00:11:21 -!- valrus has quit [Remote host closed the connection] 00:32:54 -!- Zaba has quit [Ping timeout: 240 seconds] 00:36:57 -!- Zaba has joined ##crawl-dev 01:27:51 -!- Pseudonut has quit [Quit: Computer went to sleep] 01:36:11 -!- Lys has joined ##crawl-dev 01:36:24 hi there, anyone in? 01:37:29 no 01:37:45 you'll need to post your question and wait a few hours 01:37:59 oh ok 01:39:49 Question: playing windows tiled version of crawl, I think its the most up to date, I don't think it matters though- 2 part question, is the morgue dump when my characters die supposed to have the kill list off by default as I never see it when I die, and if so/not, how can I turn it on? Have asked in main #crawl room but no one has been able to help me 01:45:28 Well 01:45:53 Have you checked out init.txt in the settings folder? 01:46:12 yeah 01:47:13 Is kills.lua cummented out? 01:47:19 commented* 01:47:27 I think that's the one. 01:47:59 hmm 01:48:02 lemme check 01:50:13 "lua_file = lua/kills.lua" 01:50:15 is that the one? 01:50:18 it's not commented out 01:57:08 -!- upsy has joined ##crawl-dev 01:58:32 hm 01:59:52 hi 01:59:56 due! 02:00:24 Lys: I really should know the answer to it, but I can't remember. Napkin is possibly the best person to ask. 02:00:31 has anyone seen Twinge lately? 02:00:48 heh, ok thanks due 02:00:50 sorear: Did they not switch to Twilight? 02:01:13 Or is this someone else entirely? 02:01:16 /whois Twilight-1 says JD Peterson 02:01:24 Twinge is, and always has been, Jared Tinney 02:01:35 Hm. 02:03:33 he shows up in my lastlog 02:03:36 !seen Twinge 02:03:36 I last saw Twinge at Thu Oct 14 09:22:22 2010 UTC (21h 41m 14s ago) quitting without a message. 02:06:46 * Giomancer jabs due 02:07:16 due, you still doing anything IF related? 02:10:44 -!- syllogism has joined ##crawl-dev 02:13:53 Giomancer: Yes but not right now. 02:16:58 -!- Pseudonut has joined ##crawl-dev 02:19:48 -!- heteroy has quit [Remote host closed the connection] 02:22:15 Ah 02:22:25 Well, I didn't mean this minute. :p 02:26:07 ROTFL: >>>>>>> There's no quick and simple fix, because summoners are not simple. It would be a waste to post a longer analysis //here// where [[user:doy]] can censor it. I'll post one on rec.games.roguelike.misc one day. --- //[[user:b0rsuk]] 02:27:00 someone on SA did a 15 runer felid but also used 9 lives (but still had 2 left??) 02:27:57 you get them for exp thresholds, not necessarily actual levels 02:28:10 was that after or before nerf? 02:28:32 LOL. 02:28:37 with the frequency of Windows binary updates on CDO, I guess before 02:29:03 b0rsuk dislikes doy? I did not know this. 02:29:07 he played offline 02:29:26 b0rsuk whined about dpeg and doy deleted it 02:30:06 -!- Sjohara has quit [Quit: Page closed] 02:30:30 LOL. 02:30:39 We have a tendency to do these things. 02:31:23 there are people merely severely unhinged, like me, due or sorear... but there are folks who transcend ordinary insanity 02:32:06 hm 02:32:17 you flatter me, kilobyte 02:32:28 kilobyte, I've never noticed you being unhinged 02:33:19 Giomancer: dammit, I'm not trying enough then :p 02:33:27 unhinged? i like that one. 02:33:37 Hey, just sayin! 02:34:53 Moin! 02:34:56 What's up? 02:35:08 Napkin, do you know what setting has to be enabled for the kills tracker? 02:35:52 Giomancer: you're talking to the guy who rewrote ipbt while porting it to Windows, and implemented felids 02:36:02 andre has bl0wj0b. 02:36:02 bleistik has g1ggl3. 02:36:02 kfusswin has Hurr4. 02:36:02 mthoben has f1ck3n. 02:36:11 oops, lol, damn windows :D 02:36:14 --- 02:36:14 # kills.lua yields more information at the cost of huge dumps. 02:36:14 # lua_file = lua/kills.lua 02:36:16 -- 02:36:21 I see it's disabled in the default config 02:36:31 I would guess too, that it's kills.lua 02:36:35 Hm. 02:36:48 kilobyte is totally crazy, sure. 02:36:50 * Giomancer was right, then. Ha! 02:37:03 !coffee 02:37:03 * Henzell hands Napkin a mug of irish coffee, brewed by Nikola. 02:37:17 I'm not at all crazy. 02:37:30 ehhh 02:37:40 I had proof on my other HDD 02:37:42 Not at ... all. 02:37:46 not especially more than the rest of us, dueking ;) 02:37:46 shut up :| 02:37:49 haha 02:38:11 If I say I'm crazy that means I'm not so I'm crazy. 02:38:22 ... 02:38:37 -!- bmh has joined ##crawl-dev 02:39:17 I'm not! 02:39:18 honest. 02:39:21 you are! 02:39:25 :| 02:39:29 I'm so depressed :( 02:39:36 Napking: did you consider running those Windows binary builds from a cronjob? 02:39:37 fine, okay, I'm crazy, you all win, I'll leavenow. 02:39:47 If only to shut ortolson up. 02:39:51 er... why? 02:40:00 sane people are boring 02:40:07 we don't want Crawl to be a boring game 02:40:08 I just got here, I have no idea what's going on 02:40:11 thus, you're needed 02:40:13 hehehe 02:40:14 okay 02:40:29 I really feel like implementing a "Dreaming" spell. 02:40:48 not sure I have adjusted the mingw scripts yet to check for errorlevels 02:41:23 at least make works as if it had set -e 02:41:27 so apparently our friend Moult from the other day, settled on a VPS that bans IRC bots in the AUP 02:41:45 for hosting a rogue server 02:41:51 oh, it has set -e already 02:41:55 ouch. 02:42:01 what a shitty service 02:42:09 I use Linode and I'm very happy with them 02:42:23 (and someone keeps using my affiliate link that I once posted on reddit so I haven't paid in four months) 02:43:03 the server (not the hosting) is a very untraditional roguelike system 02:43:09 erm, CDO's provider prohibits irc server/bouncer/clients too - so what? 02:43:18 Napkin: Gretell 02:43:30 how beefy is the box hosting CDO? 02:43:31 I think Gretell and me are doing fine here ;) 02:43:33 I remember Rax saying that CAO is a storage monster 02:43:35 test 123? ;D 02:44:02 bmh: it's mostly because she never deletes ttyrecs 02:44:12 Napkin: this one only prohibits bots on public servers, and public servers 02:44:20 bouncers, clients, and private servers are fine 02:44:51 see, not as worse as ip-systems.de - which i use for CDO 02:45:02 anyways, who is likely to be interested? rax, Napkin, paxed, others? 02:45:09 -!- bmh has quit [Changing host] 02:45:09 -!- bmh has joined ##crawl-dev 02:45:33 hah! So now we know bmh's s3kr1t IP. 02:45:34 their firewall actively drops tcp port 6667-6670 02:45:39 uh oh. 02:45:46 heh 02:45:48 monky: A whip of pain from Pikel and a book with necromancy spells 02:45:53 I live in London. Come find me. 02:45:57 gamefreak264: wrong channel bro 02:46:04 interested in what, sorear? 02:46:18 Napkin: the very untraditional roguelike server 02:46:19 Napkin: using crawl as a gateway drug so we can sell crack to kids. 02:46:41 Napkin: how are you sneaking Gretell past them, ooc? 02:46:58 sorear: don't understand yet... you talking about an alternative for DGL? 02:47:06 Now I've got more options :P 02:47:06 I'm going to keep using my whip of elec for a while, though 02:47:07 my necro skills are kinda sucky atm 02:47:11 DGL? 02:47:22 gamefreak264: still wrong channel 02:47:25 kornbluth.freenode.net 7070 FreeNode (pass), autoconnect, ssl, sorear ;) 02:47:26 Napkin: I'm talking about a server which doesn't use DGL and works in an entirely different way 02:47:30 bless ssl! 02:47:52 of course I'm interested 02:47:56 sorear: I think HEH works without DGL 02:48:16 as haxy as heh.fi? 02:48:25 but it's "thinks" not "am sure" 02:48:29 well, AncardiaOne didn't use DGL either 02:48:30 s/think/thinks/ 02:48:37 and was ludicrously hacking 02:48:40 hacky 02:48:47 it's not that hard to write a replacement 02:48:49 (I mean, seriously. IT WAS BUILT ON PTRACE) 02:49:20 it is hard, kilobyte - since nobody wants to ;) 02:49:32 that's the biggest difficulty 02:49:38 the new one is a lot less hacky, and was built by somebody with little programming or roguelike community experience 02:49:43 to start - no accountsd 02:49:49 do felids have a life counter in the ui? 02:49:49 monky: Hello? 02:49:54 gamefreak264: wrong channel. 02:49:56 bmh: % 02:50:05 kilobyte: ah-ha! I missed it 02:50:11 you can start a game, you enter a secret key so nobody else can resume if you save, but you don't have an account 02:50:21 sorear: please link me if you have further info where i can read up on it 02:50:45 free choice of name is bad for stats 02:50:57 i would think so, at least 02:50:58 sorear: What's the advantage of that? Having a secret key seems equivalent to having an account. 02:51:01 anyways... coffee! 02:51:18 bmh: the server doesn't store *any* data between games 02:51:29 you can use different keys every game if you want 02:51:40 there are no statistics, and this is called a design choice 02:51:40 sorear: How much overhead is there in maintaining users? 02:51:54 bmh: None, because there aren't any persistant users. 02:51:58 There are only games. 02:52:04 sorear: I meant normally 02:52:54 ancardiaone really went overboard, each user required a UID plus an ever-increasing amount of space 02:55:20 ancardiaone eventually went to fusecompress to make the 200GB /var last longer 02:56:03 (it also had access to a >10TB university cloud mount back in 2008, but we didn't use that for ADOM. *envy*) 03:17:21 well, the problem with /var space used is scary, sorear 03:17:23 -!- elliptic has joined ##crawl-dev 03:17:52 -!- gamefreak264 has quit [Read error: Connection reset by peer] 03:17:57 CDO doesn't have such a huge player base, yet there are a lot of old saves, some more than 8 months old 03:18:24 are the saves themselves much of an issue 03:18:37 I don't think I've ever seen a Crawl save larger than 10MB 03:19:46 no, that was independent of space - rather a maintenance problem 03:20:07 -!- monky has quit [Quit: what] 03:20:18 of course, ttyrecs take the most space 03:21:45 seeing themannoys me 03:22:02 I grumble and go "grrr why can't these people diealready" 03:22:07 this makes me a bad person 03:22:18 who do you mean? 03:22:33 kilobyte: old saves 03:23:02 I suspect Moult will time out saves, or move them to an archive area or something 03:23:12 there are definitely no ttyrecs 03:23:14 I bet most of them are on D:1 from people who just wanted to take a look 03:23:34 I've killed a lotof the "D:1, no turns" saves. 03:23:37 * due whistles innocently. 03:23:56 idea: if turns <= 1000, store save as seed + key log 03:25:15 -!- Moult has joined ##crawl-dev 03:25:53 that would be a good idea in general: you'd be able to effectively save every keypress 03:26:36 however, doing that by recording actual keys pressed would hurt the client-server project, and be of course not portable beyond current console 03:27:26 if we abstract the orders you issue somehow, that would both fix the repeat command problems and allow for sane journaling 03:28:56 thanks, due :)) 03:29:01 I love working with you! :D 03:32:35 -!- elliptic has quit [Quit: Leaving] 03:37:07 napkin! 03:37:19 I hear you're the man to speak to regarding a problem I have 03:37:30 -!- Pseudonut has quit [Remote host closed the connection] 03:37:40 rumors! ;) 03:37:45 lol 03:37:54 ok, so playing on windows tiles 03:38:06 morgue screen, as I understand it, should show kills right? 03:38:14 but in my case it only shows items 03:38:19 and then exits the game 03:38:22 "morgue screen"? 03:38:26 and the kills.lua isn't commented out 03:38:29 well 03:38:32 when you die 03:38:39 the screen that shows you your stats 03:38:46 items to say 03:39:22 well, i am not aware it's been shown in the game at the end 03:39:38 oh so that's not supposed to show? 03:39:48 but i haven't played tile for a while 03:40:05 mm well its the same with the ascii version 03:40:08 where it was usually shown, was in the morgue file itself 03:40:12 so its kinda irrelevent 03:40:17 where should morgue files be saved? 03:40:23 cus I can't find them anywhere in my computer 03:40:34 hehe, that's another fun part ;) 03:40:49 start a game and save it 03:41:00 done 03:41:01 then i would first check in the game folder itself 03:41:13 is there a "save" folder? or maybe a "morgue" folder? 03:41:25 not in the crawl directory no 03:41:34 neither "save" nor "morgue"? 03:41:48 then you need to check in your "Documents" folder 03:41:52 neither afaict 03:42:17 hmmm 03:42:25 looking there... and I don't see anything 03:42:28 are you playing trunk/master/beta? 03:42:40 you are seeing hidding files & folders, right? 03:42:48 umn whatever the latest stable release is 03:42:56 ah, stable, ok 03:42:58 and yes 03:43:10 if you give me a sec, i will login at home and run my virtualbox windows 03:43:17 cheers mate 03:43:22 this has been driving me crazy for a while 03:43:33 nobody in here could tell you? 03:43:37 the games a little too "well coded" 03:43:37 nope 03:43:40 whichI found surprising 03:43:47 i demand to have "save" back in application folder! :D 03:45:09 tiles, right? 03:45:14 yeah 03:45:18 but I kinda think its irrelevant 03:45:25 but for the sake of this, I play tiles mostly 03:45:34 ahh, opportunity to check the new installer :) 03:45:53 erm - did you use the installer? 03:46:04 did you install "for anyone" or "just for me"? 03:46:05 err, yes 03:46:10 umn 03:46:12 anyone I think 03:46:20 (just making sure - in case that matters) 03:46:26 though im the only person who uses this comptuer lol 03:46:36 hehe 03:48:32 -!- Moult has left ##crawl-dev 03:49:29 Lys: for me it's in "Documents and Settings\Administrator\Application Data\crawl\" 03:49:40 checking 03:49:45 "Application Data" is a hidden folder 03:50:11 FOUND IT! 03:50:18 Thank you so much! 03:50:23 I could kiss you! 03:50:23 when I died the game showed me inventory first, then score screen 03:50:34 god this has been plaguing me for ages 03:50:39 hehe 03:50:43 glad I could help 03:50:53 swweeeet 03:50:57 could you feed back, is kills.lua still makes a difference? 03:51:22 playing tiles remotely is not very pleasant to do testing ;) 03:51:23 yeah 03:51:27 its in the morgues 03:51:37 so yeah its all good :) 03:51:51 awesome :) 03:52:35 *dance for joy* 03:52:46 :D 04:01:35 crap. Legendary Crusade made two of Pikel's slaves perm-friendly, one temp, but killing Pikel made them neutral... 04:03:11 -!- MarvinPA has joined ##crawl-dev 04:12:25 -!- valrus has joined ##crawl-dev 04:21:12 -!- syllogism- has joined ##crawl-dev 04:22:54 -!- syllogism has quit [Ping timeout: 240 seconds] 04:30:15 03kilobyte * rdca06a7a3a81 10/crawl-ref/source/ (enum.h mon-util.cc tag-version.h tags.cc): If you get Pikel's slaves to perm friendly, don't degrade them on Pikel's death. 04:40:28 -!- Mu_ has joined ##crawl-dev 04:42:47 -!- valrus has quit [Ping timeout: 265 seconds] 04:53:24 -!- cw_ has quit [Remote host closed the connection] 04:55:09 -!- MarvinPA has quit [Quit: Page closed] 04:55:29 is anything happening with the dwarf branch? Just noticed it's been pretty quiet 04:56:30 OG17: no. 04:59:47 Hi everyone! 05:00:25 Eino is trying to instill sanity into the badger, but I doubt he'll succeed. 05:01:54 kilobyte: thanks for the replies on Ash. Will have some time to talk about the xp/skills bit later? 05:09:27 An insanity badger? 05:09:38 seems like he has an insane phase, yes 05:10:10 He also likes to style himself as the "rogue designer", who has radical ideas the establishment (we) won't recognise/accept. 05:10:33 03Keskitalo * r8a748be60716 10/crawl-ref/source/rltiles/dc-item.txt: Reorder scrolls in dc-item.txt. Fixes #2721 (wrong scroll icons). 05:10:38 I don't really care about his state of mind as long as he produces good ideas occasionally, which he does. 05:10:41 speaking of which, can I have square LOS back? 05:12:11 undecided 05:15:13 -!- cw_ has joined ##crawl-dev 05:16:28 lunch now 05:19:35 guy on SA did 15 runes with a felid, posted feedback on felids/golubria/malign gateway: http://forums.somethingawful.com/showthread.php?threadid=3332877&pagenumber=89#post383266810 06:02:06 Is a Kiku altar guaranteed? 06:04:47 bmh: yes 06:05:13 kilobyte: maybe I'm not looking hard enough, but I've scoured D:2-9 and can't find one. 06:05:24 Mu_: <3 whining about nearly dying every single fight due to only 3 AC 06:05:51 wasn't it D:2-10? 06:05:54 I've got Yred (x2), Trog, Makhleb, Sif, TSO, Zin, Vehumet, Xom, Chei, Nemelex, Ely, Okie, Fedhas, and Ash 06:06:03 the learnedb says 2-9 06:06:42 I checked, indeed 2-9 06:06:45 nothing on 10 either. 06:06:54 altars generally aren't hidden 06:06:58 is that on CDO? 06:07:02 yes 06:07:11 could you use copysave? 06:07:20 how do I do that? 06:07:38 got it 06:07:50 https://addons.mozilla.org/en-US/firefox/addon/1865/ 06:07:51 er 06:07:58 http://crawl.develz.org/saves/dumps/bh-787a77e-101015-1107.tar.bz2 06:11:17 got it, there's indeed a bug 06:11:24 no altar for you :( 06:11:29 wtf. 06:11:42 I was playing this game entirely to take Kiku 06:11:48 the overflow altar you got may produce either Yred or Kiku, and it claims to be able to do both 06:12:03 yet when it is actually placed, it rolls it again 06:12:23 bug bug bug 06:13:12 there are guaranteed temples in the Abyss, but I kind of don't think it's a good idea to wait that long... 06:13:23 is there a magical switch you can throw to fix it? like exploding the temple for me 06:14:25 you can bribe Napkin to run: crawl --edit-save bh rm 02a 06:15:04 should I? 06:16:02 depends on the bribe, I'd say :p 06:16:18 please? 06:16:18 not sure what's your policy on working around bugs in ongoing games 06:16:20 not sure I can, to be honest... 06:16:26 can I specify the savegame file? 06:16:33 full path, I mean? 06:16:52 no, just the character name 06:17:02 hmm, not so nice 06:17:24 doing by the actual filename might be a good addition, but for now, it works by the same interface as --save-version 06:18:29 I have no name!@ipx14623:/> /bin/crawl-svn-787a77e --edit-save bh rm 02a 06:18:29 Error: can't open save file (/crawl-svn-787a77e/saves/bh-0.cs): No such file or directory 06:18:47 can i force ID? 06:20:30 -!- rkd has joined ##crawl-dev 06:20:33 su crawl 06:20:38 haha 06:21:06 soon i can remove the chroot.. since everything is inside already 06:21:08 ;) 06:22:13 nah, not going to copy whole libpam stuff to the chroot 06:22:20 not an option 06:23:11 done, bmh 06:23:17 All hail Napkin, king of kings 06:23:42 bh (L10 FeTm) ASSERT(load_mode != LOAD_VISITOR) in 'files.cc' at line 1420 failed. (D:2) 06:23:59 ouch? 06:24:18 fixed, I think 06:24:24 I waked back to D:2 rather than auto-travel 06:24:46 03kilobyte * r4c96f27c951c 10/crawl-ref/source/initfile.cc: Allow --edit-save dir/actual-file-name.cs 06:24:57 thank you very much, kilobyte :) 06:27:07 03kilobyte * r0dfea9275470 10/crawl-ref/source/initfile.cc: Allow --save-version dir/actual-file.cs as well. 06:27:14 just for completeness. 06:27:22 great :) 06:30:09 -!- eith has joined ##crawl-dev 06:31:03 If you evaporate a potion of blood it leaves white clouds -- shouldn't it leave red clouds? 06:31:14 anyone interested in checking the core dumps on CDO? Could use some more free harddisk space 06:31:40 > du -sk cores/ 06:31:40 814848 cores/ 06:32:56 -!- paxed has quit [Ping timeout: 276 seconds] 06:34:26 -!- paxed has joined ##crawl-dev 06:42:37 most old ones are pretty worthless 06:54:19 -!- gamefreak264 has joined ##crawl-dev 06:58:57 -!- cw_ has quit [Remote host closed the connection] 06:59:49 -!- bmh has left ##crawl-dev 07:03:58 Has Ashenzari basically reached a feature freeze yet? 07:05:46 not yet... dpeg wants something tactically usable 07:06:03 Okay, I'm going to wait to play it for a while, then 07:06:10 if we add something of that kind, the xp bonus would have to be scaled back, though 07:06:34 so the power level shouldn't change much 07:06:44 Does Ashenzari have a gender? All the meanies on ##crawl fuss at me when I refer to gods with the wrong pronoun 07:07:20 Also, thanks, kilobyte 07:07:42 no gods have genders, they are all picked by the users 07:07:52 I know, and it's annoying 07:08:11 -!- Giomancer has quit [Read error: Connection reset by peer] 07:08:38 they also fuss at me when I call Mara a her, though, I think Mara might actually be defined as male on the description thingie 07:10:05 -!- eith_ has joined ##crawl-dev 07:11:38 -!- Galehar has joined ##crawl-dev 07:11:47 hi 07:12:06 meow! 07:12:22 gamefreak264: Mara is a guy from some indic mythology 07:12:35 Yeah, I admitted to that part :P 07:12:38 -!- eith has quit [Ping timeout: 245 seconds] 07:13:07 -!- eith_ is now known as eith 07:13:23 Also, I just learned a new word 07:13:29 I wasn't aware of Indic before 07:13:50 apparently it means South Asoa 07:13:53 *Asia 07:15:11 -!- paxed has quit [Ping timeout: 276 seconds] 07:15:34 uhm... India? :p 07:16:15 -!- paxed has joined ##crawl-dev 07:20:20 back 07:20:45 kilobyte: even if you think that re-skilling is not important... I think it has a lot of appeal. 07:24:30 it definitely shouldn't be something done tactically, though 07:25:16 because then we'd be in the same place we were with spells and Selective Amnesia 07:25:37 kilobyte: oh, switching skills is not the tactical bonus I am talking about ): 07:25:38 dpeg: reskilling? changing 15 long blades into 8 fire magic? 07:25:40 erm :) 07:25:54 most people would use it at most once per game, some bastards would juggle them every fight 07:26:02 kilobyte: it would cost piety 07:26:08 casmith789: yes, take some N xp spent in skill A and use them for skill B 07:26:28 aha, a temporary boost, nice 07:26:35 will, you can make it so you spend more in A to gain less in B 07:26:35 no, not temporary 07:26:41 what? 07:26:44 I was thinking of using this over (or in addition to) additional xp gain. 07:26:51 would it not be better for temporary boosts 07:26:54 -!- cw_ has joined ##crawl-dev 07:27:30 hm, I see 07:27:35 My starting point was that Ashenzari would be about outward inflexibility (the curses) but inward flexibility (the re-skilling) 07:27:55 Additional xp gain is a nice boost, but it feels a bit power-gamey. 07:28:19 True 07:28:19 Being able to change skills from time to time is a more active incarnation of the xp/skills approach to the god. 07:28:43 It would be fun to suddenly switch from fire to ice magic 07:28:55 casmith789: if you have the spells, sure. 07:29:02 especially if you'd started as a white DrFE 07:29:36 You wouldn't get an xp gain/loss. So if your Fire apt is great but your Ice apt is bad, you'll go from Fire 12 to Ice 10, say. 07:29:51 dpeg: well yes, this is why you'd switch. It could be easy to gain some better skills though 07:29:57 And it costs piety (likely a ****** ability), so you wouldn't do it on a whim. 07:30:16 kilobyte, Galehar: does it make any sense what I am saying? 07:30:28 Yes, should be high cost, but what about switching (say) stealth to fighting? 07:30:37 Well, but then it would be much easier to become skilled in several elemental schools. 07:30:55 Galehar: ah, the issue about cross-training and anti-training... 07:31:25 And yes, people would like to get full Fighting, I agree. If we don'T like this, my idea is a bad one. 07:31:32 I think it also should have a net xp loss (spend more than you gain). Not a big one. Just to discourage juggling. 07:31:40 Galehar: okay 07:31:41 yes, I think there should be an xp loss 07:31:50 so piety + xp loss, okay 07:33:39 about cross-training and anti-training, you can balance it with piety. For the same piety cost, you can dump more XP in a "cross-trained" skill, but less in an "anti-trained" skill 07:34:13 yes, I would simply include those factors while swapping the xp 07:34:23 So to become skilled in both fire and ice, you would have to use the ability several times, which in the end will cost you a lot of piety and xp 07:34:44 how much of the source skill would it transfer? 07:36:18 kilobyte: something like min(donating skill's half xp, receiving skill's missing xp) ? 07:37:26 missing is...? 07:39:16 up to skill level 27 I guess 07:39:18 yes 07:40:01 I'd give also an absolute minimum. If you have a skill trained up to about 5, you should be able to reclaim all its XP in one go. 07:40:17 okay 07:41:17 then we could have a fixed piety cost of 10 or so, and an xp loss of 10% when swapping? 07:41:36 This would make people not spam it, I think. 07:41:39 also, to completely negate any tactical use, when you use the ability, the XP starts flowing slowly from one skill to the other. It takes several hundred turns to complete. 07:41:46 :o 07:41:51 costs: yes 07:41:51 I thought it was meant to be tactical 07:41:58 casmith789: no, see ^ 07:42:10 it was meant to add to the xp boost 07:42:16 ah 07:42:24 humanoids in cigotuvi's wizlab aren't talking 07:42:26 it is meant as a intentionally active strategic choice 07:42:30 trunk build on cdo 07:42:38 Mu_: did they use to talk? 07:42:48 they talk in my local build even 07:42:52 I think we had reports about monsters not talking any more. 07:43:43 maybe something wrong with cdo's monspeak.txt somehow? 07:45:19 i just got nht to rest near them and they were silent, whereas locally their speech fires every 20 or so turns 07:46:52 Mu_: do you have any idea how to check this? 07:47:30 feh 07:47:35 not really...i guess first see if the cigotuvi speech is even in the file? 07:47:43 i'll have a look 07:48:06 due: great! 07:49:31 Mu_: it's there 07:49:52 any ideas why the speech doesn't work then? 07:50:04 hm 07:51:08 Possibly the speech key code is fucked 07:51:15 Or doesn't work on 64bit machines, I'll need to test it at work 07:51:28 oki 07:51:32 thanks due 07:52:29 it works on amd64 for me 07:52:31 locally 07:53:02 With the tactical powers for Ash I'd wait a bit... perhaps there'll be new ideas. 07:53:13 But I think the skill swapping could be good enough as is. 07:54:01 kilobyte: if I come up with a procedure to distinguish between important and unimportant items/monsters, would you change detection feedback from { to . and { ? 07:56:19 -!- paxed has quit [Ping timeout: 240 seconds] 07:56:37 { ? 07:56:45 is it } ? 07:57:00 ah, monsters 07:57:06 yes 07:57:10 and items too! :) 07:57:36 doh, ∆ is not an ascii char :p 07:57:56 kilobyte: hm, thanks 07:57:58 kilobyte: dgl build? 07:58:05 -!- paxed has joined ##crawl-dev 07:58:19 kilobyte: you're seeing the triangle there? 07:58:22 * dpeg envies kilobyte. 07:58:39 I guess it's the default for cset_unicode, lemme check 08:02:58 (work, sorry) Yes, it is. 08:03:14 too bad detected monsters don't have a nice glyph assigned 08:03:22 just that butt-ugly { 08:04:00 it used to be a nice ~ before the water glyph change 08:04:08 Why not @ or so? 08:04:23 st_: we could still use ~, I think 08:07:37 heh 08:07:46 it's interesting to see the difference between ##crawl-dev and #angband-dev 08:08:06 what do they do in the old-mummy-land? 08:08:07 you guys are talking about new features, and we're talking about a gigantic refactoring and push for unit testing :P 08:08:48 well, we refactor like 40% of code every release 08:09:16 elly: Angband is feature complete, I assume? :) 08:09:19 current unit tests are pretty shabby, though 08:09:24 dpeg: totally ;) 08:09:29 kilobyte: well, so are ours! 08:09:34 "100% grindability achieved, success!" 08:09:42 kilobyte: we have about 150 of them total, covering 0.5% of the codebase :P 08:09:46 "it is being worked on" 08:09:56 that's not true, it's more like 5% 08:10:16 dpeg: we're discussing removing the town :P 08:12:27 03Keskitalo * rdc074ce665c8 10/crawl-ref/source/dat/des/portals/volcano.des: Fix secret doors being given away by colouring in several volcano_grotto subvaults. 08:12:28 elly: the town is scummers' central? 08:13:00 huh? 08:13:04 the town makes it possible to grind 08:13:22 you can play in IRONMAN_DOWN, of course, and it seems like many of the thought leaders do 08:13:33 which causes the game to be balanced for IRONMAN_DOWN instead of normal mode 08:17:08 -!- cw_ has quit [Read error: Connection reset by peer] 08:18:52 -!- cw_ has joined ##crawl-dev 08:20:34 -!- cw__ has joined ##crawl-dev 08:21:46 -!- Cryp71c has joined ##crawl-dev 08:24:07 -!- cw_ has quit [Ping timeout: 272 seconds] 08:42:04 -!- cw__ has quit [Quit: Leaving...] 09:59:09 -!- valrus has joined ##crawl-dev 10:14:51 Spriggan Agnes tile (https://crawl.develz.org/mantis/view.php?id=2723) by coolio 10:34:58 Nisse tile (https://crawl.develz.org/mantis/view.php?id=2724) by coolio 10:45:01 Evaporate prematurely giving "Surge of Power!" message. (https://crawl.develz.org/mantis/view.php?id=2725) by Shotgun Pete 10:46:51 -!- enne has quit [Read error: Connection reset by peer] 10:47:04 -!- enne has joined ##crawl-dev 10:50:03 Evaporate prematurely giving "Surge of Power!" message. (https://crawl.develz.org/mantis/view.php?id=2726) by Shotgun Pete 10:51:33 -!- gamefreak264 has quit [Ping timeout: 252 seconds] 10:55:58 03dolorous * rd13bb4fd49ab 10/crawl-ref/source/ (mon-info.cc mon-info.h mon-util.cc): Move draco_subspecies() from monster_info back to mon-util.cc. 10:57:50 -!- ortoslon has joined ##crawl-dev 11:02:07 -!- Galehar has quit [Quit: Page closed] 11:02:32 -!- Cryp71c has quit [Ping timeout: 276 seconds] 11:13:57 -!- Cryp71c has joined ##crawl-dev 11:23:08 03dolorous * r502f2de4bd9a 10/crawl-ref/source/ (mon-info.cc mon-info.h): Properly use mon-util's draco_subspecies() in monster_info (oops). 11:47:32 -!- paxed has quit [Ping timeout: 276 seconds] 11:49:01 -!- paxed has joined ##crawl-dev 11:49:10 -!- paxed has quit [Changing host] 11:49:10 -!- paxed has joined ##crawl-dev 12:07:02 -!- monky has joined ##crawl-dev 12:08:42 -!- paxed has quit [Ping timeout: 240 seconds] 12:10:31 -!- paxed has joined ##crawl-dev 12:15:28 -!- Wensley has joined ##crawl-dev 12:17:04 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 12:26:51 -!- paxed has quit [Read error: Operation timed out] 12:30:59 -!- paxed has joined ##crawl-dev 12:33:45 03dolorous * ra07d64560452 10/crawl-ref/source/mon-util.cc: Add proper monster index assert to mons_class_colour(). 12:33:46 03dolorous * ra2f3022c01cc 10/crawl-ref/source/mon-info.cc: Use better defaults for draco_type/colour in monster_info::monster_info. 12:40:47 -!- valrus_ has joined ##crawl-dev 12:40:59 -!- valrus has quit [Read error: Connection reset by peer] 12:42:45 -!- valrus_ has quit [Read error: Connection reset by peer] 12:42:49 -!- valrus has joined ##crawl-dev 12:50:44 Seeing an Unseen horror with only one unidentified ring on your hand does not identify it as a Ring of See Invisibility. (https://crawl.develz.org/mantis/view.php?id=2728) by Twilight 12:50:44 Error in calculating max_cloud_damage w/ MUT_PASSIVE_FREEZE (https://crawl.develz.org/mantis/view.php?id=2727) by ubergeek 12:57:31 due, Napkin: please update windows builds, i swear a lot because of wrong scroll tiles 12:58:24 03dolorous * rcc386ab6c7f5 10/crawl-ref/source/cloud.cc: Apply ubergeek's patch in Mantis 2727. 13:12:41 -!- Wensley has quit [Ping timeout: 255 seconds] 13:21:17 -!- valrus has quit [Remote host closed the connection] 13:38:23 -!- Pseudonut has joined ##crawl-dev 13:59:18 -!- TGWi has joined ##crawl-dev 14:24:21 -!- Giomancer has joined ##crawl-dev 14:25:27 03dolorous * r8bbb2a7352a6 10/crawl-ref/source/mon-info.cc: Simplify. 14:25:27 03dolorous * raf53818c36b0 10/crawl-ref/source/mon-info.cc: Fix draconian genus/species inconsistency in monster_info. 14:46:21 -!- ortoslon has quit [Ping timeout: 265 seconds] 14:48:15 looking at holy monster tiles, the shedu looks so abysmally out of place that I'm considering deleting it outright 14:48:43 a big question mark would at least force someone to draw something semi-decent 14:49:11 kilobyte? the bug ortoslon is talking about - the build from this early morning has it too? 14:51:26 Keskitalo fixed it recently, lemme check 14:51:52 i build early in the morning 14:52:02 thank you 14:52:11 8a748be6, 14:07 our time 14:52:56 -!- Zaba has quit [Ping timeout: 250 seconds] 14:54:40 fatal: ambiguous argument '8a748be6': unknown revision or path not in the working tree. 14:54:46 means it's not in, huh? 14:55:35 rebuilding then :) 15:03:42 -!- Zaba has joined ##crawl-dev 15:09:41 03dolorous * r5774257f72bc 10/crawl-ref/source/mon-data.h: In mon-data.h, move certain monsters to their proper sections. 15:20:39 there's something wrong with cats getting sick by eating frigging rats 15:20:51 on the other hand, they really shouldn't get saprovode 15:20:58 s/de$/re 15:21:16 especially that RL cats very easily get sick on food 15:21:50 it's just kind of like vampires getting sick from human blood -- bad food isn't the same for everyone 15:23:59 I don't think ALL cats easily get sick on food :o 15:27:49 -!- galehar has joined ##crawl-dev 15:28:13 another reason for Blade Paws to go: consistently one-shotting elephants at xl13 isn't good 15:34:50 if you haven't renamed them to blade paws yet, sure 15:34:56 but can't remove blade paws 15:35:49 blade paws? 15:36:00 somehow, quite a few people seem upset whenever I say something against Blade Paws 15:36:09 I wonder what is the reasoning 15:36:35 did the L5 tmut spell get renamed for felids? if so, sure, remove it 15:36:43 I don't like it anyway ;) 15:36:59 for "why not", it's: 1. realism -- how are you supposed to walk, and 2. no-brainer: with UC only, it's always a bonus 15:37:32 it's not a no-brainer 15:37:34 but on the other hand; blade. baws 15:37:36 paws* 15:37:40 how is it a no-brainer 15:37:51 but then, everyone seems to be very fond of the spell. I wonder if it's because of its power, or the mental image. 15:37:56 kilobyte: both 15:38:10 also, it's a spell that boosts attack directly, whichi s generally cool but we have few of those 15:38:19 You need tmut skill, you need to take into account the fact you can't cast as well, and you need to have used the 5 spell levels on it. I certainly don't use it 15:38:20 (brands don't count) 15:38:31 casmith789: you can cast, you just have lower success 15:38:45 hence the "can't cast as well" 15:39:00 oh, i read that as cast, 'as well', oops 15:39:01 oh ambiguity 15:39:05 fun times :) 15:39:10 <-- just spent 3 hours staring at spreadsheets 15:39:33 it takes ~8 Tmut to cast it very well, so it's a paltry investment 15:40:01 also, wrt felids: remove them, they suck 15:40:15 if we're not going to remove them, at least make them less dumb (no-wands, no-summon-canines) 15:40:43 8 skill isn't paltry :/ 15:41:03 yeah it is 15:41:10 if you're focusing on blade hands, sure you can get there quite fast 15:41:46 on the other hand if you aren't, which I expect you probably aren't if you're (say) going for a FE it'll take quite a bit longer before you can drop 8 levels of exp into tmut 15:41:54 -!- upsy has quit [Quit: Leaving] 15:42:08 getting 8 levels in some random off-school is not loleasy 15:42:16 !apt fe tmut 15:42:16 Could not understand "fe" 15:42:51 by mid-lair, perhaps. By mid-snake, pretty trivial. 15:43:04 TGWi: it's currently +2, which doesn't help either 15:43:10 it's +1 15:43:41 right, +1 15:44:05 BH is a no-brainer in the way that, say, phase shift is 15:44:06 +1 apparently, according to monky 15:44:09 but anyway, the fact you can cast a level 5 spell by mid snake surely doesn't make it OP :/ 15:45:12 "you can deal more damage for only a significant skill and spell level investment, as well as a casting malus!" is not a no-brainer 15:45:15 i have a pretty easy resolution to this: felids cannot cast blade hands, because they do not have hands 15:45:22 problem solved 15:45:33 you're supposing there's a problem 15:45:52 the problem is with whoever thought felids were a good idea 15:46:07 other solutions include: remove felids; split felids off into a crawl variant so balance doesn't matter 15:46:18 i vote remove felids 15:46:33 yes 15:46:48 also, add octopusfolk 15:47:01 hat, cloak, amulet, 8 rings 15:47:02 multiple-tile players? 15:47:04 oh 15:47:29 I was thinking more like mind flayers from zangband. 15:47:39 jld: oh, i had a mind flayer proposal before 15:47:47 but no, i just mean hyperintelligent octopuses 15:47:52 that traverse the land in search of adventure 15:48:01 how would mind flaying work 15:48:11 first, you flay a mind 15:48:18 then you do it again 15:48:18 but what are the effects 15:48:26 the mind is flayed 15:48:28 oh 15:48:35 antimagic? 15:48:39 manavampirism? 15:48:54 confusion? 15:49:21 monky: now that antimagic exists, that could be a decent effect for it 15:49:22 I don't think I ever got far enough in Za for my mind flayers to be able to flay minds. 15:49:39 jld: if you are the psychic class in ADOM you are basically a mind flayer. 15:50:08 mind flayers are in nethack too but I'm pretty sure nh mind flayers are silly like the rest 15:50:45 They're in NH as monsters, but not as a player species. 15:50:49 oh 15:50:55 I think even SLASH'EM didn't go there. 15:51:09 yes, but they are a valid polymorph form 15:51:10 Eronarn: I don't remember getting tentacles on any of my psychic wins 15:51:58 speed runners use the form to get the wizard out of his tower 15:52:10 who drew shedu? 15:52:28 sorear: on the other hand you can get a huge brain 15:53:31 Oh right polyself. Clearly I've been playing too much crawl. 15:54:03 But yeah. Octopusfolk. With 8 rings. Also, with levitation and blade tentacles. 15:54:06 (why isn't anyone coding octopusfolk yet) 15:54:18 i wonder... 15:54:24 Eronarn: too busy coding the tree race 15:54:38 also, actual features 15:54:43 actual feature mimics 15:55:05 TGWi: ps, tree race would be great. 15:56:56 -!- Cryp71c has quit [Quit: Leaving] 15:57:31 -!- casmith789 has quit [Read error: Operation timed out] 15:57:49 you know guys, if you really think you've got good race ideas, you should take the time to make a full design and put them on the wiki. Throwing a few words here isn't gonna bring a dev to code it. 15:58:33 galehar: i don't 'think', way to make assumptions 15:58:42 I assumed Eronarn was joking about the octopusfolk.... 15:59:31 -!- casmith789 has joined ##crawl-dev 16:04:39 jld: No. 16:05:23 'no body armor, gloves, or boots - but 6 extra ring slots' is actually a potentially interesting tradeoff 16:06:15 -!- Giomancer has quit [Read error: Connection reset by peer] 16:09:50 'In the UK, cephalopods such as octopuses are regarded as honorary vertebrates under the Animals (Scientific Procedures) Act 1986 and other cruelty to animals legislation, extending to them protections not normally afforded to invertebrates.' 16:13:20 -!- OG17 has quit [Read error: Connection reset by peer] 16:17:37 and by the UE law, carrots count as "fruit" because Portugal wanted to allow carrot jam while someone else insisted on jam being defined as something made of fruit 16:17:56 or, that efforts to legislate the value of pi 16:18:20 or, attempts to redefine "kilobyte" as 1000 bytes rather than 1024 it has been for sixty years 16:18:55 -!- casmith789 has quit [Read error: Connection reset by peer] 16:20:22 -!- OG17 has joined ##crawl-dev 16:21:03 "kilo" is a metric prefix bro 16:21:05 get your own 16:21:55 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:balance&do=diff 16:21:55 wha 16:22:44 SinsI is completely insane 16:23:38 TGWi: it has been used in a manner that makes sense for the subject matter for sixty years, no association of drive makers is going to change that just so their marketing departments can avoid lawsuits for false advertising 16:25:20 Eronarn: kilobyte added felids. I'll get the popcorn./ 16:27:35 kilobyte: what you say is true, but on the other hand we can say that the computer industry have been using wrongly a standardised prefix for sixty years, leading to all kind of confusions for users, and that it's about time something was made about it. 16:29:04 -!- Pseudonut has quit [Remote host closed the connection] 16:31:12 there wasn't any confusion until certain drive makers introduced it 16:35:06 there wouldn't have been any confusion if people learned the metric system 16:35:49 yeah, the kilo=1024 must have been invented by boody yankees ;) 16:35:55 *bloody 16:36:18 http://en.wikipedia.org/wiki/Binary_prefix 16:36:28 too bad nobody uses these 16:37:12 "too bad"? They're uglier than squarelos. And more confusing, too. 16:37:16 not true. I see the new prefix from time to time 16:37:35 "uglier than squarelos" lol!!! 16:37:42 galehar: to be fair, we also invented computers 16:37:42 hey squarelos is beautiful 16:37:47 that's a strong statement 16:37:57 everything is uglier than squarelos 16:38:02 (square los is the least ugly thing) 16:38:35 tonight is trolling night! 16:39:20 that "MiB" thing is pretty obvious... for everyone I've asked, it means "millions of bytes" as opposed to 1048576 buyes 16:39:21 if you don't use Linux and have a thick beard, you're just a fag 16:40:18 I use linux but no beard :( 16:40:30 so MB=1048576, MiB=1000000, right? 16:40:38 Except for those drivemaker trolls. 16:40:40 kilobyte: what? that's backward 16:40:44 other way around, bro 16:41:02 drive manufacturers are trolls for using logical units? 16:41:34 galehar: I asked a bunch of people at work, not a single of them ever heard the MiB atrocity before, but they tried to guess... 16:42:04 If you're using the new metric, there's no ambiguity. kibi = 1000. If you're using ko, it can mean 1000 if you sell drives, or 1024 if you're a geek 16:42:28 s/ko/kb/ 16:42:37 and try to persuade a guy who's been working with computers since they used punched tape that suddenly core units are to be redefined 16:43:02 try to persuade SI that they're wrong 16:43:20 it's not even SI, it's some random committee 16:43:22 if you'd rather redefine the kilogram, I could go with that 16:43:49 idc who's doing it, they're right for not crapping on the metric system 16:43:52 yeah, I know, very few people are aware of it. I said I've "seen" the new prefix used. Meaning "read on the internet". I don't know of any friend or coworker aware of it 16:44:02 I seem to have missed the news conference. When was the size of the byte pinned at 8 bits? 16:44:11 found it, it's not SI, it's IEC 16:44:37 weird-bit bytes are weird 16:45:02 kilobyte: also, you should warn the greeks that they used "kilo" wrong 16:46:02 anyway, it will take some time to sink in, but my opinion is that the new units are a good things. When we will all be old, our grand childrens will make jokes about our kilo=1024 16:48:28 according to the acceptancy rates of the new junk, that's quite unlikely. The usage is actually declining. 16:49:16 well, isn't it used in Linux? 16:49:25 in some tools, it sadly is 16:49:37 fortunately, only some 16:49:48 -!- dpeg_ has joined ##crawl-dev 16:49:54 oh no, unambiguous units 16:50:01 now where will I put my arbitrary rage 16:50:28 evenings 16:50:33 hi dpeg_ 16:50:39 hi 16:50:47 TGWi: What's a matter, why so upset? 16:50:58 so, dpeg, what's your take on kibibyte vs kilobyte? 16:51:01 dpeg_: we're whining about binary prefixes 16:51:26 it's relevant to crawl development because um 16:51:31 silly pack :) 16:51:37 -!- dpeg_ is now known as digipeg 16:51:47 yeah, we're just trolling 16:52:11 -!- TGWi is now known as TibiGWi 16:52:17 no problem, as long nobody's talking real dev stuff 16:52:50 there was some talk about blade paw when came earlier 16:52:54 galehar: good work on the inventory prompts... even better now :) 16:52:54 Digipeg ounds like a pokemon. 16:52:59 -!- TibiGWi is now known as TGWi 16:53:02 good :) 16:53:03 due: as it should! 16:53:17 My favourite pokemon is Tyranitar, just so you know. 16:53:29 Danei: there is no invisible newt proposal on that page 16:53:30 can I delete those fucking comments 16:53:30 I guess you can delete them--You said an invisible newt wouldn't be dangerous, though, and I was responding to that 16:53:53 We've got some devs here, so let me ask: did you see my anti-traps proposal? 16:53:55 don't worry, they can stay 16:53:56 Any opinions? 16:54:17 where is it 16:54:18 anti-traps proposal? 16:54:20 I'm not awake 16:54:36 due: scrap mechanical traps, unless perhaps for vault purposes 16:54:38 I can propose an invisible newt, if that would help. I'd call it a chameleon 16:54:55 instead, add destructional traps: fire (scrolls), ice (potions), magic (wand charges) 16:55:03 Danei: I already suggested that to replace gila monsters :( 16:55:05 m. 16:55:14 this way, traps become useful instead of the current mess we have with mechanicals 16:55:15 digipeg: We have enough item destruction already. 16:55:20 That would be nice. I can't really tell the difference between gila monsters and crocodiles 16:55:22 never! 16:55:27 shafts, alarm and zot traps are okay 16:55:29 digipeg: People will scream and cry about it. 16:55:30 Except that I can eat one and not the other 16:55:33 yes! 16:55:36 digipeg: we need more lua traps 16:55:41 rolling boulders and whatnot 16:55:46 s/more/any/ 16:56:10 TGWi: I made a simple proposal just to get rid of the axe/needle/pillow/bolt and whatnot traps 16:56:13 digipeg: I'm thinking yes to new destructional traps. 16:56:16 right up to blade 16:56:20 galehar: cool! 16:56:24 digipeg: I wouldn't complain about pillow traps 16:56:33 but yeah, mech traps are kind of lame 16:56:56 digipeg: as borsuk said on the wiki page, alarm trap are too quiet 16:57:02 There should be a little flavoural damage (fire, ice etc.) but mostly it's about T&D preventing item loss 16:57:11 galehar: the badger is insane but correct 16:57:19 sometimes 16:57:26 sometimes insane? :) 16:57:31 it's trivial to boost it 16:57:41 galehar: you have free reign :) 16:57:42 so, 25 for alarm trap? 16:57:46 +1 16:57:48 what are they now? 16:57:49 sometimes his insanity overflows so he actually wraps around into reason 16:57:56 kilobyte: <3 16:58:00 now we just need acid traps ^^ 16:58:11 rkd: hate hate hate 16:58:12 alarm traps : 12 16:58:16 I don't like traps in general but yeah mech traps are the worst 16:58:25 acid traps are fun in adom 16:58:26 rkd: yes, Eino also supported the new trap types but I neglected acid traps on purpose 16:58:28 yeah, go for 20 or 25 or some 16:58:40 not sure that's really necessary 16:58:41 my favorite trap is the shaft 16:58:41 step in one and your entire inventory is gone 16:58:41 :D 16:58:42 no acid traps :( 16:58:48 due: later! 16:58:53 shafts are boss though 16:59:06 yeah, shafts are often deadly 16:59:18 also, those new trap types would come very handy for the badger's trap plant plan 16:59:22 rkd: you've clearly never met a ceiling trap. 16:59:23 but are an interesting challenge rather than a slap to the face 16:59:24 decent but non-ridiculous challenge, and a big incentive to find them (because you can use them to duck out of danger) 16:59:36 teleport traps should have a limit on charges, btw 16:59:40 yes, I am happy about shafts 16:59:47 web traps should also be okay 16:59:49 they're kind of abusable because monsters will walk over them (or you can) 16:59:53 TGWi: absolutely 17:00:05 sorear i was probably thinking about that one "acid falls from the ceiling" or something? or am I way wrong now? 17:00:09 I am not sure if removing tele traps or limiting them is better 17:00:10 only thing is, some vaults use teleport traps to keep you away from loot 17:00:19 TGWi: yes 17:00:28 tele traps are fine, unlimited free teleportation not really 17:00:28 there are also vaults which make good use of mechanical traps 17:00:29 TGWi: they are scummable with teleport control until you get into a specific place... but then, many vaults rely on them to keep you from getting stranded 17:00:39 so that's why we'll have to keep them (or at least some) 17:00:45 kilobyte: that too, though those could have hatches too 17:00:48 rkd: ceiling traps are the "part of the ceiling collapses on you!" one 17:00:54 ah 17:00:57 rkd: they destroy 10-20 times more items 17:00:57 re: new traps, what about glow traps? 17:00:59 kilobyte: replied on Ash wiki btw 17:01:04 TGWi: details! 17:01:08 digipeg: glows you 17:01:09 :P 17:01:19 killing yourself with earthquake is also fun 17:01:24 when the level collapses 17:01:28 for those grate traps, I would have already added them as vaults+lua, except for one thing: 17:01:29 yellow, maybe a few points over; enough to hurt you 17:01:42 rkd: ceiling traps are only found in temples... they're about as bad as the rift 17:01:44 merely placing stairs at the end of a corridor would be obvious 17:01:51 I want to try to make some lua traps but there's no support... you couldn't find them with T&D etc 17:01:52 What are you guys talking about? 17:01:52 because we currently never put them there 17:02:16 kilobyte: we often have hatches at dead ends, though 17:02:32 digipeg: that idea of a trap that slams a grate down behind you 17:02:34 what are grate traps? 17:02:39 oh 17:02:40 kilobyte: this I understand 17:02:47 was asking rkd and sorear 17:02:48 so you leave the staircase and then it traps you in the level? 17:02:52 no 17:02:55 teleport trap are good. They are very nasty in branch ends to naive players. Make them have limited charges, but don't remove them 17:03:01 we were discussing some adom traps :P 17:03:03 galehar: okay then 17:03:15 galehar: random number of uses, say 3+d3? 17:03:25 d5? 17:03:35 rkd: you should pester ##adom-dev :P 17:03:45 TGWi: or that, whatever 17:03:47 d5 is better. more random 17:03:51 galehar: okay 17:04:01 Is that easy to do? For otherwise I'd have to open a ticket. 17:04:38 03raphael.langella * ree460804a9ca 10/crawl-ref/source/traps.cc: boost alarm trap noise 17:04:50 * digipeg likes noise 17:05:06 galehar: thanks for the alarm stuff! 17:05:21 it's a 2 chars commit... 17:05:22 is there a xom effect that involves making a ridiculously loud noise? 17:05:27 digipeg: note that changing teleport requires going through all the vaults 17:05:35 xom yells, "BOO!" 17:05:45 Mu: lol 17:05:53 I like it :) 17:05:57 me too 17:06:05 kilobyte: I would do that 17:07:07 kilobyte: we also have no_tele_into these days, which is often a better solution 17:07:24 on Duris, when you got hit by a Fear spell, the message was "Dpeg assumes a terrifying visage of death, blah blah blah" if didn't resist -- or "Dpeg says 'boo'. You are not impressed." if you did 17:07:45 * kilobyte was always impressed by the latter. 17:08:03 some vault require teleport traps to prevent you from getting items. Maybe we can have permanent teleport trap for vaults, and charged ones for random generation. 17:08:12 galehar: or that 17:08:22 like, sword in stone 17:08:29 galehar: yes, good point 17:08:38 just have two trap types for that 17:08:39 is it possible to specify numbers of charges for alarm traps in vaults? 17:08:45 a "greater teleport trap", to let people tell them apart? 17:08:49 if not, it should be, and teleport traps too 17:08:53 or that yeah 17:09:08 "permanent teleport trap" perhaps? But it's only words. 17:09:33 teleprot trap 17:11:56 or the opposite. Permanent traps are just "teleport trap", like the players are used to, and the new one with charges is an "unstable teleport trap" 17:12:18 also okay 17:13:24 would unstable teleport traps explode instead of simply vanishing 17:13:35 that'd be nifty, and more reason not to rely on them 17:13:45 though possibly too good with luring enemies 17:14:15 send you to the Abyss instead! 17:14:34 degenerate into a zot trap 17:15:26 just disappearing is enough 17:15:36 they can start off as tele traps, but after a certain number of uses, degrade into blink traps! 17:16:14 (actually, it would be kind of cute if they did blink-in-direction-you-just-walked from. repulsor field!) 17:20:28 Eronarn: tactical abuse 17:23:12 -!- syllogism- has quit [] 17:25:23 how is making intelligent use of tele traps considered "scumming?" The possibility of a feature acting in the player's favor doesn't need to set off alarm bells 17:25:39 though I like mechanical traps so whatever 17:26:37 OG17: intelligent use isn't scumming, unlimited free teleports is pretty lame though 17:27:08 solution: teleport traps teleport themselves 17:27:17 why is it lame 17:27:23 (except the ones for vaults, obv) 17:27:24 OG17: if you have TC, instant teleport out of touble is awesome. A teletrap is even better than upstairs 17:27:32 (though i don't think we actually need those tbh) 17:27:53 sorry, I forgot 17:27:53 don't need TC really, all it does is making it safer 17:27:57 unlimited free INSTANT teleports 17:28:30 -!- syllogism has joined ##crawl-dev 17:28:32 that only apply to a single square of the level 17:28:51 which you can drag monsters close to 17:28:53 making them teleport you several turns later wouldn't help unless the trap is in a dead end 17:29:15 kilobyte: give them d5 charges 17:29:17 bro 17:29:19 make them teleport stuff nearby you, too? 17:29:36 as in, fixed destination? 17:29:59 as in, when they're activated, they grab things from the surrounding area rather than just what walked on their tile, and teleport them all somewhere else 17:30:06 (the same somewhere else) 17:30:25 fixed destination could also work if intelligent monsters followed you through them 17:30:28 replace them with instant death traps, problem solved 17:31:05 kills player if monsters walk over them, too 17:31:13 make them with d5 charges is a good solution... 17:32:08 it's not, vaults need to be unlimited 17:32:17 you can also easily abuse tele traps with ranged attacks 17:32:25 @^...monsters 17:32:50 vault tele traps turn into repulsion traps after charges are gone 17:32:51 obv 17:32:55 you can do the same with other traps, shafts 17:32:57 water etc 17:33:13 shafts disappear after one use and also put you 1-3 levels OOD 17:33:15 and water? what? 17:33:23 @^ 17:33:28 We don't need to invent complicated solutions.... tele traps are like shafts in that they can make matters worse if not detected. And they're good (even better than shafts) if detected. 17:33:40 A shaft is single use, a tele trap is unlimited use. 17:33:51 digipeg: also, they give free unlimited instant teleports 17:34:07 TGWi: we both know that tele traps are problematic. OG17 does not. 17:34:41 -!- Danei has quit [Quit: Holy shit, this is going to be awesome.] 17:35:02 galehar: yes, d5 is probably a good number 17:38:05 would someone cry if I made the iron grate an actual dungeon feature? I'm a bit lazy with respect to adding lua markers to something dynamically created. 17:40:19 FR: power glove unrand. 17:40:54 kilobyte: how would it work for you? 17:41:08 I agree it's cool, but I am not sure we gain so much gameplay-wise from it. 17:42:13 it closes behind you when you enter a room? It can be awesome, but only in vaults. Randomly generated, it will be silly 99% of the time. 17:43:34 and +1 to making it a feature. It's more immersive than having a door turn into a wall. 17:43:45 digipeg: here's one: a portal vault entrance where the grates go down, and the only way out is a teletrap. you either have to do it now, or only come back when you have a way to get through the grates 17:44:31 oh, I have no doubt that it can work wonders in vaults, my question was more about random generation 17:44:46 galehar: that's why I'm strongly opposed to it working as a random trap, but I like the concept enough to bother implementing it 17:45:07 -!- syllogism has quit [] 17:45:09 kilobyte: ok! 17:45:41 the "actual feature" thing is to make coding easier. It's currently used by two vaults, for them, transparent rock with a new name and tile is enough. 17:46:26 make some vaults featuring grates trap and we will code it! 17:46:32 could do something cool with iron gates in dis 17:46:38 galehar: or vice versa :) 17:46:40 hmm... we'd need a new trap type, if T&D is supposed to work on it 17:46:41 Mu_: <3 17:46:56 something that merely calls lua 17:47:04 well, if we're doing traps anyway, would one of you be up to doing the change to mechanical traps? 17:47:09 Mu_: you know those boxy rooms in dis? make them always have 4 entrances, and when you go in one, it and the two adjacent close 17:47:09 kilobyte: I would really, really love that 17:47:13 so you always have to walk through the boxes 17:47:13 I can provide numbers. 17:47:14 kilobyte: please implement it 17:47:51 pressure plate!!1 17:48:19 pressure plates tied to grates 17:48:35 * digipeg is slightly concerned that new content is always all the rage and nobody wants to address old stuff. 17:48:38 or floodgates, doors, cages... 17:48:50 gosh, this sounds like dwarf fortress 17:48:58 Zannick: DF is -----------------> 17:48:59 :) 17:49:05 i'm just saying 17:49:08 :) 17:49:20 at least it's a cool part of df 17:49:26 -!- syllogism has joined ##crawl-dev 17:49:46 I am not arguing with cool... although for some ideas I don't see tactical use. 17:49:53 digipeg: what old stuff? 17:50:01 galehar: mechanical traps 17:50:15 For grate, a simple but effective vault would be 17:50:23 xxxxx 17:50:24 x>..^. 17:50:25 xxxxx 17:50:42 make than a < 17:50:49 what about them? I haven't heard anything about them other than: remove them! 17:50:53 digipeg: a mini-ziggurat would be cute. 9 rooms, if you go into one, your exit closes 17:51:11 galehar: hey, I came here with the proposal to replace them by fire/cold/magic traps! :) 17:51:26 digipeg: yeah, this is obvious, the problem is: we never place upstairs right at the end of a corridor 17:51:31 ok, so not remove but replacing... 17:51:33 digipeg: so this would be suspicious 17:51:45 galehar: yes 17:51:46 so um how is this ash scroll stuff supposed to work? 17:51:55 Eronarn: the prayer? 17:52:46 galehar: It's on the wiki. Eino reacted enthusiastically, there's support here... so when new traps are added, I'd suggest we take care of the problematic old traps (mechanical, teleportation) at the same time. 17:53:07 Eronarn: is the message not clear enough? 17:53:17 Eronarn: did you actually try it, or just wonder? 17:53:25 yes, i tried it - i'm not sure if there's a piety cost, etc. 17:53:35 Eronarn: because if it confused you, it's important data 17:53:49 well, it's somewhat confusing in that it's different from what the wiki proposal was :P 17:53:52 i was expecting to have to find scrolls 17:53:59 seriously though pressure plates would be awesome 17:55:26 kilobyte: Infest test game had two stairs of type 17:55:28 xxxxx 17:55:30 ..>.. 17:55:31 xxxxx 17:55:36 and one of type 17:55:38 xxxx 17:55:41 x<. 17:55:42 xxxx 17:55:52 -!- syllogism has quit [] 17:56:27 Eronarn: the mechanic how to get Curse scrolls might change a little bit, so having no further information on ^ is okay for now 17:56:44 TGWi: awesome how? 17:57:07 digipeg: would allow a lot of new stuff to be created and interact with T&D 17:57:19 * digipeg is not convinced 17:57:23 in vaults rather than in code 17:57:51 I believe that T&D will only come into its own if we can set up traps, i.e. active use, not just passive. For this, no pressure plates needed. 17:58:11 I am not a fan of levers, pressure plates and what not. 17:58:19 it's just a trap, bro 17:59:16 Yes, but why? 17:59:24 dpeg: i don't think converting scrolls feels right fwiw. i think ash would be fine he just recolored remove curse and curse scrolls, and that's it (have to rely on found scrolls for both uncursing and recursing) 17:59:32 Currently, we have arrow traps. It's just a trap. But why? 17:59:56 Eronarn: we'll see. For now, having access to cursing scrolls is very good for testing. 18:00:06 I feel that relying on finding them is a bit too harsh. 18:00:09 net traps are cool 18:00:14 allows for creativity and interesting traps to be implemented easily 18:00:20 same reason .des exists 18:00:37 Mu_: yes, but they suffer so much from being mostly useless, just like the other mehcanical traps. 18:01:08 TGWi: I don't think I want "push button A, then B" minigames. 18:01:22 digipeg: agree 18:01:28 who is suggesting that 18:01:29 Mu_: therefore, cool in vaults, only meh elsewhere. 18:01:49 TGWi: this will naturally appear once pressure plates are in. You have my word. 18:01:57 vaults don't reproduce 18:02:00 I think 18:02:10 a bear trap that held you in place until you make a T&D check would be cool too imo 18:02:23 Mu_: but same problem 18:02:48 Mu_: the reason why I came up with the item destruction traps is precisely that they make you pay even in the absence of monsters. 18:03:08 ah 18:03:19 * digipeg recalls being fond of carrying bear traps around in NH. 18:04:21 Mu_: same holds for shafts and Zot traps: you miss the detection, your loss. Arrow traps are trivial in almost all cases -- too many to warrant having them (randomly generated at least), in my opinion. 18:04:52 p.s. press button A, then B minigames are equally possible now 18:05:07 TGWi: is that a reason we want official buttons? 18:05:26 official buttons for traps, yes 18:05:34 I don't. 18:05:44 buttons A and B wouldn't even use them because they wouldn't want to start hidden or use T&D skill 18:06:10 pit traps that spawn a bunch of humanoids at the edge of LOS when you fall in? :P "The trappers emerge to confront their prey!" :P 18:06:22 Mu_: now we're talking! :) 18:06:31 pit with vipers trap from ADOM 18:06:53 Mu_: this is similar to the web trap idea that came up for Spider: once you're webbed, the (otherwise hidden) spider will appear. 18:07:40 cool 18:07:55 would monster-spawning traps be at all abusable 18:08:10 Okay, for the sake of being constructive, here are numbers: a fire trap on dungeon level N does 1dN fire damage (rF helps) and has a chance of burning each scroll in inventory with a chance of N/33; stop at d(N) burnt scrolls. 18:08:38 Mu_: and what's better, spiders walking around would create new webs... so areas you've cleared aren't ever fully clear in Spider. 18:09:27 digipeg: strongly, strongly, strongly, strongly against 18:09:41 Obvious adaption for ice traps. For magic traps, replace scroll by wand and "burn" by "remove one charge". 18:09:54 Eronarn: so many stronglies make me dismiss your comments 18:09:58 if i could do bold, underlined, 72 pt font saying 'THIS IS A BAD IDEA' 18:10:02 i would 18:10:07 that would be hilarious 18:10:31 soul (L1 DGWz) ASSERT(!crawl_state.is_repeating_cmd()) in 'main.cc' at line 3894 failed. (D:1) 18:10:39 as for magic traps, I thought one of the defining features of wands was that there's no fear of lost charges or anything like that 18:10:53 Eronarn: I'll completely ignore you until you mention reasons instead of opinions! 18:11:05 monky: maybe, but is that good? 18:11:12 The idea of losing wands to traps is old. 18:11:31 And everyone agrees that hasting/healing/teleportation are too good rather than too weak. 18:12:08 digipeg: players don't like item destruction; players especially don't like item destruction when they don't expect that it's coming; players *HATE* when new stuff they don't like gets added in a way such that it will affect the entire game, since then they can't avoid it 18:12:30 it is a change that will generate a ton of antipathy for minimal gain 18:12:32 I don't care. I believe that item destruction makes the game better. 18:12:39 sorry, it doesn't 18:12:52 Players hate oklobs. Oklobs are very interesting enemies. ==> Good that the game is not designed by players. 18:13:56 oklobs are auto excluded and you don't even deal with them outside of that hive vault 18:14:13 what about those vaults where all the stairs are behind oklobs 18:14:23 st_: they come up frequently enough 18:14:46 these traps would make T&D a whole lot more relevant than it is now. 18:15:14 you could factor TD skill into chance for item destruction :P 18:15:33 Mu_: but why? T&D already affected your choice of finding the trapß 18:16:06 was trying to throw the anti-destruction people a bone :P 18:16:10 :) 18:16:26 digipeg: this isn't a change that makes T&D better, it's a change that makes everything worse unless you raise T&D 18:16:30 If we make it so that any impact will trigger the trap like a 3x3 explosion, then there'd be even an active use of T&D. 18:16:30 that's terrible design 18:16:43 Please stop that. 18:16:54 stop coming up with awful ideas that other roguelikes have tried and failed miserably at 18:17:02 It's not terrible design. It is an idea you don't like, which is okay. 18:17:19 it's both 18:17:49 You're clogging up all ##crawl-dev space by shouting about how bad the design is. 18:18:01 The premise was: randomly generated traps are pointless. 18:18:10 at least, the mechanical ones 18:18:18 Shaft and Zot traps are good 18:18:30 so we learn from them and replace mechanical traps by something that's relevant 18:18:40 losing a potion is not a big deal, no matter what players say 18:18:56 * sorear <3 item destruction 18:19:58 i realize you like to completely ignore the viewpoints of players, but news flash: they don't care about abstract design reasons like 'this will make T&D more relevant' because they're actually real people actually playing a game and thus subject to very human tendencies such as loss aversion 18:20:02 It would have been an option to dispense with traps altogether (they don't add terribly much to a roguelike) but for whatever reason that ship has sailed. 18:20:31 This is propaganda. I have never been ignoring players and you should know that. 18:20:43 But there are times when one has to ignore them. 18:21:03 Players have told me _in advance_ that new Trog, new Ely and a slow god would suck. 18:21:37 A god who uses a finite resource (fruits) is unplayable. Stuff like that. Sometimes you've just got to ignore them. 18:21:50 (they're right about slow god, and half-right about new ely, who is alright but not really a top-tier 'fun' god) 18:22:36 fun is a subjective notion, I won't discuss the merits of Elyvilon and compare old vs new 18:22:54 when players say "suck" they mean "underpowered" 18:23:03 fun is experienced subjectively, but subjective phenomenon can be measured objectively 18:23:09 and that's true some of the time, but not others 18:23:24 just a few days ago in the SA thread there were people talking about the haste status quo sucking, and how they want to see it changed 18:23:39 Anyway, it were _players_ who pointed out that mechanical traps are bad and suggested replacements. 18:23:51 I am listening to them! 18:24:15 mechanical traps are bad because they're irrelevant (since they usually happen outside of combat, and do minimal damage) 18:24:21 exactly 18:24:29 your proposed traps are bad for totally different reasons 18:24:31 everyone's been killed by a trap at least once :P 18:24:43 Mu_: yes, and it's VERY frustrating to people, for very predictable reasons 18:24:48 If we want randomly generated traps (which we should in order to make T&D useful outside of vaults), then random traps must hurt otherwise. 18:25:08 Eronarn: note how my proposal will prevent trap deaths -- these do suck big time. 18:25:23 I would be fine with having a "set HP to 1 if deadly" clause btw. 18:25:28 digipeg: removing mechanical traps would do that, but i'm strictly talkinga bout your new traps 18:25:35 man i thought trap deaths were the best part 18:25:49 * digipeg briefly wonders about Mu_'s sanity. 18:26:13 my favourite is when people escape from some incredibly tense situation and dive for the staircase with 4HP only to be finished off by an axe trap 18:26:21 how can anyone not like that 18:26:22 Mu_: I had that. And I didn't like it :) 18:26:27 that's why people play roguelikes 18:26:31 basically, this will make trap deaths less common, but trap annoyances far more common. and - surprise surprise - annoyances like that are more depressing/stressful to people than occasional letdowns are 18:26:40 OG17: well, not me. This is why we considered removing traps. 18:27:13 other things that people don't like: losing things, uncontrollable events, unpredictable events, unpredictable and very infrequent events 18:27:31 this hits all those 'this will make most humans unreasonably irritated' buttons 18:27:39 Darshan rightly pointed out that traps are generally marginal, unless when they're deadly. And their deaths are more arbitrary than any other death (including instakills from monsters). 18:27:46 if you wanted to add a mechanic designed to make people dislike their playing experience, this is how you'd do it 18:28:25 Eronarn: Crawl has plenty of item destruction atm, and it does not drive our players away and it's good for balancing purposes. 18:28:33 03kilobyte * rf7f9bc5dbb82 10/crawl-ref/source/ (5 files in 4 dirs): Add coolio's tiles for nisse and Sprigagnes. 18:28:37 You bring resources, but you won't be sure how long they last. 18:28:39 I dislike traps and secret doors in general, but there are side-effects of traps that I particularly like: shaft traps shafting into dangerous situations; zot trap triggering when monsters step on them; choices of whether to step on a known trap (and suffer, say, when being chased by monsters) or do something else like spend a blink scroll 18:29:06 monky: yes, I agree with that. It's similar for me. 18:29:15 i don't like zot being invoked against you either 18:29:31 don't mind the other things, also love secret doors 18:29:33 :p 18:30:00 a t&d-less version could be rare random shafting, more (but known) zot and maybe other traps (would make corridor fighting worse, which is probably good) 18:30:04 oh and I forgot to mention alarm traps 18:30:21 I like them too 18:30:24 Okay, it seems that all devs who spoke up were okay with the change of mechanical traps --> item loss. Anyone wants to discuss the numbers, or should I add them to the wikiß 18:30:30 digipeg: other sources of item destruction in crawl are generally avoidable, and while it doesn't make people stop playing, it DOES make them enjoy playing less. it does affect balance, but i don't think it is clearly a positive/desirable effect, and i don't at all think it's clear that any benefit outweighs the fun cost 18:31:10 mottled dragon? 18:31:19 i don't really wanna lose the old traps. can you keep them with the never-lethal clause? 18:31:21 You#ve got one turn to drop your single most important scroll :) 18:31:30 might have to drop needle traps though in that case 18:31:46 Mu_: I would keep them for vault purposes. Some vaults make good use of traps. 18:31:53 to avoid item destruction, give players a bag in which to toss their potions and scrolls. (warning there may be sarcasms here) 18:32:00 they don't always breathe immediately when you enter LOS, they don't always hit you, you have things like scrolls of fog or rmsl to react 18:32:02 item dropping is tedious, for what it's worth 18:32:10 and, yes, even so, it's annoying to fight them 18:32:14 Mu_: and it would be okay to have osme of them in the dungeon, so that players are not frightened when they see their first axe trap :) 18:32:21 ye 18:32:44 this is basically like: 'what if hell effects happened ALL THE TIME, throughout the entire game, wouldn't players find that fun' 18:32:53 (no: they will come for you with pitchforks, and for good reason) 18:32:54 As I see it, one point of Crawl is that anything can turn against you. This includes loss of items. It is crucial. 18:33:41 also, almost all item destruction in crawl (hell effects being the main exception) occur during combat 18:34:03 in this case, like mechanical traps, it will just occur randomly while autoexploring 18:34:05 My favorite game was the bugged one where Zot was considered a Hell branch 18:34:07 Reliability is the powergamer's wet dream. Anything that goes against it detested. This is fine, but doesn't mean we have to follow their wishes. 18:34:26 that has absolutely nothing to do with being a powergamer 18:34:33 can we stop the power gamers are awful thing, digipeg? 18:34:37 no no 18:34:43 it is important to my inner balance 18:34:53 let's try it. You can wear an amulet of conservation if you're a materialist. Anyway, I'm not coding it tonight. I have to ge to bed. 18:35:01 galehar: nights! 18:35:06 it's an irritating dismissal of points which people believe are valid 18:35:09 galehar: I will add it to the wiki, okayß 18:35:28 TGWi: I don't say that powergamers are bad. In fact, they're good. 18:35:50 they'll be appropriate to place in fire and ice themed vaults and portals too :P 18:35:56 It's just that their trying to optimise win chances should not influence our design. 18:36:00 how about the "everyone who disagrees with me is a power gamer, and I don't need to listen to them" thing 18:36:10 Lest we end up with wands of wishing. 18:36:22 TGWi: I didn't say that, this is propaganda. 18:36:31 -!- galehar has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.10/20100914125854]] 18:36:44 TGWi: I explained what I mean, please stop the rhetorics. 18:37:03 that is what I am saying to you 18:37:21 TGWi: it's nonsense and I never meant it. 18:37:26 someone suggesting something that would increase their win chances does NOT mean they are a powergamer 18:37:52 The insane fear of losing items must come from somewhere. 18:38:01 basic human psychology 18:38:05 win chances are overrated 18:38:10 sorear: yes 18:38:13 I liked Crawl better when I couldn't win it 18:38:15 it is a well-documented finding that humans are MUCH more averse to losing a foo than gaining a foo 18:38:16 FR: replace players with robots 18:38:20 sorear: I loved 4.1 18:38:28 this makes no logical sense, but it's the truth 18:38:29 !coffee dpeg 18:38:29 * Henzell hands dpeg a pot of irish coffee, brewed by Nikola. 18:38:36 Huh! 18:38:38 hi Napkin 18:38:39 not taking this into account in your game design makes no logical sense 18:38:46 and sadly, for your proposal, is the truth 18:38:54 hey :) 18:39:27 Napkin: :) 18:40:03 Eronarn: I know that people hate losing things, I am human myself. But that does not make me unable to see the benefits of item destruction. 18:40:45 digipeg: i'm not saying that item destruction cannot have benefits, but rather that the costs associated with it make it something that should be used VERY sparingly 18:41:01 and with consideration to how it will make players feel 18:41:25 this is like not making vaults where the primary challenge is an interface one 18:41:36 can you decrease player win rates that way? yes, but it's not a good idea to do so 18:42:31 how can you even argue this without knowing how common the traps will be or how much item destruction they end up doing 18:42:37 yes 18:42:50 was about to comment that nobody assumes the same trap density 18:42:51 Mu_: dpeg listed a proposed formula 18:43:18 but not how common they'll be 18:43:50 but that's not something that directly matters, unless you make them so rare that they're only showing up a handful of times in a game (e.g., in a specific themed vault) 18:43:53 Mu_: but I had exactly the same problem when discussing future features with players. They take too much for granted, whereas for us all parameters are free to be changed. 18:43:56 see how it goes on test and maybe it wont be so bad as you expect 18:45:02 Also, I tried to indicate the positive side: T&D trap detection would now give the very gratifying feeling that you kept something. With the proposal that any impact triggers the trap you're double rewarded! 18:45:37 digipeg: did you not listen to what i just said? 18:45:48 19:38 < Eronarn> it is a well-documented finding that humans are MUCH more averse to losing a foo than gaining a foo 18:45:52 I listened bravely! 18:46:08 keeping a foo triggers joy, too 18:46:15 I know this from player reports. 18:46:24 yes, but not nearly to the same degree 18:46:58 people are far, far, far less happy to lose an item than they are happy to gain one 18:47:01 There was resistance to my proposal to change oklobs from plant colour to light green because of -- attention -- "I always feel so smug when I discover that a P actually is an oklob." 18:47:40 Eronarn: yes, this is why they're happy to _not_ having lost one 18:49:30 ...it doesn't work like that :| 18:49:52 you are arguing from imagination 18:50:50 the most constructive to spend the last hour would have been alternative proposals for how to replace random mechanical traps, by the way 18:51:24 digipeg: are you not the one who just said you worry that people are too focused on new stuff? ;) 18:51:33 i am fine with just removing (or greatly limiting) mechanical traps 18:51:57 I see someone has a problem with premature evaporation! 18:51:59 i don't think that they even need a replacement, because it's not like they affect the game much right now 18:52:34 if we are to have random traps, i think they should be traps that get the player into an immediate tactical situation 18:52:43 which they don't 18:52:46 they're mostly garbage 18:52:47 like - teleport can dump you next to monsters; alarm brings monsters; shaft dumps you down some levels 18:52:54 we are talking about mechanical traps 18:52:59 the others are more or less okasy 18:53:07 right, i am saying mechanical traps should be more like that 18:54:20 for example - a trap that, if there is a certain amount of weight in the room (PC + monsters), the floor gives way to a pit, and now you must scramble up the side in order to escape 18:54:32 somewhat like nethack pit traps, but affecting an entire multiple-tile room 18:55:17 it is a trap that only matters if there are enemies nearby, and restricts your mobility, but also can be used offensively if you know about it (e.g., run through with a band of orcs following you) 18:55:31 Eronarn: all of this is complicated 18:55:34 That doesn't make sense. 18:55:42 That would involve massive reprogramming of the dungeon generator and code. 18:55:49 And involve height maps andeverything. 18:55:55 we want to do something about the boring mechanical traps right now (especially as new trap types seem to get added, which is cool) 18:56:16 due: i'm not saying this is an idea that can be implemented directly, but that this is the kind of thing we should be looking for, rather than more traps that you find while autoexploring and promptly ignore 18:56:18 due: what's your opinion on s/axe,bolt,pillow,needle,blade/fire,ice,magic/ ? 18:56:41 Eronarn: re promptly ignore: see ^ on triggering 18:56:42 digipeg: again, the boring mechanical traps can just be axed. because they're boring. 18:57:01 Eronarn: then T&D would be only about finding Zot traps. 18:57:19 digipeg: right now, it's only about finding zot traps and boring mechanical traps 18:57:36 (and secret doors, which I omitted9 18:57:37 we shouldn't let the illusion that T&D has ever been a working skill hold us back on this one 18:57:42 And trap mimics. 18:57:43 I still like my idea about increasing zot trap generation but making them known 18:57:45 Well, feature mimics. 18:57:48 due: :) 18:57:54 digipeg: I'm kinida iffy about fire/ice traps. 18:57:58 monky: add it to the trap wiki 18:58:01 I will 18:58:05 monky: i'd rather see new kinds of traps than just more zot traps 18:58:05 thansk 18:58:08 they should feel ominous 18:58:21 But it's pointless discussing it right now as Eronarn is inwaffle-mood and I am grumpy ;) 18:58:21 best off keeping them fairly rare 18:58:31 due: what's your opinion on losing wand charges from a trap? 18:58:38 due: yes, probably 18:58:57 I will just add my formula proposal to the wiki and that's it. Plus mention that trap chances gonna be tweaked. 19:00:42 -!- casmith789 has joined ##crawl-dev 19:00:49 Needle/status effect traps should stay,imho. 19:02:09 mega-evaporate traps would work well 19:02:33 3x3 isn't big enough, but if they filled ~75% of visual range with clouds and made noise to do it, that'd be interesting 19:03:01 would it use an inventory potion 19:03:15 (thereby destroying it) 19:05:01 monky: I like that idea. 19:05:31 monky: there is a longterm idea to set up traps from wands. 19:05:45 which I like a lot and which the above idea would pave the way for 19:05:57 monky: that sounds better as a miscast effect than a trap 19:06:05 (since ice/fire/magic traps are much closer to wands than mechanical traps) 19:06:12 haha, every time I come in here dpeg has a different nick 19:07:04 casmith789: it's my schtick! 19:07:13 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:traps 19:20:32 another reason to keep the regular mechanical traps would be to give players something to disarm to actually get their T&D skill up in the first place 19:20:53 sjohara's character selection help idea is extremely sexy 19:21:14 is there a way to make disarming matter? I don't like that it's just for grinding T&D 19:21:35 make magical traps disarmable :P 19:21:44 Mu_: I am not too happy about that either. In my opinion (and experience), T&D grows sufficiently from finding traps (or running into them). 19:22:12 Mu_: I always supported that idea that Zot traps etc can be disarmed 19:22:25 does the wiki have a spoiler block-type thing? 19:22:37 ie it hides content unless you click on a button 19:22:46 not sure 19:22:59 i don't think it grows much at all personally, i don't think i've ever gotten it above 5 in a 3-rune game 19:23:05 because a lot of the character selection page is outdated, but I don't want to trash the whole thing 19:23:08 Mu_: you switch it offß 19:23:21 oh yeah probably 19:23:23 TGWi: you can delete and set a link to the old page 19:23:28 still pretty low 19:23:28 Mu_: that doesn't count :) 19:23:34 digipeg: hm 19:23:55 TGWi: seriously, Eino has used that elsewhere for long discussions 19:23:57 I'll do that and try to draft up sjohara's thing 19:24:05 if it's a worthwhile skill there should be some incentive to take it up into the 20's 19:24:20 TGWi: cool! I really like his (her?) idea. 19:24:36 Mu_: well, we know that that won't happen unless you have some active use for it. 19:24:43 which page is the idea on? 19:24:48 gonna sleep 19:24:49 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:24:50 casmith789: which? 19:24:57 sjohara's idea 19:25:11 character selection 19:25:35 20:21 < TGWi> is there a way to make disarming matter? I don't like that it's just for grinding T&D 19:25:40 re-placing traps, of course 19:25:50 casmith789: character selection yeah 19:26:09 Eronarn: for this, traps have to matter in the first place 19:26:11 -!- bmh has joined ##crawl-dev 19:26:14 my game is seriously broken 19:26:19 it's the "don't hide character options, but instead have a button that makes you play ADOM instead" 19:26:21 cool, thanks 19:26:22 idea 19:26:31 (in a good way though) 19:26:33 bmh: how? 19:26:50 digipeg: The ecumenical temple is the temple that I corrupted a few games ago when I won. 19:26:54 digipeg: if there were more single-use, status-effect-in-cmbat traps, that would matter 19:27:07 T&D would be fun if you could lay traps yourself, and move traps like zot tele traps so they were strategically good 19:27:18 bmh: there is a corrupted temple template :) 19:27:21 *zot/tele 19:27:38 casmith789: yes, planting traps will come, but taht's for much later 19:27:39 digipeg: So everything is an overflow altar? 19:27:47 ??corrupted temple 19:27:47 ecumenical temple[5/5]: If your temple has a bunch of Lugonu altars, congratulations, you've gotten the corrupted version. That explains all the overflow altars. 19:28:02 perhaps I should go to bed. 19:28:09 bmh: not everything, just most 19:28:29 Lugonu *is* fun to worship. though I doubt a Felid TM of Lugonu would be very fun 19:29:06 bmh: you'll love L when you can desecrate altars yourself :) 19:29:12 The corrupted temple seems to confuse an awful lot of people who have played crawl before the change, and didn't hear of the change. They will learn eventually, though 19:29:18 digipeg: I won my only game worshipping him 19:29:25 yay 19:29:42 casmith789: I was just confused because 1) I'd never seen it before, 2) when I won I had corrupted the same temple 19:29:43 I like lugonu, apart from the distort branding 19:29:47 <3 lugonu 19:30:03 I hate distortion 19:30:12 casmith789: the brandings all make some sense, but altogether, they feel a bit lackluster 19:30:30 hm? 19:30:38 distortion is wonderful 19:31:20 casmith789: zot traps are never strategically good 19:31:28 they buff hostile mobs 19:31:34 ha. I just got poisoned to death and did my darndest to stay alive 19:31:36 strategically out the way 19:31:38 :) 19:31:38 I forgot I was Felid 19:31:50 I think distortion is one of our better brands, both ways. 19:31:58 who coded the new ^o screen again? 19:32:05 TGWi: mostly doy 19:32:08 as a player, I don't enjoy distortion. I can never get XP with it 19:32:12 distort should be left in, I'm just not really a fan of using it 19:32:16 but as someone said, who needs XP when you have distortion 19:32:17 TGWi: more ideas for Ctrl-o? 19:32:26 digipeg: no, just trying to remember 19:32:54 TGWi: but I designed it :) 19:33:07 also, the first version was done by Matt, I think. 19:45:22 ??fighting 19:45:22 fighting[1/1]: The Fighting skill gives you a bonus to accuracy and damage in melee, and improves your hit points by (Fighting * XL) / 5. 19:48:32 ??blade hands 19:48:33 blade hands[1/2]: A potent level 5 transmutation spell that grants a large increase to unarmed damage but impedes spellcasting while active. Base damage is 12 + str/4 + dex/4 + UC. Also adds +6 to punch damage. Does not stack with claws. 19:48:43 ??blade hands[2] 19:48:43 blade hands[2/2]: You could be casting Blade Hands instead of reading this entry. Get to it. 19:49:07 -!- rkd has quit [] 19:49:25 lol 19:50:19 -!- eith has quit [Ping timeout: 240 seconds] 19:58:11 -!- Moriasc has joined ##crawl-dev 19:59:01 suddenly gaining access to detect creatures with ash is... weird 19:59:10 you don't get am essage, you just have non-inspectable {s show up 19:59:27 polish is for aler 19:59:29 later 19:59:34 gameplay for now 20:01:03 Ale dlaczego nie można mówić po polsku? 20:01:13 ... Sorry. 20:02:00 wierzba sikiera 20:20:34 -!- digipeg has quit [Quit: Lost terminal] 20:28:27 -!- Sjohara has joined ##crawl-dev 20:29:31 ...ash uncurse prompt won't let me choose my wielded blunt weapon :|||||| 20:30:27 yup, just read another scroll to verify. awesome 20:30:35 sounds familiar 20:31:01 maybe I'm imagining though 20:31:22 https://crawl.develz.org/mantis/view.php?id=2719 20:31:35 I take it cdo hasn't been updated 20:32:55 cursed weapon kind of sucks by the way 20:33:13 i think the god would be fine with just armor / jewellery 20:34:05 @dpeg: Are you around at the moment? I wanted to ask you something from the wiki. 20:34:48 !apt vp tmut 20:34:49 Vp (SK_TRANSMUTATIONS)=1 20:44:45 -!- valrus has joined ##crawl-dev 20:53:57 !apt summoning 20:53:57 Summ: Dr: 0, Dr[black]: 0, Ce: -1, DD: -1, DE: 1, DG: -1, DS: 0, Gh: -1, Dr[green]: 0, Dr[grey]: 0, Ha: -1, HE: -1, HO: 0, Hu: 0, Ke: 2!, Ko: -1, Mf: 0, Mi: -3*, Dr[mottled]: 0, MD: -2, Mu: -2, Na: 0, Og: -3*, Dr[pale]: 0, Dr[purple]: 0, Dr[red]: 0, SE: 1, Sp: -2, Tr: -3*, Vp: 0, Dr[white]: 0, Dr[yellow]: 0 20:54:38 !apt nec 20:54:39 Nec: Dr: 0, Dr[black]: 0, Ce: -1, DD: 1, DE: 2!, DG: -1, DS: 1, Gh: 0, Dr[green]: 0, Dr[grey]: 0, Ha: -2, HE: -2, HO: 0, Hu: 0, Ke: 1, Ko: -1, Mf: -2, Mi: -3*, Dr[mottled]: 0, MD: -3*, Mu: 0, Na: 0, Og: -3*, Dr[pale]: 0, Dr[purple]: 0, Dr[red]: 0, SE: 1, Sp: -1, Tr: -2, Vp: 1, Dr[white]: 0, Dr[yellow]: 0 20:57:47 why is the wiki removing all my line breaks? 20:58:07 try double linebreaks or \ before linebreaks 20:58:29 depending on what you want 20:58:38 now I have double line breaks 20:58:40 :| 20:58:58 you want \ before linebreaks, then 20:59:21 that's silly 21:00:02 wiki does whatever it feels like with line breaks 21:00:03 now I have no line breaks and also backslashes all over 21:00:13 fuck it, I'm putting it on pastebin 21:07:20 -!- TGWi has left ##crawl-dev 21:24:57 -!- dexap has joined ##crawl-dev 21:25:20 -!- Henzell has quit [Ping timeout: 240 seconds] 21:25:20 -!- Hehfiel has quit [Ping timeout: 240 seconds] 21:25:21 -!- paxed has quit [Ping timeout: 240 seconds] 21:25:48 -!- Hehfiel has joined ##crawl-dev 21:26:24 -!- Henzell has joined ##crawl-dev 21:55:34 -!- Pseudonut has joined ##crawl-dev 22:24:51 -!- Textmode has joined ##crawl-dev 22:25:44 -!- Textmode has quit [Remote host closed the connection] 22:28:13 -!- Textmode has joined ##crawl-dev 22:51:38 -!- Pacra has joined ##crawl-dev 23:06:52 -!- Pacra has quit [Read error: Connection reset by peer] 23:06:57 -!- Pacra has joined ##crawl-dev 23:10:09 -!- Pacra has quit [Read error: Connection reset by peer] 23:55:58 -!- valrus has quit [Remote host closed the connection] 23:56:57 -!- valrus has joined ##crawl-dev