00:03 < CIA-81> j-p-e-g * rd7d031de1fb9 /crawl-ref/source/ (14 files in 6 dirs): Add purge's tile for the orb of destruction and its magic trail. 00:12 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [] 00:18 <+due> TGWi: It partially works and it will get repaired. 00:18 < Henzell> due: You have 3 messages. Use !messages to read them. 00:18 <+due> !messages 00:18 < Henzell> (1/3) greensnark said (8h 14m 4s ago): shoals_atoll tide machinery is in place, take a look and see if that's what you wanted. 00:18 <+due> !messages 00:18 < Henzell> (1/2) dpeg said (7h 59m 16s ago): Using the now flexible tides for volcanoes looks like an irresistible idea. Also fits with players sometimes complaining about "not enough action in volcanoes". But: after Trove :) 00:18 <+due> !messages 00:18 < Henzell> (1/1) dpeg said (3h 24m 54s ago): Could we get unique clusters because of players choosing branches in a particular way? So I wait with Snake for some time, then it is generated rather late (for its depth) and gets all the uniques? In other words, would assigning uniques before dungeon generation yield something different? 00:18 <+due> Hm. 00:18 <+due> To be honest, I actually had debated something like that--pre-determined uniques. 00:19 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has quit [Remote closed the connection] 00:21 <+due> Like I said on the slime creatures post, I think we need to reinvestigate how swimming monsters work, and define them in three ways: floats (swims with difficulty, but does not drown); swims (does not get a speed bonus, but no speed penalty); native (may submerge, gets a speed bonus). 00:22 <+due> HT_AMPHIBIOUS_LAND should be swimming, HT_AMPHIBIOUS_WATER would be native, and swimming could be a M_CAN_SWIM class flag. 00:22 <+sorear> predermining features of the entire dungeon could work pretty well 00:26 <+due> sorear: Well, rolling them at the start of the game instead of when each level is generated. 00:27 <+due> sorear: Much like the temple and demonspawn mutations. 00:27 <+doy> did anyone ever run any unique generation stats? 00:27 <+due> No, I keep meaning to 00:27 <+due> I haven't had time. I was going to use Darshan's script though 00:29 <+due> I think dpeg's right in that, if you visit a level late in the game, after having generated all the other uniques, and there are a lot of uniques still available for that depth but unplaced, you have a lower chance of initial failure of placement to do anything. 00:29 <+doy> did this not used to be the case? 00:30 <+due> I think it did 00:30 <+due> But not exactly like this 00:31 <+due> The random unique picker still had a chance of picking one that was already placed; in that case, it would just automatically fail. 00:31 <+doy> ah 00:31 <+due> Whereas now it fails if it gets the dummy 00:31 <+due> Or on a random chance 00:34 * due heads off. 00:38 < Ashenzari> Holy Scourge tiles, floor and doll (http://crawl.develz.org/mantis/view.php?id=488) by Porkchop 01:06 < purge> oooo porkshop is good at tiles 01:06 < purge> porkchop* 01:08 < purge> woot jpeg added my iood tiles! :D 01:16 -!- Antagonist [n=Landon@dsl-245-43-80.telkomadsl.co.za] has quit [""True terror is to wake up one morning and discover that your high school class is running the country." ~Kurt Vonnegut"] 01:27 -!- ogaz_ [n=chatzill@169.236.122.209] has joined ##crawl-dev 01:28 -!- ogaz [n=chatzill@169.236.122.209] has quit [Nick collision from services.] 01:28 -!- ogaz_ is now known as ogaz 01:31 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 01:45 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has joined ##crawl-dev 01:59 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 02:07 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 02:10 < purge> Anyone here any have opinions on XNA? 02:10 < purge> if you've tried it :P 02:31 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 02:31 -!- henryci_ [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 02:35 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Gretell, Spads, Henzell, Napkin, hashc, Ashenzari, MarvinPA 02:37 -!- Netsplit over, joins: hashc, Henzell, Spads, MarvinPA, Gretell, Napkin, Ashenzari 02:48 -!- ogaz_ [n=chatzill@169.236.122.209] has joined ##crawl-dev 02:49 -!- ogaz [n=chatzill@169.236.122.209] has quit [Nick collision from services.] 02:49 -!- ogaz_ is now known as ogaz 03:13 -!- eith [n=eith@86-40-245-49-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 60 (Operation timed out)] 03:15 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 03:22 -!- eith [n=eith@86-40-245-49-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 03:24 < Ashenzari> Jiyva should not put players at risk of stat death (http://crawl.develz.org/mantis/view.php?id=489) by MarvintheParanoidAndroid 03:44 <+sorear> what if Gretell reported trunk games here? 03:44 <+sorear> highish level ones 03:47 <+due> Or Shoals/unique splats. 03:48 <+due> Porkchop = PigVomit, right? 03:49 < Eronarn> y 03:49 <+due> !tell PigVomit I really like your tiles! 03:49 < Henzell> due: OK, I'll let PigVomit know. 03:56 <+due> greensnark: Awesome, thank you so much. 04:00 <+due> !tell dpeg http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:water_creatures_overhaul Fully outlined my amphibiousness proposal at the end of that post. 04:00 < Henzell> due: OK, I'll let dpeg know. 04:22 <+due> !! 04:22 <+due> Save chooser works, hooray! 04:22 -!- ogaz [n=chatzill@169.236.122.209] has quit [Connection timed out] 04:24 < CIA-81> due * r43d4ad118999 /crawl-ref/source/dat/levdes.vim: Add FHEIGHT to levdes.vim. 04:34 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has joined ##crawl-dev 04:46 -!- Timbermaw [n=riquez60@189.27.197.4.dynamic.adsl.gvt.net.br] has quit [] 05:33 < CIA-81> due * r1ea47049cb1b /crawl-ref/source/dat/shoals.des: Tweak wording on Shoals atoll map. 05:33 < CIA-81> due * r8724391af9a1 /crawl-ref/source/dat/ (crypt.des tomb.des): Move Tomb maps into their own files. 05:33 -!- |eith| [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 05:46 < CIA-81> due * r5afbacd64d7d /crawl-ref/source/dat/crypt.des: Fix david_glass_crypt. 05:50 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 05:50 -!- eith [n=eith@86-40-245-49-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 110 (Connection timed out)] 05:51 -!- |eith| is now known as eith 06:07 -!- mode/##crawl-dev [+o violetj] by ChanServ 06:13 -!- eith [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 113 (No route to host)] 06:40 -!- SIberAsleep [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 06:53 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 06:57 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 110 (Connection timed out)] 07:19 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 07:20 <+due> Mu_, someone elese got Doroklohe! 07:21 < Mu_> i think i saw 07:21 < Mu_> they got scared off? 07:22 <+doy> !lm * type=br.enter place=wizlab 07:22 < Henzell> 16. [2010-01-21] clouded the Farming Destroyer (L23 MuWz) entered Doroklohe's Tomb on turn 235071. (WizLab) 07:22 <+doy> !lm * type=br.enter place=wizlab -tv 07:22 < Henzell> 16. clouded, XL23 MuWz, T:235071 (milestone) requested for FooTV. 07:22 <+due> No, finished it :D 07:24 < Mu_> oh cool 07:31 <+due> !lg Cryptic 07:31 < Henzell> 676. Cryptic the Executioner (L20 DSBe), worshipper of Trog, blasted by an illusion of Mara (bolt of lightning) (woven by Mara) on D:24 on 2010-01-21, with 269725 points after 73825 turns and 6:03:59. 07:32 <+due> !killsby -i Mara 07:32 < Henzell> 3 games for * (ikiller=Mara): 1x N78291, 1x MUMMY, 1x Cryptic 07:32 <+due> Oooh 07:32 <+due> !lg * ikiller=Mara s=killer 07:32 < Henzell> 3 games for * (ikiller=Mara): 1x an illusion of Mara, 1x N78291's illusion, 1x MUMMY's illusion 07:32 <+doy> !lm * type=br.exit place=wizlab -tv 07:32 < Henzell> No milestones for * (type=br.exit place=wizlab). 07:32 <+doy> !lm * type=br.leave place=wizlab -tv 07:32 < Henzell> No milestones for * (type=br.leave place=wizlab). 07:33 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Lost terminal"] 07:33 <+due> It doesn't give a milestone for leaving, I think? 07:34 < ogaz> I don't believe so 07:35 <+doy> oh right, there's only br.end 07:35 <+doy> !lm * type=br.end place=wizlab 07:35 < Henzell> No milestones for * (type=br.end place=wizlab). 07:36 <+doy> portal vaults should use that for exits 07:36 <+doy> or just have a separate exit field 07:36 <+due> It's possible 07:37 < ogaz> There's usually nothing interesting about leaving a portal vault, though 07:37 <+due> True. 07:38 <+due> Argh 07:39 <+due> l_ditems.cc:39: error: cannot convert ‘item_def’ to ‘item_def*’ for argument ‘2’ to ‘void push_ditem(lua_State*, item_def*)’ 07:39 * due sucks at the C++. 07:48 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 07:53 -!- Jampy [n=Jampy@c-67-168-196-117.hsd1.or.comcast.net] has joined ##crawl-dev 07:54 <+due> @whereis Alweth 07:54 < Gretell> Alweth the Covered (L4 MDFi) saved on D:3 on 2009-11-14 after 1298 turns. 07:54 <+due> @whereis dpeque 07:54 < Gretell> dpeque the Nimble (L10 SpHu) saved on D:10 on 2009-11-15 after 18901 turns. 07:54 <+due> @whereis Brain 07:54 < Gretell> Brain the Conjurer (L9 DSWz), a worshipper of Sif Muna, saved on D:10 on 2009-11-28 after 11699 turns. 07:54 <+due> @whereis Arturs 07:54 < Gretell> Arturs the Ruinous (L3 DECj) saved on D:3 on 2009-11-11 after 2098 turns. 08:00 <+due> @whereis poop 08:00 < Gretell> poop the Fencer (L16 HEPa), a worshipper of Okawaru, saved on Vault:2 on 2009-12-18 after 43064 turns. 08:00 <+due> Oh, nice. 08:00 < mr0t> @whereis da_monkey 08:00 < Gretell> No where information for da_monkey (). 08:26 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has quit [] 08:29 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has quit [Remote closed the connection] 08:33 < Napkin> What does +9 on my rod of smiting mean? 08:34 <+due> Napkin: ... Good. 08:34 < Napkin> = +9,+9 ? 08:34 <+due> Yes. 08:34 < Napkin> ah 08:34 < Napkin> ok - isn't it weird to have those in a single number for rods? 08:35 < Napkin> that also means.. when I read the recharge on the previous rod - and it turned from 0 to +2 08:35 < Napkin> I enchanted it by +2,+2 with a single scroll of recharging? 08:35 <+due> Yup 08:36 < Napkin> wow 08:36 < Napkin> does the scroll of recharge do the same amount of change to an electrocution weapon then? 08:36 <+due> Not sure, sorry. 08:37 < Napkin> it doesn't 08:37 < Napkin> on an electrocution weapon it only does +1,+0 or +0,+1 08:37 < Napkin> *it didn't in the past 08:37 < Napkin> should be equalized, i think 08:39 < Jampy> hey does anyone know if something similar to the proposal about demigods on the brainstorm page has a chance of making it into trunk in the forseeable future? 08:39 <+due> Jampy: Define forseeable. 08:39 < Jampy> because it sounds incredibly awesome 08:39 <+due> By 0.6 = definitely not. 08:39 <+due> By 0.7 = possibly. 08:40 <+due> 0.7 or later is the likeliest bet. 08:40 < Jampy> yeah i figured it was too big to get in by .6 08:40 <+due> We're already overhauling demonspawn for 0.6 (currently unfinished). 08:40 < Jampy> one other question: i had a dungeon today with both shoals and swamp with no snake. 08:40 <+due> Yup. 08:40 <+due> You get 2 of Shoals, Swamp, Snake. 08:40 < Jampy> ok cool 08:41 <+due> Did you get the one with the Lernaean hydra? 08:41 <+due> !lm * uniq=~lern 08:41 <+due> !lg * killer=~lern 08:41 < Jampy> no thank goodness 08:41 < Jampy> normal hydras were hard enough 08:41 < Henzell> No milestones for * (uniq=~lern). 08:41 < Henzell> No games for * (killer=~lern). 08:41 < Jampy> but the mermaid named is a fun challenge 08:41 <+due> :( 08:41 <+due> Ilsuiw? 08:41 < Jampy> yeah 08:41 < Jampy> he almost killed me a few times before i could get him out of the water 08:42 <+due> She is pretty nasty, yeah. 08:42 <+due> !lm * uniq=Mara 08:42 < Henzell> 56. [2010-01-21] hyperbolic the Bewitcher (L19 DSAM) killed Mara on turn 50627. (Vault:5) 08:42 < Jampy> due is there somewhere you could point me that would start me towards creating a roguelike in c++? 08:43 < Jampy> im extremely new to c++ but i seem to only be able to find info on really complex algorithms or extremely simple tutorials on language basics 08:44 < Jampy> if no, no worries =p 08:47 <+due> Sorry, was getting food 08:47 <+due> I've honestly no idea, sorry. 08:47 <+due> I don't even know C++ :) 08:48 * due just pretends. 08:53 < CIA-81> due vaults * r888f0973b30c /crawl-ref/ (186 files in 20 dirs): Merge branch 'master' into vaults 09:00 < CIA-81> due vaults * r55dc29b2e2c3 /crawl-ref/source/dat/vault_gen.des: Tag the external floors as no_monster_gen. 09:28 <+due> I see no reason why draconian breath is dealt with as non-spell. 09:29 <+due> Oh. 09:29 <+due> NEver mind. 09:30 < Ashenzari> Torment scrolls are still "restricted" for undead (http://crawl.develz.org/mantis/view.php?id=490) by OG17 09:44 -!- Spads_ [n=spacehob@78-105-8-188.zone3.bethere.co.uk] has joined ##crawl-dev 09:45 -!- Spads [n=spacehob@unaffiliated/spads] has quit [Read error: 110 (Connection timed out)] 09:48 < mr0t> Sorry for the bother, but I figure of all the channels I hang out in, this is the best place to ask -- 09:50 < mr0t> does anyone know of a free, or even just trialware, CD drive emulating program, like Alcohol 120%, which for some reason all of a sudden (without me updating it, oddly) requires me to register, and even a legitimate crack program (i.e. it did generate a legit code, and it *didnt* start any other processes when I ran it, nor did any new files turn up 09:50 < mr0t> always nice to download a program that isn't hidden malware! 09:51 <+due> Hm 09:51 <+due> ISO Buster? Somtehing like that. 09:51 < mr0t> anyway, I've always been suspicious of alcohol 120% because *it* starts a bunch of processes, granted, it makes sense, but some of them can be shut down without affecting anything noticeably, so they *must* be data miners or something 09:51 < mr0t> ISO buster. thanks due~! 09:51 <+doy> mr0t: i always used daemontools 09:51 <+doy> but that was like 6 years ago 09:51 < mr0t> wait, before I go and dl, I should have mentioned I am using windows 2000 09:51 <+due> Ah, ISO buster isn't free. 09:51 <+doy> i was using win2k at the time 09:51 * mr0t slaps himself with a wet trout for it 09:52 < mr0t> does it have a free trial period? 09:52 <+doy> it's free in general 09:52 < mr0t> but not free in the specific way that you have to pay for it to use it? :) 09:52 < mr0t> nah, I think I see what you're saying 09:52 <+doy> hmmm, or was, anyway 09:52 <+due> http://en.wikipedia.org/wiki/List_of_ISO_image_software 09:52 < mr0t> free programs seem to be rarer and rarer these days 09:52 <+due> They'r enot, you just have to look. 09:53 <+doy> http://www.daemon-tools.cc/eng/products/dtLite 09:53 <+doy> they still seem to have a free version 09:53 <+due> DaemonTools Lite is freeware, according to Wikipedia 09:53 < mr0t> like um. xchat for instance, used to be free, or at most, you had to sit through a 5 second window encouraging donation or buying the program which would give you advanced options or something like that.. like mIRC 09:53 <+due> http://en.wikipedia.org/wiki/Virtual_CD-ROM_Control_Panel 09:53 < mr0t> sweet!! thanks man 09:53 <+due> XChat *is* free 09:53 < mr0t> this is a big help 09:54 <+due> They just charge for the Windows build. 09:54 < mr0t> heh 09:54 < mr0t> ok, fair enough 09:54 <+doy> which is free anyway 09:54 <+doy> you just have to compile it 09:54 <+due> I wouldn't use it anyway 09:54 <+doy> which other people have 09:54 < mr0t> but for us tards who can't compile.. 09:54 <+due> I think it's reprehensible 09:54 < mr0t> that they charge for the win build? 09:54 <+due> Yes. 09:54 <+doy> mr0t: well, other people have compiled it, and they're allowed to distribute it, since xchat is gpl 09:54 < mr0t> Reprehensible, nah 09:54 < mr0t> they gotta make a buck, right? 09:54 <+doy> the whole charging for the windows build thing is pretty odd, overall 09:54 < mr0t> a man's gotta eat 09:54 <+due> It's an open source project 09:55 <+due> I can't imagine they make that much money out of it? 09:55 < mr0t> i know it goes against open source *principles* 09:55 <+kilobyte> well, Windows users are used to being screwed anyway 09:55 < mr0t> nah, not much, but shit 09:55 <+doy> due: i don't think it's reprehensible, but i do think it's fairly odd 09:55 < mr0t> i'd be happy to get a trickle of $5 a week 09:55 < mr0t> poverty debases one's perception of money 09:55 <+due> doy: I overstated, I just like the word reprehensible . 09:56 < mr0t> i used to just ignore pennies, for instance, but since I got laid off, I've been trying to figure out a way to remove the copper plating, as well as to then use electrolysis to extract the zinc, which, I think, surpassed copper in price some time ago, but probably is back down to below it 09:57 < mr0t> i was all excited about the 2 or 3 pounds worth of various silver compounds I found 09:57 <+sorear> I'm pretty sure that's a felony 09:57 <+due> So... moving on. 09:57 <+due> Especially considering this is a publically logged channel. 09:57 < mr0t> then I looked at the stocks and silver is $20 an ounce, and that is a *high* 09:57 < mr0t> hey, I didn't say I was *doing* it, just trying to *figure it out* 09:58 < mr0t> I don't think it's a felony to look at potential chemical reactions that happen to involve currency, as long as I am not conspiring to actually do it, which of course, I am not 09:58 -!- jld [i=jld@kurobara.xlerb.net] has quit [Read error: 60 (Operation timed out)] 09:58 < mr0t> I'm too much of a coward to break the law, at least here in harris county 09:59 < mr0t> maybe in the country where the jails aren't as crowded as bangladesh 09:59 < mr0t> er, country as in rural areas 09:59 < mr0t> anyway, that sentence was typed by an infinite amount of monkeys anyway, so ya'll got nothing to worry about 10:00 <+doy> publically logged? 10:00 < mr0t> well, even if there was an agent of the US Mint hanging out here, or reading the channel logs, it's not like ya'll would be involved at all, unless your infinite amount of monkeys happened to.. well, you get the picture 10:00 <+doy> oh, this isn't ##c-ot 10:00 <+doy> huh 10:00 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 10:00 <+due> doy: Yeah, odd how that happens, right? 10:00 < mr0t> I log all my channels, but they go into a heavily protected folder 10:01 < mr0t> priv chats each have their own password just to open the file 10:01 <+sorear> I said the thing you were planning to do was probably a felony 10:01 <+sorear> i never said talking about it was 10:01 <+sorear> not that it was at all clear 10:01 <+sorear> pronouns suck 10:01 < mr0t> It's definitely a federal crime, and probably is a class C felony, or if not, then a class A misdemeanor. I don't know much about federal law though since I've never been involved with it 10:02 < mr0t> hell, federal prisons are like vacation compared to state jails and county lockups. 10:02 <+due> Okay. 10:02 <+due> This isn't ##crawl-offtopic. 10:02 < mr0t> as my habitually criminal friend Mike used to say -- "three hots and a cot!" 10:02 < mr0t> A keen observation 10:02 < mr0t> Sorry, I'm just tired and anxious as hell about a forthcoming thing 10:02 <+due> It's fine. 10:02 < mr0t> I'll not talk about it anymore 10:03 <+due> Be anxious in -ot! 10:03 < mr0t> Nah, you're right 10:03 < mr0t> it crowds away the dev talk 10:03 < mr0t> the thing is though, if I may digress momentarily.. 10:03 < mr0t> not everyone in ##c-dev is in ##c-ot and vice-versa 10:03 <+sorear> That's on purpose. 10:04 < mr0t> second, ##c-o/t has about a tenth the activity of ##c-dev 10:04 <+sorear> Those of us who are not in ##c-ot, are not in ##c-ot *because we don't want to listen to people ranting about life, the universe, and everything* 10:04 < mr0t> I'm not saying that because of this ##c-dev should be a free-for-all 10:04 <+sorear> To bring that here defeats the purpose. 10:05 < mr0t> I can't object to that, you're absolutely right 10:05 * doy bed 10:05 * due sleeps on doy. 10:06 <+doy> hey now, i'm not *that* easy 10:06 < mr0t> however, in all fairness, while I did come with a non-crawl or -dev question, I was about to go download that program when the conversation turned to xchat making money, which reminded me of my monetary troubles when someone said why would they even charge for xchat when it couldn't possibly generate much income 10:06 <+doy> d: 10:06 <+due> mr0t: We get the point. You do not have to prove yourself, yourself right, or us wrong. 10:06 <+due> doy: You said you were a bed! 10:07 < mr0t> oh, I'm not trying to prove ya'll wrong, quite the opposite 10:07 < mr0t> But, I do sorta feel frustrated when I always seem to be in the wrong channel. that's nobody's fault but my own, though 10:08 <+due> :| 10:08 <+due> We are quite happy and forgiving and perfectly willing to point out wrong-channelness. 10:08 < mr0t> anyway, rather than continuing to annoy the channel, I'll go download that ISO program, and hopefully be able to play Lords of the Realm / II and get my mind off my forthcoming court date 10:08 < mr0t> heh 10:08 <+due> Byee. 10:09 < mr0t> i didn't mean that to sound vindictive, but it did sorta sound like that reading it back. Ya'll are a great bunch, incredibly patient. If I were a chanop in all the ##crawl channels I'd probably have banned this mr0t character long ago 10:09 < mr0t> anyway, thanks again for the info, due! 10:10 < mr0t> g'nite ya'll, and thanks for obliging my eccentricities as usual 10:12 <+due> sorear: What's hillbilly sting? 10:13 <+sorear> ...that came completely out of left field 10:13 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has quit [] 10:13 <+sorear> hillbilly sting is a nickname for an early game tactic used in beta26 10:13 <+due> COMBAT -- MISSILE OFFENSE 10:13 <+due> * "Hillbilly Sting" made useless. 10:13 <+due> (If you don't know, you don't need to know.) 10:13 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 10:13 < Twinge> Haha 10:13 <+sorear> back in the day, you could throw needles by hand 10:13 <+due> I was reading the crawl-ref page on SourceForge and saw the link to the announcement of stnoe soup 0.1, and decided to read it. 10:13 <+sorear> the acctuacy was quite low 10:14 <+sorear> but it was still good against, for instance, ogres 10:14 <+sorear> very low EV 10:14 <+sorear> and pillardancable 10:14 <+sorear> this was called the hillbilly sting because throwing poisoned needles at ogres was supposed to make you look like a hillbilly, and it duplicated the effects of the Sting spell 10:15 <+due> Ahh, cool. 10:15 <+sorear> hillbillies = US slang for a category of rural low-INT personage 10:15 <+due> "of disruption"? Man, so many interesting things I've never heard of. 10:16 <+sorear> disruption is quite recent 10:16 <+sorear> the brand was only axed in 0.4 10:16 <+sorear> exactly how new are you 10:16 <+due> 0.4.5 10:16 <+due> !lg 10:16 < Henzell> 1232. bookofjude the Skirmisher (L3 OgBe), worshipper of Trog, quit the game on D:2 on 2010-01-21, with 93 points after 1440 turns and 0:04:39. 10:16 <+due> !lg -1231 10:16 < Henzell> 2. bookofjude the Ruinous (L3 DECj), blasted by Sigmund (magic dart) on D:2 on 2009-01-07, with 176 points after 1976 turns and 0:26:11. 10:16 <+due> Didn't start playing until January or last year. 10:17 <+doy> !lg 1 10:17 < Henzell> 1. doy the Grave Robber (L2 DrDK), slain by Ijyb (a club) on D:1 on 2006-12-14, with 109 points after 1193 turns and 0:31:04. 10:17 <+sorear> !gamesby 10:17 < Henzell> sorear has played 3189 games, between 20071215 and 20091224, won 21 (0.7%), high score 9151703, total score 67800863, total turns 21866693, total time 2170:25:43. 10:17 <+doy> !lg s=cv 10:17 < Henzell> 758 games for doy: 294x 0.3, 213x 0.4, 165x 0.1, 35x 0.2, 27x 0.5, 24x 0.6 10:17 < purge> !gamesby 10:17 < Henzell> purge has played 417 games, between 20070102 and 20100108, won 3 (0.7%), high score 2072470, total score 11832610, total turns 3998811, total time 318:51:47. 10:17 * due young. :( 10:17 <+doy> !gamesby 10:17 < Henzell> doy has played 758 games, between 20061214 and 20100118, won 22 (2.9%), high score 9588581, total score 53163470, total turns 7191925, total time 1116:54:16. 10:18 <+doy> there's plenty of people around here who have been around since before stone soup though, so 10:18 < purge> i win vs. sorear in oldness? 10:18 <+sorear> most people do 10:18 * due doesn't, but doesn't care. :D 10:19 < purge> silence youngin' you need to earn ur seniority! 10:19 < purge> :D 10:23 <+greensnark> http://www.youtube.com/watch?v=Xe1a1wHxTyo 10:24 <+due> greensnark! 10:24 <+due> greensnark: In my distress, I emailed you. :) 10:25 <+greensnark> What's up :) 10:25 <+due> greensnark: I think I fail with regards tometatables and things. Anyway, I'm off for a bit! 10:28 -!- Spads_ [n=spacehob@78-105-8-188.zone3.bethere.co.uk] has quit ["Reconnecting"] 10:28 -!- Spads [n=spacehob@unaffiliated/spads] has joined ##crawl-dev 10:29 -!- Jampy [n=Jampy@c-67-168-196-117.hsd1.or.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 10:32 < Napkin> greensnarking! 10:43 < CIA-81> kilobyte * r0b392a6cf595 /crawl-ref/source/dat/ (blade.des vaults.des): Move Blade to a separate file, for consistency. 10:43 < CIA-81> kilobyte * r3526973df9b1 /crawl-ref/source/ (41 files in 7 dirs): Fix newlines at end of file. 10:43 < CIA-81> kilobyte * r138c8a952c60 /crawl-ref/source/ (18 files in 6 dirs): Whitespace fixes. 10:43 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 10:43 -!- mode/##crawl-dev [+o dpeg] by ChanServ 10:43 <@dpeg> mornings 10:43 < Henzell> dpeg: You have 2 messages. Use !messages to read them. 10:43 <@dpeg> !messages 10:43 < Henzell> (1/2) Cryp71c said (13h 59m 47s ago): closable: http://crawl.develz.org/mantis/view.php?id=407 10:43 <@dpeg> !messages 10:43 < Henzell> (1/1) due said (6h 43m 16s ago): http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:water_creatures_overhaul Fully outlined my amphibiousness proposal at the end of that post. 10:43 <@dpeg> !tell due Already replied, of course! :) 10:43 < Henzell> dpeg: OK, I'll let due know. 10:44 <+kilobyte> dpeg: meow! 10:44 <@dpeg> kilobyte: Hallo! 10:45 <@dpeg> proliferation in the dat/ folder :) 10:45 <+Keskitalo> Morning! 10:45 <+kilobyte> well, if Blade would be the only outlier, it's better to be consistent 10:45 <+greensnark> Can we move .des files to dat/des or something 10:46 <@dpeg> greensnark: yes, I think that's good 10:46 <@dpeg> perhaps also have subfolders for portal vaults, branch vaults, others? 10:47 <+greensnark> That'd need a vault honcho to split up 10:47 <@dpeg> Am I a vault honcho? 10:47 <+greensnark> I can put in the recursive search for .des files and leave the rest to you/due 10:47 <+greensnark> dpeg: Yep 10:47 <+greensnark> Vault honcho = you 10:47 <@dpeg> off-topic: there is a funny discussion about labyrinths on r.g.r.misc. 10:48 <@dpeg> greensnark: okay, will split after your commit 10:48 <+kilobyte> just note that moving will cause merging issues with branches like wizlab or vaults 10:48 <+greensnark> Right 10:49 <+greensnark> Fortunately, the merging issues will be in due's plate :P 10:50 <@dpeg> yes, Jude will figure it out 10:50 <@dpeg> "Look, we have smeared vaults all over the source base!" 10:51 <+greensnark> Nobody else is changing those .des files, so it should be a simple merge for him 10:51 <@dpeg> Did anyone of you play with syllogism's file? 10:56 <+Keskitalo> I suppose, to delete an outdated wiki page ("Notify IRC channel of view issues", now that Ashenzari has been running for quite some time), I just edit it to have no content? 10:57 <+Keskitalo> dpeg: Not yet, but looks very useful. I haven't really kept up with the AC nerf since the basics were laid down, scary formulas and stuff. =) 10:58 <@dpeg> Keskitalo: yes (for deleting wiki pages) 10:59 <@dpeg> Everyone should play with the sheet. 10:59 <+Keskitalo> Yess, it worked. 10:59 <@dpeg> Or better: if you didn't play with it, you're not allowed to complain about AC/EV in 0.6. 10:59 <+Keskitalo> :) 11:00 -!- ortoslon [n=zoob@host-89-31-115-253.academ.org] has joined ##crawl-dev 11:01 -!- ortoslon [n=zoob@host-89-31-115-253.academ.org] has left ##crawl-dev ["Leaving."] 11:02 < Twinge> Link to said sheet/file? 11:03 <+kilobyte> dpeg: what do you think about my idea to cap mummy scumming? http://crawl.develz.org/mantis/view.php?id=222 11:03 <@dpeg> Twinge: I sent it to the c-r-d list yesterday. No link :/ 11:03 <+kilobyte> !lg * xl=27 min=dur 11:03 < Henzell> 2349. KiloByte the Farming Executioner (L27 MuGl), worshipper of Okawaru, blasted by a Shadow Fiend (dispel undead) on Elf:7 on 2009-08-17, with 924633 points after 3285357 turns and 2:33:05. 11:03 <+kilobyte> !lg * xl=27 min=dur -2 11:03 < Henzell> 2348. 78291 the Executioner (L27 DDCK), worshipper of The Shining One, escaped with the Orb and 15 runes on 2009-08-28, with 28587140 points after 51486 turns and 4:26:07. 11:04 <+kilobyte> I'm a very slow player, yet scummed it to xl27 in nearly half the time it took the fastest player without scumming. 11:07 <+kilobyte> if those 5640 nagas 2687 brown snakes 1980 black snakes brought no more exp than (in the infinity) 200 of each, there would be no problem 11:08 <+kilobyte> and a semi-cap at 100 means normal non-botting scummers won't be affected 11:08 <@dpeg> replied! 11:08 <@dpeg> Twinge: if you give me your email address, I'll forward it to you. 11:11 < Twinge> dpeg: I should have it then, just on my alternate/spammy account. Lemme check. 11:12 < Twinge> Oh, the attachment was scrubbed though. 11:12 <@dpeg> Twinge: give me your email 11:13 < Twinge> twinge@gmail.com 11:15 <@dpeg> sent 11:16 < Twinge> kilobyte: I'd rather start by dropping their basic exp requirement aptritude from 150 -> 140 myself. That seems like a good way to increase the viability of running a non-scumming Mummy. I do also agree they should have some stat increase, but probably not as much as you propose. +1 Int for sure; past there I'm less certain. (I guess I should post this as a reply to the thread too :P) 11:16 -!- by [n=vollmert@a12.imp.fu-berlin.de] has joined ##crawl-dev 11:16 -!- mode/##crawl-dev [+v by] by ChanServ 11:16 <+kilobyte> !apt Mu 11:16 < Henzell> Mu: Air=140, Armour=140, Axes=140, Bows=140, Conj=140, Xbows=140, Darts=140, Div=140, Dodge=140, Earth=140, Ench=140, Evo=105, Exp=150, Fighting=100, Fire=140, Ice=140, Inv=105, Long=140, Maces=140, Nec=100, Poison=140, Polearms=140, Shields=140, Short=140, Slings=140, Splcast=130, Stab=140, Staves=140, Stealth=140, Summ=140, Throw=140*, Tloc=140, Tmut=140, Traps=140, Unarmed=140* 11:16 <@dpeg> by: Hi! 11:16 <+by> hi 11:16 <@dpeg> Twinge: helping them does not affect their scumability 11:16 <@dpeg> only the "they have to scum" part 11:16 <@dpeg> so there has to be a negative measure, too 11:17 < Twinge> dpeg: Yes. That's the only part I consider a problem honestly. 11:17 < Twinge> Other aspects could be put into place, but I don't think they should be as extreme as what you guys are proposing. 11:18 < Twinge> When I first saw Mummies in Crawl, my take on them was "Crawl is a game designed around not having to scum for better equipment/experience/etc. But if you WANT to do that sort of thing, they also have Mummies available for you to play." 11:18 < CIA-81> dpeg * ra886ce98f29f /crawl-ref/source/dat/crypt.des: Fixed testing WEIGHT for glass lich vault. 11:19 <@dpeg> Twinge: taht is Erik's POV. I'd be happier if Mu was an ordinary member of speciety. 11:19 <+kilobyte> a cap of 100/200 doesn't stop scumming, it does only stop scumming using bots 11:19 <@dpeg> kilobyte: it is a start 11:19 <@dpeg> and more OODs would keep non-bots in their tracks 11:20 <+kilobyte> it does disallow getting to xl27 on D:1, or even on Snake:2 11:20 <@dpeg> yes 11:20 < Twinge> A certain section of players likes to play that way, and honestly I see no reason why it needs to be removed. Weakening it somewhat and making play viable without scumming seems like a good approach to me; nearly eliminating scumming seems unnecessary to me. 11:21 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 11:21 <+kilobyte> that's why I'm nowhere near "nearly eliminating" it, just putting a limit on returns on scumming the same place for ages 11:21 <@dpeg> Twinge: certain players also liked to abuse the staff of earth 11:22 <@dpeg> It is our policy, not that of the players. 11:22 < Twinge> dpeg: Your email doesn't have an attachment :P 11:22 <@dpeg> grrr 11:23 <+kilobyte> Twinge: being a newbie, I searched 83 levels of Pan once since I didn't know how the special levels worked 11:23 <+greensnark> Can we attach the file to the wiki? 11:23 <+kilobyte> Twinge: mostly fully exploring the levels 11:23 <+kilobyte> !log . char=SpAE urune=14 11:23 < Henzell> 1. KiloByte, XL27 SpAE, T:262053: http://crawl.akrasiac.org/rawdata/KiloByte/morgue-KiloByte-20081108-224408.txt 11:23 <+greensnark> Mummies don't fit in Crawl at all 11:24 <+kilobyte> yet even most demon species didn't get to 100 kills 11:24 <+greensnark> People who enjoy grinding mummies for 800k turns should play a different game :) 11:25 <+greensnark> But even disallowing bots would make things far better 11:25 < Twinge> greensnark: Eh, perhaps. It still doesn't seem inherently bad. 11:25 <+greensnark> As it is a single mummy bot can hurt a public server considerably 11:25 < Twinge> kilobyte: Yeah I'm just looking at that - 100/200 isn't nearly as extreme as I thought it was. 11:25 <+kilobyte> greensnark: no one sane does that without at least wild macroing. 11:25 <+greensnark> Twinge: Yeah, there's a point of view that NH pudding farming isn't inherently bad either 11:25 <+greensnark> I just happen to disagree entirely with that POV 11:26 <+kilobyte> mummy _do_ have interesting points. Like, free hunger. 11:26 <+greensnark> I recently had a discussion with someone who though Elbereth - Elbereth! - was fine 11:26 < Twinge> Just looking at the morgue file of a ~L20 dead MDFi I had, and he only killed 1 type of mob over 100 times. 100/200 is probably fine then; for some reason it sounded a lot more limiting than it was. 11:26 <+greensnark> "Because if you're a fool, you may not use Elbereth correctly, and possible injure yourself" was the justification 11:26 <@dpeg> greensnark: who was that? 11:26 <@dpeg> And is stupidity hereditary? 11:26 <+greensnark> dpeg: Someone ##crawl-offtopic who shall remain nameless :) 11:26 <+kilobyte> Elbereth is the single worst thing that ever happened to Nethack. 11:26 <@dpeg> yes 11:27 <+greensnark> But apparently a lot of people in #nethack think Elbereth is fine 11:27 <@dpeg> It is a prime exampe of "awfully bad design". 11:27 <@dpeg> greensnark: They have to, the slackers :) 11:27 < Twinge> I admit I am not very familiar with Nethack, having seen no reason to even try it with ADOM and DCSS available. 11:28 <+greensnark> NH has some nice points, but it's been killed by neglect and an inability by the DevTeam to make hard decisions 11:28 <+kilobyte> Nethack >>> ADOM. 11:28 <+greensnark> They're like the US Senate :P 11:28 <@dpeg> Twinge: it is still considered the biggest (in whatever sense) roguelike. 11:28 <+kilobyte> and it is nearly strictly a new version of Rogue 11:29 <@dpeg> greensnark: it's not just lack of decisions, but also lack of vision, leadership and actual feedback about the game (as of last month, Pat Ranking was not aware how players would abuse Elbereth from turn 1 onwards). 11:29 < Twinge> dpeg: "most well known", probably. Recieved attachment, thanks. Guess I'll need to use a converter... 11:29 <+greensnark> Yeah, NH devs should do IRC more :) 11:29 <@dpeg> In short, Nethack is epic fail! 11:29 <+greensnark> I think some o them still use VMS :P 11:29 <@dpeg> Twinge: yes, only OpenOffice, sorry 11:29 <+greensnark> At least the VMS port is still alive :P 11:29 <@dpeg> greensnark: hehe 11:30 * bhaak looks up from sleep 11:30 < bhaak> oh, nethack bashing 11:30 <@dpeg> bhaak: hey, we have fun dissing Nethack. Join in! 11:30 <+greensnark> NH bashing is fine! 11:30 < Twinge> dpeg: I like a lot of free software, but OpenOffice was really slow and not nearly as nice to use last time I tried it, so I've opted to stick with MS stuff in that field for now. 11:30 <+kilobyte> "NH devs"? If Nethack had any devs left, _something_ would happen recently. In ~10 years it is effectively dead, only cosmetic releases, then absolutely nothing for 7 years. 11:30 <+due> Hi! 11:30 <+greensnark> Spork and UnNH are different animals, we don't bash them here :) 11:30 < Henzell> due: You have 1 message. Use !messages to read it. 11:31 <+due> !messages 11:31 < Henzell> (1/1) dpeg said (47m 5s ago): Already replied, of course! :) 11:31 < Twinge> Was a little surprised Excel couldn't even open the file though :P 11:31 <@dpeg> No, in fact, I always point hackers to the live branches. 11:31 <+greensnark> Twinge: There's a plugin thingy that can let Excel open it, but it's mostly just Microsoft doing their best to ignore open standards 11:31 <@dpeg> Twinge: well, it is the other way around: openoffice opens M$ programs 11:31 < Twinge> Nod. 11:32 <@dpeg> lets not bash MS 11:32 <+greensnark> Microsoft does distribute a plugin to open OO stuff, but you have to search for it 11:32 <+greensnark> Yeah, MS doesn't need bashing, they do a good job of it themselves 11:32 < bhaak> you're just jealous. you have to do good work to get recognized whereas the devteam doesn't need to 11:32 <@dpeg> greensnark: they deliver it on punchcards? 11:32 <+kilobyte> from what I heard, you absolutely DO NOT want to use it. Their plugin is intentionally broken, you use the Sun's one. 11:32 <+greensnark> dpeg: Actually it's available on microsoft.com :P 11:32 <@dpeg> bhaak: yes, they do have the advantage of old age 11:33 <+greensnark> kilobyte: Ah, didn't know 11:33 -!- Napkin [i=chojin@unaffiliated/napkin] has quit [Read error: 104 (Connection reset by peer)] 11:33 <@dpeg> intentionally broken <3 11:33 <@dpeg> sounds almost like Nethack 11:33 <+due> Okay, hi 11:33 <+due> Caught up now 11:33 <@dpeg> Hi! 11:33 <+due> Hi dpeg! 11:33 -!- Napkin [i=chojin@unaffiliated/napkin] has joined ##crawl-dev 11:33 <@dpeg> I liked how John H from @play likened Crawl to Rogue. 11:33 <+by> due: tell me, what did I miss? doy's log seems to be broken 11:34 <+due> by: With regards to? 11:34 <+by> hi also 11:34 <@dpeg> Perhaps he'll leave the NH-centric stance. 11:34 <+due> There hasn't been anything inteeresting that I've seen 11:34 <@dpeg> mummies only 11:34 <+by> that's enough, thanks! 11:34 <@dpeg> and splitting des/ 11:34 <+due> Yes 11:34 <@dpeg> due: is that fine with you? 11:34 <+due> Splitting des is a good idea 11:34 <+greensnark> by: There's a spiffy spreadsheet with AC/EV math, can you review it? :) 11:34 <@dpeg> greensnark: you're the head honcho! 11:34 <+due> I'll just have to re-record my merge conflict fix for WizLab 11:34 <@dpeg> and sorear 11:35 <+greensnark> We don't have too many players who are very good at the game and at math :) 11:35 <+by> greensnark: review in what sense? that it's correct? 11:35 * due raises hand for the "not good at maths". 11:35 <@dpeg> the math is only +-*/ :) 11:35 <+due> dpeg: Argh, thanks for fixing the testing weight. I always seem to do that. 11:35 <@dpeg> Half the devteam is numerically challenged? :P 11:35 <+greensnark> by: That the changes look good? 11:35 <+Keskitalo> Here's the AC/EV overhaul post on cdr with the spreadsheet attachment: https://sourceforge.net/mailarchive/forum.php?thread_name=alpine.DEB.1.10.1001202040060.3236%40lobster.imp.fu-berlin.de&forum_name=crawl-ref-discuss 11:36 <@dpeg> greensnark: everybody can do it. syllogism' 11:36 < bhaak> dpeg: hehe, old age ... what's the average age of the crawl team? 11:36 <@dpeg> s thingie makes sure you *don't* have to understand the formulas 11:36 <+due> I am very slow to comprehend mathematical formulae unless they are explained. 11:36 <+due> Once they are explained, I have no issues. 11:36 <@dpeg> bhaak: <30 11:37 <@dpeg> bhaak: we have developers who are almost 20! 11:37 <@dpeg> children! :) 11:37 <+due> Heh. 11:38 <+due> dpeg: Leeches, uniques that can swim, etc, should get HT_AMPHIBIOUS_LAND 11:38 <+greensnark> I should look at it soooon 11:38 < bhaak> who probably don't even know what lisp and smalltalk is. education these days! 11:38 <+due> withp? 11:38 <+due> dpeg: Fishes, etc, would be HT_AMPHIBIOUS_WATER, like merfolk (but without submerging for merfolk). 11:38 <+due> And then "floating" monsters would get HT_LAND and M_FLOATS 11:39 <@dpeg> borsuk has a very good point about submerging == bad 11:39 < bhaak> due: you probably just read that in the jargon file. 11:39 <@dpeg> I will keep saying that. 11:39 <@dpeg> The basic question is: who do we want to submerge? 11:39 < bhaak> are there crocodiles with an out-of-water-attack? 11:39 <@dpeg> I think acceptable answer are: "no-one". Or "actual threats" (e.g. kraken). 11:40 <+kilobyte> fishes "amphibious"? The very definition of that word means "capable of walking both on land and in water". 11:40 <@dpeg> bhaak is right: letting monsters submerge *until* they attack is fine, too. 11:41 <@dpeg> So I am fine with allowing that. But we should really cut on submerging instead of fleeing. 11:41 <+kilobyte> kraken submerging is utterly broken. Unlike mere fish where you have a chance of killing them in a single blow, krakens _always_ submerge. And you have to finish them the scummy way. 11:41 <+Keskitalo> I'll try to attach the spreadsheet to the AC nerf page. 11:41 <@dpeg> Keskitalo: thank you 11:41 <@dpeg> kilobyte: I concede that. But I think that for kraken, submerging as an emergency measure could be interesting. That's not the case for fish. 11:42 <+greensnark> Submerge can be retained, but it does need AI fixes or targeting fixes 11:43 <+greensnark> i.e. let submergers flee 11:43 <+greensnark> Instead of staying on the spot like idiots to be killed with polearms :P 11:43 <+greensnark> And it should be restricted to very few monsters 11:43 <+greensnark> Fish submerging is sooo maddening 11:43 <+due> I think we want to keep some submerging. 11:43 <+due> but not in its current form. 11:44 < Twinge> Agree 11:44 <+greensnark> Also: I think allowing targeting of underwater things was a mistake, and should be removed 11:44 <+due> bhaak: No, XKCD. 11:44 <+by> greensnark: yes 11:44 <+greensnark> As also polearms being able to attack underwater critters 11:44 <+due> greensnark: Agree. 11:44 <+due> I like submerging on principle, because it's cool, but all aquatic creatures seem to use it. 11:44 <+by> greensnark: if we want to allow polearms, then for a polearms user, attackable submerged creatures should all get a ~ 11:44 <+Keskitalo> On the top of the page now: http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac 11:44 <+greensnark> by: And at least it should be clear, right now it's an outright spoiler 11:44 <+due> dpeg: Are you happy for me to implement the amphibiousness changes, though? 11:44 <@dpeg> due: disagree it's cool 11:45 <+greensnark> dpeg: I think submerging-until-attack is cool, but submerging-when-hurt is just annoying 11:45 <+due> Well, it's interesting in some regards. 11:45 <@dpeg> due: yes. But note that there are very few monsters with amphi_land 11:45 <@dpeg> greensnark: yes! 11:45 <+due> dpeg: I think this is okay. 11:45 <@dpeg> due: no, submerging when fleeing is like fleeing, only you cannot shoot them in the back. Uncool! 11:46 <+due> dpeg: Interesting in some regards, annoying in others. 11:46 <+due> dpeg: Also, air elementals. 11:46 <+kilobyte> not being able to attack submerged stuff means they'll be nearly unkillable, for krakens, strictly unkillable 11:46 <+due> kilobyte: We're talking about not allowing stuff to submerge. 11:46 <@dpeg> the one bit I like about all of this is using polearms to attack submerged creatures :) 11:46 <+due> The mental image of someone poking a spear in the water to kill a fish is cool. 11:47 <@dpeg> due: yes, but I said that submerge (for fleeing) shoudl be used at most for actual threats (e.g. kraken). 11:47 <@dpeg> due: agreed 11:47 <+Keskitalo> dpeg: The sewer entrance with the big fish is much easier for those who have a spear, that's pretty cool. :) 11:48 < CIA-81> due wizlab * r01871c5f4bbf /crawl-ref/ (128 files in 15 dirs): Merge branch 'master' into wizlab 11:48 <@dpeg> okay, I will try to make a proposal on submergers, okay? 11:48 < Twinge> Gah bloody 'ell, my converted copy of the spreadsheet didn't retail the actual formula parts. Guess I'll try another converter :P 11:48 < CIA-81> due wizlab * r5ca03a695142 /crawl-ref/source/ (3 files in 3 dirs): Iskenderun tweaks, Wucad Mu tiles. 11:48 <@dpeg> erm --okay-- 11:48 <@dpeg> Twinge: get yourself a linux! 11:48 <+Keskitalo> dpeg: <3 11:48 <+due> You could just install Open Office? 11:49 <+greensnark> Yes, just install OO 11:49 <+due> greensnark: Did my email go through okay? 11:49 <+greensnark> due: Yes, haven't tried the patch yet though 11:49 <+greensnark> Still finishing up work stuff 11:49 * dpeg twiddles thumbs until recursive des search 11:49 < Twinge> I rather disliked Open Office when I tried it in the past. 11:49 < Twinge> It was super slow 11:49 <@dpeg> Twinge: you said that 11:50 <+due> greensnark: No, it's fine. I just wanted to make sure it went through. 11:50 < Twinge> dpeg: Yes, responding to due/green that just told me to install it :P 11:50 <@dpeg> Twinge: in contrast to MS, there is progress in open source country 11:50 * due submerges Twinge. 11:50 <+Keskitalo> Let me make a PDF out of the spreadsheet 11:50 <+greensnark> Ok, cool don't install it, no sweat either way to me :P 11:50 <@dpeg> Keskitalo: no, doesn't work! 11:51 <@dpeg> Keskitalo: or can PDF include formula, so you can still change Str etc.? 11:51 <+due> Anyway, less rargh-y. 11:52 <+Keskitalo> Ahhh, I see. Out of my skills. 11:52 <@dpeg> Keskitalo: uploading the ods is still good :) 11:52 <+due> I prefer updating the OODs. 11:53 <+due> greensnark, dpeg: I can do the recursive directory searching if you want. 11:53 <+due> Or specifically, just recursively searching ./, ./des, ./des/* 11:53 <+due> I don't think we want to search ./dat/*? 11:53 <+greensnark> due: I've almost finished it here, hang on 11:54 <+due> Oh, okay 11:54 <+due> Sorry, I thoght you were busy with work. :) No worries. 11:54 <+greensnark> Well, I'm in a call :P 11:54 <@dpeg> due: updating the OODs? 11:54 <+greensnark> But I have a nice quiet keyboard 11:54 <+greensnark> And people are discussing scheduling, so... 11:55 <+due> :D 11:55 <+due> dpeg: Bad joke. 11:55 <+due> dpeg: Oh! Pretty curved corridors. How? 11:56 <@dpeg> due: greensnark could do that using the height maps... but perhaps not now :) 11:56 <+due> Hmmm. 11:56 <+greensnark> Hm, dunno if heightmaps are useful for curvy corridors :) 11:56 <+Keskitalo> due: Ah, been meaning to ask, about tiles halo - wouldn't berserk-like film work (just filtering the dungeon features with yellow?) 11:57 <+greensnark> Should be pretty easy with splines 11:57 <+due> Keskitalo: Oh, that's how it works in tiles? I haven't seen berserk in tiles yet. 11:57 <+Keskitalo> greensnark: b-b-but you already posted a nice mockup map with curvy snakey shapes. 11:57 <+due> You did?! 11:57 <+due> Where! 11:57 < Twinge> Oh come on. The wiki bans Excel spreadsheets from being uploaded? :P 11:57 <+due> I never see these nice things :( 11:57 <@dpeg> Keskitalo: yes, he did 11:58 <+due> Link, link! 11:58 <+due> Splines make me think of spleens and spines. 11:58 <+greensnark> I thought we wanted a more constructed look to the Snake maps 11:58 <+due> Constructed look is essential. 11:58 <+Keskitalo> Twinge: Maybe afraid of macro viruses or something? :) Did it complain about the filetype specifically? 11:58 <+greensnark> So I didn't pursue the snake-holey-theme 11:58 <+due> The nagas hewed it out of rock with theeir own hands! 11:58 <@dpeg> Well, I'd like curvy rooms and curvy corridors; symmetry increasing with depth. 11:59 < Twinge> Kesk: Yep :P I'll externally link it I guess 11:59 <+due> My intent is to place ellipses, track them, and then generate a corridor between them if that wouldn't place a corridor over another room or an already placed corridor. 12:01 < Twinge> What would be a normal spell difficulty for a level 5 spell? (for playing with the spreadsheet) 12:01 <@dpeg> it is okay to have few rooms 12:01 <@dpeg> (which we'll need b/c of round rooms and curvy corridors) 12:01 <+Keskitalo> Twinge: That'll work, thanks. :) 12:02 <@dpeg> due: but the crucial bit is to generate nice looking curved corridors in the first place 12:02 <+due> So, a functoin that takes two points and attempts to generate a curvy corridor between them! 12:02 <+Keskitalo> It's possibly the "Check uploaded files for possibly malicious JavaScript or HTML code" setting, but I'd rather not tweak those myself. 12:02 <+due> I read the Wikipedia entry on "splines". 12:02 <+due> It has a tag that says 12:02 <+due> This article may be confusing or unclear to readers. Please help clarify the article; suggestions may be found on the talk page. (February 2009) 12:02 <+due> Strongly agree. 12:02 <@dpeg> due: I am pretty sure that this article is only directed at those who can count :) 12:03 <+due> "We begin by limiting ourselves to the univariate polynominal" :) 12:03 <+Keskitalo> :-) I wish wikipedia's math articles had a section for us common folks to explain the very very basics. 12:03 <+due> Univariate--any relation to bivariates and trivariates? 12:03 <+Keskitalo> Us countless people who can't count. 12:03 <@dpeg> "May I suggest that, from now on, the rest of this discourse is conducted by those with brains larger than a grape?" 12:03 <+due> dpeg: :p 12:03 <+Keskitalo> dpeg: grrr 12:03 < Spads> Keskitalo: I found the "simple wikipedia" entries on some core math topics to be really elegant 12:03 <@dpeg> Keskitalo: ? 12:04 <@dpeg> That's a sample on one of my lovely Headfuck records, but I don't know from which movie. 12:04 <+Keskitalo> dpeg: Sir I must protest I feel you are insulting my intelligence for not understanding the dilemma herein! 12:04 <+Keskitalo> dpeg: Hehe, sounds good. 12:04 <+due> Sir, you comment is an insult to grapes! 12:05 <@dpeg> indeed 12:05 * due eats grapes. 12:05 <+due> Spads: Thanks for the suggestion, actually. 12:05 <+due> Ooh, a java applet that generates splines! Sounds delicious. Any relation to grapes? 12:05 <@dpeg> damn, now I cannot lure due into Chebyshev polynomials anymore 12:06 < Spads> http://simple.wikipedia.org/wiki/Mathematics <-- "Mathematics, or math (sometimes also shortened as "maths"), is the study of numbers, shapes and patterns. Mathematicians are people whose job is to learn and discover such things in mathematics. The biggest part of mathematics is useful for solving problems that occur in the real world, so many people besides mathematicians study and use these parts of mathematics." 12:06 < Spads> That's still my favorite description of math itself. 12:06 <+due> "natural cubic spline" sounds interesting and promising. 12:06 <@dpeg> but it is all wrong! 12:06 <+due> http://www.cse.unsw.edu.au/~lambert/splines/natcubic.html 12:06 <+due> And looks pretty. 12:07 <@dpeg> due: n.o.t.....f.o.r.....0.6 12:07 <+due> dpeg: :( 12:07 <+due> Okaaay. 12:07 <@dpeg> sometimes, crawling reminds me of educating my children 12:07 <+due> dpeg: Oh, and Darshan has some troves stuff to look at later. :D 12:07 <@dpeg> only that these are 2 and 6, so react responsibly at times 12:08 <+due> Okay, so no Snake for 0.6 12:08 <@dpeg> no, not really 12:08 <@dpeg> enough stuff already :) 12:08 <+due> :) 12:09 <@dpeg> most urgent right now: everyone play with armour.ods 12:09 <@dpeg> then to code it and to test it 12:09 <@dpeg> then 12:09 <@dpeg> !seen henryci 12:09 < Henzell> I last saw henryci at Thu Jan 21 01:31:16 2010 UTC (9h 38m 8s ago) quitting with message Read error: 104 (Connection reset by peer). 12:09 <@dpeg> and we can release 12:09 <+greensnark> by: Hm, test output no longer shows up when running, say, ./crawl -test rune. Any idea if this is a messagewindow change? 12:09 <+due> Do you want to look at invisibity for 0.6? 12:10 <@dpeg> due: not sure, no 12:10 <+due> Blade and axe traps? 12:10 <@dpeg> what about these? 12:10 <+due> Can we delete them for 0.6? :D 12:10 <@dpeg> We need to wait for Haran's targeting fix, but he will deliver. 12:10 <@dpeg> due: why? 12:10 <@dpeg> Too many casualties? 12:10 <+due> !lg * kaux=~axe ktyp=trap 12:10 <@dpeg> Deleting them makes T&D more useless. 12:10 < Henzell> 184. Stormfox the Eclecticist (L15 DEFE), worshipper of Sif Muna, killed by triggering a hand axe trap on Swamp:5 on 2010-01-19, with 99295 points after 39652 turns and 5:07:07. 12:11 <+due> Hm. 12:11 <+due> !lg kaux=~axe ktyp=trap 12:11 < Henzell> 1. bookofjude the Frost Mage (L12 MuIE), worshipper of Sif Muna, killed by triggering a hand axe trap in a Labyrinth on 2009-08-26, with 25145 points after 40665 turns and 2:25:21. 12:11 <+due> dpeg: I'm still bitter. ---^ 12:11 <+greensnark> !lg . ktyp=trap max=sc 12:11 <@dpeg> hey, that was a trap placed by me =) 12:11 < Henzell> 1. greensnark the Chucker (L1 KoWn), killed by triggering a dart trap on D:1 on 2007-10-06, with 46 points after 225 turns and 0:03:59. 12:11 <+due> dpeg: Slime trails for slugs? 12:11 <+greensnark> How do people die to traps :P 12:11 <@dpeg> due: no, enough new features 12:11 <@dpeg> polish! 12:11 <+due> Slime trails for slugs is polish! It makes them interesting! 12:11 <@dpeg> due: what about tides in volcano? 12:11 <+due> But yeah. 12:12 <@dpeg> slugs are extremely uninteresting monsters... 12:12 <+due> I'll talk to Darshan about the possibility of tidal lava in volcanoes. 12:12 <@dpeg> ...they need more than slime trails 12:12 <+due> We could just delete them. 12:12 <@dpeg> Talking to Darshan is always a good start. Best to call him, he's always on the phone. 12:12 <+kilobyte> including Gastronok 12:12 <@dpeg> no! 12:12 <+due> kilobyte: :| 12:13 <@dpeg> slugs can be repaired but not on a whim 12:13 <@dpeg> for 0.7 12:13 <@dpeg> they could retreat in their shell, for example 12:13 <+due> Slugs... don't have shells. Giant snails do! 12:13 <+due> Merfolk are interesting gnow, at least. 12:13 <+by> dpeg: slugs are great for healing necro DD... 12:14 <+due> So are ugly things! 12:14 <+by> no, they hit you back 12:14 <+due> I meant, the'yre interesting. 12:14 <+by> ah :) 12:14 <+greensnark> Do I have to call msgwin_new_turn to force output? 12:15 <+due> Larvae need to come out of 'w', as a thought. 12:15 <+by> greensnark: there's display_message_window to just render it 12:15 <+Keskitalo> due: Yeah, 'k' an 'a' have room. 12:15 <@dpeg> due: I agree 12:15 <+by> greensnark: msgwin_new_turn is just to print the leading dash with delayed messaging 12:15 <+greensnark> Ok, I'll add a Lua wrapper 12:16 <+by> greensnark: in what situation is it not being rendered? 12:16 <+greensnark> Some of the tests use mpr to print progress, like rune-gen 12:17 <+by> mpr should normally result in a message window redraw 12:17 <+by> what's probably missing is a curses refresh 12:17 <+greensnark> The tests might be bypassing some init 12:17 <+due> dpeg: (I'm scrolling down mon-data to see what's new/changed/uninteresting) 12:18 <+by> we're only issuing curses refresh when reading input and calling delay() currently 12:18 <+due> So, thoughts on making giant ttoads slow but hoppy? 12:19 <@dpeg> due: why not, but frogs are even more jumpy 12:19 <+by> greensnark: just calling delay(0) should work 12:19 <@dpeg> (then again, we already have blink frogs) 12:20 <+due> dpeg: I'm thinking specificall of cane toads. 12:20 <+due> dpeg: I'd really like to add a few new frogs for Swamp, because otherwise it's the same old boring monster set. 12:20 <@dpeg> due: as I said on the wiki, we don't need new monsters when we have boring old ones 12:21 <@dpeg> frogs could have normal speed, but have a random chance of jumping two squares 12:22 <+due> hm 12:22 <+due> dpeg: My issue isn't so much boring old ones, is that the boring old ones are used everywhere; Snake and Shoals have unique monsters to them, Swamp does not. 12:22 <+due> So, solutions are removing some of the monsters from generating outside of Swamp, or providing other monsters that do not generate outside of Swamp. 12:23 <@dpeg> due: but as a general rule, before adding new stuff, look at what's already there 12:23 <+greensnark> by: Calling delay applies the initial clrscr(), but Lua mprs are still not producing output 12:23 <@dpeg> goes for spells, items, branches, species etc. 12:23 <@dpeg> always review first 12:23 <+due> dpeg: Yes, I am at the minute. 12:23 < Twinge> due: capybara! (okay, so they'd probably jsut be super-rats, which isn't too interesting, but... they'd be capybara!) 12:24 <+due> I still see absolutely nothing interesting about the current frogs. They're all basically boring, except for blink frogs. 12:24 <+greensnark> by: Ok, the mesclr calls were messing things up 12:24 <+due> I like the idea of a frog that spits poison, like a cane toad. 12:24 <+greensnark> I get output once I remove the mesclr 12:24 <+by> ah, mesclr is evil anyway :) 12:24 <+by> one other possible interaction is the cached previous message, so a call to flush_prev_message might help 12:24 <+greensnark> I guess I need a wrapper to do mpr + delay(0) for L:ua 12:25 <+greensnark> Let me add flush_prev_message wrapper also 12:25 <@dpeg> due: yes, I agree. This is why I don't want new cool frogs as long as the boring giant frog sits there. Unhappy, unkissed. 12:25 <+by> possibly, adding flush_prev_message at the start of delay would be a good idea 12:25 <+greensnark> Some of the tests run so long I have no idea if they're running or stuck :) 12:25 <+due> dpeg: Well, how about we make frogs hoppy, then? 12:26 <+due> We can use something similar to the sixfirhy movement. 12:26 <@dpeg> yes, as I suggested :) 12:26 <@dpeg> never seen one 12:26 <+due> Two seconds then 12:26 <+by> greensnark: we could also add a (conditional) call to refresh() to mpr 12:26 -!- Spads [n=spacehob@unaffiliated/spads] has quit [Read error: 60 (Operation timed out)] 12:27 <+due> dpeg: I'm termcasting if you want to connect and watch 12:27 <@dpeg> little time, lunch soon 12:27 <@dpeg> there 12:27 <+due> I've got a tame sixfirhy on my tail :) 12:28 <+due> See? 12:28 <@dpeg> yes 12:28 <@dpeg> something like that, yes 12:28 <+due> We could use something similar for frogs, but not make them quite as fast. 12:29 -!- henryci_ [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [] 12:31 <+due> Linking takes forever. :/ 12:32 <+by> yay, it seems tiles is building here now 12:32 <+by> make debug TILES=y BUILD_ALL=y 12:32 <+due> by: yay, it takes forever=y? 12:33 <+by> linking is absolutely terrible here, because I build in $HOME over nfs 12:34 <+due> I can't believe how long it's currently taking. :/ 12:34 < CIA-81> greensnark * rbd71ccdb379a /crawl-ref/source/ (81 files in 5 dirs): Move .des files to dat/des, and allow them to be placed in subdirectories of dat/des. 12:34 < CIA-81> greensnark * r9c594d7ed346 /crawl-ref/source/ (12 files in 3 dirs): Update tests to use crawl.message() instead of low-level crawl.mpr(). 12:34 <+due> greensnark: Thanks! 12:34 <+due> dpeg: Shall I reorganise the .des files, then? 12:35 <+greensnark> due: Enjoy the delicios merges into wizlab and vaults branches :D 12:35 <+due> greensnark: plz die :D 12:35 <+greensnark> I'd neglected to pull before I made the changes which meant the crypt.des breakup had me spend 5 mins picking up the pieces :P 12:36 <+due> Mwahahaha. 12:37 < Twinge> kilobyte: Still around? 12:38 <+kilobyte> Twinge: $RANDOM_CAT_NOISE ? 12:42 < Twinge> kilobyte: I'm looking at a logarithmic function rather than hard step-downs for moster exp reductions. 12:42 <+due> greensnark: Still conference calling? 12:43 <+kilobyte> Twinge: I considered that as well, but 1. it would bring unneccessary round-off errors, and 2. people would be hurt well before they are considered to be scumming 12:43 < Twinge> round-off errors? And no, I don't believe they'd be hurt too soon, not how I'm doing it anyway 12:44 <+due> dpeg: I'm wary about switching to this, because it means that giant frogs go from hitting you one every second time while the two of you are moving, to once every third turn. 12:44 <+due> dpeg: It also means that if you stand next to a frog and hit . three times, it'll only attack you twice. 12:44 <+due> dpeg: Is this too much of a nerf for them? 12:45 < CIA-81> by * r0056c04dd891 /crawl-ref/source/cio.cc: Fix buffer not being terminated correctly in line_reader. 12:45 < CIA-81> by * ra98ae0f60d25 /crawl-ref/source/ (libutil.cc libutil.h): Move cgetsize and cscroll outside #ifdef USE_TILE. 12:45 < CIA-81> by * rb375614cbd92 /crawl-ref/source/message.cc: Fix message_window::scroll to blank the new lines. 12:45 < CIA-81> by * r99c23007500f /crawl-ref/source/cio.cc: Allow line_reader to scroll its region. 12:46 <+kilobyte> my current version (which I was about to push) does xp >>= num_kills/100, which means 2^-⌊num_kills/100⌋ 12:47 <+by> in 0.5, a line-breaking line_reader will eventually scroll the entire screen... 12:47 <+kilobyte> we may change that to floating-point 2^-(num_kills/100) 12:48 < Twinge> kilobyte: I'm looking at e.g. 75 kills = 100%, 85 kills = 83%, 100 kills = 66%, 125 kills = 49%, 150 kills = 39%, 200 kills = 27%, 250 kills = 20%, 300 kills = 16%... 12:48 <+due> Is this per-level thing? 12:48 <+kilobyte> due: per monster species 12:48 <+due> Huh. 12:48 <+Keskitalo> due: The frogs close in faster right? 12:49 <+due> So, completing orc is basically pointless? 12:49 < Twinge> due: per moster type, not general species. 12:49 <+due> Keskitalo: Kinda. They lag back, then hurry up to catch witih you. 12:49 < Twinge> So your first 75 orc warlords (in my example) are still worth 100% of their exp 12:49 <+greensnark> due: No, I was dealing with email :) 12:50 <+due> greensnark: :) 12:50 * due heading off to read From Hell shortly, anyway. 12:50 < Twinge> After you've taken out 75 orcs, they drop fro 2exp to 1exp :P 12:50 <+by> due, Keskitalo: it'd be great if you could test tiles -- I can build it but not run it due to missing GLX 12:50 <+Keskitalo> by: Okay, will do. 12:51 <+by> I've also made some changes possibly affecting #165 12:51 <+by> great, thanks 12:51 <+Keskitalo> Compiling here will just take forever. :) 12:51 <+due> I have half a mind to commit the frog changes and see what happens. 12:51 <+greensnark> As long as you don't weaken frogs 12:51 <+due> greensnark: Yes, that's my worry. 12:51 <+greensnark> Test them in arena against the usual suspects 12:51 <+kilobyte> Twinge: what is your formula? 12:51 < Twinge> kilo: How's that look? I think it's plenty fine to have the 1/2exp start at ~125 kills rather than 100... 12:51 <+by> the test I've been doing is to enter a long note to cause the message window to scroll 12:52 < Twinge> =30/(LOG(NUM_KILLS/6)*NUM_KILLS/2.7) 12:52 <+due> Oh, hey. 12:52 < Twinge> If Kills >75 12:53 <+Keskitalo> by: I'll test the wizmode prompts as well. 12:53 <+Keskitalo> Hmmh, actually, I'm not sure if I have the time today. :/ 12:53 <+Keskitalo> Let's see how fast this compile is! :D 12:54 < purge> holy backlog :O 12:54 <+by> don't worry, it's not really urgent 12:54 <+due> purge: Holy runes batman! 12:54 < Twinge> It can be subtly tweaked, but the basic formula layout seems reasonably sound. =40/(LOG(B2/5)*B2/2.2) was my first one, which is pretty similar. 85 = 84%, 100 = 68%, 125 = 50%, 150 = 40%, 250 = 21%, etc. 12:54 <+Keskitalo> Silly me doing a distclean build too. 12:54 <+by> debug at least? :) 12:55 < purge> due: they took me alot longer than they should have.. endless fidgiting with textures and layer effects 12:55 <+due> ccache = <3 12:55 <+due> purge: I like the brown + green one. 12:57 < Twinge> There might even be a better way to go about it - I'll admit I'm not too used to using logs in general. But I do like the spread that creates, and definitely prefer to see it step down gradually rather than killing a mob, getting 400 exp, killing another, suddenly getting only 200. 12:58 < purge> due: thanks :) 12:59 <+due> Okay, give up with frogs. 13:00 <+Keskitalo> due: Aw. Let's look at them later. btw, this sixfirhy-style movement might be right for the Spider Nest tarantellas later on. 13:00 <+Keskitalo> I updated the mantis frontpage message a bit: http://crawl.develz.org/mantis/main_page.php 13:00 <+Keskitalo> Does it look helpful? 13:01 <+Keskitalo> Links to help items missing.. and indeed, the help items themselves. :) 13:02 < purge> spider nest lacks driders?? 13:02 <+Keskitalo> It tries to steer FRs towards the wiki.. too strongly? 13:02 <+Keskitalo> purge: Beware of D&D-isms! (although I like the idea too :)) 13:02 < purge> half spider half man HAS to be in mythology too! 13:03 <+due> It is 13:03 < purge> they could spit webs that act like nets 13:03 <+by> Spiderman unique? 13:04 < purge> spider unique name = terrorantula 13:04 <+by> jumping from wall to wall in a city layout level? 13:04 <+due> :D 13:06 <+greensnark> purge: Don't call em driders, call them spitaurs 13:06 < purge> greensnark: brilliant :D 13:07 <+by> need scorpitaurs, also 13:07 <+due> Dore's illustratoin of Arachne from Greek myth has her as half-spider. 13:07 <+by> arachnitaur 13:08 < Twinge> archnitaur is better :) spitaur almost sounds like it is emphasizing 'spit' ;) 13:08 <+due> Arachnotaur would be better. 13:08 < purge> ^ +1 13:08 <+due> 0.7 :) 13:08 <+due> dpeg may strangle us in a fit of 0.6 depression. 13:09 < purge> player arachnotaurs have 4 boot slots 13:09 < Twinge> Hah. 13:10 <+due> Player arachnotaurs get an arachnid barding :) 13:11 < purge> gotta think up what spells arachnotaur spellcasters would use 13:11 <+due> Necromancy and poison. 13:11 <+sorear> arachnotrons? 13:11 <+due> Arachnotrans! 13:11 < Twinge> You know, considering that Ogres and Spriggans can wear the same robe or golden dragon armor, It seems like maybe bardings should be merged? 13:12 <+Keskitalo> "Arachnotaur" sounds pretty good.. I think I have "arachnid" in an old file with 50 bad species suggestions for Crawl. :) 13:12 <+due> Golden dragon armour is magical. 13:12 <+due> Keskitalo: I like "arachnid" as well. 13:12 <+due> Or "arachned". 13:13 <+Keskitalo> Spider's Nest in at least portal vault form would be great to have for 0.7. 13:13 <+sorear> Twinge: robes are always a loose fit 13:13 <+sorear> Twinge: golden dragon armor is tailor-made, which is why it fits anyone 13:14 <+due> greensnark: One minor merge conflict. :) 13:14 <+kilobyte> Twinge: by log, you meant log10, right? 13:15 < purge> I thought there were ideas for a forest branch yet i don't see a page on brainstorm? 13:15 < CIA-81> due wizlab * rc984256563fe /crawl-ref/source/ (149 files in 13 dirs): Merge branch 'master' into wizlab 13:16 <+greensnark> due: Should I be disappointed :P 13:16 <+kilobyte> purge: I really should write up all the ideas discussed so far 13:16 <+Keskitalo> kilobyte: That'd be great! <3 13:16 < CIA-81> due vaults * r31c768943c2d /crawl-ref/source/ (149 files in 13 dirs): Merge branch 'master' into vaults 13:16 <+due> None there, either. 13:16 < CIA-81> due vaults * r78bb0953db77 /crawl-ref/source/dat/ (des/vault_gen.des vault_gen.des): Move in line with current dat/des/ layout. 13:17 <+due> purge: What was the babylonian half/half scorpion called? 13:17 -!- B0RG1N [n=brgn@166.137.4.27] has joined ##crawl-dev 13:17 < purge> aqrabuamelu (girtablilu) 13:17 < purge> - scorpion-man, the guardians of the gates of the underworld. Their "terror is awesome" and their "glance is death". 13:18 <+due> :D 13:18 -!- B0RG1N [n=brgn@166.137.4.27] has quit [Client Quit] 13:18 <+due> that kinda works as a crawl name, too. 13:18 <+Keskitalo> Aqrabuamelu and Girtablilu sound just like Crawl names. 13:18 <+due> I know! 13:19 <+greensnark> Pan lord names? :P 13:19 < purge> http://home.comcast.net/~chris.s/assyrbabyl-faq.html 13:19 < purge> ^ lots of interesting stuff in there for ideas 13:21 <+Keskitalo> Tiamat! 13:21 < Twinge> kilo: Yeah. 13:21 <+Keskitalo> Should she be chaotic, with all that colour-changing going on? :) 13:21 <+due> I thin so. 13:22 <+kilobyte> Twinge: http://sprunge.us/ZCRI -- it's exp, sum(exp) for my formula and both of yours 13:25 <@dpeg> cheers 13:27 < Twinge> kilo: Nice. Didn't realize quite how little difference there was betwee the 2, hehe. I'd favor the slightly softer one, then (#3) 13:27 <@dpeg> due: re Frogs: well, they could be boosted in some other way. I am also not convinced that simply making frogs and toads hop is good enough. They're more cool, sure, but not really tactically interesting that way. 13:27 <+greensnark> Allow frogs to hop over obstacles :) 13:27 <+greensnark> Like smaller monsters, plants, fungi 13:27 <+greensnark> And stuff like lava 13:28 < Twinge> kilo: (And you should technically have no 0exps, because the minimum possible is 1) 13:28 <+Keskitalo> by: Tiles build starts and runs, looks ok from a glance. 13:29 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 13:29 <@dpeg> for what it's worth, I support Adam's formula 13:29 <@dpeg> it is very simple 13:31 <@dpeg> Twinge: 0 xp is okay, because the bots don't care if they get 1 xp or 10 xp 13:31 <+Keskitalo> Gotta go now. Cheers! 13:31 -!- scarf [n=scarf@unaffiliated/ais523] has joined ##crawl-dev 13:31 <+by> Keskitalo: thanks 13:32 < Twinge> dpeg: Hmm, perhaps, perhaps. 13:32 <@dpeg> Keskitalo: bye 13:33 < Twinge> dpeg: Adam=kilobyte? I really think it just flat feels awkward to kill something, get 400 exp, kill another, then suddenly only get 200 exp. And yes, this WILL come into play in normal, non-scummed games (just not drastically) 13:33 <@dpeg> Twinge: I think for what we want to accomplish, your approach (smooth xp loss) is not necessary and opaque, rather. 13:33 <@dpeg> kilobyte's approach is blunt and simple, but that is good here 13:34 <@dpeg> Twinge: the 3-digit club is very small: bees, orcs 13:34 <@dpeg> it doesn't really matter 13:34 < Twinge> slime creatures, yaks 13:34 <@dpeg> no way 13:34 <@dpeg> might feel like it :) 13:35 < Twinge> No, they are. I checked only 1 morgue file and those stood out; level 19 MDFi, no epecial time scumming or anything. 13:35 < Twinge> 114 slime creatures 13:35 <@dpeg> interesting 13:35 < Twinge> 91 yaks 13:35 < Twinge> 272 killer bees 13:35 <@dpeg> but so be it: 14 slimes at 1/2 xp, so what? 13:35 <@dpeg> we should reduce the number of slimes, perhaps, that's what 13:36 <+due> Slimes, yaks and killer bees are the most common monsters that people run into. 13:36 <@dpeg> more than plain orcs? 13:36 < Twinge> orcs are up there, 1 notch below bees 13:36 < Twinge> in this file anyway 13:37 <+due> Among the most common monsters that people run into. 13:37 <+due> I just find the idea of reducing the amount of EXP you can get from a specific type of monster over time simply because Mummies is scummable seems a bit... od. 13:37 <+due> *odd. 13:37 <+due> Why not just get rid of mummies? 13:37 <@dpeg> Twinge, kilobyte: the main point is that a very simple formula will be easy to adapt. If you have carefully chosen parameters (I saw a 2.2 somewhere), that will be harder. This is why I think kilobyte 13:37 < Twinge> Agree with fewer slime creatures, yes. But hard caps just seems so inorganic. It's slightly more opaque, but not in any way that actually matters - they're both simple to explain, and truely saying "Killing a lot of something starts to reduce how much exp it gives you" is plenty sufficient explaination; people don't need to know exactly how much it is reduced by. 13:37 < syllogism> where's the formula 13:37 <@dpeg> s approach is more robust 13:38 < Twinge> Why is it harder to adapt with a more specific formula? They both just plug in rather directly 13:38 <+due> Is this only for mummies, or for everything? 13:38 < Twinge> It would have to be for everything, but mostly only affect mummies 13:38 <@dpeg> due: (1) it is an incentive against all scumming, (2) I also proposed to have fewer re-spawns, and those that come up more in OOD direction 13:39 <@dpeg> I am sick of re-spawned critters 13:39 < syllogism> when I got robe of the archmagi for the first time I thought I was getting less xp because there was some sort of cap :P 13:39 <+due> Well, turning down respawns works. 13:39 <@dpeg> hehe 13:39 <+due> But is scumming really *that* much of an issue? 13:39 <@dpeg> due: but we need xp caps as an anit-bot measure 13:39 < syllogism> respawns are very important 13:39 <@dpeg> syllogism: why? 13:39 <+due> dpeg: Why? 13:39 < syllogism> zot 5 wouldnt be zot 5 without respawns 13:39 < syllogism> you'll get draconian groups spawning suddenly 13:39 <@dpeg> due: yes, the bots hog up resources on the servers 13:40 < syllogism> while retreating 13:40 <@dpeg> syllogism: *nasty* respawns I am fine with 13:40 < Twinge> due: I like a multi-tiered approach, myself. And I agree with you here - scumming isn't that big of a deal. BBut, if it IS to be changed like this, I want it to be done in a logarithmic function :) 13:40 <+due> Surely that's the issue of the server admin, not us? 13:40 <@dpeg> draconing bands: every day 13:40 < syllogism> trivial spawns don't really give any xp 13:40 <@dpeg> due: no 13:40 < syllogism> unless you are a mummy 13:40 <@dpeg> syllogism: but they are still annoying 13:40 <@dpeg> syllogism: they interrupt my travel. I hate that! 13:41 <+kilobyte> dpeg: in my current version that I almost pushed, the spawn rate is halved but anything except for the initial set is 3.5x likely to be mildly OOD (up to 5 levels), and 5x as likely be super-OOD (up to 12 levels) 13:41 <@dpeg> Twinge: a log takes too long to reach 0 13:41 <+due> How many people scum and play mummies that are scummed? 13:41 <@dpeg> kilobyte: that includes both of our ideas, right? 13:41 <@dpeg> due: doesn't matter :) 13:41 <+due> Okay. 13:41 <+kilobyte> dpeg: yeah 13:41 < syllogism> just halfing spawn rates like that without doing some research first seems bad 13:41 <+due> What about bots trying up server resources? 13:41 <+due> *tying 13:41 <@dpeg> One person who solves labs with a script is enough to change labs. 13:41 < syllogism> like how often do creatures spawn just due to the player resting a lot 13:41 < Twinge> syllogism: Halfing seems rather extreme. I was thinking 80%. 13:42 < syllogism> they pose a danger early on 13:42 <+kilobyte> 80% wouldn't be noticeable 13:42 <+due> I still don't get the point? 13:42 <@dpeg> syllogism: halved, but more than doubled threat should be okay 13:42 <+due> Maybe I'm missing something massive. 13:42 <@dpeg> due: which point? 13:43 < Twinge> due: dpeg and kilo (and others) hate sucmming and want it to be ver hard to do or ineffective to do, mostly :P I think it's fine for one race to be scummable. Check out the mantis thread, 13:43 <+kilobyte> actually, this change may _increase_ xp output since that 50% will include less popcorn 13:43 < Twinge> http://crawl.develz.org/mantis//view.php?id=222 13:43 <@dpeg> due: We have the following issues: (1) Mummies can be scummed. (2) Mummies have to be scummed, unless you play a challenge game. (3) Mummies can be scummed on an automated basis, hurting servers. (4) Mummy scumming relies on respawns, which also annoys non-mummies. 13:43 <@dpeg> kilobyte: yes, I can live with that. 13:43 < syllogism> you can't reduce scumming by reducing spawning rates 13:43 < syllogism> you'll have to eliminate them completely 13:43 < syllogism> or do that xp cap thin 13:43 < syllogism> g 13:44 <+due> I've got mummies quite far without scumming them. 13:44 <@dpeg> syllogism: I know that. This is why we do both. 13:44 <@dpeg> due: which you can still do in the future 13:44 <+due> You just spend a lot more turns resting to regain HP and MP. 13:44 < syllogism> I don't think it's a good idea, at least based on what I've heard so far 13:44 <+due> What sort of impact is this likely to have on normal games, though? 13:44 < Twinge> due: I've heard Icemage has too. Which is why I like reducing their exp apt 150->140, and raising their stats slightly -- that should help make them more viable without scumming 13:45 <+due> !hs * char=MuIE 13:45 < Henzell> 993. Kjoery the Devastator (L27 MuIE), worshipper of Sif Muna, escaped with the Orb and 15 runes on 2009-03-04, with 12624015 points after 126471 turns and 12:29:44. 13:45 <@dpeg> due: not much. The xp cap should be unnoticed. The tougher respawns should be noticeable. Fewer respawns should disencourage people to scum non-Mummies in Lair. 13:45 <+greensnark> Gang, apparently using clean_map interferes with travel 13:45 <+greensnark> Because it erases monster memory from the map 13:45 <+kilobyte> syllogism: sum(2^-⌊num_kills/100⌋) goes to 200 in the infinity 13:45 < syllogism> I'd rather see some mummy specific solutions or by making scumming dangerous 13:45 <+greensnark> And travel checks that monster memory 13:45 <+due> greensnark: Clean map? ^C? 13:45 <+greensnark> I plan to make clean_map just not display monsters on the X map 13:45 <+due> greensnark: I thought that's what it did. :o 13:45 <@dpeg> greensnark: very good 13:46 <+greensnark> due: No, there's an obscure clean_map oiption 13:46 <@dpeg> syllogism: but tougher respawns do that? 13:46 <+due> Oh, okay. 13:46 <@dpeg> I do not see the problem here :) 13:46 < Twinge> dpeg: Couldn't the server simply be set to have a cap of how much input it can recieve at a time? Like, 5 commands/second or something? 13:46 < syllogism> where's the mantis thread 13:46 <+by> greensnark: sounds like the correct solution 13:46 < syllogism> dpeg: but you aren't doing just that 13:46 < Twinge> http://crawl.develz.org/mantis//view.php?id=222 13:46 -!- Spads [n=spacehob@unaffiliated/spads] has joined ##crawl-dev 13:46 <+due> Twinge: Or the server admins could just ban people. 13:46 <@dpeg> I have toyed with either (1) no respawns at all or (2) fewer, tougher respawns for a long time. Don't see problems there, only gains. 13:47 <+greensnark> by: Ok, will fix 13:47 < Twinge> due: Yeah (obviously with a stated no-bot policy). 13:47 <+kilobyte> this will also have an effect on waiting out god wrath 13:47 <+greensnark> Any solution that requires the server admin to actively intervene is not good 13:47 <@dpeg> syllogism: the proposal is this: (a) xp cap, to make automated mummy scumming useless; (b) fewer+tougher respawns to make manual mummy scumming harder; this also helps everybody else. 13:47 < Twinge> Fewer, tougher respawns is probably okay but will need a moderate amount of testing I think. 13:47 < Twinge> XP cap seems reasonably unnecesary, but if it is in place, I'd definitely want to see it as a logarithmic. 13:47 <+kilobyte> there is no no-bot policy. Think TAEB. 13:47 <+due> greensnark: So we should be programming with the intent of reducing the capacity for people to run crawl through a bot? 13:48 < syllogism> end game scumming is fine 13:48 <@dpeg> We like machines. We hate bots scumming mummies. Okay? 13:48 <+greensnark> We should fix the obvious bot-abusable places when they're demonstrated to us by abuse on the servers, certainly 13:48 <+greensnark> I'm not referring to bots with genuine AI 13:48 < syllogism> you cant really bot scum pan anyway 13:48 <@dpeg> Twinge: log is not a good solution, as I explained. I reached 0 too slowly. 13:48 <+greensnark> I'm referring to the stupid mummy farming bots 13:49 <@dpeg> yes 13:49 <+due> There are stupid mummy farming bots? 13:49 < Twinge> due: Next we'll see random questions pop up after you do a repetive activity, like on Runescape or something ;O 13:49 <+greensnark> That bring servers to their knees 13:49 <+due> That's stupid. 13:49 <+greensnark> And seriously try the patience of admins 13:49 <@dpeg> due: yes, that is the point 13:49 < syllogism> well there've been one or two :P 13:49 < Twinge> dpeg: And I consider reaching 0 slowly a good thing :P 13:49 <+greensnark> And force me to periodically kill -9 processes on cao 13:49 <@dpeg> Twinge: please 13:49 <+due> Anyway 13:49 <@dpeg> I stand fully behind kilobyte's change. 13:49 <+due> I still don't understand, but so long as it doesn't impact people who are playing normally, I don't really care. :) 13:50 < syllogism> by the way, they'll still be able to scum all they want with the new system 13:50 < syllogism> 200 hydras is a lot 13:50 <+due> syllogism: They'll just have to wait longer? 13:50 < syllogism> yes 13:50 * due heading off in 10. 13:50 < Twinge> And waiting longer means more scumming which means more server abuse, in the end :P 13:50 <+sorear> please, no UI 'solutions' to the mummy bot problem 13:51 < Twinge> sorear: I was joking, I would cry if that was put into place 13:51 <@dpeg> sorear: where is an UI solution? 13:51 <+sorear> Crawl playing (non mummy) is an interesting AI problem and I'd hate to see it collateral damage 13:51 <+sorear> 04:53 < Twinge> due: Next we'll see random questions pop up after you do a repetive activity, like on Runescape or something ;O 13:51 <+due> I thought that was a joke? 13:51 <@dpeg> sorear: yes, I fully agree. 13:51 <+due> It seemed ludicrous enough to be a joke to me. :o 13:51 <@dpeg> I am getting my blood boiled up already. 13:52 <+due> Boiling makes me think of tea. 13:52 <+due> Hm. 13:52 <+kilobyte> thanks for the reminder, my cup is empty 13:52 <+due> So's mine, but that would involve effort. 13:52 < Twinge> What's the in-game command for a dump of a live character? 13:53 <+due> # 13:53 <+due> How extreme are we talking about OOD spawns, here? 13:53 <+due> Is it going to make travelling across levels or returning to previous levels to rest from a threat impossible? 13:53 < syllogism> the problem with extreme OODs is that they are also extreme XP 13:53 < syllogism> and often not allt hat hard :P 13:53 <@dpeg> 13:41 <+kilobyte> dpeg: in my current version that I almost pushed, the spawn rate is halved but anything except for the initial set is 3.5x likely to be mildly OOD (up to 5 levels), and 5x as likely be super-OOD (up to 12 levels) 13:54 <+kilobyte> I only increased the odds of them happening. 13:54 <+due> Ah, okay 13:54 <+due> So it's the current OOD spawns? 13:54 < Twinge> ...Okay so these exp caps won't do anything except prevent a complete God, 27 in all skills, character. 13:54 < purge> extreme oods are good for conjurers/casters .. very bad for melee 13:54 <@dpeg> Twinge: now compare that with your log formula 13:54 < syllogism> I've never really actually seen these OODs _spawn_ in wizmode 13:54 <@dpeg> purge: depends on what you get 13:54 < syllogism> they've always been part of the initial monster set 13:55 < syllogism> though I havent really tested much 13:55 <@dpeg> yes, I also find OOD respawns lacking 13:55 <@dpeg> only orc bands and what not :/ 13:55 <+due> (Also, I never thought a discussion about fixing mummy scumming could become so teeteringly heated!) 13:55 <+due> dpeg: Oh, someone got Doroklohe again. :D 13:55 <+due> dpeg: And completed it! 13:55 < syllogism> which monster set 13:55 <+greensnark> Maybe the OOD rolls are not involved for respawns? 13:55 <@dpeg> due: oh, awesome. Did he like it? 13:56 <+greensnark> Should fix that if that's the case 13:56 <+due> dpeg: Yes. :D 13:56 <+due> dpeg: Was surprised when th ewalls disappeared and demons appeared. 13:56 <@dpeg> yay \o/ 13:56 <+due> !lg * br.enter=~wizlab 13:56 < Henzell> Unknown selector: br.enter 13:56 < Twinge> I have a mummy with 1.8million turns, that has spent a lot of time farming Lair:10 (0.5 character), and has only 241 death yak kills and 145 hydra kills. 13:56 <+due> !lm * br.enter=~wizlab 13:56 <+due> Twinge: Okay, so the sorts of limits we're discussing aren't likely to even be hit by normal players? 13:56 < Twinge> Looks to me like the proposed exp caps won't actually do anything but make the scumming process take long, and thus hammer the server even more. 13:57 <@dpeg> due: no, they aren't 13:57 < Twinge> due: Except on monsters that are too common and should be made less common, e.g. yaks, slime creatures, and killer bees. 13:57 < purge> maybe mummies should start to permanently deteriorate after incredible amounts of turns 13:57 <+due> Which can be fixed by making them less common. 13:57 <+due> Though killer bees being prevelant is an issue with the hive. 13:57 <@dpeg> kilobyte: can you look into what greensnark said 13:57 < Twinge> Yes, though bee vaults are common too 13:57 <+due> Okay, cool, well, I am behind the changes too, then. 13:58 <+due> Not that that means anything much :) 13:58 < Henzell> 16. [2010-01-21] clouded the Farming Destroyer (L23 MuWz) entered Doroklohe's Tomb on turn 235071. (WizLab) 13:58 < syllogism> apt 13:58 <+due> Henzell is slow. 14:00 <+kilobyte> the "super OOD" thingy starts after 1400 turns but affects only 1 in 5000 monsters 14:02 <+kilobyte> only the main dungeon gets OODs at all, too 14:04 < scarf> I thought the whole point of mummies was that they were meant to be scummable 14:04 < scarf> (much the same way Pan is meant to be scummable) 14:05 <+kilobyte> you can still scum them, you just need to wary your turf a bit 14:06 <+due> Okay, sleep. 14:06 <+due> dpeg: Remember Botono! ;) 14:07 < Twinge> scarf: Agree. That's how I've felt about them too. I DO agree that they should be made easier to play without being scummed, but I don't really agree that them scumming is an issue beyond potential bot/server issues, which should be solveable on the server end of the matter. 14:07 < scarf> perhaps you could enforce a maximum play speed 14:08 < scarf> in order to get rid of server load issues 14:08 < Twinge> That's what I was thinking and mentioned earlier - a cap of 5 commands/second or something, I dunno. 14:08 <+due> Or remove mummies. :) 14:08 <+kilobyte> the 'rest' key has the biggest load 14:08 < scarf> have you ever played a roguelike? 5 commands/second is easily reachable for a human player 14:09 < scarf> still, I'm finding that pressing 5 is rather slow even in a tty compile of Crawl at the moment 14:09 < scarf> especially if the level has one of those vaults with loads of trapped monsters 14:10 <+kilobyte> about all the time spent bot-scumming is waiting for fresh meat, not actually killing it 14:10 < scarf> oh, I discovered a whole new ridiculous method of scumming yesterday 14:10 < Twinge> scarf: Whatever number works best, 5 seemed reasonable and with server lag normal players wouldn't be going muchfaster imo. 14:10 < scarf> basically, you go into the Abyss and wait until you're surrounded by golden eyes in a confined space 14:10 < scarf> then you just hold down control-direction until they're all dead and give you a ridiculous amount of exp 14:10 <+kilobyte> if there are monsters which fail to get to their destination due to plants/congestion/etc, waiting speed falls 10-100 times 14:10 < Twinge> I've also had all trunk games have slow resting too though. Every single one I've tried since 0.5.2 14:10 < scarf> or until the level regenerates 14:10 <+due> @??golden eye 14:10 < Gretell> golden eye (G) | Speed: 13 | HD: 6 | Health: 6-18 | AC/EV: 0/20 | Flags: lev | Res: magic(immune), asphyx | XP: 189. 14:11 <+greensnark> I think slow resting is because the screen is redrawing every turn 14:11 <+greensnark> Which is a bug 14:11 < Twinge> Ah. 14:11 <+greensnark> Rest is not supposed to redraw anything until the rest ends 14:11 <+due> greensnark: I get a flashing cursor in debug mode, underneat "very full". 14:11 <+kilobyte> another place where mummies can scum: Cheibriados' piety 14:12 <+due> greensnark: What about clouds? 14:12 < Twinge> kilo: Seems like exp caps and reduced respawn both lend themselves to MORE scumming rather tha less, honestly :P 14:12 <+greensnark> Well, debug is a different story 14:13 <+due> greensnark: Also, email! :D 14:13 * due heading off to bed. 14:19 < scarf> I get the same as due about the flashing cursor, but in tiles rather than in debug mode 14:19 <@dpeg> back 14:20 < CIA-81> Keskitalo * r473a79216035 /crawl-ref/source/monster.cc: Add Tiamat to the chaotic monsters, for her changing colours. 14:20 < CIA-81> Keskitalo * r8914c41b98d8 /crawl-ref/source/monster.cc: Being an actual spellcaster with chaotic spells doesn't make you chaotic; having chaotic spells without being an actual spellcaster does - you have "innate" chaotic abilities. (Forgot to commit this earlier.) 14:20 < syllogism> Nikola probably shouldn't appear on orc 2, ever 14:20 <+due> Why not? 14:21 < syllogism> all his spells can basically oneshot anyone 14:21 <@dpeg> I'll say it again for the non-developers: we (I think I can speak for the whole devteam) don't want scummable mummies. The no-hunger perk is fine and interesting, but we like neither idea of scumming as is, nor the consequences it brings (like bots killing servers). 14:21 < syllogism> except shock 14:21 < syllogism> orc 4 would probably be fine 14:21 < syllogism> as players should already consider it dangerous 14:21 <+due> syllogism: But the equivalent D: depth is fine? 14:21 < syllogism> possibly, depends what's the equivalent d 14:21 <+due> This is the problem with using depth as a modifier. 14:21 <+due> D:14 14:22 <@dpeg> due: yes, slightly problematic, but not too bad 14:22 <+due> ??orcish mines 14:22 < Henzell> orcish mines[1/3]: Found in the main dungeon, between D:6 and D:11. Four levels deep. Irregular layout with lots of bubbles; you can get stuck if you aren't careful and don't have digging or infinite supplies of teleportation. Escape hatches can strand you very easily! 14:22 < syllogism> players don't realize orc on d11 is more dangerous 14:23 <@dpeg> to be honest, I am not happy with that, but I seem to be a minority there 14:23 <+due> Probably why Orc was no-uniques until recently. 14:23 < Twinge> Yeah, that is somewhat non-intuative and I don't think it is stated in game? 14:23 <@dpeg> with a deep branch entry, you're punished twice 14:23 < syllogism> it mostly affects uniques 14:23 < syllogism> just 14:23 <+due> It only affects uniques, yes. 14:24 <+due> Butt it's always only affected uniques. 14:24 <+greensnark> I like the threat in deep branches, but Nikola may be a special case 14:24 <+due> I could just make Nikola !Orc: he's racist and dislikes them. 14:24 <+greensnark> I like meeting Xtahua and Boris in Snake, for instance <3 14:24 <+greensnark> Don't deprive me of my uniques! 14:24 <+due> !lm greensnark uniq=Dowan 14:24 < Henzell> No milestones for greensnark (uniq=Dowan). 14:24 <+due> :| 14:24 < syllogism> xtahua and boris should be native in snake :P 14:24 < syllogism> to 14:25 < Twinge> What's Nikola's minimum depth right now? 14:26 <+due> 14. 14:26 < Twinge> ...Then how could be spawn in Orc:2? Wouldn't that be 13-equivalent at worst? 14:26 <+due> For Orc on D:11, Orc:1 = 12, Orc:2 = 13, Orc:3 = 14. 14:26 <+due> Followed up stair.s 14:29 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Henzell, Mu_, @dpeg, purge, mr0t, zenna, MarvinPA, Gretell, Napkin, stabwound, (+8 more, use /NETSPLIT to show all of them) 14:29 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Xiberia, Iainuki, gunofdis, Eronarn, jld, +due, Iainuki_, syllogism, paxed, CIA-81, (+7 more, use /NETSPLIT to show all of them) 14:30 -!- Netsplit over, joins: @dpeg, Napkin, MarvinPA, Mu_, Gretell, Henzell, hashc, mr0t, +Keskitalo, NoX1ouS (+1 more) 14:31 -!- Netsplit over, joins: purge, bhaak, Twinge, zenna, rax, stabwound, paxed, +doy 14:31 -!- Netsplit over, joins: syllogism 14:31 -!- Netsplit over, joins: Eronarn 14:32 -!- Netsplit over, joins: Iainuki_ 14:33 -!- Netsplit over, joins: @elly, gunofdis, Vandal, Xiberia, +due, +greensnark, jarpiain 14:34 <+due> Heh, goodnight. 14:34 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 14:34 -!- Iainuki [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 14:34 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has joined ##crawl-dev 14:34 -!- st_ [n=s@cpc1-stre3-0-0-cust207.bagu.cable.ntl.com] has joined ##crawl-dev 14:34 -!- CIA-81 [n=CIA@208.69.182.149] has joined ##crawl-dev 14:34 -!- ServerMode/##crawl-dev [+vv Zaba sorear] by irc.freenode.net 14:35 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 14:35 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has quit [Read error: 54 (Connection reset by peer)] 14:35 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has joined ##crawl-dev 14:35 -!- mode/##crawl-dev [+v sorear] by ChanServ 14:38 <@dpeg> kilobyte: still ready to push the commit? 14:44 <@dpeg> kilobyte: an alternative would simply be to not-spawn monsters past the 100th. (And no replacement either, of course.) 14:45 <+greensnark> Places like Zot:5 semi-rely on respawns 14:45 < scarf> that allows a different sort of scumming, though 14:45 < scarf> which is running to a completely cleared level in order to do whatever you want in peace 14:45 < scarf> like alter self 14:45 <@dpeg> greensnark: yes, I know 14:45 <+greensnark> Alter self can be removed without affecting anyone :P 14:46 < syllogism> you can already alter self in temple for example 14:46 <@dpeg> syllogism: but Lair is much better: food! 14:46 < scarf> oh, forgot temple was no-spawn 14:46 <+greensnark> If we can fix places like Hells and Zot to work without respawns, removing respawns is the way to go 14:46 <@dpeg> greensnark: as I said, respawns are okay if they're dangerous. Zot would qualify. 14:46 <+greensnark> Or just mark respawns as zero exp :P 14:47 < syllogism> you could keep spawns in zot 14:47 < syllogism> who cares if people scum there 14:47 <@dpeg> greensnark: yes, what syllogism says 14:47 < syllogism> and you definitely should keep them in pan/hell/abyss 14:47 < scarf> "You're getting tired of killing all these orcs" 14:47 <@dpeg> no xp after some set number is not a bad idea anyway 14:48 < syllogism> I think it's unnecessary 14:48 < syllogism> and a bit arbitrary 14:48 <@dpeg> it is not very elegant 14:48 <+greensnark> I guess people also scum for equipment from respawns 14:48 <@dpeg> greensnark: people scum anything if they can 14:48 <+greensnark> But yeah, these are mostly academic at this point, whereas the basic mummy bots are demonstrated 14:48 <@dpeg> indeed 14:49 <+greensnark> If players move their scumming elsewhere, we'll smack those places as well :) 14:50 <@dpeg> I really agree with respawns which are at least a bit OOD 14:50 <+greensnark> Napkin: You around? 14:50 <+greensnark> dpeg: Yes 14:50 <+greensnark> Respawns should be dangerous 14:50 < Napkin> yes 14:50 < Napkin> what's up? 14:51 <+greensnark> And if the player exceeds the dawdle threshold, we shouldn't be using the +12 super OOD, buit the b26 +27 super OOD :) 14:51 <@dpeg> hehe <3 14:51 <@dpeg> for reals! 14:51 <+greensnark> Napkin: The old clean_map behaviour was to erase plants that were not in immediate LOS even on the main screen, right? 14:51 <@dpeg> greensnark: but plants should stay on the map 14:51 <@dpeg> all immobile monsters should 14:52 < Napkin> not so sure 14:52 <+greensnark> Napkin: I mean, that's the behaviuour in your game, no? 14:52 < Napkin> it also doesn't put plants in "memory" that are in immediate LOS 14:52 <+greensnark> This lag is making my typing disastrous 14:53 <+greensnark> My patch to clean_map hides monsters in X-map 14:53 <+greensnark> But shows them in the main view even if they're outside LOS 14:53 <+greensnark> I don't know which behaviour is prefereable to clean_map users, because i maqn ot one :) 14:53 <+greensnark> *I am not one 14:54 < Napkin> wasn't aware it'll also show them on X :-O 14:54 <+greensnark> :/ 14:54 <+greensnark> No 14:54 <+greensnark> I'm saying it weill not show them on X 14:54 <+greensnark> But it does show them in the main view 14:54 <+greensnark> Where "it" = my current patch to clean_map behaviour 14:55 <+greensnark> And my question is: should it hide monsters in the main view that are outside LOS? 14:55 <+greensnark> Which is what the old clean_map does 14:55 <+greensnark> As far as I can make out,m anyway 14:55 < Napkin> I enabled clean_map to not have them in main view, i think. I didn't know they are shown on X 14:55 < Napkin> but 14:56 < Napkin> thinking about it - I was always missing the fact that plants were not shown on X 14:56 < Napkin> now I know why 14:56 <+greensnark> I can tweak clean_map to not hide immobile monsters 14:56 <+greensnark> As dpeg suggested 14:56 < Napkin> that would be very cool 14:56 <+greensnark> But for other monsters 14:56 <+greensnark> What is the desired behaviour 14:57 < Napkin> have them not shown on any 14:57 <+greensnark> Ok 14:57 <@dpeg> greensnark: Ctrl-C should clear mobile monsters in both maps 14:58 <+greensnark> I think it currently clears all monsters, right? 14:58 * greensnark hasn't used ^C in a while 14:58 < Napkin> oh - that would be also a way to go - use clean_map false and use ctrl+c 14:59 < Napkin> i know i am driving you crazy :-$ sorry, greensnark 14:59 <+greensnark> ^C is manual cleanup 14:59 <+greensnark> Let me fix both 15:00 <+greensnark> Although if nobody needs clean_map, we should toss it 15:00 < Napkin> let me check, greensnark 15:00 <+greensnark> It's one of those really obscure options :P 15:00 < Napkin> hey! :-P 15:01 < Napkin> on CDO only me and crackman, greensnark 15:02 < Napkin> and crackman is no longer playing (former colleague) 15:02 < Napkin> but if you like, I can start using ctrl+c 15:02 <+greensnark> I remember crackman 15:02 <+greensnark> Lots of ghosts :) 15:02 < Napkin> hehehe 15:02 <+greensnark> Let me fix these anyway 15:02 < Napkin> ja :) 15:03 < Napkin> i think clean_map should not show "ghosts" of mobile monsters on neither X nor view_port 15:03 < Napkin> and that's what ctrl+c should remove too 15:03 < Napkin> ?? 15:03 < Henzell> [1/2903]: 15:03 < Napkin> :D 15:06 <@dpeg> I use clean map! 15:06 < Napkin> not on cdo 15:06 < Napkin> :-P 15:06 <@dpeg> Napkin: crackman no longer plays? :( 15:06 <+greensnark> dpeg: You mean ^C or the option 15:06 < Napkin> no, he got caught by eve online 15:07 <+greensnark> MMORPGs are daedly :P 15:07 <@dpeg> greensnark: ^C 15:07 <+greensnark> I have a friend who plays 4 hrs of WoW every day :P 15:07 <@dpeg> I apologise if you talked about something different 15:07 <+greensnark> dpeg: There's a weird option called "clean_map" that only Napkin uses :) 15:08 <@dpeg> greensnark: does not sound good 15:08 <@dpeg> (the WoW story) 15:08 <+greensnark> Yeah, his wife hates it :P 15:08 <+greensnark> He stopped playing WoW some time back, actually 15:08 <+greensnark> But plays DF instead :P 15:09 <+greensnark> This is why I do not want to try DF ever :P 15:09 <+greensnark> With Crawl I can stop playing whenever I want 15:09 <@dpeg> yes, DF is a reason to get divorced 15:11 < Adeon> DF <3 15:12 <@dpeg> hehe, getting long time lurkers out of the bushes that way 15:12 < Adeon> agh 15:14 <@dpeg> although their speech is a bit rusty after years of lurking :) 15:25 <+kilobyte> about scumming good gods' piety, are we going to do anything for piety for exploration instead of waiting? 15:25 -!- lorimer [n=granny@adsl-068-209-119-143.sip.asm.bellsouth.net] has joined ##crawl-dev 15:25 <+kilobyte> gods which accept kills (ie, nearly all) shouldn't accept monsters which are way under your level, too 15:26 < lorimer> bunch of lamers! 15:26 <+greensnark> <3 15:26 < bhaak> look, we have a lorimer! 15:26 < lorimer> \o/ 15:26 < lorimer> it seems quieter here 15:26 < bhaak> dpeg: kick him! he only wants to steal your best ideas! 15:27 < lorimer> bhaak: the preciousss, i wantss it 15:27 <+greensnark> Sorting ##crawl-dev's ideas by quality will need a supercomputer, so they're safe for the next few hundred years :) 15:27 <@dpeg> kilobyte: yes, I am waiting for piety for exploration for so long. 15:27 <@dpeg> It is also a prerequisite for the thief god. 15:27 < lorimer> greensnark: take 90%, deposit in bit bucket 15:28 < lorimer> greensnark: steal rest :D 15:28 <@dpeg> *hack has been recently abandoned by the UN. 15:28 <+kilobyte> to stop CB mummies from sitting on D:1, I added: 15:28 <+kilobyte> (you.experience_level < you.your_level + 2 + level / 2 + random2(5)) 15:29 <@dpeg> kilobyte: to what? 15:29 <+kilobyte> but that's really, really mild and stops only worst abuse 15:29 < lorimer> dpeg: that's five years later than the dev team did. :D 15:29 <@dpeg> lorimer: hehe 15:29 <@dpeg> lorimer: don't be so optimistic! 15:29 <+kilobyte> UN = ? 15:29 <@dpeg> United Nations 15:29 < bhaak> hey, the last file release from the devteam was 2 months ago! 15:29 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Henzell, hashc 15:29 < lorimer> actually pat has been much more forthcoming lately about the existence of "dev" code 15:29 <@dpeg> bhaak: what did they do? 15:29 < lorimer> it seems perhaps someone has lit a fire under someone 15:30 <@dpeg> kilobyte: so it's the above level cap, plus the respawn change? 15:30 < lorimer> ...whether this amounts to anything is another story entirely 15:30 <@dpeg> lorimer: he wrote to you? 15:30 < bhaak> dpeg: add the recover program to the mac distribution :) 15:30 < lorimer> dpeg: no, he litters on RGRN occasionally and he talks to bhaak :D 15:31 -!- Netsplit over, joins: hashc, Henzell 15:31 <@dpeg> a hopeless case 15:31 <+kilobyte> dpeg: I mean a separate issue, mummies/vampires can get CB piety by the good old scumming methods even when they provide no exp 15:31 <@dpeg> ah, I see 15:31 <@dpeg> CB piety is constant over time? 15:32 -!- Twinge_ [n=user@97-124-174-188.hlrn.qwest.net] has joined ##crawl-dev 15:32 <+kilobyte> yes, this is why it won't work with other gods 15:32 -!- stabwound1 [n=sh@node510.wl-a.pppoe.execulink.com] has joined ##crawl-dev 15:32 <@dpeg> hey, a stabwound 15:32 <+kilobyte> it's still alive! 15:33 <@dpeg> kilobyte: greensnark, due, I are fine with your spawning change. 15:33 <@dpeg> kilobyte: can you test if those OOD monsters actually generate? 15:34 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: bhaak, Xiberia, Iainuki, rax, Twinge, gunofdis, Eronarn, jld, +due, Iainuki_, (+14 more, use /NETSPLIT to show all of them) 15:34 -!- Eronarn_ [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 15:34 -!- Netsplit over, joins: lorimer, jld, CIA-81, st_, Iainuki, +Zaba 15:35 -!- Netsplit over, joins: Iainuki_ 15:35 < lorimer> happy split time? 15:35 -!- lorimer [n=granny@adsl-068-209-119-143.sip.asm.bellsouth.net] has quit [Remote closed the connection] 15:35 -!- lorimer [n=granny@adsl-068-209-119-143.sip.asm.bellsouth.net] has joined ##crawl-dev 15:35 -!- Netsplit over, joins: +sorear, Eronarn, purge, bhaak, Twinge, zenna, rax, stabwound, paxed, +doy 15:35 * lorimer finds a bug in xchat the hard way 15:36 -!- Twinge [n=user@97-124-174-188.hlrn.qwest.net] has quit [Read error: 104 (Connection reset by peer)] 15:36 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit [Read error: 104 (Connection reset by peer)] 15:36 -!- dexap [n=paxed@pdpc/supporter/active/paxed] has joined ##crawl-dev 15:36 -!- paxed [n=paxed@pdpc/supporter/active/paxed] has quit [Read error: 104 (Connection reset by peer)] 15:36 -!- bhaak_ [n=bhaak@84-74-155-65.dclient.hispeed.ch] has joined ##crawl-dev 15:36 <+kilobyte> dpeg: sure, I'll take a look 15:36 -!- bhaak [n=bhaak@84-74-155-65.dclient.hispeed.ch] has quit [Read error: 104 (Connection reset by peer)] 15:36 -!- zenna [n=jannesep@tuomi.oulu.fi] has quit [Read error: 104 (Connection reset by peer)] 15:36 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has quit [Remote closed the connection] 15:36 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has joined ##crawl-dev 15:36 -!- mode/##crawl-dev [+v sorear] by ChanServ 15:37 <@dpeg> kilobyte: also, someone said that OOD respawns don't work outside the main dungeon. That's bad, I think. 15:37 <@dpeg> (but I don't know if it's true in the first place) 15:37 <+kilobyte> mon-place.cc, line 398 15:39 -!- bhaak_ is now known as bhaak 15:39 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has joined ##crawl-dev 15:40 <@dpeg> kilobyte: any reason not to extend this to other branches? 15:41 -!- zenna [n=jannesep@tuomi.oulu.fi] has joined ##crawl-dev 15:42 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 15:42 < Ashenzari> Snake pits rune submissions (http://crawl.develz.org/mantis/view.php?id=491) by purge 15:43 <+kilobyte> other branches have much stricter separation of levels 15:43 <+kilobyte> I'm not sure if they can't get OODs by other means, too 15:44 <@dpeg> syllogism indicated that not 15:45 -!- eith [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 15:48 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: rax, eith, stabwound 15:48 -!- Netsplit over, joins: eith 15:49 <+kilobyte> tests results: lesser OODs do happen, greater OODs require thousands of spawns to happen 15:50 -!- elly [n=pyxystyx@unaffiliated/elly] has joined ##crawl-dev 15:50 -!- gunofdis [n=hurf@173-22-127-144.client.mchsi.com] has joined ##crawl-dev 15:50 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 15:50 -!- Xiberia [n=deefghdf@81-235-210-141-no62.tbcn.telia.com] has joined ##crawl-dev 15:50 -!- due [i=jmc@wikisource/Bookofjude] has joined ##crawl-dev 15:50 -!- greensnark [n=greensna@ip-208-109-184-100.ip.secureserver.net] has joined ##crawl-dev 15:50 -!- jarpiain [i=foobar@84.20.150.62] has joined ##crawl-dev 15:50 -!- ServerMode/##crawl-dev [+ovv elly due greensnark] by irc.freenode.net 15:50 -!- greensnark [n=greensna@ip-208-109-184-100.ip.secureserver.net] has quit ["Reconnecting"] 15:51 -!- greensnark [n=greensna@ip-208-109-184-100.ip.secureserver.net] has joined ##crawl-dev 15:51 -!- mode/##crawl-dev [+v greensnark] by ChanServ 15:51 -!- rax [n=rax@autumnfox.akrasiac.org] has joined ##crawl-dev 15:51 <+kilobyte> those "lesser OODs" are snakes, worms and similar junk though, so they're nothing to be excited about. 15:52 <+greensnark> We can give lesser OOD injections of caffeine 15:52 <+greensnark> Early game's too damn easy anyway :) 15:53 -!- mode/##crawl-dev [+o rax] by ChanServ 15:53 < syllogism> hopefully we'll see yellow wasps in lair more than once every 5000 games now 15:53 < CIA-81> greensnark * r573a83e1dafa /crawl-ref/source/ (7 files): Fix clean_map so it only affects level-map display and does not actually erase map monster memory (Napkin). 15:54 <+by> gradual respawned monster speed increase over time? 15:55 < Napkin> \o/ 15:56 < Napkin> thank you very much, greensnark :)) 15:56 < scarf> by: that makes even non-mummies capable of scumming, but I love that idea 15:56 <+greensnark> Increasing respawn rate does contribute directly to farming 15:56 < scarf> perhaps corpse drop rate could go down over time too, to prevent farming 15:56 <+by> I meant monster speed, not respawn rate 15:57 <+greensnark> by: Nasty :P 15:57 < scarf> oh, you mean the monsters just start running around faster? 15:57 <+by> yes 15:57 <+greensnark> By turn 500k, everything is speed 30 :P 15:57 <+greensnark> Apart from the player ;P 15:57 < scarf> I do like the idea of an insanely out-of-depth monster turning up now and again 15:57 < syllogism> Vestibule had funny spawning mechanics for a while 15:57 < syllogism> monsters were spawning faster than I could kill :( 15:57 <+greensnark> Yeah, I cranked up Vestibule spawn rate for a bit, it was hilarious 15:58 < scarf> it's actually interesting comparing roguelikes for spawn rate; for instance, in pokemon mystery dungeon the monsters respawn faster than you regenerate 15:58 <+kilobyte> right now it's ~20 yaktaur captains and stone giants attacking you at once, then nothing 15:58 < scarf> so unless you're really good at one-shotting them, eventually you have to move onwards to avoid running out of hp 15:59 < scarf> what about making the levels themselves deteriorate over time? 15:59 < scarf> so eventually it looks like what would happen if lugonu decided to get xom's attitude 15:59 < scarf> and is full of demons everywhere 16:00 <+greensnark> By the way, whoever cleaned up map memory code, nice work 16:00 < CIA-81> kilobyte * rbf6576bdb2e4 /crawl-ref/source/ (newgame.cc player.cc): Mummy reform 1/3: the goodies. 16:00 <+by> that was me mostly, thanks 16:00 < CIA-81> kilobyte * r42b59c174d54 /crawl-ref/source/ (mon-util.cc player.h): Mummy reform 2/3: diminishing gains for hundreds of kills. 16:00 * greensnark remembers the map memory massacre in b26. 16:00 < CIA-81> kilobyte * r17679527ba28 /crawl-ref/source/ (dungeon.cc mon-place.cc): Mummy reform 3/3: cut monster spawns by half, generate more OODs. 16:00 < CIA-81> kilobyte * r6ef73463abd1 /crawl-ref/source/ (dat/descript/gods.txt religion.cc): Drop piety for gourmand with CB (scummable). 16:00 < CIA-81> kilobyte * r6d2b6e59eb11 /crawl-ref/source/religion.cc: Disallow scumming D:1 for CB piety. Slightly increase the gains otherwise. 16:00 < CIA-81> kilobyte * re7cb82bc02da /crawl-ref/source/ (describe.cc describe.h religion.cc religion.h): Fix bad display of Chei's powers. 16:00 <+greensnark> Doing anything involving the map in b26 was like walking on broken glass :P 16:01 <+by> greensnark: well, the recent changes were mine 16:01 <+by> I have no idea what it was like in b26 :) 16:01 <+greensnark> Well, it was only slightly improved from b26 until 0.4 at least 16:01 <+by> it's still a mess in some sense, with some code manipulating env.map_knowledge directly and other using the get_map_knowledge_* 16:02 <+by> also, I'm not at all sure the colour handling is a good idea -- I saw the colour in there, so I used it more extensively, but it's a bit of a mess 16:02 <+greensnark> Yay, mummy fixes <3 16:03 <+by> I think initially the colour was in there only for colouring out-of-sight items, but that only became clear later 16:03 <+greensnark> The colour handling is still classic b26, especially travel colours :) 16:03 <+greensnark> I still have scars from b26 map code 16:03 <+greensnark> Where the map memory was 0-based 16:03 <+greensnark> But the map grid was 1-based! 16:03 <+greensnark> That was awesome 16:04 <+by> yikes, I think I removed some out-dated comments about this 16:04 <+kilobyte> well, the spawn/OOD rate thing affects everyone, and it's likely we'll be messing with it shortly... 16:04 <+kilobyte> greensnark: and what about those numbered entries everywhere? 16:05 <+kilobyte> we probably should get rid of remnants, like the comments in enums and compile checks when the number of enums is increased 16:06 <+by> kilobyte: be bold! 16:07 <+greensnark> Those enum numbering comments are madness :P 16:08 <+greensnark> Plus the strategic gaps in the enums :P 16:08 -!- Timbermaw [n=riquez60@189.27.197.4.dynamic.adsl.gvt.net.br] has joined ##crawl-dev 16:08 <+greensnark> Compile checks still make sense in places where enums need matching strings, but for simple cases where we can use Perl to create the string arrays, we should do that 16:09 <+greensnark> I am not 100% comfortable with the use of perl in the build, though 16:09 <+greensnark> It makes life hard for people using things like Visual Studio 16:10 <+greensnark> Not that there are many alternatives 16:10 <+greensnark> Doing this stuff in C++ is pain 16:10 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has joined ##crawl-dev 16:10 <+greensnark> NetHack compiles a program called makedefs just to generate enum constants and stuff 16:11 < scarf> yep, although it tends to break save compat 16:13 -!- stabwound1 [n=sh@node510.wl-a.pppoe.execulink.com] has quit [] 16:16 < bhaak> perl? you already have lua, why not use that? 16:18 <+kilobyte> lua sucks ass for string handling 16:18 <+kilobyte> and you'd need to compile it anyway 16:39 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has quit [Read error: 110 (Connection timed out)] 16:41 <+doy> i am not a fan of reducing exp gain like this 16:41 <+doy> it's opaque and spoilerish 16:41 <+doy> and feels very heavy-handed 16:42 <+doy> i do fully support bringing back actual ood monsters though 16:42 <+doy> pretty sure they were nerfed way too hard in 0.2 or whatever 16:43 <+greensnark> I'm fine with xp reduction if the player is actively farming a level 16:43 <+greensnark> XP is overrated anyway 16:43 <+greensnark> I am also for bringing back actual OOD 16:43 <+doy> i just don't like it because it's a complete spoilerly mechanic 16:43 <+by> alternatively, players could bleed XP over time 16:43 <+greensnark> Add a note in the manual 16:43 <+greensnark> If the player is grinding, I don't care much for their problems in life :P 16:44 <+doy> by: i would like that better, but i think most people would disagree with me 16:44 <+doy> (: 16:44 <+greensnark> Bleeding XP also works 16:44 <+greensnark> Any reasonable mechanic to prevent players from camping D:1 till the end of time 16:44 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 60 (Operation timed out)] 16:44 <+greensnark> But I think the solution that's already in is ifne 16:44 <+doy> why wouldn't increasing ood spawn rate do this? 16:44 <+greensnark> *fine 16:45 <+doy> oh, it's already in? 16:45 <+doy> /: 16:45 <+greensnark> I think so, yes 16:45 < scarf> hmm, the issue is mostly with atheist mummies 16:45 < scarf> all other mummy-legal gods bleed piety 16:46 <+greensnark> I think the xp reduction is very reasonable 16:46 <+doy> scarf: i don't see how that makes a difference 16:46 <+greensnark> And that this kicking about reducing xp is similar to the howls of protest for removing xp from summons :P 16:46 < scarf> doy: because eventually you'll get god wrath issues 16:46 < scarf> if you try to scum forever 16:46 <+greensnark> You do have to kil ridiculous amounts of monsters before xp reduction activates 16:46 <+doy> greensnark: yes, that was my "i think most people would disagree with me" comment 16:47 < scarf> greensnark: there should be an in-game message 16:47 < scarf> when it starts reducing, something like "you're getting bored of killing all these orcs" 16:47 <+greensnark> scarf: And who would notice it? :P 16:47 <+doy> scarf: but if you're powerful enough to farm like this, being an athiest doesn't matter 16:47 <+greensnark> Unless you make it a force_more 16:47 < scarf> doy: that's the issue, really; atheist is broken as a god in that circumstances 16:47 <+greensnark> And even then the bots would just flip past it 16:47 <+doy> scarf: what? 16:47 -!- Zaba [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 16:47 -!- mode/##crawl-dev [+v Zaba] by ChanServ 16:47 <+doy> the purpose of gods isn't to put a time limit on anything 16:47 < scarf> doy: precisely because it doesn't have a clock 16:47 <+doy> gods aren't intended to be clcoks 16:48 <+doy> hence why we have good gods, etc 16:48 < scarf> strange, to me they seem rather designed for that purpose 16:48 < scarf> apart from good gods, which are banned for undead 16:48 <+greensnark> Piety decay can work like a clock 16:48 < scarf> I assumed the reasoning was so that every character had either a food clock or piety clock 16:48 <+greensnark> But a mummy bot would generate enough piety 16:48 <+doy> there are several proposals for steady piety non-good gods 16:49 < scarf> (is no-good-gods-for-undead a gameplay-based or flavour-based restriction, by the way?) 16:49 <+doy> scarf: but atheist has always been a choice 16:49 <+doy> and always will be a choice 16:49 < scarf> agreed 16:49 <+doy> so it's not a really effective clock 16:49 < scarf> heh, I'm pretty sure there was at least one atheist clock proposal in bad_ideas 16:49 <+doy> i mean, mummies can just abandon their god and wait out wrath before starting to farm anyway 16:50 < scarf> something about Xom deciding to adopt the character 16:50 < scarf> IMO, "atheist is broken" is not a reason to get rid of atheist, especially given how precise the circumstances need to be 16:51 <+doy> and atheist isn't broken 16:51 <+doy> there are other mechanics which only work well if you assume atheist 16:52 <+doy> but it's those other mechanics which are broken 16:52 < scarf> hmm, really, no individual game element can be broken, just a combination 16:52 < scarf> except maybe Elbereth 16:53 <+greensnark> Tolkien estate should have a word with NH devs about destroying their trademark value :P 16:54 <+greensnark> "Elbereth" is exclusively associated with a negative thing :P 16:54 <+greensnark> It's like the silly snitch idea in Harry Potter :P 16:55 < scarf> the funny thing is, it's an optional feature in the game, just everyone always leaves it on for some reason 16:55 < cbus> scarf, its default 16:55 < cbus> thats why :) 16:56 <+greensnark> Elbereth isn't exactly optional, it's tied to unrelated things like crowning 16:56 < scarf> greensnark: it's tied to exactly one unrelated-except-flavour thing, which is crowning 16:56 <+greensnark> But even if it were optional, it's a compile-time default, so yeah, what cbus said 16:57 < scarf> hmm, I've actually come to the conclusion that the most fundamental discriminator of how a roguelike works is which clocks are involved 16:58 < scarf> Crawl has a food clock (sometimes), and a piety clock (sometimes) 16:58 <+doy> crawl needs to bring its ood clock back 16:58 < scarf> NetHack doesn't really have any clocks that aren't trivial to get around in the early game, which leads to scumming 16:58 < scarf> Angband has the light clock, but again only early-game; besides, it's pretty much designed for scumming 16:58 -!- ogaz [n=chatzill@169.236.122.209] has joined ##crawl-dev 16:58 < scarf> and pokemon mystery dungeon has an HP clock, as well as the arbitrary max-time-on-level clock 16:59 < bhaak> scarf: and DF? 16:59 < scarf> bhaak: isn't a roguelike 16:59 <+doy> hmmm, you know 16:59 < scarf> it's a strategy game 16:59 <+doy> a better idea than having arbitrary exp penalties across the board 16:59 <+doy> would be to just give mummies some kind of clock of their own 16:59 < scarf> (the PMD time-on-level clock is the simplest and most arbitrary solution to scumming I've ever seen; if you spend too long on any particular level, you just die outright; there are warnings, ofc) 17:00 <+greensnark> doy: Who would these exp penalties penalise that you're so worried about? 17:00 <+greensnark> I don't see the xp penalties affecting anyone who is not grinding, so I flat cannot understand your concern here 17:00 < bhaak> scarf: Adom and Omega? 17:00 < syllogism> it's a clumsy solution 17:00 < scarf> bhaak: don't know enough about them to say 17:00 <+doy> greensnark: i dislike it on principle 17:00 <+doy> hidden mechanics for no good reason 17:00 <+greensnark> Oh well 17:00 <+greensnark> I disagree with "no good reason" 17:00 <+doy> and yes, it's a clumsy solution 17:01 <+greensnark> And we can just document it 17:01 < bhaak> people don't read 17:01 <+greensnark> "clumsy" is subjective 17:01 < scarf> I remember that both my and bhaak's solutions to a similar problem in NetHack (score from farming) are very similar to XP dropoff in Crawl 17:01 <+greensnark> There may be more elegant solutions, but this one is simple 17:01 <+doy> yeah, crawl is very much a "manual optional" type of game 17:01 <+greensnark> Come up with something elegant and simple that solves the problem, and we can change it 17:01 <+greensnark> It can be unhidden fairly simply 17:01 < scarf> anyway, one silly issue with limiting XP 17:02 < scarf> is that people can still farm for monster inventory 17:02 <+greensnark> scarf: Agreed there 17:02 <+greensnark> And Nemelex piety 17:02 <+doy> scarf: less of an issue because monsters rarely have anything interesting that you can't get through normal playing 17:02 < scarf> yep, I was about to mention that that would be the simplest use of a monster inventory 17:02 <+doy> and you can't sell items 17:02 < scarf> doy: you could just wait until a goblin generates with an insane randart, or something 17:02 < scarf> that's theoretically possible, isn't it? 17:02 <+doy> and keeping nemelex piety up while farming would be much more difficult to script 17:03 <+doy> i don't think monsters can spawn with randarts 17:03 < scarf> and my idea isn't to keep nemelex piety up 17:03 < scarf> you collect a million daggers, then convert to nemelex and sacrifice the lot 17:03 < syllogism> wouldnt a simple solution be to just stop spawning monsters 17:03 < scarf> instant maxed-out piety 17:03 <+doy> regardless, levels have an item limit 17:03 <+greensnark> syllogism: Right, we discussed that, but I missed the end of that discussion? 17:03 <+doy> of like 500 or something 17:03 <+doy> so this isn't very useful 17:04 < scarf> doy: then you dump your 500 daggers onto a level immediately as you go onto it 17:04 < scarf> all game 17:04 < scarf> and none of the monsters you ever face will have an inventory 17:04 < syllogism> greensnark: yes we did but apparently it was vital to commit it asap 17:04 <+greensnark> syllogism: Ah, this upsets you too? :P 17:04 < scarf> which makes the game much easier 17:04 < scarf> (sort of like the 200 meatball steal in NetHack) 17:04 < syllogism> greensnark: I kill hundreds of monsters in a zig :P 17:04 <+greensnark> Doesn't mean it can't be changed :) 17:04 <+greensnark> syllogism: Face it, do you give a shit about the xp at that point? :P 17:04 < syllogism> slightly 17:04 < syllogism> somewhat 17:05 <+doy> greensnark: does the level item cap apply to monster inventories? 17:05 <+greensnark> doy: Yes 17:05 < scarf> ooh god 17:05 <+greensnark> Monster inventories are handled badly 17:05 < syllogism> plus if you stop spawning monsters it makes spawning good god piety harder 17:05 < syllogism> as they'll run out of food 17:05 < syllogism> err 17:05 < syllogism> scumming 17:06 <+greensnark> syllogism: Agreed 17:06 <+greensnark> It worked pretty well to end Vestibule scumming 17:07 <+greensnark> Possibly only Zot, Hells and Pan should allow monster regen 17:07 <+doy> another idea would be to make it possible to generate monsters from other branches if you stay on a level too long 17:07 <+greensnark> *respawn 17:07 <+doy> "wandering monsters" or so 17:07 <+doy> so that camping any level could get you a lich or whatever 17:09 <+doy> since the problem with the ood clock being an effective limiter was that some branches don't have any effectively dangerous monsters? 17:09 <+greensnark> Yes 17:09 <+greensnark> Like Hive and Lair 17:09 <+doy> well, can't imagine getting any meaningful amount of exp from hive 17:09 <+doy> but lair, yeah 17:09 <+greensnark> Time Hive became a portal vault anyway 17:09 <+doy> also true 17:09 <+greensnark> bees give surprising amounts of xp 17:09 <+greensnark> @??killer bee 17:09 < Gretell> killer bee (k) | Speed: 20 | HD: 3 | Health: 9-24 | AC/EV: 2/18 | Damage: 10(poison) | Flags: fly | Res: magic(12) | Vul: poison | Chunks: poisonous | XP: 61. 17:10 <+greensnark> And they generate in swar,s 17:10 <+doy> hmmm, i suppose 17:10 <+greensnark> And they're trivialto kill at a certain point 17:10 <+greensnark> If you dig yourself a corridor 17:10 <@rax> They're more dangerous than big kobolds early but provide less XP, I'd argue. 17:10 <+doy> i always underestimate big kobolds 17:11 <+doy> they have more hp than i expect, every time 17:11 <@rax> !killsby big kobold 17:11 < Henzell> 367 games for * (ckiller=big kobold): 7x crawlie, 6x 78291, 5x heteroy, 5x adamzap, 5x clouded, 4x pointless, 4x rolfh, 4x Grimm, 4x Nikinyo, 4x Tityrus, 3x Leibowitz, 3x Appoxie, 3x eben, 3x splat, 3x simul, 3x chilliwack, 3x Radicchio, 3x nmf, 3x Kyrris, 3x Archibald, 3x zyrkx, 3x sorear, 3x AuditDaFed, 3x aristotle, 3x Jaeger, 3x IamThem, 3x Mong, 3x jejorda2, 2x purge, 2x earlybird, 2x Iaido, ... 17:11 <+greensnark> Try, but we're talking about farming the Hive, and if bees respawn in the Hive, their xp is sufficient to farm 17:11 <+greensnark> *True 17:11 <@rax> !killsby killer bee 17:11 < Henzell> 2167 games for * (ckiller=killer bee): 30x 78291, 26x splat, 25x poop, 24x IronRobin, 21x ekaterin, 21x coweater, 21x crawlie, 20x chilliwack, 19x redwood, 18x heteroy, 18x Nexos, 16x sorear, 15x Dalarist, 15x Archibald, 14x Chog, 13x jilles, 13x oniyuri, 13x yap, 13x Ping, 13x rob, 13x mafalda, 12x Radicchio, 12x Johan, 12x Temoid, 12x Grimm, 11x aristotle, 10x Lemuel, 10x Tenaya, 10x daf, 10x je... 17:11 <+greensnark> Trunk allows large kobold packs earlier, they're fun <3 17:11 <+greensnark> But yes, definitely less dangerous than bees 17:11 <@rax> I would argue that there are many better ways to deal with farming Hive than to make killer bees an even more miserable experience for early characters. 17:11 <+doy> !lg killer~~killer bee|big kobold s=killer 17:11 < Henzell> 9 games for doy (killer~~killer bee|big kobold): 8x a killer bee, 1x a killer bee zombie 17:12 <+greensnark> rax: ? 17:12 <+greensnark> I don't understand 17:12 <@rax> I would aruge that killer bee XP is too _low_ if anything. 17:12 <+doy> rax: we aren't planning on doing anything to killer bees 17:12 <+greensnark> We were talking about making bees not respawn with time in the Hive, not reducing xp 17:12 <+doy> or any monsters, really 17:13 <@rax> OK, maybe I misinterpreted. "bees give surprising amounts of xp" set off my nerf alarm like whoah. 17:13 <@rax> Bees not respawning in Hive is fine :) 17:15 < scarf> perhaps after a while, it should fill with wasps instead 17:15 <+doy> wouldn't help anything 17:15 <+doy> mummies are inherently rpois 17:16 <+doy> and with rpois, wasps aren't any more dangerous than bees, really 17:16 < scarf> oh, you mean mummyscumming in hive 17:16 < scarf> I thought you meant anyone could do it 17:17 <+doy> put on an rpois ring 17:17 <+doy> done 17:17 <+doy> but really, scumming by anyone else is much much less of an issue 17:17 <+doy> scumming in this way specifically, anyway 17:17 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [] 17:18 <+greensnark> I don't know of anyone who would bother farming the Hive, definitely 17:19 <+greensnark> Hey, these new tiles for snake runes are neat: http://crawl.develz.org/mantis/view.php?id=491 17:19 <+doy> yeah 17:20 <+doy> should probably get a full set of rune tiles done 17:24 < CIA-81> by * rb6ed277a9e0f /crawl-ref/source/ (message.cc message.h): msgwin_prompt and msgwin_reply to allow generic saving of replies. 17:24 < CIA-81> by * r912746a56089 /crawl-ref/source/macro.cc: Use msgwin_prompt/reply when adding a macro. 17:25 -!- by [n=vollmert@a12.imp.fu-berlin.de] has quit ["later"] 17:32 < purge> greensnark: thanks :D 17:57 <@dpeg> back 17:57 <@dpeg> for the record: I agree with the xp cap because it is such a simple formula and won't affect normal play 17:58 <@dpeg> I brought in no respawns, by the way :) 17:58 -!- ogaz [n=chatzill@169.236.122.209] has quit [Read error: 60 (Operation timed out)] 18:08 < syllogism> xp cap also doesnt really affect mummy scumming, just the kind of scumming that causes server problems 18:08 < syllogism> you'll still get more than enough xp 18:08 <+doy> it'll just take longer 18:08 < syllogism> and that too 18:08 < syllogism> but even if you stop at a few hundred kills 18:10 < syllogism> 200 hydras = 242k xp 18:10 <+doy> bug reports like "hey, i've been collecting runes in pan for a while, why are pit fiends only giving me 600xp?" would be annoying too (although not sure exactly how likely that would be) 18:13 <+greensnark> Well, obviously the reduced xp will need to be communicated 18:13 < Twinge_> I still say the cap would encourage MORE scumming, not less. 18:13 <+greensnark> Nobody is arguing for it to be hidden 18:13 <+greensnark> The cap should just movet o zero quickly 18:14 <+greensnark> Or we just eliminate respawns 18:14 <+doy> i like decreasing respawns better than just stepping down xp 18:15 <+greensnark> Either model works for me 18:15 <+greensnark> But if the stepdown just means diminishing returns players will still farm 18:15 <+greensnark> So the stepdown has to go to zero returns at some point :P 18:15 <@dpeg> yes 18:16 <+doy> sure, just use a stretched out version of the vestibule code 18:16 <+greensnark> purge: Hot snaky rune <3 18:16 <+greensnark> Vestibule code could be used as is 18:16 <+greensnark> It ramps down monster gen pretty quickly 18:16 <@dpeg> Here are the possible solutions: (1) Only significant respawns (I hope that's in--should use "generic" OODs for all branches) for a while, after that no respawns at all; (2) no xp for respawns. I like (1) better. 18:17 <+greensnark> But we'd have to decide what levels should retain respawns 18:17 <+doy> greensnark: hells, pan, and zot 18:17 <@dpeg> yes 18:17 < syllogism> and hopefully abyss :P 18:17 <+greensnark> dpeg: Yeah, we need nice OODs :) 18:18 <+doy> dpeg: for the "generic" oods, i was thinking something similar to how monsters can take stairways, which gives you monsters from other branches 18:18 <+doy> just assume that given enough time, monsters could take multiple stairways 18:18 <+greensnark> Can we get a better name for the generic "merfolk" monster 18:18 <@dpeg> doy: yes, simply assume that time was long enough that anybody interested could be in Lair (say) meanwhile 18:18 <+doy> right 18:18 <+greensnark> "merfolk" sounds odd to me 18:18 <@dpeg> greensnark: merdud 18:18 <+greensnark> dpeg: <3 18:18 <+greensnark> Although apparently syllogism had troubel with the duds throwing javelins :P 18:19 <@dpeg> So what do you think? Timing out of respawns or 0 xp? 18:19 <+doy> i like timing out of respawns better 18:19 <+greensnark> Ramping down respawns sounds better 18:19 < Twinge_> 0exp for respawns seems kind of awful, and definitely would affect normal games somewhat 18:19 <+doy> how fast does the vestibule ramp down? 18:19 <+greensnark> Twinge_: Well, it's on a ramp down, not every respawn = 0 18:19 < syllogism> dpeg: as I mentioned earlier, ramping down respawns also makes farming good god piety slightly harder 18:20 < syllogism> slightly because you can still farm every level until monsters stop spawning :P 18:20 < syllogism> depending on how long it takes 18:20 <+doy> yeah, i think the ramp down should be long enough that that's still possible to some extent 18:20 <+doy> although it should definitely put a cap on that too 18:21 <+doy> i think that's okay 18:21 <+doy> i mean... in most games, people don't hang around levels long enough to see hardly any respawns anyway 18:21 <+greensnark> Vestibule ramp starts at 500 turns 18:21 <+doy> unless they're farming 18:21 < syllogism> it should probably be several thousands of turns 18:21 <@dpeg> syllogism: good god piety will be changed anyway 18:21 <+doy> yeah, i'd say 2000 at least 18:22 <+greensnark> Why? 18:22 < syllogism> so it won't affect normal games? 18:22 <+greensnark> Are you referring to the zero point or the point at which respawns decline? 18:22 <@dpeg> greensnark: piety scumming comes up in actual games, that's not good 18:22 < syllogism> you can easily take 2k turns per level 18:22 <+doy> greensnark: it shouldn't be noticable by people just clearing out a level normally 18:22 <+greensnark> Ok, are we talking about the start of the ramp down 18:22 < syllogism> one pillar dance can take 500 turns :P 18:23 <@dpeg> is the counter reset if you leave the level? 18:23 <+greensnark> Or the end of the ramp down? 18:23 <+doy> greensnark: start 18:23 < syllogism> greensnark: vestibule seems to go off the cliff 18:23 -!- Zaba_ [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 18:23 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 18:23 < syllogism> but I havent really looked at the code or tested it much 18:23 <+doy> it's okay for vestibule, because you never spend any significant amount of time in vestibule 18:23 < syllogism> yes 18:23 <+doy> but dungeon levels can take a lot longer 18:23 <@dpeg> is duration/level stored for the whole game? 18:24 < syllogism> yes 18:24 <+greensnark> dpeg: Yes 18:24 <+doy> yes 18:24 <+greensnark> env.turns_on_level 18:24 <@dpeg> I don't see what's wrong with adding OODs to the level mix after a while 18:24 <+doy> dpeg: that should definitely go in too 18:24 < syllogism> nothing 18:24 <+greensnark> 2k to begin ramp down works well 18:24 <@dpeg> ok 18:24 <+greensnark> I think OOD increase is in already 18:24 <@dpeg> and when do we end it? 18:24 <+greensnark> 15k turns? 18:24 <@dpeg> ok 18:25 <+doy> sounds good 18:25 <+greensnark> Apparently Vestibule doesn't completely kill monster gen 18:25 <@dpeg> in this phase, every monster can spawn everywhere? 18:25 < syllogism> greensnark: weird 18:25 <+greensnark> It just declines to 5 in 20000 18:25 <+doy> dpeg: for oods, possibly 18:25 <@dpeg> doy: yes, only OODs 18:25 <@dpeg> I want drac packs in Lair etc. 18:25 <+doy> should probably be weighted toward the current branch somewhat 18:25 <@dpeg> yes 18:26 <+doy> but yeah, should have a decent chance of pulling from other branches 18:26 < syllogism> wait you really want drac pacs in lair? :P 18:26 <+greensnark> I'm not entirely keen on monsters spilling over between branches 18:26 <+greensnark> I really like that some monsters only appear in some branches 18:27 <+doy> i don't think that monsters should spill over from pan/hell/zot, probably 18:27 <+greensnark> I wouldn't want aquamancers in Lair :P 18:27 <+doy> but from other places, i don't see too much of an issue 18:27 <+greensnark> Yeah, this is one of those subjective things :) 18:27 <+doy> greensnark: if you've been hanging around a single lair level for 10k turns, you deserve aquamancers d: 18:27 <@dpeg> well, I think that some monsters work everywhere 18:27 < syllogism> krakens in hive fountains 18:27 <@dpeg> hehe 18:27 <+doy> heh 18:27 <+greensnark> <3 18:28 <+greensnark> Pity krakens are so useless :P 18:28 <+greensnark> I should up their tentacle damage 18:28 <+doy> does all damage done to tentacles still apply to the kraken itself? 18:28 <+greensnark> Whoever convinced me to keep it so low was wrong :P 18:28 <+greensnark> Yes 18:28 <+doy> that should be capped at the maxhp of the tentacle, i think 18:28 < syllogism> @?? tentacle 18:28 < Gretell> tentacle (w) | Speed: 10 | HD: 12 | Health: 36-60 | AC/EV: 5/7 | Damage: 29 | Flags: amphibious, cold-blooded | Res: magic(immune), asphyx | XP: 0. 18:29 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 110 (Connection timed out)] 18:29 <+greensnark> I think krakens are rare enough that tentacles can be made more dangerous 18:29 <+greensnark> And they need that speed boost, whatever Ero says :) 18:29 <+doy> tentacles should get constricting 18:29 <+kilobyte> doy: if you get hp of a tentacle to 0, it does go away, so that caps the damage 18:29 <+greensnark> They're really just pathetic atm unless they catch you in water 18:30 <+doy> kilobyte: but if you hit a tentacle for 100 damage, does it apply 100 damage to the kraken? 18:30 <+doy> tentacles should also get faster attack speed, probably 18:30 <+doy> and maybe higher ev 18:30 <+greensnark> I'd like faster movement speed also 18:30 <+greensnark> After all, they're appendages 18:30 <+doy> i think the damage is fairly okay 18:30 <+greensnark> And appendages can move fast! 18:30 <+doy> should buff them in other ways 18:31 <@dpeg> Would someone do the respawn changes we discussed? 18:31 <+kilobyte> before you even consider that, we should make krakens killable without having to stand there and poke them with a spell/polearm for a decade 18:32 <+greensnark> Kraken submerge definitely needs fixing 18:32 <+kilobyte> because otherwise buffing them is pointless 18:32 <@dpeg> all submerging needs fixing 18:32 <@dpeg> I will do a proposal later today 18:32 <+greensnark> Respawn change summary: a) start ramp down at 5k turns on level, decline to zero by 20k turns on level 18:33 <@dpeg> kilobyte: if we time out respawn rates, we can remove the xp cap again, okay? 18:33 <+greensnark> b) start OOD ramp up at 5k turns on level, OOD chance maxes out at 20k turns on level, with OODs only being placed in normal monster gen, i.e. OODS stop when monsters stop? 18:33 <+greensnark> c) Allow OODs to draw from other branch populations 18:33 <+kilobyte> we can, but having the cap is worth it by itself 18:33 <+greensnark> Is that correct 18:33 <+doy> greensnark: yes 18:34 <@dpeg> greensnark: yes, only last time it was 2k to start :) 18:34 <+greensnark> Er, yes, 2k turns 18:34 <@dpeg> kilobyte: true, is worth it 18:34 <+greensnark> And 2k+15k = 17k turns to end 18:34 <+doy> the difference between 2k and 5k isn't really important 18:34 <+greensnark> Should I wiki it? 18:34 <@dpeg> simply coding is enough =) 18:34 <+greensnark> I can also do it now, but I think it's important to record somewhere for people to know 18:34 <+kilobyte> we _already_ have a ramp 18:34 <@dpeg> kilobyte: but does it ever stop? 18:34 <+kilobyte> it's pathethic, but it's there 18:34 <+doy> yeah, apparently we just went ahead and coded the reduced xp stuff last night, so... go for it 18:35 <+greensnark> Right, I think kilobyte did the OOD ramp 18:35 <@dpeg> kilobyte: yes, but there's new bits now! 18:35 <+doy> why were oods nerfed so hard in the first place? 18:35 <+kilobyte> uhm no, it was there, I merely increased the odds somewhat 18:35 <+greensnark> I don't know if the OOD change ever worked for respawns 18:35 <@dpeg> well, there is another thing that I insisted upon: I don't want meaningless respawns, at any time 18:36 <+kilobyte> before my changes, the odds of a big OOD were 1:5000, now they are 1:1000 18:36 <+doy> dpeg: 'meaningless respawns'? 18:36 <+kilobyte> and 1 in 1000 monsters means nothing 18:36 <+greensnark> We nerfed it in 0.1 because it was a common complaint 18:36 <@dpeg> rats, orc bands, you name it 18:36 <+doy> greensnark: but the nerf was really really hard 18:36 <@dpeg> greensnark: never listen to your players 18:36 <+greensnark> kilobyte: Yes, we'll hve to change that 18:36 <+doy> and wasn't it nerfed again in 0.2 or so? 18:37 <+greensnark> Well, lots of stuff in 0.1 wasn't throught through sufficiently or tested 18:37 <+doy> i remember still getting decent oods in 0.1 18:37 <+greensnark> I think this was just not tested 18:37 <@dpeg> as far as I understood, kilobyte just made none-OOD spawns impossible -- which is good 18:37 <+greensnark> dpeg: No, he just increased OOD numbers 18:37 <+greensnark> super OODs are still very rre 18:37 <@dpeg> greensnark: yes, but that is a different fact than "no more trivial spawns" 18:37 <+greensnark> And they're not very super anyway :) 18:38 <+doy> dpeg: could just adjust (or add if it doesn't exist) the cap on how far outside of their native depth monsters are allowed to spawn 18:38 <@dpeg> doy: don't understand? 18:38 <@dpeg> ah, for normal spawning? 18:38 <@dpeg> yes 18:39 <+greensnark> Ok, I'm using 3k and 18k turns as more Crawly numbers :P 18:39 <@dpeg> pfff 18:39 <+doy> (: 18:39 * greensnark beats dpeg with the Crawl Prime 18:39 <@dpeg> number fetichists :) 18:40 <@dpeg> spawns can also be bands, right? 18:40 <+greensnark> Says the mathematician, pot calling the kettle black :P 18:41 <+greensnark> Maybe we should allow foreign OODs only from directly connected branches? 18:41 <+kilobyte> greensnark: you may want to revert the spawn rate change if you do that 18:41 <+greensnark> So you'll get only dungeon spawn in Hive 18:42 <+kilobyte> definitely 18:42 <+greensnark> But Lair can get spawns from dungeon and all the Lair branches 18:42 <+greensnark> Elf would suck though :P 18:42 <+greensnark> Or main dungeon + connected dungeons 18:46 <+kilobyte> well, after a bit of thinking, I don't see foreign spawns giving us anything, and they can bring theme problems and make branches less unique 18:46 <+kilobyte> they would be good if we kept infinite generation 18:46 <+kilobyte> since they protect against being safe while scumming 18:46 <+doy> hmmm, true 18:47 <+doy> i like the idea, but if we're also ramping down spawn rate, it probably doesn't have to be so extreme 18:47 <+doy> the chance for it could be smaller, anyway 18:47 * greensnark is also not a major fan of foreign spawns because it reduces the uniqueness of the branches 18:47 <@dpeg> greensnark: dungeon is good 18:48 <@dpeg> but why not allow Zot? :) 18:48 <@dpeg> Zot monsters look nice everywhere 18:48 <+doy> dpeg: because zot is locked until you insert the runes 18:48 * greensnark takes the uniqueness of branches amendment :P 18:48 <+greensnark> Can we make that Crawl's fifth amendment :P 18:48 <@dpeg> the right to bear nuns ? 18:48 <+greensnark> Er 18:49 <+greensnark> I thought that was the right to keep and arm bears 18:49 <@elly> the right to add turtles 18:49 <@dpeg> free beer & nuns! 18:49 <+greensnark> I mean, keep and bear arms 18:49 <@dpeg> elly: 2 turtles + 3 turtles = ? 18:49 <@dpeg> okay, gotta catch a train 18:49 <+greensnark> http://armedbear.org/abcl.html 18:50 <+greensnark> "The right of the people to keep and arm bears shall not be infringed!" <3 18:50 <@dpeg> you'll do the spawns, I will come up with a submerger submission 18:50 <+greensnark> Ciao 18:50 <@dpeg> greensnark: don't listen to the whiners, we're missing heavy OODs for so long! 18:51 <+greensnark> Say hi to your D:1 titan overlords 18:51 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["nerf now, nerf here"] 18:51 < syllogism> well lair already has some nastyish OODs, they just never spawn 18:51 < syllogism> some other branches might need help though 18:51 <@elly> I for one welcome our D:1 titan overlords, greensnark 18:52 * kilobyte waits for the number of spriggan and centaur players to skyrocket. 18:52 <+kilobyte> Nagas will be fucked, though. 18:52 <+greensnark> Well, this is only if they hang around D:1 forever 18:52 <+greensnark> Or D:x forever 18:52 < syllogism> normal OODs should be more common too 18:53 < syllogism> spawned OODs 18:53 <+greensnark> Respawned or start-of-evel OODs 18:53 < Mu_> plenty of OODs from vaults tbh 18:53 < syllogism> possibly both, we would need some stats 18:54 <+doy> looking through one of my 15-runer games, i have over 100 kills on orange demons, neqoxecs, most 5s, giant bats, yaktaurs, slime creatures, killer bees, guardian mummies, orcs, green and grey rats, ugly things, small abominations, and skeletal warriors 18:54 <+doy> and this is without any more farming than necessary to get all the runes 18:54 < syllogism> how often do you see lair wasps or wolf spiders 18:54 <+greensnark> That may be more down to their rarity 18:54 <+doy> syllogism: or lindwurms 18:54 < syllogism> it is 18:54 < syllogism> lindwurms arent thaaat rare :P 18:55 < syllogism> or maybe I'm just lucky 18:55 <+greensnark> Swamp tentcled monstrosities :) 18:55 <+doy> basically every lindwurm i see is a shapeshifter 18:55 <+doy> not sure how many actual ones i've seen, but it's very few 18:55 < syllogism> !lg * place=Lair killer=~lindwurm 18:56 < Henzell> 44. crawlie the Spear-Bearer (L12 MfCK), worshipper of Makhleb, blasted by a lindwurm (blast of flame) on Lair:7 on 2010-01-08, with 19079 points after 16974 turns and 1:24:03. 18:56 <+doy> huh 18:56 < syllogism> lindwurms seem to be about as rare as elephant slugs? 18:56 <+doy> lindwurms are 10, elephant slugs are 30 18:57 <+doy> other things at 10: giant beetle, scorpion, oklob, steam dragon, orange rat 18:57 <+doy> although this is affected by native depth too 18:57 < syllogism> what's the difference between mons_lair_level and mons_lair_rare 18:57 <+greensnark> _level defines their native depth 18:58 < syllogism> ah 18:58 < syllogism> I see it now :P 18:58 <+doy> in any case, we could probably stand to tone down the frequency of most of those monsters i listed above 18:59 <+doy> and bump up some others to compensate 18:59 -!- stabwound [n=someone@node510.wl-a.pppoe.execulink.com] has joined ##crawl-dev 18:59 <+kilobyte> well, the frequency numbers are relative 18:59 <+kilobyte> when you bump something down, everything else goes down 18:59 <+kilobyte> up 18:59 <+doy> well, sure 19:00 < syllogism> some of the rarities are pretty bizarre 19:00 < syllogism> like large abominations are rarer in crypt than ancient liches 19:00 < syllogism> or regular liches 19:00 < syllogism> or maybe I can't interrept this right :P 19:00 < syllogism> interpret 19:00 <+greensnark> syllogism: You can use ./crawl -script place-pop Crypt:1 Crypt:5 to get actual monster distrib at level gen 19:01 <+doy> http://www.cs.helsinki.fi/u/kielosto/crawl_spoilers/ss/crawl_ss_branches.html 19:01 <+greensnark> It will generate a monster-report.out 19:01 <+greensnark> It helps a lot when twiddling the knobs 19:01 <+kilobyte> well, abominations are mostly demonic, and crypt is supposed to be undead 19:01 < syllogism> they are corpses 19:01 <+greensnark> Although it works best for branches where monster native depths are not based on absolute depths 19:02 <+doy> greensnark: is there a reason we can't just make all depths relative to the current branch? 19:02 <+greensnark> I think most are 19:02 <+doy> absolute depth in general is a weird concept 19:02 <+doy> considering the amount of variance we have in branch entrance depths 19:03 <+greensnark> Only unique placement is the floater 19:03 <+doy> ah, okay 19:03 <+greensnark> So if you run place-pop script, the unique stats will be different in branches with variable depths 19:03 <+greensnark> I think there are one or two branches that use absolute depth, can't recall 19:03 <+doy> converting everything to use relative depth might be saner overall 19:12 -!- Twinge [n=user@97-124-161-11.hlrn.qwest.net] has joined ##crawl-dev 19:18 < Ashenzari> Misplaced message while butchering (http://crawl.develz.org/mantis/view.php?id=492) by Nobody 19:21 < Napkin> hey rax? 19:22 < Napkin> rax: I'd like to catch you and setup rsync one of these days - pretty please :)) 19:30 -!- Spads [n=spacehob@unaffiliated/spads] has quit [Read error: 110 (Connection timed out)] 19:31 -!- Twinge_ [n=user@97-124-174-188.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 19:31 -!- Twinge_ [n=user@97-124-162-132.hlrn.qwest.net] has joined ##crawl-dev 19:32 -!- Twinge [n=user@97-124-161-11.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 19:33 -!- Twinge [n=user@97-124-154-63.hlrn.qwest.net] has joined ##crawl-dev 19:51 -!- Twinge_ [n=user@97-124-162-132.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 20:04 < Napkin> !send greensnark hot coffee! 20:04 < Henzell> Sending hot coffee! to greensnark. 20:05 -!- Twinge_ [n=user@97-124-171-58.hlrn.qwest.net] has joined ##crawl-dev 20:08 < Napkin> !send greensnark a big pot of hot & fresh coffee 20:08 < Henzell> Sending a big pot of hot & fresh coffee to greensnark. 20:12 < Napkin> kilobyte? you don't mind me running learndb-html.pl on CDO too - do you? 20:17 <+kilobyte> Napkin: I don't have a version with all the recent changes. 20:17 <+kilobyte> Napkin: so you'd have to talk to someone with access to CAO 20:17 < Napkin> i just pulled it from cao 20:17 <+kilobyte> Napkin: so... what do you need me for? 20:17 < Napkin> asking for your permission, kilobyte 20:18 * kilobyte is not Microsoft. No WGA attached :p 20:18 < Napkin> the usual etiquette :) 20:18 < Napkin> great, thanks :) 20:19 < Cryp71c> Napkin, we get learndb on grettel? 20:20 < Napkin> no, no need 20:20 < Napkin> henzell is doing a superb job with serving it :) 20:20 < Cryp71c> oh ok, lol :) Yeah there's not much purpose but I wasn't sure what that particular file was used for 20:20 < Napkin> but, I will use the data for the website :) 20:20 < Napkin> should speed it up quite a lot :) 20:22 < Napkin> in case you didn't know (and to make it more public, of course) - this website: http://crawl.develz.org/wordpress/?page_id=214 20:22 -!- Twinge [n=user@97-124-154-63.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 20:22 < Napkin> ;) 20:26 -!- Twinge_ [n=user@97-124-171-58.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 20:28 -!- SIberAsleep [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit ["Whoa! Partial hit!"] 20:34 < Cryp71c> I had used that on occasion :) Its useful when i can't join irc 20:34 < Cryp71c> Napkin, is the @?? data on that page from @? or @?? ? 20:35 < Napkin> from @??, Cryp71c 20:44 -!- scarf [n=scarf@unaffiliated/ais523] has quit [Remote closed the connection] 20:50 -!- Twinge [n=user@97-124-167-186.hlrn.qwest.net] has joined ##crawl-dev 20:55 -!- ogaz [n=chatzill@169.236.122.209] has joined ##crawl-dev 21:07 -!- 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."] 21:23 -!- eith [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has quit ["When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net"] 21:25 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 21:28 -!- Twinge_ [n=user@97-124-154-197.hlrn.qwest.net] has joined ##crawl-dev 21:30 -!- eith [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 21:31 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has joined ##crawl-dev 21:31 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 21:38 < Ashenzari> wucadmu temple black stone walls tile (http://crawl.develz.org/mantis/view.php?id=493) by Porkchop 21:38 -!- Eronarn_ is now known as Eronarn 21:45 -!- Twinge [n=user@97-124-167-186.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 21:52 -!- Spads [n=spacehob@unaffiliated/spads] has joined ##crawl-dev 21:58 < CIA-81> j-p-e-g * r779740b333a3 /crawl-ref/source/ (delay.cc mon-stuff.cc monster.cc): Turn autopickup back on when killing backlit invisible monsters. 22:06 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 22:07 -!- Jampy [n=Jampy@c-67-168-196-117.hsd1.or.comcast.net] has joined ##crawl-dev 22:14 -!- remirol [n=granny@adsl-068-209-119-143.sip.asm.bellsouth.net] has joined ##crawl-dev 22:14 < CIA-81> j-p-e-g * r8226ea335dee /crawl-ref/source/delay.cc: Add a missing break in the delay starting message switch conditional. 22:14 -!- lorimer [n=granny@adsl-068-209-119-143.sip.asm.bellsouth.net] has quit [Nick collision from services.] 22:14 -!- remirol is now known as lorimer 22:29 < Ashenzari> message window can't handle long strings and crashes (8226ea33) (http://crawl.develz.org/mantis/view.php?id=494) by jpeg 22:35 < CIA-81> by * r18a740f01d11 /crawl-ref/source/message.cc: Fix last column in message window not being cleared properly. 22:38 < CIA-81> greensnark * r141c1e7bbfe7 /crawl-ref/source/ (10 files in 3 dirs): Monster respawn rate reduces after 3k turns on level, respawning ends after 15k turns on level, monster level fuzz and super OOD rates increase with time spent beyond 3k turns on level. 22:38 < CIA-81> greensnark * r95a44477da7d /crawl-ref/source/mon-pick.cc: Decrease rarity of tentacled monstrosities in Swamp (they're still quite rare). 22:39 < Ashenzari> tiles: long notes blank intermediate lines (http://crawl.develz.org/mantis/view.php?id=495) by rob 22:42 < CIA-81> greensnark * r104b10d63fb5 /crawl-ref/source/mon-place.cc: Discard unused function. 22:45 < Napkin> kilobyte, still here? 22:52 < syllogism> decrease rarity? 22:52 < TGWi> make common 22:52 < syllogism> oh right 22:52 < syllogism> duh 22:52 < TGWi> what were you thinking it was 22:53 < syllogism> I couldn't reconcile decrease and make more common 22:54 < Ashenzari> Amulet of stasis doesn't prevent giant eyeball paralysis (http://crawl.develz.org/mantis/view.php?id=496) by valrus 22:55 <+doy> why would stasis prevent paralysis 22:55 < syllogism> the description says it does 22:55 <+doy> that doesn't make any sense 22:55 < syllogism> it preserves your current condition 22:56 <+doy> what better way to preserve it than by not letting you move 22:57 < Zannick> what about the fact that you *can* move? 22:57 <+doy> what? 22:57 < Zannick> is that not part of your condition? should it not preserve that? 22:57 < Zannick> (note i've never used the amulet of stasis) 22:58 < Kyrris> Regardless of should or shouldn't, it says it -does-. 22:59 < Ashenzari> Amulet of Guardian Spirit doesn't stop poison damage as description implies it should (http://crawl.develz.org/mantis/view.php?id=497) by valrus 22:59 < CIA-81> j-p-e-g * r24a88db19858 /crawl-ref/source/tutorial.cc: Respect key bindings in a great number of tutorial messages. 22:59 < CIA-81> j-p-e-g * r3a0fe26ceaa1 /crawl-ref/source/ (7 files in 4 dirs): Add Porkchop's holy scourge tiles. 22:59 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [] 23:11 -!- ogaz [n=chatzill@169.236.122.209] has quit [Connection timed out] 23:14 < Ashenzari> wucadmu temple autumn trees tiles (http://crawl.develz.org/mantis/view.php?id=498) by Porkchop 23:20 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 23:21 < syllogism> hmm X is crashing the game 23:23 <+greensnark> syllogism: Every time, or do you have to do something unusual 23:23 < syllogism> I was testing the new monster spawns, I didn't make clean though 23:24 < syllogism> but yes, every time 23:26 -!- Twinge [n=user@97-124-165-180.hlrn.qwest.net] has joined ##crawl-dev 23:27 < syllogism> that "random monster gen scaled off" message is kind of spammy but I guess it doesn't matter :P 23:29 -!- by [n=rob@g225126085.adsl.alicedsl.de] has joined ##crawl-dev 23:29 -!- mode/##crawl-dev [+v by] by ChanServ 23:30 <+doy> greensnark: what's the connection check for orc supposed to do, exactly? 23:30 <+doy> is orc:4 always supposed to be connected? 23:31 < syllogism> the worst I saw on d1 was an ice beast 23:31 <+greensnark> doy: No idea? 23:31 <+greensnark> I think the intent at some point was that Orc:4 should be fully connected 23:31 <+greensnark> But I don't know if that was implemented or even agreed upon 23:31 <+doy> ah, thought you might have been the one that coded it 23:31 <+greensnark> Enne added some connectivity code, I'm not very familiar with it 23:32 <+doy> yeah, i'm pretty sure some connectivity checks were added 23:32 < syllogism> I made clean and X works fine 23:32 < syllogism> err 23:32 <+doy> but i don't know what they were 23:32 < syllogism> I take it back :P 23:32 <+greensnark> syllogism: That's only for debug builds, but yeah, I should toss it 23:32 < syllogism> yes obviously it is 23:33 <+greensnark> doy: There are also some branches that disable connectivity checks altogether 23:34 <+greensnark> Ah yes, if the branch has BFLAG_ISLANDED, the dungeon builder won't check for stair connectedness 23:34 <+doy> there are connectivity checks other than the one for orc? 23:34 <+greensnark> Every branch that doesn't disallow it gets it 23:35 <+greensnark> The Tomb used to get it too 23:35 <+doy> swamp, shoals, tomb, and hells, looks like 23:35 < syllogism> according to &", 8 monsters spawned in 12k turns on d4 23:35 <+greensnark> And the builder would helpfully fix the stairs on Tomb:1 and Tomb:2 so you could walk straight down :) 23:36 < syllogism> and none of them ood really 23:36 <+doy> heh 23:36 <+greensnark> syllogism: Default spawn rate is rather low 23:36 <+doy> the builder can adjust vaults? 23:36 < syllogism> yes 23:36 <+greensnark> 5/480 chance of spawn every 5 turns 23:36 <+greensnark> And then that's further reduced 23:36 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [] 23:36 <+by> I'm aware of two kinds of connectivity checks: 1. no parts of a level not connected to a staircase 2. interlevel connectivity (_fixup_interlevel_connectivity) 23:37 < syllogism> a stone giant skeleton though 23:37 <+greensnark> What was the old spawn rate for monsters? 23:37 < syllogism> how old 23:37 * greensnark looks at 0.1. 23:38 <+greensnark> Aiee, 0.1 is like an alien city now :P 23:40 <+greensnark> If I'm reading this right, 0.1 had a 1/240 chance of placing a monster every turn 23:40 <+greensnark> And master has a 5/480 chance of placing a monster every 5th turn 23:41 <+greensnark> That is we've reduced the spawn rate by 50% 23:41 <+greensnark> Was this intentional? 23:42 <+greensnark> Or am I misreading something 23:42 < syllogism> I doubt it was intentional, if that's the case 23:44 -!- Twinge_ [n=user@97-124-154-197.hlrn.qwest.net] has quit [Read error: 110 (Connection timed out)] 23:44 -!- Twinge_ [n=user@97-124-165-71.hlrn.qwest.net] has joined ##crawl-dev 23:46 -!- Twinge [n=user@97-124-165-180.hlrn.qwest.net] has quit [Read error: 113 (No route to host)] 23:46 < CIA-81> by * rb18974f645ba /crawl-ref/source/message.cc: Redraw message window before printing --more-- prompt. 23:46 < CIA-81> by * r25bf26adf318 /crawl-ref/source/message.cc: Scroll message window one-line-at-a-time when adding messages. 23:47 <+greensnark> acr.cc was a real monster in 0.1 :P 23:48 -!- Twinge [n=user@97-124-155-37.hlrn.qwest.net] has joined ##crawl-dev 23:49 <+greensnark> Oh, the 480 was for the mummy fix 23:49 <+greensnark> Let me change that back to 240. 23:50 <+sorear> greensnark: the first version after jpeg made spawns depend on absolute time, we had a version of Crawl with 95% less spawns 23:50 <+sorear> it was much better 23:50 <+greensnark> :) 23:50 <+sorear> b/c she moved it into the slow loop without adjusting odds 23:52 < CIA-81> greensnark * r125ae6e64ba7 /crawl-ref/source/ (dungeon.cc mon-place.cc): Restore respawn rate to 1/240 per standard turn, subject to scaling for time spent on the level. 23:54 < Ashenzari> Ranged Combat for 0.6 (http://crawl.develz.org/mantis/view.php?id=41) by dpeg 23:55 <+doy> maybe i should go back and fill in the older tickets 23:58 < Cryp71c> Are blink / teleport being removed as mutations alltogether, or simply removed from DS - possible muts? 23:58 <+doy> removed altogether