00:12:23 -!- ogaz has joined ##crawl-dev 00:36:39 -!- karmatic has quit [Ping timeout: 240 seconds] 01:11:34 -!- marcmagus has quit [Read error: Operation timed out] 01:20:59 -!- marcmagus has joined ##crawl-dev 01:24:14 -!- hotsun has joined ##crawl-dev 01:47:14 -!- Zaba has quit [Ping timeout: 246 seconds] 01:49:51 -!- Zaba has joined ##crawl-dev 01:58:13 -!- by has joined ##crawl-dev 02:02:23 hi 02:03:00 -!- ogaz has quit [Remote host closed the connection] 02:45:42 -!- karmatic has joined ##crawl-dev 02:59:50 -!- zulon has joined ##crawl-dev 02:59:55 hello! 03:00:12 I seem to encounter a weird bug with latest trunk revision: when I autoexplore and hit a stash, the game freezes until I hit a key or become hungry 03:00:31 I wanted to know if the issue was know (if not I would report the bug) 03:00:38 known* 03:00:49 zulon: not know before, but yes, happens here, toow 03:00:56 ok 03:01:09 don't worry about filing 03:01:23 ok, thanks for the quick response :⁾ 03:01:24 :) 03:02:11 (BTW I wanted to say that crawl is great! thanks for this awesome game to all the devs) 03:05:30 -!- Spads has quit [Ping timeout: 276 seconds] 03:10:20 zulon: thanks! also for the report, this is a bad bug 03:10:49 so should I report it? 03:11:04 no, I'm trying to fix it now 03:11:19 ok 03:13:42 -!- zulon has quit [Quit: rcirc on GNU Emacs 23.1.1] 03:30:30 -!- Antagonist has joined ##crawl-dev 03:36:09 Roxanne's blink spell is not blocked by stasis. (http://crawl.develz.org/mantis/view.php?id=1069) by BigToeCommando 04:05:36 -!- Spads has joined ##crawl-dev 04:13:31 -!- karmatic has quit [Ping timeout: 245 seconds] 04:44:23 -!- Amonchakad has joined ##crawl-dev 05:10:21 -!- Mu_ has joined ##crawl-dev 05:14:20 03by * rab05c9921c8e 10/crawl-ref/source/main.cc: Further input loop changes. 05:47:10 -!- ortoslon has joined ##crawl-dev 05:52:56 -!- megaboz has quit [Remote host closed the connection] 05:55:36 -!- hotsun has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 05:59:06 -!- ais523 has joined ##crawl-dev 06:09:05 -!- ais523 has quit [] 06:09:24 -!- ais523 has joined ##crawl-dev 06:14:07 -!- fwiffo has joined ##crawl-dev 06:14:23 -!- fwiffo has quit [Client Quit] 06:17:05 -!- ortoslon has quit [Read error: Connection reset by peer] 06:18:51 -!- hotsun has joined ##crawl-dev 06:43:52 -!- timecircuits has joined ##crawl-dev 06:53:45 -!- Amonchakad has quit [Quit: Page closed] 07:09:36 -!- ais523 has quit [Remote host closed the connection] 07:22:08 Moin guys 07:23:02 I've got an ssl certificate for free from startssl.com - and have moved the mantis, the wiki, the wordpress admin area & the save dumps to https. 07:23:17 hi napkin, quiet here 07:23:19 Please let me know if that causes trouble, ssl-problems, etc for anyone. Thanks! 07:23:22 Hey Rob :) 07:23:57 "Quiet" isn't necessarily a bad thing :) 07:27:17 -!- syllogism has joined ##crawl-dev 07:27:25 the alternative could be a dozen people yelling about horrible crashes, f'instance. 07:27:38 could you do some testing of the website, by? 07:27:45 hey Textmode :) 07:27:56 heya napkin, how are you? 07:28:23 Oh, apart from the fact that it's monday? not too bad ;) 07:28:28 What about you? 07:31:25 !coffee Napkin 07:31:26 * Henzell hands Napkin a cup of cappuccino, brewed by Snorg. 07:31:43 greensnarking! :D 07:32:09 I knew I could count on you! 07:32:12 !coffee greensnark 07:32:13 * Henzell hands greensnark a cup of black coffee, brewed by Ijyb. 07:32:35 what's up? 07:33:03 Napkin: sorry, only partially here 07:33:15 -!- Antagonist has quit [Remote host closed the connection] 07:34:41 -!- ortoslon has joined ##crawl-dev 07:37:02 !cubancoffee greensnark 07:39:01 Napkin: well enough, working on a side project for dingux, making decent enough progress, though I'm pretty sure theres a few serious ineffciencies in my current design. 07:39:13 !coffee 07:39:13 * Henzell hands cbus a cup of black coffee, brewed by Snorg. 07:44:38 Moin cbus 07:46:11 good luck, Textmode :) 07:52:06 -!- fwiffo has joined ##crawl-dev 07:52:24 morn 07:52:24 due: You have 2 messages. Use !messages to read them. 07:52:29 !messages 07:52:29 (1/2) dpeg said (14h 9m 48s ago): < elliptic> I paid 220 gold and a book of envenomations 07:52:35 !messages 07:52:35 (1/1) dpeg said (14h 9m ago): < elliptic> yeah... it was in a shop for 1000ish gold, but sif had given me a copy earlier --- Is this acceptable? 07:52:44 Hm. 07:57:05 Napkin: Busy Monday :) 07:57:11 lorimer: Hey thanks for that Cuban 07:58:21 Moin due! 07:58:47 due must be in a different timezone these days if its morning there 07:59:04 No, it's evenin' here. 08:01:11 due: how much effort would it be to make portal timers start when you actually enter the level rather than when it's generated? 08:01:58 that would solve shafts, and allow implementing pre-seeded games someone asked for 08:01:58 kilobyte: I believe this is currently the case? 08:02:26 ah, so I must have missed when it was fixed 08:02:40 Well, I don't think it has been fixed 08:02:42 not so long ago it was not the case, at least 08:03:27 lm_1way registers a listener on the "player_climb" event. 08:03:28 Do shafts generate levels you fall past? I thought they did not 08:03:44 The best solution would be to just not generate player_climb events when passing through a level via shaft. 08:03:58 lm_1way uses player_climb to erase the portal, not to start the timer 08:04:00 It's just a matter of selectively suppressing whatever event triggers the portal vault's timer to start. 08:04:09 Huh. 08:04:33 In that case, don't activate markers for levels you're just passing through. 08:04:51 if (!crawl_state.falling_through_shaft) activate_all_markers();? 08:05:11 Falling through shafts doesn't generate intermediate levels as far as I know 08:05:52 I've no idea myself. 08:06:29 -!- ais523 has joined ##crawl-dev 08:08:12 right, shafts don't generate levels now 08:09:08 this causes problems with connectivity checks in Orc, I've heard 08:21:06 -!- by has quit [Disconnected by services] 08:21:07 -!- by_ has joined ##crawl-dev 08:29:59 03kilobyte * rf1eb9d7bcdbd 10/crawl-ref/source/makefile: Pass optimization flags to the linker. 08:30:00 03kilobyte * r589e4f67830c 10/crawl-ref/ (4 files in 2 dirs): "crawl -seed XXX", for repeatable tests. 08:52:02 ok, the shooting may begin 08:52:08 I changed the main-website 08:52:17 *front website 08:53:04 * kilobyte loads the gun and goes to check. 08:54:01 looks the same to me :P 08:55:23 good :D 08:56:48 Tests have shown that more than 2 sentences in a row confuse people on the first sire ;> 08:56:51 *site 09:12:12 -!- eith has joined ##crawl-dev 09:14:57 I took a look at gcc-4.5 -flto 09:16:14 massive compile time increase: 2m 26s -> 13m 9s, takes over 1G memory 09:16:22 wow 09:16:27 any advantages? 09:16:43 and speed of "./crawl -test -seed 1" improves only 1m49.577s -> 1m46.097s 09:17:30 which is surprising as we call an huge number of functions which do a simple check then return, not inlined only because they're in different files 09:18:13 (the bulk of current -test is building Shoals levels) 09:19:06 during actual game bulk of the time is spent in vision checks for monsters 09:21:10 My verdict: let's use -flto only for the actual release, and of course only after gcc-4.5 is officially released. 09:30:36 -!- Cryp71c has joined ##crawl-dev 09:30:45 !seen dpeg 09:30:45 I last saw dpeg at Sun Mar 14 23:02:59 2010 UTC (15h 27m 46s ago) quitting with message Quit: leaving. 09:42:43 -!- B0RG1N has joined ##crawl-dev 09:42:43 -!- B0RG1N has quit [Client Quit] 10:10:03 should shops be able to generate inside entry vaults to portals? 10:10:27 i have a wand shop surrounded by stone walls in one of the bailey entry vaults :( 10:11:07 Probably not 10:12:51 -!- dpeg has joined ##crawl-dev 10:13:00 Cheers 10:13:50 Lugonu's Corrupt in Temple made fish fly (https://crawl.develz.org/mantis/view.php?id=1070) by GrimmSweeper 10:15:42 flying fish 10:15:45 that is awesome 10:15:56 make it happen, dev team! 10:18:52 Ring of Sustenance does not balance out Ring of Hunger for Spriggan (https://crawl.develz.org/mantis/view.php?id=1071) by GrimmSweeper 10:36:00 Moin dpeg 10:36:14 nobody complaining about the front page on CDO yet? :> 10:41:50 -!- JohnnyR has joined ##crawl-dev 10:41:54 Napkin: Why? 10:42:54 Napkin: oh, nice :) 10:51:23 -!- by_ has quit [Ping timeout: 265 seconds] 10:52:41 dpeg :) 10:53:09 I'd like to add a screenshot in the "The Game" section and a big download button next. 10:55:05 dpeg, have any idea what is *required* to play crawl? Obviously the non-tiles version doesn't use OpenGL or anything for rendering, does it? 10:56:53 -!- hotsun has quit [Quit: HydraIRC -> http://www.hydrairc.com <- s0 d4Mn l33t |t'z 5c4rY!] 10:57:41 -!- Iainuki has quit [Ping timeout: 245 seconds] 11:00:42 anything that compiles and can show a 80x24 terminal or something should work 11:00:45 or can use ssh :D 11:01:28 felirx, yeah, using SSH atm, would like to run it natively as an app. 11:01:51 Are there any build flags to include the C++ and LUA libs in the binary at build time? 11:01:53 Cryp71c: what are you targetting? 11:01:59 Textmode, Android OS 11:02:05 ah. 11:02:18 have a look at the makefile 11:02:28 I'm told the linux binary could run natively, but its missing libs. 11:02:30 assuming you can read it, it sholud tell you everything you need 11:02:36 felirx, yeah, assuming :P 11:02:46 -!- murphy_slaw has joined ##crawl-dev 11:02:48 the ldflags being the most interesting variable 11:05:58 -!- [1]GrimmSweeper has joined ##crawl-dev 11:05:59 -!- GrimmSweeper has quit [Disconnected by services] 11:06:00 -!- [1]GrimmSweeper is now known as GrimmSweeper 11:12:40 -!- Iainuki has joined ##crawl-dev 11:14:55 -!- felirx has quit [Quit: server reboot] 11:17:48 -!- JohnnyR has quit [Ping timeout: 252 seconds] 11:24:11 Sling/Throwing crosstraining (https://crawl.develz.org/mantis/view.php?id=1072) by ledtim 11:35:51 -!- timecircuits has quit [Quit: Leaving.] 11:44:34 dpeg, wanted to touch base with you regarding: Spiny, Demonic Guardian, Control Demon, Nightstalker, and Foul Stench. These are all "Approved muts" under your section, I'm about to start implementing them, cool? 11:46:31 just back 11:46:47 Cryp71c: let me have a quick look... 11:50:27 -!- by has joined ##crawl-dev 11:51:02 Cryp71c: yes! 11:51:22 -!- murphy_slaw has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 11:57:39 night all 11:58:38 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 12:01:30 kilobyte: re shafts, https://crawl.develz.org/mantis/view.php?id=816 12:03:17 by: what to do? 12:03:40 kilobyte seems to be working on it, from the backlog 12:03:52 ah 12:04:36 -!- JohnnyR has joined ##crawl-dev 12:11:41 -!- murphy_slaw has joined ##crawl-dev 12:13:08 ??git 12:13:09 git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 12:15:56 -!- murphy_slaw has quit [Client Quit] 12:21:09 dpeg, furthermore, I was thinking ahead to Hooves, if/when that's implemented will require moving centaurs (and whoever else has hooves) to have Hooves 2 or 3 (since right now its just Hooves 1) and whatnot, should they have hooves 2 or 3, do you think? 12:22:06 Cryp71c: depends on the numbers, 2 or 3 :) 12:22:50 dpeg, hehe, yeah IDK. Obviously they should provide varying degrees of damage and stealth reduction, those are the only two things modified by hooves, yeah? Also, can centaur wear boots? 12:24:44 -!- karmatic has joined ##crawl-dev 12:26:54 Cryp71c: no! 12:27:06 They wear bardings instead, which is even better :) 12:27:27 I would really like it if Centaur's additional moving speed came from Hooves. 12:27:45 But we need to talk to sorear for that; don't implement it yet, please. 12:27:50 ofc 12:28:17 bardings dont exactly make sense, since in crawl it takes the place of boots, but a barding is technically body-armour for horses... 12:29:22 yes 12:29:32 yeah... 12:29:32 lol 12:29:34 But it allows Ce and Na to get more AC. 12:30:24 Yeah, certainly I understand the intention behind it... 12:32:13 barding using boots slot is just an implementation detail 12:32:20 and you can enchant it like it was body armour 12:32:23 oh, I didn't before now know it didn't replace body armour 12:33:44 yeah, barding isn't body armour in DCSS, its boots. 12:34:23 jarpiain, its contradictory though, barding isn't hoove armour, its body armour. 12:34:45 but then what would their torsos wear? 12:35:03 brassieres 12:35:06 =p 12:35:31 and the % screen for centaur says '(no barding)', not '(no boots)' 12:35:36 Cryp71c: in a sense it's okay: feet belong the lower body, as does whatever the Na/Ce bardings cover. 12:36:35 I mean, its acceptable, since barding often included some protection for the hooves, but saying "barding" is the hoof equivilent of "boots" is wrong 12:36:56 Just a nuance, I suppose. 12:36:57 but nowhere does it say its boots equivalent 12:37:17 Cryp71c: you're the only one saying that barding == boots 12:37:22 jarpiain, that's the implication, the boot slot says "no barding" 12:37:56 Cryp71c: it's not the boot slot, it's the barding slot 12:38:01 =p 12:38:12 notice how the % screen says (no barding) 12:39:03 boots and bardings sharing a slot in the internal implementation of the game doesn't mean anything 12:39:27 -!- Siber has joined ##crawl-dev 12:39:39 I see the point your making, but now you pointing that out means there's a discrepency between having both "body armour" and "barding" 12:39:51 no it doesn't 12:39:54 picture a centaur 12:40:03 there's a human torso, which can wear body armor 12:40:11 and a horse body, which can wear a barding 12:40:33 ehhh, I Gotcha. 12:44:22 -!- eric_c_c has joined ##crawl-dev 12:54:39 034_monster_glyphs causes a warning (https://crawl.develz.org/mantis/view.php?id=1073) by Cab 12:56:35 function ouch(...) is obviously called when the player is damaged, but what purpose do the kill_method_type and death_type parameters serve? are they there only if the player dies as a result of that ouch call? 12:57:26 -!- felirx has joined ##crawl-dev 12:57:28 -!- eric_c_c has quit [Ping timeout: 276 seconds] 13:02:37 -!- JohnnyR has quit [Quit: Page closed] 13:03:45 -!- Spads has quit [Ping timeout: 260 seconds] 13:06:56 Cryp71c: yes 13:16:26 ..hrm, there seems to be a vector for players to store equipment, how can I check a monster's equipment? (eg, how can I test to see if they're wielding a weapon) 13:20:21 nevermind, found it. 13:29:21 -!- by has quit [Ping timeout: 245 seconds] 13:32:18 -!- Amonchakad has joined ##crawl-dev 13:32:56 I had Duvessa next to me, and I went upstairs, but she didn't follow me. That's meant? 13:34:20 Amonchakad: ask due! 13:34:49 due: I had Duvessa next to me, and I went upstairs, but she didn't follow me. That's meant? 13:38:47 Amonchakad, probably, separating Duvessa and Dowan by dragging one up/down stairs would be a very easy way to prevent the 'zerking effect. 13:38:58 So the straightforward solution would be to keep them on the same floor 13:39:03 but that's only a guess, Due will know better. 13:39:15 That sounds reasonable to me too, that's why I was asking before filing a bug report 13:41:58 doy, got a second for a quick question? 13:42:04 Cryp71c: maybe 13:42:20 well, maybe not quick...and it has to do with damaging a monster with a non-flavoured damage source 13:43:19 Actually...nevermind. 13:43:55 actually, nevermind on that nevermind..gah! 13:44:29 I'm implementing the DS Spiny mutation, and I'm writing the function which should calculate damage and check the monster's AC to see if damage is done, and if so, apply that damage. 13:44:39 but I've got to check with dpeg to see if it should ignore AC or not. 13:44:54 Rotting corpses not showing the right tile (https://crawl.develz.org/mantis/view.php?id=1074) by Amonchakad 13:44:55 dpeg, should spines check AC? 13:45:12 Yes, I would say so. 13:46:11 but the damage may be too small for that, eh? 13:48:00 yeah, that's what I'm concerned with. 13:48:40 well, make the damage bigger then 13:48:50 or make the damage based on xl 13:48:56 or make the spines poisoned 13:48:57 etc 13:49:04 Xl might work, higher damage would pose problems if you get the mutation early on 13:49:32 doing 30+ dmg to monsters that should pose a threat, but won't because they kill themselves is :( 13:49:45 well, 30+ is pretty ridiculous 13:50:08 something like 1d(8*mut level) 13:50:10 atm its 1d6 - EVP, 2d6 -EVP, 3d6 - EVP 13:50:10 would be reasonable 13:50:15 yeah 13:50:44 yeah, i don't think that's a problem 13:50:56 and can tweak the numbers 13:51:01 if it is 13:51:10 but it should be noticeable 13:52:11 doy, ok, that having been established, is there a function which determines if damage should accur based on AC and anything else? 13:52:18 (for monsters) 13:52:18 shrug 13:52:40 :P 13:52:57 the ice freezing-on-hit uses mons_adjust_flavoured but that's a flavoured damage, where this is purely physical. 13:52:59 Meh, I'll keep searching. 13:57:38 -!- TGWi has joined ##crawl-dev 13:58:40 The spines are supposed to be somewhat like a decent ring of slaying, if you're willing to forfeit heavy armour. 13:58:55 3d6 is quite good, I'd say. 13:59:37 dpeg, 3d6 would only be good if it ignores AC, otherwise that damage realistically translates into 3-10 damage mid game and 0 damage late game. 13:59:53 Cryp71c: not really 14:03:53 Most of the stuff I can think of for late-game has AC of at least 10, dragons have 15 or 20 (iron dragon), iron trolls have 20, all fiends have 15 or above 14:04:13 you know that ac for those is 1d10 though, not a flat -10 14:04:40 right, which means on average its half of the value its presented by, and spines will do (on average) half its its maximum damage 14:05:07 But it's passive damage! 14:05:21 I pulled those numbers out off my hat, so they will need tweaking. 14:05:35 -!- by has joined ##crawl-dev 14:05:37 But I'd guess the effect would be noticeable with 3d6. 14:05:53 sorear: what happens if I prove death is automatable? 14:06:07 Yeah, I know...I'm just concerned with a) you have to be in melee range for spines to work. b) the monster has to have no weapon wielded, and c) the damage from spines has to exceed the monster's ac 14:06:30 that' just a lot of hurdles to overcome for a mutation to be comparable to" a decent ring of slaying". 14:06:56 3d6 has a pretty large chance of escaping AC 14:07:09 and most monsters are unarmed :| 14:07:17 although I don't see why it should matter 14:07:37 Not late game, most of the most threatening monsters (aside from dragons and draconians) have wielded weapons 14:07:53 Cryp71c: why no weapon -- did my proposal state that? The spines should have an effect for all melee attacks. 14:07:57 dpeg, yeah 14:08:10 k, so take the weapon limitation off, thats better I suppose. 14:08:46 We should call it "The Anti-Executioner mutation" 14:09:36 this is a DS body, right? 14:09:40 correct 14:09:42 It's for tanking: you position yourself in the middle of the battlefield, equip double Robustness, quaff a potion of heal wounds or two and watch the opposition drop. 14:09:59 equip double robustness? 14:10:06 can that happen? 14:10:22 this seems more powerful than the other bodies anyway 14:10:30 what's the penalty, deformed body? 14:10:57 well, it doesn't give ac like the rest of the body mutations do 14:11:05 and the damage dealt is reduced by the armour evp 14:11:10 so you can't really wear heavy armour 14:11:13 oh 14:11:25 yes 14:11:34 (the other body mutations give AC?) 14:11:45 If you want to make use of the DS mutation, you'll want light armour. I thought that might be interesting. 14:11:49 scales, fur, tough skin, etc 14:12:04 those aren't bodies, though? 14:12:09 oh, shrug 14:12:10 I don't think this is in the scale mutation set 14:12:15 yeah this is just a random mutation you can get 14:12:18 i haven't been following the new ds stuff very closely 14:12:19 We can shift the mutations around, it doesn't matter right now. 14:12:30 body as in claws, horns, hooves 14:12:33 hoofs 14:12:37 Spines could be scales-class or body type (horns etc.) 14:12:48 TGWi, yeah its not a body-slot 14:13:03 Or be something extra still -- that's flexible. 14:17:54 dpeg, also, we're adjusting training rates of things like stealth and armour (in .7) correct? was that decided upon or is it still in debate. 14:20:05 For Armour and Dodging, the mechanic of training will be changed. 14:20:16 I found that Stealth works well right now. 14:21:45 will spines be in 0,6? 14:21:56 sounds like a fun mutation 14:22:07 no, 0.6 is locked 14:22:14 its just bug fixes now 14:22:20 ah 14:22:32 Xiberia: 0.6 was released in -two weeks, no new features there. 14:23:16 was or will be? 14:24:08 it was meant to be released 2 weeks ago is what hes saying ;) 14:24:11 we're not sure; daylight saving time is confusing 14:24:23 haha 14:25:27 eith, ah :) 14:26:21 lol, yeah. blame the .6 delay on DST 14:26:27 That's legit :P 14:27:38 eith, random2(*mon->ac) ; is that a legitimate way of getting a monster's ac at random for damage calculations, or do I need to be more elaborate for truely fair results? 14:28:00 Cryp71c: isn't there a function that does that already? 14:28:09 not that I've found in actor or monster.cc 14:28:18 well, ac is deducted somewhere 14:28:22 and you should find where that is 14:29:03 -!- Amonchakad has quit [Quit: Page closed] 14:30:04 muwahaha! I found it! monsters::armour_class() const! 14:30:12 ohwait: "return (ac);" 14:30:15 :P 14:31:14 looks like everywhere else its random2(1 + armour_class()) 14:31:41 that's kinda gross 14:31:56 there really should be a function for "apply armour damage reduction" 14:33:44 dpeg, 3* 1d(6) - EVP or 3d(6) - EVP 14:33:56 I was thinking the latter 14:33:57 certainly not the first 14:34:29 always the latter 14:34:36 either 3d6 or 1d(3*6) 14:34:40 We roll die, lots of them :) 14:34:41 are the only two reasonable options 14:34:45 yes 14:39:44 -!- Artemis has joined ##crawl-dev 14:39:56 Hey can anyone help me? I can't get the Tiles version to launch. 14:40:11 Wizard mode: using ^L to reduce level doesn't adjust HP properly (https://crawl.develz.org/mantis/view.php?id=1075) by dtsund 14:40:43 -!- Spads has joined ##crawl-dev 14:43:42 -!- [1]GrimmSweeper has joined ##crawl-dev 14:43:42 -!- GrimmSweeper has quit [Disconnected by services] 14:43:44 -!- [1]GrimmSweeper is now known as GrimmSweeper 14:44:23 -!- by has quit [Quit: Lost terminal] 14:53:08 -!- karmatic has quit [Ping timeout: 240 seconds] 15:01:28 -!- fwiffo has quit [Quit: Lost terminal] 15:04:52 -!- karmatic has joined ##crawl-dev 15:06:06 anyone have a basic grasp of lua? 15:06:33 yes 15:07:20 half a sec 15:08:06 http://pastebin.ca/1841565 15:08:25 errors on the concat in the third line 15:08:42 and I probably just figured it out 15:10:02 nevermind... but, it says data.place is nil which it seems like it shouldn't be 15:10:38 because as far as I can tell, it's right there and I'm using it exactly the same way as data.mon_count 15:11:57 well, is data.mon_count working? 15:12:01 yes 15:12:16 -!- eric_c_c has joined ##crawl-dev 15:22:45 -!- TGWi has left ##crawl-dev 15:27:09 dpeg, 3d(6) - EVP or 3d(6) - AEVP? 15:28:37 I would say -EVP 15:30:04 yes 15:30:27 Otherwise the implicit choice is moot. 15:31:47 not to be annoying, but is a final 0.6 release due this week? 15:32:10 there were a few issues with the rc, i'm going to get a new rc out soon 15:32:16 ah 15:32:29 -!- ais523 has quit [Remote host closed the connection] 15:32:36 i've just been kinda busy the past few days 15:32:43 doy: yay! 15:33:37 for some reason I have the crawl itch again and prefer to play only non-trunk versions :p 15:33:55 stabwound: We're very close. 15:34:48 :) 15:35:03 (trunk versions are where its at) 15:35:07 ;) 15:35:48 if I won a trunk game, I wouldn't feel that it was legit 15:36:23 things not being completely balanced, bugs etc 15:36:36 most un-balanced trunk features tend to be weighted against the player, rather than for them. 15:36:42 that's not really true 15:36:43 d: 15:37:20 I think most new implementations / mosters are weighted against the player and get toned down for balance. Granted, some get buffed up because they're not really a threat 15:38:00 EVP was too powerful there for a bit, and it got nerfed, but the silence nerfs make things quite more difficult for players relying on it. 15:38:04 for example 15:38:39 i nearly won in trunk using practically nothing but OOD, when it was first added :P 15:39:05 it definitely goes both ways 15:39:28 yeah, but many more have died to the massive iood's from monsters 15:39:37 certainly, its not a one way street by any means. 15:39:49 only boris has iood, doesn't he? 15:40:01 yeah, hes got it 15:40:02 sure, but "most unbalanced trunk features are weighted against the player" isn't really true either 15:40:21 @?? lich 15:40:21 lich (15L) | Speed: 10 | HD: 20 | Health: 40-120 | AC/EV: 10/10 | Damage: 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(293), 02cold++, 03poison | XP: 3449 | Sp: b.cold, paralyse, greater demon, animate dead, iron shot, teleport self / b.draining, animate dead, summon undead, throw frost, crystal spear / b.fire, confuse, haste, b.draining, greater demon, banishment / mystic 15:40:27 exactly, that's what i meant 15:42:36 looks like greater nagas wont be unnerfed for the release :( 15:43:04 If we add something new (species, god etc.), we generally try to make it powerful enough so it will be used. After, we can nerf. It's better than the other way around. 15:43:11 syllogism: no 15:43:15 what's wrong with greater nagas now? :-| 15:43:25 stabwound: poison arrow in general was nerfed 15:43:30 oh 15:43:33 poison arrow 70% resistable 15:43:56 the self-hasting is the worst part anyway, imo 15:44:10 well yes but they also have to do damage, somehow :P 15:44:37 how resistable was PR before 15:44:41 I don't even know exactly 15:44:46 PA I mean 15:44:54 50 i think 15:44:59 40 15:45:37 I think if someone was going to die to one at 40% they'll still die at 70% 15:45:44 The nerfed greater naga were still a bigger threat at XL16 than anything in the Shoals at XL 14 :'( 15:46:05 well we know who is to be blamed for that 15:46:49 Yeah, that one-eyed man has a lot to answer for 15:46:50 is shoals easier than swamp? 15:46:54 Who nerfed the Shoals into nothingness? :) 15:47:04 dpeg: you pressured him with your XP quotas :P 15:47:18 stabwound: no 15:47:30 syllogism: simply lowering xp values of Shoals monsters would have been okay! 15:47:58 Depends on the Swamp ending 15:48:04 That simulacrum ending can be nasty :P 15:48:09 In my current game it will be Shoals, Vaults, (probably) Swamp, but I think that's a special case. 15:48:16 if you dont somehow have rc, sure 15:48:17 2000 hydra simulacrums jumping your bones at once 15:48:18 I don't think I've ever seen the simulacrum ending 15:48:21 I have the miasma solution. 15:48:58 Mu's new Vault:8 maps absolutely rock, by the way. 15:49:08 ooh 15:49:34 any new zot:5 maps? 15:49:40 no 15:49:41 no 15:49:43 I remember jeff was working on some a while ago 15:49:44 ahh 15:49:49 stabwound: nobody is brave enough 15:49:55 Zot:5 feels so .... sacred :) 15:50:01 :P 15:50:08 stabwound: but we'll get there, eventually. 15:50:19 New content is coming along nicely. 15:50:24 A half dozen more Zot:5 maps would make blind-tele for the orb more interesting :P 15:50:24 just add some liches-in-glass and eyeballs-in-glass, done 15:50:32 Summon small mammals message (https://crawl.develz.org/mantis/view.php?id=1076) by Cab 15:50:39 greensnark: no tele, no mapping? :) 15:50:49 Nah, you should keep tele :P 15:50:55 But disallow mapping, yes 15:51:00 sorry, no cTele, no mapping 15:51:12 unavoidable teleport traps with an upward escape hatch somewhere near the orb 15:51:33 -!- TGWi has joined ##crawl-dev 15:51:43 You know what Zot:5 is lacking? 15:51:51 (suspense)... 15:51:53 Oklobs 15:51:53 Glass! 15:51:55 Oh 15:51:59 beat you to it :P 15:52:34 zot:5 is lacking suspense 15:52:35 It's said that 0.6 does not yet have the new aptitudes. Time to get trunk back on CDO. 15:52:40 TGWi: huh? 15:52:51 there's lots of suspense 15:52:52 someone should make new orb vaults 15:52:56 *It's sad 15:53:00 especially if you don't have detect creatures 15:53:03 TGWi: make some 15:53:08 stabwound: Div spells are gone 15:53:12 "how many orbs are around this corner?" 15:53:21 dpeg, yay! <3 trunk on CDO 15:53:25 alternatively 15:53:32 zot:5 should give you teleportitis when you enter 15:53:41 Na, that's a bit too much I think 15:53:42 lol 15:53:44 Zot:5 layout should change continuously 15:53:44 This is not suspense. 15:53:50 so do blowguns' second pluses have any effect in 0.6 rcL 15:53:52 ? 15:53:55 That might be interested. 15:54:00 interesting* 15:54:02 "how many orbs are around this teleport?" 15:54:11 ortoslon: I don't think so 15:54:17 well 15:54:25 Zot:5 could be like a superior version of NH's plane of water 15:54:25 they help it resist corrosion 15:54:33 in case you're hitting jellies with a blowgun 15:54:49 ugh 15:54:52 i do that sometimes. 15:54:59 wait, the corrosion wouldn't matter 15:55:01 hur hur hur 15:55:03 the water plane is like, the worst part of nethack 15:55:06 Hehe 15:55:08 yes :) 15:55:14 But it's pretty :) 15:55:21 Right after all the other bad parts. 15:55:22 Look at the pretty bubbles! 15:55:33 greensnark: Shoals are prettier. 15:55:41 Thank you :) 15:55:55 and you've time to enjoy the scenery 15:55:58 -!- eric_c_c has quit [Quit: Leaving] 15:56:15 Yeah, on account of nothing in the Shoals being dangerous :'( 15:56:18 Once we have kraken operate properly, and sharks show their white dorsal fin (^), nothing can beat the Shoals. 15:56:34 needs some hell alligator snapping turtles 15:56:38 greensnark: the one kraken from my Shoals is still alive. 15:56:55 dpeg: I like your approach to wildlife conservation 15:57:08 I have no idea how the kraken works, but it should be like a hydra that holds you with 2 of its arms :P 15:57:24 crocodile biting alligator snapping caiman crushing turtle 15:57:25 it should 15:57:26 Kraken are supposed to get grappling attacks, yes 15:57:34 we need a plant with burrs 15:57:41 constriction will come 15:57:45 giant burrs that constrict you 15:57:55 And it will make several branches more ... interesting. 15:58:40 We need a level that's organic like in those old shooters, where you have to hack your way to the exit. 15:59:01 dpeg, I originally saw Spiny working similar to Ice II lvl 3 (cold dmg upon attack) and that's how I've implemented it, however it appears as if that code is only executed when damage is done to the player, which makes sense for freezing but probably not for spiny (since swining and hitting, but doing no damage might cause spine damage), what do you think? 15:59:34 Yes, the spiny damage should come up everytime the player is attacked in melee. (I think.) 15:59:48 And every time spiny frogs are attacked in melee 15:59:49 Shield blocks? Misses? 16:00:00 Hit but no damage? 16:01:05 hit but no damage yes, shield blocks and misses no, probably 16:01:31 greensnark: yes, same for spiny frogs, of course 16:01:56 misses can perhaps also cause damage 16:02:02 is a counternerf planned? 16:02:04 this is somethign that needs playtesting 16:02:45 anything that makes spiny frogs more powerful makes me cry :( 16:04:55 -!- Artemis has quit [Quit: ChatZilla 0.9.86 [Firefox 3.0.11/2009060215]] 16:05:16 -!- TGWi has left ##crawl-dev 16:08:30 stabwound: why? 16:08:37 They're pretty bland right now. 16:09:07 just that I personally find them to be super tough as it is 16:09:16 the worst monster in the lair, imo 16:09:38 not by a long shot 16:09:42 death yak herds 16:09:45 lind wurms 16:09:46 they are definitely one of the more interesting monsters in the game 16:09:51 death yaks aren't fast 16:09:57 death yaks are nothing 16:10:09 and lindwurms aren't either unless you like scrolls 16:10:18 death yaks kill ok 16:10:19 death yaks and lindwurms are also incredibly rare 16:10:30 unlike spiny frogs 16:10:34 doy, they were guarding my last lair entrance 16:10:36 spiny fromgs can be on L:1 16:10:36 :/ 16:11:16 and they can make it almost impossible to do the lair at all if they spawn close to the stairs 16:11:33 If spiny frogs get harder, they can be moved deeper. 16:11:48 No, I think their current depth is pretty interesting 16:11:54 yes, should keep it 16:11:57 Better to toughen up something else 16:12:13 spiny frogs have never really caused me that much trouble 16:12:24 but maybe i'm just playing the right classes 16:12:25 well then speed 10 monsters definitely shouldnt either 16:12:36 greensnark: so you're against the spiny DS mutation? 16:12:46 dpeg: No idea about the mutation :) 16:12:58 you can toughen up spiny frogs AND keep their depth :P 16:12:59 But spiny frogs shouldn't be pushed deeper into the Lair :) 16:13:34 -!- JohnnyR has joined ##crawl-dev 16:13:40 greensnark: ah, okay 16:13:51 Also, their new feature would only apply to melee anyway :) 16:13:56 syllogism: yes! 16:15:29 as a melee dude you have to often throw everything you have at an early spiny frog 16:15:37 making it damage you on attacking it would be a bit much imo 16:15:44 it could be mostly favorful 16:15:48 err 16:15:49 flavorful 16:16:08 ah, yeah 16:16:17 maybe move spiny frog poison from their attack to their spines 16:16:22 dpeg, since I see this being used for dodgy characters, I'm going to implement it to also happen when you're attacked, but dodge. 16:16:30 doy, that would be interesting. 16:16:42 Encourage killing spiny frogs to non-melee 16:17:10 it's already somewhat encouraged since they murder you at melee range :P 16:18:22 -!- syllogism has quit [] 16:19:54 Cryp71c: yes 16:22:07 -!- timecircuits has joined ##crawl-dev 16:22:39 Vehumet is such a powerhouse with Guardian Spirit :) 16:23:20 -!- stabwound has quit [Ping timeout: 268 seconds] 16:25:21 -!- timecircuits has left ##crawl-dev 16:27:36 -!- stabwound has joined ##crawl-dev 16:36:05 dpeg, 2 new patches sent your/sorear's way, one which correctly removes teleport/blink as DS mutations, the other which implements spiny. 16:36:32 cool! 16:39:20 Got it. Also, sleep. 16:53:59 -!- purge has joined ##crawl-dev 16:57:00 -!- dpeg has quit [Quit: sleep] 16:57:09 -!- Nexos has joined ##crawl-dev 17:02:06 -!- Nexos has left ##crawl-dev 17:12:40 -!- Cryp71c has quit [Quit: Leaving] 17:17:36 Amon: Utterly intended. 17:30:15 -!- Enne has joined ##crawl-dev 17:37:05 -!- eric_c_c has joined ##crawl-dev 17:39:11 -!- karmatic has quit [Ping timeout: 268 seconds] 17:41:52 -!- JohnnyR has quit [Quit: Page closed] 18:20:39 -!- pointless_ has joined ##crawl-dev 18:24:50 -!- felirx has quit [Quit: server reboot] 18:30:48 -!- stabwound has quit [Ping timeout: 252 seconds] 18:33:49 -!- felirx has joined ##crawl-dev 18:35:47 -!- stabwound has joined ##crawl-dev 18:42:28 -!- eric_c_c has quit [Ping timeout: 240 seconds] 19:05:50 -!- Iainuki_ has joined ##crawl-dev 19:17:41 -!- fwiffo has joined ##crawl-dev 19:25:58 -!- Cryp71c has joined ##crawl-dev 19:27:33 -!- fwiffo_ has joined ##crawl-dev 19:30:48 -!- fwiffo has quit [Ping timeout: 268 seconds] 19:56:53 -!- pointless_ has quit [Read error: Connection reset by peer] 19:59:26 ... 20:01:45 Add gender (https://crawl.develz.org/mantis/view.php?id=1077) by Wir 20:02:08 oO 20:03:28 needs female ogre sprites with drooping titties 20:03:45 hah 20:03:49 dealt with. 20:06:03 Don't we have a list of features that will never be implemented somewhere? 20:07:06 This may be a good idea. 20:09:37 -!- pointless_ has joined ##crawl-dev 20:23:43 -!- ortoslon1 has joined ##crawl-dev 20:25:54 -!- doy has quit [Ping timeout: 248 seconds] 20:25:57 -!- doy has joined ##crawl-dev 20:26:51 -!- ortoslon has quit [Ping timeout: 245 seconds] 20:29:56 -!- ortoslon1 has quit [Ping timeout: 265 seconds] 20:38:13 -!- stabwound has quit [Ping timeout: 264 seconds] 20:43:44 -!- stabwound has joined ##crawl-dev 20:52:31 -!- keithburgun has joined ##crawl-dev 20:52:43 ahoy all ye crawl-developin' types 21:00:54 ello 21:02:41 I thought ood would be the biggest 0.6 controvesy. 21:02:53 Looks like div removal gets that award. 21:02:59 really? :o 21:03:05 i thought it would be the ac nerf 21:03:49 Where is this controversy happening? 21:04:46 -!- Textmode has joined ##crawl-dev 21:05:50 morning all 21:05:55 I thought it would be the AC nerf too. 21:05:57 hey 21:06:20 Can't say I'm sad to see OOD gone. 21:06:26 (Or AC nerfed.) 21:08:09 Divinations I'm still disappointed about, but eh. 21:08:21 Enne: In the comments of the blog post. 21:08:30 Iainuki_: OOD isn't gone; it's back, in greater force. 21:08:36 And div will return eventually. 21:08:54 Iainuki_: yeah, I kinda liked the school, but I can see their point, though I would have tried harder, but thats neither here nor there. 21:09:10 Oh :(. 21:10:56 Increasing the variance in Crawl is the wrong direction :(. 21:24:05 Iainuki_: It only affects scumming. 21:27:35 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:28:18 due, Oh, that change back again? That doesn't bother me then. 21:34:11 -!- Enne has quit [Quit: zzz] 21:34:13 Yeah. 21:37:04 -!- Twinge has joined ##crawl-dev 21:37:50 -!- Madtrixr has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 21:51:18 -!- eith has quit [Ping timeout: 276 seconds] 21:59:16 -!- Xiberia has quit [Ping timeout: 256 seconds] 21:59:22 -!- Xiberia has joined ##crawl-dev 22:05:44 -!- Iainuki_ has quit [Quit: Iainuki_] 22:08:49 -!- Xiberia has quit [Ping timeout: 260 seconds] 22:10:13 -!- Xiberia has joined ##crawl-dev 22:44:52 -!- Cryp71c has quit [Read error: Connection reset by peer] 22:45:47 -!- purge has quit [Ping timeout: 240 seconds] 22:46:44 -!- stabwound has quit [Ping timeout: 245 seconds] 22:49:46 -!- purge has joined ##crawl-dev 22:51:50 -!- stabwound has joined ##crawl-dev 22:54:09 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6/20100115144158]] 23:04:23 -!- Siber has quit [Ping timeout: 258 seconds] 23:24:17 -!- Siber has joined ##crawl-dev 23:30:24 how substantial is the AC nerf? 23:36:46 am I mistaken in thinking that the good_item gold thing was fixed? I picked up 12,000 gold from a trove in my current game 23:42:00 good_item gold is being removed from vaults on a case by case basis