00:02 -!- ais523 [n=ais523@unaffiliated/ais523] has quit ["I need to go home"] 00:07 <+due> I should get an award for petulance. 00:07 -!- mrawt [n=mr0t@ppp-70-132-140-16.dsl.hstntx.swbell.net] has joined ##crawl-dev 00:08 -!- mr0t [n=mr0t@ppp-70-132-140-16.dsl.hstntx.swbell.net] has quit [Read error: 54 (Connection reset by peer)] 00:08 < TGW> is there no way to set a specific item (not a type like cset does) to another glyph? 00:08 < TGW> or just monsters? 00:08 <+due> No. 00:08 <+due> There isn't a way to change any glyph at the minute. 00:09 <+due> Well, at least in a sane manner. 00:09 < TGW> is that viewed as a problem? 00:09 <+due> I don't think so. 00:09 <+due> What are you wishing to change? 00:09 < TGW> different glyph for bad scrolls and potion 00:09 < TGW> s 00:10 <+due> In your own configuration? 00:11 < TGW> yeah 00:11 <+due> Oh, hm. 00:11 <+due> You can change monster glyphs in that regard. 00:11 < TGW> right, that's why I find it weird 00:17 <+due> I'm pretty sure the get-glyph function references options either before or after it references the base monster type. 00:20 < Vandal> due, I may have just spread some misinformation 00:21 < Vandal> Does Dex help you overcome monster HD checks on Blowguns? 00:21 < Vandal> I know enchants and Throwing skill does 00:22 <+due> No. 00:22 < Vandal> So Dex just helps with initial accuracy? 00:22 < Vandal> and speed maybe? 00:23 <+due> Yeah. 00:24 -!- Twinge [n=user@97-124-161-236.hlrn.qwest.net] has joined ##crawl-dev 00:25 < Vandal> Thanks 00:26 <+due> Twinge! 00:26 <+due> @??cerebov 00:26 < Gretell> Cerebov (&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: demonic, see invisible | Res: magic(168), hellfire+++, poison | XP: 15000 | Sp: fire storm, iron shot, haste, greater demon. 00:27 <+due> Twinge: What's the stats of Throwing 27, Blowgun +9, for HD21; do you know off the tpo of your head? 00:31 -!- Twinge_ [n=user@97-124-172-149.hlrn.qwest.net] has joined ##crawl-dev 00:31 <+due> multiple Twinge_! 00:32 < Vandal> oh coolness 00:32 < Vandal> new monster xp table is in? 00:32 < Vandal> :D 00:33 <+due> Yup. 00:34 < TGW> due: also, what's the deal with meph's explosion? 00:34 <+due> What do you mean, what's the deal? 00:34 < TGW> it's forced to waffle clouds, even if I have cloud set to something else 00:34 <+due> Hm. 00:34 <+due> Now that is odd. 00:34 <+due> How about firestorm? 00:34 < TGW> have not tried 00:36 < Vandal> Ponderous works on Naga right? 00:36 < Vandal> LIke, it slows them even more? 00:36 < TGW> yes 00:36 < Vandal> Yay :D 00:36 < TGW> ##crawl is that way 00:37 <+due> Hm. 00:37 < Vandal> TGW I am aware :D 00:37 <+due> It uses place_cloud, so there's no reason why it shouldn't use overwritten clouds. 00:37 <+due> TGW: Is any other cloud using the thing you have it set to? 00:37 < TGW> due: hrm? 00:39 <+due> Is it just meph cloud, or is it every cloud? 00:39 < TGW> you can only set "cloud" 00:39 < TGW> it's a general thing 00:39 <+due> Okay. 00:39 < TGW> I'm not sure if it happens with other explosions though 00:39 <+due> Is it *working* on anything else? 00:39 <+due> Besides mephitic cloud? 00:40 < TGW> have not tested 00:40 <+due> Then I find it more likely that it's not working at all, rather than just not working with mephitic cloud. 00:41 -!- Twinge- [n=user@97-124-157-145.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:42 < TGW> should I mantis it up? 00:45 < Cryp71c> What's going on with meph? 00:46 < MarvinPA> heh, you can make poisoned exploding sling bullets 00:47 < Cryp71c> due, I commented on this bug report last night: http://crawl.develz.org/mantis/view.php?id=121 00:47 < Cryp71c> Its corrected already, and I can't close it or anything 00:47 -!- Twinge [n=user@97-124-161-236.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:48 <+due> MarvinPA: Ah, thanks for the reminder. Meant to swat that. 00:48 < MarvinPA> aww 00:48 < MarvinPA> :P 00:48 -!- Vandal|LT [n=dissiden@cpe-75-185-204-99.woh.res.rr.com] has left ##crawl-dev [] 00:48 < MarvinPA> yeah, i was wondering if you were going to keep flame+poison available 00:49 < MarvinPA> or just have it as a special case for the unique? 00:49 <+due> dpeg wants it special-cased for Nessos. 00:49 < ogaz> why? 00:49 <+due> To make him uniquer? 00:49 < MarvinPA> that makes venom launchers a bit more consistent at least, then 00:49 < ogaz> poison flame has been around forever, it's just that no one cared until recently :/ 00:50 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 00:51 <+due> Hey, cool. I made haloes interact with gloom. 00:52 < TGW> cool! 00:52 -!- Twinge_ [n=user@97-124-172-149.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 00:52 < TGW> what about sunlight 00:53 <+due> Already does. 00:53 < TGW> cool! 00:55 < purge> so due: how are those treasure troves coming? ;) 00:55 <+due> purge: Not bad. :) 00:56 * due pokes doy. 00:56 < TGW> what are you using gloom for? 00:57 -!- Twinge [n=user@97-124-174-244.hlrn.qwest.net] has joined ##crawl-dev 00:57 <+due> Two statues that generate gloom with a boss in the middle for a portal vault, I think. 00:57 * doy pokes due 00:59 <+due> doy: Lair++! 01:00 <+doy> due: i'm still tweaking! 01:00 < Henzell> doy: You have 1 message. Use !messages to read it. 01:00 <+doy> !messages 01:00 < Henzell> (1/1) dpeg said (1h 52m 24s ago): 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"? 01:01 <+doy> due: any comments in particular? 01:02 <+due> doy: No, it looks good so far; I like the idea of moss-covered walls, though. 01:02 <+doy> yeah 01:03 <+due> Oh man. 01:04 < CIA-81> due * rb62a72ee0d29 /crawl-ref/source/cloud.cc: Make haloes interact sanely with gloom. 01:04 < CIA-81> due * r66a603dc8498 /crawl-ref/source/dat/crypt.des: Set the glass_crypt liches free when you get to the loot. 01:04 <+doy> yay 01:05 * due cackles. 01:05 <+doy> greensnark is write, level generation is a fun part of the code 01:05 <+doy> (: 01:05 <+doy> *right 01:05 <+due> "fun" or fun? 01:06 <+doy> fun! 01:06 <+doy> i have lots of ideas! 01:06 <+doy> (: 01:06 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 01:06 <+due> awesome! 01:07 <+due> Oh, bugger. 01:07 < CIA-81> due * rce1ef6f9fbcd /crawl-ref/source/dat/crypt.des: Remove accidentally committed test weight on glass_crypt. 01:08 <+due> Whoops. :0 01:08 <+doy> !tell greensnark you're right, level generation is fun! 01:08 < Henzell> doy: OK, I'll let greensnark know. 01:08 <+due> doy: I've been trying to translate city-level into Lua so that I can make Vaults fun. 01:08 <+due> It... does not work so well. :/ 01:08 <+doy> yeah, that's what i was going to look into next 01:09 <+due> Want to see what I've done so far? 01:09 <+doy> i think i'm going to make the cross level more awesome first to learn the lua api 01:09 <+due> doy: http://sprunge.us/VWKM 01:09 <+due> It doens't work, though. 01:09 <+doy> and then see if i can convert some c++ ones 01:09 < TGW> is monster-specific AI a possible thing? 01:10 <+doy> TGW: what do you mean? 01:10 <+due> I tried to make a shortcut and place doors with the original make_room function, but apparently I keep making issues with sizes and get constant "y of 70 is too great" errors. 01:10 <+due> TGW: All AI is monste-rspecific? 01:10 < TGW> due: to specific monsters, not specific to monsters :| 01:10 <+due> :p 01:10 < TGW> I think giant eyeballs should flee if it doesn't see any other enemies 01:10 <+due> And yes, I hop eso. 01:11 <+due> Hey, cool idea. 01:11 < TGW> if they* 01:11 < TGW> if they don't* 01:11 <+due> Please FR it? 01:11 < TGW> sure 01:11 <+doy> monster ai changes will require a good amount more discussion than most frs 01:11 <+doy> because they have a good possibility of balance implications 01:11 <+doy> but yeah, file it 01:12 < ogaz> also, spoiler implications 01:12 <+due> Not necessarily. 01:12 <+due> Well, I suppose channging the AI for existant monsters, yes. 01:12 <+due> But dowan and Duvessa need to stick together more, likewise Pikel and his slaves. 01:12 <+due> And the spirit holy monster will basically be permanently running/blinking awya from the player. 01:13 <+doy> yes, ai changes for uniques is more acceptable 01:13 <+due> Maurice could also do with more running away. 01:13 < ogaz> it's not the same thing obviously, but the melting glass thing for crypt:5 worries me for that reason 01:13 <+due> ogaz: Yes, I was just wondering about that. 01:13 <+due> I'm going to play around with descriptions and a few other things. 01:14 <+doy> maybe make the wall tiles "shimmering" or something 01:14 <+doy> the glass tiles i mean 01:15 <+due> Yeah. 01:15 <+due> And "grinding noises'. 01:15 < TGW> "You hear less shimmering." 01:15 <+doy> (: 01:16 < TGW> or, make the message grinding noises and make the glass "ungrinding glass" 01:16 < Ashenzari> Giant eyeballs should flee when alone (http://crawl.develz.org/mantis/view.php?id=384) by TGW 01:17 <+due> "The liches press expectantly against the glass." 01:17 < TGW> "The liches wish the glass would stop shimmering." 01:19 < MarvinPA> surely they're happy behind their glass, safely throwing summons at you :P 01:19 < ogaz> honestly, the liches behind glass vault is my least favorite anyway. Maybe eliminate it entirely? :P 01:20 <+due> ogaz: It's staying. 01:20 < Zannick> Are we moving from sourceforge to mantis for FRs, BRs, and patches, or supporting both? 01:20 <+due> We could even lockk the doors as well, and only release them when you kill the liches. 01:20 <+due> That's nasty. 01:20 <+due> Zannick: Mantis, all the way; sourceforge is only open because nobody has closed it yet. 01:20 < st_> and no teleports out? :P 01:20 < Zannick> due: ah, i guess i should be looking over there more often, then 01:22 < TGW> mantis <3 01:28 <+due> st_: Of course. <3 01:34 -!- Twinge_ [n=user@97-124-155-106.hlrn.qwest.net] has joined ##crawl-dev 01:37 < purge> mara :O 01:37 <+due> oooh 01:37 * due tunes in 01:38 < purge> lol too ez :) 01:38 <+due> :| 01:38 < purge> sorry went ez mode 01:38 <+due> That's okay. 01:38 < purge> since i never faced her :D 01:38 <+due> Him. ;) 01:38 <+due> Someone was apparnetly complaining about aizul on Sa. 01:38 <+due> And said that he showed up on D:9, which... as far as I am concerned, is an exaggeration; it's not phsically possible for that to happen. 01:38 < purge> well at least i can smirk at him for having a girls name 01:39 <+due> It's not a girl's name. 01:39 < purge> where i live it is :) 01:39 <+due> Where do you live? 01:39 < purge> MI 01:39 <+due> Mara is an evil male demon in all the contexts I've run into him. 01:39 < Zannick> i've heard it as a female name before, can't remember where 01:39 <+due> Mara Jade. 01:40 < purge> http://www.thinkbabynames.com/meaning/0/Mara 01:40 < MarvinPA> due: i saw aizul on d:9 01:41 <+due> MarvinPA: I ... have no idea how that's even possible? 01:41 <+doy> i've only ever heard mara as a girl's name 01:41 <+due> purge: http://en.wikipedia.org/wiki/Mara_(demon) 01:41 < MarvinPA> oh hang on 01:41 <+due> MarvinPA: He's set to show up at D:13 and after. 01:41 < MarvinPA> maybe not, let me check my log 01:41 <+due> D:9 is a *massive* bug if that's the case. 01:42 < CIA-81> doy * rf92b4559098c /crawl-ref/source/dungeon.cc: more lair tweaking 01:42 < TGW> due: D:9 is a compliment 01:42 < MarvinPA> sorry, yeah 01:42 < TGW> "he kicked my ass so hard I felt like I was on D:9" 01:42 < MarvinPA> that was a different game where i died to poison :P 01:42 < MarvinPA> it was d:14 01:42 <+due> Ah. 01:43 < TGW> I just pointed it out because you were admiring !lg * killer=aizul for a while 01:43 < MarvinPA> but it was my fault i died to him, i could've escaped 01:43 <+due> TGW: Aizul's my baby. <3 01:43 < TGW> due: what species are you again 01:43 <+due> Developer. 01:43 <+due> It's a type of shape-shifter. 01:43 < TGW> serpentine in form, and magical? 01:44 <+due> Anyway, Aizul, Mara, Dowan and Duvessa, Menkaure, Gastronok... there are a lot of new uniques that I've coded. 01:44 <+due> Pikel! 01:44 < MarvinPA> almost all your uniques have killed me :( 01:44 <+due> MarvinPA: :> Excellent. 01:45 < MarvinPA> all except mara and dowan/duvessa, i think :P 01:45 <+due> Well, ther'es no spoiler-y stuff with the twins now. 01:45 <+due> doy: Maybe a few too many doors? 01:46 <+due> doy: Tune in to my termcast? 01:46 <+doy> your termcast isn't up 01:46 <+due> Oh 01:46 <+due> Is not 01:46 <+due> *Is now 01:47 <+doy> ah, yeah, i was just looking into that issue 01:47 <+due> Is it supposed to break down special rooms? 01:47 <+due> :D 01:47 <+doy> i'm not sure where special rooms are generated 01:47 <+due> Just get the special room builder to mask the walls as MMT_VAULT, and don't touch those? 01:47 <+due> _special_room on 3771 of dungeon.cc, no? 01:48 <+doy> ah, it looks like it already does mark their walls 01:49 <+due> Bees are probably okay, but jelly rooms... :) 01:49 <+due> doy: Either way, it looks excellent. 01:49 < CIA-81> pointless_ * re0d3f22102f9 /crawl-ref/source/ (abl-show.cc godabil.cc): Redo evolution UI and costs 01:49 < CIA-81> pointless_ * r63a5074a9665 /crawl-ref/source/ (abl-show.cc describe.cc religion.cc): Adjust the activation cost of evolution and change Fedhas ability order 01:50 -!- Twinge [n=user@97-124-174-244.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 02:02 < CIA-81> doy * rf0872643a9e8 /crawl-ref/source/dungeon.cc: don't ruin special room walls 02:03 <+doy> alright, i'm pretty happy with the current state 02:03 <+due> hooray! 02:03 <+doy> (although feedback is still welcome) 02:04 * due nod. 02:05 <+due> The city layout is immensely more complicated than I expected, translating it was not easy :( 02:05 <+doy> did you finish? 02:05 <+due> No 02:05 <+due> I kept running into issues and decided to say "fuck it" and go to bed. 02:05 <+due> did I link you to what I'd done? 02:06 <+due> I tried to be smart and make the make_box function do doors as well, instead of having to spend hours translating the make_room function into l-dgnbld compatible. 02:08 <+due> (For reference, http://sprunge.us/YYGX) 02:09 <+doy> i haven't even started looking into the lua api yet, so that doesn't mean all that much to me(: 02:09 <+due> :D 02:09 <+due> Well, it's pretty simple, to be honest. 02:09 <+due> But instead of working directly on the dungeon 02:09 <+due> It works on the actual vault instead. 02:09 <+kilobyte> due: that bunch of kobolds of you in laute Vaults is not going to fool anyone into thinking they're harmless :p 02:09 <+kilobyte> s/you/yours/ 02:10 <+due> :D 02:10 <+due> But I <3 chaos kobolds. 02:10 <+due> Did you get it? 02:12 <+kilobyte> yay a glowing quick blade... it would be überness for a short blades char 02:12 <+due> It could be distort or chaos :) 02:13 <+kilobyte> if the altar is Lugonu's, it can't be chaos 02:13 <+due> Yeah. 02:13 <+due> they can be plain, too. 02:13 <+due> Okay, back in a bit. 02:14 <+kilobyte> ah right 02:16 < CIA-81> due * r7ddd2e70686d /crawl-ref/source/dat/altar.des: Make blue smoke blue in due_chaos_kobolds. 02:17 <+kilobyte> due: cloud_type="blue smoke" already sets the colour. Blue smoke is by default, well, blue. 02:17 < TGW> why are my trees omegas? 02:17 < purge> as for my feedback on rods -- they really just aren't very useful when you find them. I think they should have just enough pp to shoot 1 shot of a spell and drop earlier so they can be used as an opener to a fight or to kill a runner 02:18 < purge> and maybe only have single spells on them unless they are randart rods 02:22 <+kilobyte> The bumblebee shaped shifter changes into a shapeshifter! 02:23 < Zannick> yep. that's the "real" form of a shifter. 02:25 <+kilobyte> hmm... meeting Mara means it may be a good idea to forget many spells... 02:43 <+due> kilobyte: It's lightblue, not blue. 02:44 <+due> "blue smoke" is actually LIGHTBLUE, whereas I wanted BLUE. 02:45 <+doy> due: should update cdo at some point, get the new lair changes in 02:45 <+due> Sure... 02:46 <+due> What's it running? 02:46 <+due> 958627e 02:51 <+due> Master branch on CDO updated to: 0.6.0-a1-2161-g7ddd2e7 (15.3)! 02:52 <+doy> yay 02:58 <+sorear> due can update cdo now? 02:58 <+due> Yeah, Napkin taught me. 02:58 <+sorear> mm? 02:59 <+doy> hmmm, i could continue doing dungeon generation, but i haven't played in a while 02:59 <+sorear> He's told me how too, but I don't have the permission bits :( 02:59 <+due> doy: What are you adding to l_dgnbld? 02:59 <+doy> i think i'll do that now 02:59 <+doy> due: i was going to make a couple more map transformers, like smear_map, etc 02:59 <+due> Awesome. 02:59 <+due> "ruin_map"? 02:59 <+doy> spiral_map was where i was going to start 02:59 <+due> Yummy. 03:00 <+doy> i think that applied to the cross layout with a few tweaks would be awesome 03:00 <+due> I think my next "focus" section of the play testing posts will be on dungeon branches. 03:00 <+doy> pinwheel shaped levels 03:00 <+doy> (: 03:00 <+due> I should commit make_ellipse and make_box... 03:00 <+due> Not that they actually work. 03:00 <+due> Well, make ellipse does. 03:01 <+doy> once i'm done with that, i'm hopefully going to get started on the crypt layout generator, on a branch 03:01 <+due> But apparently my code has a massive bug in it because it keeps saying that y is 70. 03:01 <+due> "Feh". 03:07 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 03:09 < Eronarn> doy: what're you doing with crypt layout? I have an idea for one, and a preliminary idea for the process of genning it, but I'd be interested in seeing what you're thinking of doing 03:09 <+doy> Eronarn: i want crypt to be a big maze of small rooms 03:10 < Eronarn> yeah, that's basically what i'm going for - though in mine it would have some central pathways dividing the maze, rather than the entire level being mazelike 03:10 <+doy> sure 03:11 <+doy> the idea being to both make it feel more like crypts, and to allow melee monsters to have an easier time getting into range 03:11 <+doy> have you looked over my layouts page on the wiki? 03:12 <+due> doy: Relink me? 03:12 <+doy> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:layouts 03:15 < Eronarn> doy: what i was going for was something like this: http://i46.tinypic.com/qmz5aw.png 03:15 <+doy> i'm... not entirely sure how that would look as a map 03:15 <+doy> (: 03:15 <+due> Odd? 03:15 < Eronarn> thick central arteries, thinner ones coming off of it, even thinner ones off of that 03:15 < Eronarn> where two arteries meet, possibility of making a larger room 03:16 <+due> Sounds extremely complicated. 03:16 < Eronarn> the rest of the space filled with rooms - not pictured - off of the thinner ones, or other rooms 03:16 < Eronarn> (was thinking 3/2/1 wide for the corridors) 03:16 < TGW> man, eronarn is crazy 03:17 <+due> TGW: Agree. 03:17 < Eronarn> Agree. 03:18 <+due> ARGH 03:18 < Vandal> ARGH? 03:18 <+due> /home/persson/Documents/packages/crawl-ref/crawl-ref/source/dat/layout.des:460: Invalid y coordinate: 70 03:18 <+due> That is nonsensical. 03:19 < TGW> snake pit's round corridors: make them more than one wide 03:19 < TGW> being able to jam snakes behind a naga is stupid and I hate it 03:20 <+due> TGW: They'll all be circular, so barelyy any choke points. 03:24 <+due> Hm, kinda got it working now. 03:26 < purge> god 03:26 < purge> dispater beat my ass even berserk with 145 hp 03:27 <+due> ooray, I did it! 03:27 <+due> It just needs doors now. 03:27 <+due> doy: I've got city working now. :) 03:27 <+doy> nice(: 03:28 < ogaz> dispater has 40 ac 03:29 <+due> yeee 03:29 <+due> bye 03:31 < Eronarn> doy: http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:layouts#crypt is what i mean in map format 03:31 <+doy> hmmm 03:31 <+doy> needs more rooms 03:31 < Eronarn> yeah, i only filled in the lower left quadrant 03:31 < Eronarn> imagine if the entire layout were like that 03:32 <+doy> i just mean, that feels like too many corridors compared to the rooms 03:32 <+doy> possibly because a lot of the rooms are only 1 tile wide 03:33 <+doy> which makes them look just like more corridors 03:33 < Eronarn> well, that's designed operating on 3/2/1. but it could be made, say, 2/1/1 03:33 < Eronarn> so that the main corridors are 2-width, all the rest are 1-width 03:34 < Eronarn> or even drop the alternate-width corridors entirely, and still generate with "tiers", but all tiers are of equal width 03:34 <+doy> main corridors of 2 width sounds good 03:34 <+doy> and if things were spread out a bit more 03:34 < Eronarn> yeah i cramped it togethered there so it'd all fit in a small area... i was doing it by hand :P 03:34 <+doy> i'm envisioning rooms that are more like 3x4, 5x7, 2x5, etc 03:34 < TGW> @elf: symmetrical grids! 03:35 <+doy> not like 2x3, 1x4, 1x3, etc 03:35 <+doy> which is what's on that map 03:36 < Eronarn> doy: i think that it'd be neat if some parts of crypt were bigger and some were smaller, but that those parts were together. like maybe a given quadrant of crypt has a 10% chance tiny rooms, 10% chance big rooms, else normal rooms 03:36 < Eronarn> but you would either get all tiny rooms, or all normal rooms, not some tiny rooms and some normal rooms next to each other 03:38 < Eronarn> doy: one advantage of having more spread out corridor intersections is that the diamond-shaped intersection rooms can be bigger - i think there's lots of room to do cool things with them, if the tiered intersections are kept 03:38 <+doy> yeah 03:39 < Eronarn> let's say you have 5 main avenues on a level, you might only have one route that goes from stairs A to point B; either you have to descend and come up to stairs B/C, or you have to go past the intersections between stairs A and point B 03:40 < Eronarn> using the crypts as a 'shorcut' to not have to cross the avenues should be possible, but not guaranteed 03:40 < Eronarn> i'd also say - hatches only in the crypts, stairs only in the avenues 03:41 <+doy> i think more examples would be the most helpful 03:41 <+doy> because i'm still not entirely sure what you're envisioning 03:41 <+doy> (: 03:44 < Cryp71c> Where are the starting packages located at, or are they all determined programatically when the char is chosen? 03:45 <+doy> also, having multiple crypt layouts would be a good thing 03:45 < Eronarn> doy: edited in another example 03:46 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has quit ["Tööö waaahhh!!!"] 03:46 < Eronarn> in this case - A B C D E are intersection rooms; normally getting from A to E would require going through either B, or C and D 03:46 < Eronarn> the . . . represents a hypothetical shortcut through the rooms, rather than taking the main passages 03:47 < Eronarn> using the shortcuts you can go A => C => E instead of A => C => D => E 03:47 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 03:47 < Eronarn> in other words, the rooms between B and C might have doors facing B, and doors facing C, but no way to get from a B-facing door to a C-facing door 03:48 < Eronarn> whereas the rooms between A and C do have some passageway that could be used 03:48 < Eronarn> that make sense? 03:57 < Ashenzari> Trapdoor spider weirdness (http://crawl.develz.org/mantis/view.php?id=33) by sorear 03:59 < Cryp71c> Yeah...blork the orc startging with a battle axe... 03:59 < Cryp71c> kind of blows 04:02 <+sorear> Huh? 04:03 < ogaz> On a totally unrelated note, does anyone have any idea on how to change the Vestibule to be more interesting? That place simply feels unfinished to me 04:03 < Zannick> sorear: i added a comment to one of your tickets 04:04 < Zannick> i guess Ashenzari doesn't specify that... 04:06 -!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: +due, Danei, MarvinPA 04:06 -!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: st_, +sorear, eith, Cryp71c 04:08 -!- Netsplit over, joins: Cryp71c, eith, st_, +sorear 04:09 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 04:09 -!- Danei [n=Danei@d14-69-62-62.try.wideopenwest.com] has joined ##crawl-dev 04:09 -!- due [i=jmc@wikisource/Bookofjude] has joined ##crawl-dev 04:09 -!- ServerMode/##crawl-dev [+v due] by irc.freenode.net 04:09 < Cryp71c> @??Pikel 04:09 < Gretell> Pikel (K) | Speed: 10 | HD: 6 | Health: 40 | AC/EV: 4/12 | Damage: 9 | Res: magic(24) | Chunks: poisonous | XP: 983. 04:09 < Cryp71c> Yeah...can someone fix Pikel plz? 1000 xp is insane for HD 6, is it not? 04:10 < Cryp71c> I killed him really easily as a TrMo 04:10 <+doy> better idea would be to make pikel's slaves stick closer to him 04:10 < Cryp71c> doy, yeah he ran right out in front of them. 04:11 < Mu_> you should let the slaves displace him too 04:11 < Mu_> pikel shoves his slave into battle 04:12 < Mu_> i always end up fighting him in a corridor and his slaves aren't even a concern 04:13 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Leaving"] 04:22 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 54 (Connection reset by peer)] 04:23 < TGW> pikel should form a conga line with his slaves 04:23 < TGW> but make them attack first 04:23 < TGW> and then give him the old exp value 04:23 < Twinge_> !tell Cryp71c Pikel comes with 4 slaves which give no exp whatsoever, so there is more of a threat than is immediately apparent. 04:23 < Henzell> Twinge_: OK, I'll let Cryp71c know. 04:28 -!- []J [i=J@222.75.25.98] has joined ##crawl-dev 04:28 < purge> why doesn't "some of your potions freeze and shatter!" specify which potion(s) shattered? 04:28 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 04:29 < Twinge_> That's already a FR, purge, and will probably be implemented when someone has a chance to implement it 04:33 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 04:42 < Eronarn> ogaz: i think vestibule would work better if 1) replace all enemies with demons 2) all demons move towards you when you enter 3) geryon gives demons orders rather than closing/summon-spamming 04:42 < Eronarn> maybe make it smaller, too 04:43 < Eronarn> like half of the current size, maybe a third 04:45 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has joined ##crawl-dev 04:45 < purge> eronarn: i think the entry vaults for the branches could be a bit more thematic as well 04:46 < Eronarn> purge: do you mean the in-dungeon ones, or the in-branch ones 04:46 < purge> in vesticule 04:46 < purge> vestibule 04:47 < Eronarn> oh. they're ok but in general i'm a fan of adding more stuff 04:47 < Eronarn> like, say, messages when you get close to an entrance 04:48 < Eronarn> or just minor touches - say, making cocytus have icy/frosty tiles 04:48 <+doy> having multiple options for the hell entries would be cool 04:48 < Eronarn> or tartarus having gloom clouds 04:49 < purge> i mean the gehenna one is checkered lava squares, not very impressive considering the level of the game 04:51 < purge> maybe impressive isn't the word.. i mean not very "forbidding" 04:51 < purge> is maybe a better word 04:52 < purge> doy: [22:39] There's a plant... on a shop. 04:53 <+doy> purge: and? 04:53 < purge> is that intended? 04:53 <+doy> shrug, plants can spawn anywhere 04:53 < purge> ok 04:59 < Twinge_> Seems somewhat awkward, since the shop is open for business and all. Not a big deal, but over shops specifically (not even necessarily other portals) it might be best for there to be no plants on top 05:01 < Xiberia> would be cool if shops were overgrown in like 05:01 < Xiberia> lair 05:01 < Xiberia> as a means of hiding from the monsters 05:01 < Xiberia> and when you've cleared the plant 05:01 < Xiberia> next time you enter the level 05:01 < Xiberia> the shop is burning 05:01 < Xiberia> and the owner is dead or missing 05:02 < Eronarn> no thanks 05:02 < Twinge_> Amusing, but doesn't make any sense and isn't really good for gameplay ;) 05:03 < Xiberia> you could also scatter his belongings over the nearby area 05:03 < Xiberia> and maybe a charred corpse 05:03 < Xiberia> to make the player feel real bad 05:03 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 05:04 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 05:04 < Twinge_> Or maybe he starts following you down the dungoen, and shows up guarding the down stairs with a shotgun... 05:05 < Vandal> Hey Twinge grats on getting the new xp tables in 05:05 < Vandal> Looking forward to trying them ut 05:05 < Vandal> out 05:17 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 60 (Operation timed out)] 05:28 -!- []J [i=J@222.75.25.98] has quit [] 05:51 -!- eith [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 113 (No route to host)] 05:56 -!- jld [i=jld@kurobara.xlerb.net] has quit [Read error: 60 (Operation timed out)] 05:58 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 06:01 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 06:22 -!- syllogism [i=syllogis@88-148-213-120.bb.dnainternet.fi] has joined ##crawl-dev 06:48 <+greensnark> Good moaning 06:49 < ogaz> hi greensnark! 06:49 <+greensnark> Yo 06:49 < ogaz> alligator snapping turtles probably need to be worth exp, btw 06:49 <+greensnark> Yeah, turtle xp mods are off 07:12 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has quit [Read error: 110 (Connection timed out)] 07:25 < Twinge_> or even weaken them a bit, they seem pretty high by the stats even considering the slower speed, though I haven't had a chance to fight them yet 07:26 < Twinge_> I recall you saying the exp gains were overall already on the high end for Shoals compared to swamp, so that's kinda why my initial thought is more towards nerfing the mobs than increasing their exp 07:27 <+sorear> no, no 07:27 <+sorear> without the UI horror, Swamp is a cakewalk 07:28 <+sorear> we should make shoals *and* swamp 4-5x the difficulty and xp 07:28 <+sorear> of the old swamp 07:28 <+greensnark> I'm not too worried about matching the Swamp, yeah 07:28 <+sorear> more hydras, 07:28 <+sorear> much more hydras, 07:28 <+sorear> dragons, waspy goodness, 07:28 < elly> UI horror? 07:28 < Eronarn> sorear: treefolk monsters in swamp; look like trees until you get too close 07:28 < Eronarn> cast spells 07:29 <+sorear> Eronarn: YES 07:29 < elly> mimics :D 07:29 < Eronarn> sorear: i'll do out a design doc for them if you help me slip it past dpeg! 07:29 <+sorear> elly: it's a bit hard to pin down why, but players in Swamp scream in frustration 07:30 < elly> ...oO weird 07:30 < Eronarn> sorear: lots of things stopping autoexplore, doing so at inopportune times, random LOS blocking, water threats are either trivial or annoying as hell depending on whether you have anti-water-monster stuff 07:30 < Twinge_> elly: worms. 07:30 < Eronarn> and then there are the monsters like slime creatures or hydras 07:30 -!- syllogism [i=syllogis@88-148-213-120.bb.dnainternet.fi] has quit [] 07:31 < Eronarn> hydras more like 'hi i move faster in water for some reason'dras 07:31 <+sorear> which are faster than you, flee when wounded, and have M_REGENERATES 07:31 < Twinge_> Yeah that was the other thing about slime creatures - in swamp you can't exactly just run away from a titanic; they're faster than you in the water, so you're bound to be taking some hits before it splits up, so I still think the damage potential should be dropped 07:31 <+sorear> and oh yeah you can't corner anything in Swamp 07:31 <+sorear> Twinge_: titanics should never exist in Swamp, ever 07:31 < elly> that sounds a) horrible and b) exactly what it *would* be like to fight in a swamp 07:31 <+sorear> Twinge_: you don't nerf a bug, you fix it 07:32 < Twinge_> Ahh. 07:32 < Eronarn> imo swamp needs more LOS and visibility stuff 07:32 < Eronarn> less water all over the place 07:33 < Twinge_> sorear: bug? I mean, even if they merge correctly it still seems pretty threatening in swamp with limited escape options. Shrug. But I was unaware they were only in smaller packs, that's more reasonable 07:33 < Twinge_> Eronarn: Slightly more clouds, trees blocking LOS, and a bit less water... seems good. 07:34 < Eronarn> i'd like to see more swamp-unique monsters 07:34 < Eronarn> like some plants, perhaps 07:37 < Danei> They have to be annoying, somehow, though. That's the theme of swamp. Every monster is designed to be incredibly annoying to the player in some way. 07:38 < Twinge_> Carnivorous Cattails 07:38 < ogaz> elly: I think that's why I actually like swamp 07:39 < Twinge_> Fun > Theme, though. 07:39 <+sorear> I *love* Swamp. As a designer. 07:39 <+sorear> When I'm playing, the branch makes me want to tear my hair out. 07:39 < Eronarn> Twinge_: giant sundews. Entangle you, cause rotting. 07:40 < Eronarn> "You are being digested!" 07:40 < Twinge_> I don't hate it as much as some, but it'smore of an annoying tedium that makes me go slow, rather than a more exciting 'oh crap there might be a pack of yaktaurs around that corner I better be careful' 07:45 < ogaz> Swamp reminds me of Tomb in some ways, except Tomb, despite also being slow and tedious, is so well done that no one wants to change it 07:46 <+greensnark> ogaz: Well, we all know you have a sphinx fetish :P 07:46 < Mu_> tomb is beautiful 08:02 < Twinge_> I think every time I hit tomb area (yeah, that's only like 3 or 4 times :P) I happen to be loaded in MR, so Sphinxes have always been happy xp bundes for me 08:04 <+greensnark> !lg * Tomb s=ckiller 08:04 < Henzell> 189 games for * (Tomb): 61x a sphinx, 20x a greater mummy, 13x a guardian mummy, 12x a mummy priest, 11x a smoke demon, 8x a hellion, 6x weakness, 6x stupidity, 6x clumsiness, 5x a lich, 4x an Executioner, 4x wild magic, 3x a flayed ghost, 3x a reaper, 2x quitting, 2x a player ghost, 2x a beast, 2x a Fiend, 1x an orange rat, 1x a griffon simulacrum, 1x a Shadow Fiend, 1x a guardian naga simulacrum... 08:04 <+greensnark> Sphinxes are awesome <3 08:05 -!- mumblerit [n=mumbleri@cpe-67-249-63-78.twcny.res.rr.com] has joined ##crawl-dev 08:05 < Danei> Wow. I don't know if I've ever died to a sphinx. Maybe once or twice. I find the greater mummies and mummy priests more dangerous. 08:05 < Mu_> i love the 2x quitting most of all 08:05 < CIA-81> greensnark * r0879f0bf6cdb /crawl-ref/source/mon-data.h: Fix xp modifier for turtles. 08:05 < CIA-81> greensnark * rcacdc4a68146 /crawl-ref/source/ (fight.cc fight.h mon-act.cc): Disallow intrinsic reaching attacks (turtles) from reach-attacking at full diagonals (2,2). 08:07 < Twinge_> Another thing that might be good for swamp, but probably won't happen, is to maybe maybe it less tied to Poison; right now it seems like it's basically 'welp, I don't have rPoison, guess I'm not even entering swamp or Snake' 08:07 < st_> I kinda like that sometimes you need to dive the dungeon for rpois 08:07 <+greensnark> Twinge_: It's not tied to poison 08:08 <+greensnark> You can pretty easily do Swamp without PR 08:09 < Eronarn> well, you can do swamp 1-4 pretty much no problem, but swamp 5 is kind of nasty without rPois or clarity 08:09 <+greensnark> Clarity helps, but is not mandatory 08:09 <+greensnark> You will burn a fair few healing though 08:09 < Eronarn> yeah, i think it's pretty much fine the way it is 08:09 <+greensnark> Snake is far more dangerous without PR because of boss naga poison arrow 08:10 < Eronarn> if i were to change anything in swamp it would really be the layout 08:10 <+greensnark> But Swamp terrain + swamp worms is soo annoying :P 08:10 < Eronarn> it's the worst part 08:10 < Twinge_> Isn't the drakes rot breath poison based? 08:10 < Eronarn> no 08:10 < ogaz> nah, the worst part of swamp is the getting unlucky enough to get undead swamp 08:10 <+greensnark> Drakes get mephitic cloud, which is canceled by PR 08:11 < Eronarn> death drake rot breath is based on rotting resistance now 08:11 < Eronarn> swamp drake is meph cloud, yeah 08:11 <+greensnark> The death drake shows up in only the undead ending, and there's only ever one 08:11 < Eronarn> i haven't ever gotten undead swamp 08:11 < Eronarn> and i've done it a few times since it was added 08:11 <+greensnark> Undead ending is easier than the normal :P 08:11 <+greensnark> You just have to avoid the skeletal dragon :P 08:11 < Eronarn> need to get around to deleting dispel undead already 08:11 < ogaz> I just find it to be soulcrushing 08:12 <+greensnark> ogaz: You're referring to the skeletal dragon or the swamp? 08:12 <+greensnark> Need better anaphora resolution 08:12 < Twinge_> Eronarn: Really? I guess I just had high enough MR or something then, since I was ignoring the stuff like I was immune 08:12 < ogaz> not so much the skeletal dragon as the mass of phantoms, the death drake, having to kite the spectral hydrae everywhere if you don't have rN+++, etc 08:13 < ogaz> you're right that it's not hard, but it's frustrating 08:13 < Twinge_> oh, nm, you corrected it. I meant swamp drakes. 08:13 <+greensnark> You do have to be careful around drakes if you don't have PR 08:13 <+greensnark> There's no question that PR makes Swamp easier, but it's not terribly hard even without PR 08:14 <+greensnark> In my PR-less visits, the swamp dragon poisoning was considerably more dangerous than the drake confusion 08:14 < Twinge_> I could've sworn I was rotted by a swamp drake once, but I guess it must've been a death dake. 08:14 <+greensnark> Yep 08:15 < Twinge_> I guess what I'm saying overall though, is if you're looking to make swamp harder, maybe at least aim to do it in a non-poison-based way or something. 08:15 < Twinge_> I already feel almost obligated to have it to go through as it is myself :P dunno what the general player conensus is there 08:16 < Eronarn> swamp should have intelligent enemies, imo 08:17 <+greensnark> Gollum :P 08:18 < Eronarn> greensnark: ents!! 08:18 < Twinge_> An anthropomorphic crayfiash 08:18 <+greensnark> !tell kilobyte I don't want to magically replace "orSlow in games with "oStasis because they're not the same amulet and could cause nasty surprises to player who are wearing rSlow and upgrade. 08:18 < Henzell> greensnark: OK, I'll let kilobyte know. 08:19 < Eronarn> Twinge_: Homarids. 08:19 <+greensnark> A witch in the Swamp in a hut 08:19 <+greensnark> Baba Yaga 08:19 < ogaz> homelands? 08:19 < Twinge_> OH 08:19 < Twinge_> Capybara! 08:20 < Eronarn> why 08:20 <+greensnark> If you have capybara, you need anacondas to eat them 08:20 < Twinge_> Not intelligent, but. Yeah. Swamp NEEDS some Capybar! 08:20 < Eronarn> greensnark: We have anacondas! 08:20 <+greensnark> But they're fully booked for Snake Pit duty :P 08:20 < Eronarn> Snakes can already show up in Swamp, can't they 08:20 <+greensnark> The small fry, yes 08:21 -!- st__ [n=s@cpc1-stre3-0-0-cust207.bagu.cable.ntl.com] has joined ##crawl-dev 08:21 < Twinge_> so make it only anacondas, which conviently don't poison either 08:21 < Twinge_> (well, not only, but primarily.) 08:22 -!- st_ [n=s@cpc1-stre3-0-0-cust207.bagu.cable.ntl.com] has quit [Read error: 104 (Connection reset by peer)] 08:27 < Twinge_> Will O' The Wisp is another possible swampish creature. Shrug. 08:39 < Eronarn> Twinge_: already a FR about this 08:53 < CIA-81> greensnark * rf2aa833106b5 /crawl-ref/source/monster.cc: Fix monster enchantment names for debug_stethoscope. 08:53 < CIA-81> greensnark * rcac38e346d15 /crawl-ref/source/godwrath.cc: Mark Okawaru wrath minions as summoned. 08:59 <+Keskitalo> !learn edit eino[1] s/evtaklo/evktalo 08:59 < Henzell> Keskitalo: You have 2 messages. Use !messages to read them. 08:59 < Henzell> eino[1/2]: Crawler with a rather long history, made many vaults and maintains trunk binaries. Also known as evktalo and Keskitalo. Web site at http://crawl.develz.org/trunk 08:59 <+Keskitalo> !messages 08:59 < Henzell> (1/2) greensnark said (2d 19h 19m 47s ago): !tv pingpong killer=Grum 08:59 <+Keskitalo> !messages 08:59 < Henzell> (1/1) Napkin said (21h 12m 14s ago): Beep me when you have time? The way the mingw32 builds are built has changed slightly :) 09:05 -!- by [n=rob@f052205171.adsl.alicedsl.de] has joined ##crawl-dev 09:05 -!- mode/##crawl-dev [+v by] by ChanServ 09:18 <+greensnark> Hey Keskitalo, by! 09:19 <+Keskitalo> Heya greensnark, yay for testudines, probably spelled that wrong. 09:19 <+greensnark> You got it right :) 09:19 <+greensnark> You should check that pingpong death by Grum 09:19 <+by> good morning 09:19 <+greensnark> Very karmic <3 09:20 <+Keskitalo> !tv pingpong killer=Grum 09:20 < Henzell> 1. pingpong, XL9 HaAs, T:10346 requested for FooTV. 09:22 <+Keskitalo> Umh, did Grum have a paralysis wand? That went by fast. 09:23 <+Keskitalo> Nice new needle action. 09:23 <+by> seems so, though I don't think he needed it 09:24 <+greensnark> The paralysis wand was so fitting given cbus was spamming needles of paralysis :) 09:26 <+due> Hi 09:26 <+due> Keskitalo! 09:27 <+by> yellow bee larvae seem out of place next to brown bees 09:27 <+greensnark> Evenin due on the grass 09:28 <+Keskitalo> Hi due! 09:28 <+due> greensnark! I got the city layout working. :) 09:28 <+greensnark> <3 09:28 <+Keskitalo> by: I agree. 09:28 <+due> Yes, they are a bit odd. 09:28 <+Keskitalo> by: Although once they eat away the hive food, they do deserve highlighting. :) But now they are odd indeed. 09:28 <+due> Is David on? 09:29 <+sorear> ploog? ramsey? 09:29 <+due> Ploog 09:29 <+Keskitalo> due: I wonder if Grum should lose it if his dogs get killed. :] 09:29 <+greensnark> "Nobody hurts my dogs!" 09:29 <+due> Keskitalo: <3 09:29 <+greensnark> "GRAAAAAAR" 09:29 <+due> Blood rage, not berserk, though. 09:30 <+due> I think we've done berserk to death. 09:30 <+greensnark> Grum should turn into a werewardog if his dogs get killed :P 09:30 <+Keskitalo> Yeah, Duvessa does it well enough. 09:30 <+greensnark> due: Apparently LordSloth got obliterated by post-Duvessa-Dowan :) 09:31 <+due> :>!!! 09:31 <+due> !lg * killer=dowan 09:31 < Henzell> 17. LordSloth the Grave Robber (L6 DSDK), blasted by Dowan (stone arrow) on D:4 on 2010-01-11, with 696 points after 5788 turns and 0:32:26. 09:32 <+greensnark> !tv LordSloth killer=Dowan 09:32 < Henzell> 1. LordSloth, XL6 DSDK, T:5788 requested for FooTV. 09:32 <+Keskitalo> Appropriate speech would probably be enough for Grum. Do/Du do the "which one should I kill first" puzzle already, Grum has the reaching weapon to strike from behind the dogs (though the dogs are faster than Grum so there's not exactly a nice formation) 09:32 <+Keskitalo> Well, that's some polishing work for some future day. 09:33 <+greensnark> due has apparently put in code to make sure D&D don't show up in my games :/ 09:33 <+Keskitalo> greensnark: The pelt that Grum wears should obviously be an artefact, evokable for war dog transformation. :) 09:33 <+greensnark> And cast invisibility on the code 09:34 <+greensnark> Keskitalo: Nice :P 09:35 <+due> Oh man, awesome fight. 09:35 <+greensnark> At least he could enchant his mace before he went 09:35 <+due> !tell LordSloth Nice death to dowan. :D 09:35 < Henzell> due: OK, I'll let LordSloth know. 09:35 <+due> HAHA YES. 09:35 <+due> Oh, good 09:36 <+due> My mailing list replies this morning weren't quite as ipssy as I thought they sounded. 09:36 <+due> *pissy. 09:37 <+by> nobody needs "Detect Creatures", but we definitely need "Detect Spores and Ballistomycetes" for 0.6 09:37 <+greensnark> "Detect High Explosives" 09:37 <+Keskitalo> "The air smells moldy." 09:38 <+greensnark> "Boom boom boom I want you in my room" 09:38 <+greensnark> Oh god, I hated that song 09:38 < Eronarn> we need "remove ballistomycetes" for 0.6 09:38 <+due> Eronarn: -.- 09:38 < Eronarn> due: i will never surrender! :P 09:38 * due beats Eronarn with Keskitalo. 09:38 <+greensnark> Keskitalo: Fail for using US English "moldy" :P 09:39 <+due> Keskitalo: Did Napkin tell you about the trunk build changes? 09:40 <+greensnark> @whereis Napkin 09:40 < Gretell> Napkin the Carver (L14 HEFE), a worshipper of Vehumet, saved on D:11 on 2010-01-11 after 52337 turns. 09:40 <+greensnark> Hey, he's still alive :P 09:40 <+greensnark> Ooh, there's a wizlab with fire-breathing rats? <3 09:40 <+due> Also, I fnished the playtesting post. 09:40 <+greensnark> hashc just found it 09:40 <+due> ooh 09:41 <+due> where? 09:41 <+greensnark> Apparently playing offline, he mentioned it on ##crawl 09:41 <+Keskitalo> due: He left me a message, but didn't go to details. 09:41 <+Keskitalo> greensnark: Oh! What would be the Proper English version? 09:42 <+by> mouldy? 09:42 <+Keskitalo> due: Hey nice! Reading.. 09:42 < Twinge_> green: I've seen fire-breathing rats in a normal vault too. there was like a wizard or somesuch in a room of treasure, and when you went in to get the treasure a side room opened up full of fire-breathing rats ;) 09:44 <+due> Twinge_: Yeah, that's it. <3 09:44 < Napkin> Still alive \o/ 09:44 <+due> Napkin! <# 09:44 < Twinge_> Oh, I thought a 'wizlab' was a portal vault or something, heh :P 09:44 <+greensnark> Napkin: Killed Aizul yet? :P 09:44 <+due> Twinge_: It is. 09:45 < Napkin> no, I ran! :D 09:45 <+due> Napkin: :( 09:45 < Napkin> ermm.. who wouldn't have?! :D 09:45 < Napkin> 1s 09:45 <+greensnark> Aizul is the terror of ##crawl 09:45 <+due> I would've stayed and died, just for the numbers! 09:45 <+greensnark> And of SA :) 09:46 < Napkin> lol 09:46 <+due> Oh, really? 09:46 < Napkin> http://ipxserver.dyndns.org/misc/rogue/shot-109.png 09:46 < Napkin> XL13 - that was just too much for me :D 09:46 < Eronarn> aizul = brutal. Just the way uniques should be. 09:46 <+greensnark> Hee, Napkin uses euro symbols for gold! 09:46 <+greensnark> Nice touch 09:46 < Napkin> ;)) 09:47 <+due> Hehehehe, how cute 09:47 < Napkin> it's funny when they turn into mean and bad dollar symbol as a mimic :D 09:47 < Eronarn> ...hahha. 09:47 < Eronarn> That's kind of awesome. 09:47 <+greensnark> Ohh, that's a bug 09:47 < Napkin> hehehe 09:47 <+due> That's definitely a bug 09:47 < Napkin> I found it hilarious though :D 09:47 <+greensnark> :P 09:48 < Napkin> alright, let's get started here at work... 09:48 < Napkin> coffee \o/ 09:49 <+Keskitalo> I wonder what would be a good way to archive a part of a wiki page.. I assume the revisions are stored, so the removed part can be accessed in the earlier version. 09:50 <+greensnark> You can view all the revisions in the history 09:50 < Eronarn> workkkkk. :| 09:51 <+Keskitalo> Let's see how cumbersome it is to link to previous versions.. 09:59 -!- mumblerit [n=mumbleri@cpe-67-249-63-78.twcny.res.rr.com] has quit [] 10:00 * Napkin pokes the grumpy due * 10:00 <+Keskitalo> Not too cumbersome. 10:00 * due grumps around. 10:01 <+due> I'm undicded 10:01 <+due> *undecided. 10:01 < Napkin> I'm against that! 10:02 <+due> It makes boxes--but with no doors. 10:03 < Eronarn> due: what, the Vaults thing, or? 10:03 <+due> Gah. 10:03 <+due> now it just crashes?? 10:04 <+due> Ohhhh greensnark! 10:05 <+due> greensnark: http://pastebin.ca/1746640 Why is this causing a segfault? 10:06 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 10:09 * due pokes greensnark with a kebab stick. 10:10 -!- MarvinPA-2 [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 10:13 <+Keskitalo> Lair looks all new now. 10:13 <+due> I knoooow 10:13 <+due> Isn't it great? 10:16 < CIA-81> j-p-e-g * r03630bb93dae /crawl-ref/source/skills2.cc: In the skills menu, move Stealth to the right column, above T&D. 10:16 < CIA-81> j-p-e-g * r61234ca48c76 /crawl-ref/source/skills2.cc: Add an explanatory line about skill training to the skills menu. (Napkin) 10:16 < CIA-81> j-p-e-g * r577f5d3f5ae4 /crawl-ref/source/skills2.cc: In skill menu, allow reading descriptions of skills at 27. 10:17 < Mu_> are wizlabs finished yet due :o 10:17 <+due> shhh 10:18 <+due> (no) 10:18 <+due> dpeg's promised a botono layout, I need toget Zaba's zonguldrok one fixed and working 10:19 < Mu_> cool ;o 10:19 <+Keskitalo> due: Yes, looks promising.. hope to play it soon! 10:20 <+kilobyte> idea: what about making one wizlab per game guaranteed? They have more than an order of magnitude more effort put into them. 10:20 <+kilobyte> and I've yet to see one 10:27 < Mu_> i saw someone get the cloud wizlab yesterday and they got scared and exited it immediately without exploring :p 10:28 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has quit [Read error: 110 (Connection timed out)] 10:28 -!- MarvinPA-2 is now known as MarvinPA 10:32 <+greensnark> due: Sorry, I was in stasis :P 10:33 <+greensnark> due: Where's the segfault? :) 10:35 <+greensnark> It looks like you may be stepping outside GXM,GYM with fill area 10:37 -!- mrawt is now known as mr0t 10:41 < Napkin> Do I have to update the wiki code? *sigh* 10:42 <+due> greensnark: I can't work it out. 10:42 <+due> gre Apparently the loop/something in the code is generating y-values outside of bounds. 10:43 <+due> greensnark: I added a is_valid_coord function to l_dgnbld that basically does _valid_coord without generating errors and checked all the coords before building rooms. 10:43 <+due> Seems to work, and generates relatively identical vaults levels. 10:43 < Napkin> btw, ladies and gentlemen - I heard many praises of Greensnarks or Dues articles. Why is nobody leaving comments of approval behind? 10:44 <+due> greensnark: Anyway, just need doors, treasure and sub-rooms... 10:45 <+Keskitalo> I like how you can see the blood spatter on the floor through the blink frog's transparent behind in tiles. 10:45 <+greensnark> Blink frogs have transparent behinds? :P 10:45 <+due> Yeah. 10:46 <+greensnark> Napkin: In general the read/comment ratio in most places I've seen is close to 500:1 :) 10:46 <+greensnark> That is normal :) 10:46 <+due> Napkin: people usually only comment when they see something wrong :) 10:46 <+greensnark> And a lot of people just comment in here :) 10:47 < Napkin> more more more! :D 10:49 <+due> greensnark: I'm thinking of storing all the "room" points in an array when they are plced, and then adding doors at the very end--instead of the current code. what do you think? 10:49 <+due> Weight the doors towards the centers of the rooms, away from the corners. 10:49 <+sorear> I think you're mad 10:50 <+Keskitalo> Master branch on CDO updated to: 0.6.0-a1-2168-g577f5d3 (15.3) 10:51 <+greensnark> due: I haven't seen the current code, but as long as it looks good, I'm cool :) 10:51 <+kilobyte> hmm, CDO claims it can't transfer my save to the current version, despite the major number being the same 10:51 < Napkin> no, it's not the same, kilobyte 10:51 < Napkin> you are in 15.2 10:52 < Napkin> current is 15.3 10:52 <+sorear> 15 == 15 10:52 <+kilobyte> you can't move a save from 15.3 to 15.2, but you can the other way 10:53 <+greensnark> Napkin: We can allow copying with major version same now, since folks are keeping compat intact on major version 10:53 < Napkin> are you guys sure? 10:54 <+Keskitalo> due: How about generating single centaur *warriors* instead of single plain centaurs in Shoals? 10:54 <+kilobyte> major version: save compat broken, minor version: save format changed but there's code to upgrade to the new version 10:54 < Napkin> I really don't wanna go back to "Buuuhuuuu - my save is broken!" 10:54 <+kilobyte> Keskitalo: or perhaps, both 10:54 <+greensnark> Napkin: I think all devs are careful to not break compatibility now 10:54 <+greensnark> Without incrementing the major version, that is 10:55 <+kilobyte> Keskitalo: yaktaurs are way too common everywhere, but centaurs of both types are good for theme 10:55 < Napkin> did rSlow got removed yet? 10:55 < Napkin> *get 10:55 <+greensnark> Not in master 10:55 <+Keskitalo> kilobyte: Yeah. 10:55 < Napkin> good :> 10:55 <+kilobyte> at least, we would err by not updating the version at all. Updating minor means there was a conscious action. 10:57 <+due> Keskitalo: I'm not sure; there was a concern about EXP generation, ask greensnark. 10:57 * greensnark is past his worries about xp! 10:57 <+due> So, centaur warriors are okay? 10:58 <+greensnark> Just cut back on plain old merfolk or lesser turtles if you're injecting more centaur warriors 10:58 <+due> Keskitalo, thanks for the comment :) 10:58 < Eronarn> i'd rather see some new kind of centaur than centaur warriors 10:58 < Eronarn> they're a bit boring 10:59 <+due> Eronarn: Me too. 10:59 <+due> Eronarn: Come up with one. 10:59 <+Keskitalo> due: No problemo. :) 10:59 <+due> Centaur warper? 10:59 <+due> Also, back in 20. 10:59 <+Keskitalo> Centaur Master Archer! 11:00 <+sorear> Centaur Chaos Knight! 11:01 <+greensnark> Centaur Beach Volleyballer 11:02 * greensnark wants Baba Yaga for Swamp. 11:02 * greensnark <3 Baba Yaga 11:02 <+greensnark> I used to read a lot of Russian folklore 11:03 <+greensnark> Russia used to sell subsidised books in India during the Cold War 11:03 < Twinge_> I'd vote for Baba Yaga if you'd vote for Capybara :D 11:03 <+greensnark> Gorgeous high-quality stuff 11:03 <+Keskitalo> I think Matthew suggested having the hut of Baba Yaga as a monster, and when you defeat it, it becomes an entrance into the hut. 11:03 <+greensnark> For the modern equivalent of 10 cents US 11:03 <+greensnark> You'd get a big, beautifully bound book with colour plates 11:03 <+Keskitalo> greensnark: Sounds good. :) 11:03 <+greensnark> Who could resist?! 11:04 < Eronarn> due: I would dig on Zin, Ely, and TSO centaurs. 11:04 <+greensnark> Actually I mainly want Baba Yaga's walking hut :) 11:04 < Eronarn> Zin one was discussed. Ely one can be a traveling preacher. TSO one can use a lance and a shield. 11:04 <+greensnark> I forget which Pratchett book had the voodoo lady with a hut that could walk and swim in the swamp 11:05 <+greensnark> It was a Granny Weatherwax book set in Genua ... 11:05 <+Keskitalo> Witches Aboard 11:05 <+greensnark> Ah! That was it 11:06 < Eronarn> Oh, that's why this PDF kept going to my PDF program when I hit print instead of printing. 11:06 < Eronarn> Because I was trying to print it on the PDF printer. 11:06 < Napkin> please try transferring, kilobyte - should work now 11:07 < Napkin> by, it works, right? 11:07 <+by> yay, I could transfer, too! I thought transferring saves had always worked this way :) 11:08 < Napkin> no, the major and minor had to match 11:08 <+by> unfortunately, I'm through the lair already 11:11 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 11:11 <+due> greensnark: Witches Abroad 11:13 <+Keskitalo> Abroad indeed, not Aboard.. 11:13 <+due> Heh, yeah. 11:13 <+due> It also had mirrors. <3 11:14 < ortoslon> is that true that all uncommented options in settings files are default so an empty settings file will work just as fine? 11:25 < mr0t> yep 11:26 < mr0t> if you consider default just fine :p 11:29 < ortoslon> just tried, i still need to write includes 11:39 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 11:52 < CIA-81> greensnark amulet-refactoring * r89b4e230ad3b /crawl-ref/source/ (11 files in 2 dirs): Amulet of stasis, first cut. 11:55 <+due> Hooray amulets! 11:55 <+due> Okay, so no doors in corners. 11:57 <+due> Man, my (current) version of city level is infinitely simpler. 11:58 <+greensnark> Gah, drugrobin is playing a 207x55 term 11:58 <+greensnark> It's like Napkin on steroids :P 11:59 <+due> 2007x55? O_o 11:59 < Napkin> hehehe 11:59 <+due> Oh, 207. 11:59 < Napkin> 2010 :D 11:59 <+due> :D 11:59 * due parties like it's 2007. 11:59 <+sorear> greensnark: my standard programming termsize is 212x78, would you like to watch me playtest? 12:01 < Napkin> !send due regenerating coffee 12:01 < Henzell> Sending regenerating coffee to due. 12:01 * greensnark passes. 12:01 <+greensnark> I use a large term for non-Crawl work 12:01 <+due> Hooray 12:01 * greensnark vaguely hopes the Shoals will punish drugrobin for their term size :P 12:03 < cbus> greensnark, spam drugrobin with messages 12:03 < cbus> imo 12:03 < cbus> greensnark, atleast you can almost watch the game in an 80x24 terminal 12:04 <+due> greensnark: Is there a sane way to generate a range of values in an array? 12:05 <+due> greensnark: Say, you are given 1 and 5, and want to generate 1 to 5 inclusive. 12:05 <+due> In python I'd do [x for x in xrange(5)]... 12:06 < cbus> damn 12:06 < cbus> I messaged drugrobin 12:06 < cbus> "thats what you get for playing with weird terminal sizes" 12:06 < cbus> but he died too fast 12:06 < cbus> :) 12:07 <+due> hahaha 12:07 < hashc> blame gnome terminal 12:07 < cbus> hashc, I blame you 12:07 < cbus> gnome terminal is awful 12:07 <+due> I use gnome-terminal, it's not so bad. 12:09 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has quit ["Ex-Chat"] 12:13 <+greensnark> !tv drugrobin 12:13 < Henzell> 113. drugrobin, XL15 MDBe, T:28422 requested for FooTV. 12:15 < cbus> using gnome terminal is still not a reason 12:15 < cbus> you can export the size :) 12:16 -!- by [n=rob@f052205171.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 12:16 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has joined ##crawl-dev 12:17 <+Zaba> moin 12:17 <+due> hi zaba! 12:17 <+Zaba> hi due 12:17 <+due> Zaba, my city layout lua is done! 12:18 <+Zaba> nice 12:28 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has quit ["Ex-Chat"] 12:38 <+greensnark> due: Write a function to generate a list range and put it in util.lua :) 12:42 <+due> greensnark: I did :) 12:44 < CIA-81> greensnark * r00abd7f656ea /crawl-ref/source/describe.cc: Set randart base descriptions for new amulets. 12:44 < CIA-81> greensnark * r40b5e8b46a50 /crawl-ref/source/ (27 files in 2 dirs): Merge branch 'amulet-refactoring' 12:45 <+greensnark> Ok, I'm starting a new game 12:46 <+greensnark> And if I do not run into the elf twins I'm holding due personally responsible 12:48 <+due> :p 13:02 < cbus> greensnark, (it had to do with your title) :D 13:02 < cbus> greensnark, press [ 13:05 -!- by [n=rob@ze353.pia.fu-berlin.de] has joined ##crawl-dev 13:05 -!- mode/##crawl-dev [+v by] by ChanServ 13:06 <+due> hey rob 13:07 <+by> hi due 13:19 < CIA-81> by messagewindow * r91ed6f97440a /crawl-ref/source/ (tilesdl.cc tilesdl.h): Remove some more old message window code from tiles. 13:19 < CIA-81> by messagewindow * ra997ac598ff6 /crawl-ref/ (33 files in 6 dirs): Merge branch 'master' into messagewindow 13:19 < CIA-81> by messagewindow * r01618296bf50 /crawl-ref/source/message.cc: Store turn count in message items. 13:19 < CIA-81> by messagewindow * r4f0acf41b39b /crawl-ref/source/message.cc: Implement leading dash. 13:19 < CIA-81> by messagewindow * r1e577870f203 /crawl-ref/source/message.cc: Support for overwritable items in messagewindow. 13:19 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 13:20 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 13:20 < CIA-81> by messagewindow * r2196a7adf68a /crawl-ref/ (318 files in 27 dirs): Merge branch 'master' into messagewindow 13:20 < Napkin> oops, killing someone make partly visible by sticky flame does not turn auto-explore back on 13:21 < Napkin> *made party visible after turning invisible 13:21 < ais523> can you Corona an invisible creature by guessing its location? 13:21 <+due> Napkin: file? 13:21 < Napkin> sure 13:22 <+due> Napkin: Autopickup should come back on when you sticky-flame, and go off when they disappear. 13:22 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 13:24 <+kilobyte> due: shouldn't the glass open once you take the loot? 13:24 <+due> I suppose it could be linked to item pickup instead. 13:24 <+due> anyway, night folk :0 13:27 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 110 (Connection timed out)] 13:28 -!- syllogism [i=syllogis@85-131-20-178.bb.dnainternet.fi] has joined ##crawl-dev 13:30 < Ashenzari> Autopickup: Invisible monster and Sticky Flame (http://crawl.develz.org/mantis/view.php?id=385) by Napkin 13:30 <+kilobyte> !tell due: After strolling around, I finally got the message, but the glass was still intact. Had to airstrike the buggers... 13:30 < Henzell> I don't grok. Syntax is !tell PERSON MESSAGE. 13:30 <+kilobyte> !tell due After strolling around, I finally got the message, but the glass was still intact. Had to airstrike the buggers... 13:30 < Henzell> kilobyte: OK, I'll let due know. 13:44 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 13:45 < Vandal> mornin' 13:45 < syllogism> are there any plans to rebalance spriggan food consumption as they now use way less than they used to 13:47 < syllogism> not that I think it's necessary 13:48 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 54 (Connection reset by peer)] 13:50 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 14:01 <+by> Welcome to the Orcish Mines! 14:01 <+by> The orc seems less confused. 14:01 <+by> The orc blinks! 14:01 <+by> another 3 orcs and a priest did the same... 14:02 < syllogism> huh 14:02 < syllogism> spontaneously? 14:03 <+by> returned to the mines after mephitic clouding them before 14:03 < syllogism> how did it blink 14:03 <+by> so the "less confused" was expected 14:03 <+by> I wonder if the "rearrange monsters" code somehow issued the blinking messages 14:04 < syllogism> again? 14:04 <+by> yup 14:08 <+by> maybe it's mon-stuff.cc:monster_blink not passing along the "quiet" flag 14:15 < Ashenzari> My View -> General Feedback (http://crawl.develz.org/mantis/view.php?id=23) by Napkin 14:16 < syllogism> has cdo been updated since the amulets were added 14:17 < cbus> are slings worthwhile later on or should I switch to bows? :D 14:18 < syllogism> zipcode played a slings game at least 14:18 < syllogism> but bows are better unless you want to use a shield 14:18 <+Keskitalo> syllogism: Nope. 14:19 < cbus> does might affect ranged? 14:20 < cbus> am I the only one that can't backspace in inscriptions? 14:20 < cbus> (aka, "should I report it"?) 14:20 < Ashenzari> Rename resolutions "fixed" and "won't fix" to "done" and "won't do" (http://crawl.develz.org/mantis/view.php?id=386) by evktalo 14:22 < cbus> using backspace when inscribing works but when you do it (during the inscription) it shows the backspace as a space 14:22 < syllogism> cbus: as in while writing one? works for me 14:22 < cbus> syllogism, check pingpong 14:22 < cbus> I've typed aoeu123 14:22 < cbus> pressing backspace 14:23 < syllogism> do you have it macroed :P 14:23 < cbus> that should be aoeu123backspacebackspacebackspace123 14:23 < cbus> its not 14:23 < cbus> its bugged, and this is pretty much the default config (with gold option) 14:24 <+by> cbus: I've seen this too, but only sporadically; it's definitely a bug 14:25 < cbus> by, k, filing a report then 14:25 < cbus> by, only thing is that it isn't "sporadical" for me, it shows up every time I try 14:25 < syllogism> does it matter which item you inscribe 14:27 < cbus> hmm, same reaction on b (sling) and P (darts) atleast 14:27 < cbus> same with a (falchion) 14:27 < cbus> try copying the config from pingpong and try :) 14:30 < Ashenzari> inscriptions and backspace (http://crawl.develz.org/mantis/view.php?id=387) by cbus 14:31 < Vandal> cbus, slings are fast as hell and bullets get egos like everything else now 14:31 < Vandal> try them out? 14:31 < cbus> I am 14:31 < Vandal> I mean later on too 14:48 -!- by [n=rob@ze353.pia.fu-berlin.de] has quit [Read error: 110 (Connection timed out)] 14:49 < syllogism> this "giant eyeballs should flee" fr is pretty weird, how can flee considering they are speed 3 :P 14:50 < AceTetra> they don't already flee? 14:50 < syllogism> the fr suggests they should always flee if there are no other enemies around 14:51 < syllogism> but speed 3 means they would get to move like one tile before splatting :P 14:52 < cbus> Level annotation: exclusions: flame cloud and 20 more exclusions 14:52 < cbus> syllogism, how can they flee without a brain 14:52 < cbus> syllogism, they are just an eye 14:52 < cbus> they shouldn't be intelligent :) 14:52 < syllogism> it just means there's some 5x4 flame cloud vault 14:52 < cbus> You see here 18 stones {god gift}. 14:52 < cbus> 18 +0 sotnes 14:52 < cbus> thanks oka :) 14:52 < syllogism> np :P 14:52 < syllogism> at least the gifts time out fast 14:53 < cbus> HaHu with slings and long blades seems to work nice 14:53 < cbus> btw 14:54 < cbus> now more darts :) 15:00 <+greensnark> syllogism: Did you see the drugrobin Shoal splat? :P 15:00 < cbus> whats a flagged portal? 15:00 <+greensnark> He landed face-first down a shaft into a unique reunion 15:00 < cbus> is that a bug? 15:01 <+greensnark> cbus: A bailey 15:01 < cbus> bailey? 15:01 < cbus> I get a crate of baileys? 15:01 < syllogism> greensnark: yes, was disappointed by Rupert not berserking :( 15:01 < cbus> A goblin, wielding a runed hand axe of reaching. 15:01 < cbus> bug? 15:02 < syllogism> probably part of the bailey entry vault 15:04 <+Zaba_> cbus, it's not a bug, it's a goblin for dang's sake 15:04 <+Zaba_> cbus, a giant beetle would be a bug 15:04 < syllogism> greensnark: does amulet of faith affect gift timers? I don't remember how they work 15:04 < cbus> zaba_, hand axe of reaching? 15:04 < cbus> thought reaching was for polearms ONLY 15:04 <+Zaba_> cbus, hand axe of reaching 15:04 -!- Zaba_ is now known as Zaba 15:05 <+Zaba> anything is allowed to be created by vaults, I think 15:05 <+Keskitalo> Boggles the mind though. 15:06 < cbus> I want a morning star of stabbing 15:06 < cbus> :D 15:06 <+Zaba> that's the whole purpose of portal vaults, isn't it? Boggling the mind? :> 15:06 < cbus> or a hammer of slicing 15:06 <+Zaba> if it was nothing special, it'd be put in as a normal vault 15:06 < cbus> knife of crushing would be pretty sexy 15:06 <+Keskitalo> Aye. 15:07 <+Zaba> cbus, can't get hammers of slicing, since slicing's vorpal and it's just shown differently for different kinda weapons. 15:07 <+Keskitalo> Speaking of bugs, I think upping their damage has gotten them some kills, yes? 15:07 < cbus> anyway, baileys weren't really interesting 15:07 < cbus> since you couldn't get to the dudes/dudettes with the ranged 15:07 <+greensnark> syllogism: Yes, it also affects gift timers 15:07 < syllogism> did you finish it 15:07 < cbus> I ran through it 15:07 < syllogism> wasn't there something in the center? 15:07 < cbus> since I didn't want to waste ammo 15:08 < cbus> a manual 15:08 <+Zaba> wait, which bailey did you get? 15:08 < cbus> dunno 15:09 < cbus> one with alot of ranged? 15:09 < cbus> pretty much all the orcs were locked into their own islands 15:09 < cbus> so there was really no point in doing it 15:09 < cbus> (unless you had infinite ranged and levitation) 15:09 < cbus> and I had no levitation at all 15:10 <+Keskitalo> greensnark: Doesn't removing amulet of rslow mess up saves? 15:11 <+Zaba> cbus, ah, that one's pretty evil 15:11 < syllogism> cbus: which manual was it, should be armor/fighting/shields 15:12 < cbus> didn't bother to ID 15:12 < cbus> had issues with an orc knight and saved for later progress 15:30 <+greensnark> Keskitalo: Yeah, changed major version 15:32 <+greensnark> Can we change the stair colour defaults? 15:32 <+greensnark> Visited stone stairs should be green/red in LOS and level map 15:32 <+greensnark> Unvisited stairs white 15:32 <+greensnark> Right now there's no way for new players to recognise the distinction between visited and unvisited stairs 15:32 <+greensnark> The white/lightgrey difference is too subtle 15:32 < syllogism> seems unintended really 15:33 < syllogism> there's a difference ? :P 15:33 <+greensnark> You can see it when they're side by side :P 15:36 < ais523> it's not subtle, it's really obvious on my terminal 15:36 < ais523> the colours are similar, but the bolding stands out massively 15:36 <+greensnark> You can certainly use a term that emphasises the diff 15:36 <+greensnark> But most players don't 15:37 <+greensnark> And it's the single most common question on ##crawl for players going from 0.5 to trunk 15:38 < ais523> perhaps you could make it so it's bolded on all terminals, if mine's doing that but other terminals aren't? 15:38 < Eronarn> or the colors could just be made different 15:38 <+greensnark> Changing the colours is the only reliable thing to do here 15:38 <+greensnark> The old colours worked pretty well 15:38 <+greensnark> They should be reinstated 15:39 <+greensnark> The old behaviour had inconsistency in colours of stairs in view and stairs outside LOS 15:39 <+greensnark> That can be eliminated 15:54 <+Keskitalo> greensnark: Ahh, failed to know it would've been tags.cc/h instead of version.cc/h. 15:54 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has joined ##crawl-dev 15:54 < Cryp71c> join ##crawl 15:54 < Henzell> Cryp71c: You have 1 message. Use !messages to read it. 15:55 < Cryp71c> !messagesr 15:55 < Cryp71c> !messages 15:55 < Henzell> (1/1) Twinge_ said (11h 31m 13s ago): Pikel comes with 4 slaves which give no exp whatsoever, so there is more of a threat than is immediately apparent. 15:56 < CIA-81> j-p-e-g * re31ea7d79da6 /crawl-ref/source/ (tilefont.cc tilefont.h tilesdl.cc): Experimentally draw tool tip below the mouse pointer rather than above. 15:56 < CIA-81> j-p-e-g * r80d8b3a8cd61 /crawl-ref/source/tilereg.cc: Experimentally always draw tile names in the inventory header line. 15:56 < CIA-81> j-p-e-g * r6a06a01ea4fd /crawl-ref/source/dat/descript/features.txt: Add a perfunctory shaft description. 15:56 < CIA-81> j-p-e-g * rb9443559cddf /crawl-ref/source/dat/descript/features.txt: Move Ely's white altar description back into alphabetic order. 16:00 <+Keskitalo> Master branch on CDO updated to: 0.6.0-a1-2174-g40b5e8b (16.0) 16:02 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 16:04 < syllogism> nice 16:05 < syllogism> 1/3 piety penalty when taking the amulet of faith off is pretty hars :P 16:05 < syllogism> h 16:05 -!- eith [n=eith@86-40-254-250-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 16:05 < Ashenzari> The poison poisoned arrow of flame hits you! (http://crawl.develz.org/mantis/view.php?id=388) by Core Xii 16:05 <+doy> what's the amulet of faith do? 16:06 -!- Ero__ [n=ero@149.152.23.34] has joined ##crawl-dev 16:06 < ais523> doy: increases piety gains 16:06 < syllogism> - Piety gain is 1/3 faster. 16:06 < syllogism> - Gods that protect from harm are more likely to do so (your piety is 1/3rd 16:06 < syllogism> higher for such checks). 16:06 < syllogism> - Xom piety walk is 1/3 faster. 16:06 < syllogism> - Xom is more likely to act. 16:07 -!- Ero__ [n=ero@149.152.23.34] has quit [Client Quit] 16:07 <+greensnark> poison poisoned arrow of flame <3 16:08 <+greensnark> "With what is the arrow poisoned?" "With poison!" 16:08 < Zannick> *poisonous* poison 16:14 < CIA-81> by * r1e1a9815d4a8 /crawl-ref/source/mon-stuff.cc: Pass on quiet flag in monster_blink. 16:14 < CIA-81> by * r7f9e4fc838aa /crawl-ref/source/monster.cc: Blink quietly when timing out monster confusion. 16:15 -!- Zaba_ [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 16:15 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 16:15 < Ero_> ...does amulet of piety result in getting more gifts? 16:15 < Ero_> because if so that's so broken 16:15 < syllogism> it does, but you lose one third of your piety when you take it off 16:16 < syllogism> so you cant really swap in an amulet of mutation etc 16:16 < syllogism> err res mutation 16:16 -!- by [n=rob@ze353.pia.fu-berlin.de] has joined ##crawl-dev 16:16 -!- mode/##crawl-dev [+v by] by ChanServ 16:17 < Ero_> syllogism: yeah but i mean, put it on in hive or orc, take it off at the end 16:17 < syllogism> that won't really do you any good 16:17 < syllogism> and you'll lose like 50+ piety afterwards 16:17 -!- by [n=rob@ze353.pia.fu-berlin.de] has quit [Nick collision from services.] 16:18 < Ero_> syllogism: you can usually get 3+ oka gifts between the two 16:18 -!- by [n=rob@ze353.pia.fu-berlin.de] has joined ##crawl-dev 16:18 -!- mode/##crawl-dev [+v by] by ChanServ 16:18 < Ero_> you should end up with an expected +1 gift or so for doing that 16:19 < syllogism> who has a trunk rc that fixes greedy explore 16:19 <+greensnark> syllogism: Wait, you haven't played trunk before? :P 16:19 <+greensnark> Amulet of rage <3 16:19 <+greensnark> GG 16:19 < syllogism> I struggled through one game with the broken greedy explore :P 16:19 < syllogism> it wasn't broken before that 16:20 < syllogism> Ero_: yes you MIGHT get one extra gift but you'll also lose more piety than you gain 16:20 < Cryp71c> syllogism, yeah I don't play anything other than trunk nowadays, even being in the US, turn on compression and there's a setting in game that you can uncomment and the latency is very tolerable. 16:20 < Ero_> syllogism: only if you take it off too soon 16:21 < syllogism> Ero_: well at 200 piety you'll lose 66 piety when you take it off 16:22 < syllogism> Cryp71c: trunk is all I've ever played, the problem is someone broke greedy explore recently and I don't know how to fix it 16:22 < Ero_> even accounting for the piety stepdown that's trivial to overcome 16:22 < syllogism> just uncommenting the lines didn't do much 16:22 < Ero_> nevermind, say, nemelex 16:22 < syllogism> Eronarn: hurr one oka gift, big deal 16:22 < Ero_> where you can sac hundreds of items at once 16:23 < Cryp71c> syllogism, greedy explore? 16:23 < syllogism> so autoexplore stops when it picks up items 16:23 < syllogism> greensnark: is your rc sane? :P 16:24 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 104 (Connection reset by peer)] 16:25 < syllogism> explore_stop = items,greedy_pickup,stairs,shops,altars,gates 16:25 < syllogism> is it that greedy_pickup 16:25 < syllogism> mine says greedy_items 16:26 <+doy> the differences i've noticed is that it doesn't stop when picking up gold, and it doesn't stop on piles of items if nothing gets picked up 16:26 < syllogism> oh now it works 16:26 <+doy> mine stops when picking up normal items though 16:26 < syllogism> it wasn't stopping at all 16:26 < syllogism> changing greedy_items to greedy_pickup fixed it 16:28 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 110 (Connection timed out)] 16:28 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 16:29 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 16:30 < Ashenzari> placing travel exclusion after teleport- exclusion is placed, but does not show up on level map. (http://crawl.develz.org/mantis/view.php?id=389) by PigVomit 16:32 <+doy> something else that might be nice for lair: a chance of replacing all water with trees on water levels 16:34 <+greensnark> Ero_: Can you add your comments re "oFaith to the wiki? 16:35 < Ashenzari> Trees Reflect Lightning bolts (http://crawl.develz.org/mantis/view.php?id=390) by PigVomit 16:36 < syllogism> nice 16:36 <+doy> heh 16:36 < Ero_> greensnark: later, in work meeting 16:36 <+greensnark> doy: Lair is nice! 16:37 < MarvinPA> hmm 16:37 <+greensnark> !tell due No Dowan and Duvessa. Admit it, you're protecting them from me. 16:37 < Henzell> greensnark: OK, I'll let due know. 16:37 <+doy> greensnark: i'm vaguely worried that :7-8 might have too many plants, but yeah, i'm pretty happy with it overall 16:37 <+greensnark> !tell due I have exposed your evil protection racket. 16:37 < Henzell> greensnark: OK, I'll let due know. 16:38 <+greensnark> How many plants do you have on 7-8 16:38 < MarvinPA> there must be a way i can stop my irc client from parsing all the mantis links that get posted in here as having ")" at the end of them :( 16:38 <+greensnark> As long as you stay below 200 or so, there won't be problems 16:38 <+doy> greensnark: haven't actually counted 16:38 <+doy> pretty sure it's less than 200, but it's fairly dependent on the level layout 16:38 <+greensnark> Can run the place-population script after removing the plant exception 16:38 * greensnark checks. 16:39 <+doy> so things like rooms+corridors will generate a lot more plants than things like water levels 16:39 <+doy> since more walls are being removed 16:39 <+greensnark> The script should report std dev in addition to average 16:41 <+greensnark> Looks like only around 105 plants/fungi/bushes on Lair:8 16:41 <+greensnark> On average 16:42 <+greensnark> Which is fine 16:42 <+doy> alright, that's good 16:42 <+greensnark> Shoals uses more :P 16:42 <+doy> (: 16:45 < Napkin> could it be that lair has become quite more difficult? 16:45 < Napkin> because of uniques showing up earlier? 16:46 <+doy> possible, but that's not really lair-specific 16:47 < Napkin> agreed 16:47 < Napkin> Aizul in orc3 was kinda harsh too.. no? 16:47 <+doy> ??branch depths 16:47 < Henzell> branch depths[1/2]: Blade=Vault:4-6, Crypt=Vault:2-4, Elf=Orc:3-4, Hive=D:11-16, Lair=D:8-13, Orc=D:6-11, Shoal=Lair:2-7, Slime=Lair:8-10, Snake=Lair:3-8, Swamp=Lair:2-7, Temple=D:4-7, Tomb=Crypt:2-3, Vault=D:14-19, Zot=D:27 16:48 <+doy> must have had a quite deep orc entry 16:48 < Napkin> 10, yes 16:48 <+doy> aizul doesn't show up until depth 13, i believe 16:48 < Napkin> does that mean, when orc mines entry is early, the monsters in there will be easier too? 16:48 <+doy> yeah, to some extent 16:48 < Napkin> ow 16:49 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 16:49 < Napkin> interesting though 16:49 <+doy> monster difficulty is based on absolute depth 16:50 < Napkin> e.g. I expected Snake pit to be same difficult, not matter if entry is in lair3 or lair8 16:50 <+doy> although branches also have individual monster rarities, which are fixed 16:50 <+doy> so it's not *that* much of a difference 16:51 < Napkin> well.. considering I couldn't advance through lair3.. and you get advices to check orcish mines instead 16:51 <+doy> at that point in the game, you should at least have the option of descending into lair, orc, and main dungeon (and possibly hive) 16:51 < Napkin> seens like a rather big difference if i mean.. i don't know.. sigmund in orc2 or Aizul in orc3 16:52 < Napkin> -if 16:52 <+doy> if all of those get cut off regularly that's an issue, but i don't think that's the case currently 16:52 < Napkin> *seems.. 16:52 < Napkin> omg.. sorry for those typos 16:52 <+doy> i don't mind one or two of them having tougher monsters which forces you to go elsewhere 16:52 <+doy> or forces you to dive through a level 16:53 < Napkin> but.. you see - i would never again tell someone "oh, check orcs then" 16:53 <+doy> why not? 16:53 <+doy> it's good advice 16:53 < Napkin> not really 16:53 <+doy> aizul could show up on D:13 or Lair:5 too 16:53 <+doy> it's not like this is specific to orc 16:53 < Napkin> i would first have to ask, whether the entrance is in D6 or D11 16:54 < syllogism> the odds are aizul wont be there no matter where the entrance is... 16:54 <+doy> also that 16:54 < syllogism> you could just as well take down the stairs and find yourself next to an orc warlord 16:54 < Napkin> you compare aizul with a warlord? 16:55 < syllogism> sure if it's next to you 16:55 <+doy> or if it has a crossbow 16:55 <+doy> those things are pretty serious 16:55 < Napkin> well, if you argue like that, you could also... this is useless 16:55 < syllogism> !lm * uniq=aizul place=orc 16:55 < Henzell> 2. [2010-01-11] clouded the Farming Cryomancer (L27 MuCj) killed Aizul on turn 528681. (Orc:3) 16:56 < Napkin> good to know, it's quite sucky nevertheless 16:57 <+doy> Napkin: sure, but monster difficulty variance and unique difficulty are part of the game, and intended 16:57 <+doy> within limits of course 16:57 <+doy> but it's not intended that you be able to fight and defeat every monster you come across 16:57 < Napkin> heh 16:57 < Napkin> yes, dad 16:57 <+doy> at the time you come across it 16:57 < Napkin> seriously though 16:58 <+doy> learning to judge monster difficulty and figuring out when to run away is part of the game 16:58 < Napkin> you fight and run and hide and escape until you finally find Lair entrance at 13 - and then you meet depth 14 monther in lair1? 16:58 < Napkin> far from being nice. 16:58 < Napkin> that's not what I am talking about, doy 16:58 < syllogism> you can't really even tell the difference 16:59 <+doy> yeah, depth differences of a couple levels aren't really noticeable 16:59 <+doy> hobgoblins are native to depth 6, as sorear is fond of pointing out 16:59 < Napkin> you are telling me, there is not much difference between.. e.g. d8 and d10? 17:00 < Napkin> there's a definite jump in difficulty 17:00 < syllogism> that's not the same though 17:00 < Napkin> wasn't that just said? 17:00 < Napkin> nevermind 17:00 < syllogism> can't really compare lair and dungeon depths 17:06 < Ashenzari> CK starting skills don't match starting items (http://crawl.develz.org/mantis/view.php?id=391) by OG17 17:07 < Cryp71c> Hrm, just tele'd 20 spaces into a closed room, killed an orc and within 10 turns, the ogre and hounds that were following me had opened the door, following me. 17:07 < Cryp71c> Is this a monster memory issue, you think, or they just heard the combat? 17:08 <+doy> there was a bug earlier where monsters would know where you were after a teleport, but i'm pretty sure it was fixed 17:09 < Cryp71c> doy, yeah...i'm not sure it was... 17:09 < eith> what kinda char are you? they probly heard you 17:09 < Cryp71c> TrMo 17:09 < eith> not the stealthiest of races 17:09 < Cryp71c> erwait 17:09 < Cryp71c> DSMo 17:27 < Cryp71c> lol 17:27 < Cryp71c> "Xom adds some personal touches to your enviornment" 17:27 < Cryp71c> 5 altars of xom spawn 17:27 < ais523> do altars of xom actually do anything to a xomite? 17:28 < syllogism> no 17:28 < ais523> actually, it would be much funnier if the altars followed you around like wandering mushrooms 17:28 <+greensnark> Altars should be of interest to their deities 17:28 < cbus> hmm, I wonder if I should restart this HaHu 17:28 < cbus> :D 17:28 <+greensnark> So if a Makhleb worshipper swanks past a TSO altar, TSO might smite them :P 17:29 <+greensnark> It would make the Temple interesting :P 17:29 <+greensnark> "Become a Zin worshipper and make it out ALIVE" challenge 17:29 <+greensnark> :P 17:29 < syllogism> should I tediously pillar dance this hydra until for 500 turns or take my chances with blink at "great"? :P 17:29 <+greensnark> Blink already 17:29 <+greensnark> If it dies, we will laugh 17:29 < cbus> greensnark, ca nyou try something for me? 17:29 < cbus> greensnark, press : 17:29 < cbus> and see if you can get more than 1 line 17:30 < cbus> in the comment (cause it blocks after 80 chars have been reached (instead of newlining)) 17:34 <+greensnark> cbus: Not right now, on phone 17:34 < cbus> ok 17:34 < CIA-81> greensnark * r4fd99e7de430 /crawl-ref/source/scripts/place-population.lua: Make place-population also report max, min and sigma for monsters generated per level. 17:34 < cbus> greensnark, got another fast thing to try if you have time 17:34 < cbus> ok, oka ammo gifting is pretty bad 17:34 < cbus> he keeps gifting me +0 stones 17:39 <+doy> cbus: what are your skills like? 17:42 < cbus> some armour or long blades would be nice 17:42 < cbus> finished the game anyway, restarting in new version 17:43 < cbus> no point in continuing when there are new amulets to try :) 17:43 < cbus> (I did have blinking if I wanted to live) 17:45 < syllogism> oh monsters (animals?) wont try to navigate around plants and wont attack them?? 17:45 <+doy> they won't try to navigate around glass walls either, i noticed 17:46 < syllogism> yeah but they used to attack plants 17:46 -!- Twinge [n=user@97-124-174-184.hlrn.qwest.net] has joined ##crawl-dev 17:58 < cbus> @?? orc priest 17:58 < 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. 17:58 < cbus> The orc priest invokes the aid of Beogh against you. 17:58 < cbus> Pain shoots through your body! 17:58 < cbus> how can he do that when I'm invisible? 17:59 <+doy> i think monsters can guess where you are based on noises and such 17:59 < Cryp71c> cbus, monsters are pretty good on guessing where you're at. 17:59 <+doy> i wouldn't say "pretty good" 17:59 <+doy> but it does happen 18:02 < Cryp71c> doy, with any intelligent creature, they've guessed my position more often than not 18:03 -!- Twinge_ [n=user@97-124-155-106.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 18:06 < cbus> btw 18:06 < cbus> slings really seem to do work properly :) 18:06 < cbus> its a refreshing and nice change 18:08 < Cryp71c> what was up with them before? 18:08 < cbus> cryp71c, try :D 18:08 < CIA-81> greensnark * r04163afa8a2c /crawl-ref/source/dgn-shoals.cc: Set hard limit of 180 plants per Shoals level, reduce density of plant clusters. 18:09 -!- by [n=rob@ze353.pia.fu-berlin.de] has quit [Read error: 110 (Connection timed out)] 18:14 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 110 (Connection timed out)] 18:17 -!- Twinge_ [n=user@97-124-157-7.hlrn.qwest.net] has joined ##crawl-dev 18:20 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 18:22 < Vandal> cbus you mean they do enough damage to matter? 18:34 -!- Twinge- [n=user@97-124-159-218.hlrn.qwest.net] has joined ##crawl-dev 18:34 -!- Twinge [n=user@97-124-174-184.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 18:37 < cbus> vandal, yeah 18:37 < cbus> or atleast when I tried 18:37 < cbus> just need a decent deity that gifts ammo :) 18:37 < cbus> oka seems to get stuck up on +0 stones 18:37 <+doy> cbus: ah, that was with a slings character? 18:37 <+doy> should bump up the probability of sling bullets, maybe 18:37 -!- Twinge_ [n=user@97-124-157-7.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 18:38 <+doy> they're pretty rare in general 18:39 < cbus> doy, yeah, slings was the highest skill 18:39 <+doy> and stones can't be branded, except by the launcher 18:39 < cbus> doy, I got some darts too, no armour or weapons (I was dodging+slings+long blades) 18:39 < cbus> I had like 12 slings, 9 long blades 18:39 <+doy> hmmm 18:39 < cbus> (and 2 or 3 in short blades, but I avoided tarining it since I was planning on going dodging with shields, and slings+long blades) 18:39 < cbus> try it out 18:39 < cbus> works pretty nice 18:40 < cbus> just oka that worked weird (could just be "my luck") :) 18:40 <+doy> (: 19:00 -!- Twinge [n=user@97-124-162-222.hlrn.qwest.net] has joined ##crawl-dev 19:02 <+doy> once we get around to ditching oka, we should probably consider making ammo gifts part of another god (new vehumet?) 19:02 <+doy> since ammo mulches, that's less problematic than regular item gifts 19:02 <+doy> and would provide a way to get access to all of the new brands that we're making 19:07 <+Keskitalo> Is there ammo acquirement? 19:07 -!- Twinge- [n=user@97-124-159-218.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 19:17 < cbus> doy, or thief 19:17 <+doy> cbus: sure, for needles at least 19:18 <+doy> but i'm assuming new vehumet will probably go in before thief 19:22 < Vandal> stones should not be giftable 19:22 < Vandal> seriously :P 19:22 < cbus> yeah :) 19:22 < cbus> doy, I'm gonna start a new game and I'll record the gifts :D 19:22 < cbus> does that sound nice? 19:22 < Vandal> maybe like 19:23 < Vandal> if your god hates you 19:23 < Vandal> you get stones 19:23 <+doy> cbus: sure 19:23 < Vandal> like Santa giving you a lump of coal 19:23 < cbus> vandal, or if its xom 19:23 < cbus> doy, how is trog with ammo? 19:23 < Vandal> Trog does ammo too 19:23 <+doy> Vandal: if all gifts are useful, we'll have to turn down the gift frequency quite a bit 19:23 < cbus> I was gonna try it on the last Ha but it died before reaching the trog altar (not in temple!?) 19:23 < cbus> doy, the frequency was insane earlier 19:23 < Vandal> doy getting stones is like not even getting a gift 19:23 <+doy> cbus: i'm pretty sure oka and trog are the same, except trog doesn't do armour 19:23 < cbus> is that only for ammo or for all chars? 19:23 < Vandal> it is a waste of piety 19:23 < cbus> doy, cause my char wanted all of it, weapons, ammo and armour, but only got stones pretty much :) 19:23 < Vandal> completely 19:24 < cbus> with the exception of like 3x10 darts 19:24 < cbus> (flames, poisonous, frost) 19:24 < cbus> and a sling 19:24 <+doy> Vandal: this is part of how acquirement works (and is intended to work) 19:24 < cbus> brb, dinner 19:25 < Vandal> I never get stuck with stones 19:25 < Vandal> ever 19:25 <+doy> acquirements are guaranteed to be usable, not necessarily useful (although they have a better chance at that than normal floor items) 19:25 < Vandal> I bet what it is doing is considering stones to be actual ammo 19:25 <+doy> probably 19:25 <+doy> which they are 19:25 < Vandal> just fix that then 19:25 <+doy> but they are actual ammo 19:26 < Vandal> take Stones out of the acquirements for Slings :P 19:26 < Vandal> I know for a fact bows do not get gifted stones just because you can still throw them 19:26 < Vandal> you get heaps of cool arrows 19:26 < Vandal> egos, +4 or higher enchants, woooo bows 19:26 <+doy> Vandal: but you can sling stones 19:26 < eith> you get plenty of +0 crap arrows too 19:26 <+doy> you can't sling arrows 19:27 <+doy> and you can't shoot stones out of a bow 19:27 <+doy> and what eith said 19:27 < Vandal> slings are already still the lowest damage ranged weapon, and now their acquirement system is also retarded 19:27 < Vandal> oh well, leave it that way if you want, it is Bad Design imo 19:27 < ais523> just make acquired stones /really awesome/ 19:27 < Vandal> alternatively 19:28 <+doy> Vandal: you get +0 arrows, +0 animal skins, etc from acquirement 19:28 <+doy> this is part of how it work 19:28 < Vandal> make bows and everything else get horrible ammo too 19:28 < eith> do you get sling bullets too sometimes? 19:28 <+doy> s 19:28 < ais523> say, a stone that antimulches 19:28 <+doy> eith: i assume so 19:28 < ais523> you fire it, and then pick up two of them when you go over to where you were 19:28 < Vandal> a +0 arrow is far preferred over a stone 19:28 < Vandal> much more damage 19:28 < Vandal> you should be comparing +0 bullets to +0 arrows 19:28 < Vandal> not stones 19:31 < Vandal> also cbus you don't really need to play a game just for recording that info 19:31 < Vandal> they already have all the tables with acquirement weights 19:31 < Vandal> they can tell you what the odds are of getting stones 19:32 <+doy> seeing data from actual games could be helpful though... maybe there are bugs! 19:32 < Vandal> well it would be a simple matter to check the weight on stones with Slings as your primary weapon skill 19:32 < Vandal> before he has to do all that 19:32 < Vandal> then you could compare the weighted value to what he actually gets 19:33 < Vandal> that would be how you spot a bug :) 19:33 <+doy> go for it 19:33 < Vandal> what file is it in? 19:33 <+doy> no idea 19:34 < Vandal> would be in the dat directory somewhere? 19:34 < eith> it could literally be anywhere 19:34 < Vandal> the only file named acquirement is a png 19:34 <+doy> pretty sure it's in the code 19:34 < Vandal> or just "acq" 19:34 < MarvinPA> makeitem.cc, quite possibly? 19:35 <+doy> !source acquire 19:35 < Henzell> Lines pasted to http://pastebin.com/m1b4bc1b8 19:35 < Vandal> boo 19:35 <+doy> well, grep for parts of that 19:35 <+doy> that should tell you what file it's in 19:35 < Vandal> trying that 19:39 < Vandal> Does makeitem only cover dungeon generated items? 19:40 < eith> its in effects.cc 19:40 <+doy> you could read the code and find out 19:40 < Vandal> I am 19:40 < Vandal> I don't see anything 19:40 < eith> its in effects.cc 19:40 < Vandal> thanks eith 19:43 < Vandal> Ok 19:43 < Vandal> this looks suspicious 19:43 < Vandal> static missile_type _acquirement_missile_subtype(){ int count = 0; int skill = SK_THROWING; for (int i = SK_SLINGS; i <= SK_THROWING; i++) 19:43 < Vandal> Why is it doing something with Throwing into Slings? 19:44 < Vandal> Probably because of the old throwing + slings stuff, just like the old throwing + darts 19:44 -!- 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."] 19:45 -!- by [n=rob@f052194229.adsl.alicedsl.de] has joined ##crawl-dev 19:45 -!- mode/##crawl-dev [+v by] by ChanServ 19:45 < Vandal> I don't know if this means Throwing skill is added to Slings for the purpose of acquirement, or what though 19:46 -!- Twinge- [n=user@97-124-155-160.hlrn.qwest.net] has joined ##crawl-dev 19:47 < Vandal> sorry cbus, I can look at code but I don't know how to decipher what it means 19:48 < Vandal> there is also a reference below that to darts with crossbow 19:48 < Vandal> that should be fixed since minixbow is gone 19:49 < Vandal> !tell due You may want to check out effects.cc line 1466 down, there is some tie-in between Throwing / Slings, and Darts / Xbows in there. 19:49 < Henzell> Vandal: OK, I'll let due know. 19:49 <+Keskitalo> Vandal: Thanks for digging that one up! 19:49 < Vandal> np 19:50 < Vandal> !tell due the cause of this was trying to figure out why Slings skill ammo acquirement is giving a whole lot of stones and very few bullets 19:50 < Henzell> Vandal: OK, I'll let due know. 19:50 < eith> it seems like it doesnt give bullets at all to me 19:50 <+doy> that should probably be fixed then 19:50 <+Keskitalo> I'd be fine with regular bullets instead of stones.. 19:54 < Vandal> may be solving 2 issues at once here 19:54 < Vandal> eliminating dart acquirement for xbow users 19:54 < Vandal> though I'm not sure 19:54 < eith> arrows and stones are 1d4 though and bullets are 1d6 19:54 < Cryp71c> BTW, there seems to be a wierd thing on trunk...on D 2-3 there exist a stack of 4 orc spears (which may get picked up by the 2-3 orcs I've happened to see around the pile before) 19:54 < Vandal> they might not acquire darts if they don't have a minixbow 19:54 < Cryp71c> but all of the 4 spears (at least on the 3-4 games i've played and seen them) are +1 +2 19:54 < Vandal> and since no one can have minixbows 19:54 < Cryp71c> always. 19:55 < Vandal> it might never generate darts for xbow users 19:55 <+doy> Cryp71c: that's because all throwing weapons stack in monster inventory 19:55 <+doy> Cryp71c: and so they all have to be identical 19:55 < Cryp71c> ahhhh 19:55 < Cryp71c> ok 19:55 <+doy> (when a monster is generated) 19:56 <+doy> could probably stand to be fixed, but it would be moderately difficult 19:58 < Cryp71c> yay for rP randarts on D4 20:02 -!- Twinge_ [n=user@97-124-168-165.hlrn.qwest.net] has joined ##crawl-dev 20:02 -!- Twinge [n=user@97-124-162-222.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 20:05 -!- Twinge- [n=user@97-124-155-160.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 20:20 -!- Zaba [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 20:20 -!- mode/##crawl-dev [+v Zaba] by ChanServ 20:21 < Eronarn> greensnark: put that comment up in amulets - though the amulet wiki page doesn't list the same stats that were listed in IRC 20:25 < Eronarn> kilobyte: Are you against the lev/flight merge just because of the # of uncontrolled lev sources? I made that suggestion for the spell, only. (The ring could possibly also do it, but perhaps requiring quite high Evo.) 20:25 < Eronarn> Potions, miscasts, etc. would remain uncontrolled 20:26 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 110 (Connection timed out)] 20:28 <+doy> i like splitting it into amulet of control and amulet of flight, with flight giving longer durations for all lev/flying effects, and being invokable for flight (but not reinvokable) 20:29 < Eronarn> amulet of control? 20:29 <+doy> due's proposal under that 20:29 <+doy> merge controlled flight with ring of tc 20:29 <+doy> and ditch ring of tc 20:30 < Eronarn> ah - yeah that one's ok 20:30 < Eronarn> the problem i have with it is that controlled flight and controlled tele don't really have anything to do with each other 20:31 < Eronarn> this is the same problem with Warding currently 20:31 < Eronarn> i think each amulet should have a single clear theme 20:31 < ais523> hmm, TC and control flight are similar in a way 20:31 < ais523> they're both directing magics that are otherwise rather out of control 20:32 < ais523> maybe it should also cause offensive spells to always do exactly average damage 20:32 < Eronarn> ais523: this is too vague - "warding" effects are both a kind of ward, sure 20:32 < ais523> and anger Xom 20:32 < Eronarn> but it should be something easily grasped 20:32 < Eronarn> conservation is good - "protects items". (not affecting acid is less than ideal, but you get the picture) 20:33 <+by> orc:4 is supposed to be connected, right? 20:33 < Eronarn> gourmand - all effects are eating related 20:33 <+doy> by: i believe so 20:33 < Eronarn> amulet of will proposal - no paralysis, involuntary tele/berserk, mesmerising, confusion, possibly shouting. it's just you having a strong will and overcoming these effects that normally only magic resistance affects (if even that) 20:34 < Eronarn> "control" is very vague 20:36 < Eronarn> to think of how you might control teleports... skill at manipulating space, foreknowledge of your destination site, luck 20:37 < Ashenzari> orc:4 not always connected (http://crawl.develz.org/mantis/view.php?id=392) by rob 20:37 < Eronarn> so, "amulet of spatial manipulation" - gives you cTele, for you and for anything that blinks/teles in your LOS 20:37 < Eronarn> would be a cool one, for me 20:39 <+doy> how would that work? 20:43 < ais523> a monster tries to tele, you choose where it goes 20:43 < ais523> like monsterpolycontrol in NetHack 20:46 < Eronarn> yes. your options are in your LOS, or cancel for random outside your LOS 20:46 < Eronarn> since you should never want random, but still in your LOS 20:48 < cbus> A kobold zombie, wielding a glowing elven dagger. 20:48 < cbus> is that "normal"? 20:48 < syllogism> zombies keep their items 20:50 -!- ais523 [n=ais523@unaffiliated/ais523] has quit [Remote closed the connection] 20:52 -!- Twinge [n=user@97-124-169-188.hlrn.qwest.net] has joined ##crawl-dev 20:54 <+doy> Eronarn: sounds like it would be really irritating 20:54 <+doy> considering how often things tend to blink 21:02 -!- Twinge_ [n=user@97-124-168-165.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 21:08 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 21:08 < Eronarn> doy: if you want to kill it, you'll kill it much faster if you can control its blink 21:08 < Eronarn> if you want to run, you can get rid of it with one control 21:09 < Eronarn> i agree that it could be annoying in some situations, but i think it would make blinking enemies less annoying in general 21:09 < Eronarn> so it would probably not be any worse than the current not-that-bad situation of blinking 21:10 < Eronarn> it may work better as a spell or misc item effect, though 21:12 < CIA-81> j-p-e-g * rbd7a961334fb /crawl-ref/source/ (6 files in 3 dirs): Implement rltiles %weight command and skewed dngn tile probabilities. 21:12 < CIA-81> j-p-e-g * rc9a153bf0e04 /crawl-ref/source/rltiles/tool/tile_list_processor.cc: List tile weights in tile-dngn.html. 21:13 < CIA-81> j-p-e-g * r175d5142b658 /crawl-ref/source/rltiles/dc-dngn.txt: Replace the triple-defined water tiles with the appropriate %weights. 21:13 < CIA-81> j-p-e-g * r8faad6519eda /crawl-ref/source/tilepick.cc: Also apply _pick_random_dngn_tile() to animated feature tiles. 21:14 < TGW> could make it a blink magnet 21:14 < TGW> make your blinks hyper-short and theirs land next to you 21:20 < syllogism> this trog altar vault is evil :( 21:21 < syllogism> it has a book that burns when you go closer 21:21 < TGW> throw something on the book 21:21 < syllogism> too late 21:21 <+by> TGW: does that still work? 21:22 < TGW> by: yeah 21:22 < TGW> don't fix it! 21:22 < syllogism> is it a random book 21:22 <+doy> should be fixed 21:22 <+by> definitely should be fixed 21:22 < TGW> in the meantime 21:22 < TGW> make its owner "dirty cheaters" 21:22 <+doy> apportation works fine i'm pretty sure 21:22 <+doy> and leaving that is fine 21:30 < Twinge> Throwing something on it to put the fre out seems awesome. But it shouldn't work for like rocks or arrows, only for bigger stuff or potions of water :) 21:38 -!- Ero_ [n=ero@149.152.23.34] has joined ##crawl-dev 21:39 < syllogism> @?? moth of wrath 21:39 < Gretell> moth of wrath (y) | Speed: 12 | HD: 9 | Health: 27-72 | AC/EV: 0/10 | Damage: 25(rage) | Flags: fly | Res: magic(36) | XP: 501. 21:39 < syllogism> seems a bit tough for d2 21:39 < Twinge> D2?? 21:40 < syllogism> oh right you can close the door, thought those were orcs 21:40 < Twinge> I've seen one early before, but only because of Xom... 21:40 < syllogism> !vault tgw_trog 21:40 < Henzell> Couldn't find tgw_trog in the Crawl source tree 21:40 <+doy> syllogism: it's encased in glass 21:40 < syllogism> oh 21:40 < TGW> how could you not notice 21:40 < TGW> :| 21:40 < TGW> do I need to change that vault? 21:41 < syllogism> reading the source 21:41 < CIA-81> by * ra6dc4a5857b6 /crawl-ref/source/dat/altar.des: In trog_book, burn all books at the book location. 21:41 <+by> they've never actually berserked for me 21:44 < TGW> I could make one with corners 21:44 < TGW> four of them... more berserking action 21:44 < TGW> I've had it happen, but it's sort of hard 21:44 <+doy> when i ran into it, the moth berserked a few things 21:44 <+doy> but they were rats 21:44 < TGW> the other thing I could do is make it spiral around the moth 21:44 < TGW> so you can't pull shit away from it 21:44 <+doy> so it's not like it really mattered 21:44 < TGW> erm, glass spiral 21:45 < TGW> so you can't just shout and get things out of its los 21:46 <+by> it's probably fine the way it is 21:46 <+by> it doesn't really need to be dangerous, right? nice flavour 21:48 <+doy> yeah, not all of them need to be dangerous 21:53 -!- syllogism [i=syllogis@85-131-20-178.bb.dnainternet.fi] has quit [] 22:00 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 22:03 < Twinge> speaking of dangerous low-level vaults, I don't think anyone changed Oklobs being able to spawn as one of the plants next to early Zin altars; not only is it a dangerous low-level enemy, but even moreso I don't think Zin would appreciate a freaky mutated plant next to his altar! I don't think I ever submitted a formal FR for that one I guess... 22:08 < Vandal> yeah actually I ran into oklobs and fruit near a Fedhas one too, but I think that was intentional? 22:09 < Vandal> The oklobs couldn't hit you unless you destroyed plants in between them and you 22:10 <+doy> that seems fine to me 22:11 -!- Twinge_ [n=user@97-124-172-244.hlrn.qwest.net] has joined ##crawl-dev 22:13 < Twinge_> Fedhas makes sense at least, though 22:13 <+by> are ugly things brown by default? 22:14 < Twinge_> There is no default now I think? They seemed to be pretty evenly distributed 22:15 -!- Twinge_ [n=user@97-124-172-244.hlrn.qwest.net] has quit [Client Quit] 22:26 -!- Twinge [n=user@97-124-169-188.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 22:33 < CIA-81> kilobyte * rebd4b7165006 /crawl-ref/source/item_use.cc: Change the messages on wielding a weapon of pain. (MarvinPA) 22:33 < CIA-81> kilobyte * r2131c7d87bfc /crawl-ref/source/itemname.cc: Don't mark weapons of pain as useless with Necro=0, they're same as unbranded. 22:39 < Napkin> Hmm.. has anyone got the crawl colors in html codes? 22:40 < cbus> napkin, doesn't that depend on the terminal? 22:40 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 22:40 < Napkin> yes 22:40 < Napkin> of course 22:40 < TGW> now, stasis is -tele? 22:40 < Napkin> but still 22:40 < Napkin> just something similar at least 22:41 < Napkin> http://crawl.develz.org/monster/index.php <- check "golden dragon" 22:41 < Napkin> is it at least a bit similar to what it should be? 22:42 <+by> nice! the red could be redder, but other than that it looks as expected 22:43 < Napkin> now? 22:44 < Napkin> it's kinda like the colors putty gives 22:44 <+by> I think it's better 22:45 <+sorear> Napkin: the classical CGA colors are #000, #A00, #0A0, #A50, #00A, #A0A, #0AA, #AAA, #555, #F55, #5F5, #FF5, #55F, #F5F, #5FF, #FFF 22:45 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 22:46 < Napkin> ahh, thanks 22:46 <+sorear> by: What is 'messagewindow'? 22:47 <+by> sorear: message window on top of cgotoxy/cprintf 22:50 <+sorear> How does it differ from master? 22:50 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has quit ["Leaving"] 22:51 <+by> there's just one copy of the message window code instead of four 22:51 <+by> also, the various mpr variants have been unified 22:51 <+by> and it's quite incomplete 22:52 <+doy> how far from complete is it? 22:53 <+by> it's only got delay_message_clear style currently; the leading dashes aren't right; no more prompts at all 22:53 <+by> then stuff like dumping and restoring messages is missing 22:54 <+by> on the plus side, messages are restored after say exiting the inventory display 22:54 <+doy> by: are you keeping track of messages separately from just keeping track of the entire window? 22:56 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 22:56 <+by> yes 22:57 <+doy> sweet 22:57 <+doy> this will let us get the x2 stuff in the message window then 22:57 <+doy> which will be awesome 22:57 <+by> yes, that should work; it's currently history only? 22:57 <+doy> yeah 22:58 <+by> ah, didn't realize 22:59 <+by> there's some code there for recognizing duplicates; the x2 etc. isn't output however 23:01 < ais523> You continue putting on your armour. You continue putting on your armour. You continue putting on your armour. You continue putting on your armour. 23:04 < Napkin> (new "page" Miscellaneous on the wordpress links to gretell's monster information (based on master branch)) 23:11 <+by> I think the issue with condensing multi-turn message repeats is that they get flushed at turn-end 23:11 <+by> I've copied that behaviour for branch messagewindow so far 23:12 <+doy> that's reasonable 23:12 <+doy> what would probably be better would be for a flush to potentially update a previous line 23:12 <+doy> rather than always adding a new line 23:13 <+by> possibly 23:14 < CIA-81> by messagewindow * rdf9fdbfa36fb /crawl-ref/source/message.cc: Output trailing x2, etc. for repeated messages. 23:15 <+by> currently, my idea behind the branch is not so much to do things better than before but just to have code that can actually be improved 23:15 <+doy> yeah 23:16 <+doy> but the message condensing is sort of targeted for 0.6 if at all possible 23:16 <+doy> so making it possible is a very good thing 23:16 <+doy> (: 23:17 < CIA-81> j-p-e-g * r599db8351e9b /crawl-ref/source/rltiles/tool/tile_list_processor.cc: Only display tile probabilities in the dngn html file. 23:18 <+by> some other options: just let the window scroll instead of print --more--; not printing new-lines between messages (on the same channel?) 23:18 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has joined ##crawl-dev 23:22 < CIA-81> j-p-e-g * r09547177cc15 /crawl-ref/source/rltiles/dc-dngn.txt: Replace another tile duplication with a weight setting. 23:23 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 23:26 <+by> anyone interested is invited to work on that branch btw; can't promise quick progress 23:27 <+by> that includes redoing message_store / message_window differently; it's pretty ad hoc at the moment 23:27 <+by> sleep now 23:27 -!- by [n=rob@f052194229.adsl.alicedsl.de] has quit ["night"] 23:32 < Napkin> !tell by by> some other options: just let the window scroll instead of print --more-- <- excellent! I propose a constant "*message missed*" or "*more*" message somewhere in the message window to inform players about missed messages - maybe even mark turns with missed ones in a certain way then in the ctrl+p window. 23:32 < Henzell> Maximum message length is 300 characters. Eschew verbosity, Gladys! 23:32 < Napkin> !tell by by> some other options: just let the window scroll instead of print --more-- <- excellent! I propose a constant "*message missed*" or "*more*" message somewhere in the message window to inform players about missed messages. 23:32 < Henzell> Napkin: OK, I'll let by know. 23:32 < CIA-81> dolorous * rab90ed61c319 /crawl-ref/source/skills.cc: Remove forced update when gaining Necromancy while wielding a weapon of 23:33 < Napkin> is there a way to access learndb externally? 23:33 < Napkin> ?? learndb 23:33 < Henzell> learndb[1/1]: Try ??howtousethelearndb. A html page of learndb entries is at http://crawl.akrasiac.org/learndb.html 23:33 < Napkin> ??howtousethelearndb 23:33 < Henzell> howtousethelearndb[1/5]: The four main commands for the learndb are add, query, edit, and delete. See [2] for add, [3] and [4] for edit, [5] for query. You can read entries in private queries to Henzell. You cannot change it in private, however. 23:40 -!- Ero_ [n=ero@149.152.23.34] has quit [Read error: 60 (Operation timed out)] 23:53 < Ashenzari> Knowing one "brand" spell should make others cheaper. (http://crawl.develz.org/mantis/view.php?id=393) by minced 23:54 <+due> hi 23:54 < Henzell> due: You have 5 messages. Use !messages to read them. 23:56 <+due> Hm. 23:57 < Napkin> moin due! 23:57 <+due> hi Napkin! 23:57 < Napkin> :D 23:57 <+due> kilobyte: Looking into it.