00:00 <@dpeg> doy = acclaimed git guru :) 00:00 <+haranp> git pull works now 00:00 <+haranp> so I can git push? 00:00 <+greensnark> Yes! 00:00 < CIA-81> haranp direction-rewrite * r553c0cd8d1dc /crawl-ref/source/ (15 files): Many more changes to direction(). 00:00 < CIA-81> haranp direction-rewrite * rd9662cfaa691 /crawl-ref/source/effects.cc: Really add the better ally-attack message. 00:00 <+doy> haranp: how did you create that local branch, by the way? 00:00 <+greensnark> Where are the existing tree colours assigned :P 00:00 < CIA-81> haranp direction-rewrite * rcac99abb0f76 /crawl-ref/source/ (327 files in 23 dirs): Merge branch 'master' into direction-rewrite 00:00 < CIA-81> haranp direction-rewrite * rdd7057404754 /crawl-ref/source/files.cc: Merge branch 'direction-rewrite' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into direction-rewrite 00:00 <+haranp> git checkout -b direction-rewrite 00:01 <+kilobyte> I have a habit of always specifying the branch to pull from (git pull sf direction-rewrite), it's more typing but safer if you have 369860948603 checkouts on 45689 machines 00:01 <+doy> haranp: in the future, do 'git checkout -b direction-rewrite origin/direction-rewrite' 00:01 <+doy> and it'll set all that up for you 00:01 <+haranp> will add to my cheat sheet 00:01 <+haranp> thanks 00:01 <+haranp> dpeg: take a look at the latest push 00:01 <+kilobyte> doy: in newest git it looks like you can 'git checkout direction-rewrite' and it will do that for you 00:01 <+haranp> there are still a few things missing... 00:01 <+doy> kilobyte: ah, cool 00:01 <+greensnark> kilobyte: That's awesome 00:02 <+haranp> for example prompts for clouds are a bit silly 00:02 <+kilobyte> (or complain if multiple remotes have that branch, of course) 00:02 <+greensnark> I always have trouble explaining that to people new to git 00:02 <+haranp> you can now control the F line properly 00:02 <+haranp> so changes to that should be easy 00:02 <@dpeg> haranp: will do in a moment 00:02 <+kilobyte> greensnark: trees in general: 25% light green, 75% dark green. Trees in Swamp: 25% brown, 75% dark green. 00:02 <+haranp> oh, and check out Apportation :) 00:02 <+greensnark> kilobyte: Sounds good 00:03 <+kilobyte> greensnark: it uses a hash, show.cc:_tree_colour() 00:04 <+greensnark> Ahh, interesting 00:05 <+kilobyte> Shoals can probably keep standard trees, or perhaps even use more bright ones. 00:05 <+doy> palm trees! 00:05 <+greensnark> Shoals doesn't use trees currently, just plants 00:06 <+greensnark> For some reason I typed GREEN : BREEN and couldn't make out why the compiler was complaining 00:06 <+due> hiya 00:06 < Henzell> due: You have 4 messages. Use !messages to read them. 00:07 <+greensnark> Morning due 00:07 <+due> I want to keep palm trees for th epotential dessert branch 00:07 <+due> If this is okay 00:07 <@dpeg> due: it is 00:07 <+due> dpeg: The new vaults code won't be ready for 0.6, I don't think 00:07 <+due> I mean, it *works* 00:07 <+greensnark> I'm not entirely sure about the green/brown thing :/ 00:07 <+due> But I still have to write all the subvaults and deal with the monster generation and stuff. 00:08 * greensnark tries green/cyan :P 00:08 <+greensnark> Eek, that's dreadful :P 00:08 <+due> I am also still dizzy, don't mind if I'm slightly insane. 00:08 * greensnark hands due a tequila shot. 00:08 <+greensnark> That should help with the dizziness. 00:09 <+due> hooray 00:09 <+due> I'm actually going to the doctor shortly. 00:09 <+kilobyte> due: we mind, being merely slightly insane means you're not qualified for Crawl development 00:09 <+greensnark> Oh, sick :/ 00:09 <@dpeg> greensnark: what about only darkgreenß 00:09 <+due> kilobyte: bugger 00:09 <+greensnark> dpeg: That looks a little boring :) 00:09 <@dpeg> darkgreen / grey? 00:09 <+due> HAAHAH 00:10 <+due> What are we talking about now? 00:10 <@dpeg> colour of trees in Swamp 00:10 <+greensnark> Tree colors for Swamp 00:10 <+due> Ah 00:10 <+due> Whats wrong with what we've got at the minute? 00:10 <+greensnark> darkgreen/darkgrey may work, but plain lightgrey does not 00:10 <+greensnark> Yeah, at this point I'm inclined to leave it as is :) 00:11 <+greensnark> green /lightgreen is a bit too cheerful for Swamp 00:11 <+greensnark> But it looks beter than the other stuf I tried 00:11 <+due> Lightgreen is too cheerful 00:11 <+due> But 00:11 <+due> Speaking from experienc 00:11 <+due> Other colours are horrible. 00:11 <+greensnark> Yes 00:11 <+due> I tried brown/yellow in the Wucad Mu wizlab and blech. 00:11 <+greensnark> Unless I change my terminal's notion of brown :P 00:12 <+due> Please don't, because mine is still ugly.. 00:12 <+due> What does green and darkgrey look like? 00:12 <+greensnark> Yeah, I think trees look fine 00:12 < Kyrris> Probably all swampy and decaying. 00:12 < Kyrris> due. 00:12 <+greensnark> Green and darkgrey look weird, but less weird than the other stuff I tried 00:12 <+haranp> okay, night 00:12 <+greensnark> But green and lightgreen work better anyway 00:12 <+due> I'm inclinded to stick with green and lightngreen then. 00:13 <+due> Simply because it's a brand new feature typee 00:13 <+haranp> dpeg, if you have more suggestions, just let me know :) 00:13 <+haranp> and someone needs to work out the interface for tiles 00:13 <+due> And perhaps changing the colours of it in random branches might confuse new people. 00:13 -!- haranp [n=haranp@di8-37132.dialin.huji.ac.il] has quit ["leaving"] 00:13 <+greensnark> Does tiles have a different fire interface? 00:13 <+greensnark> I thought it was the same prompts and everything 00:13 <+greensnark> Just with added mouseness 00:13 <@dpeg> greensnark: tiles *should* have a different interface: they can use the mouse 00:14 <+greensnark> Yes, but the basic interface is unchanged 00:14 <+greensnark> i.e. if you're an ASCII player, you can still use all your old shortcuts, etc. 00:14 <+due> dpeg: giving cigotuvi's monster a mutagenic attack is a brilliant idea, but would require defining him as an actual monste.r 00:14 <@dpeg> yes 00:14 <@dpeg> due: yeah 00:15 <+greensnark> due: Do it, no worries :) 00:15 <+due> which I think is probably okay. 00:15 <+due> Unless greensnark is finished with the monster->Lua rewrite ;) 00:15 <+greensnark> :/ 00:15 <+greensnark> Don't remind me of that bit-rotting pile of code :P 00:16 <+greensnark> It needs at least 3-4 days of focussed effort 00:16 <+due> :) 00:16 <+greensnark> And focussed effort involving mon-gear.cc 00:16 <+due> It's fine. I was teasing! <3 00:16 <+greensnark> Also known as the Black Pit, Moria. 00:17 <+due> What was wrong with mon-gear? 00:17 <+due> I mean, I know it was bad 00:17 <+greensnark> Giant switch blocks assigning items 00:18 <+due> Yeah. 00:18 <+greensnark> I'd have to write a parser to translate that :P 00:18 <+due> giant switch blockss of doom. 00:18 <+greensnark> And there are lots of tedious little special cases to trip up an automated converter 00:18 <+greensnark> So I'd need to write test scripts to compare before and after equipment :P 00:18 <+greensnark> "Later!" :P 00:18 <+due> Hehehehe. 00:18 <+due> Or you could just get someone weird and obsessed like me to do it by hand? 00:19 < Kyrris> I love the forest temple! It's beautiful! 00:19 <+greensnark> I'd have to do a fair few by hand to nail down the APIs to use 00:19 <+greensnark> I still haven't even scoped out the land in mon-gear :) 00:20 -!- Twinge_ [n=user@97-124-171-7.hlrn.qwest.net] has joined ##crawl-dev 00:20 <@dpeg> greensnark: who wrote this mass? And made sure it worked? 00:20 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [] 00:21 <+greensnark> It's like a coral reef :P 00:21 <@dpeg> *mess 00:21 <+greensnark> Gradually built up :) 00:21 < TGWi> ??octopus king 00:21 < Henzell> octopus king[1/1]: +10,+4 trident of the Octopus King {venom, rElec rPois MR} 00:21 <+due> mon-gear is just... disgusting. 00:22 <+due> But it's probably one of the sanest and most efficient ways of doing it in C++, no? 00:22 <+due> So wait, are trees brown in Swamp, now? 00:22 <+greensnark> No 00:22 <@dpeg> 1/4 of them 00:23 <+greensnark> Oh, someone made the change? 00:23 < TGWi> @??tentacle 00:23 < Gretell> tentacle (w) | Speed: 10 (swim: 60%) | HD: 12 | Health: 36-60 | AC/EV: 5/7 | Damage: 29 | Flags: amphibious, cold-blooded | Res: magic(immune), asphyx | XP: 0. 00:23 <+due> Yeah. 00:23 * due glares at kilobyte. 00:23 <@dpeg> greensnark: yes, Adam did 00:23 <+greensnark> Oh 00:23 <+greensnark> Yeah, I suggested it, but I hadn't tried it 00:23 <+due> Hm. 00:23 <+due> I'll have a look and see what it's like. 00:23 <@dpeg> kilobyte's code looks even blacker than than the usual black magic to me :) 00:23 <+due> But I don't think we should be so quick to start recolouring new features for Branches... 00:24 <+greensnark> It's a neat little hash to distribute the different colours randomly, using just the position to decide the colour 00:24 -!- Twinge [n=user@97-124-171-226.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 00:24 -!- Twinge [n=user@97-124-170-190.hlrn.qwest.net] has joined ##crawl-dev 00:24 <+due> I suppose Brown would be kay, though. 00:25 <+greensnark> I thought brown was fine, but it's worse than lightgreen :/ 00:25 <+due> Is it? :/ 00:25 <+due> Will do comparative screenshots, perhaps. 00:25 <+greensnark> It works better in real life :P 00:26 <+greensnark> Trees with brown trunks and green leaves vs trees with brown trunks and brown leaves! 00:26 <+due> We need a greenbrown colour. 00:26 <+due> Make it so! 00:26 <@dpeg> greensnark: yes, I noted the bit about using position, like that a lot. But the h^ etc.... I won't comprehend :) 00:26 <+greensnark> bit twiddling :P 00:27 <+due> I will do screenshots. 00:27 <+greensnark> dpeg: Did you see the change to the Lernaean hydra :P 00:27 <+due> Once the full compile is done. 00:27 <+greensnark> It is hilarious :P 00:27 <+due> I KNOW 00:27 <+greensnark> I can't wait for someone to try hiding behind a tree again :D 00:27 <+due> dpeg: someone stood behind trees and the Lenaean hydra just chilled on the other side while they channelled to death. 00:27 <+due> It was disgusting :( 00:28 <@dpeg> greensnark: <3 00:28 <+due> Also, dpeg, what do you think about actually creating an unrand Entarex and making Maud's behaviour change if you have it? 00:28 <@dpeg> not sure :) 00:28 -!- Twinge_ [n=user@97-124-171-7.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 00:28 <@dpeg> if you come up with a cool randart... 00:28 < ogaz> !lm * uniq=the lernaean hydra 00:28 < Henzell> No milestones for * (uniq=the lernaean hydra). 00:28 <+due> :D 00:29 < ogaz> !lm * uniq=lernaean hydra 00:29 < Henzell> No milestones for * (uniq=lernaean hydra). 00:29 <+due> ogaz: uniq=~lern 00:29 <@dpeg> "An ancient sword, looking for Maud." 00:29 <+due> dpeg: Yesssss, exactly. 00:29 < ogaz> !lm * uniq=~lern 00:29 <@dpeg> Attacks anyone who is not Maud :) 00:29 <+due> dpeg: I was thinking more that it was a person who was magiically transformed into a sword. 00:29 <+greensnark> dpeg: No! 00:29 <+due> Oooh, it could be a dancing weapon. 00:29 <+greensnark> It recites love poems to its wielder, assuming they are Maud 00:29 <+due> greensnark: <3 00:29 <+due> Custom noisy sword, ++. 00:30 <@dpeg> but then we lose jpeg as a coder, she'd spend the rest of her time writing Entarex love poems 00:30 <+due> Why is this an issue/ 00:30 <+greensnark> It also explains why Maud is so keen to get Entarex back :P 00:30 <+due> Okay, I will do this. 00:30 <@dpeg> now??? 00:30 <+kilobyte> well, who's guilty of the Singing Sword? 00:30 <+due> Unrand with custom speech. 00:30 <+due> No! 00:30 <@dpeg> I mean, right now? 00:31 <+due> No, not right now. 00:31 <@dpeg> kilobyte: hey, jpeg and I added a ton of speech for the singing sword! 00:31 <+due> Did you see I committed the item lib changes! 00:31 <+kilobyte> greensnark: to keep the dirty secret hidden? 00:31 <+due> Metatables! 00:31 < Henzell> 1. [2010-01-24] moq the Destroyer (L16 MuWz) killed the 27-headed Lernaean hydra on turn 75326. (Swamp:5) 00:31 <@dpeg> due: yes! 00:31 <+due> Oh, dpeg. 00:31 * greensnark is off, back later.;. 00:31 <+due> dpeg, harpies. :/ 00:31 < ogaz> !lm * uniq=~lern -tv 00:31 < Henzell> 1. moq, XL16 MuWz, T:75326 (milestone) requested for FooTV. 00:31 <+due> greensnark: Ciao! 00:31 <@dpeg> due: not working? 00:31 <+kilobyte> dpeg: the speech and idea rocks, the sword sucks bigtime 00:31 <@dpeg> kilobyte: do you want to remove it or improve itß 00:31 <@dpeg> kilobyte: I agree. 00:32 <+due> dpeg: Well, they're slightly grindy. On my SpBe, I decided to leave my food outside of the branch so that it wouldn't get stolen, because losing my food was such a massive, massive issue. 00:32 < ogaz> why was moq using a staff of energy on a mummy :/ 00:32 <+due> Which means that you have to leave the branch whenever you want to eat. 00:32 <@dpeg> due: hm, what to do? 00:32 <@dpeg> due: which is a food problem in itself?! 00:32 <+due> dpeg: Well, SpBe is aways a food problem, but usually I can manage that. 00:32 <+due> I just have to take into consideration that a monster steals my food. 00:33 <+due> I know there's been a lot of work on the food theft mechanism, but what about just giving them a hungering attack, like hungry ghosts? I'm unsure. 00:33 <@dpeg> due: perhaps harpies are more interesting for characters with chunks? 00:33 <+doy> !lg * killer=~lern 00:33 <+due> Oh, it's interesting. 00:33 < Henzell> No games for * (killer=~lern). 00:33 <@dpeg> kilobyte: if you have a cool idea to help the singing sword, say it! 00:33 <+due> doy: None yet :( 00:33 <+due> The Singing Sword should randomly animate itself and kill monsters. 00:34 <+doy> @??lernaean hydra 00:34 < Gretell> the Lernaean hydra (D) | Speed: 10 (swim: 60%) | HD: 30 | Health: 150 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious, cold-blooded | Res: magic(120), poison | Chunks: poisonous | XP: 7599. 00:34 < ogaz> at the very least, it needs a buff; a +7 unbranded long sword is pretty bad 00:34 <+due> Agree. 00:34 <@dpeg> would be nice if whatever is it the sword gets, it'd fit with the singing 00:34 <+due> dpeg: So yeah, I just don't know; the harpies themselves are already really interesting, I just found the food theft infuriating annoying rather than fun annoying, but easily dealt with 00:34 < nrook> I've used the singing sword through midgame repeatedly, not everything needs to be really strong 00:35 <@dpeg> nrook: but unbranded is not so hot 00:35 <@dpeg> if you wield the singing sword, 't' should not "shout" but "sing" :) 00:35 <+due> :D 00:35 <@dpeg> 'tt' 00:36 <+kilobyte> most brands would be unfitting for it 00:36 <@dpeg> and make the sword perform better 00:36 <@dpeg> kilobyte: yes 00:36 <+kilobyte> perhaps just increase the enchantment to +46934769386? 00:36 <+due> "singing brand" 00:36 <+due> Does extra damage against silent monsters 00:36 <@dpeg> hm, what about singing does animate it? 00:36 < nrook> the singing sword could be a scimitar 00:36 <+kilobyte> what if you cast Silence? 00:36 <+due> kilobyte: You are prevented from it. 00:36 <@dpeg> it dies? 00:36 < ogaz> the singing sword scowls horribly at you 00:36 <+due> nrook: That is an idea. 00:37 <+due> Actually, brown is okay for the Swamp's trees. 00:38 <+due> dpeg: But yeah, otherwise, I love Shoals. 00:38 <+due> dpeg: But losing rations on an early Spriggan will most likely make people do the same thing as me (leave food behind at the door). 00:38 <@dpeg> due: yes, Shoals and Slime are the most round branches right now, imo 00:39 <+due> Swamp isn't bad, actually. 00:39 <+due> and Lair is really visually interesting now. 00:39 <+due> Especially now that the water attack bonus is gone, Swamp is less grindy. 00:39 <+due> Bah 00:40 <+due> Oh 00:41 <+due> dpeg: Do you want damaging Slime walls in Slime? We can do this quickly and easily for 0.6. 00:41 <+due> Also, are we going to branch 0.6 soon? 00:41 <@dpeg> so yes, all of Lair is cooler now 00:41 <@dpeg> due: hm, I would like that, yes 00:41 <@dpeg> due: do you know if we increased death ooze generation in Slime? 00:41 <@dpeg> they are a tad too rare 00:41 <+due> I haven't seen any changes to it recently, but that can get turned up. 00:41 <+due> What sort of damage do we want from the walls? 00:41 <+doy> i thought we did 00:41 <+doy> at some point 00:41 <+due> Proximity damage only, or acid-flavour damage? 00:42 <+doy> but might have just been a fr or something 00:42 <+due> doy: Not since I started writing the play-testing posts. 00:42 <@dpeg> due: no, it would've been older 00:42 <@dpeg> but I cannot remember 00:42 <@dpeg> well, thematically, slime wall damage should be acidic, but I don't want rAcid to prevent it -- what to do? 00:42 <+due> Master branch on CDO updated to: 0.6.0-a1-2689-gc7db6ed (16.2)! 00:42 <+doy> dpeg: why not? 00:43 <+due> rCorr should prevent it, otherwise it'll be infuriating. 00:43 <@dpeg> doy: the slime walls should do damage in order to prevent the "dig tunnel" scum against the royal jelly! 00:43 <@dpeg> it is a gameplay nerf, hidden as a flavour bit :) 00:43 <+due> Well, sure 00:43 <+due> But unresistable acid damage is bad. 00:44 <+due> Especially when you already have to dig tunnels to get to the different bubbles. 00:44 <+doy> dpeg: the damage should stack for each adjacent acid wall tile 00:44 <@dpeg> okay, each adjacent wall of slime does 1d4 acidic damage, halved if rCorrß 00:44 <+doy> something like that would be fine 00:44 <+due> I think that's good. 00:44 <@dpeg> well, the player would dig something like this: 00:44 <@dpeg> xxxxxxxxxxxxxx... 00:44 <@dpeg> .............@... 00:44 <@dpeg> xxxxxxxxxxxxxx... 00:45 <@dpeg> to minimise wall damage 00:45 <@dpeg> but still, better than nothing 00:45 <@dpeg> also, can the RJ spawn jellies behind the @? 00:45 <+doy> really, royal jelly spawns shouldn't be required to be so close to it, if there's no room for them 00:46 <+doy> being able to limit the spawns by having the royal jelly in an enclosed area like that is a decent part of the issue 00:46 <@dpeg> a completely different solution would be that the RJ spawns can spawn right inside wall, jelly and all 00:47 <@dpeg> yes 00:47 <@dpeg> see ^ 00:47 < henryci> Is there an easy way to generate altars using wiz mode? 00:48 <+due> henryci: &_ 00:48 -!- eith_ [n=eith@86-41-101-70-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 00:48 <@dpeg> We should branch really soon. But before that, we should make a list of what's to be done for 0.6. 00:49 < henryci> how about creating an inaccessible altar? 00:49 <+due> henryci: Best bet woul dbe to force-place using &L the inaccessible altar vault. 00:50 <@dpeg> henryci: you can also add PLACE: D:1 to some altar vaults 00:50 <@dpeg> due: what do you thikn about the aggressive RJ spawns? 00:51 < henryci> where does &L gets its map names from? 00:53 <@dpeg> ah, it may not work 00:53 <+due> dpeg: They can kill anyone very quickly. 00:53 <@dpeg> does it? 00:53 <+due> Yes 00:53 <+due> henryci: the name: string on the vault in question 00:53 <+doy> !lg * place=slime:6 killer!=the royal jelly 00:53 < Henzell> 116. minced the Warrior (L18 SETm), worshipper of Makhleb, splashed by acid on Slime:6 on 2010-01-16, with 182128 points after 50316 turns and 4:28:27. 00:53 <@dpeg> due: well, but we all kill the RJ honestly in the open, noß 00:53 <+due> dpeg: I've never tried killing RJ in the open. :) 00:53 <@dpeg> henryci: part of the string is enough, although the prompt should really mention this 00:53 <@dpeg> boo! :) 00:53 -!- eith [n=eith@86-41-102-58-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 60 (Operation timed out)] 00:54 <+doy> !lg * place=slime:6 killer!=the royal jelly s=killer 00:54 < Henzell> 116 games for * (place=slime:6 killer!=the royal jelly): 38x an acid blob, 35x a royal jelly, 16x , 15x an azure jelly, 8x a death ooze, 2x a great orb of eyes, 1x an orc warrior, 1x a very large slime creature 00:54 <+doy> !lg * place=slime:6 killer!~royal s=killer 00:54 < Henzell> 81 games for * (place=slime:6 killer!~royal): 38x an acid blob, 16x , 15x an azure jelly, 8x a death ooze, 2x a great orb of eyes, 1x a very large slime creature, 1x an orc warrior 00:54 <+kilobyte> dpeg: we got too many new features with badly unstable code to branch right now IMHO, I'd evict new features to side branches for now 00:54 < henryci> Is there an altar vault defined in vaults.des? 00:55 <@dpeg> no 00:55 <+kilobyte> dpeg: since branching right now means either 0.6 or trunk will degreade 00:55 <+due> dat/des/variable/altar.des 00:55 <+due> vaults.des is purely for the vaults branch 00:55 <@dpeg> kilobyte: I think I agree. This is why I want some discussion about what goes into 0.6 before branching. 00:55 <+due> kilobyte: What's wrong with just moving 0.6 to a branch? 00:55 <+due> And not merging features into it? 00:55 < henryci> I see. 00:55 < henryci> awesome thanks. 00:55 <+due> NAME: general_overflow_altar 00:55 <+due> That's the inaccessible one 00:55 <+kilobyte> due: we'd have to cherry-pick 90% commits 00:56 <+due> kilobyte: So? 00:56 <+due> kilobyte: It'll at least enforce the feature freeze. 00:57 <@dpeg> we can also get feature freeze by discipline! 00:57 <@dpeg> henryci: does it work? 00:57 < henryci> don't have /des/ 00:59 <@dpeg> henryci: are you working with a recent trunk? 01:00 < henryci> I thought so. Let me verify. 01:00 <@dpeg> henryci: if so, you should have the des files, only in a different place than before 01:01 <+doy> i agree with all new features going on branches now, and keeping master for 0.6 things only 01:01 < henryci> last checkin I have is from 1/18 01:02 < henryci> so I asume this is the latest branch. 01:02 < henryci> err 01:02 < henryci> so this is .6 01:02 < henryci> I'm on branch master. 01:03 <@dpeg> henryci: what are your contents of dat/ ? Many des files or a des/ folder? 01:03 < henryci> many des files. 01:03 <@dpeg> that's old :) 01:03 <@dpeg> doesn't matter, the altar vaults you want are in altar.des 01:03 <@dpeg> simply take an unaccessible vault and add PLACE: D:1 01:04 < henryci> git pull brought me up to date 01:04 < henryci> by 'old' 01:04 < henryci> you mean it's like '5 days old'. 01:04 <@dpeg> alternatively, search for "altar" in entry.des and add WEIGHT: 100000 to a vault with an inaccessible altar (there are a few, the one with fire/water in the corner will be easiest) 01:04 <@dpeg> I added the RJ spawn idea to the Slime wiki. 01:05 <@dpeg> And I made a Singing Sword wiki. 01:05 <@dpeg> I don't think either of these should go into 0.6. Simply because it will attract more cognitive load that should be focused on 0.6. 01:05 <+doy> henryci: that's pretty old around here 01:05 <+doy> (: 01:05 <@dpeg> henryci: anc-ient! 01:05 <@dpeg> but that's not a problem for your Ctrl-O changes 01:07 <+doy> what do you think about swapping ^O and &? 01:07 < henryci> ok, now I'v got what I need. 01:07 <+due> I'm back 01:07 < henryci> thanks guys. 01:07 <+doy> so that we have all of our informational pages on %^& 01:08 <+due> dpeg: If we just do proximity damage, I think that's a nerf as it is 01:08 <@dpeg> doy: good idea 01:08 <@dpeg> due: what does proximity damage mean herE? 01:08 <@dpeg> henryci: we thank you! 01:09 <+due> dpeg: Being close to the walls. 01:15 < Timbermaw> guys, i'm getting red messages on tiles: "ch_force_autopickup failed". should i report that on the tracker? 01:15 <+due> No 01:15 <+due> It's fixed :) 01:15 < Timbermaw> hehe alright 01:15 <+due> To fix it localy 01:15 <+due> go into dat/lua/ and edit pickup.lua 01:16 <+due> Oh, no, you can't. 01:16 <+due> Hm. 01:16 < Timbermaw> ?? 01:16 < Henzell> [1/2911]: 01:16 <+due> Bah, will have to update the CDO binaries. 01:16 < Timbermaw> ops lol 01:17 < Timbermaw> no worries i'll wait for the fix 01:19 -!- eith_ [n=eith@86-41-101-70-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Client Quit] 01:19 -!- Eifel [n=roca@dslb-084-063-022-059.pools.arcor-ip.net] has left ##crawl-dev [] 01:19 -!- eith [n=eith@86-41-101-70-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 01:21 <@dpeg> due: yes, it is a nerf. But as I said above, it will attract comments and perhaps a discussion about how this is not the proper nerf, hence the cognitive load. 01:23 <+due> Hm. 01:25 <@dpeg> So, let's add to wikis whatever we have to say and do it for 0.7. 01:25 <@dpeg> Where is Ashenzari, btw? 01:25 <+due> Okay! 01:26 <+due> I'd love the Vaults changes to go in. 01:26 <+due> But currently, the monster load isn't high enough, and I'm not sure how to balance it properly. 01:28 <@dpeg> see it positive: that means we have content for 0.7 right away :) 01:28 <+due> We already have the holy monsters overhaul 01:28 <@dpeg> yes, there is a bit 01:28 <@dpeg> holy monsters, vaults, div god 01:30 <+due> zin overhaul 01:30 <+due> What do you think of the new swamp, btw? 01:31 <@dpeg> haven't seen it 01:31 <+sorear> ds 01:31 <@dpeg> right! 01:32 <+due> :o 01:32 <@dpeg> if we wanted, we could make a mini release right after 0.6 :) 01:32 < nrook> you could call it... 0.6.1 01:32 <+due> well 01:33 <+due> holy monsters couldn't go in that 01:33 <@dpeg> !tell by Is your godconducts refactory in any way related to the idea of tracking more conducts? 01:33 < Henzell> dpeg: OK, I'll let by know. 01:33 <+due> 0.6.1 should be for fixups and cleanups. 01:33 <@dpeg> nrook: no, of course not 01:33 <+due> dpeg: No, but we discussed that earlier, or at least ,sorear and I did 01:33 < nrook> or you could just call it 0.7, and merely have 0.7 come out quickly 01:33 <+due> What you want should be pretty easy. 01:33 <+due> !!!! 01:33 <+due> I got one of my tree levels. :D 01:33 <@dpeg> :) 01:34 <+due> dpeg: I changed the pools layout to occasionally place trees, it looks ace :) 01:34 <@dpeg> greensnark asked if the trees in Swamp couldn't be bushes or plants sometimes. 01:34 <@dpeg> due: yes, I read that. 01:34 <@dpeg> Good thinking. 01:34 < nrook> Speaking of something completely unrelated, I think something should be done about mystic blast. 01:34 <+due> Someone else had that idea 01:34 <+due> Not sure who 01:34 <+due> nrook: What's wrong with it? 01:34 < nrook> (I've been waiting for a while for a lull in the conversation, but you guys keep talking!) 01:35 < Timbermaw> i agree, they talk nonstop 01:35 < nrook> it's a decent, unresistable conjuration available in a very common book 01:35 <+due> And? 01:35 < nrook> so why would any conjurer pick up earth, ever? 01:35 <@dpeg> he says it's too good for the availability 01:35 <+due> LCS/ 01:35 <+due> Then we should tone down the availability of power. 01:36 < nrook> I think it's too good for any availability greater than "in annihilations," to be honest. 01:36 < nrook> Earth would be a lot more interesting if people could dip into it for a decent, irresistable spell. 01:36 <@dpeg> nrook: despite the range 4 nerf' 01:36 < nrook> But with mystic blast, there really isn't any motivation to do so. 01:36 <+due> You can get Mystic Blast with Sif Muna very quickly and very easily. 01:38 < nrook> dpeg: IMB is at range 4 now? 01:38 <@dpeg> yes 01:38 < nrook> even so, you don't need to have a great irresistable spell, or even a good one. It just needs to be non-terrible. 01:39 < nrook> Most enemies won't resist your attacks, and for them you can use your specialty. 01:39 <+doy> how does imb compare to ice bolt? 01:39 <+doy> (or whatever we're calling it these days) 01:39 < ogaz> nrook: even in 0.5, ice bolt is about as good as IMB 01:39 < ogaz> I actually like it better because of the +1 range 01:39 <+due> IMB just has a really good reputation, in my opinion. 01:40 < nrook> ice bolt is probably a little bit better, but it involves another school 01:40 < ogaz> but then, I don't like fire conjurers as much as ice conjurers 01:40 <+doy> ice is a lot more fun than fire 01:40 <+doy> (: 01:40 <+due> Ice is really fun, fire is boring. 01:40 < nrook> this is really only an issue for the fire conjurers, because the ice ones have ice bolt 01:40 <+doy> fire needs more explosions 01:40 <+due> fire conjurers have bolt of magma 01:41 <+due> anyway, what is this conversation about? 01:41 < nrook> but afaik nobody uses it, since mystic blast is much easier to cast (no earth) and good enough 01:41 <+doy> replace ice storm with something more thematic, and ditch bolt of fire 01:41 <+doy> and give fire more explosions 01:41 <+doy> (: 01:41 <+due> nrook: Heh, so? 01:41 <+due> We just make IMB rare. 01:42 < nrook> That works if it's rare enough so that, say, only 1/8 casters will get it by the middle of the game. But even Tukima isn't that rare, is it? 01:42 < nrook> (You could put it back in Annihilations, but I don't think that's on the table :p) 01:42 <+due> I don't get what the issue is. 01:42 <+due> IMB is too good 01:42 <+due> OR 01:42 <+due> IMB overshadows other good spells, so nobody uses them? 01:42 <+due> Or both? 01:43 < TGWi> no and no? 01:43 < nrook> the latter, I think 01:43 < TGWi> ice bolt is better, sticky flame is better 01:43 < TGWi> it overshadows maybe stone arrow 01:43 < nrook> IMB isn't really better than ice bolt, it's just easy to cast 01:43 <+due> I don't get why that is an issue. 01:43 < ogaz> I don't like IMB in annihilations because it's not annihilatory enough 01:43 < TGWi> ogaz: but it is powerful 01:43 <+due> ogaz: Agree, I always found an XL4 spell in annihilations odd. 01:43 < TGWi> demonology has call imp 01:43 <+due> IMB got nerfed in 0.5 with the spell range changes. 01:44 < TGWi> I don't see what the problem is 01:44 < nrook> my point is "mystic blast discourages conjurers from expanding into other schools by giving them a cheap and effective irresistable option" 01:44 <+due> Me neither, to be honest? 01:44 < TGWi> due: you should use some voodoo to make a vault with seasons 01:44 <+due> nrook: So? 01:44 < ogaz> fire conjurers will still need to expand into another school 01:44 < ogaz> unless you want to kill orbs of fire with IMB 01:44 <+due> nrook: They're only cheapening themselves. 01:44 < nrook> so nobody really uses earth 01:45 <+due> I don't think it's our responsibility, they're all quite viable. 01:45 < ogaz> well, the actual issue is that poison arrow is the only thing that keeps poison competitive, but it's also enough to choke earth magic 01:45 < TGWi> s 01:45 < TGWi> erm 01:45 < TGWi> ignore that 01:45 <@dpeg> Does anyone know how stealth and stealth training are affected by heavy armours? 01:46 < nrook> poison arrow is at least in theory rare, though 01:46 <+due> And poison arrow is XL6 and quite powerful. 01:46 < ogaz> dpeg: in 0.5, you cannot train stealth until you have 3*ev in armour skill 01:46 <+due> This is a really familiar argument. 01:47 < ogaz> er, 3*ev penalty 01:47 <+due> In my own opinion, not every school *must* be as viable nor as popular as every other school; they all have positives and negatives, strengths and weaknesses. 01:47 <+due> I still disagree with the notion that all characters should be able to deal with early game threats (poison, cold and fire resistant). They are this for the exact reason that the early game *needs* threats. 01:47 <@dpeg> due: but that does not refer to HEAVY/LIGHT armours as such... greensnark said there would be an effect like that. 01:48 <+due> dpeg: I don't know, sorry? 01:48 <@dpeg> erm, due <--> ogaz 01:48 <+due> :) 01:48 < TGWi> due: interesting threats are less "the player can't deal with them" than they are "they can deal with the player" 01:48 <+due> So, people think that IMB is super powerful, and wlil pass up the Earth school (which itself has some amazingly powerful spells), because of this misconception? 01:49 <+due> I think the best we can do in this situation is to make IMB rarer again (take it out of Power, maybe, or decrease the commonness of power), and issue an advisory. 01:49 <+doy> how does imb compare to, say, bolt of iron? 01:49 < ogaz> imo, IMB is not particularly powerful, and what passes up the earth school is poison arrow 01:49 <+due> "STOP! Iskenderun's Mystic Blast is *not* the spell you think it is!" 01:49 < TGWi> doy: different niche? 01:49 <+due> "If you are using IMB for any of the following reasons, you *should* think again: 01:49 <+doy> TGWi: different how? 01:49 <+due> etc, etc. 01:49 < TGWi> doy: 50% more MP, hella more hunger? 01:49 < nrook> I assume it's much worse, given that it's power 4 rather than power 6 01:50 <+doy> TGWi: whatever the level 4 earth spell is 01:50 <+due> Stone Arrow. 01:50 < TGWi> doy: there is none 01:50 <+doy> stone arrow 01:50 < TGWi> there's stone arrow which is levle 3 01:50 <+due> ??stone arrow 01:50 < TGWi> level 3 01:50 <+due> Stone arrow is level 4, no? 01:50 < TGWi> it's only available in two starting books 01:50 < TGWi> 3 01:50 <+doy> stone arrow used to be 4, at least 01:50 < TGWi> it's 3 01:50 < Henzell> stone arrow[1/1]: A level 3 earth/conjuration spell. Found in the book of Geomancy, starting book for EEs, and also in the Book of Conjurations [fire], starting book for fire-based conjurers. Does 2d12 dmg at max power. Does massive damage from ghosts for some reason. 01:50 <+doy> i don't know if it was changed 01:50 < TGWi> damnit guys it's level 3 01:50 < TGWi> :[ 01:50 < ogaz> dpeg: sorry, what I said referred only to heavy armours, you could train stealth from the beginning in light. I don't know how it works in 0.6 01:50 <+pointless_> I think it was always level 3 01:50 <@dpeg> ogaz: thank you very much 01:51 < nrook> nobody knows what level stone arrow is because nobody ever has any reason to cast it =/ 01:51 < TGWi> nrook: cj[f], ee 01:51 <+pointless_> It's level 3 now and has been for as long as I can recall 01:51 < TGWi> ee definitely uses it because it's their first long range conjuration 01:51 <+due> nrook: It's an excellent starting spell for conjurers lookin to go to EE. 01:51 < TGWi> and if people don't play ee, it's not stone arrow's fault 01:51 <+doy> i guess my knowledge is kinda weak since i've never seriously played ee 01:51 <+doy> (: 01:51 < nrook> (except ee, nobody plays ee but that's not-yeah) 01:52 <+doy> i think the problem with ee is mostly that it's based around just raw damage, but fire does that better already 01:52 <+doy> we need to fix fire, i think 01:52 < nrook> also stone arrow has a bad (probably unfair) reputation 01:53 <@dpeg> the elements need diversification as much as anything else 01:53 < TGWi> ice is plenty different, so's air 01:53 < ogaz> earth is pretty different too, though 01:54 < TGWi> it's just poison's gimmick is "almost being earth" and fire only has conjurations 01:54 < nrook> my point is just that more people would go into earth were earth the goto place for irresistable damage, but with irresistable damage everywhere that isn't really a benefit 01:55 < TGWi> is it bad if an element can't compete in conjurations? 01:56 < TGWi> earth's conjurations aren't bad, and whether conjurers use them, EE types do 01:56 < Eronarn> TGWi: did you get your access? 01:56 < TGWi> earth has shatter, not mud storm 01:56 < TGWi> eronarn: yeah 01:56 < TGWi> earth only HAS two conjurations, yeah? 01:56 < ogaz> 3 01:56 < TGWi> and bolt of magma but shut up 01:56 < ogaz> I was actually referring to stone arrow, iron bolt, and LCS 01:56 < TGWi> orite 01:57 < ogaz> also there's several earth/tmut damage spells; I'm not sure how it all works out for EE because I've rarely felt inclined to play it 01:57 < nrook> hmm, are books like the Monster Manual artefacts? 01:58 <+due> No 01:58 < nrook> it would be fun to have more medium-rarity books like that with goofy themes 01:58 <+due> They're just books :) 02:00 < ogaz> does EE have early-game issues of their exp being split too much between earth, tmut, and conj? 02:00 < TGWi> ee keeps conjuration off I think 02:00 < TGWi> and no more than IE splits it between ice/coj/enc 02:01 < ogaz> IE doesn't need to raise ench early, though 02:01 < TGWi> does ee need conj early? 02:01 < nrook> a book of really loud spells! 02:01 < ogaz> I have no idea, that's why I'm asking 02:01 < TGWi> nrook: 02:01 < TGWi> ??book of tempests 02:01 < Henzell> book of tempests[1/1]: Spells: Static Discharge, Lightning Bolt, Fireball, Shatter 02:01 < nrook> oh, that already exists 02:01 < TGWi> :P 02:02 < TGWi> there are already a bunch of goofy midgame books that nobody uses because they're so goofy 02:02 <@dpeg> we all know that spells need love, both local (spell by spell) and global (the whole schools) 02:03 <+due> dpeg: Sure, but there hav ebeen a lot of voices screaming for us to make all the schools inherently the same, and I don't think that is a good approach. 02:03 < nrook> how about a thief's handbook! 02:03 < nrook> apportation, swiftness, control teleport, lrd, invisibility 02:04 <@dpeg> due: absolutely 02:04 <@dpeg> nrook: passwall? 02:04 < nrook> passwall, yeah! 02:04 < TGWi> due: who screamed that? that's stupid 02:04 <+due> TGWi: A variety of people. 02:04 <@dpeg> nrook: propose it, it's nice 02:04 <@dpeg> we now also have noises and ranges to differentiate spells/schools 02:05 < TGWi> LRD? wha? 02:05 < TGWi> isn't that loud? 02:05 < nrook> well, not every thief is subtle 02:05 <@dpeg> TGWi: it is very easy to slip into that mode of thinking 02:05 < nrook> it's loud, but it's the only way to break into certain places 02:05 <@dpeg> TGWi: dynamite --> tresor 02:05 < TGWi> fair enough 02:05 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 02:06 < TGWi> call it "book of burglary" though 02:07 <+due> dpeg: Add the conducts thing to the 0.7 wishlist, I might give it a go. 02:07 < nrook> TGWi: that's a better name :) 02:07 <@dpeg> due: cool but perhaps by already has a plan :) 02:07 <+due> dpeg: Not sure, perhaps :) 02:08 <@dpeg> due: but we really need conducts and piety for exploration to move on to some cool new god or god changes. 02:08 <@dpeg> How does Armour training work right now? I couldn't get it out of Henzell. 02:08 <+due> dpeg: Easily done by a quick overhaul, I think. 02:08 < TGWi> ??armour skill[2] 02:08 < Henzell> armour skill[2/4]: The EV penalty of a piece of armour is reduced by (Armour skill * strength) / 60, but cannot be reduced to less than half (round towards zero) of its original value; -3 EV armour always gives at least -1 EV. 02:09 < TGWi> ??armour skill[3] 02:09 < Henzell> armour skill[3/4]: The chance of exercising the armour skill when a monster hits and deals more than 0 damage is equal to: (body armour weight)/2000 and is capped at 50%. You have an equal chance of exercising it one or two units. 02:09 < TGWi> ??armour skill[4] 02:09 < Henzell> armour skill[4/4]: The armour skill also has a (body armour weight)/6000 chance of being excersied 1 point every 20 turns or so. This chance is capped at 1 in 6. 02:09 < TGWi> [3] and [4] 02:09 <@dpeg> thanks 02:09 < nrook> ooh, how about a book of spells which make you harder to kill? 02:09 < TGWi> as of 0.5 I think 02:09 <@dpeg> so there is NO reference to HEAVY/LIGHT here? 02:09 < TGWi> nrook: ozo... 02:09 < nrook> stoneskin, ozocubu's armour, phase shift, death's door 02:09 < TGWi> dpeg: it only trains in heavy armour 02:09 <@dpeg> ok 02:09 < TGWi> stoneskin and ozo in the same book is bleah 02:10 <+due> dpeg: It's also like the stoneskin FR, "please let undead use it. you could call it XYZ instead. but please let them use it!". 02:10 <+due> dpeg: which is so totally different from "stoneskin is boring, let's make it interesting". 02:10 < TGWi> what's like that? 02:10 < nrook> alright, replace ozo with dmsl 02:10 < TGWi> nrook: cool! 02:10 < ogaz> throw in borgnjor 02:10 <+due> dmsl is rubbish 02:10 <+due> do borgjnor instead :D 02:10 < ogaz> do both 02:11 * ogaz uses dmsl 02:11 < nrook> am I right in assuming that it's really easy to add new books? 02:11 <+due> that makes it sound like a drug. 02:11 <+due> nrook: not really easy, but relatively. 02:11 <+due> anyway 02:11 <+due> are we all for turning down the commonness oof book of power? 02:11 <+due> now that it has IMB? 02:11 <+due> ??book of power 02:11 < Henzell> book of power[1/1]: Contains Animate Dead, Venom Bolt, Bolt of Iron, Invisibility, Mass Confusion and Poisonous Cloud. 02:11 <@dpeg> due: yes, you are correct, as I said. Stand strong! 02:11 < TGWi> due: sure 02:12 < TGWi> I liked book of power before though 02:12 < nrook> well, it's either that or put ood somewhere else 02:12 < TGWi> it was like a list of spells that people don't use 02:12 <+due> No, OOD is good for Annihilations. 02:12 < nrook> er, mystic blast 02:12 <+kilobyte> Annihilations isn't full. 02:12 <+due> We could always move it back to Annihilations. 02:12 < nrook> that was like a typo, except I typed something completely different from what I meant 02:12 < TGWi> how full is full? 02:12 <+due> TGWi: Nine spells. 02:12 < TGWi> book of the sky is just completely nuts 02:12 < TGWi> ??book of the sky 02:12 < Henzell> book of the sky[1/1]: Summon Elemental, Insulation, Airstrike, Flight, Silence, Lightning Bolt, Deflect Missiles, Conjure Ball Lightning. 02:12 <+due> Is it nine spells? 02:13 < nrook> we could have a book of medium-sized conjurations 02:13 < TGWi> and that's only eight, what 02:13 <+due> Ah, 8. 02:13 <+kilobyte> 8, Annihilations has 6 02:13 < nrook> it's kind of weird that vehumet gives the book of power, anyway, since it has a bunch of not-conjurations in it 02:13 <+due> why did I think it was nine? Maybe because of all the level nine spells. 02:13 < TGWi> 6 is a good book size 02:13 < ogaz> book of the sky reminds me: summon elemental should probably leave geomancy, as there's no way to train up summoning to actually get it castable without abyssing you or something 02:13 <+due> Spell book overhauls -> 0.7. 02:13 < ogaz> okay 02:13 <+due> So, either make power less common, or move IMb back to Annihilations. 02:13 <+due> dpeg, thoughts? 02:14 < nrook> due: yeah, that's true. Just make power less common then, not too much collateral 02:14 <@dpeg> due: on what? My thoughts are: no changes based on lukewarm irc discussions :) 02:14 <+due> I lean towards making power less common, or leaving it as-is. 02:14 < TGWi> lukewarm irc discussions are the best 02:14 <@dpeg> Rather: what's the limit for Armour training, depending on your armour? 02:15 <@dpeg> TGWi: no, changes coming from them can lead to an annoying amount of work. 02:15 <@dpeg> 3*EVP? 02:15 < ogaz> dpeg: it stops training passively at that point, but I think it still trains if you take damage while wearing it 02:15 <@dpeg> anybody can confirm? 02:17 < nrook> another book idea: the Tome of the Dragon, which contains dragony spells! (after this I'll stop, though this is very addicting) 02:17 < nrook> flight, cause fear, bolt of fire, dragon form 02:17 < TGWi> nrook: no don't 02:17 < TGWi> this is fun 02:18 <@dpeg> nrook: wiki! :) 02:18 < nrook> dpeg: I don't have page-creation powers :( Somebody else will have to do it for me 02:18 < nrook> I bet this could be moved to ##crawl, too, since it isn't like there are real Design Decisions being made, and everybody will have fun ideas 02:19 < TGWi> nrook: I can compile these if you say them again 02:19 <@dpeg> nrook: not an updater? 02:19 < nrook> dpeg: oh hey, I am, apparently, according to mantis 02:19 < nrook> did not know this! 02:20 -!- SiberSchool [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 02:20 < nrook> yeah, I am 02:20 <@dpeg> nrook: expect new pages now 02:20 < nrook> sweet, now I'm officially part of the coterie of medium-skilled players who hang out in ##crawl-dev and say things every once in a while 02:21 < ogaz> dpeg: with 18 armour skill in plate, I managed to train armour by having a stone giant hit me(though dodging trained faster) 02:21 < TGWi> brainstorm>magic>new page "Books," right? 02:21 < ogaz> (this was using wizmode 0.5) 02:22 < TGWi> or brainstorm>magic>spells>book ideas? or what? wiki is perplexing 02:22 <@dpeg> TGWi: either of these are okay 02:22 < nrook> I can confirm that, my storm dragon armour games generally have 15 armour and like 10% training 02:22 <+due> WIKI! <3 02:22 <@dpeg> ogaz: what does that confirm? :) 02:22 < nrook> TGWi: if you haven't started yet, I can do it (it turns out I do have wiki privileges) 02:22 < TGWi> ok, cool, you do it 02:23 <+due> I still haven't fixed the of flame of flame deaths 02:23 <+due> I hav eno idea what to do about them. 02:23 <+due> Oh wait 02:24 < ogaz> dpeg: that you can train armour non-passively by having things damage you even once your armour skill is >=3*EVP 02:25 <@dpeg> ogaz: thanks! 02:25 <@dpeg> I am trying to set up a completely new Armour training, but for this I need to know the current one. 02:26 < nrook> hmm, do I want to start brainstorm:magic:books:start? 02:27 < nrook> or just brainstorm:magic:books? 02:27 < TGWi> nrook: book of immunity: resist poison, insulation, see invisible, deflect missiles 02:27 <@dpeg> the latter 02:27 <@dpeg> my idea is that armour training *only* depends on (total damage)/(armour skill), up to constants. What do you think? 02:28 <@dpeg> ogaz: do you also know about Dodging trainingß 02:29 < ogaz> dpeg: no, sorry. All I know is it doesn't train if your armour is <3*evp and you're in heavy 02:30 <@dpeg> that might suffice 02:31 <@dpeg> do we agree that (1) Armour training is a bit too slow, (2) the passive training is bad, (3) the active training is scummable (hence also not ideal)? 02:31 < nrook> TGWi: Statue Form? 02:31 < TGWi> ooh, that can replace dmsl 02:31 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [] 02:32 < purge> every skill is scummable? 02:32 < TGWi> maybe ice form for sinv too, for the elemental resistance 02:32 <@dpeg> purge: some are worse than others 02:32 < TGWi> that also puts it at 2 enchantments and 2 transmutations, none sharing auxiliary schools <3 02:33 <@dpeg> purge: standing in a sea of tiny monsters with full pool, doing nothing == bad 02:33 < nrook> TGWi: put in ring of flames, and you can resist every element :) 02:33 < TGWi> nrook: yeah :D 02:33 < TGWi> ??statue form 02:33 < Henzell> statue form[1/2]: Grants great AC (17 + earth/2), a 50% HP boost, and +2 Str, but makes the base action cost of an action 15 instead of 10, similar to the slow spell. Available slots: weapon, cloak, helmet, boots. Provides rPois, rElec, rN+. Huge unarmed damage: base = unarmed_skill + 12 + str. In statue form, {stoneskin} adds more AC than normal. 02:34 <@dpeg> nrook: cold? 02:34 < nrook> dpeg: ice form! 02:34 <@dpeg> sure 02:35 < nrook> I need a name for the stoneskin/phase shift/borgnjor/etc book, too 02:35 < nrook> I have the "book of survival", but that's a bad name 02:35 < TGWi> book of defense, if you're boring 02:35 <+due> no 02:35 <+due> book of skins 02:35 < TGWi> that's sort of neat 02:35 < TGWi> book of durability? 02:36 < nrook> have to take out borgnjor if you're going to call it the book of skins, though 02:36 <+due> needs more creepy 02:36 <+due> why take out borgnjor? 02:36 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["sleep"] 02:36 <+due> book of flesh 02:36 < TGWi> oh my god, book of flesh! 02:36 < nrook> haha, that's a fun name! 02:36 <+due> you have to put cigottuvi's degeneration in in that case 02:36 < TGWi> stoneskin sublimation simulacrum 02:36 <+due> okay, time to go out <3 02:36 < TGWi> degeneration 02:36 < TGWi> g'day due 02:36 <+due> TGWi: oooh, true. 02:37 <+due> g'day? 02:37 <+due> you're not australian :o 02:37 < TGWi> g'night 02:37 < nrook> g'night due then 02:37 <+due> !tell mu_ Working on it, thanks! 02:37 < Henzell> due: OK, I'll let mu_ know. 02:37 <+due> I'll be back in an hour ;) 02:37 < TGWi> everyone is australian while working on crawl 02:37 < TGWi> uh, good evening then 02:37 -!- mincedd [n=matthew@pool-96-237-13-234.bstnma.east.verizon.net] has quit [Remote closed the connection] 02:38 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Connection timed out] 02:39 < TGWi> book of contact: confusing touch, freeze, vamp drain 02:39 < TGWi> um 02:39 < nrook> sticky flame, soon! 02:39 < TGWi> yeah :D 02:39 < ogaz> shock :P 02:39 < TGWi> shock? 02:39 < nrook> :p 02:40 < nrook> how often do you cast shock not adjacent to an enemy? :) 02:40 < TGWi> ah, heh 02:40 < TGWi> static discharge 02:40 < TGWi> confusing touch, freeze, vamp drain, static discharge, sticky flame soon sounds like a good book 02:40 < ogaz> I don't know if sticky getting nerfed that hard is a good idea; doesn't that end up with fire being just worse than ice? 02:41 < TGWi> ogaz: at the same time as making more spells I think 02:41 < nrook> sticky is already really strong, and this makes it more fun imo 02:41 < nrook> reavers don't care about the range problem 02:42 < purge> sticky flame needs at least a range of 2 02:42 < TGWi> why 02:42 < nrook> anyway, it'll be getting perfect accuracy, too! 02:42 < TGWi> nrook, are you writing these down or should I be? 02:43 < purge> because it cannot be used with conjure flame if range is 1 02:43 < TGWi> purge: heh 02:43 < nrook> TGWi: I am! 02:43 < TGWi> nrook: cool 02:43 < TGWi> would book of bolts be overpowered? 02:43 < nrook> it might already exist, actually 02:43 < TGWi> cold, fire, venom 02:44 < TGWi> shock 02:44 < nrook> also we ran out of bolts with the name changes! 02:44 < nrook> is magma a real bolt? 02:44 < TGWi> s/shock/lightning 02:44 < TGWi> I'd include one of fire or magma 02:44 < TGWi> maybe even magma, since it represents earth as well 02:44 < nrook> I can't remember if magma is actually a bolt or not 02:44 < TGWi> lightning bolt, venom bolt, bolt of magma, bolt of cold 02:44 < TGWi> it is 02:45 <@elly> bolt of ice makes vastly more sense 02:45 < TGWi> ? 02:45 <@elly> what is a 'bolt of cold'? 02:45 < TGWi> ok, that's true 02:46 < nrook> how would a bolt of ice go through people, though? 02:46 < nrook> without killing them? 02:46 < TGWi> but if it were made of ice it would have to be partially irresistible 02:46 < TGWi> and that would be hella OP 02:46 <@elly> oh, I see 02:46 <@elly> hrm 02:46 <@elly> nrook: it's not like a bolt of magma is any differnet 02:46 <@elly> different 02:46 <@elly> it's molten rock at several hundred degrees 02:46 < TGWi> but yeah, you can't even say "it's made of energy" because cold isn't energy 02:47 < nrook> elly: oh, yeah, that's true, magma doesn't make any sense either 02:47 <@elly> what's the theme you're going for? 02:47 < nrook> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:books 02:47 <@elly> well so 02:48 <@elly> a bolt of cold _could_ work 02:48 <@elly> create a localized area of very low-temperature air and throw it at someone 02:48 <@elly> ooh, I like 02:48 < TGWi> elly: yeah I thought of that too 02:48 -!- Yeznik [n=yeznik@72-45-9-012-dhcp.gsv.md.atlanticbb.net] has joined ##crawl-dev 02:48 < TGWi> but it has to be an air spell then 02:48 <@elly> it's true 02:48 <@elly> well, which book is this for? 02:48 <@elly> Book of Bolts? :P 02:48 < nrook> book of bolts 02:48 <@elly> aha, okay 02:48 < nrook> not even kidding 02:48 < nrook> it wasn't my idea :p 02:48 <@elly> what are the existing bolts? 02:48 < TGWi> sorry :P 02:49 <@elly> okay, well, the 'Bolt of foo' name theme sounds a little bit silly when carried to that extreme 02:49 < TGWi> ok so ignore that book 02:50 < SiberSchool> Bolt of bolts 02:50 <@elly> well, there's a good theme in there though 02:50 -!- SiberSchool is now known as Siber 02:50 <@elly> it's more or less the book of hard-hitting single-target spells 02:50 <@elly> right? 02:50 < TGWi> bolts are the multi-target ones 02:50 <@elly> oh 02:52 < ogaz> in 0.5, some were multi-target and some single; I think in 0.6 only every bolt is multi-target 02:52 < ogaz> also I like the idea of a book of bolts, vehumet could gift it instead of power 02:52 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has joined ##crawl-dev 02:52 < TGWi> oh, woah, you're right 02:53 <@elly> okay, well 02:53 < purge> vehumet is the summoner god too 02:53 < Kyrris> Every time someone says "woah", I hear "I know kung fu." 02:53 < TGWi> and we could make a low-level general conjurations book instead of book of conjurations 02:53 < purge> really power should contain a couple summons 02:53 < TGWi> purge: right, which is why he also gives book of summonings 02:53 <@elly> hrm 02:53 < Kyrris> Really, Vehumet should stop giving summoner books. 02:54 < TGWi> he gives summ books if you have more summoning 02:54 <@elly> 'multi-target spells' isn't a cohesive theme in the same way that the first three books on that page are themes 02:54 < Kyrris> He's perfect for conjurers. He doesn't give summoners anything but a wizardry bonus. 02:54 < purge> summ books? you mean book? 02:54 <@elly> multi-target spells vaguely strikes me as something like 'Tome of Slaughter' 02:54 < TGWi> tome of the dragon is a work of art 02:54 < TGWi> purge: what the hell are you talking about 02:54 < TGWi> callings, summonings, demonology 02:54 < purge> oh thats right 02:55 < nrook> oh, I assumed purge was just insulting the book of demonology 02:55 < TGWi> :P 02:55 < purge> i don't play summoners 02:55 < purge> well haven't in years 02:55 < ogaz> demonology is an awful book, from what people who actually play summoners say 02:55 <@elly> is there already something like a Book of Protection? 02:55 < TGWi> I hear demonic horde is fun 02:55 < nrook> the book of demonic horde 02:56 < TGWi> ??demonology 02:56 < Henzell> demonology[1/1]: Abjuration, Recall, Call Imp, Summon Demon, Demonic Horde, Summon Greater Demon. Cannot be read unless you are a level 10 summoner and level 6 spellcaster, or a Vehumite. Cannot be acquired except by "I give up, heres a random book." Vehumet's third gift to summoners and sixth to conjurers. 02:56 < ogaz> elly: I don't think so 02:56 <@elly> Book of Immunity has elemental resists and stuff; what about physical damage resists? 02:56 < TGWi> see also: greater demon 02:56 <@elly> (are there enough of those to care about?) 02:56 < Kyrris> Castable spirit status would be nice. 02:56 < TGWi> elly: book of skins is up there 02:56 <@elly> oh, so it is 02:56 <@elly> Book of Reshaping 02:56 < ogaz> elly: I can think of 3: stoneskin, ozocubu's armour, and condensation shield. The problem is, you can't have stoneskin and ozocubus simultaneously 02:56 < nrook> the book of dreams 02:57 <@elly> nrook: ooh, I like 02:57 < nrook> I have no idea what the book of dreams would contain, though 02:57 <@elly> a random selection of spells each time you find it? :) 02:57 < nrook> other than ensorcelled hibernation :p 02:57 <@elly> (yes, I know that's hard) 02:57 < TGWi> book of dreams with EH <3 02:57 < TGWi> intoxication? 02:57 < nrook> intoxication, maybe, yeah 02:58 < nrook> shadow creatures! 02:58 < Kyrris> Intox, EH, tame beasts, polymorph other 02:58 < TGWi> flight? :P 02:58 < Kyrris> And shadow creatures, yeah. 02:58 < TGWi> kyrris' are nice too 02:58 < TGWi> and shadow creatures! 02:58 < Kyrris> That's a good set of dreamy five. 02:59 < nrook> indeed, I'll add it 02:59 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:59 < TGWi> which five? 02:59 < Kyrris> tm/pois, ice/ench, ench, tm, summ 02:59 < Kyrris> Intox, EH, tame beasts, polymorph other, shadow creatures. 02:59 < nrook> yeah 02:59 < TGWi> no flight? 02:59 < nrook> ?? polymorph other 02:59 < Henzell> polymorph other[1/6]: Changes monsters into other monsters, likely to be harder, but without equipment. When used on players by monsters or uniques, it causes bad mutations 9 times out of 10, or otherwise a random mutation, which can still be bad. You can't use it on yourself 02:59 < ogaz> wait, why tame beasts and poly? 02:59 < nrook> oh, right, flight is cool, too 02:59 < nrook> hmm 02:59 < nrook> tame beasts because you count sheep, I assume 02:59 < Kyrris> ogaz: Apparently you don't have the same dreams I do. :P 03:00 < TGWi> silence maybe 03:00 < Kyrris> Tame beasts because it gets a power bonus vs. sheep. 03:00 < TGWi> dunno 03:00 < TGWi> clearly we need a summon sheep spell 03:00 < ogaz> Kyrris: I dunno, I almost never remember even dreaming 03:00 < nrook> I thought about silence, but I don't like it, since it's supposed to be stifling 03:00 < TGWi> nrook: oh yeah 03:00 < Kyrris> Yeah, anything that wakes people up shouldn't be in :Dreams. 03:00 < TGWi> phase shift? 03:00 < TGWi> not really 03:01 < Kyrris> Phase shift would be better than poly. 03:01 < Kyrris> No? 03:01 < Kyrris> Two planes at once. 03:01 < nrook> eh/intox/flight/tame beasts might be good enough 03:01 < Kyrris> Who says what the immaterial one is? 03:01 < ogaz> I still don't get tame beasts, but whatever 03:01 < TGWi> :P 03:02 < TGWi> yeah I'd replace tame with shadow creatures and phase shift 03:02 < nrook> oh, right, shadow creatures, forgot that 03:02 < nrook> that's better, yes 03:02 < nrook> so EH/Alistair's/Flight/Phase Shift/Shadow Creatures 03:03 < TGWi> cool 03:03 < Kyrris> That makes... ice/ench, air/ench, summ, tloc/ench, and pois/tmut. 03:03 < TGWi> phase shift isn't ench 03:03 < Kyrris> I like that, for a generalist wizard book. 03:03 < TGWi> it's a nice mix 03:03 < Kyrris> Pure tloc? 03:03 < TGWi> yeah 03:03 < Kyrris> 2,6,5,6,4 03:03 < Kyrris> Good mid-power book. 03:03 < TGWi> yeah :D 03:04 < TGWi> but that's wrong 03:04 < nrook> hmm, I know where the "real" books are, but I can't find the fixedarts 03:04 < TGWi> ??alistairs 03:04 < Henzell> alistairs intoxication[1/3]: Confuses all natural monsters in line of sight which aren't poison resistant or of animal or lower intelligence. This includes you if not wearing an amulet of clarity. Also drains 1-3 points of intelligence 5% of the time. Found only in Book of Party Tricks, L4 Transmutation-Poison spell. 03:04 < TGWi> 2,4,4,5,5 03:04 < TGWi> which is also a good mid-power book 03:04 < nrook> I remember hearing about a "second course in magic" on somethingawful which was all, like, power 4 spells, but it isn't in spl-book.cc 03:04 < nrook> TGWi: an ogre's paradise :) 03:04 < ogaz> nrook: that's a randart 03:04 < TGWi> that's a randart 03:04 < nrook> oh, that's a randart? that explains it 03:05 < TGWi> there are two types of randart books, the fixed-school and fixed-level ones 03:05 < ogaz> occasionally you get randart books that have all the spells at the same level 03:05 < TGWi> the fixed level ones are rarer but completely awesome 03:05 < ogaz> I remember getting a Boris book in Pan with all level 7 spells 03:05 < TGWi> book of reality, for anti-magic effects? 03:05 < TGWi> see invisible, silence 03:05 < TGWi> uh 03:05 < nrook> oh wow, that's really cool ogaz 03:05 < nrook> but wait 03:05 < nrook> if it's level 7, it doesn't have iron bolt, drain, or crystal spear! 03:06 < Kyrris> Flight is 5? 03:06 < TGWi> ??flight 03:06 < Henzell> flight[1/1]: Level 4 ench/air. Grants levitation and controlled flight for its duration. Found in the {book of the sky}. 03:06 < TGWi> it's 4 03:06 < Kyrris> Oh, wow. 03:06 <+doy> what interesting level 7 spells are there? 03:06 < Kyrris> I was thinking dMsl/haste/silence, I guess. 03:06 < TGWi> greater demon 03:06 < Kyrris> Are restricted-book spells allowed in other books? 03:06 < nrook> every single tloc spell 03:07 < nrook> Kyrris: yeah, Shatter's in the book of tempests 03:07 < Kyrris> Right. 03:07 < nrook> and Haunt hangs out in Summonings 03:07 < ogaz> shatter's also in the other book with dragonform, I think 03:07 < TGWi> nrook, you forgot the book of flesh 03:07 < nrook> TGWi: honestly, I missed the book of flesh completely 03:07 < nrook> TGWi: I'll go look for it 03:07 <@elly> Book of Rending! 03:08 < Timbermaw> animate dead on meat rations should make dancing ribs 03:08 < TGWi> stoneskin sublimation simulacrum cigotuvi 03:08 < TGWi> nrook: ping 03:08 < Kyrris> Animate dead should make chunks into toe golems. 03:09 < nrook> TGWi: book of alliteration! I like it. 03:09 < TGWi> hahaha 03:09 < TGWi> that was flesh 03:09 < nrook> I know, but it's a book with cool alliteration 03:10 < nrook> ?? simulacrum 03:10 < Henzell> simulacrum[1/2]: Powerful but easy-to-kill ice copies of monsters. These can inflict massive amounts of damage if the player lacks cold resistance. They also leave a cloud of freezing vapor when killed. 03:10 < nrook> ?? cigutovi 03:10 < Henzell> I don't have a page labeled cigutovi in my learndb. 03:10 < nrook> ?? degeneration 03:10 < Henzell> degeneration[1/1]: Drains a random attribute (str, int, dex). By 1d4. Will kill you of {stat drain} if chosen stat is low enough. 03:10 < nrook> ?? cigotovi's degeneration 03:10 < Henzell> I don't have a page labeled cigotovis_degeneration in my learndb. 03:11 < TGWi> ??cigotuvis degeneration 03:11 < Henzell> cigotuvis degeneration[1/2]: Requires line of fire, checks magic resistance, only works on natural monsters. Turns enemy into a {pulsating lump}, which means not only that you don't get the original monster's exp, but that you'll get mutated if it hits you. 03:11 <+doy> simulacrums should leave a radius 1 cloud of freezing vapour 03:11 < TGWi> ??cigotuvis degeneration[2] 03:11 < Henzell> cigotuvis degeneration[2/2]: Naturally, you SHOULD cast this on every monster worth less than 52 XP, if you have the spell hungerless. Actually, just use Polymorph Other on them. 03:11 <+doy> rather than just a single tile 03:11 < TGWi> doy: they do 03:11 < TGWi> oh, what? 03:11 <+doy> make them actually dangerous 03:11 <+doy> rather than just annoying 03:11 <+doy> (: 03:11 < nrook> aww, I wanted to check its level because I'm listing them in that order 03:11 < TGWi> they are VERY dangerous 03:11 <+doy> them = the clouds, that is 03:11 < TGWi> af cold is nuts 03:11 <+doy> TGWi: yeah, i meant the cloud part 03:11 < TGWi> ah ok 03:13 < nrook> I like the idea of a book which gets the dungeon itself to do your dirty work 03:13 < TGWi> LRD? 03:13 < TGWi> summon elemental 03:13 < nrook> shadow creatures? 03:13 < TGWi> sure 03:13 < nrook> shadow creatures is such a cool spell if you think about it 03:13 < Kyrris> Castable minefield? 03:14 < nrook> you're, like, summoning the memories of the creatures who have passed before you 03:14 < TGWi> mass confusion, maybe? 03:14 < Kyrris> Or should that stay only a card ability? 03:14 < TGWi> no, enslavement 03:14 < ogaz> book of stone of earth elementals 03:14 < nrook> Kyrris: this is all easy stuff, no new spells I think 03:14 < Kyrris> Ah, okay. 03:14 < Kyrris> Spirits. 03:14 < nrook> I tried to get the stone of earth elementals removed, but it got shot down :( 03:15 < TGWi> nrook: enslavement, LRD, summon elemental, shadow creatures 03:15 < TGWi> maybe tame beasts instead of enslavement 03:15 < nrook> is tame beasts any good, incidentally? 03:15 < Kyrris> Err, book of ghosts: Haunt, shadow creatures, projected noise, freeze. 03:15 < nrook> for such a cool spell I want it to be a hidden gem 03:16 < TGWi> I'm pretty sure it's not very good 03:16 < TGWi> kyrris: freeze is a stretch 03:16 < Kyrris> It works on about half the animals, half the time. 1/5 chance at max power to make pets. 03:16 < Kyrris> Chill touch of death. 03:16 < nrook> freeze is my favorite one in there, actually 03:16 < TGWi> ok, go for it 03:16 < nrook> I'm not so hot on shadow creatures, though 03:17 < TGWi> I'd suggest phase shift but I think I'm overusing it 03:17 < nrook> although I'm thinking everyone has a different picture of what shadow creatures does 03:17 < TGWi> it's just so cool 03:17 < Kyrris> You're the one who talked about summoning those who have gone before. 03:17 < nrook> hmm, yeah 03:17 < ogaz> I'm so happy phase shift is in tloc now; I felt that what tloc needed was a couple of decent spells between levels 4 and 7 03:18 < Kyrris> Tloc needs a damage spell. 03:18 < TGWi> no it doesn't 03:18 < Kyrris> Smite targeted, checks MR. 03:18 < nrook> tloc needs to put stone arrow in the book of translocations 03:18 < ogaz> I want blink other for tloc, that's all 03:18 < Kyrris> "Dislocate". 03:18 < TGWi> dispersal, ogaz 03:18 < TGWi> just expensive 03:18 < ogaz> ??dispersal 03:18 < Henzell> dispersal[1/2]: All monsters that are adjacent to you will be instantly teleported away if they don't resist (via magic resistance). If a monster does resist, 50% of the time it will be blinked instead (even if it's immune!), otherwise nothing happens to it. 03:19 < ogaz> TGWi: I was thinking of something more like what roxanne does 03:19 < TGWi> ok not the same 03:19 < nrook> dispersal should have a second check against 1/2 your opponent's MR instead 03:19 < nrook> anyway, hmm, book of ghosts 03:19 < nrook> I still think it's missing something 03:19 < Kyrris> List of all spells somewhere? 03:19 < TGWi> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:system:immense 03:19 < TGWi> the big table is sorted by school 03:20 < nrook> cause fear? 03:20 < TGWi> practical magic is gone in trunk, right? 03:20 < ogaz> what?! 03:20 < TGWi> cause fear, sure 03:20 < TGWi> ogaz: it has like zero spells left 03:21 < nrook> or petrify! 03:21 < TGWi> ??book of practical magic 03:21 < Henzell> book of practical magic[1/1]: Spells: projected noise, selective amnesia, detect curse, dig, remove curse. 03:21 < Kyrris> Cause fear. 03:21 < ogaz> wait, selective amnesia was removed? 03:21 < nrook> wasn't it always pretty much the book of selective amnesia 03:21 < Kyrris> YES. 03:21 < TGWi> no 03:21 < TGWi> dc and rc are gone 03:21 < nrook> the book of being a terrible person 03:21 < TGWi> amnesia was moved to wizardry 03:21 < ogaz> oh, okay 03:21 < nrook> cause fear, berserker rage, selective amnesia 03:21 < TGWi> nrook: haha 03:22 < Kyrris> Book of the Mind. 03:22 < ogaz> book of movement: swiftness, haste, statue form, slow 03:22 < TGWi> book of transportation? passwall, tele self, cblink - holy shit ogaz 03:22 < Kyrris> Cause Fear, Confusion, Berserker Rage, Selective Amnesia. 03:23 < nrook> book of exodus: cause fear, sticks to snakes, haunt, fedhas's sunlight ability 03:23 < TGWi> corona? 03:24 < Kyrris> That's awesome, nrook, but wait until we can get new spells in there. 03:24 < Kyrris> Also, you need summon scorpions. 03:24 < Kyrris> And conjure flame. 03:25 < TGWi> book of chemistry - distillation, evaporation, sublimation 03:25 < TGWi> I'm not even kidding 03:25 < Kyrris> TGWi: Alchemist's Guidebook. 03:26 < TGWi> yeah that 03:26 < Kyrris> Possibly also LRD. Yesno? 03:26 < TGWi> nah 03:26 < Kyrris> It's a good necromut primer, anyway. 03:26 < ogaz> stoneskin? 03:26 < Kyrris> And eminently useful. 03:27 < Kyrris> Stoneskin isn't an alchemical procedure. :P 03:27 < nrook> hmm 03:27 < TGWi> needs more 03:27 < TGWi> but I like that book 03:28 < nrook> I think the book of ghosts needs a better name 03:28 < nrook> phantasmal book? 03:28 < Kyrris> Lethal infusion? 03:28 < TGWi> [adjective] book sounds like an unidentified randart 03:28 < nrook> oh, yeah 03:29 < TGWi> oh 03:29 < TGWi> condensation shield, duh 03:29 < Kyrris> nrook: [Necromancer]'s Dissertation on Spirits 03:29 < Kyrris> Needs a name. 03:29 < TGWi> kyrris: that sounds like an identified randart 03:29 < Kyrris> TGWi: And? 03:29 < TGWi> nrook: book of chemistry - sublimation, condensation, distillation, evaporation 03:29 < Kyrris> It's essentially an unrand, anyway. 03:30 < Kyrris> Not infusion? 03:30 < TGWi> infusion too 03:30 < Kyrris> That's a chemist 03:30 < Kyrris> ry word. 03:30 < nrook> TGWi: I like that a lot, will add it as I try to think of a name for ghosts 03:30 < TGWi> ok 03:31 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 03:32 < nrook> call it the book of spirits, put in intoxication :p 03:32 < nrook> nah, I'll just add it as ghosts and put a note saying "please better name" since I can't think of anything 03:32 < TGWi> nrook: you're terrible :P 03:33 < Kyrris> I actually like the Spirits pun. 03:33 < Kyrris> And I hate puns. 03:34 < Kyrris> Tell me you put in Cause Fear. 03:34 < Kyrris> Banshee. 03:34 < TGWi> nrook: [book] of mediums? 03:34 < Kyrris> Book of Bahn Sidhe. 03:34 < Kyrris> Bain Sidhe? 03:34 < Kyrris> Yes, Bain. 03:34 < nrook> bain sidhe? 03:34 < TGWi> book of banshees 03:34 < TGWi> projected noise, haunt 03:35 < Kyrris> Instead of ghosts. 03:35 < Kyrris> Bain sidhe. 03:35 < nrook> I mean, I assume that means something but I don't know what 03:35 < Kyrris> Banshee. 03:35 < Kyrris> That's the bastard english spelling. 03:35 < Kyrris> It means female spirit, technically, but the Irish were a euphemistic lot. 03:36 < nrook> everybody's a euphemistic lot when talking about nasty spirits 03:37 < Kyrris> Right. 03:37 < Kyrris> They are the spirits that escort you to the carriage that takes you to hell. 03:37 < nrook> still, I dunno if crawl goes in for references that direct 03:37 < Kyrris> Banshee is a monster TYPE in most games. 03:37 < Kyrris> Like ghasts, or wraiths. 03:37 < nrook> yeah, but "Bain Sidhe" isn't 03:38 < Kyrris> Eh, it's cultural. Use the english spelling, then. 03:38 < ogaz> Yes, Crawl would never reference mythology directly 03:38 < ogaz> see: nessos, polyphemus 03:38 < Kyrris> Proteus. 03:38 < ogaz> oh, also all the hell lords come from various different sources 03:38 < nrook> well, yeah, but they're old 03:39 < nrook> (the hell lords, not the uniques obv) 03:39 < nrook> and look at the fate of chronos 03:39 < nrook> eh, I'll settle it with the mighty / 03:39 < Kyrris> MIGHTY / 03:39 < Kyrris> MIGHTY /. 03:40 < nrook> I think we should stop for now, the list is getting a bit big 03:41 < eith> bain sidhe is the irish for banshee, it literally means fairy woman 03:42 -!- Scrubber [n=nospam@rrcs-69-193-83-116.nys.biz.rr.com] has quit [Read error: 104 (Connection reset by peer)] 03:43 < Kyrris> Late to the party, eith. :P 03:43 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [Remote closed the connection] 03:43 < eith> =p 03:45 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 03:45 -!- nrook [n=nrook@99-50-93-120.lightspeed.wlfrct.sbcglobal.net] has quit ["leaving"] 03:50 < Ashenzari> Amulet of Stasis and Teleport traps (http://crawl.develz.org/mantis/view.php?id=546) by LordSloth 04:04 * due back. 04:04 < TGWi> due, http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:books 04:04 <+due> Bainsidhe, is better. 04:05 <+due> Or mBainhsidhe in some transliterations. 04:05 <+due> I still do not get eclipsed consonants in Irish. 04:05 <+due> V. confusing. 04:05 < Kyrris> Ignore them, usually. 04:05 <+due> Oh, is that it? 04:05 < Kyrris> Or toss an h after. 04:05 <+due> That's kinda easy. 04:06 < Kyrris> Bhainsidhe, if you want to transliterate it in a way you can read. 04:06 <+due> I only studied Irish for six months. 04:06 < TGWi> does kyrris speak the irish? 04:06 < Kyrris> I mean don't bother writing them. 04:06 < Kyrris> Not unless you want to impress a speaker. 04:06 <+due> Hehe. 04:06 < Kyrris> TGWi: About as well as due. 04:06 <+due> I can pronounce bits of it. 04:06 <+due> But there's all slide vowels and consonant shifts depending on vowels, and then eclipsing. 04:06 < Kyrris> The eclipsed b is halfway to a v sound. 04:07 < Kyrris> Like spanish b. 04:07 <+due> And then the other thing involving the h. 04:07 < Kyrris> Lenition? 04:07 <+due> Lenition! 04:07 <+due> Thank you. 04:07 < Kyrris> Right. Bh is lenited. 04:07 < Kyrris> Ugh. 04:07 < Kyrris> Fucking Gaelic. 04:07 <+due> Man, it's all coming back to me now. 04:07 <+due> It is not nice. 04:07 < TGWi> ##crawl-arguing-about-linguistics 04:07 <+due> ##crawl-drowning-tgw? 04:07 < Kyrris> Hey, it's relevant to documentation. :P 04:08 <+due> 'tis. 04:08 < ogaz> eith is actually irish, right? 04:09 < eith> aye 04:09 < Kyrris> nh is straight v sound, isn't it? 04:09 < Kyrris> That doesn't mean he speaks any Gaelic. 04:09 * Kyrris peers suspiciously. 04:09 < eith> well we do actually have to learn it in school 04:10 < Kyrris> Oh, really? How many years? 04:10 <+due> I studied Japanese for seven years. 04:10 <+due> I... can't remember a thing. 04:11 < eith> you learn irish all the way up to till your like 15 04:12 <+due> Nice! 04:12 <+due> Conversational or grammatical? 04:13 < eith> you have to be able to speak it in exams 04:14 < eith> and listen to it with horrible dialects and shit 04:14 < Kyrris> Ciao. 04:14 < eith> its horrible lol 04:14 <+due> Ick. 04:14 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [] 04:16 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [Read error: 104 (Connection reset by peer)] 04:16 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 04:17 < TGWi> eronarn: ping 04:17 < Eronarn> pong 04:18 < TGWi> you should see the books page 04:19 <+due> who gave TGWi wiki access? baaad idea. 04:19 <+due> :p 04:19 < eith> =p 04:19 < TGWi> due: only once I figure out how to use the wiki 04:19 < Eronarn> ooh, a page 04:19 < Eronarn> I may look. Doing SQL at the moment. 04:20 < TGWi> that sounds gripping 04:20 * due grips TGWi in horror. 04:20 < TGWi> due: do I have to stop using action verbs or something? 04:21 <+due> No. 04:21 <+due> I'm just being silly. 04:21 <+due> It's okay. 04:23 < Eronarn> TGWi: it's not particularly exciting... but i get paid for it! 04:23 < Eronarn> and the data it will contain *is* exciting 04:24 < Iainuki_> What happened to labs? 04:24 <+doy> something happened to labs? 04:24 <+sorear> Iainuki_: I think you meant that for ##crawl-offtopic 04:25 < Iainuki_> It sounds like a Crawl topic. 04:25 < Iainuki_> Is it not? 04:25 < TGWi> ##crawl-ontopic 04:25 < Iainuki_> Ah, I see. 04:25 < TGWi> or just ##crawl I guess 04:27 -!- Iainuki_ is now known as Agarthanuki 04:29 -!- Agarthanuki is now known as Iainuki_ 04:39 <+due> Okay, larva. 04:39 <+due> ant larva -> lightgrey 'a', soldier ant -> white 'a'. Yes? 04:40 < TGWi> yes! 04:40 <+due> And bee larva to lightgrey 'k'. Yes? 04:40 < TGWi> yes!! 04:40 <+due> Anyone else? 04:41 < Eronarn> sure, why not 04:41 < TGWi> what are ant queens, lightred? 04:41 <+due> yes 04:42 <+due> I'm just going to push it, it makes sens. 04:42 < TGWi> my second choice would be larvae brown/red, bees/ants yellow/lightred, queens white 04:42 < TGWi> so that larvae are darkest 04:43 < TGWi> or maybe my first choice! 04:43 <+due> Any other simple ones? 04:43 <+due> what do we think about swapping wolves and wargs? 04:44 < TGWi> @??wolf 04:44 < Gretell> wolf (h) | Speed: 17 | HD: 4 | Health: 12-32 | AC/EV: 3/15 | Damage: 8, 2, 2 | Flags: sense invisible | Res: magic(16) | XP: 99. 04:44 <+due> @??wolf 04:44 < Gretell> wolf (h) | Speed: 17 | HD: 4 | Health: 12-32 | AC/EV: 3/15 | Damage: 8, 2, 2 | Flags: sense invisible | Res: magic(16) | XP: 99. 04:44 < TGWi> @??warg 04:44 < Gretell> warg (h) | Speed: 13 | HD: 4 | Health: 16-36 | AC/EV: 4/12 | Damage: 12, 3, 3 | Flags: sense invisible | Res: magic(32), poison | Chunks: contaminated | XP: 100. 04:44 < TGWi> uh, what colour are wargs 04:44 < TGWi> white? 04:44 <+due> Wargs have more damage, but wolves and considerably faster. 04:44 <+due> yes. 04:44 < TGWi> @??wolf spider 04:44 < Gretell> wolf spider (s) | Speed: 15 | HD: 8 | Health: 24-64 | AC/EV: 3/10 | Damage: 20(medium poison) | Res: magic(32) | Vul: poison | Chunks: poisonous | XP: 454. 04:44 < TGWi> sure 04:45 <+due> Eronarn, thoughts? 04:45 <+doy> i think wargs and wolves should stay 04:45 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 04:45 <+due> Hm. 04:45 <+due> Okay, leaving them then. 04:45 <+due> Too contentious to do without discussion. 04:45 <+doy> wargs have more hp and rpois 04:45 <+due> giant iguana -> iguana, thoughts? 04:45 < TGWi> uh no 04:45 < TGWi> they're giant 04:46 <+due> "giant" is overuused. 04:46 < Eronarn> due: i'm the one who proposed switching wolves/wargs, so... 04:46 <+due> in a lot of instances where it is unneccessary. 04:46 <+due> 90% of the 'l' are "giant". 04:46 <+doy> i like the idea of renamings like 'giant lizard' -> 'alligator' 04:46 <+due> doy: 'giant lizard' already got renamed to crocodile :) 04:46 <+doy> but just removing 'giant' from things like iguanas is a bit silly 04:46 <+due> @??crocodile 04:46 < Eronarn> due: favor choose one of giant lizard / giant iguana, drop the other, move the stats to be in the middle of the two 04:46 < Gretell> crocodile (t) | Speed: 10 (swim: 60%) | HD: 5 | Health: 15-40 | AC/EV: 4/10 | Damage: 20 | Flags: amphibious, cold-blooded | Res: magic(20) | XP: 104. 04:46 <+due> @??giant lizard 04:46 < Gretell> unknown monster: "giant lizard" 04:46 <+doy> due: right 04:47 < TGWi> they weigh like 20 pounds 04:47 < TGWi> exactly how wimpy is a crawl character? 04:47 < Eronarn> giant newts could be made into iguanas 04:47 <+due> Death drakes are bigger than giant igauans 04:47 < TGWi> @??alligator 04:47 < Gretell> alligator (t) | Speed: 10 (act: 80%; swim: 60%) | HD: 12 | Health: 36-108 | AC/EV: 5/9 | Damage: 30 | Flags: amphibious, cold-blooded | Res: magic(48) | XP: 962 | Sp: swiftness. 04:47 <+due> they're not "giant death trake". 04:47 < TGWi> uh 04:47 < TGWi> speed 10 act 8? 04:47 <+doy> i mean - i'd be up for renaming most 'giant ' monsters, but let's rename them to something that makes sense 04:47 <+due> *giant death drake 04:47 < TGWi> erm 04:47 <+doy> due: um 04:47 < Eronarn> ...why are alligator/croc on t 04:47 < TGWi> 100/8 04:48 <+due> What? 04:48 < Eronarn> at that point you may as well move all non-drake l to t 04:48 <+doy> due: death drakes could be anything, they aren't real 04:48 < TGWi> why are they act 80% 04:48 <+doy> due: 'iguana' has a specific meaning 04:48 <+due> Hm. 04:48 <+due> Let's deal with issues one at a time. 04:48 < Eronarn> maybe they were meant to be speed 8 act 80% 04:48 <+due> TGWi: alligators are a completely new monster that have nothing to do with crocodiles. 04:49 < ogaz> due: giant giant bat 04:49 <+due> and speed 10 act 80% works quite nice in my tests. 04:49 < TGWi> due: who the hell knows the difference? 04:49 <+due> TGWi: what? 04:49 < TGWi> and can seperate them enough to remember that they're completely different? 04:49 < TGWi> :| 04:49 <+due> Dude. 04:49 <+due> They don't even appear together. 04:49 <+doy> TGWi: what? 04:49 <+due> Alligators are a swamp only monster. 04:49 <+due> Crocodiles appear in the early game, the same place as giant lizards used to. 04:50 < Eronarn> @?giant lizard 04:50 < Gretell> giant lizard (l) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 4/10 | Damage: 20 | Flags: cold-blooded | Res: magic(20) | XP: 104. 04:50 <+due> The only difference between crocodiles and giant lizards is that they'r enow amphibious. 04:50 < TGWi> exactly 04:50 <+due> Oh, go away. 04:50 < TGWi> not that 04:50 <+doy> TGWi: what is your point here 04:50 < TGWi> "The term can also be used more loosely to include all members of the order Crocodilia: i.e. the true crocodiles, the alligators..." 04:51 -!- mode/##crawl-dev [+o due] by ChanServ 04:51 -!- TGWi was kicked from ##crawl-dev by due [Go away, though.] 04:51 -!- mode/##crawl-dev [-o due] by due 04:51 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 04:51 <+doy> TGWi: different monsters have different stats 04:51 <+doy> this is pretty normal 04:51 < Eronarn> we need an unrand described as crocodile-leather boots 04:51 <+doy> i don't know what you're arguing for 04:51 <+due> Eronarn: Yesss, definitely. 04:51 < TGWi> different monsters with names which are used interchangeably have wildly different stats? 04:51 < Eronarn> due: fwiw TGWi is in the right on this one 04:52 < Eronarn> it was already a problem between giant iguana, giant lizard, komodo dragon 04:52 < TGWi> \o/ 04:52 <+due> I. Don't. Care. 04:52 <+due> They are crocodiles. 04:52 <+doy> the term 'snapping turtle' presumably includes alligator snapping turtles too 04:52 < TGWi> !learn add tgw (10:51:49 PM) Eronarn: due: fwiw TGWi is in the right on this one 04:52 < Henzell> tgw[4/4]: (10:51:49 PM) Eronarn: due: fwiw TGWi is in the right on this one 04:52 <+due> They are different colours, they are different glyphs, they are utterly different. 04:52 <+due> Their descriptions are different. 04:52 < Eronarn> due: the problem is in people fighting them for the first time - there is no easy way to see how much HP something has or how hard it hits 04:53 <+due> Eronarn: SO what? 04:53 <+doy> Eronarn: this is true for all monsters 04:53 <+doy> i don't see what the deal is here 04:53 <+due> They'll learn. 04:53 <+due> doy: Me neither. 04:53 <+due> I renamed giant lizards and moved them onto a new glyph. How is this such a massive issue? 04:53 < Eronarn> doy: it's not a huge deal but it is noticeably not ideal 04:54 < TGWi> there is no problem with renaming and moving onto a new glyph 04:54 <+due> Then what is the issue? 04:54 < TGWi> but the new name is synonymous with the name of a far more powerful enemy 04:54 <+doy> TGWi: but the name is different 04:54 <+due> ... the name is *different*. 04:54 <+due> Are people going t ostart looking up monsters in a dictionary? 04:54 < Eronarn> due: it would be like adding a mouse monster, when we already have rats, that was as tough as a giant iguana 04:54 <+doy> i'm pretty sure people will see the different name and realize 'hey, this is a different monster' 04:54 < TGWi> people do not remember the difference between alligators and crocodiles in real life 04:55 < Eronarn> if you called it a "mighty mouse", then okay 04:55 < TGWi> especially *since* you don't see them in the same place, it may not even click that they're different 04:55 <+due> ARGH. 04:55 < Eronarn> people can tell it's supposed to be bigger 04:55 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [] 04:55 <+due> They. Will. Learn. 04:55 < Eronarn> but crocodile vs. alligator is not at all intuitive, you can't tell which is tougher until you're already fighting 04:55 < Eronarn> nobody is saying they won't 04:55 <+due> Then why is this an issue? 04:56 <+doy> "stone giant vs fire giant is not at all intuitive, you can't tell which are tougher until you're already fighting" 04:56 <+doy> "steam dragon vs ice dragon etc" 04:56 <+due> Or cyclops versus hill giant. 04:56 <+due> Or naga warior versus greater naga. 04:56 <+due> Or centaur versus yaktaur. 04:56 < Eronarn> um, what 04:56 < TGWi> greater naga doesn't sound more powerful than naga warrior? really? 04:56 < Eronarn> your examples mostly suck 04:56 < Eronarn> yeah 04:56 < Eronarn> seriously, quoting that forever 04:56 <+due> Go away. 04:56 < TGWi> ice doesn't sound more powerful than steam? 04:56 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 04:57 <+doy> TGWi: mottled vs ice then 04:57 <+due> Or just dragon versus ice dragon. 04:57 < TGWi> it would be more like making a stone giant and a rock giant and expecting people to learn 04:57 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has joined ##crawl-dev 04:57 -!- mode/##crawl-dev [+v pointless_] by ChanServ 04:57 < TGWi> sure, they might, but it's not necessary that they should have to 04:57 <+due> I said stop. 04:58 <+due> Unless someone decides to override me, no change is happening. 04:59 <+due> Any other simple glyph changes need to happen while I'm doing the larvae? 04:59 < Eronarn> did anyone chime in on reassigning vortexes 04:59 <+due> Shadows really ought to change. 05:00 < TGWi> does anything else use v? 05:00 <+doy> shadows definitely 05:00 < Eronarn> air elementals 05:00 <+doy> TGWi: air elementals 05:00 < TGWi> shadows, lol 05:00 < TGWi> @??earth elemental 05:00 < Gretell> earth elemental (#) | Speed: 6 | HD: 6 | Health: 30-60 | AC/EV: 14/4 | Damage: 40 | Flags: non-living | Res: magic(immune), fire+++, cold+++, elec+++, poison+++ | XP: 84. 05:00 < TGWi> @??water elemental 05:00 < Gretell> water elemental ({) | Speed: 10 (swim: 60%) | HD: 6 | Health: 30-48 | AC/EV: 0/7 | Damage: 25 | Flags: non-living, amphibious, lev | Res: magic(immune), elec++, poison | Vul: fire | XP: 172. 05:00 < Eronarn> at the moment we have insubstantial wisps on p, air elementals on v, smoke demons on 3, vapours on # 05:00 < Eronarn> al for what essentially look like identical monsters 05:00 <+due> Well, smoke demons are a ... demon. 05:00 < Eronarn> we should reduce this to 2 glyphs at most 05:00 <+due> But vapours and air elementals should be 'p'. 05:00 < TGWi> smoke demon is justified I think 05:00 < Eronarn> ...what 05:01 < TGWi> p is a good thing! 05:01 < Eronarn> why p 05:01 < Eronarn> p is for ghosts 05:01 < TGWi> p is for insubstantial guys 05:01 -!- Timbermaw [n=riquez60@200.175.209.20.dynamic.adsl.gvt.net.br] has quit ["later!"] 05:01 <+due> p is phantoms and insubstantials. 05:01 <+doy> Eronarn: insubstantial wisps are on p 05:01 < Eronarn> um 05:01 <+due> I thin khe wants to move them off p. 05:01 < Eronarn> out of the several insubstantial monsters in the game 05:01 < Eronarn> one of them is on p 05:01 <+doy> so 05:01 <+due> phantoms are on p. 05:01 < TGWi> what else is? 05:01 < Eronarn> due: er, the non-undead-y ones, anyways 05:01 <+due> ghosts. 05:02 < TGWi> what does insubstantial do? I've been speaking from flavor 05:02 <+doy> i'd be alright with moving insubstantial wisps off of p 05:02 <+due> There aren't many other insubstantials. 05:02 <+due> doy: Sure. 05:02 < TGWi> is that the sticky flame thing? 05:02 <+due> but what do? 05:02 <+due> TGWi: Nets, sticky flame 05:02 <+doy> TGWi: among other things 05:02 <+due> TGWi: Some other spells, I forget what. 05:02 < TGWi> so, all p except phantom? 05:02 < TGWi> @??spectral warrior 05:02 < Gretell> spectral warrior (W) | Speed: 10 | HD: 9 | Health: 27-72 | AC/EV: 12/10 | Damage: 18(drain) | Flags: undead, evil, see invisible, lev | Res: magic(72), cold, poison | XP: 541. 05:03 <+doy> i think everything on # and { should be changed, probably 05:03 <+due> doy: Agree, clouds ar eenogh as it is. 05:03 <+doy> that's just pointless interface confusion 05:03 < TGWi> we could go the other way and assign all elemental-types to v 05:03 <+doy> so how about v for insubstantial wisps, vapours, etc 05:03 <+due> doy: I like that. 05:03 < TGWi> high five doy 05:03 <+doy> and p for shadows 05:04 <+due> We could move all elementals to 'v', too, I suppose. 05:04 < Eronarn> why not to E 05:04 <+due> We'd have to move efreeti off. 05:04 <+doy> yeah, we could move efreets elsewhere 05:04 < TGWi> is efreet moving? 05:04 <+doy> R maybe 05:04 < ogaz> I was thinking e, but same idea 05:04 < Eronarn> e is elves 05:04 < TGWi> also what about raks 05:04 <+due> 'E' is to big, thoguh. 05:04 <+doy> efreets to R, elementals to E 05:04 < ogaz> oh, right 05:04 <+due> elementals are kinda naff. 05:04 <+due> I don't want to move rakshasas off R. 05:04 < TGWi> v could be for vapours, vortices 05:04 <+doy> (weren't we going to use R for non-demon demonic monsters?) 05:04 < Eronarn> TGWi: dwar[v]es 05:04 < TGWi> eronarn: lol 05:04 < Eronarn> doy: that was my suggestion, yes 05:05 < TGWi> what other glyphs are unused 05:05 < TGWi> Qi? 05:05 <+doy> so make R rakshasas and efreets 05:05 < Eronarn> ` 05:05 <+due> Which doesn't work, because our rakshasa are demons. 05:05 < Eronarn> ~ 05:05 <+doy> due: non-numbered-demon demonic 05:05 < Eronarn> vapours as ~ would work well i think 05:05 < TGWi> couldn't you assign a tier to raks 05:05 <+due> Can't use ~, unless we fully dump submerging. 05:05 <+doy> you know what i mean 05:05 < ogaz> huh, there really is no good glyph for dwarves 05:05 <+due> ogaz: 'v' works well. 05:05 < TGWi> use 'e' 05:05 <+doy> TGWi: e is too full 05:05 <+due> 'e' would be too confusing. 05:05 < Eronarn> due: there are only like... two vortexes, one proposed. ~ would work fine with limited colors 05:05 <+due> They're currently on @. 05:06 < TGWi> make dwarves replace ALL elves! 05:06 <+due> Eronarn: Yeah, but it's used to denote invisible monsters in clouds as well. 05:06 <+doy> Eronarn: don't really like monster glyphs overlapping with dungeon feature glyphs 05:06 <+due> It's more of amultipurpose feature glyph than a monster glyph. 05:06 < Eronarn> anyways, i like * for vortexes better than v 05:06 <+due> I'm goin got move vapours to 'v', for the minute. 05:06 <+due> For 0.6. 05:06 <+doy> Eronarn: could work too 05:06 <+due> Which is apparently coming out next month. 05:06 <+doy> due: that sounds good 05:06 < Eronarn> a vortex hanging in midair doesn't look appreciably different from an orb 05:06 <+doy> due: heh 05:06 < Eronarn> they're both swirly energy balls 05:06 <+doy> i give it two months at least 05:07 <+doy> due: vapours and insub wisps to v 05:07 <+due> Okay. 05:07 <+doy> shadows to p 05:07 <+due> I'm just going to go ahead and make the changes. 05:07 < Eronarn> but i'd favor this in particular because it frees up v 05:07 <+due> darkgrey p? 05:07 <+doy> due: no darkgrey monsters 05:07 <+due> Hm. 05:07 <+due> blue p is already taken for phantoms. 05:07 <+due> magenta p. 05:07 < TGWi> phantoms aren't insubstantial, are they? 05:08 <+doy> due: darkred? 05:08 < Eronarn> they should be if they aren't, imo 05:08 < TGWi> darkred p is flayed ghost? 05:08 < TGWi> @??flayed ghost 05:08 < Gretell> flayed ghost (p) | Speed: 10 | HD: 11 | Health: 33-88 | AC/EV: 0/14 | Damage: 30 | Flags: undead, evil, lev | Res: magic(58), poison | XP: 719. 05:08 <+doy> TGWi: oh 05:08 <+doy> forgot about that one 05:08 <+doy> phantoms are insubstantial 05:08 < Eronarn> why do we have both W and p, anyways 05:08 <+doy> all current p are insubstantial 05:08 <+due> I like magenta p, 05:08 < TGWi> you can sticky flame phantoms, can't you? 05:08 < TGWi> ??monsters 05:08 < Henzell> monsters[1/1]: Type @?monstername in this channel (or in a PM to Gretell), or see http://www.cs.helsinki.fi/u/kielosto/crawl_spoilers/ss/crawl_ss_monsters_by_name.html If you want to see the stats of a monster in trunk, use @?? instead of @? 05:09 < TGWi> ??phantom 05:09 < ogaz> not in 0.6 05:09 < Henzell> phantom[1/1]: A ghost that is the same sort of bastard blinker as an imp. Has more AC and hits harder, but doesnt regen like an imp and cant use weapons or armour. Unlike most ghosts, sticky flame adheres to phantoms. 05:09 < TGWi> oh ok 05:09 <+doy> due: magenta is usually used for more dangerous monsters 05:09 <+due> Hm. 05:09 <+doy> TGWi: we recently went through and made the insubstantial monster list more sane 05:09 <+due> cyan? 05:09 < ogaz> darkgrey would be perfect if monsters were allowed to be darkgrey 05:09 <+doy> due: cyan sounds good 05:10 <+due> ogaz: Yeah, no darkgrey. 05:10 <+due> I went with magenta because shadow imps are magenta. 05:10 <+doy> hmmm, i suppose 05:10 < TGWi> also, can butterflies be excluded from both greys? 05:10 <+due> As are shadow demons. 05:11 < TGWi> darkgrey is apparently bad and lightgrey looks like bats 05:11 <+due> TGWi: Kinda difficult at the minute. 05:11 < TGWi> oh? 05:11 <+doy> TGWi: that would be a good idea, but yeah, not sure how hard it would be 05:11 <+due> We'd need to create a new monster-only random colour that restricts using darkgrey and black. 05:11 < TGWi> didn't someone do that with Yiuf? 05:11 <+due> No 05:11 <+due> I was goin gto, but it was to omuch fuss. 05:11 <+doy> excluding dark grey would be easier i think 05:11 <+due> doy: All the "shadow" creatures are magenta. 05:11 <+doy> due: sounds good then 05:11 <+due> We could just make it pick again if it gets darkgrey. 05:11 <+doy> due: right 05:14 <+due> I should do that. 05:15 <+due> We've only elementals on # and { now. 05:15 <+doy> efreets to R, elementals to E 05:16 <+due> I'm not going to FR this, just going to push. 05:16 <+due> I don't think it'll be issueous. 05:16 <+sorear> moving elementals to E? 05:16 * sorear makes sad puppy eyes at due 05:17 <+due> sorear: No, not touching E. 05:17 <+due> sorear: Can you update @?? ? I can't remember how to :( 05:17 <+doy> why not? i think the elemental glyphs are some of the most problematic 05:17 < TGWi> @??alligator 05:17 < Gretell> alligator (t) | Speed: 10 (act: 80%; swim: 60%) | HD: 12 | Health: 36-108 | AC/EV: 5/9 | Damage: 30 | Flags: amphibious, cold-blooded | Res: magic(48) | XP: 962 | Sp: swiftness. 05:17 < TGWi> @??crocodile 05:17 < Gretell> crocodile (t) | Speed: 10 (swim: 60%) | HD: 5 | Health: 15-40 | AC/EV: 4/10 | Damage: 20 | Flags: amphibious, cold-blooded | Res: magic(20) | XP: 104. 05:17 <+due> doy: But the most contentious. 05:17 <+sorear> due: I did it once by accident 05:17 <+due> sorear: Bah. 05:17 <+sorear> due: I don't *actually* know how to either 05:17 <+due> Okay. 05:18 <+due> I'm pretty sure I just have to update the crawl-ref copy and then run the makefile... 05:18 <+doy> due: who's being contentious about them? 05:18 <+due> doy: me ;) 05:18 <+doy> d: 05:18 <+due> doy: I don't like elementals on E. 05:18 <+doy> why not? 05:18 <+due> Because elementals aren't particularly threatening. 05:18 <+due> And E is a ncie and big glyph. 05:19 <+due> Ah, looks like i tis updating. Hooray! 05:19 <+doy> i'd rather make elementals more threatening(: 05:19 <+doy> but that's a bigger change, i suppose 05:19 <+due> Hm, true. 05:19 <+due> Did nobody notice the buff I gave sea snakes? :) 05:20 <+due> It confuses me that we go from sorted by glyph to sorted by type at the end of mon-data.h 05:21 <+due> @??alligator 05:21 < Gretell> alligator (t) | Speed: 10 (act: 80%; swim: 60%) | HD: 12 | Health: 36-108 | AC/EV: 5/9 | Damage: 30, 15 | Flags: amphibious, cold-blooded | Res: magic(48) | XP: 1089 | Sp: swiftness. 05:21 <+due> Better. 05:21 <+due> @??sea snake 05:21 < Gretell> sea snake (S) | Speed: 12 (swim: 40%) | HD: 10 | Health: 40-90 | AC/EV: 2/15 | Damage: 24(strong poison) | Flags: amphibious, cold-blooded | Res: magic(40) | Chunks: poisonous | XP: 755. 05:21 <+due> Just need greensnark to do the timidity thing :D 05:23 <+due> It's so nice to put people on ignore. 05:23 < Eronarn> due: B? S? H? 05:24 <+due> B? S? H? 05:24 < Eronarn> "it's not scary" is not a reason not to use a cap glyph 05:24 <+due> Ah. 05:24 < TGWi> K is less scary than k too 05:24 < Eronarn> heck, W 05:24 <+doy> S is scary 05:24 <+doy> (: 05:24 < TGWi> of course, Ks are way bigger 05:24 <+due> S and H are quite scary, iin my mind. 05:24 < TGWi> and S is way scarier than s 05:24 <+doy> most S are pretty dangerous when you first meet them 05:24 < TGWi> and H than h 05:24 <+doy> but yeah, B is pretty underwhelming 05:24 <+doy> also, e, t 05:24 < TGWi> what's b for? 05:24 < Eronarn> i'm not against "bigger=tougher", mind you 05:24 <+doy> are pretty scary 05:25 <+due> batty things. 05:25 < Eronarn> just... we aren't doing it right now 05:25 < TGWi> oh right 05:25 < TGWi> yeah those are a bit less scary :P 05:25 <+due> Eronarn: But I see no reason why we should keep not doing it now. ;) 05:25 <+due> Oh, what about I? 05:25 < Eronarn> due: because if we're going to constrain ourselves in design that way, we should redesign things that violate those constraints 05:25 < TGWi> ilemental 05:25 < ogaz> are there any I other than Ice Beast? 05:25 <+due> No, I mean. 05:25 <+due> What about ice beasts? 05:25 < TGWi> oh 05:25 <+due> They're the only thing on it. 05:25 < TGWi> hrm 05:26 < TGWi> well nobody knows what they look like 05:26 < ogaz> also, ice beasts are fairly formidable when you first run into them 05:26 <+due> ogaz: agree. 05:26 < Eronarn> ice beasts could be E just fine 05:26 <+due> TGWi: Apparently they're some sort of hybrid dog thing, according to the tile. 05:26 < Eronarn> [E]lementals and related creatures 05:26 < TGWi> are the tiles online somewhere? 05:26 <+due> TGWi: Yes, just linking. 05:26 < TGWi> ok 05:26 < TGWi> "h" is kind of stupid for ice beasts, however 05:26 <+doy> Eronarn: if we move ice beasts to E, no reason to not keep efreets there 05:26 < TGWi> especially since white h is taken 05:26 <+due> http://crawl.develz.org/wordpress/?page_id=214 05:27 < Eronarn> doy: ...?! 05:27 <+due> Hm 05:27 <+doy> TGWi: that looks more like a bear to me 05:27 < TGWi> oh wow, that site is great 05:27 <+due> Ice beasts might work on Y. 05:27 <+due> Or U. 05:27 <+due> But then overlap with polar bears. 05:27 <+doy> i don't think ice beasts should be moved to any 'natural animal' glyph though 05:27 <+doy> because they really aren't 05:28 < TGWi> uh, aren't ice beasts humanoid? 05:28 <+due> agree 05:28 < TGWi> ??ice form 05:28 < Henzell> ice form[1/1]: +20% hp, no weapons or armour save cloaks, -fire, +++cold, +pois, +5-12 AC (and additional bonus from synergy with {ozocubu's armour} ), +10,+9 slaying w/ freezing brand. 05:28 <+due> I like ice beasts on 8, personally. 05:28 < Eronarn> "kind of like a yak, but with a shaggy coat of icicles and much bigger claws" 05:28 < TGWi> oh, cloaks only 05:28 < TGWi> nevermind 05:28 <+due> Or 9. 05:28 < Eronarn> ice gargoyles :D 05:28 < TGWi> 8 looks like a snowman 05:28 <+doy> due: that could work 05:28 < Eronarn> hm... 05:28 <+doy> either 8 or 9 05:28 < Eronarn> 8 = humanoid constructs, 9 = monstrous "constructs"? 05:28 <+due> It would free up another glyph. 05:29 <+due> But I don't think I'll get away with making those changes without an FR and discussion. 05:29 < ogaz> are 9 and 6 used at all? 05:29 <+due> So, I'm going to commit these 05:29 <+due> ogaz: 6 and 7 aren't, 9 are. 05:29 <+due> @??gargoyle 05:29 < Gretell> gargoyle (9) | Speed: 10 | HD: 4 | Health: 12-32 | AC/EV: 18/6 | Damage: 10, 6, 6 | Flags: non-living, fly | Res: magic(32), elec++, poison | XP: 140. 05:29 < Eronarn> - the only thin to think of is that ice beasts are living things 05:29 < TGWi> 9 is gargoyles hi due 05:29 < ogaz> oh right 05:29 <+doy> ogaz: 9 are gargoyles, 6 are going to be demonspawn eventually 05:29 < Eronarn> currently 05:29 < ogaz> due: 7 is trees now 05:29 <+doy> and 7 are trees 05:29 <+doy> 8 are golems 05:29 <+doy> 0 is unused, but potentially confusable with O 05:30 <+due> and the orb, after all. 05:30 < Eronarn> imo, E for elementals, efreet => R (malevolent spirits), ice beast => E 05:30 < TGWi> don't most fonts have a slashed zero? 05:30 <+doy> due: oh, right 05:30 < Eronarn> vortexes => * 05:30 <+due> Giant spores -> *, also. 05:30 <+doy> Eronarn: agree with everything there, except ice beast -> 9 05:30 <+doy> due: yes, that 05:31 <+doy> along with removing giant spores from spawning in slime 05:31 < Eronarn> doy: well, i think there it's a question of 05:31 < Eronarn> what the heck *IS* an ice beast 05:31 <+due> Hm 05:31 < Eronarn> is it more of an elemental-y thing, a natural thing but made of ice, etc. 05:31 <+doy> well, ice statues can create ice beasts 05:31 <+due> doy: Agree, to be honest, I don't think they should. 05:31 < TGWi> doy: they can summon ice beasts 05:31 <+due> (re: spores) 05:31 < TGWi> doesn't mean anything 05:31 < Eronarn> also, i don't like giant spores to * "just because they explode", really 05:31 <+due> Eronarn: Them being on 'G' makes less sense. 05:31 < TGWi> eronarn: they don't fit in with G at all 05:32 < TGWi> at all 05:32 <+doy> Eronarn: G is 'eyes' everywhere else 05:32 <+due> 'They're a ... type of eyeball.'; 05:32 < Eronarn> holy shit i didn't say to keep themo n G aaaaaaaaa 05:32 < TGWi> creepiest fungi ever! 05:32 <+due> They explode more in common with * than they have eyes ll over them with G. 05:32 < Eronarn> i'd want them on f 05:32 <+doy> Eronarn: meh 05:32 <+due> meh. 05:32 < TGWi> confusing with ballistos 05:32 <+doy> f and P are immobile 05:32 < TGWi> well no it isn't 05:32 < TGWi> haha but confusing with f in general 05:32 < Eronarn> TGWi: it's all in color 05:32 <+due> "mon_glyph = shadow : black " ""??? 05:33 < TGWi> due: what? 05:33 < Kil2> anyone else think it would be cool if fedhas sunlight killed vampires instantly? =) 05:33 < TGWi> also they're pretty clearly smaller than fungi 05:33 < TGWi> kil2: no 05:33 < Eronarn> ...when has that ever influenced glyph 05:33 < TGWi> it already makes them sparkle 05:33 < Eronarn> ever 05:33 < Eronarn> steam dragons are smaller than humans iirc 05:33 <+due> Does anyone know if that works? 05:33 <+due> Kil2: Too overpowered. 05:34 < ogaz> what about sunlight damaging vampires at the end of their turns? 05:34 <+doy> due: 'black' means some sort of elemental-type color, doesn't it? 05:34 < Eronarn> well, anyways. i don't particularly care where ice beast ends up as long as it makes sense 05:34 <+doy> or is that just internally 05:34 <+due> doy: Hm, I'm not sure. 05:34 < Eronarn> in their undefined-ish state, E and 9 both equally don't make sense 05:34 < ogaz> wait, sunlight isn't actually stationary, right? 05:34 <+due> doy: MY issue is how to represent the lack of glyph. 05:34 <+due> ogaz: Not yet. 05:34 <+doy> due: _ 05:35 < Eronarn> things i am more interested in: what'll happen to Q, q, I, v 05:35 < TGWi> doy: AAH WHY IS MY ALTAR MOVING 05:35 <+doy> i have "mon_glyph = _ : p" in my rc 05:35 <+doy> which reglyphs shadows 05:35 <+due> Ah, thanks. 05:35 < ogaz> Eronarn: I'd almost like to just leave them until we want to replace them 05:35 <+due> It treats "#" as a comment. 05:36 <+doy> due: and i'm pretty sure that if you don't also recolor shadows, it'll make them flip between white and blue or something 05:36 <+due> Aaaawkward. 05:36 < TGWi> can you escape waffles? 05:36 <+doy> which i think is because they use BLACK internally as their color 05:36 <+due> doy: Yeah, darkgrey.. 05:37 <+due> Argh, why does linking take forever and a day? 05:37 < Eronarn> Import has been successfully finished, 9511 queries executed. 05:37 < Eronarn> phew 05:37 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [] 05:37 <+due> Still linking. 05:38 * due links arms with doy, dances. 05:38 <+due> Oh, issue 05:38 <+due> vapours and air elementals on 'v' at the minute, for this commit, share colour. 05:38 <+due> @??vapour 05:38 < Gretell> vapour (#) | Speed: 10 | HD: 12 | Health: 24-60 | AC/EV: 0/12 | Flags: non-living, see invisible, lev | Res: magic(immune), elec+++, poison | XP: 901 | Sp: b.lightning. 05:38 <+due> should we make vapours white? 05:38 <+doy> yes 05:38 <+doy> or lightcyan 05:39 <+due> ooh, lightcyan 05:39 <+due> Also, insubstantial wisps are also lightgrey. 05:39 <+due> bah. 05:39 < ogaz> could just leave the glyphs untouched until we actually want to add monsters 05:39 <+doy> air elementals should be white 05:39 <+due> ogaz: Nah. 05:40 < ogaz> due: why not? 05:40 < TGWi> ogaz: we can shuffle around the glyphs without rest 05:40 < TGWi> does that work too? 05:40 < ogaz> :effort: 05:40 <+due> ogaz: Because it's easier to do it right now, and have a free glypht to suggest a monster, than to create a monster and have everyone go "but "X" already has "YZ"! no way!" 05:41 <+due> Also, the glyphs are currently confusing and non-uniform. 05:41 <+due> doy: Also, mu keeps saying that your logs have stopped. 05:41 <+doy> oh really 05:41 <+doy> hmmm 05:41 <+doy> i really should make Ashenzari handle the logging, it would make things a lot easier 05:42 <+due> yes 05:43 < TGWi> maybe you should distribute the glyphs as evenly as possible so you have an excuse to not implement monsters 05:45 <+due> no :) 05:49 <+due> @??vapour 05:49 < Gretell> vapour (#) | Speed: 10 | HD: 12 | Health: 24-60 | AC/EV: 0/12 | Flags: non-living, see invisible, lev | Res: magic(immune), elec+++, poison | XP: 901 | Sp: b.lightning. 05:51 <+due> @??shadow 05:51 < Gretell> shadow ( ) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 12/10 | Damage: 5(drain strength) | Flags: undead, evil, see invisible | Res: magic(20), cold+++, poison | XP: 28. 05:53 <+due> http://sprunge.us/BdRa 05:53 < Eronarn> TGWi: new policy: all glyphs must be shared by at least 12 monsters 05:53 <+due> Can I get some comments before I push? 05:55 < TGWi> are vortices insubstantial;? 05:56 <+due> Yes. 05:56 < TGWi> just making sure 05:56 <+due> All 'v' ar einsubstantial, I double checked this ":) 05:56 <+due> (though I just triple checked now after doubting myself) 05:59 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 05:59 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 05:59 <+doy> test 05:59 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:00 <+due> you borked it (: 06:00 <+due> poor ashenzari :( 06:01 < TGWi> due: jude brown is a recommended search on google 06:01 < TGWi> just thought I'd let you know 06:03 <+due> Still linking ;( 06:06 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:06 <+doy> test 06:06 <+due> Okay, yiuf will never be darkgrey! 06:06 <+due> Neither will abominations or other BLACk monsters. 06:10 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:10 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:10 <+doy> test 06:10 <+due> Hey, maybe we could rename crocodiles as dwarf crocodiles. 06:10 <+due> http://en.wikipedia.org/wiki/Dwarf_crocodile 06:10 < TGWi> hell yeah we could 06:11 <+due> Bit too wimpy a name, but cuuuuute. 06:11 < TGWi> and alligators -> giant dwarf crocodiles! 06:11 <+due> They're still one of the biggest early game threats. 06:11 <+due> No. 06:11 < TGWi> :P 06:11 <+due> !killsby giant lizard 06:11 < Henzell> 461 games for * (ckiller=giant lizard): 9x 78291, 8x yap, 6x sorear, 6x dpeg, 5x Archibald, 5x Nexos, 5x simul, 5x nmf, 5x mercury, 5x crawlie, 4x rob, 4x Lemuel, 4x neleai, 4x Ping, 4x Eifeltrampel, 4x Tityrus, 4x IronRobin, 4x tcircuits, 4x Pacra, 4x poop, 4x daftfad, 4x mr0t, 4x heteroy, 3x bookofjude, 3x thevalrus, 3x earlybird, 3x ronf, 3x Johan, 3x jeykey, 3x coweater, 3x TAS2012, 3x clouded... 06:11 <+due> Anyway, nobody is commenting on my commit? 06:11 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:12 < TGWi> http://www.lpzoo.org/animals/images/facts/dwarf_crocodile.jpg 06:12 < TGWi> aww 06:12 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:12 <+doy> test 06:12 < TGWi> http://animaldiversity.ummz.umich.edu/site/resources/jerry_gingerich/10wafricandwarfcroc-1alt.jpg/medium.jpg and I'm done 06:13 <+due> omg awww <3 06:13 < TGWi> are there any adorably ugly animals that start with q? 06:13 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:13 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:13 <+doy> test 06:14 <+due> quokka. 06:15 < TGWi> quail 06:15 < TGWi> holy shit quail 06:15 < TGWi> http://upload.wikimedia.org/wikipedia/commons/1/10/Brown_Quail_Dayboro_Feb06.jpg 06:15 <+due> mmmm, lunchy 06:16 < TGWi> does crawl have any birds? 06:17 <+due> not really 06:17 < ogaz> birds don't make a lot of sense in a dungeon 06:17 <+due> it will have phoenixes. 06:17 < TGWi> quokka 06:17 < TGWi> erm 06:17 < TGWi> kenku 06:17 < TGWi> why did I say quokka? 06:17 <+due> You're obsessed. 06:18 < ogaz> do butterflies spawn in shoals? maybe they can be replaced with seagulls, if they do 06:18 <+due> <3 excellent idea. 06:18 < TGWi> indeed 06:19 <+due> Okay 06:19 <+due> nomore darkgrey randoms 06:19 <+due> happy, TGWi? 06:19 < TGWi> with regards to random colours, yeah 06:26 <+due> doy: did you read the commit messags? 06:27 <+doy> due: busy at the moment, give me a minute 06:27 <+due> Okay 06:33 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:33 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:33 <+doy> test 06:33 * doy test 06:34 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:34 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:35 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has quit [Remote closed the connection] 06:35 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 06:35 <+doy> test 06:35 <+doy> okay 06:35 <+doy> logging is back up, and using ashenzari 06:36 <+doy> which means it's a lot more flexible now 06:36 <+due> hooray 06:36 <+doy> but possibly more buggy, so let me know if there are issues 06:36 <+due> Okay 06:36 <+due> Need a relink for the commit message? 06:37 <+doy> nope, got it 06:38 <+doy> due: looks good to me 06:39 <+due> Okay, here goes nothing. 06:39 <+doy> also: logs should now be rotated daily 06:39 -!- eith [n=eith@86-41-101-70-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 60 (Operation timed out)] 06:39 <+doy> which should help people who were complaining about monthly logs getting too big 06:39 <+due> Hooray 06:39 < CIA-81> due * r20efee2c8b00 /crawl-ref/source/mon-cast.cc: Don't let Mara summon a player ghost while the player is out of LOS. 06:39 < CIA-81> due * r494db5b6afa0 /crawl-ref/ (settings/052_monster_glyphs.txt source/mon-data.h): A few further (simple) glyph and colour changes. 06:39 < CIA-81> due * r58955c4e673e /crawl-ref/source/ (dungeon.cc mon-util.cc mon-util.h): Don't hand out darkgrey to 'BLACK' monsters. (TGW) 06:40 <+due> TGWi: Your name! In lights! 06:41 < TGWi> I am not fond of daily logs 06:41 < TGWi> makes it harder to search for stuff 06:47 <+doy> heh, doesn't like mirc color codes 06:47 * doy is lazy though 06:47 <+doy> deal with it later 06:49 <+due> Wooohooo, gummy babies. 06:49 <+doy> hmmm, now to see about getting my private logs back up and running... 06:49 -!- doy [n=doy@tozt.akrasiac.org] has left ##crawl-dev [] 06:49 -!- doy [n=doy@tozt.akrasiac.org] has joined ##crawl-dev 06:49 -!- mode/##crawl-dev [+v doy] by ChanServ 06:50 < henryci> I'm in the abyss (in .5) and I see a potion of paralysis on the same tile as a rock wall. 06:50 < TGWi> dig the wall to get to the potion 06:50 <+due> That's odd. 06:51 <+doy> oh hmmm, looks like they'd already fixed themselves on their own last night 06:51 < henryci> well the potion isn't interesting, it's the bug I'm curious about. 06:51 <+doy> oh well! 06:51 <+doy> henryci: the abyss has *all kinds* of dumb bugs like that 06:51 <+doy> from what i hear, the code is an absolute mess 06:51 < henryci> how is item generation done, is it done in the same pass as level generation? 06:52 <+doy> no idea 06:52 <+due> I've never even looked at it. 06:52 <+due> Too scary. 06:52 * doy points henryci at abyss.cc 06:52 <+doy> have fun 06:52 <+due> henryci: try generate_abyss. :) 06:54 <+due> hey cool 06:54 < henryci> ohh, learned that Xom rewards you for hanging out next to the exit until it disappears. 06:54 <+due> It never actually checks to see what type of feature it places the item on 06:54 <+due> maybe we should fix that 06:54 <+due> Oh wait, it does. Hm. 06:56 -!- Ero [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 06:57 < henryci> due where are you seeing that? 06:57 <+doy> henryci: abyss.cc:250 06:58 <+doy> it seems to set the tile explicitly to DNGN_FLOOR before even attempting to place an item 06:59 < henryci> ohh tricky, I missed that b/c I was looking for a comparison. 06:59 <+due> yeah