01:24:19 -!- Paroid has quit [Ping timeout: 265 seconds] 01:27:14 -!- monky has quit [Read error: Connection reset by peer] 01:34:46 -!- monky has joined ##crawl-dev 01:36:19 -!- Textmode has quit [Ping timeout: 240 seconds] 01:37:04 -!- TGWi has quit [Read error: Connection reset by peer] 01:50:17 -!- Radoslav_ has quit [Ping timeout: 245 seconds] 01:59:01 moin 02:17:39 okay. I just implemented a Rune of Zot into 100 Rogues 02:18:03 it will randomly do one of two things: give you a new Skill Point (it's got a Diablo2-esque skill tree) OR reduce your maximum Energy Points (mana) 02:18:15 so, a sort of crapshoot 02:18:30 hope that sounds OK. Wanted it to be chaosey 02:18:50 something xom-related would work better for chaos, in my opinion 02:19:24 Isn't Zot a chaosey realm 02:20:32 -!- Noom has joined ##crawl-dev 02:21:06 zot isn't really well-defined, as far as I know 02:21:23 there are a few chaotic things there, but it's mostly draconians and dragons 02:22:22 it's really all over the place 02:22:27 yeah, zot isn't as much of a chaos realm as abyss, for example 02:25:26 ohhh right 02:25:30 I was thinking of the abyss actually heh 02:25:48 Well... What would you think consuming a "rune of zot" would do 02:25:49 to a person? 02:25:57 like "using" it 02:26:05 if it cast a spell on you, or something, what do you think it would do? 02:27:37 they actually don't do anything other than unlock the realm of zot 02:28:02 I'd advise copying a different item or making up an item that references or contains the properties of something crawlie 02:28:33 but don't do hand or tooth of xom because linley already used those in white butterfly and garden of coloured lights, respectively 02:30:43 -!- Pseudonut has quit [Remote host closed the connection] 02:34:56 zot is a crashed spaceshit 02:34:58 ship 02:40:39 and what's the orb of zot, then? 02:41:29 it could be its drive core, but then, it doesn't explode on any random occasion, so probably no 02:42:20 some piece of valuable cargo 02:42:29 you're a looter 02:43:05 hmm. 02:43:16 goddamn it 02:43:20 _builder_basic is so crappy 02:44:43 just _why_ does it build a bunch of rooms 02:45:05 a level built entirely with _make_trail already looks interesting 02:45:27 and there are more than enough other layouts that build bunches of bloody rooms 02:45:41 except for they don't do it on top of an existing good-looking level 02:47:07 -!- syllogism has joined ##crawl-dev 02:47:24 oh bloody hell. 02:47:43 just how many functions are there in dungeon.cc for building a 'room' 02:48:36 with each used in one or two places 02:48:46 -!- valrus has joined ##crawl-dev 02:53:12 -!- valrus has quit [Ping timeout: 245 seconds] 02:58:38 -!- Noom has quit [Ping timeout: 255 seconds] 03:00:37 I wonder.. can 4 + random2(5) + random2(6) be simplified somehow? 03:01:22 why would you need so many randoms in the first place augh 03:01:50 monky: for extr arandom 03:02:12 well, I wonder whether it can be reduced to a single random2 call 03:02:19 so it's nearly equivalent to the old version 03:02:19 I imagine it produces a desirable distribution, but I don't see what's so special about that 03:02:50 classical RPGs sometimes want more than one die 03:02:54 it's the same principle 03:02:54 I'd probably change it to 3 + 2d6 or 5 + 2d5, myself, but maybe I'm crazy 03:03:40 err 03:04:28 random2(n) is 1dn - 1, isn't it? 03:04:44 oh perhaps 03:04:56 it's random_range(0 to n). 03:05:12 random2(10) = returns a value of 0 through 9. 03:05:21 yeah 03:06:00 I entirely forgot about that 03:06:05 -!- monky has quit [Quit: hello] 03:06:09 int temp_rand = random2(750); int no_rooms = ((temp_rand > 63) ? (5 + random2avg(29, 2)) : (temp_rand > 14) ? 100 : 1); 03:06:14 could this perhaps be simplified somehow, too 03:06:18 because.. well, seriously. 03:06:26 what the hell. 03:06:37 random_choose_weighted 03:07:08 what would the equivalent weights be? 03:07:22 according to comments, the odds are 91.47%, 6.53% and 2%, respectively 03:07:40 That probably came before randomm_choose_weighted existed. 03:07:42 so I guess it'd be something like 92, 6 and 2? 03:07:57 636, 49, and 15 03:10:01 okay 03:10:31 -!- Niccus has joined ##crawl-dev 03:11:19 -!- Niccus has quit [Read error: Connection reset by peer] 03:12:27 -!- Niccus has joined ##crawl-dev 03:12:45 -!- Niccus has quit [Read error: Connection reset by peer] 03:14:03 -!- Niccus has joined ##crawl-dev 03:14:15 -!- Niccus has quit [Read error: Connection reset by peer] 03:15:38 -!- Niccus has joined ##crawl-dev 03:15:48 -!- Niccus has quit [Read error: Connection reset by peer] 03:18:25 sorear, temp_rand = random2(1200); if (temp_rand < 417) drawing = DNGN_ROCK_WALL; else if (temp_rand < 156) drawing = DNGN_STONE_WALL; else if (temp_rand < 40) drawing = DNGN_METAL_WALL; /* How can one simplify this?.. */ 03:21:43 sorear, seems like the chance of drawing to be changed is 417/1200---could that be moved out into a separate one_chance_in(3)? 03:22:09 Zaba: that code is broken as pasted, the else ifs are unreachable 03:22:41 more like x_chance_in_y, unless you *want* to be rounding stuff 03:23:08 I wonder whether the difference between 417/1200 and 400/1200 is negligible 03:24:31 and well, the code appears in exactly the same way in _plan_4, at least as far as I can see 03:25:53 -!- elliptic has quit [Ping timeout: 264 seconds] 03:26:08 sorear, huh.. I wonder how to fix this. 03:26:09 a lot of distributions in Crawl are ludicrously overspecified 03:26:21 yeah. 03:26:50 6586 // NB: comparison reversal here - combined 03:26:53 * sorear thinks most everything should become one of random_range, random_normal, random_lognormal 03:28:15 sorear, what should be done to this specific case? As you've pointed out, the else ifs are indeed unreachable, so it is basically a something-in-1200 chance of drawing being set to DNGN_ROCK_WALL, right? 03:29:11 Zaba: i'd reverse the comparisons 03:29:18 longstanding bugs are still bugs 03:29:22 hm. 03:29:28 okay.. 03:29:38 it can be rebalanced later if it causes a problem 03:29:44 sorear, would you consider the difference between 417 in 1200 and 400 in 1200 negligible? 03:29:51 yes 03:30:19 okay.. 03:30:56 -!- Niccus has joined ##crawl-dev 03:30:59 -!- Niccus has quit [Read error: Connection reset by peer] 03:32:25 -!- Niccus has joined ##crawl-dev 03:32:28 -!- Niccus has quit [Read error: Connection reset by peer] 03:32:36 sorear, I wonder what's the best way to use random_choose_weighted for dungeon features 03:33:56 I guess I just need to cast its return value 03:34:21 static_cast(random_choose_weighted(blah)) 03:36:42 ok, seems to work 03:44:21 03zaba * r18c9eceaab22 10/crawl-ref/source/ (dungeon.cc dungeon.h): Remove unused spec_room::random_spot(). 03:44:22 03zaba * r11d4efe95fe7 10/crawl-ref/source/dungeon.cc: Make _builder_basic correctly place the second pair of stone stairs. 03:44:24 03zaba * r8e62dd779d2c 10/crawl-ref/source/dungeon.cc: Move room building from _builder_basic into a separate function. 03:44:25 03zaba * r6643f6037cc2 10/crawl-ref/source/dungeon.cc: Use random_choose_weighted in _plan_4 to simplify random choices. 03:52:38 g'morning! 03:52:56 hey duegod! did you finish merging zotdef? 03:53:17 -!- Pseudonut has joined ##crawl-dev 03:54:10 Napkin: kilobyte did it instead 03:54:14 -!- monky has joined ##crawl-dev 03:54:56 ah, kilobyte? did you finish merging zotdof? 03:55:16 i'd like to add it to CDO soon 03:55:17 yes 03:55:19 he did 03:55:49 so I can access it the same way as sprint? awesome :) 03:56:00 is zotdef better now? 03:56:25 Napkin: ./crawl -zotdef, I think. 03:56:34 it's in the master branch now, casmith789 - so i trust it is :) 03:56:34 casmith789: I don't know, but it's in trunk so it getting better is inhernetly easier. 03:56:42 ah. 04:17:09 -!- Radoslav_ has joined ##crawl-dev 04:43:10 -!- casmith789 has quit [Ping timeout: 245 seconds] 04:55:14 -!- Mu_ has joined ##crawl-dev 04:56:47 Red drac breath does not prompt if you'll hit yourself. (https://crawl.develz.org/mantis/view.php?id=2917) by Pseudonut 05:04:11 -!- Keith_burgun has quit [Quit: Leaving] 05:14:08 -!- monky has quit [Quit: hello] 05:31:59 Large-sized Hydra tile (https://crawl.develz.org/mantis/view.php?id=2918) by Denzi 05:35:35 oo 05:35:54 ! 05:35:59 Denzi makes me happy. 05:48:56 -!- casmith789 has joined ##crawl-dev 06:22:24 -!- Pseudonut has quit [Remote host closed the connection] 07:54:53 -!- casmith_789 has joined ##crawl-dev 07:55:40 -!- casmith789 has quit [Ping timeout: 245 seconds] 08:12:53 Miasma is autoexcluded even when playing as undead (https://crawl.develz.org/mantis/view.php?id=2919) by minmay 08:14:23 -!- Radoslav_ has quit [Ping timeout: 240 seconds] 08:22:56 Hive entrance placed on top of another vault (https://crawl.develz.org/mantis/view.php?id=2920) by MarvintheParanoidAndroid 08:23:10 -!- syllogism- has joined ##crawl-dev 08:25:20 -!- syllogism has quit [Ping timeout: 255 seconds] 08:27:08 03j-p-e-g * rfd56415b0068 10/crawl-ref/docs/changelog.txt: Start on the 0.8 changelog. Just highlights for now. 08:33:40 -!- casmith_789 is now known as casmith789 08:45:09 03kilobyte * r7e2ae6061030 10/crawl-ref/docs/changelog.txt: Mention no setgid multiuser installs in the changelog. 08:59:16 re 09:07:15 hmm 09:10:12 Napkin, I would like to download http://crawl.develz.org/saves/dumps/MarvinPA-79ee111-101205-1415.tar.bz2 for debugging purposes, but it says authorization is required 09:12:47 03kilobyte * r74196f79007e 10/crawl-ref/docs/changelog.txt: Mention new saves in the changelog. 09:13:03 Zaba: if your mantis account is labelled as a dev, it probably already lets you get them 09:13:27 you just need to authenticate each time 09:13:46 (not sure about this, it might be that Napkin added that manually) 09:13:50 ah 09:13:56 you are right 09:14:29 !coffee Zaba 09:14:30 * Henzell hands Zaba a cup of café au lait, brewed by Crazy Yiuf. 09:14:37 greensnark, what up 09:15:08 It's been raining continuously for almost 24 hours 09:15:15 Traffic is all snarly 09:15:22 And when I say snarly, I mean it's faster to get down and walk 09:15:25 ouch. Well, here it almost doesn't stop snowing 09:15:55 Heh, I hear snow sucks 09:16:42 it's slightly better than mud 09:16:57 and that's what we get a lot of in the other seasons 09:19:20 03kilobyte * r25499eb83592 10/crawl-ref/source/ (4 files in 4 dirs): Hijack the unused "pyjama gnome" nisse tile for an "extinct species" vault gnome. 09:24:16 -!- dpeg has joined ##crawl-dev 09:25:18 !seen galehar 09:25:19 I last saw galehar at Sat Dec 4 00:09:15 2010 UTC (1d 15h 16m 4s ago) quitting with message Quit: ChatZilla 0.9.86 [Firefox 3.6.12/20101026210630]. 09:25:54 !tell galehar Hi Raphael! I suggest you add the uncontroversial bits to the coding conventions (i.e. all but the last one). That's still good progress. 09:25:54 dpeg: OK, I'll let galehar know. 09:27:55 !seen due 09:27:55 I last saw due at Sun Dec 5 11:35:59 2010 UTC (3h 51m 56s ago) saying Denzi makes me happy. on ##crawl-dev. 09:28:02 due: around? 09:28:06 moin dpeg 09:29:06 Hi Zaba! Great work on the dungeon builder. I am not the target audience, but it is always great to see somehow doing the dirty work. 09:29:46 dpeg, I just hope #2920 is not caused by me 09:30:24 tell me which one is that? 09:30:28 -!- Radoslav has joined ##crawl-dev 09:30:34 "Hive entrance placed on top of another vault" 09:31:08 no no 09:31:19 I thank vaults could be placed overlapping since forever. 09:31:26 There is a tag to prevent that. 09:31:41 hm.. really? 09:31:53 But I think it'd be better to have non-overlapping as default and add a tag that says "you can put another vault on me, if you like". 09:32:01 Zaba: never really sure with me... sorry. 09:32:13 But there have been complaints about that in the past, and I've seen it too. 09:32:43 from what I can see in the code, it shouldn't really happen 09:34:18 aha 09:34:26 Zaba: vaults are generally protected? 09:34:30 this might be new 09:34:59 they're always marked with MMT_VAULT, and that is generally checked for when placing new vaults 09:36:54 entrance vaults are makred, you mean? 09:37:01 all vaults are 09:37:25 03j-p-e-g * r343c64c023ea 10/crawl-ref/source/rltiles/item/scroll/i-amnesia.png: New tile for the scroll of amnesia. 09:37:26 03j-p-e-g * r42c7d3773c85 10/crawl-ref/source/rltiles/ (UNUSED/monsters/sea_snake.png dc-mon/animals/sea_snake.png): Use minmay's sea snake tile. 09:37:27 03j-p-e-g * rd02296d59bf4 10/crawl-ref/source/rltiles/dc-mon/statues/training_dummy.png: Per Denzi's request replace training dummy tile with another one. 09:38:11 -!- Radoslav has quit [Ping timeout: 240 seconds] 09:38:20 well 09:38:25 it's kind of complicated, but generally they are 09:39:04 aha, that's news to me (good news) 09:44:05 -!- TGWi has joined ##crawl-dev 09:50:15 mornafternoon 09:50:26 Hi! 09:58:22 children! 10:01:53 -!- Zaba has quit [Ping timeout: 264 seconds] 10:10:15 -!- Zaba has joined ##crawl-dev 10:15:15 -!- Radoslav has joined ##crawl-dev 10:22:08 03kilobyte * r6033f7cc289b 10/crawl-ref/source/ (rltiles/dc-corpse.txt tilemcache.cc tilepick.cc): Fix weapons and corpses on monster kenku (entry vault). 10:31:57 thought for earth temp-brand spell: it could be no damage, but a knockback effect 10:33:52 (i actually kind of have an idea that maybe we should have three brand spells: bludgeoning = knockback; cutting = spread to enemies adjacent to both you and the target; piercing = enemies on other side of target from you) 10:34:09 would be more interesting than slashing-vorpal-spell, bludgeoning-vorpal-spell 10:34:49 the idea of perm-silver sounds more fitting for the spell's name 10:35:19 as someone proposed, it could both give a silver brand (perhaps permanently) and give a damage bonus (temporarily) 10:36:16 kilobyte: well, i'm not really working from the name here, more the current mechanical effect - i think there's room for a silver-related spell but i'm not sure i like the proposals to make MSH just 'brand spell but silver' 10:36:53 the name should change, even if it ends up as a silver brand spell 10:37:58 huh.. 10:39:14 since the current name is a blatant pop culture reference 10:39:36 what? no, it's a reference to 10:39:40 ??maxwell's patent armor 10:39:40 I don't have a page labeled maxwells_patent_armor in my learndb. 10:39:41 -!- Radoslav has quit [Ping timeout: 264 seconds] 10:39:43 ??maxwell's patent armour 10:39:43 maxwells patent armour[1/1]: +10 plate mail, -tele, -cast. No longer called Edison's. 10:39:47 yeah you're wrong 10:40:14 TGWi: 'pop culture' definitely doesn't fit in the 300 year rule, so it wouldn't make sense for it to have been added. qed 10:40:20 why are there so many bad unrandarts :( 10:41:09 MarvinPA: a lot of them are pretty flavorful/cool, they just were clearly designed by people who weren't actually good at crawl 10:41:26 yeah 10:41:44 i will get round to looking at the code for them at some point 10:42:22 imo get a big list of all of them, then run through them one by one and triage the easily fixable ones from the really awful ones 10:42:41 like wucad mu 10:43:28 Its power varies in proportion to its wielder's intelligence. 10:43:28 Using it can be a bit risky. 10:43:35 hahahaha 10:45:28 also, now that we have res acid on the screen as a three dot resistance, why not just put res poison/elec as one, too 10:46:06 oh huh yeah 10:46:13 does that mean rCorr and preservation do stack now? 10:46:22 MarvinPA: yellow scales 10:46:32 yellow scales isn't actual rcorr though 10:46:38 no, but it's damage reduction 10:46:39 just racid 10:46:57 yeah, now there's 10:47:02 Res.Acid. : . . . Res.Corr. : . 10:47:09 you can have one without having the other 10:47:26 ok so the cloak and amulet stack, but nobody except yellow dracs/DS can get rAcid+++ 10:47:34 jiyvaites 10:47:39 oh yeah 10:47:44 also i don't think the cloak actually provides rAcid+ 10:47:50 i think it is just the normal cloak acid damage reduction 10:47:55 which is for some reason not rAcid+ 10:48:03 Fix the cloak of preservation giving rAcid++. 10:48:03 The cloak and the amulet add up. Wearing both gives rAcid++. 10:48:07 oh 10:48:09 so i think it does 10:48:09 that's dumb 10:48:14 it makes the cloak even better than it already is 10:48:22 and it's already one of the best items in the game 10:48:43 conservations, rcorr, racid+, and cloak reduction to acid damage 10:49:29 i'd say only yellow scales/jiyva should be able to get you more than rAcid+ 10:52:31 -!- sorear has quit [Ping timeout: 265 seconds] 10:55:34 also, going back to unrands: singing sword, zonguldruk, bloodbane, jihad, plutonium sword 10:56:00 5 long blades with bad base types and terrible extra downsides to make up for their bad base type 10:56:06 yay :P 10:56:33 Jihad is not that bad 10:56:39 the others, I agree 10:56:46 MarvinPA: i want zonguldrok to be more badass, but haunt you with spectral versions of uniques you've killed 10:56:55 it's still just a long blade of holy wrath and *rage 10:57:01 especially since lots of work went into singing sword's drivel 10:57:05 what is jihad? 10:57:07 the least bad of the bunch, probably, but still not great 10:57:26 _find_level_feature, count_feature_in_box, _find_in_area all overlap in functionality 10:57:27 +12+10 long sword of holy wrath, *rage, MR, -stlth 10:58:00 thanks. Yeah, doesn't sound that great. I've never found it, anyway 10:58:13 singing sword could be a shortblade, and be very likely to distract intelligent enemies 10:58:41 MarvinPA: and rN+ EV+3 10:58:44 ah yeah 10:58:46 zonguldruk is scummy rather than bad 10:59:13 most of the polearm/mace unrands are quite cool but should just be better base types (instead of spears/morningstars) 10:59:43 I wonder about adding an "eveningstar of disruption" 11:00:18 with an even bigger bonus than the old brand 11:00:22 what about changing jihad's enchantment to holy rN+++ 11:00:23 necromantic rather than holy 11:01:11 kilobyte: eveningstar of dispelling; 300% damage to undead, and 1% chance per turn of a word in output being typoed 11:01:16 for Jihad, rN+++ is redundant with TSO... rN+ is not since spamming daevas may get you below near-max piety 11:01:35 Eronarn: <3 11:01:42 why would you use it at all with TSO when you can bless a good base type? 11:01:58 why does it need to not be redundant with tso? 11:02:05 and get a trishula/scourge/blessed katana or something 11:02:35 yeah, i say remove the +EV and make it rn+++ 11:02:41 TSO wouldn't care if it were redundant 11:03:11 FR: include demon cock as a new staff, and let TSO enchant it 11:03:15 that's like four birds with one stone 11:03:25 hm. 11:04:09 TGWi: we could use more staff types in general 11:04:14 i think 'sceptre' would be a good one 11:04:18 Eronarn: that's one bird 11:04:35 TGWi: well, i mean add a new base type, then a demon version of it, then a TSO version of it 11:04:52 also fixes tso inconsistency, and relates the demon cock splash screen to the game 11:05:07 it's perfect 11:05:16 hahaha 11:07:22 we could add in sceptres, longstaves; demon sceptres; maybe one more 11:08:32 ooh, sodegarami 11:08:51 http://en.wikipedia.org/wiki/Sodegarami 11:10:28 other obscure weapons we don't have yet: hook sword, jian, katar, kukri, main-gauche, kusari, tetsubo, urumi 11:11:33 03kilobyte * r75874ee8246b 10/crawl-ref/source/ (5 files in 3 dirs): Add psyshvl's demigod tile, fix weapons and corpses for DG, DS, Ha. 11:16:19 -!- syllogism- has quit [*.net *.split] 11:16:20 -!- CIA-6 has quit [*.net *.split] 11:16:34 -!- CIA-1 has joined ##crawl-dev 11:20:39 sceptres should be M&F 11:20:55 bloody, bloody hell 11:20:58 but looking around, I see triple staves as something with a potential 11:21:41 -!- syllogism has joined ##crawl-dev 11:21:45 while somewhat resembling a flail (of the non-morningstar type), you fight with it like a staff not a mace 11:22:12 I have a desire to kill _builder_basic with fire, but unfortunately it's one of the most commonly used level generators 11:22:22 as in, you can't hold it by one end and swing around, even if there are swinging moves 11:22:36 kilobyte: some sceptres are short rods, others are long staves 11:22:46 Zaba: because of the maps it generates or because of unholy code? 11:22:52 kilobyte, both! 11:22:57 but yeah, a segmented staff could work 11:23:02 kilobyte, but primarily the latter 11:23:42 kilobyte, I don't particulary like what it generates, either, but then, I don't really play crawl enough to be bothered by that... 11:24:56 speaking of triple stuff, it would be really, really nice to get rid of that Star Wars abomination 11:25:21 you mean double/triple swords? 11:25:27 yeah 11:25:34 the code is just.. well.. godawful, really. I don't know how to reasonably untangle it. 11:25:46 kilobyte: double sword isn't a sword with a blade on each end 11:26:01 _builder_basic itself is ok, but it calls other stuff... which uses spec_room in an obscure manner, and such 11:26:30 there's a possible avenue: the word "double sword" had two meanings, one being an European-type sword (double edged) and the other is a bastard sword 11:26:34 and all the one-shot utility functions that have overlapping functionality with other such functions 11:26:37 double sword: http://www.fantasyblades.net/images/products/an%20430%20double%20bld.jpg 11:26:44 it's like a razor 11:27:09 heh... someone actually made that thing 11:27:13 and the fact nothing can agree whether it should work with grd indices starting with 0, or 1, or X_BOUND_1, and whether it should end with GXM/GYM or GXM - 1/GYM - 1 or what 11:27:36 it doesn't make any sense to use it... less control, more weight, less damage 11:28:26 the triple sword always reminds me of this film http://www.imdb.com/title/tt0084749/ 11:28:32 the word "triple sword" is sometimes used for a type of claymore, with a crossguard that resembles short swords at an angle 11:28:35 kind of like long blades 11:28:52 kilobyte: it's a *magical* sword 11:29:01 like a quick blade is innately magical even with no brand 11:29:12 don't be ridiculous 11:29:14 crawl doesn't have magic 11:29:38 -!- sorear has joined ##crawl-dev 11:30:14 Zaba: during your refactoring, are you using any tools to find orphaned code? 11:30:44 sorear: running IRC as root? I wouldn't suspect *you* of doing that. 11:31:05 Fangorn_, no 11:31:16 Fangorn_, I just find awful bits of code and try to make them less awful, recursively. 11:31:50 kilobyte, why do you trust the information sorear's client sends about the username? 11:32:22 since dungeon.cc is a huge file that uses little of external stuff, it may be enough to make most stuff static 11:32:37 kilobyte, most stuff is already static 11:33:06 unfortunately, code rarely becomes orphaned in it 11:33:59 because many code paths reinvent all the little utility functions with interfaces different just enough to prevent all of them from being easily replaced with one 11:36:22 03greensnark * r20c306a60f10 10/crawl-ref/ (13 files in 4 dirs): Add support for Lua hooks triggered during vault generation (dpeg) 11:36:25 03greensnark * r99398b9f31ca 10/crawl-ref/source/main.cc: Fix warning noises when sizeof(int) != sizeof(long) 11:37:22 non-static functions used by no other file: dgn_excavate, dgn_place_feature_at_random_floor_square, dgn_postprocess_level, dgn_random_direction, dgn_random_point_in_bounds, dgn_square_is_passable, dgn_unregister_vault, dgn_vault_excavatable_feat, map_feature_at, remember_vault_placement, smear_feature, spotty_level 11:37:44 kilobyte, umm. 11:37:59 should I turn them static? 11:38:05 I guess. 11:38:22 hmm... I'd swear spotty_level is used from lua, but it isn't 11:38:37 yeah, could have sworn some of those are interfaced from lua, too 11:38:43 but apparently those are independent implementations 11:39:03 yay 11:39:14 bloody, bloody hell 11:39:15 what a mess 11:39:36 What's a mess? 11:40:08 greensnark, dungeon.cc and related stuff 11:40:15 Ah, is that all 11:40:25 I really try not to think of other parts of crawl these days. 11:40:51 Monster movement AI code will make dungeon.cc look good 11:41:03 Just take a squint at it when you feel dungeon.cc's getting you down 11:41:15 wait... is vehu extending sandblast or does it hit 2 range without stones normally? 11:41:29 greensnark, in a nutshell, what does that lua hook stuff let one do? 11:41:33 Also, someone let me know if that vault change commit I made breaks anything. Just leave me a !tell. 11:41:56 Zaba: The commit message gives an example -- dpeg wanted one vault to be able to request that a bunch of others be placed on the same level 11:42:06 greensnark, does it help in any way to bring closer the moment when all level generation can be done in lua? 11:42:39 Moving all the levelgen logic to Lua can only happen after you finish that dungeon.cc cleanup :P 11:42:47 greensnark: about that commit with int lengths... is there a compiler which does give a warning there? 11:42:52 greensnark, well.. not really. 11:42:56 kilobyte: My Mac laptop 11:43:04 greensnark, all I do is bottom-up cleanup, it won't bring any major changes 11:43:12 i686-apple-darwin10-gcc-4.2.1 (GCC) 4.2.1 (Apple Inc. build 5664) 11:43:13 I checked clang too 11:43:45 hmm, perhaps old gcc might fail to upgrade types when needed 11:44:03 Yeah, it said it was treating that check as always-false 11:44:05 of course, your commit is correct, I just wondered where could you get the warning 11:44:18 Er, always-true 11:44:28 _correctly_ 11:45:14 Ok, I'm off, drop me a !tell if vaultgen explodes after 20c306a60f10 11:46:31 hmm, not actually... while it is impossible for it to reach that value, it's only you.elapsed_time that is capped, not you.num_turns 11:48:17 03zaba * r6848e169a5c5 10/crawl-ref/source/dungeon.cc: Simplify the collision check in _build_rooms by using count_antifeature_in_box. 11:48:25 03zaba * r232f44b3850f 10/crawl-ref/source/dungeon.cc: Simplify _branch_entrances_are_connected by using rectangle_iterator. 11:48:36 03zaba * rbed5ca280dfd 10/crawl-ref/source/dungeon.cc: Use the coord_def variant of dgn_replace_area in _build_rooms. 11:50:01 Eronarn: veh extends sandblast 11:50:24 why? it's not a conjuration 11:50:37 i don't care if he does, but if he extends non-conj, the religion text is wrong 11:50:40 he boosts directly damaging spells 11:50:55 ??vehumet[3] 11:50:55 vehumet[3/4]: Vehumet's wizardry effect kicks in at piety 50. Reduces spell failure chance by 1/3 for the following spells: any Conjuration, any Summoning, Airstrike, Bone Shards, Ignite Poison, Ozocubu's Refrigeration, Sandblast, LRD, and Shatter 11:50:59 those ones (plus tornado) 11:51:13 MarvinPA: right but the range boost specifies 'extending the range of your conjurations' 11:51:19 rather than 'destructive spells' 11:51:24 ah right 11:54:05 Vehumet religious text is misleading (https://crawl.develz.org/mantis/view.php?id=2921) by Eronarn 11:55:03 03j-p-e-g * ra77d2aa694c0 10/crawl-ref/source/tilereg-inv.cc: Add missing spaces to secondary actions' wield tooltips. 11:55:06 03j-p-e-g * r8f1bec83804b 10/crawl-ref/source/ (7 files): Ctrl-mouseclick asks for quantity for drop/pickup. 11:55:08 03j-p-e-g * r8eb0c05ed5ff 10/crawl-ref/source/initfile.cc: Use #ifdef on a function only used for UNIX. 11:55:17 okay, spell formula time 11:55:19 03j-p-e-g * r4e29b8c0ab21 10/crawl-ref/source/ (8 files): Rename debug_prompt_for_item() -> prompt_for_item(). 12:05:24 greensnark: around? 12:11:43 ah, I see he left... busy backlog 12:12:01 btw, I am against three levels for rElec and rPois 12:12:15 this comes up from time to time, but is probably just power-spiralling 12:12:22 Erik was pretty adamant on this one 12:18:03 yeah, for a good reason 12:18:15 dpeg: i don't mean being able to wear more than one level; it already exists - player undead can't be poisoned with poison arrow for instance 12:18:37 -!- elliptic has joined ##crawl-dev 12:19:00 though i don't know if rElec for players can go above + 12:19:24 Eronarn: I see, but that's really different from rF and rC. 12:20:52 ??sandblast 12:20:52 sandblast[1/1]: Wield stones to do more damage and increase range from 1 to 2 with this spell. Sandblast with stones maxes out at 2d20 damage, which is really good for a level 1 spell, although damage reduction from enemy AC is applied twice instead of once. You can use large rocks, but damage won't increase beyond regular stones. 12:21:00 is the part about double AC correct? 12:21:07 think so 12:21:11 wow 12:21:25 the point is that sandblast is really bad 12:21:41 TGWi: it's really good when you consider that the alternative damage source for an EE is stone arrow 12:21:45 it's a cool idea but not when it's a new caster's starting spell 12:21:45 or LRD 12:21:55 I'll mention it on the wiki 12:23:04 these formulas: so bad 12:24:28 sandblast can be clearly made to work 12:25:35 -!- Noom has joined ##crawl-dev 12:26:43 sandblast still only has 1 diagonal range :( 12:26:53 even with stones, that is 12:27:32 it is clearly not perfect, but a spell for which stones are valuable ammunition is good starting stuff 12:28:57 yeah (although it's fun when you get one of the couple of starting vaults with about 100 stones in it as an EE) 12:36:32 it could use a damage boost when using it without a stone 12:37:09 maybe making it much harder to miss since it's a big cloud of sand 12:49:05 ping dpeg 12:53:19 -!- sorear has quit [Ping timeout: 260 seconds] 12:55:38 bhaak: pong 13:01:06 @??two-headed ogre 13:01:07 two-headed ogre (04O) | Speed: 10 | HD: 6 | Health: 21-45 | AC/EV: 1/4 | Damage: 17, 13 | Res: 06magic(32) | Chunks: 07contaminated | XP: 280. 13:01:10 @??ettin 13:01:10 ettin (07C) | Speed: 10 | HD: 7 | Health: 25-51 | AC/EV: 3/4 | Damage: 18, 12 | Res: 06magic(28) | Chunks: 07contaminated | XP: 284. 13:01:20 what's the point in having both? 13:01:29 there isn't one; remove two-headed ogres 13:01:51 that way we won't get people asking to play as them 13:02:29 it's on the wiki 13:02:39 I was thinking about removing ettins instead, since they hardly ever spawn and 2h-ogres are common, especially in packs... but you may have a point. 13:02:41 though if you drop one it's obviously ettins, ogres are in mage packs 13:03:44 i'd rather see dropping two-headed ogres and then adding a new kind of ogre 13:03:48 like a large-rock-thrower 13:04:06 thought ettins could be like dual-wielding stone giants, be useful later in dungeon or vaults or whatever 13:04:56 you don't need a rockthrowing ogre, that's cyclopses and stone giants 13:05:02 -!- monky has joined ##crawl-dev 13:05:04 OG17: haste 13:05:21 have it only show up in og bands, i mean, not by itself 13:08:55 mage is scary at ranged by itself, don't know about that 13:08:57 you'd want to keep two-headed ogres either way 13:09:31 Sage card should not train weapon skills or armour for Felids (https://crawl.develz.org/mantis/view.php?id=2922) by smock 13:09:32 or just give them rocks if anyone gets them 13:11:22 or even javs, be nice if those showed up outside of shoals 13:41:06 -!- Textmode has joined ##crawl-dev 13:43:16 whoops, that's no good 13:43:22 i somehow ended up making all spells Perfect success :V 13:46:09 whoops 13:46:35 keep it like that imo 14:09:09 -!- valrus has joined ##crawl-dev 14:11:07 is the bug fixed that while stair mimics show up in Ctrl-O, the Ctrl-G command does not work? 14:13:52 -!- valrus has quit [Ping timeout: 276 seconds] 14:16:40 -!- sorear has joined ##crawl-dev 14:19:00 -!- Pseudonut has joined ##crawl-dev 14:27:19 oh hey, got it working 14:27:29 kind of, anyways 14:36:42 kilobyte: no, I just like seeing how many people notice my unusual username setting. 14:40:49 mkay, so the patch works & does the following: weights spell success/power off of a ratio favoring your highest skill; no longer applies int to spell success; lowers the base failure rate of spellcasting; makes int provide less of a bonus to spell power 14:41:10 oh yeah, removed the influence of spc on success, too 14:42:07 the values obviously need some tweaking, but from 5 minutes of messing around with some starting kits, it is at least viable 14:44:09 spellcasting should affect success but not power :/ 14:44:23 poor ogres 14:45:33 Eronarn: did you weight power towards the lowest skill or did the specs change or am I misremembering 14:45:51 monky: i didn't split the weighting at this point 14:46:01 right now it goes 1, 2:1, 3:2:1 weighting for one/two/three school spells 14:46:08 for both success and power 14:47:07 one possibility that came up was to use a weighting for the success, but a straight average for the power 14:48:28 so conj 5 fire 1 = cast as if you were 3.66 skill for success instead of 3 as presently; but only 3 for power 14:48:37 splitting weighting feels more even to me but maybe I'm weird 14:49:01 also, does that mean spell power for everyone is way lower? 14:49:47 monky: it's just a question of how to do it - dpeg favored use highest skill for success, lowest for power, but this would mean that you would have abysmal power with no skill 14:49:51 03alpha.dev * rc66e5161fcd9 10/crawl-ref/source/goditem.cc: Make rage-inducing missiles considered to be potentially hasty 14:49:59 like, pure conj having excellent firestorm at power 3 14:50:29 -!- Zaba has quit [Ping timeout: 264 seconds] 14:50:38 MarvinPA: as it stands right now yes, for two factors: 1) dramatically reduced bonus from int 2) no spc boost to power 14:50:54 that sounds pretty bad, it's already hard to get high power 14:51:04 i think 2) is actually a boost to power if you are focusing on one skill, it's more of a nerf to generalist casters 14:51:07 wait, so what does spellcasting do 14:51:39 MarvinPA: slots, MP, hunger - i'd also like to make it affect noise 14:51:47 so it's a skill for being an efficient caster 14:51:51 so it doesn't affect power or success at all? 14:52:06 not as it stands right now, no 14:52:19 ouch 14:52:23 and i think people are still going to leave it on all the time even without it doing those things 14:53:23 MarvinPA: the counterpoint to all of this, of course, is that you can much more easily use stuff like throw icicle 14:53:57 since if you learn it when you have 10 ice 0 conj, you would've had 5 effective skill before, now you'll have 6.66 14:54:25 that doesn't sound like that much, but you can then apply it to all of the other (ice + something else) spells 14:54:33 kilobyte: add Matt to CREDITS? 14:55:04 (and 50% of your freezing cloud success would be based on ice skill!) 14:56:00 -!- Zaba has joined ##crawl-dev 14:59:02 dpeg: indeed, he's missing from there 14:59:27 dpeg: adding a new person to that file requires tedious reformatting 14:59:35 what about changing it somehow? 14:59:50 if we want the current format, it may be generated 15:01:03 kilobyte: there is a script! 15:01:11 You're aware of it? 15:04:00 columnise-pl or so 15:05:11 ah, I see 15:05:26 without that, it'd be a lot more painful, no question 15:05:44 it still cannot be easily read via git since the whole file is rewritten instead of having a single line added 15:06:20 -!- galehar has joined ##crawl-dev 15:06:21 -!- syllogism has quit [] 15:06:32 hi 15:06:33 galehar: You have 1 message. Use !messages to read it. 15:06:39 galehar: Hi! 15:06:44 !messages 15:06:44 (1/1) dpeg said (5h 40m 50s ago): Hi Raphael! I suggest you add the uncontroversial bits to the coding conventions (i.e. all but the last one). That's still good progress. 15:07:06 sure, will do 15:07:16 -!- MarvinPA|2 has joined ##crawl-dev 15:07:42 -!- MarvinPA has quit [Ping timeout: 240 seconds] 15:07:57 -!- MarvinPA|2 is now known as MarvinPA 15:08:33 I really wish we could use some automatic formatter 15:09:14 kilobyte: what would be a little more convenient is this: a single text file which contains only the names, one for each line. And then CREDITS is built via perl script from the header and this text file. 15:09:44 I guess some IDE can do that. Does anyone use an IDE by the way? 15:09:46 galehar: I am playing Ashenzarites all the time. Have a little idea how to make reskilling a bit more convenient. Now a good time to mention itß 15:09:54 I looked around at various ones, and it appears that astyle can get our standards _almost_ right -- the only problem is continuation lines which it considers to be a regular indent instead of doing it totally randomly like we do 15:11:31 we usually start in the column right after the outermost parenthese, but not always -- and subsequent lines have hardly any scheme at all 15:12:09 kilobyte: if you find a usable automatic formatter, we can change our styles to match what it supports 15:12:27 kilobyte: defining usable is up to you 15:15:35 -!- syllogism has joined ##crawl-dev 15:16:14 so, who broke tiles? 15:16:17 C:\msysgit\git\crawl-ref\crawl-ref\source\dat/des/portals/wizlab.des:648: Invalid coords: 31, 33 15:20:56 dpeg: so what's your idea for reskilling? 15:21:06 that part of the file hasn't been changed for a year 15:25:19 strange, it's working now 15:28:06 what did you do to trip it? 15:29:15 wait, wait... with Zaba's recent changes to lua handling of vaults, failing there does make sense 15:30:24 could you tell us when did it happen? Entering the wizlab? Startup? 15:30:58 -!- upsy has quit [Quit: Leaving] 15:34:48 startup 15:35:07 then I tried again in debug mode ant it worked 15:35:16 from there, it just worked 15:35:42 galehar: 1. When choosing donating skill, let players try them out and fix choice with Enter. 15:35:44 tried cleaning my db dir to make it regenerate, and it still works 15:35:59 2. When skills are retrained, make the m command start with the green screen. 15:36:49 dpeg: I'm putting all that in the new menu I'm still writing 15:37:00 galehar: starting Crawl itself or an actual game? 15:37:03 ah, you're good :) 15:37:09 just starting crawl 15:37:42 dpeg: by the way, someone suggested to have aptitudes always showned. I do have the place to do it, and I like it. 15:38:11 I am not sure, but if you want it, just give it a try. 15:38:20 Is anybody playing Ash besides me, btw? 15:39:18 have done a few ash games but i find him very boring 15:40:10 somehow most Zig runners at least dip into Ash for a moment 15:40:32 Eronarn: I wouldn't expect anything else from you... you're allowed to be biased. 15:41:18 There is some stuff missing, but I am having ideas. 15:41:26 dpeg: it's not a matter of bias; he is a largely non-interactive god right now 15:41:41 he feels like atheism-but-better, and i also don't play many atheist chars 15:41:53 galehar: could you try again after nuking saves/{db,des} ? I can't reproduce that but it's most likely something random. 15:42:17 see also sif 15:42:18 Eronarn: being a passive god was always planned and actually ordered in advance by some players. 15:42:26 I don't see anything wrong with it. 15:42:34 I already did. Cleaned up savedir, started again, no problem. 15:42:46 passive gods are fine 15:42:55 Eronarn: I thought power was what int was supposed to affect 15:43:05 what else does it even do? spell hunger? 15:43:09 and scrying sucks so badly we could just as well remove it 15:43:19 (it was useful due to the smiting bug) 15:43:24 TGWi: old: int affects success, power, hunger 15:43:32 current: int affects power (less), hunger 15:43:39 and by 'less' i mean a lot less 15:43:56 that's dumb 15:43:58 imo 15:44:06 why 15:44:12 int should have an actual effect on spellcasting effectiveness 15:44:18 why 15:44:36 'just hunger' is nothing 15:44:36 kilobyte: scyring does not suck (I am playing a stabber atm), and we discussed how to improve upon it. 15:44:46 < Eronarn> current: int affects power (less), hunger 15:45:23 right now int gives a HUGE bonus to power, 20 int = twice as much power as 10 int 15:45:32 dpeg: wasn't Ash also designed to be good for stabbers (which were lacking in god choice)? 15:45:35 (stepdowns, of course, but ignoring that) 15:45:41 galehar: it is, imo 15:46:02 sorry, I confused scrying with passive detection ^ 15:46:19 I've tried a HaSt of Ash some time ago, but I passwalled myself into deep water :) 15:46:20 scrying doesn't suck 15:46:22 atm i'm doing it with a 100 divisor based around 10 - so 10 int = 100%, 11 int = 101%, etc. 15:46:45 this is probably too low, but i think it's much closer than using power = power* (int/10) 15:46:52 galehar: and fixed that bug, right :) 15:47:08 (there is also having int boost MR to think of) 15:47:15 well, after that unfortunate event, I felt like I had to :) 15:47:18 change it to like twice that 15:47:38 your reward for getting 30 int shouldn't be "20% more power" 15:47:50 TGWi: what do you use scrying for? 15:47:50 actually maybe three times that... let's see 15:48:06 kilobyte: end vaults, if I remembered 15:48:40 Eronarn: 30 int giving 130% pre-stepdown power -- or even 160% would be ridiculous, boosting int would be mostly pointless 15:48:52 kilobyte: 20% 15:48:55 kilobyte: yeah i haven't touched stepdown yet 15:49:11 radical thought: remove the stepdown 15:49:15 stepdowns are lame 15:49:29 (and buff the int bonus) 15:49:30 i would like to, yes, but the formula needs to make that not-crazy 15:49:44 why do you want to change something that is not broken? 15:49:56 it's not like we have a dearth of actual breakages 15:50:01 Eronarn: how about 2.5% per int based around 10? 15:50:31 and what was the old formula? 15:50:59 power = power* (int/10) 15:52:37 what is wrong with the current spell system? 15:52:51 power having heavy dependence on int is _good_ imo 15:52:55 I am also against an unneeded change. 15:52:59 it differentiates low-int races from high-int races 15:53:19 elliptic: one goal is to reduce the many, but often small effects of something on something 15:53:50 ghouls and trolls can cast spells with some work, but they won't get very high power 15:53:53 we have you_tran_can_wear() in player.cc, can_equip() and form_can_wear_item() in transform.cc. All 3 ignore each other. Talk about code duplication... 15:53:54 elliptic: it also differentiates int from the other stats by making it the only one worth raising 15:54:03 eronarn: then buff the other stats 15:54:19 sure; each point of str now = +10% melee damage 15:54:29 oh wait that would be awful 15:54:44 ? 15:54:45 let's put a stepdown on melee damage 15:55:06 Dex and Str have been buffed already. 15:55:21 dpeg: recently? 15:55:55 for 0.6 I think 15:55:56 also 15:56:01 < elliptic> ghouls and trolls can cast spells with some work, but they won't get very high power 15:56:05 this is a bad thing imo 15:56:06 dpeg: those buffs are completely insignificant 15:56:08 eronarn: why? 15:56:19 there is nothing wrong with doing more, but I doubt that "Int is the only stat worth raising" 15:56:20 because crawl generally doesn't work like that 15:56:25 elliptic: aha 15:56:27 dpeg: that's true right now 15:56:37 for the vast majority of chars 15:56:57 at least str is pretty vital for those with little of it 15:56:59 if you're a halfling, you can still output a fine amount of melee damage - not first place, by any means, but you won't be leagues behind 15:57:03 that might be a side effect of nobody wanting heavy armour 15:57:07 eronarn: well, I think a deep elf with maxed skills should be a much better caster than a troll with maxed skills 15:57:54 that comes down to what you mean by 'much', really 15:58:09 note that power is only really important on some spells, also 15:58:11 i think the difference is excessively large right now 15:58:28 also, apts - the DE and the troll are maxing out those skills at very different points 15:58:30 so trolls and ghouls still like casting spells, they just shouldn't go for stuff like conjurations usually 15:58:35 heavy armour is where we should put most of our thinking about formulas into 15:58:37 more spells should figure out how to use power 15:58:44 that's true 15:59:13 but when my nemelex character gets a bad shuffle and ends up with 7 int, I should be hurt by that 15:59:24 elliptic: that's bad imo - if we don't want trolls/ghouls casting conjurations, give them bad conj apts; don't rely on spells not taking advantage of power 15:59:27 you will be 15:59:36 eronarn: they also have bad apts 15:59:58 seriously, I don't understand why you are changing int, it feels like the stat with the least wrong with it 16:00:12 galehar: about that startup bug: repeatedly doing rm -rf saves/{db,des} && ./crawl -builddb has a nice chance of showing this bug 16:00:14 str/dex are too weak, but int is *far* too strong 16:00:33 it's also only relevant to people who are casting 16:00:35 with quite different crashes 16:00:44 eronarn: I don't agree 16:00:49 int should have uses for non-casters, but it shouldn't be as dominant for casters 16:00:50 about it being *far* too strong 16:01:06 casters should want to raise int 16:01:37 hybrids should have more incentive to raise str/dex, though 16:01:43 kilobyte: players are using your felids to campaign for save points :( 16:01:56 dpeg: you'd better remove felids :O 16:01:59 ew save points :( 16:02:02 dpeg: :( 16:02:07 TGWi: no, why? 16:02:10 joking 16:02:17 elliptic: this will come once we get armours back into the game. 16:02:29 hey, they can play then if they want to... but it won't make them happy as the save points are not unlimited 16:02:30 dpeg: yes, that will help certainly 16:02:45 I like the idea of int giving MR 16:02:50 also: tr wiz - 14 int; de wiz - 22 int; let's figure they get +15 int each; 29 int vs. 37 int - right now pre stepdown that would be *2.9 vs. *3.7 whereas what i'm proposing it'd be +29% vs. +37% 16:02:56 also making them have a larger effect on melee would be very nice 16:03:12 i think that's a pretty reasonable difference on the top end 16:03:23 in fact, I'm doing what I can to get them equally hard to other races (which is hard to judge with N78291 or MarvinPA greatly skewing stats) 16:03:24 elliptic: to-hit? 16:03:24 +29% vs +37% is insignificant 16:03:41 dpeg: and damage 16:03:42 +29% vs 0% is insignificant also 16:04:08 eronarn: if 8 points of int means less than 10% more power, nobody will raise int 16:04:12 it will be awful 16:04:21 think about your numbers a bit 16:04:35 also, why are you trying to mess up something that isn't broken? 16:04:37 elliptic: yes, i alread said i'm starting low; tgw suggested making it 2.5% rather than 1% 16:04:50 how about 2.5% and move it after the stepdown 16:04:51 :| 16:05:03 eronarn: how about you use the current system 16:05:08 or that 16:05:10 that sounds about right to me 16:05:13 the current system is broken, hth 16:05:14 and would require less work coding 16:05:19 you want something broken that isn't AC? Then please suggest, say, a formula for the right of charms. 16:05:20 -!- valrus has joined ##crawl-dev 16:05:36 which is the epitome of brokenness 16:05:38 kilobyte: sure, i have a formula for it 16:05:41 return false; 16:05:44 done 16:06:02 (it's a dumb item, remove it) 16:06:17 why? The idea isn't bad. 16:06:48 right of charms? 16:06:53 ring of charms 16:06:53 ring 16:07:05 never seen one 16:07:11 ??ring of charms 16:07:11 ring of charms[1/3]: Makes things with your race friendly. Decent things to charm include vampire knights, mummy priests, merfolk javelineers, deep elf demonologists, deep elf sorcerers, and ogre mages. 16:07:12 i disagree: some races have exceptionally powerful monsters, others have none at all. if you don't block the exceptionally powerful monsters, someone who knows how to game the ring can do ridiculous things. if you do block them (as now), why even bother having it 16:08:14 also, AC is broken again? 16:08:18 ??ring of charms[2] 16:08:18 ring of charms[2/3]: Is terrible, doesn't charm shit. 16:08:21 ??ring of charms[3] 16:08:21 ring of charms[3/3]: Most overpowered on felids and kenku (halflings, demigods and demonspawn count as humans). 16:08:24 sorear: nobody uses heavy armour 16:08:33 sorear: consensus is it was overnerfed 16:08:38 (also, wrt armour: i already proposed a formula for the casting half of it, whereby it gives a failure rate independent from your spell success rate) 16:08:38 the formula relies on your level, and makes big monsters a lot harder to charm than weak ones 16:08:38 also, statistics are it's overnerfed 16:08:51 kilobyte: the formula is also fucking insane 16:08:55 (focusing on EV will make you take less damage than focusing on AC) 16:09:00 why is ring of charms overpowered on felids and kenku? 16:09:06 sorear: it's not 16:09:13 it's not; those races don't have corresponding monsters 16:09:23 because there is exactly one felid and one kenku in a single starting vault 16:09:26 TGWi: well strictly speaking that is not wrong 16:09:50 draconians can't be charmed due to their HD, too 16:09:56 the formula is weird 16:09:59 if EV means you take less damage on average, but have a much higher std dev, that can be a reasonable way to balance them 16:10:23 you can't even pass that vault without seeing them, losing your chance to charm them (dumping a god aside) 16:10:37 kilobyte: miscast spells until you get teleportitis 16:10:39 @??mottled draconian 16:10:39 mottled draconian (13d) | Speed: 10 | HD: 14 | Health: 81-114 | AC/EV: 9/10 | Damage: 20 | Flags: cold-blooded, !sil | Res: 06magic(37), 05fire | Chunks: 07contaminated | XP: 1598 | Sp: sticky flame splash (3d6). 16:10:46 kilobyte: you can poly stuff into kenku 16:10:56 hit out of sight monsters with poly fog 16:10:57 and there you go 16:11:22 Eronarn: kenku are blocked from being a polymorph target 16:11:25 Eronarn: meh, I don't think "ev makes you subservient to the RNG" is the best way to encourage AC 16:11:36 kilobyte: sounds like that broke, because i poly'd something into one earlier 16:12:05 AC can be more reliable, but it should also be better because it has a ton of downsides 16:12:07 TGWi: all a matter of degree 16:12:25 TGWi: is that even possible on a starting char? With a level 1 spell, a couple of skill points in it and hardly any mp. 16:12:40 kilobyte: you could do it as a DEAE I think 16:13:04 cast shock at yourself, abort the warning if you don't miscast 16:13:22 kilobyte: can plate mail still spawn in the entry vault? 16:13:34 sorear: right, that's a possibility 16:13:59 that reminds me, i think we should consider making the to-hit penalty from armour just be a flat penalty, with odds of it kicking in 16:14:06 like how it works for unarmed attack delay 16:14:07 is there a wiki page with the current and previous AC formulas? 16:15:18 idea: new AC = (0.5 AC + 0.6 AC) /2 16:15:33 nah 16:15:38 there's stuff beyond just the AC 16:15:51 like the casting in armour formulas, and the to-hit, and how armour affects EV 16:15:56 all of those are weird for various reasons 16:16:01 crazy idea just throwing it out here, heavy armour has enough drawbacks that it doesn't need to delay attacks 16:16:10 st_: it doesn't 16:16:12 anymore 16:16:21 (unless you are unarmed) 16:16:22 st_: it just decreases acc, not speed 16:16:34 okay I mean acc then 16:17:01 having an acc penalty is good because then people won't just use the first platemail they find as soon as they find it 16:17:10 however the acc penalty is too extreme at the moment 16:17:16 current heavy armour tradeoff: lose acc, EV, harder to cast spells; gain some AC 16:17:19 decreasing acc is ok, it's the only reason people don't don a plate immediately 16:17:22 the acc penalty isn't a problem 16:17:31 kilobyte: donning a plate immediately is fine 16:17:32 -!- Pseudonut has quit [Ping timeout: 240 seconds] 16:17:47 my recent heavy armour characters have found it easiest to upgrade to plate asap 16:17:50 it is a myth that you shouldn't 16:18:13 I found I got a lot of stuff destroyed when I was using heavy armour also 16:18:17 the problem with heavy armour is just that the AC isn't worth the loss of EV and spells 16:18:24 yeah, item destruction is more annoying 16:18:26 I had a DD wear GDA and a large shield on xl 8, and a broad axe with that when I found one 16:18:26 kilobyte: I foresee challenge games where players charm that one kenku :) 16:18:33 kilobyte: you need enough strength 16:18:52 obviously GDA at L8 is a stupid idea, because you want 27 strength or close to that 16:18:53 idea: fix ring of charms by implementing mountain branch :P 16:19:05 but for plate you only need 18, which many chars have at start or at L3 16:19:22 also broad axe + large shield is stupid, you need to start with a smaller shield 16:19:26 elliptic: do you think that heavy armour on their own (disregarding EV and spells) are okay? 16:19:37 that's kind of a silly question 16:19:38 dpeg: not sure what "disregarding EV" means 16:19:39 elliptic: do you think that the Str thresholds are acceptable? 16:19:58 elliptic: EV is much stronger, we know it. But it AC viable on its own? 16:20:14 the str thresholds are okay but could be tweaked, currently they rarely matter except with GDA or CPM 16:20:18 I played only heavy armour guys in the tournament, and I think the answer is yes. But I am interested in yoru opinion. 16:20:18 -!- Pseudonut has joined ##crawl-dev 16:20:39 dpeg: just to check, by EV you really mean light armour and by AC you mean heavy armour? 16:20:41 elliptic: it is good to know what should be discarded and what can be tweaked :) 16:20:45 elliptic: sure sure 16:21:30 certainly you can win with heavy armour, so in that sense it is viable as things stand 16:22:07 but it is also fairly hard 16:23:14 nerfing light armour so that current heavy armour is competitive would be rather hard, I think 16:23:28 need to buff current heavy armour somewhat also 16:24:08 okay, many thanks 16:25:05 buffing casting in heavy armour will help a lot 16:25:18 eronarn: casting in heavy armour is already easier than it used to be 16:25:25 that's not the solution 16:26:05 I think it's just the balance between (EV+spells) vs (AC). 16:26:07 elliptic: it's not 'the' solution but it's a part of it; the current way that casting in it works doesn't make sense at all 16:26:09 it looks like the AC proper is only slightly nerfed from 0.5 16:26:13 perhaps a nerf to the LHS will do 16:26:21 except the GDR is like 40% of what it used to be 16:26:42 TGWi: I may be missing a lot, but I thought we boosted GDR is several steps? 16:27:04 eronarn: it might not make sense, and iirc I liked your proposal, but I don't think it should be any easier than it is 16:27:05 dpeg: this might be outdated or I might be reading it wrong 16:27:09 different, maybe 16:27:09 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac 16:27:14 I'm reading the spreadsheet at the top 16:27:25 elliptic: well, the difficulty will be shunted over to raising your armour skill / str 16:27:40 for CPM, GDR went from 50 to 23 16:27:49 dpeg: GDR is still about half what it used to be 16:27:50 i don't know offhand whether this will end up being easier 16:27:57 eronarn: yeah 16:27:57 storm went from 50 to 16 16:28:03 i suspect it will play quite differently but be better than the status quo 16:28:15 especially for races like HO 16:28:22 tgwi: no, GDR is better than that 16:28:43 the spreadsheet might be outdated 16:28:47 03kilobyte * r020c4ecb8dfd 10/crawl-ref/source/dat/des/variable/mini_monsters.des: A vault with kenkus. 16:28:54 5/2 * (base AC - 2) 16:28:56 is the formula 16:29:03 so storm is at 20% 16:29:08 there's GDR New and GDR New R; no idea what they are 16:29:24 oh, that looks like what GDR New is 16:29:33 and it wasn't at 50% before without a lot of skill, since old GDR depended heavily on armour skill 16:29:47 CPM is at 30% currently 16:29:54 nevermind then 16:30:00 elliptic: yes, but right from when you wear it. 16:30:19 dpeg: with old system, people usually had >30% GDR by lair 16:30:23 I think one of the lasting ideas of that AC overhaul is this: use GDR to actually difference armours by their weight. 16:30:55 dpeg: sure, I don't have any huge problem with GDR not depending on armour skill 16:31:25 imo armour skill should be less about protection, and more about your ability to be mobile in armour 16:31:41 eronarn: that's approximately how it is currently 16:31:54 any chance of removing "unarmed gets slowed by armor?" Nothing else is like that, comes across as pretty arbitrary 16:31:57 yes, though iirc you still get some AC boost for raising it 16:32:01 kilobyte: after make clean, wizlab bug came back 16:32:02 yeah 16:32:30 OG17: well, as i see it, the logic for this is that crawl unarmed is ridiculous ninja magic shit 16:32:31 OG17: it is kind of a monk ruile 16:32:43 doesn't look so arbitrary to me, given the context 16:32:55 historically, people who wore armour actually did learn to fight unarmed, but crawl's unarmed is pretty clearly not that 16:33:03 galehar: it happens once per a few tries... doesn't take much of stress testing 16:33:13 why not a whip rule, or a dagger rule, or a staff rule 16:33:29 dpeg: I have to admit that I don't really understand why current heavy armour feels so much worse than 0.5 heavy armour did, the difference really doesn't *look* that huge on paper 16:33:57 what's the difference at low levels? 16:33:59 the resistance change affects it a bit 16:34:04 elliptic: could it matter that EV is so much better now? So you always think "I should just go EV"... 16:34:13 and on xl1 the fact you dont get guaranteed 1 damage reduction i guess 16:34:13 syllogism: Hi 16:34:13 don't think EV is much better now 16:34:20 aha 16:34:21 hey 16:34:21 elliptic: people getting better at playing crawl, and EV being a better option for high-end players 16:34:47 armored unarmed is open to ghouls etc, don't think it needs to be penalized by archetype-specific flavor 16:34:48 in 0.5 ac was applied after resistances 16:34:49 eronarn: that's possible, maybe people are just growing to like spells more :) 16:34:51 EV was nerfed but only slightly 16:34:52 now before 16:34:54 I believe that Zot:5 is very AC-unfriendly, at least to all the guys I get there. 16:35:02 syllogism: oh, interesting 16:35:04 elliptic: remember back when getting LCS was a big deal? 16:35:12 and IMB was a great spell 16:35:18 eronarn: no, I wasn't around in 0.4 16:35:28 spell ranges nerfed LCS into uselessness 16:35:32 how would LCS be a big deal? it's level 8 and single-target 16:35:34 what's up with that 16:35:36 TGWi: exactly 16:35:47 LCS isn't useless but it isn't exciting either 16:35:49 it's not (just) a spell range thing, people just realized it wasn't actually good 16:36:01 at max range I imagine it was pretty great 16:36:11 03j-p-e-g * rfe245c2b2ece 10/crawl-ref/source/ (8 files): Allow the player more control over what items to sac to Nemelex. 16:36:22 so why won't we just bump it back? Preferably the range not damage. 16:36:24 poison arrow is another one where people didn't used to use it nearly as much 16:36:41 eronarn: uh, what? 16:36:45 lcs is really hurt by circular range too but whatever 16:36:51 poison arrow was ridiculous before it got nerfed 16:36:56 it gets less use now 16:36:58 OG17: squarelos supremacy 16:37:07 ??winning spells 16:37:07 I don't have a page labeled winning_spells in my learndb. 16:37:11 ??learndb 16:37:11 learndb[1/7]: A html page of learndb entries is at http://crawl.akrasiac.org/learndb.html. You can also access the learndb at http://crawl.develz.org/wordpress/bots. 16:37:15 ??spell popularity 16:37:15 spell popularity[1/2]: For a list of spell popularity among winners, see http://crawl.chaosforge.org/index.php?title=Table_of_spell_popularity_among_winners . Statistics compiled by xyblor. See also {popularity} and {ratios}. 16:37:42 4.206% Poison Arrow 16:37:48 OG17: 0.7 nerfed ranges compared to 0.6 by a big deal. It increased consistency, though. 16:37:48 eronarn: right, that was 0.4 16:37:54 8.774% Bolt of Iron 16:38:02 eronarn: people used poison arrow a ton in 0.5 16:38:04 elliptic: yeah, i'm talking very long term here 16:38:19 that people are getting better at crawl, and so the stuff they choose to use changes 16:38:30 uh, no 16:38:32 the game changes 16:38:46 hey, jpeg's commit is awesome 16:38:56 the game changing is definitely a major factor, it's just not the only one 16:38:58 0.4 conjurations and 0.5 conjurations were very very different because of range 16:40:06 dpeg: yeah, looks really nice 16:40:08 <3 jpeg 16:40:16 increasing lcs range would make it even more like stone arrow and iron shot 16:40:34 imo make one of them fire multiple projectiles 16:40:41 also kilobyte are you still talking about spell area I don't even know 16:40:59 Iron Shot => Iron Shots 16:41:01 the ranges allowed to distinguish and finetune spells on another scale; however, they also introduced all the LOS issues we have now 16:41:31 dpeg: there are problems with circular LoS that have nothing to do with spells 16:41:48 I agree it contributed to a lot of the issues, though 16:41:53 OG17: 0.7 decreased the average spell range by like 1/4, by matching the smallest possible one in 0.5-0.6 rather than the average 16:41:56 03j-p-e-g * rce3b77de7f60 10/crawl-ref/CREDITS.txt: Add Arxale to the credits. 16:42:35 kilobyte: and yet nobody complains about that decrease, they complain about the range being circular 16:42:39 that's not what anyone means when they talk about .7 ranges, they mean how diagonals are 16:42:41 yes 16:42:49 this is the same thing we were talking about the other day 16:43:03 what do we think we want to do wrt a patch for armour anyhow 16:43:20 like do we want to have it in a branch or get it on CDO as soon as it's marginally testable or what 16:43:30 Eronarn: I cannot say, unfortunately 16:43:49 put it in a branch and put the branch on cdo 16:44:29 I'd suggest not trying to fix it six ways at once again 16:44:31 monky: that's not possible for every contentious detail 16:45:04 put octopodes on cdo 16:45:04 OG17: hey wise guy, tell us how to do it! 16:45:10 put squarelos on cdo 16:45:18 gradually, I'd hope 16:45:42 nerfing armor spun a whole lot of dials at once 16:46:07 OG17: well, we can test more than one thing at a time - but everything at the same time is bad, yes 16:46:51 i think one feasible combo might be: the ?EA cap + changing casting-in-armour, or ?EA cap + GDR 16:47:01 something that affects mostly EV chars + something affecting mostly AC ones 16:47:33 changing casting in armour wouldn't help mdfi and its ilk much 16:47:48 IMO implement the ?EA cap and buff GDR and then see what happens on CDO 16:47:56 yeah, I'd go for the GDR buff and ?EA cap on CDO 16:48:06 casting in armour is the least broken part of heavy armour as is, I think 16:48:19 elliptic: would you dare to come up with a proposal on the wiki? 16:48:37 are the current/old formulas on the wiki? 16:48:38 I'm not good with wiki and people have already proposed the ?EA cap 16:48:46 for GDR, I'm not sure 16:48:53 elliptic: i disagree: completely unusable early on, but trivial later for the lower-EVP armours 16:49:02 eronarn: not trivial 16:49:37 and casting in ring is doable early on 16:50:02 well, not if you want to firestorm or the like, but once you max out success on the most difficult spell you want to cast you can immediately funnel all of that into wearing armour while casting 16:50:14 as I've said, I generally like your proposed change, but it feels orthogonal to the problems with heavy armour 16:50:24 yes, one of the goals was that hybrids would have a more meaningful choice of armour 16:50:26 maybe we should focus on the part that we agree on 16:50:31 (depending on spells to use etc.) 16:50:36 dpeg: dragon armours are nice 16:50:37 GDR first imo 16:50:40 TGWi: i'm focusing on the part that i agree on B) 16:50:48 elliptic: good! 16:50:56 (i don't have any problem with a GDR change, or the EA one, go do 'em) 16:51:12 they aren't as good as robes currently, but I imagine people would use them sometimes if they used heavy armour at all 16:51:25 especially the ?EA cap will help with boosting that 16:51:58 nemelex change sounds really nice 16:52:01 yeah being limited to a +2 robe will actually be rather meaningful 16:52:18 whereas a dragon armour can hit up to +7 16:52:30 not +8? 16:52:37 I don't remember the details of the cap 16:52:54 ??dragon armour 16:52:54 dragon armour[1/3]: A magical armour, made from the scales of a fire-breathing dragon. It provides great protection from the effects of fire, but renders its wearer more susceptible to the effects of cold. (AC 8, EV -3, ++fire, -cold, 35 aum). All races but felids can wear this. 16:53:34 elliptic: base AC = enchantment cap 16:53:49 yeah, that's what I thought, so +8 dragon armour skill 16:53:52 *still 16:54:33 oh, i thought they were 7 -2 16:54:36 maybe that's swamp 16:54:38 eronarn: yes 16:54:47 swamp dragon armour is good too 16:54:52 (we still need shadow dragon armour) 16:55:25 ??storm dragon armour 16:55:25 storm dragon armour[1/1]: A magical armour made from the scales of a lightning-breathing dragon. It is heavier than most dragon scale armours, but gives its wearer great resistance to electrical discharges. (heavy armour; AC 10, EV -5, insulation, 60.0 aum.) 16:55:36 is there a -4 dragon armour? 16:55:42 no 16:55:52 quicksilver 16:56:00 quicksilver has EVP -1 16:56:05 kilobyte: did you use Arxale's real name for the CREDITS? 16:56:13 as in, it increases your EV 16:56:19 ??ice dragon armour 16:56:19 ice dragon armour[1/1]: A magical armour, made from the scales of a cold-breathing dragon. It provides great protection from the effects of cold, but renders its wearer more susceptible to the effects of fire and heat. (heavy armour; AC 9, EV -3, ++cold, -fire, 35 aum) 16:56:21 hmm 16:56:37 shadow da could be +10, -4, rN++ 16:57:27 dpeg: it's jpeg, not me 16:57:30 If I remember someone had the plan to make holy dragon armour be the rN one 16:58:26 @??shadow dragon 16:58:26 shadow dragon (06D) | Speed: 10 | HD: 17 | Health: 106-149 | AC/EV: 15/10 | Damage: 2013(drain), 15, 15 | Flags: evil, cold-blooded, see invisible, fly, !sil | Res: 06magic(113), 02cold++, 03poison | Chunks: 04hydrochloric acid | XP: 3401 | Sp: b.draining (3d21). 16:58:30 TGWi: shadow strikes me as something that would be supple and light 16:58:35 hm 16:58:38 and give +stlth 16:58:53 @??holy dragon 16:58:53 holy dragon (08D) | Speed: 13 | HD: 18 | Health: 91-140 | AC/EV: 10/15 | Damage: 35, 20 | Flags: 08holy, sense invisible, fly, !sil | Res: 06magic(168) | XP: 5712 | Sp: holy breath (3d36). 16:58:59 +3, 0, some stealth? 16:59:01 like 50? 16:59:07 that sounds reasonable, yeah 16:59:41 what's the point of adding that 16:59:55 consistency 17:00:18 need iron dragon armour 17:00:24 CPM 17:00:47 yeah just rename CPM 17:00:54 kilobyte: ah, I just wrote her, telling that you did it :) (Must've been a thinko from your questions about the CREDITS file.) 17:00:56 holy dragon stats are far from final, due doesn't even claim they are complete code-wise 17:01:05 @??quicksilver dragon 17:01:06 quicksilver dragon (11D) | Speed: 15 | HD: 16 | Health: 62-107 | AC/EV: 10/15 | Damage: 25, 20 | Flags: sense invisible, fly, !sil | Res: 06magic(149) | Chunks: 07contaminated | XP: 3549 | Sp: b.quicksilver (3d20). 17:01:12 @??golden dragon 17:01:13 golden dragon (08D) | Speed: 9 | HD: 18 | Health: 86-127 | AC/EV: 15/7 | Damage: 40, 20, 20 | Flags: sense invisible, fly, !sil | Res: 06magic(192), 05fire, 02cold, 10elec++, 03poison | Chunks: 09poisonous | XP: 4031 | Sp: b.fire (3d27), b.cold (3d27), poisonous cloud (3d11). 17:01:16 hmm 17:01:16 9 :D 17:01:38 GDA should clearly be ponderous 17:01:53 (because it wasn't nerfed enough already, right?) 17:02:05 holy dragons exist? 17:02:10 they will 17:02:11 holyhaul 17:02:13 speaking of nerfing: robe of resistance. discuss 17:02:23 cba it's about as good as a robe of rF+ 17:02:28 eronarn: doesn't need more nerfing than the ?EA cap 17:02:31 Eronarn: enchantment cap would help, yeah? 17:02:34 hi elliptic 17:02:34 the ?EA cap will be a nerf to RoR 17:02:43 too rare now to nerf 17:02:45 and to RotA 17:02:53 yeah, it'll help, i'm not sure it will be enough to make the game not a search to find the first out of RoR or now archmagi 17:02:55 is there a ?EA cap? apart from +8 17:02:56 but we'll see 17:03:06 casmith789: there will be, maybe 17:03:06 I'd want to give archmagi a 25% xp penalty 17:03:09 Eronarn: one nerf after the other 17:03:18 any thoughts on making it so searching for RoR doesn't require tediously trying on every glowing|runed|embroidered robe ever? 17:03:20 what's the cap? 17:03:24 kilobyte: if you have a plan, go ahead 17:03:25 same for other things 17:03:31 but I was shouted at when I raised that before 17:03:34 kilobyte: not necessary, I think... I prefer RoR to archmagi most of the time anyway 17:03:42 monky: you have no idea what "tediously" means in this context 17:03:44 dpeg: it was 75% penalty, is 0% now 17:03:51 kilobyte: so go ahead :) 17:03:56 kilobyte: I'd either remove the wizardry or the enhancer first 17:03:58 is archmagi a boost to success? or just power? 17:04:02 give archmagi a chance 17:04:16 casmith789: both, currently 17:04:24 huh 17:04:24 wasn't it just power 17:04:28 yeah, removing wizardry would be nice 17:04:30 was that changed too 17:04:41 dpeg: what does it mean, then? I personally find it very tedious to wear every special robe I find, but maybe I'm weird. 17:04:41 syllogism: it always gave part of a ring of wizardry 17:04:44 boost to success makes it actually useful really 17:04:48 ??robe of the archmagi 17:04:48 robe of the archmagi[1/3]: Acts as one enhancer for all spells other than pure Tloc/Tmut. And acts as 2/3 of a ring of wizardry. Incredibly powerful, but crippled by causing exp gain to be reduced by 75%. Keep it somewhere safe and put it on right before Zot (except Zot has the best exp in the game...). Wear a robe of resistance instead! 17:04:52 hmm 17:05:08 IMO change it to enhance all spells, with no wizardry 17:05:35 03galehar * r94634525f923 10/crawl-ref/source/ (misc.cc misc.h player.cc player.h terrain.cc): Prevent grey drac from drowning if they fall in deep water when transformed. 17:05:36 03galehar * r67ef800a9fda 10/crawl-ref/source/ (transform.cc transform.h): Some more clean up and consistency in transform.cc 17:05:38 03galehar * refbf9211fad0 10/crawl-ref/source/ (attitude-change.cc transform.cc transform.h): Remove an obsolete parameter from form_changed_physiology(). 17:05:39 03galehar * r4f5cb9def138 10/crawl-ref/source/ (player.cc player.h): Simplify the rAcid code. 17:05:54 !learn edit robe of the archmagi[1] s|pure Tloc/Tmut|Tmut and pure Tloc| 17:05:54 robe of the archmagi[1/3]: Acts as one enhancer for all spells other than Tmut and pure Tloc. And acts as 2/3 of a ring of wizardry. Incredibly powerful, but crippled by causing exp gain to be reduced by 75%. Keep it somewhere safe and put it on right before Zot (except Zot has the best exp in the game...). Wear a robe of resistance instead! 17:05:57 quite a lot of items that people would try out are rare so they don't much. people in this context means me. 17:07:00 monky: since DCSS0.2 or so you're sure that all special robes will carry an adjective. Before that, we'd try on all robes. 17:07:14 oh, yuck 17:07:52 -!- bmh has joined ##crawl-dev 17:08:04 monky: I know the status quo can be improved a lot. But you have no idea what hell hole we're coming out of :) 17:08:16 dpeg: to avoid v1.0 silliness, why don't we just call the next version "version 8"? 17:08:43 Version Octopode 17:08:45 bmh: v 0.A 17:08:49 bmh: I don't think there is much trouble either way 17:08:54 0.10 17:08:59 monky: 0.A 17:09:19 I remember iainuki picking up every piece of armor 17:09:20 that only works for version numbers that look like faces 17:09:22 and then trying 30 at once 17:09:29 every game 17:09:42 ? 17:10:11 re: special robes now having adjectives 17:10:34 syllogism: old habits die hard :) 17:10:37 oh. I haven't played in a while 17:10:45 dpeg: I mean she did that back then :P 17:10:54 syllogism: and you can still improve AC by this (statistically) 17:10:57 ah 17:13:31 speaking of statistics -- perhaps we should have a statistical basis for item valuation ;-) 17:13:56 we can compute the probability of winning given finding a particular piece of gear 17:14:01 (yes -- this is a *bad* idea) 17:15:25 nerf orb of zot 17:15:56 would it be too radical to propose using armour/book adjectives in a similar fashion to potion colours and scroll names (e.g. in a random game, embroidered might be rF, glowing describing MR, etc.) 17:16:38 monky: it would diminish the value of rCurse and detect curse 17:16:52 galehar: still around? 17:16:54 armour is hardly ever cursed anyway 17:17:24 detect curse is pretty worthless past the first few floors 17:17:28 monky: you are proposing nethack, the crawl devs won't like that 17:17:34 what :( 17:17:39 monky: I don't think there's an interesting id-minigame to come from armour items. 17:17:50 (Nethack has one, though -- but at a price.) 17:18:16 dpeg: more radical idea: ditch prefixes; show properties from get-go 17:18:48 all chars worship Ash and also worship another god 17:18:49 monky: this has problems with flavour, and also with gameplay. 17:19:27 on interesting id-minigames, I don't think it's any less interesting than trying on every special-looking robe 17:19:38 for armour this isn't a big issue 17:19:42 And probably also psychologically: wearing something a finding it's +FOO is a gratification players unconsciously like a lot, I think. 17:19:58 especially if we make the chance of cursedness independent of brand 17:20:02 syllogism: Let's denote the probability of winning given a piece of gear as P(W|G) -- if P(W|G) = 1, then the value of G should be equal to N gold, where N is in the kth percentile of the "gold seen distribution", where k is our expected rate of won games ;-) 17:20:06 maybe negative robe brands would be nice 17:20:08 dpeg: yes 17:20:20 TGWi: like ponderous? 17:20:32 yeah, but I don't think that's for robes (and it shows up like never) 17:20:43 galehar: you wrote a number of mails on the grey drac + water issues. Are those solved by now? (Sorry for not replying there, I've been travelling around to talk.) 17:20:59 yes, it's fixed 17:21:02 thank you 17:21:12 TGWi: only plates can have it without Chei 17:21:13 they can walk in deep water, but only in their natural form 17:21:29 they don't swim and have movement and combat penalty in water 17:21:32 make misfortune a robe brand 17:21:44 There is a little suspension (for me) every time I stumble upon a piece of randart. Of course, smoother gameplay would dictate to just give away its properties... Perhaps future devteams will just do that. 17:21:47 What would misfortune do? acc--? 17:21:52 galehar: sounds very good to me. 17:21:53 ??robe of misfortune 17:21:54 robe of misfortune[1/4]: Don't wear it. 17:21:56 ??robe of misfortune[2] 17:21:57 robe of misfortune[2/4]: Just kidding, wear it. 17:22:01 grr 17:22:12 it's more fun 17:22:18 ??robe of misfortune[3] 17:22:18 robe of misfortune[3/4]: A fabulously ornate robe. the cursed -5 robe of Misfortune {-CAST MUT+ *TELE EV-4 Str-2 Dex-2 Int-2 Stlth-- Curse} 17:22:19 ??robe of misfortune[3] 17:22:19 robe of misfortune[3/4]: A fabulously ornate robe. the cursed -5 robe of Misfortune {-CAST MUT+ *TELE EV-4 Str-2 Dex-2 Int-2 Stlth-- Curse} 17:22:27 ouch. 17:22:34 ??robe of misfortune[4] 17:22:35 robe of misfortune[4/4]: Misfortune is anagram for "It's more fun". So wear it! 17:22:53 it doesn't recurse? 17:22:53 cute 17:23:00 it does 17:24:02 Curse = recurse 17:24:05 since it has a fixed appearance, it's just a reward for spoilers 17:24:10 kilobyte: yes 17:24:27 I doubt the humour/approach of some former developers :) 17:24:39 It's an item invented in NH mode. 17:24:44 just make it an embroided robe 17:24:55 embroidered 17:24:56 name one nethack item that is similar to that robe 17:25:37 casmith789: the concepts around BoHs blowing up seem similar. 17:25:56 Fucking up players for no good reasons. 17:26:14 Now fucking players for good reasons is something we hopefully all support. 17:26:17 ah. People blow BoHs up when they're spoiled :p but yes I don't like that robe 17:26:30 dpeg: Why *don't* we have chests? 17:26:37 syllogism: not enough, all artefacts are marked as such. A random randart appearance would solve it. 17:26:41 dpeg: <3 17:27:43 another problem is that changing the tile upon id-ing would be weird 17:28:01 bmh: containers = evil 17:28:08 -!- bmh has quit [Changing host] 17:28:08 -!- bmh has joined ##crawl-dev 17:28:16 containers as a landscape feature could be kind of cool 17:28:17 and NH's approach to containers is particularly mad. 17:28:30 ones that stay on the floor; you open; can't apport stuff from them 17:28:40 Eronarn: I was thinking the same thing 17:28:42 maybe with a delay to pry 'em open, so you can't do it if you're being attacked 17:29:04 Eronarn: there is a pretty nifty idea for a very implicit approach to containers: they're a feature, opaque from afar (that includes adjacent squares), autoopen (i.e. see content) when you're on the square. 17:29:13 no locks, no keys, no key presses 17:29:33 dpeg: I agree that it's obviously daft to have containers that players can lug around, but immobile chests/coffins/etc. aren't as obviously foolish to me 17:29:55 we already have vault features that are used in a similar way 17:29:58 like stuff behind glass 17:30:10 bmh: the NH approach with keys, traps and stuff will not even be considered as long as I am around. It is a prime example for design madness. 17:30:18 this would be a lot smoother/cooler in many cases 17:30:32 How many keys does a good NH player press before unlocking a chest? It's a lot. 17:30:33 dpeg: Agreed. I've played NH... that stuff is ridiculous. 17:31:31 I am not sure the nifty idea is worth spending thought about another ASCII glyph -- you can pretty much achieve it with a door and a closet. 17:32:30 they could just be +s 17:32:36 it would be nice to have monster-proof doors at least 17:32:38 gold-coloured, maybe 17:32:40 dpeg: Apart from vaults, we don't have any special doors, do we? 17:32:46 on things I proposed that would devalue curse detection/removal, maybe I'm crazy, but I would personally like more meaningful curses 17:32:49 using a gold + would be nice too 17:32:53 monky: yes 17:33:06 bmh: no, but that's much easier than a new feature: doors could come in many colours (and hence types) 17:33:06 monky: imo reduce ?rc generation past D:5 or so 17:33:08 sort of kind of like nethack, but not on a per-item basis (so not spoilery or anything) 17:33:16 TGWi: sounds like a recipe for scumming. Open door, conjure flame, spam spam spam, close door 17:33:22 or it could be a \ because it's basically a shop you don't spend money in 17:33:50 so we need chests 17:33:56 not really 17:33:59 st_: There's no obvious non-kludgey way to put items back 17:34:01 it'd be helpful though 17:34:11 I wouldn't consider chests an implementable. 17:34:16 When have you thought: Gee, I wish I had a chest? 17:34:24 treating them like free shops would be an option too 17:34:37 The only case in which I would really care is if I was worshipping Jiyva and wanted to stash loot 17:34:58 keeps monsters from picking up or eating the loot 17:35:08 Oh, and allowing players to bypass the item slot limit deserves straight and immediate banishing to the Abyss of all the culprits. 17:35:18 wot? 17:35:28 bags/sacks in NH 17:35:35 speaking of the abyss, I still want to overhaul the layout 17:35:47 i think i might generalize them like this: they are an object that contains items; they can be opened taking a few turns of delay or destroyed with distint; they only are used to hold worthwhile amounts of loot, so you might see only a handful per game; they're only used for thematic reasons or vault design ones such as interrupting their opening; you can't put stuff back in 17:36:14 not a necessary thing but an object with the above properties could be cool 17:36:18 First you introduce a meaningful strategical cap, then you introduce an interface nightmare to render it meaningless -- a typical NH volte. 17:36:29 Eronarn: How is that any different than having a closet with a door that wandering monsters can't open? 17:36:53 bmh: a little in flavour (and space) but functionally very similar, yes 17:36:54 bmh: different vault design possibilities, but that would closely approximate it, yes 17:37:04 -!- jld has quit [Read error: Operation timed out] 17:37:05 takes less space and doesn't let the player scum the doors 17:37:19 TGWi: Make the door single use. 17:37:40 doors can be connected to stuff (like killed monsters) using lua 17:37:42 and chests with delay prevent ninjaing 17:38:00 dpeg: I do like the idea of multiple door types -- cyan: glass door 17:38:18 bmh: cyan + = window!! 17:38:24 bmh: an obvious thought: on the colour scale, doors are underutilised :) 17:38:26 like an arrow slit :) 17:38:32 -!- jld has joined ##crawl-dev 17:38:36 also, time for sleep 17:38:37 -!- dpeg has quit [Quit: leaving] 17:38:43 can shoot through, or go through if spriggan sized 17:38:55 I'm a whole timezone behind dpeg, but I agree 17:39:05 chests are a bad idea, color coded doors are a good idea 17:39:16 purple door = trapped? :-) 17:39:50 purple = magical door 17:39:59 is there a way to lua things to doors opening? 17:40:05 night. 17:40:06 -!- bmh has quit [Quit: bmh] 17:41:11 -!- galehar has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.12/20101026210630]] 17:55:39 If chests are added, the Orb and Runes clearly need to be in them to avoid those pesky apporters :D 17:57:06 apport the chest :p 17:59:28 How much do the artifacts weigh anyway? 18:01:50 !tell greensnark 20c306a60f10 causes random memory corruption crashes. Triggerable non-interactively by rm -f saves/{db,des} && ./crawl -builddb. Actually crashes ~10% of the time, but valgrind catches invalid accesses every time. 18:01:52 kilobyte: OK, I'll let greensnark know. 18:48:26 -!- jooosa has joined ##crawl-dev 18:49:28 -!- Hehfiel has quit [Ping timeout: 276 seconds] 18:51:04 -!- Hehfiel has joined ##crawl-dev 18:51:25 -!- joosa has quit [Ping timeout: 276 seconds] 18:51:33 -!- jooosa is now known as joosa 19:04:40 -!- syllogism has quit [] 19:45:15 -!- TGWi has quit [Ping timeout: 245 seconds] 20:27:13 Am now. 20:49:38 -!- Noom has quit [Ping timeout: 255 seconds] 20:50:06 Does anyone know what dpeg wanted me for? 21:15:38 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 22:06:05 -!- valrus has quit [Remote host closed the connection] 22:08:25 does anyone else find it nonsensical that tarantella bites can confuse mummies? 22:10:33 kind of like special needles being silly 22:37:36 Mara-created illusion of player draconians have no breath timeout (https://crawl.develz.org/mantis/view.php?id=2923) by Pseudonut 22:38:29 Do normal Draconians have a breath timeout? 22:38:59 as far as I know, no 22:41:07 -!- Textmode has quit [Ping timeout: 240 seconds] 22:42:22 Then why would illusion draconians have a breath timeout? 22:42:58 presumably they wouldn't 22:47:30 We need player illusons to be able to use ranged weapons 22:47:30 greensnark: You have 1 message. Use !messages to read it. 22:47:32 Also pghosts 22:47:34 !messages 22:47:34 (1/1) kilobyte said (4h 45m 42s ago): 20c306a60f10 causes random memory corruption crashes. Triggerable non-interactively by rm -f saves/{db,des} && ./crawl -builddb. Actually crashes ~10% of the time, but valgrind catches invalid accesses every time. 22:49:49 I'm in ur memory, accessing it invalidly. 22:58:58 something that I noticed that is weird: band status for freed slaves (and presumably kirke's hogs too) is retained after the leader is killed, which leads to death messages like "killed by a freed slave, lead by Pikel" 22:59:04 !lg mutarobin killer=freed slave 22:59:05 1. mutarobin the Skirmisher (L9 MuCK), worshipper of Xom, slain by a freed slave (led by Pikel) on D:8 on 2010-12-06, with 3102 points after 18384 turns and 0:45:08. 22:59:32 worthy of a bug report? 22:59:50 (I checked; it's in trunk too) 23:02:05 I'm guessing it also applies to other bands, but is slightly less weird, since there's no implied enslavement (explicit liberation) or anything 23:03:06 It's a little weird but it's very much intentional 23:03:21 The reason for that is to link your death to Pikel 23:03:31 You wouldn't have died if Pikel hadn't spawned 23:04:07 just special case that death message to 'formerly lead by Pikel' 23:04:20 'led' is already past tense 23:04:33 it isn't even wrong 23:04:38 just slightly weird 23:05:55 sentences can be read multiple ways - "killed by (a freed slave, [which was at the time being] led by Pikel)" is not true, and is the primary way people are going to read it 23:06:15 (well, it's true band mechanics wise) 23:06:44 at the time I implemented those messages there were no band mechanics 23:07:01 not that it's a big deal anyways, i'd change the message if i felt like making a patch for it (i don't) 23:07:04 the mobs are led into the dungeon by Pikel, but there is no bond after that 23:12:34 the solution is to just wipe the band information upon pacification 23:13:23 or replace it with "previously led by Pikel" 23:13:33 if it's neutral the whole "band" thing is invalid 23:14:01 slain by a slave (owned by Pikel); slain by a freed slave (formerly owned by Pikel) 23:14:08 No. 23:14:14 I don't like "owned". 23:14:28 we already have 'summoned by' 23:14:28 it sounds weeeird 23:14:35 rather than just 'led by' 23:14:46 I don't like owned. 23:16:56 -!- Zaba has quit [Read error: Operation timed out] 23:22:46 -!- Zaba has joined ##crawl-dev 23:37:01 Windows development builds on CDO updated to: 0.8.0-a0-3614-g4f5cb9d 23:54:16 Unstable branch on CDO updated to: 0.8.0-a0-3614-g4f5cb9d (31.16)