00:05:10 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 00:05:55 -!- Iainuki has quit [Remote host closed the connection] 00:06:19 -!- Iainuki has joined ##crawl-dev 00:10:22 -!- MarvinPA has joined ##crawl-dev 00:17:10 -!- valrus has quit [Remote host closed the connection] 00:19:38 -!- Siber has joined ##crawl-dev 00:54:39 -!- Pseudonut has joined ##crawl-dev 01:01:58 hey are devs aware that !tv is broken? 01:04:43 yes 01:05:02 greensnark is just a bit busy lately 01:13:38 alright cool 01:56:54 -!- elliptic has quit [Quit: Leaving] 02:08:55 -!- MarvinPA has quit [Remote host closed the connection] 02:12:34 -!- eith has joined ##crawl-dev 02:31:44 -!- casmith789 has quit [Ping timeout: 276 seconds] 02:38:29 -!- casmith789 has joined ##crawl-dev 03:19:08 -!- Pseudonut has quit [Remote host closed the connection] 03:24:32 cloud spells noise message is misleading (https://crawl.develz.org/mantis/view.php?id=2616) by galehar 03:51:37 Hi 03:52:19 hi dpeg 03:59:54 Many comments for Ashenzari, which is great, but nobody said something about the scroll-renaming idea. 04:03:28 Scroll renaming idea? 04:06:38 yes, I proposed that under Ashenzari, s/Curse/Blessing/ for scrolls of RC and DC and CArmour, CWeapon 04:06:50 together with a slight change how the work 04:06:54 sure 04:07:09 just for worshippers of Ashenzari? 04:07:13 yes, of course 04:07:19 sounds excellent 04:07:20 Do they change name dynamically if you change gods? 04:07:25 yes 04:07:27 Zao: yes 04:07:45 a cursed (read blessed) item would still be sticky -- it is just that for Ash, that's a good thing 04:08:09 Blessing Toe? :D 04:08:14 I guess that's a quite transcendental approach to freedom, I like it 04:08:23 Zao: no, just for the items :)# 04:11:28 that idea sounds awesome 04:13:44 hey, nice =) 04:13:52 say so on the wiki, I need support 04:18:15 page is now unlocked 04:19:47 -!- stabwound has quit [Ping timeout: 240 seconds] 04:20:04 -!- stabwound has joined ##crawl-dev 04:21:36 why was it locked? and done 04:24:28 I've been editing it :) No day without writing about Ashenzari. 04:24:34 And thansk. 04:26:24 @??blessed hand 04:26:24 unknown monster: "blessed hand" 04:37:12 -!- paxed has quit [Remote host closed the connection] 04:37:19 -!- paxed has joined ##crawl-dev 04:46:19 casmith789: replied :) 04:57:27 likewise :) 04:58:24 cool 05:05:02 firing is a silent action (https://crawl.develz.org/mantis/view.php?id=2617) by galehar 05:13:28 -!- gamefreak264 has quit [Ping timeout: 252 seconds] 05:13:46 -!- gamefreak264 has joined ##crawl-dev 05:19:24 OG17 didn't get it :| 05:20:35 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 05:26:46 -!- monky has quit [Quit: GOODBYE] 05:29:09 -!- Twinge has joined ##crawl-dev 05:30:00 -!- Mu_ has joined ##crawl-dev 05:44:25 -!- Amonchakad has joined ##crawl-dev 06:09:18 dpeg: get what? 06:13:20 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 06:14:39 -!- blue_anna has joined ##crawl-dev 06:15:10 due: didn't get my point about renaming the scrolls 06:16:58 how can I fixup two commits when there is a third commit I dont want to merge between the two? 06:18:07 no idea 06:18:18 doy and by would know 06:18:25 due: you too? 06:19:05 i do not understand the issue 06:19:11 define fixup 06:21:25 when you rebase you can squash or fixup commits. fixup uses just one of the two commit's log message 06:21:46 both join the two commits into one, but 06:21:52 they work for adjecent commits only 06:23:40 it may seem odd, but you do them from git rebase -i, before a rebase 06:24:09 if there's a way to do it without a rebase, I dont know it. but I'm always rebasing so its no big deal to me 06:32:50 -!- syllogism has joined ##crawl-dev 06:39:32 blue_anna: hrm, I see that we duplicate our work badly 06:39:46 and I didn't really have time to continue merging in the last two days :( 06:40:17 I think I'll better push a version ASAP and continue fixing issues later 06:40:32 Stealth strangeness with relative adjacent positions (https://crawl.develz.org/mantis/view.php?id=2618) by OG17 06:41:02 kilobyte, you mean the whitespace changes? I just put off doing any substantive changes until I knew if it was in trunk or not 06:41:42 whitespace stuff is quite minor, but by far the most problematic for rebases, yeah 06:42:03 I have a nice little script I can hook into a find comand to automatically appoint crawl whitespace rules 06:42:34 apply I mean 06:43:42 now I just need to write a good gvim rule to sensibly divide lines longer than 80 characteers and I can forget about convention :) 06:44:55 !m1nced 06:45:00 !seen m1nced 06:45:00 I last saw m1nced at Sun Sep 19 10:17:49 2010 UTC (2d 1h 27m 11s ago) quitting with message Quit: ChatZilla 0.9.86 [Firefox 3.5.12/20100824110549]. 06:45:03 Hi kilobyte 06:45:10 !seen minced_ 06:45:10 I last saw minced_ at Sun Jan 3 01:12:30 2010 UTC (37w 2d 10h 32m 40s ago) quitting with message Read error: 110 (Connection timed out). 06:45:34 dpeg: hi! 06:46:19 kilobyte: Did I tell you that I made my peace with the felid species? 06:46:29 * dpeg scratches himself. 06:46:58 dpeg: I'll merge the current state of Dwarf merging, even with the bugs... it's not good to stop people just because I'm doing large hard to rebase changes 06:47:06 dpeg: cool 06:47:16 dpeg: I am not that sure about the species myself, though 06:47:18 kilobyte: okay 06:47:45 it is a very risky experiment... but then, Deep Dwarves were one as well 06:47:47 kilobyte: it might have to live with the mark of no recommended combos but I believe it could be playable 06:48:03 kilobyte: yes, and the species is very far from anything else 06:48:38 I would like to test felids on cdo, even if they're taken out later 06:48:42 kilobyte: can you add that Dwarf is used for Elves with 50% chance? 06:48:50 This is missing, I think. 06:49:16 there are several issues: most gear being worthless can be quite bad, lacking resists may be quite bad and emphasizing the randart lottery (for jewels) 06:49:52 yes 06:50:10 of course that's heresy but we could give them four ring slots :) 06:50:32 i dont mind the lack of resists really, but the lack of fun gear to find makes it less compelling 06:50:32 they don't use fingers anyway 06:50:41 solutions include Hell Kitty (mutations), four ring slots, or Puss in Boots 06:50:58 kilobyte: can they wear anything right now? Caps? 06:51:00 the last one is boring, I'd say 06:51:05 yes, same here 06:51:19 Hell'o Kitty 06:51:22 down with anthropomorphists (?) 06:51:23 nothing at all... a cap would fall off 06:51:39 some special gear might make sense 06:51:47 like a collar 06:52:02 instead of Puss in Boots, there could be a humanoid form spell -- this is much better than letting the cat act like a man 06:52:25 http://www.catsinclothes.com/raincoat-cat-clothes1.jpg 06:52:25 kilobyte: this is a bit NH-style: special stuff for all sorts of special features 06:52:37 (i was lazy and just took the first hit pretty much) 06:53:15 when I said humanoid form, I did not mean an ability but an actual spell 06:53:26 syllogism: yeah, I Can Has Cheezburger has lots of examples, usually with a comment about the cat wanting to commit homicide :p 06:55:33 initial EV may be too good, too... later on that becomes not a big thing as even Sp/Og/Tr get 15 AC from regular non-randart loose armour 06:56:00 easy early game coupled with harder late game sounds good to me 06:56:11 !seen lemual 06:56:12 Sorry dpeg, I haven't seen lemual. 06:56:14 !seen lemuel 06:56:14 I last saw Lemuel at Sun Sep 19 18:20:33 2010 UTC (1d 17h 35m 41s ago) quitting with message Quit: ChatZilla 0.9.86 [Firefox 3.6.9/20100824153629]. 06:56:46 kitty of ely would probably be good with all the extra lives combined with life saving 06:57:29 yes 06:57:32 the race is also insanely good for speedruns... I mean the N78291's style xl 10 char ninjaing runes and the orb, relying on avoiding itself and not fighting at all 06:57:42 since you can screw up several times and still win 06:58:14 Nobody seemed to like it, but I once suggested stuff you can unlock. Here, we could have players unlock the felids. 06:58:49 It would make some sense pedagogically: we probably don't want new players to get a false impression by playing felids. 06:58:56 such speedruns need: 1. stealth (great), 2. EV (the best), 3. speed (+1 vs spriggan +3), 4. luck (wildly augmented by lifesaving), without much reliance on gear 06:59:37 cant stab 06:59:40 unlock, as in, allowing that if they have a win or by setting an option? 07:00:58 have a win 07:00:59 its basically a very small troll? 07:01:03 for example 07:01:22 oog but dex based :) 07:08:56 (sorry, work) 07:09:15 We don't have any means of checking wins currently, though. 07:10:19 I mean, on normal installs, there's the log file, but on CDO, it's in fragments that get combined later 07:10:29 not to worry 07:10:39 If you think the idea has merits, we can just keep it in mind. 07:10:48 dpeg: you could do the same by only allowing a couple of the easier races to start; like humans, high elves, merfolk, that kind of thing, and disable special races like deep dwarves or mummies 07:11:10 casmith789: that'd be the second step before the first 07:13:30 From a design pov, it is generally good to offer few choices early on, and to expand as users get better. (This would mean if we have a very restricted species selection at start, getting more species shouldn't be a matter of winning, but perhaps just reaching Temple, Lair etc.) 07:14:26 I find the unlock semantics of Desktop Dungeons to be quite annoying, for what it's worth. 07:14:46 it could be nasty for someone installing Crawl on a new machine, or starting to play on a different server 07:15:36 yes, that is what you always hear 07:15:59 But if reaching Temple unlocks the first half of the hidden species and reaching Lair the second, it would be very much okay. 07:16:34 DoomRL forcing me to play a Can I Play, Daddy game, when I had an Ao100 win on UV in the previous version was quite a slap to the face 07:17:18 so having an override that new players wouldn't know about could be better 07:17:37 kilobyte: but these games all force you to _win_, right? My condition is much weaker. 07:17:38 Tome 4 has unlockable classes and races, but for arbitrary reasons really 07:18:03 syllogism: restricting user choice for new players is a good reason on its own 07:18:14 dpeg: not a win, at least for the first condition, but the situation is worse there since you need a series of unlocks 07:18:30 I think you all got my drift by now. 07:18:36 well you could just prompt the user with a warning 07:18:51 syllogism: the point is that a much shorter list of species/backgrounds early on is good 07:19:00 no warnings, nothing, just a short list 07:19:07 "are you an expert y/N?" <- everyone always considers themselves experts. 07:19:13 Don't think it'll even happen in Crawl but it would be a minor improvement if done right 07:19:18 possibly, though a lot of players find the large selection compelling 07:19:28 I recall the one time I played ADOM. 07:19:43 I hated the starting screens: had no idea what they were about, and then another one 07:19:48 Fucking bad design, if you ask me :) 07:19:51 dpeg: how about the white/grey for races? 07:20:07 casmith789: that is very good. But it makes the species list as long and white as it is now. 07:20:20 casmith789: Red text, dripping with blood and small skulls+crossbones next to them. 07:20:20 When I first started I thought the grey meant I couldn't use it :) 07:20:21 ah, you mean for species, too 07:20:28 casmith789: that was exactly the goal 07:21:02 casmith789: there was some opposition to this ("we must indicate that you can play the grey choices") but I managed to suppress that :) 07:21:28 "why the heck are the gray weapon choices there at all if they're unusable" 07:21:30 I found out from ##crawl :) but I think I would have found out first time I played a Vp or Mu 07:22:04 By the way, would it be a bad idea to list aptitudes by weapon selection? 07:22:20 Zao: not sure 07:22:45 I am not really happy with weapon selection at all, but I don't see a way to circumvent it. 07:22:48 dpeg: what about species selection half grey, half white to start with your unlock idea making the list fully white, but people allowed to play said races if they wish on a fresh install? 07:23:10 missing semicolon there, but I'm sure you get my drift 07:23:16 that would not gain anything, imo 07:23:24 the list would be as long :) 07:24:15 What about reordering the list, with some grouping by relative hardness? 07:24:19 I thought the issue was "what race should I play :S" 07:24:36 and yes, I've only played adom a few times but I had no idea what was meant to be easy or advanced etc 07:24:43 I don't like hiding features 07:24:56 Hardness of course depends on what class you pick, but a rough ordering ought to be doable. 07:25:12 syllogism: did you play ADOM? I would have loved it if they hid those annoying questions and just picked something for me. 07:25:21 Zao: no, I don't think so. 07:25:41 well that's a bit different and there was an option to go random :P 07:25:56 Zao: well maybe not necessarily hardness and more standardness; humans for instance are "harder" than deep dwarves but new players shouldn't really learn on DD 07:26:23 reducing cognitive load is the best thing you can do for new players 07:26:38 maybe for players completely new to the genre 07:26:41 I would also be fine with unlocking via in-game conditions and options 07:26:50 or more like players completely new to gaming :P 07:26:50 syllogism: also for players new to the game only 07:27:02 syllogism: I think you have trouble thinking like a new player 07:27:09 hiding the fact there are a lot of variety in races/classes is not good 07:27:13 there's 07:27:21 when you have what, 30 options in the first screen, you get overwhelmed 07:27:28 You want to make getting into the game as easy as possible. 07:27:32 especially before in .6 when you didn't even get immediate help texts 07:27:40 felirx: yes, our starting screens are overwhelming, I am aware of that 07:27:51 yes I liked the fact there were lots of choices when I first came, but I think that was because I'd come from a nethack background as opposed to a no-roguelike background 07:28:06 there's tutorial for this and it could suggest easy character combinations 07:28:18 Heck, even a _key_ to show the other options would be good. 07:28:21 I'm the type that if presented options, I'll spend two hours finding out _everything_ about them 07:28:27 felirx: yes 07:28:31 how about this simple choice; let the tutorial recommend HuFi or something; in fact exactly what syllogism said 07:28:38 felirx: that's the fun part 07:28:46 syllogism: fun is subjective 07:28:57 I am sure we are losing potential players from the starting screens. 07:29:11 dpeg: the kind of players who get overwhelmed definitely aren't like felirx 07:29:35 I'm not so sure 07:29:53 If I see a new game (in a different genre) that presents me with a myriad list of choices, I'd definitely start wondering if they got it right. 07:29:55 first time I started kotor 1, I was presented three choices (scroundler, scout, soldier) 07:30:07 I spent the subsequent 4 hours reading online about the classes etc 07:30:26 that is definetely not something a casual / normal gamer does 07:30:27 the problem with adom wasn't for me the huge list of starting classes etc, it was the game itself and its need for spoilers 07:30:37 also its need for scumming 07:30:42 felirx: casual/normal gamers dont play Crawl or do so in very small numbers 07:30:50 casmith789: the fact that there are all these choices up front is a hint towards needing spoilers 07:31:25 and no, it's not because the char selection screen is complex .p 07:31:26 :P* 07:31:32 Heck, it would even be okay to have your n-th game only show n+2 species. 07:33:01 dpeg: while I agree that new players should be given some kind of list of what's easy to begin with, I don't agree with restricting options, especially in crawl where you'll want to upgrade repeatedly 07:33:20 casmith789: I made two proposals already how to deal with that. 07:33:57 1) option, 2) press a key during startup to show all choices 07:34:58 when I started my crawl career after one tutorial game I played MiBe because that's what the tutorial recommended iirc 07:35:10 a good choice 07:35:42 I think that if the tutorial recommends a couple of combos, I do not see what the problem is 07:35:56 I think I see farther than you :) 07:36:12 okay, but you have the inner workings of Ashenzari on your side! 07:37:08 I did the original tutorial together with jpeg and I think I used to be the single dev caring for new players (at least for quite some time, now it's better) 07:37:36 Making the game as easy to get into as possible is equally important to balancing things. 07:41:34 -!- Sequell has quit [Remote host closed the connection] 07:41:54 -!- Sequell has joined ##crawl-dev 07:43:16 -!- elliptic has joined ##crawl-dev 07:45:49 -!- casmith789 has quit [Ping timeout: 252 seconds] 07:46:44 !tell keskitalo I believe that much of the character selection wiki page can be removed, but I am not sure what. Can you have a look? Thanks! 07:46:45 dpeg: OK, I'll let keskitalo know. 07:49:13 properly implementing unlocks would require coding a database common to all installed versions (on CDO). However, that's also the requirement for that badges proposal, so it's another reason to implement that. 07:49:37 -!- Sequell has quit [Remote host closed the connection] 07:49:57 -!- Sequell has joined ##crawl-dev 07:51:34 -!- casmith789 has joined ##crawl-dev 07:56:15 how do I get the quantity of an item in a monster's inventory? 07:56:20 -!- st_ has quit [Ping timeout: 255 seconds] 07:57:51 okay, the topic is important enough for me that I made a comment here 07:57:54 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:combochoice 07:58:54 -!- st_ has joined ##crawl-dev 08:05:00 -!- upsy has joined ##crawl-dev 08:26:14 03kilobyte * r8d12bfac5f20 10/crawl-ref/source/ (20 files in 3 dirs): Merge blue_anna's Dwarf Hall. MANY ISSUES ARE STILL UNFIXED. 08:26:23 Wohoo! 08:26:30 no joke :D 08:27:00 blue_anna: unmerged patches: your makefile (obvious) -- you can just use NO_OPTIMIZE=y for the same effect; flowering_plants (depends on vaults to be reviewed); casket of three fates 08:27:20 03kilobyte * r7f14bf7bce76 10/crawl-ref/source/dat/des/branches/dwarf.des: Not generate (unmerged) casket of three fates. 08:27:27 kilobyte: the des files are not yet in? 08:27:28 03kilobyte * rc0014b294f28 10/crawl-ref/source/dat/des/branches/dwarf.des: Temporarily disable "fruiting_plants" subvaults. 08:28:15 the main one is 08:28:15 kilobyte, I added the flowering plants there in case anyone else wanted to use them .. prebuild little subvaults with different plants .. the dwarf.des does require them though .. 08:28:43 kilobyte: okay, thanks 08:28:45 oo I see, you removed it from dwarf.des? 08:28:54 that's perfect, thanks 08:28:57 yeah, I disabled them for now instead of moving them to dwarf.des 08:29:17 they were placed in mini_features.des 08:29:50 kilobyte, right.. that's because they are really generic and I thought to share. :) how did you disable them? 08:29:59 you edited dwarf.des? 08:30:16 got rid of the paracelsus map? 08:30:41 I commented out SUBVAULT stanzas (and KFEATed W and Y), but that's a single-command revert 08:30:56 ^^ thats ideal 08:31:28 Is it a portal vault or branch? 08:31:58 dpeg: when you'll have the time to review those vaults, please revert c0014b29 if you accept them, or tell me so they can be made dwarf-specific if you reject 08:32:15 -!- Cryp71c has joined ##crawl-dev 08:32:28 kilobyte: ugh, sounds complicated. I will get back to you after I reviewed, okay? 08:35:16 due: right now a branch, but we'll see how it goes later 08:35:25 hm 08:35:49 Shoals took several releases to be polished, so there's no hurry 08:36:04 yes 08:36:07 and having it a portal for 0.8 is also a valid idea 08:36:14 yes again 08:36:27 Now it will generate feedback, which is great. 08:38:22 it's currently disabled; at least until we finish fixing the bugs 08:39:01 but enabling it once the worst problems are solved could be good 08:39:41 I planned to do them myself two days ago, but then got distracted by work 08:40:06 ah, pesky work :) 08:44:38 -!- MakMorn has quit [Ping timeout: 265 seconds] 08:45:46 -!- valrus has joined ##crawl-dev 08:46:24 -!- Aralvi has joined ##crawl-dev 08:47:20 -!- Aralvi has left ##crawl-dev 08:49:41 -!- MakMorn has joined ##crawl-dev 08:50:17 I think it's a good idea to change the Maxwell's Silver Hammer spell completely: it should only work on hammers but turn them into silver weapons. This makes the spell useful, but in a different way than now: not really useful later on, but moreso early on; then again, only against certain enemies but particularly pesky ones. What do you think? 08:52:29 we may even have it two effects: turn hammers into silver, and give them a damage bonus 08:52:50 s/it /it have / 08:55:09 yes, fine by me 08:55:28 silver is quite good against certain monsters, right? 08:55:42 Yup. 08:56:00 due: 15:44 < st_> why are cherubs and angels the same thing 08:56:02 :) 08:56:16 Because angels will die shortly if I have my way. 08:56:23 I said something like this. 08:56:37 kilobyte: the underlying question is whether MSH should (still) be an all-purpose spell or not. Either way is fine with me. 08:57:45 I am looking at mreging my _monster_already_benefits_from_enchant() into ms_waste_of_time() as suggested .. but I notice something interesting 08:58:20 the functionality in my static function just expanded on a check for the swiftness spell 08:58:31 and the code in that is already in ms_waste_of_time() 08:59:28 so I'm wondering, should I add the rest of my code to ms_waste_of_time() still, and just change the call to ms_waste_of_time in handle_mon_spell() ?? 08:59:36 I believe that MSH would become simpler to understand/use and also better differentiated from the generic "boost weapon" spells. 08:59:40 blue_anna: sorry 08:59:49 blue_anna: I would say that's a good step. 08:59:54 or should I assume that the bulk of the check in ms_waste_of_time() is substanatively different, and the code was duplicated in the source originally for a reason? 08:59:55 blue_anna: Having multiple uselessness checks is useless. 09:01:04 due well, from an runtime standpoint, it makes sense to refactor the enchant check out, if there are multiple places to check the uselessness and they have different bounds on the check 09:01:18 and this really was how the code was originally, 09:01:25 in that case my static function should stay 09:01:34 but I should still add my code to ms_wastte_of_time() 09:01:45 I don't think it's safe to assume that old code == good in Crawl's case. Better to ask someone who knows and follow advice. 09:02:17 right. is this not the place? 09:02:44 This is 09:02:47 but those peple are not here 09:05:20 you and kilobyte are here :) 09:05:30 I'm heading to bed shortly 09:05:53 blue_anna: If the code is being used in multiple places for different things, move the code into a function and have the multiple placs call that one function makes sense. 09:05:55 ok, Ill put it in ms_waste now because that has to happen either way .. but Ill wait on removing the static function 09:09:31 you can make a comment in the code, so that more people (than are here) can see the issue 09:10:29 don't bother posting to c-r-d though ;) 09:12:04 why not? 09:12:15 I should say that I can read commits again. 09:12:49 dpeg: "Oh I don't like that style of commenting, we whould do it like this". Hellooo bikeshet. 09:13:20 ah, but that's not about blue_anna's question itself 09:13:49 Thhe last time I posted comments on the list I got... no response. 09:14:25 Er, questions about code on the list. 09:14:33 But that was pre-0.6 09:18:39 03kilobyte * ra75ac4954a55 10/crawl-ref/source/ (mon-cast.cc mon-util.cc): Merge the new enchantments into ms_waste_of_time(). 09:18:50 03kilobyte * r45101f87b714 10/crawl-ref/source/mon-cast.cc: Refactor monster vamp draining. 09:19:35 -!- blackpenguin has quit [Quit: Yes, Virginia...] 09:22:02 due: yes, I am not sure how to get good feedback in general 09:24:32 dpeg, how do you set NO_OPTIMIZE=y? outside of how I did it? 09:25:19 dpeg, I tried that on the commandline, but it didnt work 09:25:27 thats why I added it manually to the makefile 09:25:53 -- that's just conversational, I obviously dont care if that commit went in or not :) 09:26:59 blue_anna: no idea, I never fiddle with these things. 09:27:28 I am happy what make hurry=YES wizard works out of the box. 09:31:24 Alternative sea snake tile (https://crawl.develz.org/mantis/view.php?id=2619) by minmay 09:38:45 -!- blackpenguin has joined ##crawl-dev 10:46:41 -!- due has quit [Remote host closed the connection] 10:51:07 -!- ortoslon has joined ##crawl-dev 10:51:34 -!- Twinge has quit [Read error: Connection reset by peer] 10:51:49 -!- Twinge has joined ##crawl-dev 11:00:15 please update windows builds 11:01:11 Napkin: ^ 11:01:18 !seen Napkin 11:01:19 I last saw Napkin at Sun Sep 19 09:53:22 2010 UTC (2d 6h 7m 57s ago) quitting with message Read error: Connection reset by peer. 11:04:39 I got the serpent of tar 11:04:54 tar is my first hell 11:04:57 st_: what is it like? 11:05:22 I mistook it for a shadow dragon and it slowed me with miasma 11:05:32 serpent of tar? 11:05:33 !tell Napkin ortoslon asked for a new windows build. Can you make one? Thanks! 11:05:33 dpeg: OK, I'll let Napkin know. 11:05:48 st_: yes, we have been discussing yesterday that the colours are not good. 11:05:49 serpent of hell can appear in any hell branch now 11:06:03 st_: if you file a bug report, that will make it faster to change it. 11:06:41 what's the bug 11:07:11 the SoH looks like a regular dragon 11:07:34 st_: the monster list should have told you, though 11:09:49 @??serpent of hell 11:09:50 Serpent of Hell (05D) | Speed: 14 | HD: 20 | Health: 97-142 | AC/EV: 12/9 | Damage: 35, 15, 15 | Flags: 05demonic, sense invisible, fly, !sil | Res: 06magic(346), 05hellfire, 04fire+++, 03poison | XP: 10778 | Sp: hellfire (3d20), fire breath (3d40). 11:10:31 @??the serpent of hell soh_flavour:tar 11:10:31 Serpent of Hell (06D) | Speed: 14 | HD: 20 | Health: 97-142 | AC/EV: 12/9 | Damage: 35, 15, 15 | Flags: 05demonic, evil, sense invisible, fly, !sil | Res: 06magic(346), 03poison | XP: 10008 | Sp: b.draining (3d24), miasma (3d15). 11:10:51 dis sounds nice 11:11:23 though i suppose hellfire is better 11:13:02 @??the serpent of hell soh_flavour:dis 11:13:02 Serpent of Hell (10D) | Speed: 14 | HD: 20 | Health: 97-142 | AC/EV: 12/9 | Damage: 35, 15, 15 | Flags: 05demonic, sense invisible, fly, !sil | Res: 06magic(346), 03poison | XP: 8981 | Sp: metal splinters (3d32), b.quicksilver (3d25). 11:13:35 you could give it metal splinters and hellfire 11:13:45 dispater has hellfire doesn't he 11:14:01 @??dispater 11:14:01 Dispater (06&) | Speed: 10 | HD: 16 | Health: 450 | AC/EV: 40/3 | Damage: 50 | Flags: 05demonic, see invisible, !sil | Res: 06magic(213), 05hellfire, 02cold, 10elec++, 03poison | XP: 13932 | Sp: greater demon, iron shot (3d29), demon, b.lightning (3d21), hellfire (3d20). 11:15:09 didn't realise he had bolt of lightning 11:16:39 @?dispater 11:16:40 Dispater (06&) | Speed: 10 | HD: 16 | Health: 450 | AC/EV: 40/3 | Damage: 50 | Flags: 05demonic, see invisible, !sil | Res: 06magic(213), 05hellfire, 02cold, 10elec++, 03poison | XP: 13932 | Sp: greater demon, iron shot (3d29), demon, b.lightning (3d21), hellfire (3d20). 11:18:31 03dolorous * r267c19172883 10/crawl-ref/source/mon-util.cc: Add missing break. 11:18:31 03dolorous * r47a8e6b7da0f 10/crawl-ref/source/mon-data.h: In mon-data.h, move Paracelsus to the non-human uniques section. 11:18:31 03dolorous * r9662f5bac44d 10/crawl-ref/source/dat/des/branches/dwarf.des: Typo fixes. 11:21:42 dolorous thank you for all that -- what was the missing break? 11:23:04 dolorous isn't here 11:23:05 ever 11:23:38 He is able to speak, however :) 11:23:54 I've probably just seen the name like that and assumed he was actually in irc :) 11:23:54 and the break isn't related to your patch 11:24:08 ok, ty 11:29:55 -!- Adeon has quit [Ping timeout: 240 seconds] 11:31:00 03dolorous * rba1dc38b2bec 10/crawl-ref/source/ (mon-data.h mon-util.cc): Set the species type properly for non-gold mimics. 11:31:06 -!- Noeda has joined ##crawl-dev 11:33:12 03dolorous * r761817043a1e 10/crawl-ref/source/monster.cc: Add spacing fixes. 11:34:29 -!- Noeda is now known as MaryPoppins 11:35:59 -!- Wensley has joined ##crawl-dev 11:46:00 03dolorous * r980cfc1ef08d 10/crawl-ref/source/monster.cc: Generalize the check for deep dwarves' damage shaving to use species. 11:50:14 dolorous is good 11:52:01 -!- ortoslon has quit [Ping timeout: 265 seconds] 11:55:06 -!- ortoslon has joined ##crawl-dev 12:01:32 -!- elliptic has quit [Quit: Leaving] 12:04:19 -!- elliptic has joined ##crawl-dev 12:16:51 Nabend guys 12:16:51 Napkin: You have 2 messages. Use !messages to read them. 12:17:15 by, kilobyte: didn't one of you want to switch windows builds to squarelos branch? 12:18:53 -!- Zaba has quit [Ping timeout: 276 seconds] 12:19:00 what's a different spell, like mislead? 12:19:14 is squarelos still a separate branch or did it get merged to master branch? 12:19:15 I mean an illusion-type spell 12:20:55 03dolorous * r532572b2f96f 10/crawl-ref/source/dat/descript/monsters.txt: Tweak wording. 12:23:52 hello? anyone? 12:23:54 dpeg? 12:24:32 I wouldnt know 12:25:07 ortoslon - last trunk windows build you had - did it have a square LOS? 12:25:21 Napkin, how do I tell? 12:25:44 Napkin: no 12:26:12 by knowing.. or by checking changelog, but I wouldn't bother to ask you to do that, because I'm lazy and should do it myself, blue_anna ;) 12:26:24 Napkin: Hallo 12:26:33 blue_anna: confuse, rashasa summon (would likely have to be modified), summon illuson, mesmerise 12:26:35 hmm, ok.. would you like to test square LOS, ortoslon? 12:26:42 Napkin: square_los isn't merged yet 12:26:52 but i think it'd be good to get a windows build of it 12:26:55 to get more playtesting 12:27:13 ok, good - and not so good, because someone in here said he would adjust the builds - but I don't see that change 12:27:40 Napkin: yes 12:27:46 probably wait for by or kilobyte to get back then(: 12:27:52 -!- Zaba has joined ##crawl-dev 12:28:49 well, CDO is on steroi^h^h^h^hsquarelos, let's have the dev builds do it too ;) 12:29:54 Napkin: I cannot help here, sorry :| 12:32:00 -!- blue_anna has quit [Quit: Saliendo] 12:33:25 i am liking square los a lot, the gameplay feels a lot more natural 12:33:39 not as pretty visually, but i think the gameplay aspects more than make up for that 12:34:36 doy: I can relate 12:35:00 A bit sad that growing/shrinking stuff (halo, silence, sanctuary) will now look less cool 12:35:16 square LoS also seems reasonable to me balancewise with the current implementation 12:35:34 at least, I can't decide whether it helps or hurts the various character builds 12:35:41 it's surprising to me how much my gameplay subconsciously relied on adjusting distances via angle of approach 12:36:14 doy: yeah, it is great not to have to worry about that all the time 12:36:25 yeah 12:38:15 on a vaguely related note (i've been playtesting with a defe), what ever came of the sticky flame nerf idea 12:38:21 was there consensus on that? 12:38:37 doy: I thought so 12:38:48 at least I don't recall devs objecting 12:39:44 03dolorous * rfea1f200ae33 10/crawl-ref/source/ (enum.h mon-data.h mon-spll.h): Rename Wiglaf's spellbook to MST_BK_OKAWARU. 12:39:46 03dolorous * ra1b65b577c1f 10/crawl-ref/source/dat/des/branches/dwarf.des: Add another typo fix. 12:42:08 -!- ortoslon has quit [Ping timeout: 272 seconds] 12:42:12 ok, i have switched. doy, you think merging of squarelos & master is necessary on sf.net? 12:42:58 Napkin: hmmm? 12:43:09 -!- ortoslon has joined ##crawl-dev 12:44:01 btw https://www.tozt.net/crawl 404s 12:44:10 wouldn't want sf.net/squarelos to be older than the last mingw build (which was based on sf.net/master) 12:46:58 A play-testing post on the wordpress might lure more people to test squarelos (online on CDO or the dev-builds) 12:47:15 ortoslon: drop the www. 12:47:58 Napkin: true 12:48:39 re square LOS and halos: perhaps they needn't be square? 12:48:43 hmmm, i should fix the mime type issue though 12:49:04 dpeg: perhaps 12:56:06 ortoslon: alright, www.tozt.net should work now too, and the logfile links should display properly, thanks 12:57:19 (just switched web servers, so some things might not have been configured quite correctly) 13:06:58 alright, all updated, ortoslon 13:26:57 -!- MarvinPA has joined ##crawl-dev 13:37:23 -!- ortoslon has quit [Ping timeout: 276 seconds] 13:49:44 -!- monky has joined ##crawl-dev 13:50:05 -!- galehar has joined ##crawl-dev 13:50:42 how do you get the source for squarelos? 13:51:01 I thought git clone grabbed all the branches, but it didn't 13:52:19 sure it did 13:52:27 git checkout squarelos 13:52:28 -!- paxed has quit [Ping timeout: 240 seconds] 13:54:22 hmmm 13:54:38 strange it didn't show up when I did "git branch" 13:55:44 -!- paxed has joined ##crawl-dev 13:55:45 -!- paxed has quit [Changing host] 13:55:45 -!- paxed has joined ##crawl-dev 13:56:51 zig entries can spawn traps, is that intentional? Angel landing on a player would almost certainly be fatal 13:57:13 with tele 13:57:15 galehar: git branch only lists local branches by default 13:57:22 git branch -r lists remote branches 13:57:39 'checkout' on a remote branch automatically sets up a local branch for it 13:58:07 OG17: could probably stand to be fixed 13:59:04 -!- galehar has quit [Ping timeout: 252 seconds] 14:00:28 doy: yes, if someone files, I can do that 14:04:38 -!- MarvinPA has quit [Quit: Page closed] 14:08:49 -!- gamefreak264 has joined ##crawl-dev 14:15:47 -!- MarvinPA has joined ##crawl-dev 14:22:52 Teleport traps and vaults with very out-of-depth monsters (https://crawl.develz.org/mantis/view.php?id=2620) by Wensleydale 14:30:10 03kilobyte * rec41cae86992 10/crawl-ref/source/shout.cc: Use our usual distance formula for noise as well. [Mantis 2618] 14:40:12 03dolorous * rc7a8849e58c5 10/crawl-ref/source/ (mon-death.cc view.cc): Replace the MF_GOING_BERSERK flag with a hash value. 14:40:17 03dolorous * r9375cdb99188 10/crawl-ref/source/ (6 files): Rename MF_HONORARY_UNDEAD to MF_FAKE_UNDEAD. 14:51:07 -!- blackpenguin has quit [Quit: brb] 14:56:52 -!- blue_anna has joined ##crawl-dev 14:57:03 anyone use ruby? 14:57:28 -!- MarvinPA has quit [Quit: Page closed] 14:59:55 -!- blackpenguin has joined ##crawl-dev 15:04:30 03dolorous * r75660363f96d 10/crawl-ref/source/mon-stuff.cc: Remove MF_FAKE_UNDEAD from the list of masked polymorph flags. 15:17:27 03dolorous * r20db80bbae9d 10/crawl-ref/source/ (mon-info.cc mon-info.h): Remove now-obsolete references to twisted enslaved souls. 15:23:12 crash in pan disco vault (https://crawl.develz.org/mantis/view.php?id=2621) by st 15:24:54 03dolorous * re2f21e14785f 10/crawl-ref/source/mon-info.h: Add minor cosmetic fixes. 15:27:49 -!- gamefreak264 has quit [Ping timeout: 252 seconds] 15:28:03 -!- gamefreak264 has joined ##crawl-dev 15:31:14 the thing that made the monsters in cig's wizlab lose their definite articles in their speech was fixed right 15:31:50 i'm still getting it in my local build 15:32:10 hm, I don't know 15:32:18 also the monsters speak fine locally 15:32:19 but such a change might easily introduce a bug elsewhere? 15:32:33 dunno why they never speak on cao/cdo 15:32:46 is there any speech on CDO? 15:32:58 perhaps crawl cannot find monspeak.txt? 15:33:13 that'd prolly be more noticable 15:33:23 I think I've seen cigotuvi wizlab speech on cdo but I can't recall which version 15:37:33 they should talk a lot because they have that verbose setting or whatever it is :P 15:38:02 the definite article thing hasn't been fixed 15:38:08 anyway their speech fires fine in my local build of master so maybe whatever broke got fixed, but they're still missing their 15:38:10 o ok 15:39:19 you know 15:39:33 that part of the code is one that would be really easy to write tests for 15:39:52 Mu_: you build uses recent trunk? 15:40:11 yeah it's most recent 15:40:19 okay, so let's not bother with CDO 15:47:43 -!- syllogism has quit [] 15:51:47 03Mu * reecc91ae482f 10/crawl-ref/source/dat/des/branches/hells.des: Correctly re-align the universe 15:52:12 -!- Cryp71c has quit [Quit: Leaving] 15:57:26 03dolorous * r0761c18d11d8 10/crawl-ref/source/mon-data.h: Add another minor cosmetic fix. 16:00:41 03Mu * r47d37c292ba5 10/crawl-ref/source/dat/des/portals/wizlab.des: Fix 'the Tonodo the Cloud Mage'. 16:01:11 cloud mage stole cig's articles imo 16:03:01 :) 16:06:40 03Mu * r5b037ee1ce66 10/crawl-ref/source/dat/des/portals/wizlab.des: Remove unused marker from wizlab_cloud 16:18:37 -!- upsy has quit [Quit: Leaving] 16:25:11 -!- upsy has joined ##crawl-dev 16:27:40 03dolorous * rb43597d2bc42 10/crawl-ref/source/mon-stuff.h: Make a prototype match its associated function. 16:27:51 03dolorous * r42900aa7f839 10/crawl-ref/source/mon-info.cc: Remove now-obsolete reference to unique base monster types. 16:33:02 -!- MakMorn has quit [Ping timeout: 276 seconds] 16:35:09 oh hey, the memory leak wasn't my fault 16:35:23 it's just that nobody had really used that part of the lua api very much before me 16:35:26 (: 16:36:04 03doy * ra8a79c0227a6 10/crawl-ref/source/ (colour.cc colour.h stuff.cc): silence some (harmless) valgrind warnings 16:36:05 03doy * r98193bd12179 10/crawl-ref/source/l_dgn.cc: fix lua memory leak 16:36:54 -!- MakMorn has joined ##crawl-dev 17:08:16 -!- eith has quit [Ping timeout: 265 seconds] 17:10:27 -!- dpeg has quit [Quit: leaving] 17:13:00 03dolorous * r7da74d747adf 10/crawl-ref/source/ (9 files): Rename the TWOWEAPON flags to TWO_WEAPONS flags. 17:13:01 03dolorous * r4c2a3c346b18 10/crawl-ref/source/ (10 files): Allow disabling of regeneration with a monster flag. 17:13:02 03dolorous * rda5d771adee5 10/crawl-ref/source/ (directn.cc mon-info.cc mon-info.h): Rename variable wields_two_weapons in mon-info.cc to two_weapons. 17:13:05 03dolorous * r1c9a26333132 10/crawl-ref/source/mon-info.cc: Remove unneeded returns. 17:17:26 03dolorous * r89b786f24e68 10/crawl-ref/source/mon-util.cc: Simplify. 17:37:47 blue_anna: your stoneskin for monsters overwrites AC with hd*1.5 (for the only user, Paracelsus, that's 18 AC unless drained/exped) 17:38:00 blue_anna: that of course breaks the moment armour is involved 17:38:21 blue_anna: player stoneskin is 2+earth/5 17:40:06 he has no armour, the spell gets him from 2 AC to 18, and then to 8 when it goes off. What value did you intend? 17:45:02 -!- gamefreak264 has quit [Ping timeout: 272 seconds] 17:53:38 -!- MakMorn has quit [Ping timeout: 276 seconds] 17:54:29 -!- MakMorn has joined ##crawl-dev 17:56:21 kilobyte, it doesnt revert cleanly? 17:57:06 Im not surprised if the spell gives a high-ish ac, but I am surprised that the spell doesnt go from 2 -> 18 -> back to 2 17:57:17 that should definitely happen 17:57:56 kilobyte, for a lvl 12 Transmuter, what do you think is a decent earth magic skill? 17:59:03 you know.. I followed the code in principle for haste and slow in the same section .. 17:59:24 if a monster could find an armour that gives a speed boost, haste will break too 17:59:50 speed-boosting armour? 18:00:01 as in action speed or more like boots of running? 18:00:19 like winged boots -- yeah, would that it were 18:03:46 imagine this scenario.. 1. tortoise has movement speed of 20 and the spell Haste -- casts haste. 2. tortoise walks with haste (speed 30) to a "boots of rabbit-trounsing {Speed}", and wears them. 3. tortoise catches up to the hare (player) with speed +10 from boots to a total speed of 40 and then haste wears off. 40 *10/15 = 26ish. 18:03:58 if he doesnt cast haste before wearing the boots, he has speed 30 18:05:34 -!- MarvinPA has joined ##crawl-dev 18:05:49 I'm still a bit confused; by speed do you mean movement speed? 18:05:54 yes 18:06:32 to fix this, we need to be able to save the creature's natural speed/ac at the time the spell is cast 18:08:16 mmmm I make a mean quesadilla, if I do say so myself :) 18:08:32 no, really we need to calculate the speed/ac from the current properties of the monster, rather than having the spells modifying the actual stats directly 18:09:16 so get rid of the speed/ac bump entirely and cascade it into all the other places those values are used? I .. I dont know about that 18:09:29 thats counterintuitive 18:09:48 what? 18:09:59 this is what functions are for 18:10:08 put the calculation in monster::speed 18:10:10 and be done with it 18:10:20 there's a monster::ac ? 18:10:49 if there isn't, there should be 18:11:06 yeah I see what you're saying, if we already write our accessor methods seperately then why not overload the output instead of the input 18:11:08 doy: monster AC is stored and updated only when it changes, as opposed to being calculated every time 18:11:48 kilobyte: is it updated though, or recalculated? 18:12:06 added or subtracted to 18:12:06 caching is orthogonal to my point 18:12:12 right 18:12:30 since all boosts are additive, that's ok 18:13:04 well, only if we're sure that adding and subtracting are required to come in matched pairs 18:13:16 except for a risk of getting out of sync, but since only armour ever changes monster AC, that's not a big risk 18:13:37 yeah, it did, except for the stoneskin spell blue_anna just added 18:14:00 03dolorous * r734fb2f075c6 10/crawl-ref/source/mon-util.cc: Remove unneeded blank line. 18:14:03 03dolorous * r1760b5ff7f3a 10/crawl-ref/source/files.cc: Bind monster flags properly on loaded ghosts. 18:14:57 it currently ignores current AC altogether, so AC in plate is same as naked 18:15:04 the fix is obvious, I just need a formula 18:15:14 players get 2+earth/5 18:15:26 blue_anna: back to about transmuters and earth, I'm not kilobyte, but I think 0 is a decent earth magic skill for a xl12 transmuter 18:15:28 would hd/2 be enough? 18:15:44 yea okay well, I've noticed that .. necromancers get a really, really high boost over their current level, early on, for their skill 18:16:01 its less for other spell schools where the casting you do is more varied 18:16:01 (only Paracelsus has it, his hd is 12) 18:16:26 I've been followingthe rule of thumb that mons->hit_dice is ~= xl 18:16:46 yeah, it's basically the same thing 18:16:58 so what earth elemental skill (secondary skill) would a transmuter have then? actual hd? 18:17:25 !lg * class=Tr xl=12 18:17:25 No games for * (class=Tr xl=12). 18:17:31 !lg * class=Tm xl=12 18:17:31 311. Ponce the Martial Artist (L12 SETm), worshipper of Okawaru, slain by a gila monster on Lair:3 on 2010-09-17, with 14915 points after 17494 turns and 0:59:08. 18:17:39 !lg * class=Tm xl=12 s=id 18:17:39 Bad arg 's=id' - cannot summarise by id 18:17:40 I'd assume Paracelsus isn't like players 18:18:29 I was going to scan a couple games and get a feel for earth elemental skill 18:18:51 the general rule in the rest of the code is to say that any skill = mons->hit_dice 18:19:01 I mean in the code throughout the mon*.cc files 18:19:33 If Paracelsus decided to memorize stoneskin, assume paracelsus has good Earth skill 18:20:09 !lg * class=tm skill=~earth 18:20:09 1. theglow the Earth Mage (L19 HaTm), worshipper of Sif Muna, blasted by Saint Roka (divine providence) on Vault:6 on 2010-08-22, with 180855 points after 86499 turns and 9:10:56. 18:20:10 monsters don't have skills, except for Necromancy, which is hd/2 for undead and hd/3 for everyone else 18:20:16 !lg * class=tm skill=~earth xl=12 18:20:16 No games for * (class=tm skill=~earth xl=12). 18:20:27 kilobyte: I mean as an analogy to players; sorry if I was confusing 18:20:59 for a caster that has good skill my code usually use between 120% hd and 150% 18:21:12 I mean spell skill 18:21:20 as far as I know, most player transmuters don't get stoneskin unless they want to use it with statue form (and they happen to get that) 18:21:24 player transmuters are pretty unlikely to have any earth skill unless they find statue form early or something 18:21:49 since dig is the only earth spell in their starting book and i doubt many learn it 18:21:56 I'll just give him hd/2 AC then, that's same as a player with 20 Earth, but monsters don't have to play using exactly the same rules 18:24:36 if you are changing it right now, I'd ask you to do 2+ ((12*hd)/10)/5 18:24:39 12 to 15 18:24:49 but then my number isnt going to be quite as hot as yours :D 18:27:01 ??log 18:27:01 log[1/1]: A section of a tree trunk. Good for clubbing enemies with. 18:27:06 what? 18:27:07 :P 18:27:15 /10/5 = /50 :p 18:27:41 12/50 = 6/25 18:27:52 yeah 18:27:54 more to the point, 12/50 =~ 1/4 18:28:02 no need to be so complicated 18:28:03 yeah, we're so good at math :p 18:28:04 (6*hd)/25 .. +2 18:28:22 hey check that out. 18:28:25 I'm cool with that 18:28:28 hd/4 + 2 18:28:39 so it's be 4 18:28:49 but rounding will huirt so then you have to go back to a numerator/nenominator thing 18:28:55 a bit low to be noticeable 18:29:15 for the one guy that gets it yea, 5 18:29:21 he has 12 hit dice 18:29:53 make it 2+hd/3 then 18:30:01 or /2 18:30:55 it could use a boost for players too, tell you the truth 18:30:59 although really, stoneskin on the player isn't *that* noticeable either 18:31:02 (: 18:31:14 +4 ac for a 10 earth skill is kinda sad 18:31:30 yea :) 18:31:54 speaking of player stoneskin, it could use a bit of differentiation from ozocubu's armour, in my opinion 18:31:58 -!- valrus has quit [Remote host closed the connection] 18:32:10 it adds 800 to your encumbrance 18:32:14 it's differentiated in that it's much worse :P 18:32:21 i guess it doesn't fade with fire damage though 18:32:33 I think there are a few things on the wiki 18:34:13 can see longer in slanted directions (https://crawl.develz.org/mantis/view.php?id=2622) by jasiexk 18:34:30 haha 18:34:39 03kilobyte * r89b9b09bc182 10/crawl-ref/source/monster.cc: Fix monster stoneskin overwriting AC. 18:34:47 awesome bug report 18:35:15 good one 18:35:41 indeed, that's something that can really confuse players 18:36:05 since square LOS is unnatural outside board games 18:36:09 kilobyte, how'd you do it? :) 18:36:21 good thing crawl is a board game 18:36:44 i guess it'd be confusing to people who don't frequent irc if the trunk builds are squarelos now? 18:37:24 monky: not any more than, say, Diablo... we are a bit more granular, but still way better than you'd have on a board 18:39:29 the last trunk build for Windows is 0.8.0-a0-1350-gf2a836c, that's squarelos 18:39:45 yes, napkin just put a windows build of squarelos up a few hours ago 18:40:00 probably worth mentioning the squarelos test on the trunk downloads page then 18:40:04 so expect a lot of similar reports :p 18:40:06 yeah 18:49:22 -!- ixtli has quit [Quit: ixtli] 18:59:21 Make torment rarer in plain/ornate decks of destruction (https://crawl.develz.org/mantis/view.php?id=2623) by MarvintheParanoidAndroid 19:02:38 03dolorous * rfd6c0625bba5 10/crawl-ref/source/mon-data.h: Add more minor cosmetic fixes. 19:02:39 03dolorous * r639b8f7d702c 10/crawl-ref/source/ (mon-data.h mon-place.cc): Set proper priestly flags and gods for monster DDBe's and DDDK's. 19:08:57 -!- ixtli has joined ##crawl-dev 19:09:08 -!- greensnark has quit [Remote host closed the connection] 19:09:13 -!- greensnark has joined ##crawl-dev 19:09:43 -!- varmin has quit [Ping timeout: 245 seconds] 19:11:20 -!- varmin has joined ##crawl-dev 19:16:09 -!- Sequell has quit [Remote host closed the connection] 19:16:11 -!- greensnark has quit [Remote host closed the connection] 19:16:11 -!- varmin has quit [Remote host closed the connection] 19:19:00 -!- greensnark has joined ##crawl-dev 19:22:10 -!- Sequell has joined ##crawl-dev 19:23:33 -!- Wensley has quit [Quit: ChatZilla 0.9.86-rdmsoft [XULRunner 1.9.0.17/2009122204]] 19:27:46 -!- varmin has joined ##crawl-dev 19:31:22 -!- Sequell has quit [Read error: Operation timed out] 19:32:52 -!- varmin has quit [Ping timeout: 240 seconds] 19:35:48 -!- Sequell has joined ##crawl-dev 19:39:50 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:42:47 -!- varmin has joined ##crawl-dev 19:50:57 -!- due has joined ##crawl-dev 19:59:04 Um 19:59:15 Dolorus removed MF_GOING_BERSERK but didn't fix it? 20:03:21 looked to me like he just stuck it into mon->props rather than keeping it as an actual flag 20:03:41 ahhh 20:03:47 -!- Wensley has joined ##crawl-dev 20:03:48 that makes sense 20:03:59 hiii doy 20:30:09 -!- upsy has quit [Quit: Leaving] 21:18:48 -!- Wensley has quit [Ping timeout: 240 seconds] 21:18:51 -!- Moriasc has joined ##crawl-dev 22:16:05 -!- blue_anna has quit [Quit: Saliendo] 22:23:13 -!- Moriasc has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.10/20100914125854]] 22:43:02 03dolorous * rc0f0a2dc7f95 10/crawl-ref/source/ (mon-info.cc mon-info.h mon-stuff.cc mon-stuff.h): Fix the rest of Mantis 2566. 23:32:33 should antaeus have a corpse? 23:33:16 he recently got given titan as a species i think so now he drops "the titan corpse of Antaeus" which seems a little odd 23:33:42 seems about as odd as demonic livestock dropping corpses 23:34:20 i suppose it's reasonable enough, although surely he's more demon than titan now 23:54:28 -!- Wensley has joined ##crawl-dev 23:56:27 -!- Sequell has quit [Remote host closed the connection] 23:56:43 -!- Sequell has joined ##crawl-dev