a new partition 20:04 < nrook> sorear: ...oh, right. save files are irrelevant to shipping bones around. never mind! 20:05 <+sorear> some other things I've thought of doing, however, would 20:11 < Napkin> for the record: the logfile of CDO is checked and wget --continue every minute. 20:12 < Napkin> so, no, creating it with a script out of a db is just total waste of cpu 20:28 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 60 (Operation timed out)] 20:35 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 20:40 < Napkin> i'd prefer to write to a real db instead 20:40 < Napkin> cao and cdo could both write there 20:42 <+doy> that seems like a pretty serious pain all around 20:46 < Napkin> what? using a proper db? 20:46 <+doy> yes 20:46 < Napkin> lol.. 20:47 < Napkin> but writing the logfile into a sqlitedb, which then creates a flat file, which is read and then written into a db again is not? 20:47 <+doy> having to maintain two separate codepaths for logfile stuff, having to allow crawl processes inside the chroot to access network ports, etc 20:48 <+doy> Napkin: the flat file part isn't really necessary at all 20:48 < Napkin> chroots are not limited apart from path, doy 20:48 <+doy> except to keep compatibility with old setups 20:48 < Napkin> then how to transfer it to another server? 20:48 <+doy> Napkin: well, run an actual db server, and just import the data directly from the sqlite db 20:49 < Napkin> so where's the problem of skipping the sqlite part? 20:49 <+doy> you can do all of the server maintenance stuff from outside of the crawl binary 20:50 <+doy> requiring crawl itself to do every part of this just sounds like a mess 20:50 < Napkin> heh 20:50 <+doy> what happens when the db server goes down? 20:50 <+doy> do games just get lost? 20:50 <+doy> does the crawl process hang? 20:51 < Napkin> yeah.. what about a hanging crawl process - no other process can write into the sqlitedb? 20:52 <+sorear> I like the way I post on c-r-d and all the replies are on ##crawl-dev 20:52 <+doy> if it hangs at the exact point where it's writing to the db, sure 20:52 <+doy> but that would corrupt a plaintext logfile too 20:52 <+doy> so 20:52 < Napkin> anyways, not in the mood to argue 20:52 < Napkin> do as you please 20:53 <+doy> shrug, if it really is going to be a problem, we should work that out before making any actual decisions 20:53 <+doy> i'm really not *trying* to make things more difficult for server admins 20:53 <+doy> (: 20:54 < Napkin> suggesting a script to create a flatfile.. 20:54 <+doy> well, that was just one option, to allow for changing the current setup as little as possible 20:55 <+doy> if changing the current setup is more possible, there are better options 20:55 <+doy> but i don't really know that much about how the server stuff works, so 20:55 <+doy> probably should get greensnark's opinion 20:55 <+doy> he'd have a better idea about what's reasonable 20:55 <+sorear> I have user-level shell access to develz 20:56 <+sorear> yeah greensnark would be better than me 20:56 < Napkin> to create such a script? jesus christ.. 20:56 < Napkin> :-X 20:56 < Napkin> o/ 20:56 <+doy> what? 20:56 <+doy> you're focusing too much on this script idea(: 20:57 <+doy> i'm not at all saying that's the way things should work 20:57 <+doy> i suggested it more as a backwards compatibility option 21:14 < Twinge> How do I easily auto update my copy of course via git? Remote -> Fetch From -> origin does something, but all my files are still from 12/31 21:14 < Twinge> s/course/source 21:15 <+by> git pull 21:15 <+doy> Twinge: fetching just downloads the files 21:15 <+doy> to update your working copy, you need to merge in origin/master 21:15 < ais523> you need to do a fetch and a merge; "git pull" is a fetch and a merge combined 21:15 < ais523> and works out the options for fetch and merge for you, so you don't have to figure it out 21:15 < ais523> "git pull origin master" should be all you need 21:16 <+doy> "git pull" should be all you need, since origin and master should be the defaults 21:17 < Twinge> Nod. Alrighty. I was using the gui since it seemed like it'd be easier :P 21:17 <+doy> shrug, never used the gui 21:17 <+doy> would be surprised if it didn't have an option for pull though 21:24 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 21:24 < Twinge> I don't see one, but I might be missing it. Shrug. 21:25 <+doy> i should really fix that 21:25 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 21:28 <+by> are needles still unresistable on cdo? 21:28 <+doy> i think so 21:28 < syllogism> yes 21:28 < Napkin> update needed? 21:28 < Twinge> Dunno when napkin last updated, but probably not since 7 hours ago 21:28 < syllogism> or hmm 21:28 < syllogism> keskitalo says he updated ~5 hours ago 21:29 < Twinge> That should be recent enough then. They'll be unresistable for HD2 or less even if you're unskilled. 21:30 < Twinge> Other than that, depends on blowgun's enchantment, your skill level, and the mob's HD 21:30 < syllogism> but it doesn't look like he did? 21:30 < syllogism> maybe he just meant the windows binaries 21:31 <+by> cdo is at b1ee54b1 (monday, 22:00 +0530 21:31 <+by> ) 21:31 < syllogism> yeah 21:31 < Twinge> Napkin: So yes, update needed =) 21:31 <+doy> yeah, i think only napkin can update the copy actually running 21:35 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has joined ##crawl-dev 21:41 < Twinge> So the exp formula is listed as 'experience = (16 + maxhp) * HD * HD * exp_mod * (100 + diff. score) * speed / 100000'; anyone know what 'diff. score' is? 21:45 <+doy> Twinge: probably some value calculated from the monster's attacks, spells, etc 21:48 < CIA-81> j-p-e-g * rb5889b702ddc /crawl-ref/source/rltiles/dc-mon/unique/nikola.png: Tweak Nikola's tile to make him look like his hair is standing on end. 21:48 < CIA-81> j-p-e-g * r91a461104cc5 /crawl-ref/source/rltiles/dc-mon/animals/shark.png: Clean up shark tile. 21:49 < Twinge> Hmm. Can't find where it's actually handled anywhere. Or rather, I go where it says it's handled and I cannot see any of the info I'm looking for :P Maybe it'll just be easier to get myself a compiler and test by trial and error, hehe 21:49 <+doy> !source exper_value 21:49 < Henzell> Lines pasted to http://pastebin.com/m7ff3b40b 21:49 <+doy> ^^ there 21:50 <+doy> the 'diff' variable 21:50 < ais523> Twinge: you should definitely get a compiler yourself, if not for that reason then because it's generally useful for loads of other stuff to 21:50 < ais523> *too 21:50 < Twinge> Ah ha, cool. 21:51 < Twinge> All I was able to track down was "int exper_value(const monsters *monster);" with no further definition ;/ 21:52 <+doy> Twinge: this is what things like grep are for 21:52 <+doy> (: 21:53 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 60 (Operation timed out)] 21:53 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2040-g6df1f8d (15.2) 21:53 < Napkin> since 21:30 21:57 -!- Zaba [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 21:57 -!- mode/##crawl-dev [+v Zaba] by ChanServ 22:10 < Twinge> doyL Yeah, Windows 'search within files' doesn't eaactly compare; I've never ended up getting a good program to do that really. 22:10 < syllogism> it's fine if you index the files 22:29 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 60 (Operation timed out)] 22:35 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 22:35 -!- mode/##crawl-dev [+o dpeg] by ChanServ 22:35 <@dpeg> Cheers 22:35 < Henzell> dpeg: You have 2 messages. Use !messages to read them. 22:35 <@dpeg> !messages 22:35 < Henzell> (1/2) Eronarn said (3d 12h 25m 34s ago): I put up a load of Jiyva mutations on the relevant brainstorm page. Find people to give feedback on them! 22:35 <@dpeg> !messages 22:35 < Henzell> (1/1) due said (18h 8m 2s ago): Psst, Botono! 22:36 <@dpeg> !tell due Not forgotten. I already sacrificed a sheep for better results, but it seems that kids and nuns are needed. 22:36 < Henzell> dpeg: OK, I'll let due know. 22:43 < nrook> are there any plans about nerfing the stone of earth elementals? 22:43 <@dpeg> nrook: the intention yes, plans no 22:43 <@dpeg> If I see a good plan, I'd have no qualms suggesting use for 0.6. 22:43 <@dpeg> Of course, I am not an abuser, so I need help =) 22:44 < nrook> dpeg: the stone of earth elementals requires little investment of skills (5 earth is little, and evo is nice for tons of other things anyway) 22:44 <+by> make the stone capable of controlling at most one elemental? 22:44 < nrook> dpeg: it also allows for huge crowds very easily 22:45 <+doy> yeah, the crowds part is the main issue 22:45 < N78291> it could recharge like a rod 22:45 < nrook> incidentally, the fan is pretty much as good as the stone, so it should be hit similarly (though not as hard) 22:45 < N78291> slow enough that you can only have a certain amount of elementals unless you spend recharging 22:45 <+sorear> in 4.1, the stone costs 8 MP per use 22:46 < syllogism> heh 22:46 <+doy> how long does it take for elementals to time out? 22:46 < nrook> quite a long time, many are still around after 100 turns I've found 22:46 <+doy> hmmm 22:46 <@dpeg> I think part of the problem is that you can generate elementals outside of LOS. And even outside of your connected component, which is pretty bad. 22:47 < nrook> dpeg: what do you mean? 22:47 <+sorear> also, in 4.1, the stone generates charmed elementals if you fail the hostility check 22:47 <+doy> is that different from summoning in general? 22:49 < ogaz> nrook: I've seen heteroy tunnel all over zot:5 dropping elementals everywhere without any real danger, killing monsters that he never saw 22:50 <+doy> i've seen someone clear most of tomb:2 by summoning air elementals onto tele traps 22:50 < nrook> ogaz: that's not good! 22:50 <+doy> that was a while ago though 22:50 < nrook> doy: that one, however, seems like it would apply to must summons 22:50 < syllogism> monster AI is still way too passive when the player isn't in LOS 22:50 <+by> it's become a lot better 22:51 <+doy> yeah, it's been improved a bunch since the tomb thing 22:51 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 22:51 < ogaz> fan needs a nerf as well, by the way; it's not as strong as the stone, but the same principle applies 22:51 < syllogism> greensnark had some weak zombie he didn't even know about solo Roxanne 22:51 <+sorear> it was a brown snake 22:51 <+sorear> (he said) 22:52 <+by> could just make the stone/fan/... use MP; 4MP like the spell should be fine 22:53 < N78291> has the ball of energy been weakened? 22:53 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 22:53 < syllogism> not that I know of, seems unlikel 22:53 < syllogism> y 22:53 <+sorear> ball of energy is fine 22:53 <+sorear> it's powerful, but very dangerous 22:53 <+doy> maybe just make the stone/fan/lamp turn into an elemental 22:54 <+doy> given the appropriate catalyst 22:54 <+doy> and revert when killed 22:54 <+by> that seems to over-nerf it 22:54 <+doy> giving it an mp cost makes it basically an exact replica of the spell 22:54 <+doy> which is kinda meh 22:54 < syllogism> that would be annoying 22:55 <@dpeg> I don't think any source of allies should be able to produce them someplace where you cannot see them. 22:55 < ogaz> could make it like manuals 22:55 <@dpeg> of course, there will be a general misc items overhaul 22:55 < syllogism> dpeg: well not much difference between that and just telling a monster to attack and running away 22:55 < syllogism> or teleporting it 22:55 <+doy> yeah, the real problem is that these items are inherently boring, considering there's a spell that does the same thing 22:55 <@dpeg> I had hoped we can wait until then but if CAO is full of stone abusers, we have to react 22:56 <@dpeg> could disable them 22:56 <+by> the problem is not outside-LOS summoning, but the ability to spam them 22:56 <@dpeg> by: ok 22:56 < ogaz> dpeg: I don't think many people abuse it 22:56 <@dpeg> although I have seen hetery spawn them in Elf:7 right next to the large chamber and the elementals were created inside 22:57 <+sorear> the stone of elementals is buggy for placement 22:57 <+sorear> I'm not entirely sure what's going on 22:57 < ogaz> yeah, heteroy is the only one I've seen abuse it on a regular basis 22:58 <+doy> really, i wouldn't mind just removing all misc items other than the lantern, crystal balls, and decks, until we can come up with some better ideas 22:58 <+doy> all the rest are just really boring 22:58 < Ero_> 16:55 <@dpeg> I don't think any source of allies should be able to produce them someplace where you cannot see them. 22:58 <@dpeg> doy: someone came up with better ideas 22:58 < N78291> the disc of storms is neat 22:58 < ais523> steal some interesting ones from other roguelikes 22:58 < Ero_> can we make summons not appear inside walls/you, please 22:58 <@dpeg> Ero_: not good? 22:58 <+doy> dpeg: s/come up with/implement/ then 22:58 < syllogism> I like the disc of storms even if it's not very useful 22:59 <+doy> N78291: oh, forgot about that one 22:59 < syllogism> I've actually used it successfully 22:59 <+doy> it's not that useful though, yeah 22:59 <@dpeg> doy: well, it's a matter of first discussing them 22:59 <+doy> disc of storms should probably stay, with some tweaks 22:59 <@dpeg> but I stand by the idea (Eino's?) that most misc items should come with two uses 22:59 < nrook> hey, the efreet lamp is cool, too 22:59 <+doy> nrook: meh 22:59 < Ero_> one idea: have elementals of different powers 23:00 < Ero_> earth elementals that aren't big enough to justify digging a wall 23:00 <+doy> the only thing i've ever seen the efreet lamp used for is as a flaming sword generator 23:00 < ais523> what about something that summoned hostile monsters? 23:00 < syllogism> the efreet is a good ally 23:00 < ais523> I'm sure creative players would find a use for it eventuallyt 23:00 < ais523> *eventually 23:01 < Ero_> ais523: summon neutral monsters would be interesting 23:01 <@dpeg> doy: the idea of the bottle is cool, imo. Implementation, not so much. 23:01 < ogaz> ais523: geryon's horn summons hostile beasts if you blow outside of the Vestibule 23:01 < ais523> ah, already done, then 23:01 < ais523> I was thinking of, say, a horn of snail summoning 23:01 < ogaz> dpeg: what about the box of beasts? 23:01 < ais523> so you could block the corridors with angry snails 23:01 <@dpeg> is the misc items FR on the wiki yet? 23:01 <@dpeg> ogaz: I am not happy with that 23:02 <@dpeg> I will move the FR over, so everyone can easily edit the page, okay? 23:02 < Ero_> i wonder if there simply shouldn't be any infinite-use misc items 23:03 <+doy> Ero_: infinite use is okay, if they have a cost/drawback 23:03 <+doy> i think crystal balls are mostly okay 23:03 < Ero_> oops, planetarium time 23:03 < Ero_> back later 23:08 < TGW> I think needle pluses should increase proc rate 23:09 <+doy> that seems reasonable 23:09 < ais523> make the Screwdriver of Itsblah 23:10 < ais523> which simply introduces one dangling pointer somewhere relevant 23:10 <+doy> heh 23:10 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 60 (Operation timed out)] 23:10 < TGW> doy: needle pluses and proc rate? 23:11 <+doy> TGW: yeah 23:11 < TGW> <3 23:11 <+doy> although i haven't thought incredibly hard about it 23:11 <+doy> (: 23:11 <+doy> but more uses for ew scrolls is good, in general 23:13 <@dpeg> doy: agreed 23:14 <+doy> and increasing proc rate is a better idea than increasing power 23:16 < nrook> scroll of detect creatures: good idea, or bad idea? 23:21 <@dpeg> nrook: it's a good one, but not as urgent as I thought 23:24 < purge> disc of storms is pretty useless in its current form -- its way too unpredictable. You don't know if you'll even hit anything or if you'll get destroyed yourself 23:24 < purge> (was reading backlog) 23:24 < purge> certainly not an item you would use except for "fun" 23:25 < purge> perhaps it could be a one-time evokable that can't hit the player 23:28 <@dpeg> purge: there is no reason to assume the item cannot be balanced with multiple use 23:29 <@dpeg> !tell Napkin could you attach the dpeg save to item 348? Thanks! 23:29 < Henzell> dpeg: OK, I'll let Napkin know. 23:30 < Ashenzari> broken cross layout (http://crawl.develz.org/mantis/view.php?id=348) by dpeg 23:33 <@dpeg> sorear: okay to close the Code Overhaul FR? 23:39 <+sorear> yes 23:46 <@dpeg> ok, will do after I moved the miscies FR