00:00 < Vandal> but not good enough to stab a monster 00:00 <+doy> too small 00:00 <+doy> to be very good at it --- Log closed Sun Jan 10 00:05:34 2010 --- Log opened Sun Jan 10 00:05:38 2010 00:05 -!- kilobyte [n=kilobyte@dis.angband.pl] has joined ##crawl-dev 00:05 -!- Irssi: ##crawl-dev: Total of 41 nicks [3 ops, 0 halfops, 8 voices, 30 normal] 00:05 < Vandal> irl 00:05 -!- Irssi: Join to ##crawl-dev was synced in 10 secs 00:05 < Vandal> Does anyone think Eronarn's idea really isn't worth trying? 00:06 < Eronarn> the glyph g is not for gnoll; it is for German 00:06 < Vandal> I would totally shut up if it worked like that 00:06 <@dpeg> Vandal: well, you would scream about something else! :) 00:06 < TGW> I don't like it 00:06 < Vandal> true, but the other things may possibly be more relevant in your opinion! 00:06 < TGW> it's almost never that you want to switch to dagger while immediately next to the enemy 00:07 < Vandal> I usually walk around with the dagger equipped 00:07 <+due> anyway 00:07 <+due> LAYOUTS 00:07 <@dpeg> L-A-Y-O-U-T-S 00:07 <+due> Does anyone have any ideas for improving the "branchiness" of, specifically, Orc, Hive, Slime Pits, and Lair? 00:07 < Vandal> thus there is chance of waking shit up while fumbling with a stupid knife 00:07 <+doy> due: wiki! 00:07 < Vandal> , er, no chance 00:07 <+doy> i made a bunch of proposals 00:08 <+due> oh 00:08 < TGW> due: any chance hive could generate rooms with the x.x.x.x.x. pattern? 00:08 <+due> Vandal: anyway, moving on. 00:08 <+due> TGW: yes 00:08 < Eronarn> due: slime: bubbles, start with a circle and then have smaller overlapping circles 00:08 < TGW> eronarn: cool 00:08 <+due> Eronarn: Did you see my "suggested" snake layout that I am working on? 00:08 < Eronarn> no 00:08 -!- eith [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 00:08 <@dpeg> due: Hive become single-level portal vaults (with their own layouts). 00:09 <+due> http://sprunge.us/BOTg 00:09 < Eronarn> due: lair should have a ton of trees and monsters that can walk through them 00:09 <+due> dpeg: Yeah, I was just about to say maybe we can scratch hive from that list. 00:09 < Eronarn> big, wide tunnels filled with trees to turn them into smaller ones 00:09 <@dpeg> Orc is okay 00:09 < Eronarn> firedrakes should be able to burn them out, of course 00:09 <+doy> Eronarn: would prefer that to go towards a new forest branch/portal vault 00:09 < Eronarn> and all the trees on a level should be forest-fire-able 00:09 < TGW> orc is where the bubbly levels DO work great 00:09 <+doy> Eronarn: there have been some interesting proposals for that 00:10 < TGW> Eronarn: kilo is making a forest 00:10 < Eronarn> doy: yes, i made some :) 00:10 <@dpeg> no new branches until 1.0 00:10 <+due> orc's bubbly levels work great 00:10 <+due> slime's are just annoying. 00:10 <@dpeg> due: I disagree. 00:10 <+due> and don't really feel "slimish". 00:10 <+doy> i think bubbles could work for slime 00:10 <@dpeg> due: I would solve that in other ways, not touching the bubbles. 00:10 < Eronarn> due: the bubbly i'm proposing would not be disconnected in the same way orc is 00:10 <+doy> worth trying out, anyway 00:10 <+due> dpeg: Well, part of it is that the bubbles are used permanently in orc, they're used in lair occasionally, they're used in hive, and they're used in slime. 00:10 < Eronarn> more like a cluster of bubbles overlapping partially 00:11 <+due> and very occasionally in Dungeon(?)? 00:11 <+doy> due: they should stop being used in lair 00:11 <+doy> and hive will be going away 00:11 -!- MarvinPA-2 [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 00:11 <@dpeg> due: yes, but they're okay in Orc and Slime. My proposal for SLime is much simpler: you take damage when next to walls. 00:11 < Eronarn> having small passages in Lair would be nice 00:11 <+doy> i really like the ruins idea for lair 00:12 <+due> Eronarn: It's nice, but it makes it easier. 00:13 <+due> Eronarn: http://sprunge.us/BOTg With windier corridors, I think this would be nice for Snake. 00:13 <@dpeg> due: windy corridors are hard to make 00:13 <+doy> i think it would be worth attempting 00:13 < Eronarn> due: i would adopt the circular-ish patterns seen at the end of snake 00:13 < TGW> doy: which idea? 00:13 <@dpeg> due: however, corridors made up of small rhombi (spelling?) are easier to make. 00:14 <+doy> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:layouts 00:14 <+doy> these are the ideas we've already come up with 00:14 < Eronarn> i don't really like the diamonds as much as i'd like circles 00:14 <+due> Eronarn: Circles are difficult and ugly. 00:14 <+doy> the diamonds are scale-like, which sort of works 00:14 <+doy> circles could work too 00:14 <+doy> or ellipses 00:15 <+due> Ellipses, yes, circles, no. 00:15 <+doy> yeah, ellipses would work better 00:15 <+due> I still like the diamond layout, though. 00:15 <+doy> problem with circles is that tiles in tiles are square, tiles in console are around 2:1 00:15 <+doy> so you're going to get ellipses anyway 00:16 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 00:16 < purge> @whereis greensnark 00:16 < Gretell> greensnark the Grappler (L12 OgMo), a worshipper of Trog, saved on Lair:8 on 2010-01-09 after 21202 turns. 00:16 <@dpeg> doy: yes. Have a look at the ellipsoid ziggurates. 00:16 <+due> I've worked out how swamp is made o_o 00:17 <+due> It converts doors to floor, walls to deep water, and floor, randomly, to shallow water. 00:17 <+doy> swamp layout stuff should be totally rewritten anyway, probably 00:17 < TGW> that's all? 00:18 <@dpeg> due: yes. Very primitive, isn't it? 00:18 < TGW> that seems like it should make obvious rooms 00:18 <+due> Yup. 00:18 -!- Twinge_ [n=user@97-124-153-12.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:18 <+due> TGW: It does, if you pay enough attention. 00:18 < TGW> huh 00:18 < Eronarn> you never noticed? sounds like you haven't done swamp enough 00:18 <+doy> due: what's funny is that that layout thing can sometimes be applied to parts of other levels 00:18 <+doy> i've seen it happen in vaults 00:19 <+doy> it looks ridiculous 00:19 < TGW> eronarn: I try to avoid doing swamp 00:19 <@dpeg> doy: vaults or Vaults? 00:19 <+doy> Vaults 00:19 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 54 (Connection reset by peer)] 00:19 < TGW> (by dying on D:1 if need be) 00:19 <+due> Anyway, I suck completely at layouts. 00:19 < Eronarn> i always do swamp. Completely. 00:19 <@dpeg> due: leave it to somebody else. There's soooo much to do. 00:19 < TGW> no wonder you're crazy 00:19 <+due> But my idea for swamp involves pools of deep watter surrounded by trees and shallow water. 00:20 < TGW> due: yes! 00:20 <+doy> due: sounds good 00:20 <+doy> i do think swamp should use trees rather than walls, in any case 00:20 <+due> Hm. 00:20 <@dpeg> If someone puts some effort into it, it would be possible to get beautiful maps. Perhaps we can lure Darshan into it. 00:20 <+due> That's easily done, to be honest. 00:20 < Eronarn> due: i think - generate points to be used as depressions, sometimes make rivers out of many linked depressions; out from depressions fill /w deep water until shallow water. 00:20 <+due> dpeg: That's what I was thinking. 00:20 < Eronarn> due: Trees should be compatible with shallow water if it's possible, IMO. 00:21 < TGW> a tree in shallow water? 00:21 < Eronarn> TGW: mangroves 00:21 <@dpeg> there should also be trees surrounded by deep water 00:21 <@dpeg> and bushes, too 00:21 <+due> We could make use of the circle generator. 00:21 < Eronarn> dpeg: bushes are kind of ridiculous at the moment 00:21 <@dpeg> too high HP? 00:21 < Eronarn> @??bush 00:21 < Gretell> bush (P) | Speed: 0 | HD: 20 | Health: 60-160 | AC/EV: 30/0 | Flags: plant | Res: magic(immune), poison | Vul: fire | XP: 0. 00:21 < Eronarn> that's pretty insane 00:22 < Eronarn> like, what justification is there for a bush being harder to destroy than an IRON TROLL. 00:22 <@dpeg> but they burn so nicely 00:22 < TGW> they're made of steel 00:22 <+due> Eronarn: It's concrete. 00:22 < syllogism> it's a very large bush 00:22 <@dpeg> these, my friend, are bushes of steel 00:23 <@dpeg> okay, I retire for now 00:23 < syllogism> a shrubbery even 00:23 -!- Twinge- [n=user@97-124-164-81.hlrn.qwest.net] has joined ##crawl-dev 00:23 < Eronarn> syllogism: even a tree probably shouldn't be that strong, you can cut them down with hatchets 00:23 <+due> A SHRUBBERY 00:23 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 00:23 < TGW> g'day dpeg 00:23 < syllogism> cutting down a tree takes longer than killing something though 00:23 <@dpeg> if you want to do something useful, save and edit the weapons discussion :) 00:23 <@dpeg> yes 00:24 <@dpeg> and that burning down shrubbery is much faster than destroying it, is realistic 00:24 < Eronarn> syllogism: sure, but the point is that it's completely counterintuitive for a bush to be one of the most durable enemies in the game 00:24 < Eronarn> dpeg: no it's not 00:24 <@dpeg> okay! 00:24 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["zzz"] 00:24 < syllogism> it's a wall, not an enemy 00:24 < syllogism> not saying it should have that much hp 00:24 <+due> I'd really like to see new level generators for Lair and Snake before 0.6. 00:25 < Eronarn> it's not a wall; if we want it to be a wall it should be a 7 00:25 < syllogism> but that reasoning isn't exactly flawless 00:25 <+doy> due: the one i have in mind for lair should be pretty trivial 00:25 <+due> doy: And the crypt one? 00:25 < Eronarn> (note that when tree walls were originally proposed i *favored* them having bush-like stats, i just disagree with bushes having them :P) 00:25 <+doy> due: hopefully 00:25 <+due> Eronarn: It doesn't matter? 00:26 < Eronarn> due: Everything matters. 00:26 <+due> It does't, shush. Focuss on something important instead. 00:26 <+doy> dungeon.cc is huge, i think i'll be reading for a while 00:26 <+doy> (: 00:27 <+due> doy: Yeah, I didn't bother :) 00:27 < purge> I just had the thought that the problem with mid-game is that there are several places you can go of equal difficulty(i.e. not much) so its like the difficulty graph is steep, then levels off for a long while, then it goes up again 00:27 < ortoslon> tiles bug: hobgoblin skeletons show the same green 'contaminated' icon as hobgoblin meat 00:28 < purge> while the graph should consistently climb imo 00:28 <+Enne> The message is clear: don't eat hobgoblin skeletons. ;) 00:28 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 00:28 < Vandal> Crashes are fun :/ 00:28 <+doy> Enne: any thoughts on that wizmode prompt bug? 00:29 <+due> Enne! 00:29 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has quit [Read error: 110 (Connection timed out)] 00:29 -!- MarvinPA-2 is now known as MarvinPA 00:30 < Vandal> What is the official terminology of Stabbing, Armour, Fire, Conjuration, etc..? Are they ALL Schools? 00:30 <+due> Vandal: Yes. 00:30 <+doy> Vandal: skills 00:30 < Vandal> Ok :) 00:30 < purge> is it a bug that uniques will use a wand even if its weaker than their spells? 00:30 < Vandal> One or the other, come on guys 00:30 < syllogism> purge: not really 00:30 < purge> like josephine was just spamming a wand of frost whereas her bolt of negative energy/bolt of cold would have been much better 00:30 < Vandal> I don't want to make Eronarn's wiki messy 00:30 <+due> purge: Yeah. 00:30 < Vandal> It has a sub-category for Schools 00:31 < Eronarn> Vandal: magic schools are Necromancy, Fire, etc. 00:31 <+due> They're skill schools. 00:31 < Vandal> And physical schools ? 00:31 < Vandal> Are they all schools then? 00:31 < Eronarn> there are no physical schools 00:31 < syllogism> no 00:31 < Eronarn> all magical skills are skills 00:31 < Eronarn> all physical skills are skills 00:31 < Vandal> Ok so all schools are skills, but not all skills are schools 00:31 < Eronarn> not all magical skills are schools 00:32 < Vandal> New catagory going up then 00:32 < Eronarn> evocations, invocations, and spellcasting are not schools of magic; the other skills of magic are 00:32 < Vandal> category.. jeeze I spelled it right the first time 00:33 < TGW> well, "catagory" is closer than "right" 00:33 < TGW> how many skills are there? 00:34 < Vandal> I call racism 00:34 < Vandal> dialectism 00:35 < Ashenzari> Uniques will attack with wands weaker than their spells if they have them (http://crawl.develz.org/mantis/view.php?id=375) by purge 00:35 < Eronarn> TGW: close to 27, actually 00:35 < syllogism> that's not really a bug 00:35 < TGW> eronarn: I thought it was 27 in 052 00:35 < syllogism> uniques will also use melee which is always weaker than their spells 00:35 < TGW> but I didn't feel like finding 052 just to count 00:36 < syllogism> and uniques always have one spell which is better than the rest 00:36 < syllogism> I guess you can do something about it, but doesnt seem worthwhile 00:36 -!- |eith| [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 00:36 < syllogism> they also use darts 00:36 < Eronarn> TGW: it may be 27, i was counting in the context of my proposal 00:36 < Eronarn> and ended up with like... 29 or 30, after adding a few skills 00:37 < TGW> what did you add? 00:37 <+due> _make_trail seems interesting. 00:38 < Eronarn> TGW: the ench split one, i mean 00:38 < TGW> oh 00:38 < TGW> well, we got rid of div so it's cool 00:38 -!- Twinge [n=user@97-124-166-223.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:38 -!- Twinge [n=user@97-124-175-80.hlrn.qwest.net] has joined ##crawl-dev 00:38 < TGW> and darts 00:39 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 00:40 -!- mode/##crawl-dev [+v kilobyte] by ChanServ 00:49 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 54 (Connection reset by peer)] 00:50 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 00:50 < Vandal> jeeze 00:51 < Vandal> if not crashing, kittens decide the power strip is the best place to start playing 00:53 -!- Twinge- [n=user@97-124-164-81.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:54 -!- eith [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 110 (Connection timed out)] 01:00 -!- Twinge- [n=user@97-124-164-210.hlrn.qwest.net] has joined ##crawl-dev 01:02 < CIA-81> j-p-e-g * rde609203129e /crawl-ref/source/describe.cc: Change Lugonu's ^ screen to say "corrupted" rather than "blessed". 01:02 < CIA-81> j-p-e-g * r1a0866d42549 /crawl-ref/source/ (tilepick.cc tilesdl.cc): Don't display chunk/corpse brands for herbivores. 01:02 < CIA-81> j-p-e-g * rf1a12d12411a /crawl-ref/source/exclude.cc: Add a message when an autoexclusion is placed because of a monster. 01:02 < CIA-81> j-p-e-g * r9d79dc038f1d /crawl-ref/source/exclude.cc: Don't annotate fog generator exclusions as monster-triggered. 01:02 < CIA-81> j-p-e-g * r0f55e73c6f9d /crawl-ref/source/ (exclude.cc exclude.h monster.cc tags.h): Also list cloud type for fog generator exclusion annotations. 01:02 < CIA-81> j-p-e-g * r1dd63762690a /crawl-ref/source/exclude.cc: Combine identical exclusion annotation descriptions. 01:17 < CIA-81> doy * r6234b8246f73 /crawl-ref/source/exclude.cc: fix exclude.cc compile 01:17 -!- Twinge [n=user@97-124-175-80.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 01:21 < CIA-81> j-p-e-g * rf9fdd3ccb28e /crawl-ref/source/religion.cc: Fix 0000374: All subtypes equal to Geryon's treated as unsafe sacrifice. 01:21 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 01:28 -!- jld [i=jld@kurobara.xlerb.net] has quit [Read error: 60 (Operation timed out)] 01:30 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 01:33 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 01:33 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 01:33 < MarvinPA> woo i managed to build crawl from the source and change stuff 01:33 <+doy> woo 01:34 < Vandal|LT> How do I comment in the mailing list? 01:34 < Vandal|LT> I want to say something re: paralysis needles topic 01:34 <+sorear> press Reply 01:34 < Vandal|LT> Oh, ok 01:34 < MarvinPA> it took far too long to figure out how to get it working, but i feel like this is an achievement :P 01:34 <+doy> make sure it goes to crawl-ref-discuss@lists.sourceforge.net 01:34 < Vandal|LT> nice one Marvin 01:34 <+doy> and not to the actual author of the email 01:34 < Vandal|LT> yeah, that was what I was wondering about 01:34 < Vandal|LT> thanks doy 01:37 < Cryp71c> wooo, 2 fixes of mine in trunk 01:37 <+doy> hmmm, i think i have a decent implementation of the lair layout 01:37 -!- Twinge- is now known as Twinge 01:39 < Vandal|LT> nice Cryptic 01:41 < CIA-81> doy * rca5fe3a360d0 /crawl-ref/source/dungeon.cc: implement 'ruined level' idea for lair layouts 01:42 <+doy> people should tell me how they think this looks ^^ 01:43 < Vandal|LT> How? 01:44 <+doy> well, build it and generate some lair levels 01:44 < Vandal|LT> computer is a bit crash-happy tonight.. I'm probably not the best person for that 01:44 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 01:45 < Vandal> :/ 01:45 <+Enne> We really need a command-line option to dump an ascii/tiles screenshot from a generated level. 01:46 <+Enne> So you could just paste it for us and we could look without building. :) 01:46 <+due> Hi! 01:46 <+due> Enne: There is 01:46 <+due> Enne: Darshan did one last night 01:47 < Napkin> Hey guys :) 01:47 < Vandal> due: how do Darts compare to Daggers as a Throwing Weapon? 01:48 < Vandal> I think it may be worth upping their base damage to match Dagger if it isn't already 01:48 < Napkin> Enne, sorry for not writing to the mailinglist about "dad & tiles" yet 01:48 <+due> Base damage isn't an issue 01:48 < Napkin> busy/lazy/busy/lazy :-$ 01:48 < Vandal> Not every stack you find has a brand on it 01:48 <+due> The issue with darts is there is a massive damage variance per hit. 01:48 < Vandal> oh? 01:48 <+due> I need to chat to Darshan about it. 01:49 < Vandal> I've just noticed they were kind of underwhelming without a brand on my Assassin 01:49 < Vandal> reminded me of throwing rocks 01:49 <+Enne> due: Hooray for Darshan. :) 01:49 < Vandal> He had 10 or so Throwing too 01:49 <+Enne> Napkin: No hurry or need for apologies. :) 01:49 < Napkin> you don't happen to speak/read German by any chance? 01:49 < Napkin> Just finished the second report to David and Johanna 01:50 < Napkin> I could just forward it to you..? 01:50 <+Enne> Sadly, no. 01:50 < Napkin> <3 darts now! 01:51 <+due> I need to learn German one day. 01:51 < Napkin> first game after the change.. and I was suddently thinking "Uhm.. stop that! or your MDFi will have dart tosser title soon!" :D 01:51 < Twinge> Learning German WOULD give you a little better access to good board games. 01:52 < Napkin> heh - when I was younger and playing lots of board games - almost all the good ones came from the US 01:52 < TGW> is it now possible to give arbitrary MP+ to artefacts? 01:53 <+doy> http://tozt.net/uploads/images/screenshots/crawl/ 01:53 <+due> TGW: Yes. 01:53 <+doy> check out lair1.png - lair8.png 01:53 <+due> TGW: It was before--but I fixed it. 01:53 < TGW> wasn't before? 01:53 <+due> No, it was. It just hadn't been used and had some bugs. 01:53 <+doy> basically, it replaces a bunch of walls with floor, and occasionally puts plants/fungi where the replacement happened 01:53 < TGW> oh 01:54 < Twinge> Napkin: Most decent board games originate from Germany these days, though most of the good ones tend to get translated and then published state-side as well. 01:54 < TGW> do randarts use that now, or just gastronok's hat? 01:54 < Vandal> doy those looks neat 01:54 <+due> TGW: Just unrands. 01:54 <+due> doy: That looks pretty nice. 01:54 <+due> As in, can we keep it? 01:54 < Vandal> wow 01:54 < Eronarn> doy: would be enhanced greatly if the "decayed" walls used a different colored floor tile 01:54 <+doy> !tell dpeg http://tozt.net/uploads/images/screenshots/crawl/ (lair[1-8].png) 01:54 < Henzell> doy: OK, I'll let dpeg know. 01:54 < Vandal> What font are you using in L5 Shoals? 01:54 < Vandal> that pic 01:54 <+doy> Eronarn: yeah, i was going to do that next, actually 01:54 < Vandal> I love that font 01:54 < purge> looks better, but lair still needs some feature about it thats unique IMO 01:55 <+doy> just have to figure out how recoloring works 01:55 <+due> doy: env.colour[x][y] = blah, basically. 01:55 < TGW> doy: that looks really cool 01:55 <+due> Can we dump pools for Lair? 01:55 <+due> I hate pools. 01:55 < Cryp71c> Anyone know what function is called (or where I can find the name of the function) when you hit the M button (Or any default-bound key) ? 01:55 <+doy> Vandal: fixed 7x14 (comes with x11) 01:56 < Vandal> x11 ? 01:56 <+due> Cryp71c: Hang on 01:56 <+due> Cryp71c: there isn't really. 01:56 < Cryp71c> ah, damn. 01:56 <+doy> Vandal: the base gui for linux 01:56 < Vandal> oh :) 01:56 <+due> Cryp71c: Hang on, though 01:57 < Napkin> Enne? 01:57 <+doy> Vandal: http://www.ank.com.ar/fonts/ has windows versions 01:57 <+due> Cryp71c: You basically want to skim main.cc until you find the command in question (commands.h lists them all), and then find the function linked... I'm pretty sure it's in spl-book.cc 01:57 <+doy> which i use when i'm on windows 01:57 < Vandal> awesome 01:57 <+Enne> Napkin: yeah? 01:57 < purge> due: i was just thinking.. wouldn't the egyptian desert branch be a good alternate to crypt like swamps is to shoals? it could still be filled with undead, and a unique feature could be "corrupted oasises" where herds of undead animals gather :) 01:57 < purge> along with the pyramids 01:57 <+due> purge: <3 and palm trees. 01:57 < Napkin> Do you know why resting is much slower in the "Trunk" version of tiles than it was for 0.5.2? 01:58 < Vandal> Is there a font that makes every tile square? XD 01:58 < Twinge> Napkin: I've had the same issue too, on the ascii version. 01:58 <+Enne> Napkin: I think the screen is trying to redraw every tick, even though it doesn't really need to. 01:58 < Napkin> oh, on the ascii too? 01:58 <+due> Resting is extremely slow in debug builds of trunk; it's all right in non-debug, though. 01:59 <+due> Cryp71c: Looks like learn_spell is the relevant function in spl-bbook.cc 01:59 < Napkin> hmm... I just upgraded him from 0.5.2 to trunk - same config, non-debug (due) built on cdo 01:59 <+due> Hm 01:59 < Napkin> or did i enable debug without knowing? 01:59 <+due> No, not likely 02:00 <+due> I meant specifically in ASCII, though. 02:00 < Napkin> ah 02:00 < Napkin> didn't that happen somewhere in the past already? 02:00 < Napkin> and was fixed then? 02:01 <+Enne> I know that's been an issue in the past, but it could have broken again. 02:01 < MarvinPA> i've found it to be really slow in the tiles builds i've downloaded, too 02:01 <+due> Wizmode prompts are also semi-broken in ASCII builds. 02:01 < MarvinPA> resting specifically 02:01 <+sorear> due: debug build resting is slow because the game runs a comprehensive level data sanity check once per turn 02:01 <+due> sorear: That's what I thought. 02:02 <+due> doy: that's *excellent*. 02:02 < CIA-81> pointless_ * rf01cabdb4194 /crawl-ref/source/godabil.cc: Restore player kill attribution for Fedhas' sunlight 02:02 < CIA-81> pointless_ * r6aafe49570c2 /crawl-ref/source/abl-show.cc: Make Fedhas' sunlight always use MP and train invocations 02:02 < CIA-81> pointless_ * rf058457322c9 /crawl-ref/source/godabil.cc: Restrict sunlight's plant creating 02:02 < Napkin> everything has same speed (explore, obvious redraw, etc) - just resting not takes... 3hp/second? 02:02 < Napkin> *now takes 02:02 <+due> doy: that basically solves all the issues I had with lair. 02:02 <+doy> (: 02:05 < Napkin> well, I wrote jpeg about it - maybe she has an idea 02:06 < Napkin> .oO( please don't anyone tell me to change the mingw32 compiler suite again! ) 02:06 * due hugs Napkin. 02:06 < Napkin> :D 02:07 < Napkin> uuh.. I gotta get up in 6 hours... G'night y'all! o/ 02:07 <+due> Night Napking! 02:07 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 02:11 <+due> doy: Any chance of getting random clumps of trees as well as fungi and plants? 02:11 < purge> due: too bad there is no way to do a tide effect in the desert branch but with darkness instead to similar the curse in the mythology 02:11 < purge> simulate* 02:12 <+due> I really love the idea of patches of darkness,to be honest. 02:12 < purge> patches? 02:12 <+due> We could actually do it with non-glyph clouds and transparency. 02:12 <+due> Well, opacity. 02:12 < purge> due: can you put up a brainstorm page for a desert branch please so i can post dieas? 02:12 < purge> ideas? 02:12 <+due> Sure. 02:13 <+due> Is it desert or dessert? 02:13 < purge> one s 02:13 * due sticks a cherry on top. 02:14 <+due> Man, patches of darkness sound like an awesome idea now. 02:14 <+sorear> ADOM-style darkness? 02:14 <+sorear> Or NetHack darkness? 02:15 <+due> sorear: Basically, a cloud that obscures LOS, but generates no messages or descriptions, and doesn't use a glyph. 02:15 <+due> Long-lasting, but very fast moving. 02:18 < purge> due: i think you'll love my ideas! 02:18 < Eronarn> due: no glyph as in it appears as ., or no glyph as in it appears as 02:18 < purge> came up with 2 unique monster ideas! 02:18 <+due> Eronarn: ., or }, or whatever's underneath it. 02:18 <+due> purge: http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:desert 02:19 < Eronarn> due: that sounds horrible 02:19 <+due> :D 02:19 <+due> Why? 02:19 <+due> I think it would look awesome. 02:20 < Eronarn> it would be the single most annoying interface failure in the entire game 02:20 <+due> Hm. 02:20 < Ashenzari> bookofjude created page Desert at http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:desert 02:20 <+due> So, as though you were standing in a pool of lava, and instead of having black smoke #s blocking LOS, it's you just can't see them. 02:21 < purge> due: just patches of sand? i figured the whole place would be sand? 02:21 <+due> purge: I was waffling, ignore what I wrote. 02:21 < purge> ok i am gonna re-organize it then you can edit it again if you don't like it ok? 02:21 <+due> Sure. 02:25 < MarvinPA> hmm... i think i managed to make a patch that fixes an issue i reported yesterday 02:25 < Vandal> GO MARVIN! :D 02:25 <+due> MarvinPA: Awesome! Which issue? 02:25 < MarvinPA> http://crawl.develz.org/mantis/view.php?id=365 02:25 <+due> :) 02:26 < MarvinPA> i built crawl with it and it seems to have worked, it's pretty simple :P 02:26 < MarvinPA> should i attach it to the report? i *think* i've done everything right 02:27 <+due> MarvinPA: Sure, I can take a look at it. 02:27 < MarvinPA> today has been pretty much spent with "i'm bored, let's figure out how to use git and mess about with crawl" :D 02:28 < MarvinPA> ok, uploaded it 02:31 < Napkin> wow, very nice article from greensnark! 02:31 < Napkin> go read :D 02:31 < Vandal|LT> link? 02:31 < MarvinPA> ah yeah, i read that a bit earlier, it's very cool :) 02:31 < TGW> animal skeletons grazing on dead plants is the most depressing thing ever 02:31 < MarvinPA> http://crawl.develz.org/wordpress/?p=194 02:32 < Napkin> And don't miss Due's next playtesting post! 02:32 < TGW> just add purgy and people will instantly kill themselves 02:32 * Napkin drops dead * 02:32 < CIA-81> j-p-e-g * r19a3b09d4507 /crawl-ref/source/spl-book.cc: Limit memorisation screen to at most 52 spells per page. 02:33 < Vandal> nice article indeed 02:33 < Vandal> greensnark has a way with words :) 02:33 < TGW> where? 02:33 < Vandal> http://crawl.develz.org/wordpress/?p=194 02:43 < Cryp71c> due, just got back. learn_spell is the spell which builds the list of spells, or that is fired when you attempt to memorize a particular spell? 02:43 <+due> Cryp71c: I think jpeg just fixed that bug, though, :) 02:44 <+due> Cryp71c: learn_spell is fired when you hit M. 02:44 < Cryp71c> due: the 52-spell list thing? 02:44 <+due> Yeah. 02:44 < Cryp71c> cool, thx for letting me know 02:46 -!- |eith| [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 113 (No route to host)] 02:48 <+due> Eronarn: Man, it looks *cool*. 02:49 <+due> Eronarn: Want me to termcast? 02:49 < Eronarn> nah, i'm doing other stuff 02:49 <+due> >:| 02:49 <+due> Anyone else want to see it? 02:49 <+due> purge? 02:49 < Vandal> I do :O 02:50 < Vandal> How do I see it? 02:50 <+due> Hang on 02:51 <+doy> due: what looks cool? 02:51 <+due> doy: Clouds of darkness. 02:51 <+doy> termcast! 02:51 <+sorear> ooh, we've got the crawl devs using termcast now? 02:51 <+doy> due: hmmm 02:51 <+due> ??termcast 02:52 < Henzell> termcast[1/3]: telnet noway.ratry.ru 37331 (or termcast.org 23) -- do not SSH. The software needed to stream to the termcast server can be found in a pot at the end of the rainbow. 02:52 <+due> Vandal: ---^ 02:52 * sorear wonders if this is his fault 02:52 <+doy> ??termcast[2] 02:52 < Henzell> termcast[2/3]: script -f >( cat ~/.ratry_login - | nc -q5 noway.ratry.ru 31337 > /dev/null ) "$@" # if you have reasonably modern versions of script, netcat, and bash, this shell 1-liner will start a program and stream output to termcast. The 300-line C program which does the same thing while consuming system resources forever is unforgivable bloatware. 02:52 <+due> doy: Yeah, I'm not sure. 02:52 <+doy> ??termcast[3] 02:52 < Henzell> termcast[3/3]: .ratry_login is one line, hello name password 02:52 <+due> Oh, I've been use ttrytail :) 02:53 <+sorear> !learn add termcast If you want a more polished tool, try cpan -i App::Termcast # This one is from doy, the hackish 1-liner is from sorear 02:53 < Henzell> termcast[4/4]: If you want a more polished tool, try cpan -i App::Termcast # This one is from doy, the hackish 1-liner is from sorear 02:53 <+doy> !learn edit termcast[1] s/can be found.*/can be installed by "cpan -i App::Termcast" 02:53 < Henzell> termcast[1/4]: telnet noway.ratry.ru 37331 (or termcast.org 23) -- do not SSH. The software needed to stream to the termcast server can be installed by "cpan -i App::Termcast" 02:53 <+due> Anyway 02:53 <+doy> due: i'm not sure how much i like that 02:53 <+due> I think it would be a nice effect for a portal vault. 02:53 < Vandal> ok I'm watching now :) 02:53 <+doy> it's really hard to tell what's going on 02:54 <+due> Yeah. 02:54 < Vandal> What are we watching for? 02:54 <+doy> Vandal: there are invisible los-blocking clouds around 02:54 < Vandal> oh 02:54 < Vandal> I see! 02:54 <+due> doy: Maybe they could use ' ' instead? 02:54 <+doy> due: that would help, i think, try it 02:54 <+due> Okay 02:54 <+due> That's slightly mor edifficult, gimme ten. 02:55 <+doy> you know what would be helpful 02:55 <+due> Up to 6 :) 02:55 <+doy> being able to change dungeon feature descriptions like we can with monsters now 02:55 < Eronarn> hey guys remember when we're trying to get shadow glyph changed because ' ' is annoying as hell 02:55 <+due> doy: You can. 02:55 <+doy> due: how? 02:55 < Ashenzari> The orc hits you with 4 orcish hand axes. (http://crawl.develz.org/mantis/view.php?id=376) by Kyrris 02:55 < Eronarn> let's not add the same thing in with a cloud, thanks 02:55 <+due> doy: I'm pretty sure you can with props decoorations. 02:55 <+doy> hmmm 02:55 < purge> due: ok i put in all my current ideas, if you could fill in how sandstorms will work that would be cool. 02:55 < purge> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:desert 02:56 < Eronarn> just make the cloud be colored like out-of-LOS objects or something 02:56 <+due> Eronarn: Hm. 02:56 < purge> i hope you like some of my monster ideas, i thought they were good 02:56 <+due> Eronarn: it would still place #s, which look weird. 02:56 < Eronarn> due: i mean, use underlying glyph, but with those colors 02:56 < Eronarn> rather than a ' ' 02:57 <+due> Eronarn: that's what I'm currently using. 02:57 <+due> Eronarn: Tune in and see. 02:57 < Eronarn> oh, that's fine 02:57 < Eronarn> when you described it i thought you mean like, totally invisible 02:57 <+due> It is totally invisible :) 02:57 <+due> Iiinteresting. 02:58 < Eronarn> no, totally invisible would be if it preserved the colors of the underlying glyph :P 02:58 <+due> Ah, no, it doesn't. 02:58 <+due> I think the ' 's are better. 02:59 <+due> I don't know. 02:59 <+due> It's interesting. 02:59 <+doy> i'm not sure either 02:59 <+due> I mean, I live the idea of moving patches of darkness, but I'm not sure it fits in visually. 02:59 < MarvinPA> the ' 's don't really make it look like a cloud 02:59 <+doy> yeah 03:00 < MarvinPA> although it's clearer what's going on, i suppose 03:00 <+due> Let's try this 03:00 <+due> ... Hey. 03:00 <+due> That's not bad at all. 03:01 <+doy> well, i mean, it looks like smoke 03:01 <+due> It does, but not completely like smoke 03:01 <+due> compare... 03:02 <+due> It's different, but only slight. 03:02 <+doy> yeah 03:03 <+due> I might play with spread. 03:06 <+due> We could even make it always stay together in a clump. 03:06 -!- syllogism [i=syllogis@85-131-24-201.bb.dnainternet.fi] has quit [] 03:07 <+doy> that might be more interesting 03:08 < Eronarn> due: thought: the darkness follows the player like wandering mushrooms do, travels in clumps, fades away if you get too close to it, but comes back if you get out of LOS of it again 03:09 <+due> Eronarn: Interesting, but it wouldn't have any visual effect? 03:09 <+doy> due: it would if you move toward it 03:10 <+due> Metal walls! 03:11 <+due> doy: What do you think of that? 03:11 <+doy> due: what? 03:12 < Cryp71c> On issue #0000316 should the new description simply end after 'and recharges automatically' ? 03:12 <+due> doy: Current clumping mechanism. 03:12 < Eronarn> due: not any visal effect in any given turn, but over time, it would affect where the darkness is relative to you 03:12 <+doy> due: what do metal walls have to do with clumping? 03:13 <+due> doy: Nothing! 03:13 <+due> doy: I just noticed them, and thought they were cool. 03:13 <+doy> what are you asking me about then? 03:13 <+due> What I'm currently termcatsing with the clumping mechanism. 03:13 < MarvinPA> termcats! 03:13 <+doy> you aren't moving 03:13 <+doy> so i can't tell 03:13 <+due> Hm. 03:14 <+due> Is nothing happening? 03:14 <+doy> nope 03:14 <+due> Okay, back in. 03:14 <+due> How abou tnow? 03:14 <+doy> hmmm 03:15 <+doy> yeah, i like that pattern better, but i think it would be better as a moving cloud rather than a generator 03:15 <+due> Or a monster that generates and moves around. 03:15 <+doy> yeah 03:16 <+doy> oooh 03:16 <+doy> that would be cool 03:16 < Eronarn> i think rather than a monster 03:16 <+doy> monster fog generators 03:16 < Eronarn> the clouds should do it 03:16 < Eronarn> and some monsters should hide in the clouds 03:16 < Eronarn> this means that not every cloud will have monsters in it 03:16 <+doy> i mean, yeah, i like the moving clouds on its own 03:16 <+doy> but we totally should have monsters that spew various types of fog 03:16 < Eronarn> doy: one proposal is to have Vortexes do this 03:16 < Eronarn> and to add a smoke vortex, too 03:17 <+doy> Eronarn: yeah, that could work 03:17 < Eronarn> asphyxiation vortexes would be amazing :) 03:17 <+doy> hehe 03:18 < CIA-81> pointless_ * r26707f530e67 /crawl-ref/source/ (beam.cc godabil.cc godabil.h): Make Fedhas' shoot through plants more lenient 03:18 < Eronarn> (naturally, there could be sand vortexes in a desert) 03:18 < TGW> what does that mean? 03:19 < MarvinPA> hm, for bugs that are "awaiting confirmation of resolution from me", should i close them if i check and they're fixed? 03:19 <+due> MarvinPA: yes 03:19 < MarvinPA> cool, will do 03:21 < MarvinPA> there was something added to fix my permanent swine form issue that i think kilobyte said he wanted to be rolled back as soon as my save was fixed 03:21 < MarvinPA> so i'll leave that one open, i guess 03:22 < MarvinPA> (unless it's already been rolled back) 03:24 <+due> Oh 03:24 <+due> I'll remove that 03:24 <+due> Did that get taken out? 03:24 < MarvinPA> not that i can see from looking at the commits 03:25 <+due> doy: I like that effect of just a clump of darkness in one corner. 03:26 <+due> You can lose monsters in it! that is awesome. 03:28 <+due> I really like this. 03:28 <+due> Let's try it as a monnster. 03:31 <+due> I want a moonster. 03:33 < Xiberia> monsteer 03:37 <+due> doy: Thoguhts? 03:39 <+due> They hang around for a wwhile. :D 03:40 <+due> Who's still watching? 03:40 <+doy> me, sort of 03:40 <+doy> looks interesting 03:40 <+due> Eronarn? 03:41 <+doy> i kinda want to add moss-covered walls to lair rather than just arbitrarily recoloring for no apparent reason 03:41 <+due> Do it! 03:41 < purge> due: i posted ideas for a bunch of monsters on the wiki page 03:41 <+doy> but not sure if that's worth adding an fprop or new wall type for 03:41 <+due> purge: Awesome. Did you see the clumps? 03:41 < purge> link? 03:41 <+due> ??termcast 03:41 < Henzell> termcast[1/4]: telnet noway.ratry.ru 37331 (or termcast.org 23) -- do not SSH. The software needed to stream to the termcast server can be installed by "cpan -i App::Termcast" 03:41 < purge> watching bookofjude 03:41 <+due> doy: It leaves behind little clumps of darkness if it hangs around for a while :) 03:42 < Eronarn> doy: plant variety!! 03:42 <+doy> Eronarn: like what? 03:42 < purge> due: neat 03:42 <+due> doy: Do not get him started. 03:42 < purge> due: i think maybe that should be a "sometimes" layout for the desert branch like open water levels are in the dungeon 03:43 <+due> I'm actually inclined to commit this cloud type, even if it gets used for nothing or gets removed later. 03:43 <+doy> well... *i*'m not going to add any new monsters 03:43 < purge> where that darkness is everywhere 03:43 < Eronarn> doy: There are at least 30 plants on the wiki, ranging from terrible idea to awesome one to purely cosmetic. 03:43 <+doy> but i could do more variety in the ones we already have 03:43 < purge> or maybe it could be a thing on a timer like tides 03:43 < Eronarn> due: one question i have: how does the darkness cloud interact with, say, meph cloud 03:44 <+due> Eronarn: It gets overwritten. Are you watching? 03:44 <+due> I love the long-lasting banks of darkness. 03:44 < TGW> sunlight should dispel it 03:45 <+due> Ooh, true. 03:45 < Eronarn> due: no, i'm not watching. It getting overwritten feels weird... 03:46 <+due> Eronarn: Well, you can shoot it into the darkness, but the spread of darkness will encompass the meph cloud before it has eany major effect. 03:46 < purge> meph cloud should still work in the darkness? 03:46 < TGW> meph counteracts the darkness? 03:46 < TGW> which is kind of weird 03:46 < Eronarn> yes 03:46 < TGW> unless meph gives off light 03:46 <+due> It does both, kinda. 03:47 < Eronarn> it seems like it should be something that can coexist with clouds 03:47 < TGW> I would appreciate the demo more if you didn't have waffle walls 03:47 < TGW> everything is confusing with waffle walls 03:47 <+due> Waffle walls? 03:47 <+due> Hang on, will find an open level. 03:47 < TGW> :D 03:47 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 03:49 <+due> TGW: Better? 03:49 < TGW> indeed 03:49 < purge> due: one thing i dislike is that you cannot tell wall from darkness out of LOS 03:49 <+due> purge: This is the case with any cloud. 03:50 <+due> purge: cf. 03:50 < TGW> is this just reflavored cloud? 03:50 < purge> yeah i see but still don;t like it :) 03:50 < TGW> reflavoured* 03:52 <+due> TGW: No 03:52 <+due> TGW: It's a cloud, yes, but it's not reflavoured. 03:52 <+due> etc 03:54 < purge> hmmm twinge still editing? :) 03:54 < Vandal> So 03:54 < Vandal> Out of love, I have devoted my entire evening to writing thisw 03:54 <+due> Awesome! 03:54 < Vandal> http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:skills:stabbing 03:54 < Vandal> I'm not done yet either 03:54 < Vandal> but this is enough to get some gears turning 03:55 < purge> vandal: could you add a summary at the top? 03:55 < Vandal> Yeah.. I sort of did with the starting topic 03:55 < Vandal> It didn't auto-generate a template for some reason 03:56 < TGW> you still don't butcher in combat 03:56 < Vandal> Unless you're trying to prevent corpses from being used 03:56 < Vandal> oh, I guess you're mistaken! 03:57 <+due> We will not argue right now. 03:58 <+doy> argue on the wiki! 03:59 <+due> yeah 03:59 <+due> doy: Should I commit this cloud type, anyway? 03:59 < Vandal> Ok.. done for tonight 03:59 <+doy> due: sure 03:59 < Vandal> Just had an afterthought about how this ties in with Blade Consolidation 04:00 <+due> I might commit sand storms while I'm at it. 04:02 <+due> doy: What do you think about placing random clumps of 4+ trees (circles, say) as well as converting walls? 04:03 <+doy> due: not sure how i feel about trees 04:03 < TGW> vandal: @paralysis: while it is immensely powerful, it also comes with an MR check and is no longer available in a renewable fashion 04:03 <+doy> clumps of plants could work though 04:03 < Vandal> oh good 04:03 <+doy> trees don't really seem like they'd fit 04:03 <+due> Hm, clumps of plants, then. 04:04 < TGW> the combination of these factors means it's a huge drain of resources to paralyse anything that you need >1 stab for 04:04 <+due> TGW: Paralysis needles, though. 04:05 < Vandal> Ok TGW :) I figured they were dealing with that 04:05 < TGW> due: I haven't tried the nerf 04:05 <+doy> due: alright, i'll see about adding that after i go get some dinner 04:05 <+due> With enough enchantment and skill, it's still a nerf 04:05 < TGW> vandal: I mean, paralysis hasn't been renewable for a LONG time 04:05 < Vandal> and yes it was the Needles that were cited as an extreme example 04:05 < Vandal> Does paralysis end the moment you Stab? 04:05 < TGW> no 04:05 <+due> Vandal: No. 04:05 < Vandal> Then my concern remains 04:05 < Vandal> You get more free stabs 04:05 < Vandal> Or free Poison Arrows 04:05 < Vandal> etc.. 04:06 < TGW> @needles: needs a sizeable investment in throwing skill and a good blowgun to get at a good chance 04:06 <+doy> how many turns do paralysis needles last? 04:06 <+due> TGW: Exactly. 04:06 < Vandal> I mean basically 04:06 < purge> due: get a chance to look at the wiki page yet? :) 04:06 < Vandal> If you succeed in Paralyzing a monster 04:06 <+due> doy: The duration is 5 + blowgun roll. 04:06 < Vandal> You may as well ahve just killed it 04:06 < TGW> it's an HD instead of MR check 04:06 <+doy> due: really? 04:06 <+due> purge: No :|! Hang on, I shall go reread. 04:06 <+doy> that seems really high to me 04:06 < Vandal> It is a death sentence 04:06 <+due> doy: It's not particularly. 04:06 < TGW> off the top of your head, any idea how long wand of para is? 04:06 <+due> doy: Oh, sorry, blowgun roll is random2(throwing skill + blowgun ench) 04:07 < TGW> due: 2+random2(throwing+blowgun) / HD 04:07 < TGW> I thought 04:07 < TGW> oh, duration 04:08 <+due> ??blowgun[3] 04:08 < Henzell> blowgun[3/3]: Durations are base, plus 1d(Throwing skill + Blowgun to-hit) - 1. Base durations are: paralysis, sleep, confusion, slow, 5; sickness, 40; frenzy has no specified duration. 04:08 <+due> ??blowgun[2] 04:08 < Henzell> blowgun[2/3]: You have a flat 2% chance of affecting monsters with HD14 or less. In all other cases, or if this 2% chance fails, you will only affect a monster if 2+ 1d(3 + Throwing Skill + Blowgun To-Hit) is greater than the monster's HD. 04:08 <+doy> seems like base for paralysis should be 1 or 2 04:08 < TGW> so... 3+random2(throwing+blowgun) > HD 04:08 <+doy> since monsters can't wake up from it 04:09 <+due> doy: Hm, might be a good idea. 04:09 < TGW> doy: it's at range, and with a pretty hefty failure rate 04:09 < Vandal> !tell dpeg You may want to get a drink.. http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:skills:stabbing 04:09 < Henzell> Vandal: OK, I'll let dpeg know. 04:09 < TGW> 1-2 seems kind of drastic 04:09 <+due> TGW: Hefty failure rate? 04:09 <+due> Needles are exceedingly accurate 04:10 <+doy> TGW: but being able to stand next to a monster and then get a minimum of 5 guaranteed stabs is pretty ridiculous 04:10 < Vandal> If something has a hefty failure rate no one will use it 04:10 < Vandal> they'll just use something more likely to work on the first or second try with as close power as is availalbe 04:10 <+due> doy: Oh, that's not 5 turns. 04:10 < TGW> oh, is that in aut? 04:10 <+due> doy: That's the strength of the monster enchaantment. 04:10 <+doy> aha 04:10 <+due> I have no idea. 04:10 < TGW> how long is that then 04:10 <+doy> that makes more sense 04:10 <+due> TGW: It depends. 04:11 < TGW> I should have no idea what I'm talking about more often, this is fun 04:11 <+doy> approximately 10% of that 04:11 <+doy> i guess? 04:11 <+due> Yeah, MR also comes into it. 04:11 <+due> Maybe not 04:12 <+due> No, it doesn't come into it. 04:14 < Cryp71c> How can I get the version of my local repo? 04:15 <+doy> git rev-parse HEAD 04:16 < Cryp71c> and do you refer to it - typically - by the first 6 or last 6? 04:16 < Cryp71c> chars 04:16 <+doy> first 7 04:16 <+sorear> first N 04:16 <+sorear> any unique abbreviation will work 04:17 <+doy> any unique prefix, that is 04:17 <+doy> but 7 is almost always sufficient 04:17 <+sorear> actually we might need to go up to 8 soon 04:18 <+sorear> 7 is only 2^28 possibilities, and we have close to 2^14 revisions 04:18 <+doy> i did notice one collision a couple weeks ago 04:18 <+sorear> does it count as a unique prefix if the only collisions are with non-commit objects? 04:18 < Cryp71c> Gotcha, well I commented on issue #0000121 after testing it locally, its fixed in trunk. 04:19 <+doy> sorear: nope 04:19 <+doy> the collision i noticed was with a tree object 04:19 <+sorear> :/ I guess we have even less time then 04:19 <+doy> i mean, it would be unambiguous to us 04:19 <+doy> but various git commands would get confused 04:24 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 04:29 <+sorear> git rev-parse knows that it's looking for a revision, it should be able to ignore non-commit non-tags 04:30 <+due> I've been using ten or so. 04:30 <+due> sorear: What did ou think of darkness? 04:31 <+sorear> due: I don't like the current implementation, also, darkness is explicitly listed in the pas-de-faq as a feature that has been deliberately left out 04:31 <+due> Yeah. 04:32 <+due> It's probably too interface-killy. 04:32 <+due> Clouds don't really work well in that regard. 04:32 < purge> due: it could still be used on my pharaoh mummy monster as a spell! 04:33 <+due> Hm. 04:33 * purge hint hint 04:33 * purge looks toward wiki page and back 04:34 <+due> Yes, looking ;) 04:34 < purge> twinge added some bullets too 04:35 <+due> We've already got phoenixes on the holy monsters list. 04:36 <+due> Sound sgood otherwise! 04:36 < purge> yay thanks 04:37 <+due> I want ant-people and scorpion people now. <3 04:38 < purge> i think the ant-lion idea could be neat but possibly annoying so maybe not too much hidden quicksand 04:38 < purge> but no more annoying than a siren i suppose 04:39 < TGW> due: as a player race! 04:39 < Vandal> Ant people could get that DS mutation sense surroundings :) 04:39 < TGW> as long as the abbreviation is wi/li/lo/la/bo 04:40 <+due> Vandal: DD already have that. 04:40 < Vandal> I thought the DS mut was automatic 04:40 < TGW> so is the DD mut 04:40 <+due> It's the same mutation. 04:40 < Vandal> Oh? 04:40 < Vandal> Do you have to activate the DD one? 04:40 < TGW> no 04:40 < TGW> it's the same mutation 04:40 < Vandal> I always thought it was an ability.. but I only played 1 DD 04:40 <+due> It's the same mutation! 04:41 < Vandal> I hear you! 04:41 <+due> Exactly the same! 04:41 <+due> The same code, even! 04:41 < Vandal> I'm just tired and thinking out loud! 04:41 <+due> Okay! 04:41 < TGW> that's what I do when I'm tired too 04:41 < Vandal> :) 04:41 < Vandal> I cleaned a cat box. 04:42 < purge> due: changed phoenix to corrupted phoenix that leaves cloud of miasma as it jumps around :) 04:42 < Vandal> maybe not the best thing to do when you're tired.. prone to accidents.. 04:42 < TGW> vandal: isn't that what the cat box is for? 04:42 < Vandal> what? 04:42 < Vandal> oh 04:42 < Vandal> haha 04:42 < Vandal> yeah I am losing it.. time for shower and bed 04:42 < Vandal> g'night! 04:45 < purge> thought of an idea for a abyss creature -- phantasmal horror, which is so terrible to gaze upon it causes a 'fear' status effect(MR check) which prevents you from moving closer(opposite of mermaid) 04:46 < purge> could block you from going certain ways when you running :) 04:48 <+due> Yeah. 04:49 <+due> I suggested a reverse mesmerisatoin effect for fear. 04:50 -!- MarvinPA-2 [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 04:51 < Ashenzari> Ammunition brand applied twice (http://crawl.develz.org/mantis/view.php?id=377) by Riidi 04:52 < Eronarn> That would be a cool new Horror in line with the Horror subproposal of my Demon proposal. 04:52 < purge> eronarn: feel free to use it in your subproposal 04:53 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [] 04:54 < Eronarn> purge: maybe. 04:54 < Eronarn> I think the interface would look a bit icky though 04:54 < Eronarn> Mesmerize works because it's a round shape - fear would be a line, or a cone 04:54 < Eronarn> Might need to shade the flee-from-this-area in another color 04:56 <+sorear> surely fear should be a circle 04:56 <+sorear> like LOS 04:59 < TGW> it doesn't have to be "run away" fear 04:59 < TGW> it can be "don't go closer" fear... like, just draw a circle from caster to you 05:02 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 05:08 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has quit [Read error: 110 (Connection timed out)] 05:08 -!- MarvinPA-2 is now known as MarvinPA 05:08 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 05:18 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 05:21 < Twinge> Hmm. Shouldn't speed potions be colored cyan, and magic potions be colored yellow? Speed is a temporary enchanting/boost effect, like agility/might/berserk/etc. and Magic is a direct MP gain, like heal wounds is a direct HP gain. Restore abilities would make the most sense as yellow also. 05:24 < Cryp71c> Moooo 05:30 < Cryp71c> Twinge: speaking of pots, are there any conditions under which the agility/might/int pots are permanent instead of temporary? 05:30 < Cryp71c> (on trunk) 05:32 < Twinge> I don't think so. Can't say I've heard much about them though. 05:37 < Eronarn> there are gain str/int/dex pots 05:37 < Eronarn> or atl east used to be 05:37 < Eronarn> which are 'permanent' (until you de-mutate them) 05:37 <+greensnark> due! 05:37 <+greensnark> Ooh, doy put in new Lair builder 05:37 <+greensnark> Butbut my OgMo just finished Lair :/ 05:37 <+greensnark> People keep forcing me to restart :P 05:38 <+due> Hm? 05:38 <+greensnark> Obviously I must start a new game to see new Lair! 05:38 <+due> Hm 05:38 <+due> Want me to update CDO? 05:38 <+greensnark> What's all this about darkness? 05:38 <+due> New cloud type. 05:38 <+due> Want to see? 05:38 <+greensnark> Is it in a branch? 05:38 <+due> No, I was termcasting. 05:38 <+greensnark> Ah 05:39 <+greensnark> You have it around? :) 05:39 <+due> Hang on 05:39 * greensnark wants to look into the heart of darkness. 05:39 <+due> Termcasting now 05:39 <+due> Shouldn't be long with ccache. 05:39 <+greensnark> Eric Lustbader wrote a semi-decent series called the Sunset Warrior series 05:40 <+due> doy wasn't sure, sorear didn't like it too much. 05:40 <+due> I'm still kind of unsure. 05:40 <+greensnark> In which the protagonist has some kind of alter ego - a deertaur called the Hart of Darkness 05:40 <+due> I might change it to "gloom" instead of darkness. 05:40 <+greensnark> Doom in the gloom 05:40 <+due> :> 05:41 < Cryp71c> ??git 05:41 < Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 05:41 <+greensnark> due: Is this the netbook? 05:41 <+greensnark> I can't wait for clang to be able to compile Crawl 05:41 <+greensnark> It claims to compile and link a whole bunch faster than gcc 05:41 < Eronarn> greensnark: new vault name with darkness clouds: doom in the gloom room 05:42 <+due> greensnark: Yeah, with ccache, though. 05:42 <+greensnark> persson? :P 05:42 <+due> Una Persson. 05:43 <+greensnark> Interesting 05:43 <+greensnark> I'm not sure about the cloud thingies, makes it look like miasma cloud 05:43 <+due> Or black smoke. 05:43 <+greensnark> What does it look like without a cloud? 05:44 <+greensnark> I mean just LOS blocking without a cloud 05:44 <+due> One second 05:44 <+greensnark> Or can you make it alter the colour of the feature instead of obscuring it with a #? 05:44 <+due> Yeah, doing so. 05:45 <+due> Doing it blue just for show. 05:45 <+due> Blue doesn't really work, i guess. 05:45 <+greensnark> Hmm, yes 05:45 <+greensnark> But I'm not sure if there's any other colour either 05:46 <+due> Though with the blue... 05:46 <+due> That's not bad at all. 05:46 <+greensnark> Does one square of cloud block, or do you need two? 05:46 <+due> One square blocks 05:46 <+greensnark> Change to two? 05:47 <+due> Uno momento. 05:48 <+due> I ... actually kinda like that. 05:48 <+greensnark> It could be cool in some kind of crypt-like vault 05:49 <+greensnark> Undead should regen faster in the cloud :P 05:49 <+greensnark> Or maybe evil things :P 05:49 <+due> Hm, true. 05:49 <+due> Should I bother committing it? 05:49 <+greensnark> Why not 05:50 <+greensnark> It's not used anywhere yet, is it? 05:50 <+due> No, shadows trail it, but that's just for testing purposes. 05:50 <+due> Hm, magneta better? 05:51 <+due> I like magenta! 05:51 <+greensnark> Yep, it looks better than blue 05:52 <+greensnark> How are you generating the clouds there? 05:52 <+due> The shadow. 05:52 <+greensnark> Where's the shadow? :P 05:52 <+greensnark> Ohh 05:52 <+due> White blob. :) 05:52 <+greensnark> Shadow Fiends could use this! 05:52 <+due> It has odd dissipation rules. 05:53 <+due> It'll dissipate if there aren't three clouds nearby. 05:53 <+due> So it tends to clump together. 05:53 < Eronarn> greensnark: it would be cool to have some demon using it, not sure about shadow fiends though... they're pretty much fine as is i think 05:53 <+greensnark> due: It's pretty 05:53 <+due> I actually like it now. 05:53 <+due> But I'm going to rename it to gloom. 05:53 <+greensnark> Gloooooooom 05:54 <+due> Feh. 05:54 <+greensnark> Eronarn: Yeah, Shadow Fiends also have ranged attacks and don't want to block LOS 05:54 < Cryp71c> :( Compiling crawl on my Intel Atom processor netbook is slow =\ 05:54 <+due> I think it would work well for an innocuous monster. 05:54 <+greensnark> But! It'd be cool! 05:54 <+due> Cryp71c: What netbook? 05:54 < ogaz> greensnark: soul eater? 05:54 < Cryp71c> due: HP Mini1000 05:54 <+greensnark> @??soul eater 05:54 < Gretell> soul eater (2) | Speed: 10 | HD: 11 | Health: 33-88 | AC/EV: 18/10 | Damage: 25(drain) | Flags: demonic, evil, see invisible, lev | Res: magic(146), cold, poison | XP: 857. 05:54 < Cryp71c> First generation 05:54 <+greensnark> Hey there's a thought 05:54 <+due> Cryp71c: Get ccache installed. 05:54 <+greensnark> due: Soul eater? :) 05:54 < Cryp71c> ccache eh? 05:54 <+due> greensnark: Interesting idea! 05:55 <+greensnark> ^^ ogaz suggested it :) 05:55 <+due> Should probably trail smaller clouds, though. It tends to fill up the map pretty qucikly. 05:55 <+greensnark> It's also the right colour :) 05:55 <+due> ogaz: Nice idea! 05:55 < Mu_> there are shadow demons too 05:55 <+greensnark> @??shadow demon 05:55 < Gretell> shadow demon (3) | Speed: 11 | HD: 6 | Health: 18-48 | AC/EV: 7/12 | Damage: 21 | Flags: demonic, see invisible | Res: magic(56), cold++, poison | XP: 197. 05:55 <+greensnark> You should probably pick just one monster for the effect 05:55 <+due> Yeah. 05:56 < ogaz> shadow demons are invisible anyway 05:56 < Eronarn> greensnark: i'm doing a .7-targeted writeup of demons, not everything i suggest will get in 05:56 < Eronarn> but i'll definitely propose that one of them get it 05:56 < Eronarn> possibly a new one, though 05:56 <+greensnark> We need to toss the boring demons 05:56 <+greensnark> Like most of them :P 05:56 < purge> a +9 rod of destruction :O 05:56 < ogaz> get rid of all the 2s 05:56 < ogaz> (except hellions now) 05:56 <+greensnark> I was just going to defend hellions :P 05:56 <+greensnark> @??beast 05:56 < Gretell> beast (2) | Speed: 10-17 | HD: 4 | Health: 42-96 | AC/EV: 4/8 | Damage: 28, 20 | Flags: demonic | Res: magic(28) | XP: 283. 05:56 <+greensnark> Nooo! 05:57 < Cryp71c> due: its only on my first build of a clean clone. Once most of the object code is generated and I Just have to recompile 1-2 files I modify, its obviously much quicker. 05:57 <+greensnark> I like beasts as the sleep 4 that surprise the crap out of players :P 05:57 <+greensnark> *sleeper 05:57 < ogaz> get rid of all the 2s that were 2s in 0.5 05:57 <+due> Cryp71c: Even with depends, you want ccache. 05:57 < Mu_> don't you take sun demons away from me :( 05:57 <+due> Also, try not to hit enum.h. It'll cause a recompile of everything. 05:58 < Eronarn> Mu_: new sun demon proposal: TSO-style halo, but in green, with a passive OTR effect. Casts Ignite Poison. 05:59 < Eronarn> demons<3 06:00 <+due> Feh for full rebuilds. 06:00 <+due> I suppose I also need to try this in tiles. 06:00 < Eronarn> purge: inform us as to how the rod works out! 06:02 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 06:03 <+due> Does calling it gloom help to bypass the "we won't do darkness" thing? :) 06:04 <+greensnark> "We don't do darkness" refers to light sources and stuff, right? 06:04 <+greensnark> Whereas LOS blocking is a time-honoured Crawl custom :P 06:04 <+due> :D 06:04 <+due> I need to make sunlight instantly decay clouds tthough. 06:04 <+due> And if I'm doing that, I may as well make it damage sshadows and vampires. 06:05 <+greensnark> That would be neat 06:05 <+greensnark> Is sunlight a lingering effet yet? 06:05 < Eronarn> due: as I see it - it's not so much "darkness" as "malevolent shadows purposefully interposing themselves" 06:05 <+greensnark> Or is it one-shot instant 06:05 < Eronarn> greensnark: still one-shot 06:05 <+due> One-shot instant. 06:05 < Eronarn> which i dislike a lot 06:06 < Eronarn> i'd rather it be bigger but subtler 06:06 <+greensnark> Sunlight might be better with a marker that keeps working its effects over a few turns 06:06 <+greensnark> Gradually dry water 06:06 < Eronarn> yes 06:06 <+greensnark> Keep dispeling clouds for X time 06:06 <+due> Sounds good. 06:06 < Eronarn> and plants could be restored, because it wouldn't be an immediate blocking chance like currently 06:07 < Eronarn> but a gradual growth, over a span of a wider area and several turns 06:07 <+greensnark> Blocking chance? 06:07 < Eronarn> greensnark: the chance to get a plant when using sunlight on any empty square 06:07 <+greensnark> Oh 06:08 < Eronarn> - it'd also make fedhas a lot more tactically interesting if it were a static area, rather than something you kept spamming any time it wore off 06:08 < Eronarn> e.g., more incentive to hide in plants and keep the enemies in the lit area, rather than retreat into corridors 06:08 <+greensnark> pointless_ is working on Fedhas, right? 06:08 < Eronarn> yes 06:08 < Eronarn> I hate Fedhas so much :( 06:09 <+greensnark> Is Fedhas more or less complete? 06:09 <+greensnark> Why? 06:09 <+due> ... why? 06:09 <+due> I like Fedhas. 06:11 <+due> who is Evan Williams? 06:11 <+greensnark> What? :P 06:11 < Ashenzari> Books on the ground, in a big stack, have the wrong glyph (http://crawl.develz.org/mantis/view.php?id=378) by Kyrris 06:11 <+due> c-r-d. 06:11 < Eronarn> greensnark: because it feels way too pigeonholed for a god of nature 06:12 < Eronarn> it bothers me to no end that a god with an ability called *evolution* has less variety than a god of undeath :P 06:12 <+due> That looks slightly better. 06:12 <+greensnark> Where are the detailed god descriptions in the source? :P 06:13 <+due> dat/ddescript/gods.txt no? 06:13 <+due> Should make it immune to polymorph. 06:13 <+greensnark> That has a brief one-liner about Fedhas 06:13 <+greensnark> Sunlight, fungal bloom, plant ring, spores, rain, evolution? 06:13 <+greensnark> Intriguing 06:14 < Cryp71c> Any experts on the beam code here and active? 06:14 <+due> Cryp71c: ----^ El Snarko. 06:14 <+greensnark> I'm not an expert :P 06:14 <+greensnark> What's the question, though 06:15 <+due> You know more about it than I. 06:15 < Cryp71c> greensnark: Fire Storm is setup / fired in spells1.cc at 'setup_fire_storm' and there is no range declaration there for the beam. Furthermore, if I set a range within that setup function, it is ignored when the beam is fired. 06:16 <+due> Cryp71c: Check ZAP_? 06:16 < Eronarn> greensnark: sunlight = corona in a 3w3h cross shape; decomposition = sacrifice mechanic (also makes toadstools), plant ring = make a wall of "a plant"; spores = make giant spores from corpses, rain = instant effect of a bunch of shallow water or shallow=>deep, evolution = upgrade things to wandering mushrooms or oklobs 06:16 <+due> And spl-data.h? 06:16 <+greensnark> Cryp71c: Fire storm is placed freely, no range per se 06:16 <+greensnark> The beam is used only for the explosion 06:16 <+greensnark> It's smite-targeted 06:16 < Cryp71c> greensnark: I see. Well there is a maximum range at which the center may be placed. 06:16 < Cryp71c> Which is wrong atm. 06:17 <+greensnark> Oh that way 06:17 <+due> rain also creates rainc louds. 06:17 < Eronarn> oh, that's new 06:17 <+due> No? 06:17 <+due> When did you last play Fedhas? 06:18 <+due> Rain clouds got added before I joined the dev team, and Charles added them to the ability shortly after. 06:18 < Eronarn> i've played fedhas since then and didn't spot any 06:18 < Eronarn> i know rain clouds are in but i haven't ever seen any in game 06:18 < Eronarn> !lg eronarn god=fedhas 06:18 < Henzell> 6. Eronarn the Alchemist (L16 SEEE), worshipper of Fedhas, blasted by Roxanne (iron shot) on Swamp:5 on 2009-12-28, with 100874 points after 51840 turns and 5:49:45. 06:18 <+due> Ah, they only show up at high invocations, maybe? 06:18 < Eronarn> !lg eronarn god=fedhas -2 06:18 < Henzell> 5. Eronarn the Archer (L12 HEAM), worshipper of Fedhas, killed by triggering a bolt trap on Lair:6 on 2009-12-23, with 25722 points after 27456 turns and 2:45:08. 06:19 <+due> greensnark: I've come up with a possibly new layout builder for Vaults! At least in ideas (after confirming sme ddetails with Enne). 06:19 <+greensnark> due: Doooo it! 06:20 < Eronarn> due: i think that Fedhas Rain would be a lot better if it made less water and more rain clouds, really. it's pretty overpowered, and i think a gradual effect is more interesting 06:20 <+due> greensnark: It basically means moving the generator to Lua, making every room created a subvault room instead, and preventing monster, item, and stair generation outside of the rooms. 06:21 <+greensnark> Do we have enough subvaults? 06:21 <+due> No, hehe. 06:21 <+due> I'm going to write subvaults generators. 06:22 <+sorear> There should be a non-exclusive tag for this 06:22 <+due> You can access the requested size of the subvault 06:22 <+sorear> quite a few dungeon vaults would do 06:22 <+due> So, we'll have rooms with monsters guarding a smaller sub-room with treasure inside... 06:22 <+greensnark> Ah 06:22 -!- Enne [n=enne@cpe-076-182-101-004.nc.res.rr.com] has quit ["zzz"] 06:22 <+greensnark> Yeah, you could also tag any suitable vaults with vault_room or stuff 06:23 <+greensnark> And allow_dup 06:23 <+due> Exactly! 06:23 <+greensnark> But you should definitely write a procedural subvault gen 06:23 < Cryp71c> due: earlier you said I might check ZAP_ for fire_storm range data 06:23 <+due> I am. 06:23 < Cryp71c> What did you mean by that? 06:23 <+greensnark> Cool! 06:24 <+due> Cryp71c: zap_data[] in beam.cc 06:25 <+due> I think that also defines ranges? 06:25 <+due> Might not. 06:25 <+due> spl-data.h's spell structures definitely define ranges. 06:25 <+due> Anything that's stipulated as LOS in that is usually smite-targetted. 06:25 < Cryp71c> due: yep, it seems to define the ranges for which auto-target greys out 06:25 < Cryp71c> (white / grey squares) 06:25 < Cryp71c> but I can still ! fire_storm to fire beyond that range 06:25 < Cryp71c> hopefully zap_data is what I'm looking for 06:26 <+due> Hm 06:26 <+due> Cryp71c: It's smite targetted. 06:26 <+due> Cryp71c: That means you can target *anywhere* in your LOS. 06:27 <+due> Cryp71c: Even if you target in a position that leaves the resulting storm half outside of your LOS. 06:27 <+due> (This is intended, I believe?) 06:27 <+sorear> yes 06:27 < Cryp71c> due: the bug I've discovered doesn't have to do with range 06:27 <+sorear> it might need a nerf, but beware cascade effects 06:28 < Cryp71c> due: doesn't have to do with LOS* it has to do with range 06:28 < Cryp71c> sorry 06:28 < Cryp71c> z?! indicates the range should be 6 (I think, perhaps 7) 06:28 <+sorear> fire storm is noisy in SS only because people used to use it to safely kill monsters while not entering stealth-check range of their neighbors 06:28 < Cryp71c> But you can cast it pretty far away (8) I think 06:28 <+due> ah 06:28 <+sorear> nerf fire storm and you ought to nerf explosion noise 06:29 <+due> Let's not nerf firestorm, poor Cerebov. 06:29 <+sorear> which would buff MC 06:29 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 06:30 < Cryp71c> due: hrm...which ZAP_ does fire storm use, do all spells have to use something from zap_data? 06:31 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 06:31 <+sorear> fire storm doesn't use any ZAP_ 06:31 < Cryp71c> ... 06:31 < Cryp71c> well wth.. 06:31 <+due> It doesn't use ZAP. 06:32 < Cryp71c> sorear: what's the shortest smite-targetted spell you can think of? 06:32 <+due> Which is why I said not to worry about it when I thought about it some more. 06:32 <+due> Cryp71c: ... 06:32 < Cryp71c> due: ah, didn't see that. 06:32 <+due> Cryp71c: Smite targetted-spells don'thave a range limit. 06:32 <+due> If it's smite-targetted, you can aim it *anywhere* that you can see. 06:32 < Cryp71c> due: then why does firestorm have a 6-block range in Z?! ? 06:33 <+due> ?range 06:33 <+due> ??range 06:33 < Henzell> I don't have a page labeled range in my learndb. 06:33 <+due> ??blocks 06:33 < Henzell> I don't have a page labeled blocks in my learndb. 06:33 <+due> Feh. 06:33 <+due> Cryp71c: Bad value somewhere. It should be N/A. 06:34 < Cryp71c> due: that value is in spl-data.h 06:34 < Cryp71c> range is 6, 6 06:34 <+due> Oh, wtf 06:34 <+due> Should be LOS_RADIUS, no? 06:34 <+due> sorear? 06:35 < Mu_> stop it hitting beyond los? 06:37 < Eronarn> hm, doesn't banishment spell use smite but is below LOS range? 06:37 < Eronarn> or am i misremebering 06:37 < Cryp71c> Mu_: no the code operates properly as it is, but the z?! screen indicates it has a specific range instead of N/A 06:37 < Cryp71c> (fire storm) 06:37 <+due> Banishment is LOS_RADIUS, LOS_RADIUS 06:38 <+sorear> due: should be -1, -1 06:38 <+sorear> Eronarn: banishment is a beam, it needs clear line of fire 06:38 <+due> I thought -1, -1 was for spells that didn't have an applicable range? 06:38 <+sorear> due: banishment is beam, it has an applicable range ( 06:38 <+due> Airstrike, f'r instance, is LOS_RADIUS. 06:38 <+sorear> ) 06:38 <+due> Ah. 06:39 < Cryp71c> sorear: so what's the concensus, fire storm should have LOS_RADIUS or -1 as its range? 06:39 <+due> Well, what do we want? 06:39 < Cryp71c> its operating normally with regard to range, except for the targetting screen greys out > 6 and you can ! the cast to a 7 range 06:40 <+sorear> Cryp71c: should be -1 06:40 < Twinge> Hmm, Looks like I get to face dpeg walled-liches Crypt-5 vault one last time... ;O 06:41 < Cryp71c> lol....I think I havn't played a game since I started contributing :P 06:41 <+due> Twinge: It's back in now. 06:42 < Twinge> Oh? walls perma-diggable or something? 06:43 <+due> No, the walled liches vault went out and then came back in again. It was done in a stroboscopic manner, so as you don't actually not see it. 06:43 < Cryp71c> sorear: it can't have a -1 range. "targeted/directed spell 'Fire Storm' has invalid range" 06:43 <+due> Gone, then back... gone, then back! 06:43 < Twinge> It's the only Crypt:5 Vault I've seen yet ;/ 06:44 < AceTetra> oh, so you haven't seen the one with the three liches not in cages? it's great when you're feeling jumpy 06:45 <+sorear> Cryp71c: then, you need to fix the SPFLAG_GRID targetting code. Have fun. You know C++, right? 06:45 < Cryp71c> sorear: lol, yeah. Why do I get the feeling it isn't a small task? 06:46 <+sorear> It's not a small task because you're new 06:46 <+sorear> due or I could do it in ten minutes, not counting the time required for the 3-4 make debug runs 06:46 < Cryp71c> sorear: would you prefer to do it, then, or ? 06:47 * due writing a play testing post at the minute. 06:47 <+sorear> You're going to have to find your way around Crawl at some point 06:47 <+sorear> Why not you do it 06:48 <+due> Cryp71c: :) Part of the fun is learning. 06:48 <+due> I still don't actually *know* C++. 06:48 <+due> So sorear's 3-4 make debug runs would equate to about 8 for me, as I'd have to fix code issues. 06:48 <+due> Which are almost always a) const problems, b) pointer problems, or c) reference problems. 06:48 <+greensnark> due: Oh btw, dpeg approved of Polyphemus using sheep as missiles :P 06:48 <+due> greensnark: Yesss. 06:48 < Twinge> <3 trial and error 06:48 < Cryp71c> sorear: alrighty. I suppose I'll take a look at it then 06:49 <+due> For the record, I despise *: is it mi->type? mi.type? *mi.type? (*mi).type? (*mi)->type? Argh. 06:49 <+due> (I actually purchased c++ in a nutshell simply to clear this up, and also because it's apparently a good book.) 06:49 < Twinge> I was actually surprised that I couldn't grok most of the code at all on first blush; I'm used to at least being able to understand random code I come across, even if I couldn't easily write it myself 06:50 < Eronarn> Twinge: Welcome to Crawl 06:50 < Cryp71c> Twinge: yeah I seem to be experiencing that. As near as I can tell, its because everything is functionally organized. Funcs for EVERYTHING 06:51 <+sorear> Eronarn: uh, you realize who Twinge is? :) 06:51 < Eronarn> no idea 06:51 <+due> sorear: Also, is there any reason why we can't (or shouldn't) store the monsterentry information in monsters? It seems annoying and counterintuitive to have to look up monsterentry X just to get a monster's default glyph, colour, or to find its class flags (say, if it's a unique or not). 06:52 <+greensnark> due: mon->find_monsterentry() gives you its entry 06:52 <+sorear> Eronarn: he's one of the more accomplished ADOM binary divers. In this context, him calling code particularly unreadable means something 06:52 < Eronarn> How... wonderful. 06:52 <+due> greensnark: Yeah, but that seems counterintuitive, still; I have to go mon->find_monsterentry(), and then check to see if that is M_UNIQUE. 06:53 <+sorear> due: no, you don't, you call mons_is_unique 06:53 <+due> sorear: Well, yeah. 06:53 <+sorear> if mons_is_unique doesn't exist, you write it 06:53 <+due> Hm. 06:53 <+due> Glyph lookup is similar; there are pretty wrappers to do it easily, but why? 06:54 < Twinge> Heh, don't put TOO much weight into that. I was granted a good platform to start from, with a lot of the work done for me; I don't know that I would've been able to figure out anything from scratch. 06:54 <+greensnark> Using a function to hide the details of glyph lookup allows you to change how glyphs are handled 06:54 <+greensnark> Without changing all the code that uses the function 06:55 <+due> Oh, I'm not saying get rid of the function. 06:55 <+due> That would fuck mislead up big time. :) 06:55 <+due> I don't have any complaint, I just don't see why the function can't be looking up monsters::base_glyph instead of monsterentry(monster_type)::base_glyph, say. 06:56 <+due> I suppose it also means you can change glyphs without breaking save compatability/causing weird visual issues. 06:56 <+greensnark> Attacks and glyphs should really be per-monster 06:57 <+due> Anyway! 06:57 <+greensnark> And the attack crap in ghost_demon should be removed :P 06:57 <+due> Hehehe. 06:57 <+due> What was the Snake:5 issue again?I can't find the commit. 06:57 <+due> Was it causing validation issues iwthout vetoing? 07:00 <+greensnark> validation failures were not being reported to the caller 07:00 <+greensnark> So if the map failed validation 25 times in a row and wasn't placed, the dungeon builder was told "Yeah, all done correctly" 07:00 <+due> Ahhhhhh 07:00 <+due> *Nice*. 07:01 <+greensnark> The 25-times fail in a row made it rather hard to replicate :P 07:01 <+sorear> We need to get rid of all these silly "try N times" loops 07:01 <+due> That's one of those joyous "hardly ever occurring" things. 07:01 < Cryp71c> sorear: so the range for all smite spells should be -1, -1, and the failure to compile indicates an issue in SPFLAG_GRID ? 07:01 <+due> Oh man, I love how soetimes you just get clumps of gloom that hang around for ages. 07:02 <+sorear> Cryp71c: maybe! I think we need input from a guru 07:02 <+sorear> Oh hey greensnark is here 07:02 <+sorear> greensnark: Should smite spells have finite ranges? The code can't make up its mind 07:02 < Cryp71c> sorear: sorry, not a compile-time error, but a startup runtime error. 07:02 <+due> Yeah, you gotta love the startup runtime errors. 07:03 <+due> They make me fucking *mad*. You get through it all, and then it goes "Oops, you made a silly typo in enum.h! Guess what, you get to recompile *everything*!". 07:03 <+sorear> remember: the more stuff we move into Lua, the more startup runtime errors we'll get 07:03 <+greensnark> sorear: I don't know the intent 07:03 < Cryp71c> due: I rather like them, I can grep for parts of the error code and find the logic behind why they're getting thrown. 07:03 <+due> You don't have to recompile everything if you have a Lua error (generally). 07:03 <+due> Cryp71c: I prefer compile errors--preferably early on in the piece. 07:04 <+due> greensnark: Also, did you want me to update CDO? 07:04 <+greensnark> due: I wouldn't mind :) 07:04 < Cryp71c> due: you shouldn't have to recompile everything though. Just whatever you edited from the last time you compiled 07:04 <+due> Cryp71c: and if it's a bug in enum.h? ;) 07:04 < Cryp71c> due: I don't follow -_- 07:05 <+due> Cryp71c: If you hit enum.h, renaming or adding to an enum, you have to recompile 98% of the objects. 07:05 < Cryp71c> due: ah, I havn't had any reason to edit enum...it seems mostly a static list of the objects and such. 07:06 <+due> Adding new monsters, new spells, renaming spells... basically doing anything that involves new content requires editing enum.h. 07:06 < Twinge> Hmm. Where would I even find spell damages? Assumedly in the spells# files, but a search for e.g. "Venom" or "Rapid" doesn't bring up Venom Bolt or Lee's Rapid Deconstruction... 07:06 <+due> We have this love-hate relationship for it. 07:06 <+due> Twinge: ZAP_XXX structures in beam.cc have the damage calculations for most bolt spells. 07:07 < Cryp71c> Twinge: for non-zap spells, then its usually in spells#.cc 07:07 <+due> Other spells are all over the place; monster-cast smite-targeetted spells are in effects.cc; other structures are in mon-cast.cc. 07:08 < Cryp71c> sorear: who would be the next person to check with since Greensnark isn't sure of the intent of smite-targetted spells? 07:09 < Cryp71c> sorear: or perhaps should I just open a bug for an innacurate range on fire storm, submit a small patch to bring the range to 7, 7 and address the smite code potentially being wrong after its been discussed via wiki? 07:10 < Twinge> Messy ;) 07:10 < Twinge> Hah, there's code for... grenades. 07:11 < Eronarn> ...evap? 07:11 < Twinge> Orb of Fragmentation 07:12 <+due> Master branch on CDO updated to: 0.6.0-a1-2133-g26707f5 (15.3)! Woohoo! 07:12 < Xiberia> orb of flashbang 07:12 < Twinge> 'The orb explodes into a blast of deadly shrapnel!' 07:12 <+due> IOOD, no? 07:12 < Twinge> Oh, maybe 07:16 < Cryp71c> sorear: went ahead and reported the error, discussion can take place on Mantis. 07:16 < Ashenzari> Fire Storm (e.g. ALL smite targetted spells) Targetting (http://crawl.develz.org/mantis/view.php?id=379) by Cryp71c 07:18 < Cryp71c> G'night 07:19 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Lost terminal"] 07:20 <+due> What's the trope namer for "smite-targetted", anyway? 07:20 <+due> Is it NetHack? 07:20 <+sorear> Something smites you! 07:20 <+sorear> that 07:21 <+sorear> orc priests are the first enemy most players encounter with that ability 07:21 <+due> It actually comes from crawl, though? 07:21 <+sorear> yes 07:21 <+due> Oh, cool. 07:21 <+sorear> I wonder what the Official Trope Name is 07:21 <+due> For some reason I thought it was from another game. 07:22 <+sorear> smite targetting predates Crawl by quite a bit (arch-viles come to mind) 07:22 < Twinge> Hmm. The only 'fragmentation' damage I can find is 'orb of fragmentation'; seems like that's probably not for Lee's. 07:22 <+due> It's not, I'm pretty sure. 07:22 <+due> Lee's uses BEAM_NUKE, no? 07:23 < Eronarn> sorear: gundam has "all-range attacks" predating doom 07:24 < Twinge> Not sure; there's this 07:24 < Twinge> // eye of devastation? 07:24 < Twinge> if (flavour == BEAM_NUKE) 07:24 < Twinge> return (true); 07:24 < Twinge> // Lee's Rapid Deconstruction 07:24 < Twinge> if (flavour == BEAM_FRAG) 07:24 < Twinge> and in spl-data, there's this 07:24 < Twinge> SPELL_FRAGMENTATION, "Lee's Rapid Deconstruction", 07:25 <+due> Oh, odd. 07:25 <+due> Maybe BEAM_NUKE is only for disint, then? Or blowing up corpses? 07:28 < Twinge> Blarg. 07:28 <+due> Twinge: I don't understand alf of crawl's code :0 07:28 <+due> also, I am glad I decided to do the play testing post today. Wow, so many changes. 07:29 <+sorear> Twinge: start at the top 07:30 <+sorear> Lee's does two kinds of damage 07:30 <+sorear> first, if you target a monster, it does disruption/disintegration damage (BEAM_NUKE) 07:30 <+sorear> second, if you target a wall (or brittle monster :>), it causes an explosion of BEAM_FRAG (shrapnel) splash damage 07:31 <+sorear> being blown up from the inside, and being hit by a spray of rock shards, are completely different damage types 07:31 <+sorear> BEAM_NUKE creates chunkspray if it kills something, BEAM_FRAG triples AC reduction 07:33 < Twinge> Ah. Yeah I saw the triple AC reduction. Am still blind to actual damage though. 07:37 <+due> ... finally *done*. 07:38 * due pants. 07:38 <+greensnark> Yay due 07:38 <+due> http://crawl.develz.org/wordpress/?p=210 07:39 <+due> 23 bugs fixed in a week, nice :) 07:39 <+due> (How many new ones created?) 07:40 <+greensnark> due: "Monster's killed" 07:40 <+due> Danke 07:41 <+due> greensnark: I enjoyed the shoal buildin' post, too. 07:42 <+greensnark> Thanks :) 07:42 <+greensnark> I had a few beers yesterday :P 07:42 < ogaz> due: "Fractured grammer" 07:42 <+due> Ahaha, how humiliating. 07:42 <+greensnark> Ooh, ogaz is good 07:42 <+due> More like Fractured gamer, am I right? 07:42 <+greensnark> "My gramma's fractured" 07:43 <+due> Or, "My gamma's fracture! I AM DYING FORM RADIATION POISONING". 07:43 < purge> i don't think i will ever get used to the word "boni" 07:43 < Mu_> is that fireball suicide fix explicitly for fireballs or will it stop all aoers hitting themselves 07:43 <+due> Mu_: Explicitly fireball; what other AOE are hitting themselves? 07:43 < Mu_> cloudmage clouding himself ;p 07:43 <+greensnark> Cerebov often hits himself 07:44 <+due> Cerebov's pretty buff, though. 07:44 <+greensnark> Yep 07:44 <+due> When I grow up, I wanna be Cerebov. 07:45 <+due> If I actually used vim, you'd be able to watch me program too. :) 07:45 < ogaz> I think the agreement was that anyone who threw AOEs wouldn't AOE themselves if it would take away more then 50% of their remaining health or something like that 07:45 <+due> There's also foe/friend ratios to consider. 07:46 <+greensnark> due: What do you use? :P 07:46 <+due> gvim. :) 07:46 <+greensnark> Aha 07:46 <+due> Oh, nobody's watching me anyway. 07:46 <+due> :) 07:47 <+greensnark> Thick gloom, eh? :P 07:47 <+due> Okay, how much damage should sunlight do to vampires and shadows? 07:47 < purge> depends how easy it is to spam? 07:48 <+due> Very. 07:48 <+due> It's basically the invocations training skill. 07:48 <+due> Could trigger a fear event instead of causing damage? 07:48 < purge> with a chance for the monster to resist based on your inv skill? 07:49 <+due> Well, vampires are allergic to sunlight anyway. 07:49 < ogaz> vampires should clearly have a chance to sparkle instead 07:49 < Mu_> kill the basic vampires outright imo 07:49 < Mu_> who cares about vampires :p 07:49 < Twinge> Also depends if sunlight changes to gradual over time or stays insta-burst 07:50 <+due> True. 07:50 <+due> I'll leave vamps and shadows. 07:52 <+due> Hooray for linking taking forever. 07:53 <+due> Hm, might do that differnetly. 07:53 <+greensnark> Can I has build with gloom? 07:53 <+greensnark> I want to start a new character :P 07:53 <+greensnark> Another day, another Shoals death 07:53 < Mu_> i don't like it not having a glyph :o 07:53 <+greensnark> Heading straight for Shoals is enormous fun 07:53 <+greensnark> Everyone should try it 07:53 < purge> greensnark: how about an ogre assassin next to test the new needles? :) 07:54 <+greensnark> Do they get needles? :P 07:54 <+greensnark> I thought they got a club :P 07:54 < ogaz> OgAs has been won though :( 07:54 <+greensnark> Oh, unwon is not an issue here 07:54 < AceTetra> i was wondering about stacks of items that are the only item on the square. the faq item "Q: How can I drop/pick up only part of a stack?" says to use ",," or "gg", but both of those try to pick up the whole stack. has this been changed since 0.5? 07:54 < purge> greensnark: both 07:54 <+greensnark> Going into Shoals at XL 12 rarely makes for long games :P 07:55 < purge> greensnark: they even start with a few curare :O 07:55 <+due> AceTetra: You need gg4, probably. 07:55 <+due> Mu_: It looks cool, though. 07:55 <+due> Er, not num, but letter. 07:56 <+due> Mu_: With recolouring it's actually noticeable. 07:56 < AceTetra> due: the first g picks up the whole stack 07:56 <+due> Hm. 07:56 < Mu_> oppressive gloom imo :p 07:56 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Read error: 110 (Connection timed out)] 07:57 < ogaz> greensnark: maybe try SpAs? you might actually be able to grab the rune that way 07:57 <+due> Problem is that gloom spreads so quickly that sunlight needs to do a heck of a lot more damage to the cloud system than what it currently does. 07:57 <+greensnark> ogaz: You mean get out alive and have to do the midgame? :P 07:57 <+greensnark> Where's the fun in that? :) 07:57 < Mu_> fill every square of tartarus with gloom please 07:57 < AceTetra> oh, on the gloom issue: i haven't really been paying attention, but how about having the LOS radius of the player depend on the distance from the gloom source? 07:58 <+due> AceTetra: It's an opaque cloud; distance doesn't really come into it, to be honest. 07:58 <+greensnark> Mu_: Nooooo! 07:58 <+due> New monster spell in the works: Shadow Ball. 07:58 < ogaz> use it to capture the shadow dragons 07:59 < Mu_> prolly wouldn't be able to because of cloud limits anyway :p 07:59 <+due> Yeah, effing cloud limits. 07:59 * due glares at greensnark. 07:59 <+due> Can something be done about the cloud limits, btw? 07:59 < Mu_> i'll fill up ereshkigal's pyramid with gloom in my tar map at least 07:59 <+greensnark> :P 07:59 <+greensnark> You can increase MAX_CLOUDS 07:59 <+greensnark> If you don't mind rebuilding everything :P 08:00 < Eronarn> due: shadow ball seems a bit... boring 08:00 < Eronarn> if it's like steam ball 08:00 < Eronarn> what about making all corners in LOS turn into gloom generators 08:00 <+due> greensnark: But is there a particular reason why MAX_CLOUDS in that? 08:01 <+due> Er, is that number? 08:02 <+greensnark> Arbitrary 08:02 <+due> Ah. 08:03 <+due> Hm, 180. 08:03 <+due> I suppose setting it to 5600 is too much to ask forr? ;) 08:03 <+greensnark> :P 08:04 < Mu_> shies away? :p 08:04 <+due> How about 360 or so? 08:04 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has quit [Read error: 110 (Connection timed out)] 08:04 <+due> Mu_: Temporary wording. 08:04 < Eronarn> Monster.s killed (specifically, aquatic monsters) with Fedhas.s Sunlight ability will be correctly attributed to the player." 08:05 <+due> Eronarn: Yeah, changed ti monsters killed. :) 08:05 <+due> Fedhas's is correct, thouh. 08:05 <+due> *thought. 08:16 <+due> I dumped the "shies away" 08:17 <+due> greensnark: Would making it an elemental colour help? Like... MAGENTA/DARKGREY/BLUE? 08:18 < Mu_> gloom doesn't really shimmer :o 08:19 <+due> True. 08:19 < Mu_> yavar is in range of mara btw if you want to watch, though he's running away atm 08:19 < Twinge> Running away from Mara is a pro plan 08:19 <+due> Oh 08:20 < Twinge> 'R' is for 'Run Away'! 08:20 <+due> No mislead :9 08:21 <+due> greensnark: Mah-rah--long or short/ 08:26 <+greensnark> due: I'd pronounce it Muh-RAH, but I don't know if that's correct 08:27 <+greensnark> Demonic casters traditionally ignore silence :P 08:27 <+due> Yeah. 08:27 <+greensnark> You should just get rid of Mara's M_ACTUAL_SPELLS :P 08:27 <+due> Hm. 08:27 <+greensnark> M_ACTUAL_SPELLS and M_PRIEST make monster silencable 08:28 <+greensnark> Can rakshasas summon fakes under silence? 08:28 <+greensnark> If they can, unleash Mara :P 08:28 <+due> Checking 08:28 <+due> No. :/ 08:28 <+greensnark> Allow them to use it when silenced as well :P 08:28 <+due> :D 08:29 <+due> Man, the joys of power creep. 08:29 <+greensnark> Power creep cannot be used to describe rakshasas 08:30 <+greensnark> It's more like feeble creep 08:30 < ogaz> annoyance creep? 08:30 < Eronarn> Mu_: shadows can definitely flicker. 08:30 <+greensnark> Well, nobody bothers to silence them anyway 08:30 <+greensnark> :P 08:30 < ogaz> they're demons so I assumed they were unsilencable 08:30 <+due> True. 08:30 < Mu_> Eronarn: they move, they don't shift between a dazzling array of colours :p 08:31 < Eronarn> rakshasa illusions should get one-hit dispelled imo 08:31 < Eronarn> Mu_: yes, but, ascii limitations :P 08:31 < Mu_> ;-) 08:31 < CIA-81> due * r241dd89547a4 /crawl-ref/source/mon-data.h: All other demons are immune to silence (greensnark, ogaz). 08:31 * sorear grumbles at CRD 08:31 <+greensnark> Hey, you don't have to credit me :P 08:31 <+sorear> "nooo, stabbing is too good" 08:31 < Twinge> Hah 08:32 < ogaz> why did I get credit? 08:32 <+greensnark> Especially when it comes to potentially unpopular decisions :P 08:32 <+greensnark> ogaz: Because we love you! 08:32 < ogaz> <3 08:32 <+due> ogaz: We <3 ogaz. 08:32 < ogaz> also, Geryon should remain silencable 08:32 <+greensnark> ogaz is going to get ragged on ##crawl for being a player-hater 08:32 <+due> If I get to show that other people agreed with me, I'm less likely to be challenged. 08:32 <+doy> greensnark: what do you think about the new lair generation? 08:33 <+due> doy: I, for one, love it; however, need clumps of fungi and plants. 08:33 <+greensnark> doy: Looked interestingly different, but it's not on cdo yet :P 08:33 * greensnark pokes due to update. 08:33 <+due> greensnark: It is! 08:33 <+due> greensnark: I updated hours ago. 08:33 <+greensnark> Oh, it is? 08:33 <+greensnark> Nice! 08:33 * due cackles with power. 08:33 < ogaz> due: is Geryon still silencable? 08:33 <+due> ogaz: Yes. 08:34 < ogaz> thanks :) 08:34 < Mu_> trying to silence mara should irritate him and make him cast twice a round from then on 08:34 < Eronarn> sorear: stabbing is too good. so is attacking things. all attacks should drain MP 08:34 <+greensnark> Geryon has to sound his horn, he should be silenceable 08:34 <+due> Specifically because his spells are horn-derived. 08:34 <+due> Geryon's such a horny creature. 08:34 <+greensnark> Oh, whoever added the description "player has to blow Geryon's horn" for the Vestibule wins the double entendre medal 08:34 <+due> Haha, is that really in there? Nice. 08:35 <+due> I love the huge clumps of gloom. 08:35 <+due> It looks so cool. 08:36 <+sorear> Why do I waste time reply to Evan Williams 08:37 <+due> Evan = Vandal, non? 08:37 <+sorear> Which of you incompetent admins gave Evan Williams the wiki write bit? 08:37 <+sorear> I have no idea who's who, sorry 08:38 <+due> The crawl-dev re-education program is currently under way in that regard! 08:39 <+sorear> Very funny, then, that I got the same first impression of him twice 08:39 <+due> Heh. 08:42 <+due> Now... how to make gloom look good in tiles. 08:44 <+due> No snark which is green playing crawl which is develz.org! 08:44 <+greensnark> Doing some work stuff 08:47 <+due> Ah :) 08:47 <+due> Damn work. 08:54 <+due> doy: mgen_data is evil. 08:54 <+doy> yeah, this is pretty gross 08:57 <+due> doy: check create_monster usage in mon-cast's summoning section 08:57 <+sorear> what's the deal with mgen_data anyway 08:58 <+due> sorear: Don't know, I break out in hives whenever I look at it. 08:58 <+sorear> the old create_monster had about 40 parameters, was that really worse than wrapping them all in a mgen_data 08:58 <+due> doy: A duration of 0 will mark them as non-summoned. 08:58 <+due> In... theory. 09:00 <+greensnark> mgen_data was supposed to have convenience constructors 09:00 <+greensnark> But people keep adding extra params to the convenience methods :P 09:00 <+due> It does, actually. 09:00 <+greensnark> hostile_at was supposed to have two parameters :P 09:00 <+due> greensnark: I know! We're evil. 09:00 <+greensnark> It was not supposed to get extra params for summons! 09:00 <+greensnark> That should have been hostile_summon_at :P 09:01 <+due> We can adjust it to that, I think. 09:01 <+greensnark> Or aligned_summon_at 09:01 <+greensnark> Yeah, the various static constructors should be as simple as possible 09:01 <+due> ... wtf, this tiles ubuild is... completely broken. 09:03 < Eronarn> sorear: vandal ended up getting it because he was the first person to ask and an official policy hadn't been put into place, basically 09:04 < Eronarn> i think it was dpeg 09:04 <+doy> why are curse skulls placed by the level generation code, anyway 09:04 <+due> doy: I honestly have *no* idea. 09:04 <+doy> can't we just have a curse skull dummy vault? 09:05 <+greensnark> That's ooold code :) 09:05 < AceTetra> curse skulls are placed whenever possible, because they annoy players 09:06 < Eronarn> s/walls/curse skulls/ 09:06 < AceTetra> the only time a curse skull wasn't placed for me was the crypt 5 with uncaged liches, where you get either a curse skull or a lich 09:06 < Eronarn> s/curse skullls/curse walls/ 09:06 < AceTetra> i would have preferred the lich 09:09 <+greensnark> So haunt is a level 6 spell that summons multiple friendlies around a target of your choice? 09:09 <+greensnark> Pretty strong L6 09:09 <+due> Yup. 09:09 <+due> Isn't it dual-school? 09:09 <+greensnark> Summon/Necro, yes 09:10 < purge> greensnark: doing shoals:5 09:11 <+greensnark> purge: <3 09:11 <+greensnark> You have too much AC and hp :/ 09:11 <+greensnark> I might not get the splat I want :/ 09:12 <+due> Mermaids teleport? 09:12 <+greensnark> The siren behaviour of heading off into deep water once you're mesmerised is obnoxious :P 09:13 <+greensnark> If you don't have a melee attack you're stuck on the water's edge for a few hundred turns until she comes near the shore :P 09:13 <+greensnark> *don't have a ranged attack 09:14 <+greensnark> Hm, purge has all three stairs next to each other 09:14 <+greensnark> purge: What version are you playing? 09:14 <+due> purge: ?v! 09:14 <+due> 0af1d... 09:14 <+greensnark> Oh, ok 09:15 < Mu_> so does clouded 09:15 <+due> doy: Nic eclumps. 09:15 <+sorear> greensnark: you need to fix that, make them end it quickly if you know what I mean 09:15 <+doy> a bit too many 09:15 <+doy> (: 09:15 <+due> doy: Maybe a bit too many, ... yeah 09:15 <+greensnark> Where are the clumps? 09:16 < purge> cdo keeps locking for several seconds 09:16 <+doy> greensnark: all the cool people are watching termcast 09:16 <+doy> heh 09:16 <+greensnark> Lair:248? 09:16 <+doy> i tried to teleport straight to lair from the abyss 09:16 <+doy> i guess it didn't like that 09:16 <+greensnark> Oh, that should be fixed 09:16 <+greensnark> Yeah, wizmode &~ doesn't do some things right 09:17 <+doy> i want something for "remove all monsters except plants and fungi" 09:19 <+greensnark> purge: Too easy :P 09:20 < purge> yeah seems so 09:20 < purge> its my mutation 09:20 < purge> +10 ac :D 09:21 <+doy> hmmm 09:22 <+doy> i guess for lair it doesn't matter if i place like 100 plants/fungi 09:22 <+greensnark> You can safely place about 200 plants/fungi 09:23 <+greensnark> Beyond that you start cutting into active monsters' space 09:24 <+greensnark> purge: Say hi to Ilsuiw for me 09:24 < purge> things went south 09:24 < purge> have to teleport 09:24 <+greensnark> Well, you can teleport out easily :) 09:25 < purge> there she is 09:26 <+greensnark> Your Balrug got her :? 09:26 <+greensnark> :'( 09:26 < purge> hehe 09:26 < CIA-81> doy * r8c6033d18dd4 /crawl-ref/source/dungeon.cc: actually place the plants in the place that the wall was removed from 09:26 < CIA-81> doy * r958627e9c8f5 /crawl-ref/source/dungeon.cc: place clumps of plants/fungi in lair levels too 09:27 <+doy> any other lair ideas? 09:27 <+due> More vaults? 09:28 <+due> Cages? 09:28 < ogaz> more death yaks 09:28 <+due> Rooms with fountains and broken down walls would be nice. 09:28 < ogaz> cages don't make sense since lair is supposed to be abandoned 09:29 -!- by [n=rob@g225127062.adsl.alicedsl.de] has joined ##crawl-dev 09:29 -!- mode/##crawl-dev [+v by] by ChanServ 09:29 <+doy> yes, we should have more lair-specific minivaults 09:29 <+by> good morning 09:29 <+doy> but that's somebody else's job 09:29 <+doy> (: 09:29 <+greensnark> More Lair-specific vaults! 09:29 <+greensnark> And bears should be nastier :P 09:29 <+greensnark> Hiya by 09:29 < purge> steel javelins hurt \ 09:30 <+due> greensnark: Bears are nasty, with berserk. 09:30 <+due> We need a bear tamer unique. 09:30 <+greensnark> No, they're pushovers even with zerk 09:30 <+greensnark> Because they use berserk when they have approx 2 hp :P 09:30 < ogaz> More death yaks 09:30 <+greensnark> And the resulting 4 hp while superior to 2 hp 09:30 <+greensnark> Is not enough :) 09:31 <+by> !lg * killer=~bear max=sc 09:31 <+due> The effect isn't as cool in tiles. 09:31 <+doy> hidden traps are still visible on the overmap 09:31 <+due> But eh, who cares. 09:31 <+doy> someone should fix that 09:31 <+due> doy: Only wizmode mapping though, right? 09:31 < Henzell> 88. simul the Bludgeoner (L14 OgBe), worshipper of Trog, slain by a grizzly bear on D:15 on 2008-09-25, with 55144 points after 33256 turns and 3:06:13. 09:32 <+doy> due: ah, i don't know 09:32 < ogaz> !lg * killer=~bear s=cv 09:32 < Henzell> 88 games for * (killer=~bear): 53x 0.4, 21x 0.5, 8x 0.6, 4x 0.2, 2x 0.3 09:33 <+due> Perhaps bears could be honey-scenters. 09:33 <+due> If you're carrying honeycombs, they can track you like boring beetles. 09:33 <+by> !lg * killer=~bear cv>=0.5 s=killer 09:33 < Henzell> 29 games for * (killer=~bear cv>=0.5): 13x a grizzly bear, 7x a polar bear, 5x a bear simulacrum, 3x a black bear, 1x a bear 09:34 <+due> purge: Strangedtaur, hehehe. 09:34 <+due> *Strandedtaur. 09:34 < purge> hehe yup 09:34 <+due> purge: What do you think of the new lair layout? 09:34 <+sorear> greensnark: let's make berserk increase HP 20x, that would make bears scarier 09:34 < purge> due: this is the version before it was implemented 09:34 < purge> haven't tried it yet 09:34 <+due> purge: Aw. 09:35 <+by> bears could get a special berserk that heals them for 10 prior to berserking 09:35 <+due> doy: Does this mean that it won't generate bubble levels any more? 09:35 <+doy> due: yes 09:35 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 09:35 <+due> Yesss. 09:35 <+sorear> bears could just be made to zerk earlier, say at 66% HP 09:35 <+due> doy: I'm termcasting currnetly-about-to-ush gloom, can I get your thoughts before I do so? 09:36 <+due> doy: (This is the greensnark-approved version.) 09:36 <+doy> due: the different color on the edge makes it *much* better 09:36 <+due> doy: I agree strongly. 09:36 <+doy> not sure how i feel about purple, but i like it in general 09:36 <+due> Blue overlays other features too much. 09:36 <+sorear> What does gloom do? 09:36 < Napkin> Moin guys! 09:36 <+doy> alright, regenerated the screenshots at http://tozt.net/uploads/images/screenshots/crawl/ 09:37 < Napkin> due, great article <3 09:37 <+doy> with the new plant generation stuff 09:37 <+due> sorear: New iteration of the los-blocking cloud. 09:37 <+due> <3 lair now. 09:37 <+doy> should update cdo again 09:37 <+doy> (: 09:38 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Client Quit] 09:38 * Napkin is still sipping the first coffee * Be my guest, due ;> 09:38 <+due> Okay, may as well push. 09:38 <+due> It's unused. 09:39 <+due> And it'll be nice in portal vaults. 09:39 < CIA-81> due * r28adee417435 /crawl-ref/source/ (9 files in 3 dirs): New type of cloud: thick gloom. 09:39 <+due> Oh, should've pushed sandstorm while I was at it. 09:40 <+due> Hooray for speedy-compile :) 09:40 <+due> Master branch on CDO updated to: 0.6.0-a1-2136-g958627e (15.3)! 09:41 < Napkin> \o/ 09:41 < ogaz> by the way, with hand crossbows gone, what's happening to Th? 09:41 <+Zaba> think gloom?.. 09:41 * Zaba ponders 09:43 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 09:43 <+doy> !lg * cv=0.6 s=-role 09:43 < Henzell> 12909 games for * (cv=0.6): 45x Healer, 130x Reaver, 163x Stalker, 173x Air Elementalist, 175x Paladin, 183x Summoner, 184x Gladiator, 220x Hunter, 224x Thief, 237x Venom Mage, 271x Death Knight, 285x Earth Elementalist, 292x Fire Elementalist, 342x Monk, 365x Ice Elementalist, 385x Berserker, 424x Warper, 425x Assassin, 439x Conjurer, 456x Wizard, 533x Crusader, 537x Necromancer, 632x Priest, 654... 09:44 <+due> Zaba: Thick gloom! Not think. 09:44 <+doy> !lg * cv=0.5 s=-role 09:44 < Henzell> 194075 games for * (cv=0.5): 2088x Wanderer, 2150x Warper, 2194x Healer, 2550x Summoner, 2753x Venom Mage, 2774x Hunter, 3122x Earth Elementalist, 3254x Priest, 3565x Air Elementalist, 3718x Artificer, 3995x Gladiator, 4172x Ice Elementalist, 4733x Paladin, 4745x Monk, 5080x Fire Elementalist, 5087x Death Knight, 5268x Assassin, 6077x Conjurer, 6401x Reaver, 7330x Crusader, 8884x Transmuter, 9270x... 09:44 <+due> Zaba: Delicious, interface-destroying clouds. 09:44 <+due> Nothing is plannet to happen to thief. 09:44 <+due> But we could probably comfortably nuke them for 0.6. 09:44 <+Zaba> oh 09:44 <+Zaba> hm. 09:44 * Zaba ponders further 09:44 < st_> oklob stair vault in lair5.png :( 09:44 <+by> DDTh started with crossbow skill which seems weird 09:44 <+due> by: Really? After hand crosbows were gone? 09:45 <+due> I thought I fixed the skill. 09:45 <+by> yes 09:45 <+by> maybe it was fixed since I started the game? 09:45 <+due> Oh, bah. 09:45 <+due> No. 09:46 <+doy> st_: (: 09:46 < ogaz> I think they should either get something else to compensate for hand crossbows being removed or be axed 09:48 <+by> just giving them throwing skill should be fine 09:48 < Napkin> what does the other dwarven thief start with? 09:49 <+by> same probably 09:50 <+due> Yeah, I've changed it to throwing skill. 09:50 < ortoslon> so will you update windows builds anytime soon? i'm aiming for a long game :) 09:51 <+due> ortoslon: I can do so now,if you'd like. 09:51 < ortoslon> yes please 09:51 < Napkin> updated just yesterday, ortoslon 09:51 < CIA-81> due * r5b7dc12c9c23 /crawl-ref/source/newgame.cc: Don't give Thieves crossbow skills (by). 09:51 <+due> Oh, did we? 09:51 < ortoslon> but playtesting post is today 09:52 <+due> I thought it was a few days ago. 09:52 < Napkin> you were a bit busy yesterday, so i did :) 09:52 <+due> :) 09:52 <+due> hooray napkin! 09:52 < Napkin> and I upgraded my dad to trunk :D 09:53 <+due> Go napkindad! 09:53 < Napkin> I saw some nice reactions :D 09:53 < ortoslon> btw: two fresh crawl-infected in my dorm 09:53 < Napkin> calling darts the lesser javelins now :D 09:53 < Napkin> good job, ortoslon! :D 09:54 < ortoslon> those are roommates of old infected. crawl seems to spread through air, esp. now when it's cold and immunity's lowered 09:56 < ortoslon> due: so update or no update now? 09:56 <+doy> hmmm 09:57 <+doy> should curse skulls be able to be (wandering)? 09:57 <+due> Ahahaha, no. 09:57 <+due> It should bbe (distracted). 09:57 <+due> ortoslon: If Napkin says yes, then sure. 09:58 < Napkin> of course - gogogo :) 09:58 < Napkin> I was just saying - not much changed since yesterday 09:58 <+due> Okay, let's see if I remember how. :0 09:58 <+due> Well, we've got a new Lair layout generator. 09:58 * Napkin whispers: scripts in ~/bin 09:58 <+due> Yeah. :) 09:59 <+due> Napkin: Want me to run in screen to confirm that I'm doing it okay? :) 10:00 < Napkin> uhmmm. sure :) 10:00 < Napkin> start one 10:00 <+due> Done! 10:00 < Napkin> ok, everything's right :D 10:00 <+due> Thoought so :D 10:01 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 10:04 <+due> ortoslon: Doing non-tiles at the minute, will do tiles shortly. 10:04 <+due> Napkin: I sstill have to update the index file manually, right? 10:05 < Napkin> yes 10:05 < Napkin> until someone writes a directory indexer and converts the trunk page into some scripting language 10:05 <+due> Maybe we can make a template index.html with some tokens and we can just substitute them in? 10:05 <+due> Heh. 10:06 < Napkin> no, I don't like those "latest" links 10:06 <+due> Ah. 10:06 < Napkin> well.. of course possible 10:06 <+due> Well, python would do it pretty quickly. 10:06 < Napkin> but sucky 10:06 < Napkin> everything would - just someone needs to find time :) 10:08 <+due> Napkin: What exactly do you want? a "Tiles" subheading with a sorted list of the tiles .zips, and another for "Non-Tiles", likewise? 10:08 <+due> Sorted by date? 10:08 < Napkin> 1s 10:08 <+due> It would probably be better just to have a script that outputs a .html file instead. 10:09 < Napkin> well, that would do.. but 10:10 < Napkin> since we keep old zips for a while 10:10 <+due> It would save setitng up cgi and all of that! 10:10 < Napkin> i think an archive listing would be nice 10:11 < Napkin> and at the top just present the 2 files with the latest timestamp 10:11 <+due> That's also easily doable. 10:11 <+due> One moment 10:12 < Napkin> tiles/non-tiles flag can be parsed from the file name, so can be version name 10:12 <+due> Yeah. 10:12 <+due> And dating can be parsed from python's listing easily. 10:12 < Napkin> and maybe an archive.html instead to list all old versions 10:12 < Napkin> nice 10:13 < Napkin> i'm just not used to php and python - writing it would just mean a lot of manual lookups which are very time consuming 10:13 <+due> Ah, I can do it. 10:13 <+due> Hang on. 10:15 < Napkin> -- Press RETURN to create zip -- 10:15 <+due> oops, sorry. 10:16 <+due> oh, whoops. 10:16 <+due> Ahhh. 10:17 <+due> I've got a list in another window :) 10:18 <+due> Hooray! 10:25 <+doy> hmmm 10:25 <+due> ortoslon: Oh, new builds are up, btw. 10:25 <+doy> marking a vault as 'extra' seems to make it just not get placedd 10:25 < ortoslon> playing already 10:28 <+due> hooray 10:29 <+doy> anyone know why that might be? 10:29 < ortoslon> how does blowgun to-dam apply? 10:31 <+due> ortoslon: It doesn't, to be honest? 10:32 < ortoslon> maybe include it in the saving throw formula then 10:32 < ortoslon> instead of to-hit 10:38 <+due> Actually, I'll probably just delete to-dam anyway. 10:39 <+due> It's slightly misleading. 10:39 < ortoslon> from all weapons? 10:39 < ortoslon> or blowguns only 10:43 <+due> Blowgnus only, of course. 10:47 < Twinge> Well, it's misleading on all the other weapons too, just not as much ;) 10:49 <+due> Hehehe. 10:52 <+due> Man, my python code standard is *shocking*. :) 10:57 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Remote closed the connection] 11:03 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 11:39 <+sorear> would somebody please check ##crawl for me 11:40 <+sorear> did I actually say "in a deliberate attempt to make the game less fun for others" 11:40 <+sorear> because zid is ignoring that phrase no matter how many times I rub it in his face 11:40 <+sorear> (zid is banned from #nethack for a reason btw) 11:41 <+due> I have him on mental ignore for a reason, too. 11:41 < AceTetra> i might be a sticky flame kerk but i agree about zid 11:41 < AceTetra> jerk not kerk 11:47 < ortoslon> is sticky being nerfed? 11:47 < Napkin> !tell Keskitalo Beep me when you have time? The way the mingw32 builds are built has changed slightly :) 11:47 < Henzell> Napkin: OK, I'll let Keskitalo know. 11:50 <+due> Hooray for troll-y ##crawl. 11:50 < AceTetra> i still agree about zid :/ 11:50 <+due> What are they even complaining about today? I'm unsure. 11:50 < Napkin> *** Windows development builds updated: http://crawl.develz.org/trunk/ - now with archive! *** 11:50 -!- |eith| [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 11:52 <+sorear> 02:52 < zid`> and sorear is butthurt 11:52 <+sorear> this is more like the zid I know 11:53 < Ashenzari> Haunt targetting is exploitable (http://crawl.develz.org/mantis/view.php?id=380) by OG17 11:54 <+greensnark> sorear: Why are you even paying attention to zid` 11:54 < AceTetra> does zid even do anything notable? 11:54 <+sorear> greensnark: because everybody else is, and I don't want him to have all the mindshare 11:55 <+greensnark> You're worrying about ... zid ... winning mindshare? 11:56 <+sorear> I'm not worrying about it, I'm watching it happen 11:56 <+sorear> And quite frankly it terrifies me 11:57 < AceTetra> i'm watching ##crawl forget about zid less than 10 minutes after it said anything 11:57 <+greensnark> Yeah, don't sweat it 11:57 <+greensnark> Zero perspiration 11:57 * due sprays the channel with deoderant. 11:57 <+greensnark> Besides, it's not like ##crawl is filled with beautiful and innocent minds that will be irreparably corrupted by zd 11:58 <+greensnark> These people are on IRC :P 11:58 <+greensnark> There is no beauty or innocence here :P 11:58 <+greensnark> They can take their risks like the rest of us :P 11:59 < AceTetra> damn right greensnark 11:59 <+greensnark> Oh noo, AceTetra agrees with me, what have I done?! :) 12:00 < AceTetra> whoops, i better step back back onto the zid side of the line, aaaahahahaha 12:02 <+greensnark> Yeah, back there! 12:02 * greensnark pokes AceTetra with a cattle prod 12:04 < AceTetra> sounds like another good mace base type 12:05 <+due> O_o 12:07 <+greensnark> I have a custom ankus hooked up to a power transformer next door 12:07 <+due> Cattle prod is basically an electrocution-branded ankus. 12:08 < AceTetra> good choice with the ankus, i wouldn't be afraid of an electrified mace 12:08 <+greensnark> "Custom" 12:08 <+due> "Custom"--does it have chrome plating and racing stripes? 12:08 < AceTetra> seems to me like ankuses ought to use axe skill, since they're not symmetrical 12:09 < AceTetra> that's not very funny though 12:09 <+due> Hehehehe. 12:13 <+due> 0003679 | haranp | 2006-11-22 12:54:01 +0000 12:13 <+due> Goodbye, gold dropping. We wish thee well. If I misunderstood and this is still 12:13 <+due> HAHAHA 12:13 <+due> up for debate, my apologies and please revert. 12:13 <+greensnark> Someone's looking at ancient Sumerian records :P 12:14 <+due> Yup. 12:14 <+due> A surprisingly large number of commits tagged with dshaligram, too. 12:14 <+due> MAX_CLOUDS is still on 100. We may want to increase this. 12:14 <+due> STRONGLY AGREE. 12:14 <+greensnark> :P 12:15 <+due> Okay! 12:15 <+due> Time to start on Vualts layout. 12:17 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 12:17 -!- mode/##crawl-dev [+o dpeg] by ChanServ 12:17 -!- syllogism [i=syllogis@88-148-220-185.bb.dnainternet.fi] has joined ##crawl-dev 12:17 <@dpeg> cheers 12:17 < Henzell> dpeg: You have 2 messages. Use !messages to read them. 12:17 <@dpeg> !messages 12:17 < Henzell> (1/2) doy said (10h 22m 56s ago): http://tozt.net/uploads/images/screenshots/crawl/ (lair[1-8].png) 12:18 <+due> dpeg! 12:18 <@dpeg> due! 12:18 <@dpeg> doy! 12:18 <@dpeg> dpeg! 12:19 <+due> Hi :) 12:19 <+due> doy's Lair looks really nice, and was really simple. 12:19 <+due> And I spoke with Enne about a simple way to do your Vaults changes. 12:19 <+due> Was that an 0.6 target? 12:20 <@dpeg> no, of course not :) 12:20 <@dpeg> it if it really simple, sure 12:20 <@dpeg> add it in 12:20 <@dpeg> !seen Henryci 12:20 < Henzell> I last saw henryci at Sun Jan 10 11:12:50 2010 UTC (7m 27s ago) quitting with message "Lost terminal". 12:20 <@dpeg> damn 12:20 <@dpeg> !messages 12:20 < Henzell> (1/1) Vandal said (8h 11m 17s ago): You may want to get a drink.. http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:skills:stabbing 12:20 <+due> :) 12:21 <+due> I've been working on an auto-update script for CDO'ss websites, but I will still do Troves! 12:21 <@dpeg> !tell doy The new Lair levels look very good! Two comments: (1) bushes! (2) The plant cluster look too much like 3x3 -- need more fractalisation. (3) Are doors now gone? Lair is the branch where doors help most, tactically. 12:21 < Henzell> dpeg: OK, I'll let doy know. 12:22 <@dpeg> due: yay! 12:22 <+due> I believe doors are completely gone. 12:22 <+due> They can maybe be added back in randomly, perhaps? 12:22 <@dpeg> well, one way to keep both would be if you could make doors somehow 12:23 <@dpeg> but in particular, doy's change is a strong nerf :) 12:25 <+due> True, but non-bubble Lair levels aren't that common, really. 12:25 <@dpeg> !tell doy More comments: your change is a double nerf to Lair (no more room & corridors; no more doors). I am fine with this nerf, and it fits that we made Lair harder anyway. We should just be honest about it. Next, what about placing the odd tree as well? And some walls could be coloured green (moss). 12:25 < Henzell> dpeg: OK, I'll let doy know. 12:25 <+due> Oh, there are still corridors. 12:25 <+due> dpeg: Doy already had an idea for mossy walls, and I was fully behind it. 12:25 <@dpeg> due: more than just colouring them green? 12:26 <+due> Yeah. 12:26 <@dpeg> not sure I want complicated new features :) 12:26 <+due> Easier than futzing around with descriptions and markers, I think. 12:26 <@dpeg> so: moss with a gameplay effect? 12:26 <+due> Moss with a visual effect, yes. 12:27 <+due> I'm not sure what gameplay effect they could have. 12:27 <@dpeg> couldn't we simply have green m = "moss-covered rock wall" 12:27 <@dpeg> They should have no gameplay effect, like blood. 12:27 <+due> Sure. 12:27 <+greensnark> Moss covered walls would look good in tiles 12:27 <+due> That's exactlly what I mean. 12:27 <+due> greensnark: Yup. 12:27 <@dpeg> greensnark: hi! 12:27 <+due> DNGN_MOSS_ROCK_WALL 12:27 <+greensnark> Heyy dpeg 12:27 <+due> I think a new feature would be better than a fprop, though. 12:27 <@dpeg> due: but we don't do it like this for blood, right? 12:27 <+due> But an fprop would allow for moss-covered floor... 12:28 <+due> And moss-covered statues! 12:28 < Twinge> blood has 1 gameplay effect =) 12:28 <+greensnark> Is there a mossy overlay for tiles? 12:28 <+due> Not sure. 12:28 <+due> We have purge, though. :) 12:28 <+due> No, we don't. 12:28 <+greensnark> Ok, I shall investigate the new Lair! 12:28 <+greensnark> And I shall try one of the new easy-mode wanderers :P 12:29 <@dpeg> greensnark: would you quickly do the two berserk changes? The c-r-d talk is going in random directions and nobody suggested a replacement amulet, so let's screw that. 12:29 <+greensnark> dpeg: HP change and remove rSlow? 12:29 <+greensnark> I can do those 12:29 <+due> dpeg: I also got distracted because I was depressed and made a new cloud. 12:29 <+greensnark> Did any of the new amulets get approved? 12:30 <@dpeg> greensnark: no comments 12:30 <@dpeg> I think both Faith and Stasis should be non-controversial. 12:30 <+due> I think Perception is non-controversial. 12:30 <@dpeg> although both would befit from more discussion 12:30 <+due> And Decay. 12:30 <+due> dpeg: Amulet of Control: Controll teleports and flight? 12:30 <@dpeg> do you recall who added Haunt? Stefan or Adam? 12:30 <+due> Adam, i'm pretty sure. 12:31 <@dpeg> due: and remove the ring? 12:31 <+due> Yes. 12:31 <+due> I just had an argument with OG17 about Haunt in ##crawl :) 12:31 <@dpeg> !tell kilobyte Would you comment on Mantis item 380? It's about Haunt, and I feel that the OP may be correct, actually. 12:31 < Henzell> dpeg: OK, I'll let kilobyte know. 12:31 <@dpeg> due: :P 12:31 <+due> dpeg: I think it's a non-issue myself. 12:31 <@dpeg> due: I think the comment is valuable.- 12:31 <+due> Sure. 12:32 <@dpeg> greensnark: yes, those two. Adding another amulet is at your discretion. :) 12:32 <+due> It was more the attitude in ##crawl that was annoying. :) 12:32 <+due> which was "Haunt is massively broken and you must fix it now". 12:32 <@dpeg> But I have to make sure to reap my rewards, now that those turtles happily roam the Shoals. By the way, why not "testudines"? 12:32 <+greensnark> Hm, I didn't get that impression from OG17, but I wasn't reading closely 12:32 <+due> greensnark: I could be in a foul mood. :) 12:33 <+greensnark> dpeg: Can't use testudines in the name, because nobody will understand, but we could use it in the description :) 12:33 <+greensnark> Also: I died to a snapping turtle :P 12:33 <+greensnark> !lg 12:33 < Henzell> 434. greensnark the Brawler (L14 OgMo), worshipper of Trog, mangled by a snapping turtle on Shoal:5 on 2010-01-10, with 43246 points after 29564 turns and 3:31:27. 12:33 <+due> Mwahahaha. 12:33 <@dpeg> greensnark: those who sow war... :) 12:33 <+greensnark> It was the siren's fault :P 12:34 <@dpeg> greensnark: I love it when nobody understands! Ballistomycete... 12:34 <@dpeg> ah, nice combo attack 12:34 <+greensnark> At least I narrowly avoided splatting to a sheep in the previous game :P 12:34 <+greensnark> I'd never have lived that down 12:34 < syllogism> !lg greensnark -tv 12:34 < Henzell> 434. greensnark, XL14 OgMo, T:29564 requested for FooTV. 12:34 <+due> greensnark: Ballista + the latin for mushroom? 12:34 <+due> Er. 12:34 <+due> dpeg, re: ballistomyctes. 12:35 <+sorear> yes 12:35 <@dpeg> due: Yes. 12:35 <+due> ... I understood it? 12:35 <@dpeg> well, mycete is something about sporing 12:35 <+due> Ah. 12:37 <+greensnark> I still haven't quite figured out the new teleport timing 12:38 < syllogism> should have just closed the door :P 12:38 <+greensnark> Yeah :P 12:38 <@dpeg> due: Amulet of Control would be okay, I fully agree. 12:38 < Ashenzari> Roxanne uses shared caster emotes (http://crawl.develz.org/mantis/view.php?id=381) by OG17 12:38 <+greensnark> Amazing how you forget the basics :) 12:39 <@dpeg> please, shout potential 0.7 keywords -- quick'n dirty please 12:40 <+due> keywords? 12:40 <+due> holy monsters 12:40 <@dpeg> summon cap 12:40 <@dpeg> Swamp layout + overhaul 12:40 <@dpeg> Hive portal vaults 12:40 <@dpeg> Enchantment split 12:40 < ortoslon> awesome! 12:40 <@dpeg> is what I have 12:41 <@dpeg> I said "0.7" so often in the recent past, that I am afraid of losing some ideas :) 12:42 <+due> hehe 12:43 <+due> dpeg: butchering change 12:44 <@dpeg> yes, probably 12:44 <+greensnark> dpeg: Let's do an early 0.6 :P 12:44 <@dpeg> greensnark: I am writing the 0.6 mail, too. 12:44 <@dpeg> AC nerf :| 12:44 <+greensnark> There were people in ##crawl expressing the opinion that Crawl would remain in perpetual "development" mode :P 12:44 <@dpeg> WHAT? 12:44 <+greensnark> Ok, one person :) 12:45 <@dpeg> Send them to #nethack, quick! 12:45 <+due> I don't follow ##crawl at the minute. 12:45 <+due> Too annoying. :) 12:45 <@dpeg> yes 12:45 <+due> dpeg: halfling changes for 0.7 12:45 <+due> dpeg: noise changes for 0.7 if matthew/someone can't finish them for 0.6 12:45 <+greensnark> I propose to break saves for the amulet changes. 12:45 <+due> dpeg: class reforms 12:46 <+greensnark> Can we make amulet of Faith increase Xom interventions? 12:46 <+due> greensnark: Can you remove that shim for marvin's permapig? 12:46 <+greensnark> And increase the chance of divine saves? 12:46 <@dpeg> greensnark: sure! 12:46 <+greensnark> Like good gods' protection from harm 12:46 < Twinge> dpeg: Rebalancing weapons 12:46 <@dpeg> Twinge: too broad 12:46 <+greensnark> This laptop compiles so slowly :/ 12:46 <+due> I grep'd 0\.7 in my log :) 12:46 <@dpeg> This is like 0.2's "combat system overhaul" 12:47 < Twinge> dpeg: Re-doing the entire weapons formula and system to make enchants and base damage line up, accuracy more relevant, and weapons types more diversified. 12:47 <@dpeg> greensnark: is that the laptop which "can run circles around the workstation" (your words)? 12:47 < purge> combine short and long blades into one skill? 12:47 <+due> dpeg: more interesting summoning spells... 12:47 <@dpeg> Twinge: out of the question 12:47 <+greensnark> dpeg: I think I stated it the other way around :P 12:47 <+greensnark> My desktop builds almost 10 times faster 12:47 <@dpeg> greensnark: ah, perhaps "the laptop can crawl circles around the desktop" :) 12:48 <@dpeg> Twinge: for references, check 4.1 development 12:48 < Twinge> Why's that? I know Eranon was interesting in fixing them in that fashion as well 12:48 <@dpeg> Eronarn is not a developer -- which means he is more radical in certain aspects 12:48 <+due> dpeg: apt changes got listed as a possible 0.7 target, staged instead of numerical. 12:48 <@dpeg> We won't bury DCSS just yet. 12:48 <@dpeg> due: ah ja! 12:49 < Twinge> Sure, but it is a rather awkward system that clearly needs at least a partial overhaul. 12:49 <+due> dpeg: new hive... 12:49 <@dpeg> Twinge: "needs an overhaul" is not good enough. The system is huge. 12:49 <@dpeg> due: already have that 12:49 <+due> Twinge: An overhaul is not easy. 12:49 <+due> dpeg: Ah, thought you might 12:50 <+due> dpeg: monster vs player speed 12:50 < Twinge> Nod. I imagine it isn't easy. Andthat it'd probably be easiest to rebuild it from the ground up. Which, obviously, isn't easy either! 0.8 then? ;) 12:51 <+due> dpeg: Something about multi-school casting as an 0.7 target. 12:51 <+due> Twinge: Rebuilding is impossible for exactly the same reasons that the "please rewrite your code base" Fr is impossible. 12:51 < Twinge> Hehe. 12:51 <+due> Betternow with git, though. 12:52 <+due> dpeg: That's as many as I could find. 12:52 <@dpeg> thanks everyone 12:52 <+due> dpeg: Light/heavy armour differentiation? Or is that 0.6+AC nerf? 12:52 <@dpeg> Twinge: the main Crawl branch (4.2) died because everything was rewritten from scratch. Resulting in good code and broken balance. 12:52 <@dpeg> due: that is 0.6. 12:52 <+due> Ah, okay. 12:52 < Twinge> Ah. 12:53 <+due> You cannot rewrite crawl. 12:53 < Twinge> Well, right now the answer to the question "what weapon should I use?" is "the one with the highest base damage", and clearly that's subpar; that's the biggest issue probably. 12:53 <@dpeg> Won't ship 0.6 without it. We owe the Mountain Dwarves this. 12:53 <+greensnark> Let's not even talk about the effort to completely rearchitect Crawl in OO C++ called Crawl 5.0 :) 12:53 <+due> Half of the stuff that "works properly" now only does so because of breaks. 12:53 <@dpeg> Twinge: we know, it's highly unsatisfactory. 12:53 <@dpeg> greensnark: two commits? :) 12:53 <+greensnark> I didn't actually check how many commits :) 12:53 <+due> Missing breaks in cases, etc. 12:53 < Twinge> due: Failure. 12:53 <@dpeg> Twinge: but I think that we (or at least I) realised that numbers alone cannot achieve proper weapon differentiation. 12:54 < Twinge> Numbers CAN do a lot -- but the formula backend has to support them doing a lot. 12:54 <+due> Numbers versus flavour ): 12:54 <+due> *:) 12:54 <+greensnark> http://sourceforge.net/projects/crawl5/ 12:54 <+greensnark> Look and weep 12:54 <+due> Who was responsible fo rthat? 12:54 <+greensnark> Jesse Jones 12:55 <+due> Ah. 12:55 <+due> Don't recognise the name. 12:55 < Twinge> If the formulas were a better fit, there could be a lot more differentiation with simply the numbers/options currently available. Maybe still not as much as desired, but significantly more than there is now 12:55 <+greensnark> Look at CREDITS.txt :) 12:55 < syllogism> "Fixed a mis-spelled word. 12:55 < syllogism> good start 12:56 <+due> Heh. 12:56 < syllogism> (changes.txt) 12:56 < Twinge> But shrug. Sounds like an even bigger mess than I thought it was. 12:56 <+greensnark> And people still occasionally file DCSS bugs there :P 12:56 <@dpeg> whoa 12:56 <+due> Heh, really? 12:57 <+greensnark> http://sourceforge.net/tracker/index.php?func=detail&aid=2822443&group_id=51359&atid=463000 12:57 <@dpeg> Twinge: I think you greatly underestimate the proportions of that target. :) 12:57 < syllogism> another reason to release 6.0 :P 12:58 < Twinge> dpeg: Probably! I'm just confident that I could balance a new system well, so I'd be happy to see it in place ;) I guess I could try deciphering the current mess and seeing if I can come u with anything clever to better use the current stuff... 12:58 <+due> Twinge: If you can write a step-by-step guide, it would be appreciated. ;) 12:59 < Twinge> due: Absolutely no promises! I've seen some of it and know it is frightening... 12:59 <+due> Yup. 13:00 <+due> I'd give you a map before you head off but... yeah,there isn't one. 13:00 < Twinge> Anyway, bedworld. 13:00 < syllogism> the new lair layouts are cool 13:00 <@dpeg> yes 13:00 <+due> Yes, they look great. 13:00 <@dpeg> no more rectangular map! 13:00 <+due> I'm playing with Vaults when I should be doing Troves :) 13:00 <+greensnark> Ooh, I must play a game 13:00 <@dpeg> !due! 13:00 <+greensnark> master is so easy that practically every character hits Lair :P 13:01 * dpeg ties due to a trove, using a trefoil knot. 13:01 <@dpeg> greensnark: sure? 13:01 * due puts on wizard hat and robe, uses blink to escape. 13:01 <@dpeg> greensnark: should we nerf something? 13:01 <+due> greensnark: We'll add oklobyaktaurs for you. 13:01 <@dpeg> we nerfed so much, actually 13:02 <+due> We've nerfed a hell of a lot. 13:02 <@dpeg> The nerf of it! 13:02 < syllogism> by still has a boring old lair layout :( 13:03 <+due> by could probably transfer save and get new lair for the rest of it? 13:04 <@dpeg> 84 BRs on Mantis alone :/ 13:04 <+due> :) 13:04 <+due> oh, greensnark! 13:04 < syllogism> most of them aren't bug reports :P 13:05 <+due> greensnark: http://crawl.develz.org/mantis/view.php?id=102 13:08 <@dpeg> syllogism: the 84 are 13:09 < syllogism> dpeg: as in many of them aren't bugs 13:09 < st_> is lair ready for a special ending now that it's got a new layout/stronger concept? 13:09 < syllogism> not yet, there should be 13:09 < syllogism> sometimes 13:10 <+due> st_: I want the ruined castle of the Jungle Lord. <3 13:10 <+due> Or the Conlave of Beasts. 13:10 <+Zaba> ruined castle, hm 13:11 <+due> yess. 13:11 * due rewriting city-level in lua. 13:14 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 13:15 <@dpeg> due has a knack for setting up new construction sites. He shares this trait with zelgadis :) 13:15 <@dpeg> rax and I want to do Lair:$ levels at some time. 13:15 <+due> I knoow. 13:16 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 13:16 <+Zaba> hmm 13:16 <@dpeg> Zaba: yes? 13:16 <+greensnark> due: I'll take a look after I'm through with amulets 13:17 <+due> greensnark: <3 13:17 <+Zaba> I wonder what themes Lair:$ vaults could use. 13:17 <@dpeg> did anyone get my 0.6 mail? 13:17 <@dpeg> Zaba: could be a large lake, or a forest 13:17 <+due> I have not yet. 13:17 <+due> Lakes good! 13:18 <+due> Forests also good, with little huts and jackal packs searching through the tree 13:18 <@dpeg> but... not urgent 13:18 <@dpeg> Must...not...add...new...targets...on...a...daily...basis 13:18 <+greensnark> dpeg: Faith + Stasis, right? 13:19 <+greensnark> Does the wiki page cover everything involved? 13:19 <@dpeg> greensnark: yes. Jude also supports Perception. 13:19 <@dpeg> yes, I think so 13:19 <@dpeg> as I said, more input/thought would help 13:19 <@dpeg> eg does Perception auto-id? 13:20 <+due> And control and decay, actualy. 13:21 <+greensnark> Decay should also make stat-restore slower, increase duration of sickness and reduce hp regen rate 13:22 <@dpeg> greensnark: with the latter, it would autoid however 13:23 <+greensnark> Why would it autoid? 13:24 <+greensnark> Oh, as a counterpart to regen, you mean? 13:24 <@dpeg> b/c the slower hp regen rate is obvious 13:24 <@dpeg> yes 13:24 <@dpeg> so simply use the other two 13:24 < syllogism> inaccuracy is obvious too and it doesn't autoid 13:25 <@dpeg> there is a proposal to change inaccuracy 13:25 <+greensnark> Ok, I'll do Faith and Stasis and leave the rest up for discussion 13:25 <+greensnark> Presumably even Faith and Stasis will need adjustment 13:25 < syllogism> will it really increase piety gain 13:26 < syllogism> Faith that is, and will it be +50% 13:26 <+greensnark> I was thinking +33% 13:26 < syllogism> seems more reasonable 13:26 <+greensnark> Oh, the wiki specifies 50% 13:27 <+greensnark> It was so short I uh skipped past :P 13:27 <+greensnark> But +33% + more interesting effects 13:27 <+greensnark> I proposed: 13:27 <+greensnark> - Increase frequency of Xom effects. 13:27 <+greensnark> - Increase frequency of divine retribution, makes penance decline 13:27 <+greensnark> more slowly. 13:27 <+greensnark> - Increase effects such as life saving of good gods. 13:27 <+greensnark> I should add that to the wiki 13:28 < syllogism> I'm not sure if I understand the divine retribution part, is it for flavor? 13:28 <+greensnark> The amulet keeps gods interested in you 13:28 <+greensnark> And if they hate your guts 13:28 <@dpeg> yes, a good idea 13:28 <+greensnark> They'll remember you longer 13:28 -!- AceTetra [n=AceTetra@97-126-65-38.tukw.qwest.net] has quit [Read error: 110 (Connection timed out)] 13:28 < Vandal> A divine lightning rod ? :D 13:28 < ais523> would be rather a no-brainer to take it off while your god was angry, if you knew what it did 13:28 < syllogism> well I mean you'd just take it off once someone spoils it to you 13:29 <+greensnark> syllogism: Well, what if you just switched gods and wanted to use it to train new god piety :P 13:29 <+due> the effects should linger for XYZ turns. 13:29 < syllogism> greensnark: well true :P 13:29 <+greensnark> That's what this aims to prevent 13:29 <+due> Could, rather than should. 13:29 < syllogism> good point 13:30 < ais523> are all amulets going to have gourmand-style rampup? 13:30 <@dpeg> no 13:30 < Vandal> it is a good mechanic though for amus that have such drastic effects 13:31 <+due> But can be overused. 13:32 < syllogism> the amulet might make more gods scummable 13:32 < syllogism> or farmable 13:32 <+greensnark> Yeah 13:32 <+greensnark> Especially Okie 13:32 <@dpeg> disable Oki for 0.6? 13:32 < Vandal> heh 13:33 < syllogism> you can farm trog like that too :P 13:33 < syllogism> maybe 13:33 <+due> Remove Oka's weapon gifts. 13:33 <+greensnark> Yeah 13:33 <+greensnark> Just dig a corridor, wait for Trog to send stuff 13:33 <+greensnark> Assuming you can handle one berserk stone giant 13:34 <@dpeg> what about this: piety loss is also magnified and removing the amulet is a piety hit? 13:34 < syllogism> oh I didn't mean that, those are marked summoned 13:34 <+greensnark> Oh, they are? 13:34 <+greensnark> Why are Okie's agents not summoned? 13:34 < syllogism> no idea 13:34 <+greensnark> Should fix that 13:34 <@dpeg> yes 13:35 < purge> holy crap @ napkins game 13:35 < purge> 5 oklobs 13:35 < Napkin> omg indeed! 13:35 < Napkin> and shot on first sight :-O 13:35 < syllogism> hmm polystysus seems to have the old lair too :( 13:36 <+greensnark> A lot of players are playing old version 13:36 <+due> Hm, city level just got more complicated. 13:36 <+greensnark> How thorough do we want rSlow removal 13:36 <@dpeg> greensnark: also no more as a randart property 13:37 <+greensnark> So randart amulets can be rSlow? 13:37 <@dpeg> no! 13:37 <+greensnark> Oh, ok, misread you 13:37 <+greensnark> So complete removal, cool 13:37 <+due> ... God, some of this is horrible. 13:37 <+greensnark> That's easiest :P 13:37 < Napkin> lol: 13:37 < Napkin> -You climb downwards. 13:37 < Napkin> Level annotation: exclusions: oklob plant, oklob plant, oklob plant, oklob plant, and oklob plant 13:37 < Napkin> one comma too much :-P 13:37 <+due> There's a function that iterates over the outline of a room and tries to place a door. 13:38 -!- |eith| is now known as eith 13:39 < syllogism> so can you berserk while wearing statis? It just won't haste/slow you? :P 13:40 <+greensnark> Good question :P 13:40 <+greensnark> I was actually expecting it to become a staple amulet for places where giant eyeballs hang out 13:40 <@dpeg> Stasis should prevent all berserk, I guess. 13:40 <+greensnark> Which would make the amulet choice amusing in Slime 13:41 < syllogism> that makes it a bit like clarity then 13:41 <+greensnark> Yeah 13:41 <@dpeg> but only a bit 13:41 <+greensnark> But it would block all berserk 13:41 <@dpeg> worse problem: what if you berserk first, and then wear Stasis? 13:41 < syllogism> you cant 13:41 < syllogism> or can you? 13:42 <@dpeg> good point 13:42 < syllogism> I dont know if you can wear items while zerk 13:42 <@dpeg> no, after 13:42 <+greensnark> Can't 13:42 < syllogism> oh you mean while slowed? 13:42 <+greensnark> Statsis would not effect existing Slowness 13:42 <@dpeg> you cannot wear stasis if slow/hasted 13:42 < syllogism> it shouldn't cancel that 13:42 <@dpeg> or that 13:42 <+greensnark> Or existing Haste 13:42 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 13:43 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 13:43 <+greensnark> Do we have consensus on "oFaith 13:43 <+greensnark> Better piety gain (30%), more Xom effects, more chance of good god saves? 13:43 <@dpeg> yes 13:43 <+greensnark> We'll skip the penance interactions because players will probably farm it? 13:43 <@dpeg> but also higher piety loss 13:43 < syllogism> greensnark: no, I didn't actually mean that 13:43 <+greensnark> Faster piety decay? 13:44 < syllogism> I meant they can farm piety 13:44 <+greensnark> Yeah, faster piety decay is good 13:44 <+greensnark> The god is keeping an interested eye on you, you don't want to bore them :P 13:44 <@dpeg> greensnark: do the same as for gain: whenever piety decays, have same chance to decay more 13:44 <+greensnark> But not much faster, or nobody will use it :P 13:44 < syllogism> maybe not faster for xom? 13:45 <+greensnark> dpeg: But that makes it of questionable use, right? 13:45 <@dpeg> for Xom, I would make his random walk faster -- it is exactly the same mechanic as for all other fods 13:45 <@dpeg> greensnark: it is scummable anyway 13:45 <+greensnark> But if we make piety decay faster, players will start swapping in the amulet for killing things 13:46 < syllogism> +30% might not be enough to scum 13:46 < syllogism> or can you already scum okawaru? Don't remember if stab's bot dit that 13:46 <@dpeg> so we probably need a mechanism like this: piety hit when removing the amulet. Or after removing, the god still watches you for some (random) tmie 13:47 <+greensnark> dpeg: But I'm unsure if players will find the amulet useful at all if it causes piety decay 13:47 <+greensnark> *faster piety decay 13:47 <+greensnark> I probably wouldn't :P 13:48 < syllogism> yeah I don't like playing fast 13:48 < cbus> nice fo rneme 13:48 < cbus> put the amulet on, sacrifice all the loot in the dungeon 13:48 < cbus> take it off 13:48 < cbus> or zin with money sacrifice 13:48 <@dpeg> greensnark: okay, so only a piety hit for taking it off 13:49 <+greensnark> Ok 13:49 <+greensnark> A duration of faster piety decay or an immediate piety hit? 13:49 <+greensnark> "You feel Trog lose interest" 13:49 <+greensnark> Boom! 13:49 <@dpeg> yes 13:49 <+greensnark> Ok, immediate hit with care taken not to excommunicate the player 13:49 < cbus> make sure you can't get into penance or excommunicated by it 13:50 < cbus> (thinking of early game when you try on stuff randomly) 13:51 < syllogism> maybe the sphinx legion in tomb should come with a mummy priest or two now so the amulet of stasis isn't the amulet of sphinx slaying :P 13:51 < syllogism> though i guess smiting still hurts when you cant haste 13:51 < syllogism> and ring of mr kind of already does that 13:51 <@dpeg> syllogism: Why? Stasis would still help there. 13:53 < cbus> conservation might need changing btw, its the no-brains amulet that everyone ends up using in the end game 13:54 < syllogism> I don't 13:54 < cbus> I do, potions are nice 13:54 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 110 (Connection timed out)] 13:55 <@dpeg> cbus: less no-brainer than expected (surprised me too) 13:55 <+greensnark> Agreed, conservation is overrated :) 13:55 < cbus> heh 13:55 < cbus> guess I'm the only one that like my consumables consumable :) 13:55 < syllogism> i always finish the game with lots of stuff left over 13:55 <+greensnark> cbus: Yeah, I don't know why you're arguing for a nerf for something you like :P 13:58 * greensnark will be back after walking dog. 13:59 < syllogism> <3 dogs 13:59 <+due> ack come back 13:59 < syllogism> corgitaurs 14:02 <@dpeg> greensnark: thanks for commit! 14:02 <+due> New branch yay! 14:08 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 14:20 <@dpeg> someone please comment on the 0.6 mail 14:20 <@dpeg> I feel I'm writing them into the void 14:20 <+due> I will 14:22 < syllogism> maybe stasis should cancel haste after all 14:25 <+due> But tomorrow 14:25 <+due> Sleep now, night. 14:28 < syllogism> I never realized how worthless jellyfish are 14:29 < syllogism> after the stat death overhaul draining attacks should probably work even if you take no damage 14:29 < syllogism> as long as the attack hits 14:30 < syllogism> or at least have a chance of working 14:38 <+due> enne, greensnark: http://sprunge.us/TWBI I am obviously missing something pretty major; nothing I try can make it work, and I am too tired now, hence give up :) 14:40 <+greensnark> syllogism: Yeah, the idea was to accelerate the countdown to instadeath for draining attacks with the stat at 0 14:41 < syllogism> zipcode got like 4k gold from acquirement, I think I'll always be acquiring gold from now on :P 14:42 <+greensnark> Someone gave a very generous formula :P 14:42 <+greensnark> Apparently dpeg is all velvet hand under the iron glove :) 14:43 < syllogism> When is amulet of faith going into master, I kind of want to play once that's in :P 14:43 <+greensnark> Just going to start on it now :P 14:44 <+greensnark> I'll have to add both, then merge into master once they look non-flaky, so probably not until tomorrow :P 14:44 < syllogism> though these constant compatibility breaks deter me 14:44 < Mu_> will an amulet of faith make sacrifices to nemelex count double for deck purposes? :s 14:44 <+greensnark> I know :P 14:45 <+greensnark> Whenever there's a new version and I can't upgrade my save, I feel like visting Shoal:5 right away :P 14:45 < syllogism> I didn't even do tomb last game :P 14:45 < syllogism> or v8 14:48 <+greensnark> Should "oFaith auto-id? 14:49 <+greensnark> If it doesn't auto-id, it'll presumably not have a piety penalty for removal 14:49 < syllogism> definitely not if you are a pagan 14:49 <+greensnark> So I'm inclined to make it auto-id 14:49 <+greensnark> Yeah, no if not religious, but if you pick a god with the amulet on, it'll id at that point 14:49 < syllogism> it has to yes 14:49 < syllogism> or maybe when you take it off :P 14:50 <+greensnark> :P 14:56 < syllogism> This sounds like a fun bug http://forums.somethingawful.com/showthread.php?threadid=3155652&userid=0&perpage=40&pagenumber=118#post370809634 14:57 < syllogism> it's not reproducable though, maybe it was an old save file 15:04 < Napkin> third book! with blink, greensnark :D 15:06 < Napkin> what is lord sloth talking about? 15:07 < Napkin> since there are multiple versions of trunk installed on CDO I haven't heard of a single save-game being broeken - did I miss something? 15:22 < syllogism> napkin: well as in you'll be tempted to restart to try the new things 15:22 < Napkin> ah 15:57 < Napkin> hmm, weights are not aligned properly in the ctrl+x screen 15:58 < Napkin> http://ipxserver.dyndns.org/misc/rogue/shot-110.png 16:06 < syllogism> greensnark: someone noticed snapping turtles are barely worth more xp than an ogre :P 16:07 <+greensnark> Oh yes, I need to turn the xp modifier knobs ;P 16:07 <+greensnark> I got a little enthusiastic trying to keep Shoals xp within 2x of Swamp :P 16:07 <+greensnark> And I didn't even succeed :P 16:07 <+greensnark> Pretty close to 2.5x of Swamp though :P 16:08 < TGW> it would give less exp if you removed javelineers 16:08 <+greensnark> Hehe 16:08 < TGW> just saying 16:08 <+by> just put more hydras in swamp? 16:08 <+greensnark> I like that 16:09 < Ashenzari> Weights not aligned correctly on "Visible Items/Features" screen (http://crawl.develz.org/mantis/view.php?id=382) by Napkin 16:14 < MarvinPA> i thought swamp was meant to have xp and shoals loot? or is it the other way round? 16:14 < MarvinPA> or does swamp just have neither and suck? :P 16:14 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 16:19 <+Zaba_> MarvinPA, swamp's getting a revamp, too, just not for 0.6 16:19 < MarvinPA> does that mean swamp will be worse than shoals in every way in 0.6, then? :( 16:19 <+greensnark> No 16:19 <+greensnark> It will be a lot easier to get the Swamp rune :P 16:20 < MarvinPA> hah, that is a good point 16:20 < MarvinPA> yeah, fair enough 16:20 <+by> how does shoals xp compare to the snake pit? 16:20 <+greensnark> About 1.3x Snake Pit xp 16:20 <+greensnark> But I haven't checked since the testudine invasion 16:21 <+by> could choose two out of the three maybe? 16:21 <+greensnark> Indeed 16:21 <+by> or all three and require four runes? 16:21 <+by> no, too much mid-game xp then 16:21 <+greensnark> And 4 is not a Crawl number :) 16:21 < MarvinPA> it seems odd that so many of the branches are centred around the lair 16:22 < MarvinPA> it'd be nice to have another branch in the dungeon between vaults and zot, it seems a bit empty to me 16:22 <+by> greensnark: how about cutting shoals to three levels? 16:22 < MarvinPA> (in the two or three times i've ever actually made it that far) 16:23 <+greensnark> by: I've considered it 16:23 <+greensnark> The early Shoals levels go by pretty quick though 16:24 < eith> MarvinPA: thats part of the mid game being to long problem 16:25 <+greensnark> !tv DrPraetor Shoal 16:25 < Henzell> 3. DrPraetor, XL14 MfTm, T:22658 requested for FooTV. 16:25 < MarvinPA> yeah, i guess so 16:27 <+greensnark> LOL Rupert 16:27 < eith> that was a good one :) 16:27 <+greensnark> I didn't even see Rupert enter the picture :P 16:27 <+greensnark> !tv DrPraetor Shoal 16:27 < Henzell> 3. DrPraetor, XL14 MfTm, T:22658 requested for FooTV. 16:29 < syllogism> wait what 16:29 < syllogism> !log drpraetor 16:29 < Henzell> 3788. DrPraetor, XL14 MfTm, T:22658: http://crawl.develz.org/morgues/trunk/DrPraetor/morgue-DrPraetor-20100110-152315.txt 16:29 <+by> !lg DrPraetor x=dam 16:29 < Henzell> 3788. [dam=27] DrPraetor the Martial Artist (L14 MfTm), worshipper of Makhleb, slain by a snapping turtle on Shoal:2 on 2010-01-10, with 47492 points after 22658 turns and 2:52:59. 16:30 <+greensnark> Rupert paralysed him from across the pond 16:43 <+greensnark> !tv Warson 16:43 < Henzell> 268. Warson, XL20 MiBe, T:70895 requested for FooTV. 16:44 <+greensnark> Naught naughty Eino :P 16:47 < MarvinPA> hmm, what would be a good message to display when you wield a weapon of pain with no necromancy skill? 16:48 < MarvinPA> i'm taking a look at mantis issues that i might be able to figure out how to fix with my incredibly limited ability :P 16:48 <+sorear> You have a feeling of great ineptitude. 16:49 < MarvinPA> i put "you feel a numb sensation" at the moment but i guess that implies you're actively disadvantaged by it, when really it just has no effect 16:49 < syllogism> he had a pretty sick randart crystal plate too 16:52 <+greensnark> Does ring of lev warn that levitation cannot be renewed until expired? 16:52 <+greensnark> Players seem to keep having "Oops!" moments 16:54 < syllogism> he would have been fine had he used his ring first instead of the potion 17:00 < syllogism> he doesn't know how to read messages :( 17:00 < syllogism> maybe the notification should be more intrusive 17:04 <+sorear> On ancardia I have messages showing up instantly in a big yellow box that you have to press # to dismiss 17:04 <+sorear> Originally I was using ~, but then I got hate mail from someone complaining that their keyboard didn't have a tilde and it was impossible for them to dismiss messages :D 17:04 <+Zaba_> heh 17:05 < syllogism> greensnark: are you updating foosplat and co or why are they down 17:06 -!- Twinge- [n=user@97-124-169-120.hlrn.qwest.net] has joined ##crawl-dev 17:15 -!- Twinge- [n=user@97-124-169-120.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 17:15 <+greensnark> syllogism: Box is almost out of space, I was deleting all the cached ttyrecs and stuff 17:16 -!- Twinge- [n=user@97-124-156-75.hlrn.qwest.net] has joined ##crawl-dev 17:23 -!- Twinge [n=user@97-124-164-210.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 17:40 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has quit [Read error: 110 (Connection timed out)] 17:41 -!- Twinge [n=user@97-124-152-37.hlrn.qwest.net] has joined ##crawl-dev 17:47 -!- Twinge- [n=user@97-124-156-75.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 17:52 -!- 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."] 17:52 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 17:55 < TGW> is there a valid reason to give kobold the "sorry, you're a carnivore" message when hitting e? 17:56 < TGW> I'm pretty sure most people know that and would rather eat a chunk than endure a needless force_more 17:59 -!- Twinge- [n=user@97-124-157-144.hlrn.qwest.net] has joined ##crawl-dev 17:59 < ais523> hmm... rumour's going around on the Crawl LP that you're getting rid of Swamp entirely, in favour of the Shoals 18:00 < ais523> is that really the case, or are they just deluded? 18:00 <+greensnark> That's not the case 18:00 <+greensnark> Swamp is temporarily disabled in trunk to direct extra testing to Shoals 18:00 <+greensnark> And only for dgl builds, i.e. cdo 18:01 < ais523> ah, aha 18:01 -!- Twinge_ [n=user@97-124-162-94.hlrn.qwest.net] has joined ##crawl-dev 18:04 -!- Twinge [n=user@97-124-152-37.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 18:12 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 18:14 <+doy> dpeg: i didn't touch doors at all 18:14 < Henzell> doy: You have 2 messages. Use !messages to read them. 18:15 <+doy> and some corridors to tend to survive 18:15 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 18:15 <+doy> we could tweak the plant generation to tend to grow more in places that used to be corridors, if we want to preserve that a bit more 18:16 < TGW> is the lair thing on cdo? 18:16 <+doy> and yeah, for the plant clumps i just did the simplest possible thing that looked decent, we could certainly tweak it 18:16 <+doy> TGW: yes 18:16 < TGW> awesome 18:17 -!- Twinge- [n=user@97-124-157-144.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 18:17 <+doy> dpeg: i actually think that doors didn't used to be that common in lair anyway, they only show up in rooms+corridors layouts 18:18 <+doy> the reason there aren't that many in my screenshots are because only one of the levels that was generated was a rooms+corridors layout 18:18 < TGW> doors are kind of overpowered in lair 18:18 <+doy> but i didn't tweak the layout choice at all except to remove spotty_level 18:18 <+doy> which should increase the chances of rooms+corridors, if anything 18:23 < MarvinPA> oh hah, jiyva actually says "slime for the slime god" when you load a save 18:23 < Napkin> omg.. Snorg 18:23 < Napkin> oops, sorry 18:24 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 18:27 < Mu_> has rSlow been removed yet? 18:29 -!- Zaba_ is now known as Zaba 18:30 < Twinge_> Hail, Cryptic. 18:30 < Twinge_> Mu: No, not yet. 18:30 < Cryp71c> Twinge_, sup :) forget to identify? 18:31 < Mu_> ty Twinge_ 18:31 < Napkin> Gretel currently filters these uniques from announcing: Terence Jessica Blork Edmund Psyche Donald Snorg Michael 18:31 < Napkin> Should that be changed? 18:32 <+greensnark> Maybe we should just remove the filters? 18:32 <+greensnark> Yeah, Snorg is pretty strong now 18:32 < Twinge_> Cryptic: Someone actually has my name registered. It's another week or so-ish before it expires 18:33 < Napkin> Michael no longer exists.. 18:33 < Napkin> ##crawl says Jessica can get pretty nasty too, now 18:33 < Twinge_> Blork can be strong-ish too at times 18:33 < Napkin> I'd say remove 18:33 < Napkin> Terence and Edmund can be quite weak 18:33 < Twinge_> It's not like it even lists Wayne either, hehe 18:34 < Napkin> But I'm not the one who can decide.. 18:34 < Twinge_> !deathsby Terence 18:34 < Henzell> No games for Terence. 18:34 < Twinge_> !deathsby Wayne 18:34 < Henzell> No games for Wayne. 18:34 < Twinge_> oh, er 18:34 < Twinge_> !killsby Terence 18:34 < Henzell> 3408 games for * (ckiller=Terence): 46x KiloByte, 44x 78291, 42x crawlie, 37x heteroy, 36x DashNine, 26x Archibald, 25x Johan, 24x Vesto, 23x simul, 22x chilliwack, 21x Nikinyo, 21x poop, 21x ekaterin, 21x Ping, 21x Dalarist, 20x mr0t, 20x sorear, 19x aori, 19x Anym, 19x Stormfox, 17x TGW, 16x Radicchio, 16x Keolah, 15x fiyawerx, 15x Leissi, 15x Chog, 15x bookofjude, 15x adagio, 15x yap, 15x Crack... 18:34 < Napkin> !killsby Psyche 18:34 < Henzell> 142 games for * (ckiller=Psyche): 3x IronRobin, 3x heteroy, 3x aristotle, 3x Grimm, 3x thevalrus, 2x raxohol, 2x tapicell, 2x LexAckson, 2x rob, 2x ogaz, 2x 78291, 2x Temoid, 2x poop, 2x bookofjude, 2x Radicchio, 2x Voiks, 2x splat, 2x meneril, 2x barnex, 2x Saxifrage, 1x jmr, 1x gunofdis, 1x Nexos, 1x dpeg, 1x wastrel, 1x Inde, 1x greywolf, 1x drugrobin, 1x Jhav, 1x brennon, 1x N78291, 1x Archiba... 18:35 < Twinge_> Might as well just remove the filter 18:35 < TGW> I think ijyb should be guaranteed an item 18:35 < Napkin> !killsby Donald 18:35 < Henzell> 10 games for * (ckiller=Donald): 1x MrPeeps, 1x Sebi, 1x Eronarn, 1x wolverian, 1x Nexos, 1x coweater, 1x Toad, 1x yap, 1x splat, 1x Manslay 18:35 < Twinge_> !killsby Blork the Orc 18:35 < Henzell> No games for * (ckiller=Blork the Orc). 18:35 < Twinge_> !killsby Blork 18:35 < Henzell> 899 games for * (ckiller=Blork): 15x 78291, 14x KiloByte, 12x heteroy, 10x poop, 9x Nexos, 8x Grimm, 7x crawlie, 7x splat, 7x Eifeltrampel, 7x mr0t, 7x Lemuel, 7x sorear, 7x TGW, 7x chilliwack, 7x Archibald, 7x Ping, 6x adagio, 6x yap, 6x zyrkx, 6x Vesto, 6x simul, 6x ekaterin, 5x penguin, 5x Pixels, 5x Radicchio, 5x Leibowitz, 5x murklins, 5x Temoid, 5x randart, 5x Tenaya, 5x aristotle, 5x DashNi... 18:35 < TGW> didn't terence get a massive equipment buff? 18:36 -!- Gretell [i=crawl@develz.org] has quit [Remote closed the connection] 18:36 -!- Gretell [i=crawl@develz.org] has joined ##crawl-dev 18:37 < Napkin> oh, greensnark! You made Gretell join here? <3 18:37 < Napkin> Didn't realize :-$ 18:38 <+greensnark> For @?? 18:44 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has joined ##crawl-dev 18:44 -!- mode/##crawl-dev [+v pointless_] by ChanServ 18:47 <+doy> hmmm, i wonder 18:48 <+doy> do doors get created later on in the process 18:49 <+doy> aha 18:49 <+doy> yes, they do 18:49 <+doy> that's why door generation was reduced so much 18:50 < CIA-81> greensnark amulet-refactoring * r5871154a2e85 /crawl-ref/source/ (10 files in 2 dirs): Amulet of Faith, mark I. 18:50 <+doy> hmmm 18:50 <+doy> i wonder 18:51 <+doy> should the ruin_level stuff also ruin vaults? 18:51 <+doy> are there vaults that this would be a particularly bad idea for? 18:51 <+greensnark> You can ruin vaults by default, but check for a mask such as MMT_NO_RUIN that vaults can use if they don't want to be messed with 18:52 <+doy> sounds reasonable 18:52 <+doy> hmmm 18:52 <+greensnark> But I guess a lot of vaults wouldn't want to be ruined 18:52 <+greensnark> I can't think of many Lair vaults, but there was that wizard + simulacra vault 18:53 <+greensnark> Which wouldn't be good if it were broken open 18:53 <+doy> yeah, i guess vaults like that would be problematic 18:53 <+doy> i'll leave them unruined for now 18:53 <+doy> we can look into it later if it looks particularly bad 18:53 <+greensnark> Lair vaults should be designed to fit in 18:54 <+doy> !messages 18:54 < Henzell> (1/2) dpeg said (6h 32m 31s ago): The new Lair levels look very good! Two comments: (1) bushes! (2) The plant cluster look too much like 3x3 -- need more fractalisation. (3) Are doors now gone? Lair is the branch where doors help most, tactically. 18:54 <+doy> !messages 18:54 < Henzell> (1/1) dpeg said (6h 29m 11s ago): More comments: your change is a double nerf to Lair (no more room & corridors; no more doors). I am fine with this nerf, and it fits that we made Lair harder anyway. We should just be honest about it. Next, what about placing the odd tree as well? And some walls could be coloured green (moss). 18:56 < Twinge_> greensnark: Maybe make the default to not ruin vaults, and instead have a lfah that can be set to allow it? 18:56 < Twinge_> s/lfha/flag 18:58 < CIA-81> doy * r88bc1cd2f728 /crawl-ref/source/dungeon.cc: ruin lair levels after doors are placed 18:58 <+greensnark> doy: You've ruined Lair :/ 18:58 <+greensnark> :P 18:58 <+doy> d: 18:58 < Twinge_> Wait, it sounded like a good idea that it happened before doors were placed, so fewer doors were generated, and the ones that were generated still made sense?? 18:59 <+greensnark> Twinge_ has a point 18:59 <+greensnark> Will the ruins leave freestanding doors? 18:59 * greensnark hastes self off to bed. 19:00 <+doy> hmmm, probably a couple 19:00 <+doy> can make a pass to clear those out though 19:00 <+doy> i think leaving some doors that don't really make sense in place is good for the 'ruined' feel though 19:01 <+doy> since the idea is that it used to be an actual dungeon level 19:01 <+doy> and has deteriorated 19:01 < TGW> oh hey, amulet of faith! 19:01 <+doy> so the door placement should take the original level into account 19:01 < Twinge_> Perhaps a few, but not too many. Maybe that 2nd pass removes all freestanding, and say... 70% of all doors with only one wall attached? 19:01 <+doy> yeah, that sounds reasonable 19:01 < Cryp71c> TGW, how do you mean, Ijyb guaranteed an item? 19:02 < TGW> cryp71c: wand, potion 19:02 <+doy> or just give doors the same chance as walls to be removed 19:02 <+doy> that sounds like a better idea 19:02 <+doy> hmmm 19:02 <+doy> maybe slightly less 19:02 < TGW> because otherwise he's just a tough goblin that sucks as much 19:02 < Cryp71c> TGW, eh, idk...he can be pretty tough when he spawns early on, I think I've seen him as early as 2-3 19:03 < Twinge_> @??Ijyb 19:03 < Gretell> Ijyb (g) | Speed: 10 | HD: 3 | Health: 28 | AC/EV: 2/12 | Damage: 4 | Res: magic(12) | Chunks: contaminated | XP: 25. 19:03 < Twinge_> @??hobgoblin 19:03 < Gretell> hobgoblin (g) | Speed: 10 | HD: 1 | Health: 4-7 | AC/EV: 2/10 | Damage: 5 | Res: magic(1) | Chunks: contaminated | XP: 2. 19:03 < Twinge_> 28 HP is a LOT that early 19:03 < Cryp71c> Yeah 19:03 < Cryp71c> Plus he wields a club or something 19:03 < Cryp71c> and his damage shoots to 12 19:03 < Cryp71c> and it can get pretty ugly 19:03 < TGW> uniques should not follow the beetle model of toughness 19:04 < TGW> they're supposed to be actually interesting threats 19:04 < Twinge_> Maybe... give him a guaranteed item if he spawns on D5 or later? 19:04 < ogaz> he doesn't follow the beetle model because he doesn't go slow 19:04 < TGW> ogaz: "extremely fat things that should never kill you" 19:04 < TGW> like beetles and ijyb 19:05 < ogaz> ogres should never kill you either because you shouldn't engage unless you can win 19:05 < Cryp71c> TGW, ijyb isn't even comparative to a Beetle? 19:05 < Cryp71c> There are huge differences between the two, most notably, speed and equipment. 19:06 < Cryp71c> As an average (or below average) speed, you can't outrun him. Give him a wand and its garanteed death when he spawns on 2-3 19:07 < Cryp71c> Quite a few of the other uniques need to be buffed, because they're trivial 19:07 < Twinge_> @??Wayne 19:07 < TGW> you realize there are very many uniques that are more challenging than wands 19:07 < Gretell> Wayne (@) | Speed: 7 | HD: 17 | Health: 140 | AC/EV: 1/10 | Damage: 22 | Flags: evil, spellcaster, see invisible | Res: magic(113) | Chunks: contaminated | XP: 1246 | Sp: pain, cantrip, smiting, minor healing. 19:07 < Twinge_> TGW: They usually show up later than D:2, though, except for Siggy 19:07 < Cryp71c> TGW, Ijyb is challenging enough (in most cases, for most char types) without a wand. 19:07 < TGW> even jessica 19:07 < TGW> haste, slow, pain 19:07 < Cryp71c> TGW, caster. 19:08 < Cryp71c> She doesn't need a wand. 19:08 < ogaz> jessica got nerfed in 0.6 with pain instead of magic dart 19:08 < Twinge_> TGW: And no HP. And as much XP as Igyjb now. 19:08 < TGW> twinge: less xp 19:08 < ogaz> she's 25 now 19:08 < Twinge_> @??Jessica 19:08 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: evil, spellcaster | Res: magic(4) | Chunks: contaminated | XP: 25 | Sp: pain, slow, haste, blink. 19:08 < Twinge_> =) 19:08 -!- Twinge_ is now known as Twinge 19:08 < TGW> @?jessica 19:08 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: spellcaster | Res: magic(4) | Chunks: contaminated | XP: 4 | Sp: magic dart, slow, haste, blink. 19:08 < TGW> weird 19:09 < Twinge> TGW: My patch for the monster exp tweaks went in a day or two ago 19:09 < TGW> cryp71c: you seem to be missing the point 19:09 < Twinge> If you notice wayne is a more reasonable 1.2k for his pushover status, as opposed to the free XP goldmine he was before 19:10 < TGW> every D:2 unique is as hard as ijyb + wand 19:10 < TGW> and ijyb - wand is trivial and boring 19:10 < Cryp71c> TGW, for fighters, or other melee, high hp chars 19:10 < ogaz> I remember an embarassing vampire who could not kill ijyb 19:11 < Cryp71c> but for everyone else, he is *perfect* in terms of difficulty 19:11 < Cryp71c> since getting caught in melee with him means running around for 150 turns trying to sneak in some damage via spells or other means. 19:11 < Twinge> Yep 19:11 < Cryp71c> D:2 means the PC (likely) has no wands. 19:11 < TGW> cryp71c: gee that's fun and interesting 19:11 < Twinge> I definitely remember having some chars that had major problems with his high HP 19:11 < mr0t> @?wayne 19:11 < Gretell> Wayne (@) | Speed: 7 | HD: 17 | Health: 140 | AC/EV: 1/10 | Damage: 22 | Flags: evil, spellcaster, see invisible | Res: magic(113) | Chunks: contaminated | XP: 2713 | Sp: pain, cantrip, smiting, minor healing. 19:11 < mr0t> jeez, that is a lot of exp 19:12 < Twinge> TGW: I mean, we could change him further or something, so he had a little less HP, or 1 ACinstead of 2, etc. 19:12 < Cryp71c> TGW, the reality is that single monster is better to be balanced than to be 'interesting' 19:12 < Twinge> but jsut giving current Ijyb a guaranteed item seems bad 19:12 < mr0t> how about electric eels, while we're at it? I really think 25 exp or whatever is unreasonable 19:12 < ogaz> ijyb had a potion of speed, which he needed to quaff a potion of blood to survive(at the time blood acted like healing for vampires), and no matter how much he pillardanced afterwards, he simply could not kill ijyb 19:12 < mr0t> maybe 80-120xp 19:12 < ogaz> @??electric eels 19:12 < Twinge> @?electric eel 19:12 < Gretell> unknown monster: "electric eels" 19:12 < Gretell> unknown monster: "electric eel" 19:12 < Twinge> @??electric eel 19:12 < Gretell> electric eel (;) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 1/15 | Flags: cold-blooded | Res: magic(12), elec++ | XP: 53. 19:12 < Twinge> @?electrical eel 19:12 < Gretell> electrical eel (;) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 1/15 | Flags: cold-blooded | Res: magic(12), elec++ | XP: 28. 19:12 <+doy> Cryp71c: that's not true for uniques, in my opinion 19:12 < TGW> cryp71c: that's not true at all 19:13 < mr0t> esp. because it's hard to kill one unless you have poison or can kill em in 2-3 hits 19:13 < Cryp71c> doy, not for all uniques, certainly. But for a unique which shows up so early on in the dungeon while the PC has very few resources (wands, rods, spells, armor, weapons, etc.) at his disposal 19:13 < TGW> the current "balance" is "he's so fucking annoying to kill that you dance for an hour, but he can't kill you" 19:13 < Cryp71c> It is the unfortuante truth. 19:13 < mr0t> interesting > balance 19:13 < Twinge> They still have low health and can be avoided, mr0t, so I didn't want to boost them too much 19:13 <+doy> Cryp71c: the goal is to teach you when to run 19:13 <+doy> Cryp71c: you don't have to kill the unique the instant you see it 19:13 -!- by [n=rob@g225127062.adsl.alicedsl.de] has quit [Nick collision from services.] 19:14 -!- by_ [n=rob@f052205171.adsl.alicedsl.de] has joined ##crawl-dev 19:14 -!- mode/##crawl-dev [+v by_] by ChanServ 19:14 < mr0t> ah, I see eels xp *has* been increased. kudos 19:14 < Twinge> mr0t: For about 40 other monsters too :) 19:14 < Twinge> tweaked that is, not increased specifically. Some up, some down 19:14 < Cryp71c> doy, for an average speed character, encountering ijyb early on usually does mean descending, for most characters, give him a wand or a potion, and that becomes a lot less likely of an option, since D:2-3 typically are single room levels and it may take longer to find (or get to) a downward staircase. 19:15 < mr0t> I don't think that crawl's gameplay should be dictated by balance. I've always seen DCSS as a game where the inherent imbalance is part of what makes it fun 19:15 <+doy> mr0t: i agree 19:15 < TGW> HP 28 -> 18, guarantee something interesting 19:16 < Twinge> mr0t: I see Crawl as a rogue-like based more around being reasonably fair and in the players control (that is, balanced), which is way different than e.g. ADOM or Nethack :P 19:16 < Cryp71c> mr0t, idk if that was dedicated at me or not, but I agree. an entire game cannot be dictated by balance 19:16 <+doy> http://tozt.net/uploads/images/screenshots/crawl/lair-vaults.png 19:16 <+doy> this is a cool effect 19:16 <+doy> (: 19:17 < TGW> is that typical? it seems kind of empty 19:17 < TGW> but that does look cool 19:17 < Twinge> doy: That's before adding the extra pass eh? 19:17 <+doy> TGW: that's a vaults-type level 19:17 <+doy> with big boxes 19:17 < TGW> ah 19:18 <+doy> Twinge: i made doors go through the same logic as walls for being removed, but gave them a chance to resist it 19:18 < Twinge> doy: Still at least remove free-standing doors if you're doing to do that, though. 19:18 <+doy> i don't think we need to remove lone door tiles any more than we need to remove single wall tiles 19:18 < mr0t> twinge: uh, crawl and fair should not be used in the same sentence together :p 19:18 < TGW> ??fair 19:18 < Henzell> fair[1/2]: No, this game isn't fair (and neither is "fair" success). But it was probably your own fault, anyway. 19:19 < Twinge> Doors work by being attached to something ;O 19:19 < mr0t> maybe it's less unfair than it used to be, but compared to say, nethack, pfff 19:19 < mr0t> twinge: yeah, a door frame, which can be freestanding 19:19 <+doy> Twinge: well, i picture a door tile as being a wall with a door in it 19:19 < mr0t> aint ya ever been to a carnival funhouse? 19:19 < mr0t> ??fair[2] 19:19 <+doy> not as a full tile that's entirely a door 19:19 < Henzell> fair[2/2]: < nrook> that's what's so great about Crawl: every time, you don't even have rage at the chance of the heavens to sustain you; you know, with a cold certainty something like that of a priest who has lost his faith in God, that your death was caused by none other than yourself, and that a better man could have avoided it. 19:19 < Twinge> Hmm. They look silly on the image you jsut linked, to me :P 19:20 <+doy> shrug, i like it 19:20 <+doy> we can get more opinions 19:20 <+doy> (: 19:20 < mr0t> for being included in henzell's learndb, that quote is really, really poorly worded 19:20 < Twinge> mr0t: Yeah, what the learndb says. Crawl's deaths are almost always your own fault. 19:20 < TGW> could add a check to retain walls adjacent to doors 19:21 < TGW> or, one of them 19:21 < mr0t> it's worded fine for a conversation, but not a quote 19:21 < TGW> more of an aesthetic thing than a realistic one 19:21 <+doy> TGW: that's possible 19:21 < Twinge> Also doy: Why would you give doors an extra chance to resist being ruined? seems like doors would be more likely to rat/fall apart sooner, not less. 19:21 <+doy> Twinge: gameplay effects, mostly 19:21 < TGW> twinge: in my mind, it reinforces the "there was something here" idea 19:22 < mr0t> s/almost// 19:22 < TGW> seperates it from the cave idea 19:23 < mr0t> I really can't think of any Crawl death that is 100% unavoidable 19:23 < Twinge> TGW: Fair, to some extent. doy: What gameplay effects? The doors in your example still aren't really useable :P 19:23 <+doy> Twinge: they can still block los 19:23 <+doy> even if they don't cut off part of the level 19:23 < mr0t> whereas in say, nethack, one out of every however many thousand games you will walk onto a trap first thing 19:23 < TGW> and you can back up into one 19:23 < TGW> minor help against rat swarms! 19:24 < TGW> see the +. / .+ formation in the bottom right? 19:24 < ogaz> mr0t: I had a kobold spawn outside of my only way out of the starting vault with a dagger of distortion while I had no projectiles 19:24 < Twinge> Well, looks like I'm 1vs2 here, but I just keep looking at the 2 freestanding doors in the bottom right and thinking 'that looks silly' ;) 19:24 < TGW> that's a choke point 19:24 < TGW> twinge: those are the most useful ones! 19:26 < TGW> I like my idea, however 19:27 < CIA-81> j-p-e-g * r7815696da951 /crawl-ref/source/ (rltiles/dc-mon.txt tilepick.cc): Reorder demons by glyph in dc-mon.txt. 19:27 < Twinge> TGW: Removing free-standing doors? Yeah, doy mentioned it above and I agreed, hehe. 19:27 <+doy> Twinge: no, possibly try to retain walls near doors 19:27 < Twinge> greensnark, rather. 19:27 < TGW> twinge: retaining walls near free-standing doors 19:27 < Twinge> Oh, working it in reverse 19:27 < Twinge> that works too. 19:33 -!- 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."] 19:39 < mr0t> ogaz: I'd wager the chances of that happening (being trapped by a distortion-wielding monster with no projectiles in starting vault) must be less than one in several thousand 19:39 < ogaz> true 19:39 < mr0t> how about clusters of free-standing doors? like when there are 3 of them next to each other? 19:39 < mr0t> I sorta envision those as portcullis-style gates 19:40 < ais523> they're drawn as gates on tiles, I think 19:44 < mr0t> well, I gotta admit that the first time I ever encountered free-standing doors I thought it was some kinda bu 19:44 < mr0t> *bug 19:48 < TGW> I'm trying to envision a door that opens once that you can move through in eight directions 19:59 -!- Twinge_ [n=user@97-124-170-36.hlrn.qwest.net] has joined ##crawl-dev 20:06 -!- Twinge- [n=user@97-124-157-145.hlrn.qwest.net] has joined ##crawl-dev 20:07 -!- Twinge_ [n=user@97-124-170-36.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 20:08 -!- by_ is now known as by 20:10 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 20:16 < CIA-81> pointless_ * r1d9f712c6d75 /crawl-ref/source/godabil.cc: Redo the Fedhas' growth UI 20:16 < CIA-81> pointless_ * r7d4bea3c73dc /crawl-ref/source/godabil.cc: Give plants created by growth an hp bonus 20:16 < CIA-81> pointless_ * r09782b43af4e /crawl-ref/source/ (abl-show.cc religion.cc): Remove the piety cost for growth, reduce piety loss for allies dying 20:16 < CIA-81> pointless_ * rb1ff610c3ab9 /crawl-ref/source/godabil.cc: Don't prompt the user in growth if they can't use the ability 20:16 -!- Twinge [n=user@97-124-162-94.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 20:17 < Napkin> is there a unique with name jussuf? 20:19 <+doy> no 20:19 <+doy> there's jozef 20:20 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 20:21 < ais523> TGW: some sort of pillar that can be collapsed into the ground, and pulled back out again 20:22 < TGW> ais523: it also has to be unable to close on items 20:22 < ais523> perhaps it retracts from the ceiling, instead then 20:23 < ais523> and an item on the square would make it unable to reach the ground, so it would retract automatically 20:23 < TGW> can you open doors while flying? 20:23 < TGW> oh 20:23 < TGW> maybe it opens from the floor, but extremely weakly 20:24 < TGW> so any extra weight jams it 20:30 < Zannick> maybe it's magic 20:35 < ais523> that's not a good explanation in a roguelike 20:35 < ais523> because then you have to consider things like antimagic and miscasts 20:35 < ais523> and wouldn't the door be glowing from having a permanent effect that long? 20:36 < TGW> and vulnerability should affect that sort of enchantment 20:38 < ais523> in other words, if your game has a physics for magic already, don't try using magic as an explanation because people will find inconsistencies 20:40 < Zannick> i mean, if your game has magic in it, you should be able to suspend disbelief that everything works as you might expect in our world 20:41 < ais523> games should still be internally consistent, though 20:41 < Zannick> yes 20:41 < ais523> you can visualise a melee fight between a spriggan and an ogre, even if neither exists in our world 20:41 < ais523> you'd expect the spriggan to be moving around and dodging a lot more, for instance 20:42 < ais523> you can even generalise to things that don't exist in-game; for instance, you'd expect an orc to be bad at threading a needle 20:42 < TGW> they seem fine at producing green and purple cloth 20:43 < TGW> unless that's paint 20:44 < ais523> orcs strike me as the sort of race who'd make animal-skin armour using staplers 20:44 < TGW> they have red robes for the priests, wizards 20:44 < TGW> orcish robes, at that 20:45 < ais523> I can understand them using dye 20:45 < ais523> maybe even blood to dye the robes, if they wanted to show off 20:45 < ais523> might make sense for high-ranking officials, other lesser orcs wouldn't be able to afford it 20:46 < TGW> well, the highest authority appears to be the warlord 20:46 < TGW> and they use armour 20:53 < ais523> maybe looted 20:53 < ais523> in Battle of Wesnoth flavour, orcs don't have the skills to make really good armour and weapons, so the top orcs get looted stuff as a status symbol; I imagine Crawl is similar 20:53 < ais523> *Battle for Wesnoth 20:54 < TGW> but there's orcish armour, heavy and light 20:54 < ogaz> orcs seem pretty good at making plate mail 20:54 < TGW> I guess 'orcish' could just mean there's some modification 20:54 < CIA-81> doy * r67cbd7ec7637 /crawl-ref/source/dungeon.cc: give doors a smaller chance to be removed 20:54 < CIA-81> doy * rc5f8606a36ba /crawl-ref/source/dungeon.cc: better plant clumping algorithm 20:54 < ais523> beaten into orcshape 20:54 < ais523> (that's all orcish does in Crawl for armour, isn't it, reduces EV penalty for orcs?) 20:55 < TGW> orcs can cast b etter in it 20:55 < CIA-81> doy * r67cbd7ec7637 /crawl-ref/source/dungeon.cc: give doors a smaller chance to be removed 20:55 < CIA-81> doy * rc5f8606a36ba /crawl-ref/source/dungeon.cc: better plant clumping algorithm 20:55 < CIA-81> doy * r2a48502991f0 /crawl-ref/source/dungeon.cc: allow bushes to be placed as well, at low chance 20:55 < TGW> and beogh loves it 20:55 < TGW> I suppose wizards and sorcerers wear robes for practical reasons 20:55 < TGW> @??orc high priest 20:55 < Gretell> orc high priest (o) | Speed: 10 | HD: 11 | Health: 33-77 | AC/EV: 1/12 | Damage: 7 | Flags: evil, see invisible | Res: magic(58), hellfire | Chunks: contaminated | XP: 1008 | Sp: pain, demon, smiting, animate dead, minor healing. 20:55 < TGW> hm, I guess they're spellcasters too 20:55 < TGW> @??orc priest 20:55 < Gretell> orc priest (o) | Speed: 10 | HD: 3 | Health: 9-21 | AC/EV: 1/10 | Damage: 6 | Flags: evil | Res: magic(16) | Chunks: contaminated | XP: 41 | Sp: pain, cantrip, smiting, minor healing. 20:57 <+doy> !tell dpeg i think i addressed all your issues, let me know what you think 20:57 < Henzell> doy: OK, I'll let dpeg know. 20:58 < ais523> ??mantis 20:58 < Henzell> mantis[1/2]: http://crawl.develz.org/mantis/ 21:08 <+kilobyte> !tell greensnark Why would you increase TAG_MAJOR for removing the amulet of slowing if it's so much simpler to just replace it with the amulet of stasis, or, if you don't care about making sense in existing games, any of the new amulets? 21:08 < Henzell> kilobyte: OK, I'll let greensnark know. 21:14 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has joined ##crawl-dev 21:29 <@dpeg> back 21:29 < Henzell> dpeg: You have 1 message. Use !messages to read it. 21:29 < TGW> 'lo dpeg 21:30 <+doy> dpeg: the doors went away because i applied my transform before doors were placed, and the builder couldn't find very many suitable places afterwards 21:30 <+doy> it wasn't intentional 21:30 <+doy> (: 21:32 <@dpeg> doy: Hi! I just looked at the pictures. Well, I am not keen on free-standing doors :) 21:32 <@dpeg> Then I'd rather have none, and allow players to create doors in some odd way. 21:32 <@dpeg> !messages 21:32 < Henzell> (1/1) doy said (35m 2s ago): i think i addressed all your issues, let me know what you think 21:32 <@dpeg> yes, awesome :) 21:32 < ais523> dpeg: like the wand of locking from NetHack? 21:33 < ais523> it locks doors, and it really likes locking doors and makes sure they're locked, even if it has to create the door to be able to do it 21:34 <+doy> dpeg: i don't think free standing doors are any more of a problem than free standing walls 21:34 <@dpeg> ais523: well, not the wand, to be honest. I think there could be some misc item which you could use up to create a door. 21:34 <+doy> but wouldn't be hard to get rid of them either 21:34 <@dpeg> doy: I do! 21:34 <@dpeg> free standing walls could be hillocks or whatever... doors are less flexible 21:35 <+doy> well, in the context of ruins i mean 21:35 <+doy> but i'll fix it 21:35 <@dpeg> thank you! 21:35 <@dpeg> nice new content within 36 hours <3 21:35 <+doy> (: 21:35 <+doy> you should generate a couple levels and let me know what you think about the new clumping algorithm 21:36 <+doy> there's plenty of tweakable parameters 21:36 <@dpeg> ok will do 21:39 <@dpeg> ...compiling... 21:43 <@dpeg> got a crash after &Y~L1 21:43 <@dpeg> :( 21:43 <+doy> hmmm 21:44 <+doy> i think i know what it might be, i was getting it earlier but it went away 21:44 <+doy> i'll reorganize that part, give me a minute 21:46 <@dpeg> entering Lair by hand worked 21:49 <@dpeg> the clusters are good now 21:50 <@dpeg> when I play new Lair, I am not reminded of ruins, btw 21:50 <@dpeg> but rather of an "organic" level 21:51 <@dpeg> By the way, you know what'd be cool? If there were more places where plants block connectivity. So you can choose to hack through, like a one-off door. 21:52 <+doy> hmmm 21:52 <@dpeg> oh, and is ruination a parameter? 21:52 <@dpeg> we could increase it with depth in Lair 21:52 <+doy> dpeg: not currently, but it probably should be 21:53 <@dpeg> doy: would you mind playing with that? It's convergence in action =) 21:53 <+doy> okay(: 21:53 <@dpeg> more important (and easier) than the one-off plant doors, too :) 21:54 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has quit [Read error: 104 (Connection reset by peer)] 21:54 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has joined ##crawl-dev 21:56 < Eronarn> having some overgrown altars would be neat 21:57 <@dpeg> Eronarn: these could be made by hand, as vaults? 21:59 <+doy> yes, we need more lair-specific vaults 22:00 < syllogism> wizlab wucad mu is pretty nasty for some character types, though I guess anyone can just quaff a potion of speed and run :P 22:00 <@dpeg> syllogism: yes 22:09 -!- syllogism [i=syllogis@88-148-220-185.bb.dnainternet.fi] has quit [] 22:17 <+doy> hmmm 22:17 <+doy> i'm not sure about the convergence idea 22:17 <@dpeg> doy: doesn't look good? 22:17 <+doy> maybe i'm just starting too high 22:18 <@dpeg> what range does your parameter have? 22:18 <+doy> was starting at about the previous level and making it more ruined as you go deeper, but you can't really tell the difference that much 22:19 <@dpeg> doy: oh, I would start on Lair:1 with an (almost) unruined level. 22:19 <+doy> yeah 22:28 <+doy> alright, this looks somewhat decent 22:28 < CIA-81> doy * re46a80b5fd4e /crawl-ref/source/dungeon.cc: remove free standing doors 22:28 < CIA-81> doy * r4ccdb5ec4e12 /crawl-ref/source/dungeon.cc: try to avoid crashes due to reallocation better 22:28 < CIA-81> doy * r61087e629ee4 /crawl-ref/source/dungeon.cc: parameterize ruin_level 22:28 < CIA-81> doy * r4671c6a94508 /crawl-ref/source/dungeon.cc: tweak the parameters a bit more 22:28 < CIA-81> doy * red0a77dc2fd6 /crawl-ref/source/dungeon.cc: parameterize add_plant_clumps 22:29 <@dpeg> doy: cool 22:30 <+doy> can mess with the parameters some more if it needs work 22:35 < CIA-81> doy * r2ec2ff85d890 /crawl-ref/source/dungeon.cc: typo fix 22:37 <@dpeg> doy: still get a crash with &~L1 22:37 <+doy> hmmm 22:37 <+doy> can you get a backtrace? 22:38 <@dpeg> what's that? 22:39 <+doy> the stuff in the crash dump that it should have generated 22:40 <@dpeg> doy: just a moment, looking at the levels right now 22:40 <@dpeg> what is your parameter use? 22:41 <@dpeg> plant creation also increases with level? 22:42 <+doy> ruin_level has parameters for number of iterations of the algorithm, how frequently it should remove tiles, and how often it should replace removed tiles with plants 22:42 <+doy> add_plant_clumps has parameters for how often it should turn a plant into a clump, for how dense the clump should be, and how far out the clump should be allowed to go 22:42 <+doy> and yes, i made both of those dependent on depth 22:43 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 22:44 <+doy> the plant clumping might vary too much currently, the clumping parameter is pretty sensitive 22:44 -!- Vandal|PC [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 22:44 < Vandal|PC> o.o 22:45 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 22:45 < Vandal|PC> another Guard weekend finished 22:45 -!- Vandal|PC is now known as Vandal 22:45 < Vandal> It was pretty busy 22:45 <@dpeg> doy: yes, the clumps appear late (by my rough impression) 22:46 <+doy> yeah 22:46 < Vandal> surprised no one has commented on the stabbing wiki, I thought TGW at least would have 22:46 <+doy> i'm heading out to eat now, feel free to play with the parameters a bit 22:46 <+doy> be back to look over them more in a bit 22:51 <@dpeg> Vandal: some FRs have been lying for years without reply 22:52 < Vandal|LT> Oh I know :) tgw replied in IRC and was asked to comment on the wiki instead if he wanted to discuss it 22:53 < eith> hmm, naga do not make perfectly fine stabbers =p 22:54 < eith> they are very hard 22:54 < Vandal|LT> Care to be more specific? 22:54 < eith> you cant run away when shit goes wrong 22:54 < Vandal|LT> How does that make stabbing harder? 22:54 < eith> try play a naga stabber 22:54 < Vandal|LT> That is an inherent feature of the race 22:55 < Vandal|LT> and I have played Naga :) I love them honestly 22:55 < eith> how far? 22:55 < Vandal|LT> Fell into a shaft trap and got killed by a vampire's orange rats :[ 22:55 < Vandal|LT> So many rats.. 22:56 < Vandal|LT> That was my first vampire encounter :D I didn't know they could summon :D 22:56 < TGW> is there an option to remove the explosion animation? 22:57 < Vandal> Anyways eith, don't confuse the primary drawback of playing a Naga with making any particular tactic they use more difficult, it effects them all 22:57 < eith> my point is they make vastly better wizards than stabbers 22:57 < Vandal> As it happens Naga are more likely to get next to a monster without waking it up than any other race 22:58 < Vandal> So they are in fact, perfectly fine 22:58 < eith> in theory 22:58 < cbus> NaEn are nice 22:58 < Vandal> No, this is not theory, they have the best apts and the same size bonus as a Spriggan 22:58 < Vandal> for the purpose of Stealth checks 22:59 < Vandal> They do not get Stealth checked more than anyone else does 22:59 < eith> im not denying they cant stab well, im saying thats a hard playstyle for them, hence they arent perfectly good stabbers 22:59 < eith> nvm sure 23:00 < Vandal> :) 23:07 <@dpeg> !tell doy Can you send me a mail with the formulas where the ruination parameter enters? Also, what about having some rock walls be green and described as "moss-covered rock wall"? 23:07 < Henzell> dpeg: OK, I'll let doy know. 23:14 -!- by [n=rob@f052205171.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 23:21 < Ashenzari> Invisible mimics (http://crawl.develz.org/mantis/view.php?id=383) by minmay 23:24 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["leaving"] 23:35 <+due> Hi. 23:40 <+due> Hooray, it's beat Jude over the head with a stick day. 23:41 < Vandal> oh my 23:43 <+due> I'm actually kinda pissed off at that. 23:51 <+due> I think i'm just going to ignore the entire thread. 23:54 < Siber> is this on crd or mantis? 23:55 <+due> I'm expected to list all the files changed, the exact changes that occurred, and my reasoning *why*, for changing a 0 to a 1 in a return value on a function?