00:15:03 -!- upsy has joined ##crawl-dev 00:47:52 -!- stabwound has quit [Ping timeout: 265 seconds] 00:50:08 -!- stabwound has joined ##crawl-dev 00:57:03 -!- Textmode has quit [Ping timeout: 265 seconds] 01:04:02 -!- valrus has joined ##crawl-dev 01:08:58 -!- valrus has quit [Ping timeout: 276 seconds] 02:40:37 -!- MakMorn has quit [Ping timeout: 276 seconds] 02:43:30 -!- galehar has joined ##crawl-dev 02:46:28 -!- kilobyte has quit [Ping timeout: 276 seconds] 03:00:12 -!- MakMorn has joined ##crawl-dev 03:06:06 -!- MakMorn has quit [Ping timeout: 265 seconds] 03:10:30 -!- MakMorn has joined ##crawl-dev 03:18:51 -!- kilobyte has joined ##crawl-dev 03:43:26 03kilobyte * rbc920b859d09 10/crawl-ref/source/abl-show.cc: ZotDef: fix an overflow for the cost of oklobs. 03:43:27 03kilobyte * r4f295c80694b 10/crawl-ref/source/mon-data.h: Disallow polymorphing plants into oklob saplings, at least for now. 03:50:44 -!- Kurper has quit [Remote host closed the connection] 03:52:48 -!- monky has quit [Quit: hello] 04:28:03 03kilobyte * rcc1ce9a38747 10/crawl-ref/source/mutation.cc: Fix a reversed stat loss message. 04:28:06 03kilobyte * r15314ae60c17 10/crawl-ref/source/mutation.cc: Fix some mutation messages given by hand and in correctly. 04:39:10 -!- Mu_ has joined ##crawl-dev 04:40:25 -!- valrus has joined ##crawl-dev 04:44:54 -!- valrus has quit [Ping timeout: 260 seconds] 05:07:17 -!- dpeg has joined ##crawl-dev 05:11:42 moin 05:11:50 hi ploog1. 05:11:50 due: You have 1 message. Use !messages to read it. 05:11:53 !messagges 05:11:56 !messages 05:11:56 (1/1) dpeg said (16h 56m 16s ago): I recall why I called you last time: monsters pushing me around is awesome, but sometimes they can't, because there's a wall behind me. We don't want players to cheat like this. So additional crushing damage? 05:12:08 Sure? 05:12:40 due: sometime told me that I confused due with doy. 05:12:46 :) 05:12:50 But hey, all those morons with nicks starting with D around here. 05:12:51 * due grins. 05:13:04 * due watching archaeology show. 05:14:17 hmm.. at the moment, a level built by _roguey_level is sometimes (50% chance) overwritten with _builder_basic later. 05:14:24 it would be very nice for the code if that wasn't the case 05:14:42 additionally, it seems to me that both roguey_level and builder_basic generate decent levels on their own, without being stamped one on top of another 05:15:01 Zaba: does the mixture look interesting? 05:15:19 dpeg, in many cases, pretty much nothing remains of what roguey_level built when builder_basic overwrites it 05:15:43 -!- galehar has quit [Ping timeout: 265 seconds] 05:16:17 dpeg, in other cases, it just looks like a mixture of two different layouts 05:16:49 Zaba: so be bold and declare that mixture=bad. 05:16:56 (And then rip it out.) 05:17:13 it's not hard to rip it out, the question I have is whether anybody wants it to stay 05:17:29 I don't, but my opinion is just too biased by implementation details 05:17:35 does it overwrite, or build atop? 05:17:55 kilobyte, build atop.. but builder_basic's levels quite often take up most of the level anyway 05:18:13 kilobyte, and in cases when they don't, remaints of the roguey level look out of place :P 05:18:19 at least layout_misc relies on building atop -- so the "real" layout ends up being mere additions jutting out of rooms 05:18:28 Zaba: if you're really conservative, ask on c-r-d. Otherwise, asking here is good enough, imo. 05:18:54 well, if you think so, you know better than me, since you actually researched it 05:19:00 kilobyte, er.. layout_misc can't be overwritten by builder_basic 05:19:22 only roguey_level can be 05:20:10 Zaba: no, layout_misc gets spotty_map added to it 05:20:27 kilobyte, I know, but that's unrelated 05:20:46 with spotty_map taking up most of it, with just remains of the original layout_misc 05:21:01 both roguey_level and builder_basic are complete level generators on their own 05:21:03 yeah, but the concept is the same 05:22:00 whereas dgn.spotty_map isn't really.. it's just a helper function 05:23:45 kilobyte, the only cases when _builder_normal returns true are when it has built nothing, when it has built a special room and when it has built a roguey_level 05:23:56 and that causes builder_basic to be called 05:24:23 I want to reduce it to only when nothing has been built and when a special room has been built 05:24:55 and that makes removing special rooms easier 05:28:54 if you say so, you're probably right 05:29:43 (not because you are right by definition, but I, not having a clue about the details, can bring no valuable answer to your question) 05:29:45 Turning the special rooms into vaults is a good idea, I think. 05:29:51 and that, too 05:30:29 http://sprunge.us/NDRD is one way a roguey+basic level can look like 05:30:43 but that's mostly roguey, with just a little chaos added by basic 05:31:52 dpeg: staves of poison. They max up at 30% chance of inflicting a dose of poison, and even that if your poison skill is very high. Any lousy dagger of venom you find on D:1 has a 50% chance of doing that just for hitting. 05:31:55 kilobyte, my question is, is anybody who cares about the dungeon from gameplay perspective going to miss the layout? 05:32:30 because if I made every little change I see fit from the code perspective, a lot of old functionality would be missing by now :P 05:32:37 dpeg: I want to make staves 50% _or_ skill-in-8 05:32:44 kilobyte: go ahead! 05:32:59 Zaba: you should also go ahead. The status quo is not sacrosanct. 05:33:00 Zaba: not sure how it differs from basic or roguey :( 05:33:22 If we find we need a new (perhaps as an old) layout, we can add it in the new, better framework. 05:33:37 dpeg, okay, I'll go ahead with this, then 05:33:41 and with special rooms, too :P 05:33:44 cool 05:34:12 Just explain in the commit messages what you threw away, so that it's easier to find in case someone wants to investigate. 05:34:23 dpeg: the only claimed reason is "to let the Staff of Olgreb shine" -- which merely has the mundane venom brand. That I'll change to the same chances as regular staves, with being unresistable (like poison arrow) 25% of the time. 05:34:53 yes, Olgreb shouldn't e "special" by only this 05:34:54 later 05:37:18 is there a way to force a roguey map? 05:37:28 kilobyte, unfortunately, no 05:37:35 kilobyte, well, without modifying the source 05:44:51 if &d &E says "level build method = roguey_level [11] basic [11]", that's the mixture, right? 05:45:01 yeah 05:48:30 50 levels later, still not a single pure roguey 05:48:40 kilobyte, it's a 50% chance 05:48:56 you're just out of luck :P 05:49:43 oh, an unrelated bug: "Unable to find exit from erik_lair_2" -- and the lair entry is indeed disconnected 05:50:13 how was the level built? 05:50:33 level build method = plan_main [9] plan_3 [9] 05:50:34 level layout type = rooms; Level extras: 05:50:50 I see a bug in the vault... but shouldn't the level be vetoed? 05:50:58 "Start Zot Defence characters near the Orb." <3 05:51:16 it should be vetoed if it gets more zones after vault placement than it had before 05:51:17 I think 05:51:44 kilobyte, oh wait, that vault is supposed to be that way 05:51:51 vaults count as always connected, right? 05:51:53 kilobyte, the boring beetles dig out eventually 05:52:30 ... 05:52:41 the vault is nothing new, either 05:52:47 and the error message pops up only in debug mode, right? 05:53:49 yes 06:01:33 03kilobyte * r8a95023f2981 10/crawl-ref/source/ (8 files): Boost staves of venom. Olgreb becomes 1/4 irresistible. 06:06:11 hm.. can one use KITEM and MONS on a single '1'? 06:07:20 I think you need KMONS. 06:08:28 -!- syllogism has joined ##crawl-dev 06:12:08 -!- elliptic has quit [Ping timeout: 255 seconds] 06:26:07 -!- TGWi has quit [Read error: Connection reset by peer] 06:33:37 -!- valrus has joined ##crawl-dev 06:34:50 03kilobyte * r91c59bac7c1b 10/crawl-ref/source/art-func.h: Fix staff of Olgreb on demons with no rPois. 06:35:00 03kilobyte * r6205d3cc8a2d 10/crawl-ref/source/enum.h: Comment fix for dummies that actually spawn. 06:35:06 03kilobyte * r1e65bafe7623 10/crawl-ref/source/ (6 files in 4 dirs): Fix the properties of the gnome from the "extinct species" vault. 06:35:45 hmmm. 06:43:41 enne, ping? 06:44:51 oh whoa 06:47:08 due, do you know anything about subvaults? 06:47:38 -!- valrus has quit [Remote host closed the connection] 06:48:27 Zaba: what do you need to know? 06:49:10 well.. I figured that they don't check DEPTH of the subvaults, only the tag 06:49:16 I need them to do so in order to reimplement special rooms 06:49:29 it's an easy code change, but it could break existing uses of subvaults... 06:49:53 and well. Maybe it's also incorrect and such. 06:50:29 but.. right now, it seems like special rooms using subvaults work 06:50:29 is there a reason special rooms need a tag at all? What about just using ordinary vaults? 06:50:49 kilobyte, I will use vaults from builder/rooms.des as subvaults 06:51:01 kilobyte, it works at the moment, even 06:51:07 it just doesn't consider DEPTH when picking them 06:52:20 hmm.. nothing breaks when I make it check DEPTH 06:52:29 I mean, vault:8 and mu's vestibule don't break :P 06:54:29 :) 06:54:39 -!- Pseudonut has quit [Remote host closed the connection] 06:55:39 hmm. 06:56:39 I believe it works... 06:57:09 Let us now praise Enne. :) 06:57:18 famous Finns 06:57:26 wait.. I now need to figure out what to do with the remaining special room crap. 07:01:31 -!- galehar has joined ##crawl-dev 07:02:08 hi 07:02:31 moin galehar 07:02:33 hmm.. 07:08:51 -!- Vandal| has quit [Ping timeout: 265 seconds] 07:12:31 -!- Vandal| has joined ##crawl-dev 07:12:34 -!- Zaba has quit [Ping timeout: 250 seconds] 07:13:58 galehar: did you treat all menus or just the skill menu? 07:14:02 Awesome stuff, btw :) 07:14:23 only skill menu 07:14:28 you tried it? 07:15:07 sure: pull, make, wizmode 07:15:50 cool 07:16:41 so, who can help me with the tile bug? keskitalo? 07:18:26 enne? 07:19:19 -!- Zaba has joined ##crawl-dev 07:19:20 -!- Zaba has quit [Changing host] 07:19:20 -!- Zaba has joined ##crawl-dev 07:19:46 galehar: one bit: can you make the reskilling progress page come up first (if available)? 07:20:03 hmm 07:20:04 it does 07:20:23 or it should. Have you tried? 07:21:06 yes! 07:21:28 does it work for you? 07:21:47 is there some map tag that prevents it from being picked by depth or chance, but still lets it be chosen by tag? 07:21:50 yes, it did when I tested it 07:22:02 doing everything once more over here :) 07:22:14 Zaba: not that I am aware of 07:23:02 hm... 07:23:04 I think that there is 07:23:20 but it's not documented or used anywhere :/ 07:23:53 it's 'unrand' 07:24:43 dpeg, ever heard of that? 07:25:25 no, might be hidden 07:25:33 yeah, it's not documented, but it's in the code 07:25:35 it's not something we vaultmakers ever need to use 07:25:48 indeed, but it's useful for the special room subvaults 07:25:51 at least I think so 07:26:03 since they have DEPTH, legitimately, but shouldn't be normally picked by it 07:35:33 galehar: just tested again, still no progress up front 07:35:56 ok, will check that 07:40:57 dpeg: did you start a new char, or was it an existing one? 07:41:01 new one 07:41:23 &_ash, then &^200, then reskilling 07:41:32 ah ok 07:41:50 so no progress while reskilling, or when checking skill menu with m? 07:42:46 ok.. 07:43:01 dpeg, I've rewritten special rooms as minivaults.. 07:47:52 dpeg, now I just need to fix roguey_level so it can properly place special rooms again 07:48:06 that is, I need to rewrite it in lua 07:48:12 galehar: when checking skill menu with m, you have to press !! to see the progress screen. 07:48:23 Zaba: more power to you! 07:48:25 given the previous change regarding its overwriting with _builder_basic, there's no obstacle to that, just routine work 07:48:43 dpeg, special rooms now always get doors, is that ok? 07:48:55 -!- jooosa has joined ##crawl-dev 07:48:57 due to the nature of the way minivaults are connected to the rest of the level, that makes most sense 07:49:14 they used to get doors when corridor length was 0, and now that's pretty much always the case 07:49:40 Zaba: they could be doorless before? 07:49:44 dpeg, yes 07:49:49 -!- joosa has quit [Ping timeout: 260 seconds] 07:50:01 -!- jooosa is now known as joosa 07:50:07 but well. I guess it's fine by you if the behaviour changes, and if it's fine by you, it's objectively fine :P 07:50:07 ah, I see, when they already were connected 07:51:09 dpeg, and it's fine if the behaviour changes, right? 07:51:16 not that anybody's gonna die because of that 07:51:27 well, aside from those who relied on the corridors to special rooms to clear them :P 07:51:39 but I always hated that strategy anyway :P 07:51:41 Zaba: sure it is okay 07:52:16 As I said before, if we're unhappy with anything after the builder rewrite (I doubt it), we'd try to do it anew, and better. 07:52:25 Just keep going on :) 07:52:36 I am 07:53:04 we'll bitch only after you put the effort :p 07:53:34 nope :) 07:53:54 * dpeg hands kilobyte a muzzle. 08:03:12 kilobyte: does the staff of poison still need to pass the evoc/15 check to get its chance to poison things? 08:04:08 * dpeg takes kilobyte's muzzle and applies it to himself. 08:08:06 dpeg: thanks! 08:08:27 MarvinPA: no, like that of necromancy or weapons of venom 08:08:48 aha cool 08:09:00 uhm, wrong 08:09:15 i thought necromancy did need the evoc check too though 08:09:23 it does, that function is not called if you don't pass the check 08:09:34 yeah :( 08:11:39 if anything, i think it'd be cool for the normal staff to be able to ignore rPois at high evoc/poison magic, considering how much damage the other caster staves can do 08:12:32 since olgreb has the evocable venom bolt/toxic radiance which is really good 08:13:48 it's strange why using a staff in melee doesn't train evoc 08:14:55 yeah, i think they're underused even though they're quite powerful, just because it's such a hassle to get the initial 15 evoc 08:15:37 Mu_: Nice zotdef win 08:15:56 !lg * win zotdef 08:15:56 1. Ereshkigal the Royal Jelly (L27 TrWr), worshipper of Jiyva, escaped with the Orb and 15 runes on 2010-12-08, with 68000742 points after 21057 turns and 4:34:35. 08:16:08 moin greensnark 08:16:18 Yo 08:16:31 Mu_: how crucial was the god? 08:16:48 -!- valrus has joined ##crawl-dev 08:17:17 too bad this trick doesn't work anymore as I fixed the bug :p 08:17:26 kilobyte: spamming plants? 08:17:33 still, even with it, winning zotdef is a great feat 08:17:55 What are the final waves composed of? 08:17:57 dpeg: if there are 700 monsters, no new ones may spawn 08:18:12 kilobyte: argh 08:18:32 * dpeg expects a polka line of Pan lords. 08:19:40 I got a centaur as the first wave boss in one of my recent games 08:19:42 It was hilarious 08:20:12 I was standing on the orb and waving at it to go away and it completely ignored me and very impolitely shot me several times 08:20:43 !lg . zotdef killer=~centaur 08:20:43 1. greensnark the Chiller (L2 NaIE), shot by Skupyen the centaur (arrow) on D:1 (zotvault) on 2010-12-09, with 29 points after 232 turns and 0:01:45. 08:21:52 -!- valrus has quit [Ping timeout: 276 seconds] 08:23:09 kilobyte: that 700 monster thing was fixed? or not? 08:24:12 casmith789: hard caps now on what you can plant 08:24:22 not the question I asked! 08:26:04 er... if I'm reading this right, any pan wave will most likely crash 08:26:49 casmith789: if you manage to get 700 hostiles, they of course can't spawn, but there's no way to do this using the Zot abilities 08:26:55 there is 08:27:01 I've done it 08:27:16 yes but you kept rotting every turn 08:28:56 kilobyte: No, he also did it without using the DD thing, I think 08:29:20 could you explain? If so, that's a bug that needs to be fixed. 08:29:28 I don't know the details 08:29:57 No doubt casmith789 can enlighten us :P 08:30:05 in theory you could block a hostile permanent butterfly with a plant, but I know of no way to get it to a place you need 08:30:59 I'd say fix the issue, but also put in a failsafe of some kind 08:31:21 Maybe cull low-HD monsters from both friendlies and hostiles if the monster vector fills up 08:31:34 "fix"... how? Even with the limit at 5600, the monsters still won't be able to pop out. 08:31:35 casmith789: care to tell us? 08:31:51 Increasing the limit is a bad idea, the game already gets horribly slow with 700 monsters 08:32:01 And it's eating poor Napking's CPU :) 08:32:10 if you block the way with something monsters can't get past, you can keep the orb safe for all eternity 08:32:24 one such thing is a hostile sapling 08:32:35 Nice 08:32:42 yes, stationary hostiles 08:33:03 in an act of progressiveness, such monsters should self-destruct 08:33:05 Fedhas + rain 08:33:14 Isn't Fedhas disabled 08:33:20 * greensnark back later. 08:33:25 The sapling says: "I will serve the cause best by withering away." 08:36:02 why is fedhas disabled? 08:37:56 most monsters can't cross water 08:39:06 water card... 08:40:23 -!- Cryp71c has joined ##crawl-dev 08:40:31 Cryp71c: hi! 08:41:03 dpeg, morning 08:41:03 Cryp71c: You have 1 message. Use !messages to read it. 08:41:05 !messages 08:41:06 (1/1) dpeg said (4d 17h 5m 25s ago): Hi, I am here. Been busy etc. You can always write a mail btw :) 08:41:18 dpeg, yeah, I don't ever write mails much :) 08:41:20 Cryp71c: there is a DS patch on Mantis. Would you comment? 08:41:26 Certainly 08:41:29 cool 08:41:33 I will do as well. 08:41:46 Still owe Marvin a reply on the unrandarts. 08:47:48 hm 08:51:33 dpeg, k, replied. In short, all 3 look good, the 3rd patch which makes changes to the tier1 stealth scale mutation aren't supported, its a t1 mutation and 25/50/75 +stealth is already a fair amount. 08:53:08 Cryp71c: thanks for the comments :) 08:53:18 MarvinPA, np 08:53:46 Thanks for the initiative. Regarding the fire facets, I welcome ideas for revisions which make the fire facets as cool as the ice ones. 08:54:15 yeah, i was trying to think of something new instead of just merging them into one but didn't have any great ideas 08:55:59 hellfire's fairly awesome at high xl though, and should be cool as a rare active ability with the lower hp cost 08:58:32 yeah, hellfire should definitely stay in one of the fire facets, but a new mechanic (or a new twist on an old mechanic) for the other fire facet would be quite cool. 09:05:41 i think jiyva is the best god for zotdef yeah 09:06:56 by the end of the game i had about 10 acid blobs and 10 azure jellies plus dozens of slime creatures sat directly on top of the stairs, nothing could really survive that 09:08:03 the regular zot map is very easy precisely because there is only one stair room also 09:09:25 -!- eith has joined ##crawl-dev 09:13:01 * greensnark uses Slimify on Mu_ 09:13:46 Did Dispater manage to get past the stair cordon of slimes? 09:13:54 no 09:14:29 if there are too many pets blocking up squares near the staircases then some monsters will spawn randomly around the map instead of spawning near the staircases 09:14:39 i got unlucky that dispater was one of the randoms 09:15:24 i should have memorized teleport other to clear out some of the slimes to maintain space 09:15:59 BTW, you can worship Fedhas in zotdef. Just draw a common Trowel or explore the Abyss for a while. 09:16:55 Mu_: did he manage to do something? 09:17:12 He seemed to die pretty tamely :P 09:17:22 this random spawn placement thing had me worried for a while, because some monsters had randomly spawned in the glass rooms to the point of filling all squares, meaning i couldn't get into those rooms at all even with teleport. if a rune monster had been placed in there i would not have been able to get that room. 09:17:38 damn. 09:17:39 I fail. 09:17:49 denying me a rune i suppose (can't be certain) 09:18:15 diapter died under the crushing weight of a thousand oklobs 09:18:43 he was the one monster i had to use the exp bug to kill, but i don't feel to bad about it since he shouldn't have gotten there anyway :P 09:19:00 greensnark, I fail at rewriting roguey_level in lua :/ 09:19:25 why would you want to kill any specific monster? 09:19:39 if they are in the glass rooms, let them sit 09:20:28 i noticed that one of the runes was generated nowhere near the staircases, in a zot lung. i surmised that the rune is generated on the spot that a particular monster is place at. is that not correct? 09:20:35 ah right, the rune spawns on the ground, but where the monster goes 09:20:42 right 09:21:09 safer to generate it on an actual staircase if possible 09:21:43 it's not game over, you will get extra demonics 09:22:00 oh that's good 09:24:03 greensnark, I guess I'll try beating it into working some more 09:24:25 Zaba: What's the trouble? :P 09:24:42 Zaba: why would you insist on doing that in Lua? 09:24:58 kilobyte, because I'm rewriting it to use subvaults for special rooms 09:25:07 you can call back to C++ and do it in a sane language 09:25:27 kilobyte, I've already redone normal special rooms as minivaults, locally 09:25:32 it might end up in an unholy mix, but you can always do it 09:25:33 roguey level's the only remaining issue :P 09:34:55 i liked when all the zotdef runes were decaying btw, it made sense with the orb rotting you :P 09:35:15 Mu_: :p 09:45:27 wtf 09:46:07 it seems to work.. but I don't know why 09:47:05 -!- clouded has joined ##crawl-dev 09:47:31 -!- st_ has quit [Read error: Connection reset by peer] 10:07:38 oh yay, it works 10:17:18 -!- cw_ has joined ##crawl-dev 10:22:43 03Cryp71c * r8d9ba3e0b2d3 10/crawl-ref/source/ (abl-show.cc mutation.cc player.cc): MarvinPA's patch additions to Demonspawn 10:34:08 !tell dpeg I like StudioMK's idea for Demonic Wings (https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demonspawn_brainstorming) 3/4 of the way down. As a rough start for a possible facet. 10:34:09 Cryp71c: OK, I'll let dpeg know. 10:36:47 I read that as Demonic Wigs 10:36:55 :) 10:37:03 Demonic wigs! Zomg! They hair, its killing me! 10:37:19 03zaba * r142803880399 10/crawl-ref/source/dungeon.cc: Prevent _roguey_level from being overwritten by _builder_basic. 10:37:23 03zaba * ree0416157810 10/crawl-ref/source/mapdef.cc: Check subvault depth when picking a subvault by tag. 10:37:24 03zaba * rd904f99c51d1 10/crawl-ref/docs/develop/levels/syntax.txt: Add the "unrand" vault tag to docs/develop/levels/syntax.txt. 10:37:24 03zaba * rb0709cd0d0a0 10/crawl-ref/source/maps.cc: Check whether layout type matches for vaults placed by DEPTH+CHANCE. 10:37:25 03zaba * r38d2fd2039b5 10/crawl-ref/source/ (4 files in 3 dirs): Convert special rooms to a minivault that uses subvaults. 10:37:27 03zaba * r5ebeaec64a8c 10/crawl-ref/source/ (dat/des/builder/layout.des dungeon.cc): Rewrite _roguey_level in lua. 10:37:28 03zaba * r0431a893dfd3 10/crawl-ref/source/dungeon.cc: Remove some functions that are no longer used. 10:37:48 Zaba seems to be compensating for his use of GNU screen 10:38:08 and that means what exactly? :P 10:38:38 It's like atonement for your sins 10:38:57 uh oh 10:38:58 well 10:39:03 there's a lot to clean up, I think 10:43:32 -!- clouded is now known as st_ 10:47:11 7133 while (level_number < 1500); // ie forever 10:47:12 wtf 10:50:01 -!- galehar has quit [Quit: Page closed] 10:51:13 Zaba: A very deep zig? :D 10:51:28 Zao, it's meant to loop forever.. 10:51:58 zigs don't use level_number for their level 10:52:14 what is it looping 10:52:49 syllogism, it's in _big_room, it makes nested rooms or something 11:18:11 Does akrasiac not list CDO games anymore? It hides my win! :) 11:18:11 dpeg: You have 1 message. Use !messages to read it. 11:19:11 03dolorous * rffbb4b2b6a28 10/crawl-ref/source/mon-pick.cc: Allow the various deep dwarf types to show up in the Abyss. 11:20:02 Zaba, galehar: pong 11:20:35 enne, I converted special rooms into subvaultism 11:20:37 err, subvaults 11:20:47 Hooray, Cult of Subvaultism! 11:21:04 enne, and I think I've screwed things up in progress :P 11:21:21 that is, aside from the known functionality changes 11:21:28 I'm sure you can sort it out. :) 11:21:40 dpeg: http://crawl.akrasiac.org/scoring-alpha/overview 11:21:50 enne, in particular, I'm not too sure about default_subvault_glyphs use in dat/des/builder/rooms.des 11:21:56 enne, it works, but... 11:22:58 what I'm saying is, it could use an expert's glance 11:23:20 If you pastebin it, I'll take a look. 11:23:26 it's in git 11:24:21 -!- casmith789 has quit [Remote host closed the connection] 11:24:44 On a branch? 11:24:50 no, in master 11:24:53 Oh! 11:25:11 <- doesn't have time to watch commits these days. *sheepish* 11:25:22 well, it's not exactly sweeping changes, since all the functional differences were negotiated with dpeg beforehand :P 11:28:29 Zaba: That seems exactly what default_subvault_glyphs was intended for. 11:28:37 enne, yes, but is it valid to call it on _G? 11:31:23 Isn't that what ends up happening when you just call it on its own directly within a vault definition and not in a function? 11:31:57 I think what happens when is dgn.function 11:32:03 rather than _G.function 11:32:17 no idea whether there's a difference or anything, though... 11:34:41 03zaba * r2a2b7a35be0d 10/crawl-ref/source/ (dungeon.cc mon-place.cc): Remove DNGN_BUILDER_SPECIAL_{WALL,FLOOR}-related code. 11:34:43 03zaba * ra900e108c3b2 10/crawl-ref/source/dungeon.cc: Fix an obsolete comment. 11:36:45 Zaba: clua/dungeon.lua is what sets up _G. 11:37:24 My memory is failing this morning, but I thought it wrapped calls to dgn.foo(map, ...) so that you could just call :foo(...) or _G.foo(...) without passing around the map? 11:38:20 oh well, either way, it works. 11:41:04 enne, I wonder what to do with all the uses of spec_room in the code.. 11:41:16 enne, only the ones that aren't really related to special rooms are remaining now 11:41:35 Rip them out! :) 11:41:41 namely, octa_room and _chequerboard 11:42:19 enne, I wonder whether dgn_region is a good replacement. 11:42:36 Octa room has a lua implementation. You could make that a subvault too. ;) 11:42:51 well.. no, not yet. 11:43:17 if at all. I'm really not sure what to do with _builder_basic. 11:43:55 _builer_basic and _builder_extras, to be precise 11:49:39 I haven't looked at dungeon.cc enough lately to have good ideas about how to clean that up. 11:50:20 -!- eith has quit [Ping timeout: 250 seconds] 11:54:41 st_: thank you 11:55:41 Enne is too noble to mention how he improved octaroom tremendously by lualising it :) 11:57:10 s/he/they/ 11:57:30 I think I just got carried away by adding variations. ;) 11:58:42 no, it is awesome now 11:58:47 I absolutely love it! 12:09:08 -!- casmith789 has joined ##crawl-dev 12:09:59 -!- dpeg has quit [Quit: leaving] 12:22:21 enne, http://thorium.homeunix.org/~zaba/builder.png 12:22:39 enne, that's only the middle of the iceberg, but I think it gives quite an overview for dungeon.cc 12:28:29 Phew, that's a bit of a mess. 12:29:07 It used to be worse :> 12:29:37 I'd believe it. 12:29:52 Zaba: Thanks for all your efforts to make it better. :) 12:30:41 no problem.. 12:32:35 -!- stabwound has quit [Quit: ZNC - http://znc.sourceforge.net] 12:33:05 -!- stabwound has joined ##crawl-dev 12:36:53 -!- elliptic has joined ##crawl-dev 12:45:04 03j-p-e-g * r279415f1b00c 10/crawl-ref/source/rltiles/dc-mon/animals/tentacles/ (17 files in 2 dirs): Add first part of psyshvl's new kraken tentacles, some modified by me. 12:45:16 03j-p-e-g * r735fe902866c 10/crawl-ref/source/rltiles/ (49 files in 7 dirs): Move tentacle tiles into new directory dc-mon/kraken. 12:45:17 03j-p-e-g * r2160212b95e1 10/crawl-ref/source/ (rltiles/dc-mon.txt tilepick.cc): Use new kraken tentacle tiles for segments with only 1 neighbour. 12:49:59 random thought: what if we merged the draining and vampiric brands? 13:05:54 -!- monky has joined ##crawl-dev 13:23:12 -!- Textmode has joined ##crawl-dev 13:32:11 03j-p-e-g * r56f3127a9f19 10/crawl-ref/source/tilepick.cc: Use directional tentacle tiles if adjacent to disturbed shallow water. 13:32:15 03j-p-e-g * r37acfd9dd11d 10/crawl-ref/source/rltiles/dc-corpse.txt: Update kraken corpse tile location. Whoops! 13:32:16 03j-p-e-g * r657fc6c3e06f 10/crawl-ref/source/tilepick.cc: Fix tentacle tiles leaking information about submerged monsters. 13:39:20 there are definitely bugs around rotting of the orb in zot defence 13:45:43 really? I'm so surprised! 13:45:58 it would be great if you described what you found, though 13:49:02 you rot a lot faster than 2hp/turn if you are near the orb/in melee with the monster 13:49:33 I haven't figured out the rules 13:49:43 which is why I didn't produce a bug report 13:50:07 hmm, I already fixed a similar bug a couple of days ago, but my fix may be buggy 13:53:21 -!- galehar has joined ##crawl-dev 13:59:43 -!- TGWi has joined ##crawl-dev 14:03:04 03kilobyte * r44d50a775c2f 10/crawl-ref/source/rltiles/ (10 files in 4 dirs): Fix several mis-sized tiles. 14:03:06 03kilobyte * rdbf190965915 10/crawl-ref/source/zotdef.cc: Test more than 15 runes in the zotdef test. 14:03:06 03kilobyte * r5d3c1074c552 10/crawl-ref/source/mon-act.cc: ZotDef: let monsters kill their own oklobs in the way (which you made and angered). 14:03:10 03kilobyte * rb03ab3ea3acb 10/crawl-ref/source/ (dat/des/variable/mini_monsters.des tilepick.cc): Fix indentation. 14:03:32 :( My kiku altar is hidden away somewhere. 14:03:39 kilobyte: is this fix applied in normal crawl too? 14:03:47 no 14:03:52 interesting 14:04:24 there are no immobile monsters who should be killed 14:04:37 an oklob can be nastier than an executioner 14:05:24 I doubt that 14:06:44 kilobyte: also, I got some deep water in zot defence and I have no idea how it got there 14:07:14 Are there des files for overflow altars? 14:07:55 they can't happen on D:1 AFAIK 14:08:09 robe of clouds 14:08:12 you can get altars on d1, but not overflow ones 14:08:45 sky beasts! 14:08:56 Explored through D:9 and no kiku altar -_- was hoping to find some indication as to the hidden vault its in. 14:10:06 yeah it was close to sky beasts 14:10:10 do those drop water? 14:10:34 casmith789: they leave a trail of rainclouds 14:10:59 those should be temporary 14:11:00 the water 14:11:31 03kilobyte * r6da11d04a00c 10/crawl-ref/source/cloud.cc: ZotDef: stop the robe of clouds, storm bow and sky beasts from making deep water. 14:11:37 I left them make shallow but not deep 14:15:32 I'm really tempted to just block the Abyss outright. Lots of gear you can't get any other reasonable way, access to all gods, etc. Quite safe too, with Zot teleports and oklobs you can make. 14:15:47 heck, I guess all monsters will try to go to (0,0), too 14:17:10 kilobyte: definitely does not need to be abyss in zotdef 14:39:41 -!- Zaba has quit [Ping timeout: 265 seconds] 14:45:21 -!- Zaba has joined ##crawl-dev 14:46:22 -!- valrus has joined ##crawl-dev 14:50:53 -!- OG17 has quit [] 14:59:30 -!- OG17 has joined ##crawl-dev 15:01:18 03kilobyte * r3797a3b036f1 10/crawl-ref/source/ (effects.cc main.cc): ZotDef: disable the Abyss. 15:01:21 03kilobyte * r70ae86c6ec73 10/crawl-ref/source/decks.cc: ZotDef: don't generate several problematic cards. 15:01:26 03kilobyte * rd9df4b1b2d4b 10/crawl-ref/source/mon-abil.cc: Unnerf friendly OCS out of ZotDef. This includes Arena. 15:02:10 -!- Pseudonut has joined ##crawl-dev 15:05:55 -!- Kurper has joined ##crawl-dev 15:09:43 Wow, the new skill menu looks quite nice. 15:10:15 thanks :) 15:10:34 too bad the tiles version is broken :( 15:11:25 Heh, the highlight is in the right place, but the cursor is not. 15:11:46 well, actually it's the text which isn't in the right place 15:12:07 there's a border on the top and left. Shouldn't be 15:12:50 felirx might be able to help with that 15:13:26 I hope :) 15:13:36 what about enne? Didn't a code a lot of the tiles code? 15:13:46 s/a/he/ 15:15:11 Yes. (Also Enne is a she.) 15:15:19 ok 15:15:34 cTele is shown as a racial mutation on trolls (https://crawl.develz.org/mantis/view.php?id=2951) by casmith789 15:15:35 Or did they at one point say they preferred 'they'? :) 15:15:45 galehar: Apart from the bug, looks fantastic! 15:15:59 cool :) 15:16:19 I'll fix the bugs, even if I have to do it alone! 15:16:24 Arrr! 15:17:35 It was usable for me because the hilighter was showing, I'd say don't wait until fixing that for merging into master (if you're not too uncomfortable) 15:18:15 ok 15:18:35 I'll keep trying to fix that and hunting other bugs for a week or so and then I'll merge 15:18:48 That sounds good! You rock! :) 15:19:01 :) 15:19:43 I've been a bit busy 15:19:49 haven't had time to look at it yet 15:20:22 it's ok, there's no rush 15:20:29 I've only pushed it yesterday! 15:20:36 03j-p-e-g * r0bed9f14b355 10/crawl-ref/source/rltiles/dc-mon/kraken/segments/ (8 files): Add more of psyshvl's kraken tentacle tiles. 15:20:48 03j-p-e-g * rcc5a816378c2 10/crawl-ref/source/rltiles/ (dc-kraken.txt dc-mon.txt): Move kraken tile definitions into new file dc-kraken.txt. 15:20:54 Ooh, we got the tentacle stuff already? Awesome. 15:21:15 also, the more I think about it, the more I'm thinking the tiles bug might come from having removed set_transform() 15:21:29 I'll put it back and see if I can fix it properly. 15:29:42 it's possible I quess 15:29:56 does character screen have tho proper mouse alignment with having removed set_transform? 15:30:01 -!- upsy has quit [Quit: Leaving] 15:30:03 random thought: it would be cool to have a race with innate telecontrol 15:30:25 it would also be cool if telecontrol came in multiple levels 15:30:46 (general direction, as current, and exact location) 15:31:16 felirx: the mouse seems to be all right without set_transform. It's the text which is shifted. 15:35:21 so the texts is shifted in character race screens too? 15:35:59 no, I don't think so. 15:40:36 anyone here have ops in ##crawl? 15:40:41 Napkin: ##crawl please :( 15:40:59 -!- stabwound has quit [Quit: ZNC - http://znc.sourceforge.net] 15:41:00 what's up? 15:41:06 spammer 15:41:27 cheers 15:42:47 Napkin: <3 15:43:15 -!- valrus_ has joined ##crawl-dev 15:43:51 -!- stabwound has joined ##crawl-dev 15:47:30 -!- TGWi has left ##crawl-dev 15:51:59 i wonder if that'd work well for spriggans 15:53:13 imo they still need a bit of a nerf, but straight-up nerfs are too depressing; better to have a gift in the other hand if you're coming with a club 15:54:22 could see it on nomes instead though; or could see it as a god ability somewhere, depending on piety 15:58:15 -!- elliptic has quit [Quit: Leaving] 15:58:44 03j-p-e-g * r5a11618a7382 10/crawl-ref/source/tilepick.cc: Use the straight tentacle segment connector tiles. 15:59:37 -!- elliptic has joined ##crawl-dev 16:18:25 is make bazaar supposed to cost permanent hp or just rot you 16:18:37 it says permanent but rots 16:19:26 it's pretty obvious that it should be permanent as you can just buy healing potions in the bazaar 16:20:06 seriously, make gold drop in zotdef and make bazaars show up on a regular basis 16:20:13 there are too many activated abilities in it already 16:21:56 likewise, cut altars and grenades :P 16:23:41 altars are pretty ridiculous, yes, but I think grenades might be interesting if improved 16:24:17 grenades? 16:24:36 is that still slang for trog book throwing? 16:24:39 monky: balancing something like giant spores is always going to suck - devastating if you use them right, but annoying self-death if you mess up or have bad luck (like a monster picking up stones or something) 16:24:48 sorear: not in zotdef, iirc 16:24:52 sorear: zotdef has a 'create grenades' ability that actually creates giant spores 16:24:54 grenade == spore 16:25:50 monky: if spores are necessary at all, make ballistomycetes a kind of tower 16:26:13 I like that idea 16:26:23 a cbl tower could be cool too 16:26:27 yes 16:26:52 for spores I was originally thinking just using different targeting methods 16:27:12 as it stands, if I recall correctly, it spawns them next to you, which is usually just suicidal 16:27:16 yes 16:28:02 hmm, another tower idea 16:28:06 be nice to have something that slows 16:28:17 two towers that do something between them 16:28:20 best i could think of was a sphinx statue 16:28:32 like an arc of lightning, or a respawning forcefield that things have to attack 16:28:35 a sonja statue 16:28:44 Mu_: snail statue!! 16:28:50 agate snail statue 16:28:57 the needle traps would be useful if they were loaded with curare 16:29:01 ocs confusion is sort of kind of like slowing except not really 16:29:14 actually 16:29:22 it would be kind of cool if each god had a statue 16:29:55 could add those blank statue enemies as towers too, they'd do melee attacks on enemies adjacent :p 16:30:00 @??statue 16:30:00 statue (158) | Speed: 10 | HD: 8 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living | Res: 13magic(immune), 05fire, 02cold, 10elec++, 03poison | XP: 561. 16:30:07 some of them it'd be pretty obvious at least - ely heal allies, kiku miasma, chei slow, lugonu does bend space surrounding itself 16:30:39 problems: what about gods that really overlap a lot 16:30:47 makh/veh, kiku/yred 16:31:05 monky: yred can spawn undead, like a silver statue 16:31:11 well, you can pick just one ability each for them 16:31:11 veh could get oos statues \m/ 16:31:16 yesss 16:31:17 ood even 16:31:22 iood statues would own 16:31:36 makh could have a statue that does minor destruction 16:31:38 and sometimes major 16:31:55 makh could own silver statues 16:32:04 silver statues are due for a flavor change anyways 16:32:08 because silver = zin 16:32:30 'demonic idol'? 16:32:41 water could help slow walking monsters if water ever got fixed 16:33:03 also are really old dev builds kept anywhere? Want to look at that AM book 16:33:26 you could check out an old revision and compile it yourself 16:33:30 the book of AM 16:33:33 or just look at the diff 16:33:37 "Hate..." 16:33:55 beogh statue = smite 16:34:10 tso = has a halo (backlit) and maybe lobs cleansing flame? 16:34:13 jivya statue = jellies 16:34:36 Zannick: jiyva statue should turn walls to acid 16:34:53 I can't think of anything for ashenzari; perhaps ocs? 16:35:17 monky: wherever you place an ash statue, you can go to shift-X and see what's there 16:35:27 that would be immensely useful in zotdef 16:35:30 sounds like a lot of work 16:35:36 tso's statue just provides a halo around it 16:35:44 maybe, depends how the map code is implemented 16:35:46 also: alarm traps are ridiculous; replace them with ash statues 16:36:16 oh boy 16:36:19 xom statues 16:36:26 xom statues would be the best 16:36:30 :D 16:36:40 they should sometimes get up 16:36:42 and wander around 16:36:46 and dance 16:36:56 chaos effects on enemies? spew chaos clouds? 16:37:16 monky: confetti burst 16:37:20 like confetti, but doesn't require LOS 16:37:21 or occasionally invoke xom effects 16:37:29 Eronarn: LOF? 16:37:37 just a joke :P 16:37:43 oh 16:37:59 i actually think that there is enough material here that we could use these statues in the main game somewhere 16:38:19 I was thinking use the altar adjectives for statues 16:38:25 like kiku would be ancient bone statue 16:38:40 which makes little sense but whatever 16:38:41 "A shattered statue of Ashenzari" 16:38:50 -!- Cryp71c has quit [Quit: Leaving] 16:38:53 imo they should be reminiscent but not identical 16:39:25 a burning statue of makhleb 16:39:46 kiku should have obelisks 16:39:47 imo 16:39:51 !whereis elfrobin 16:39:53 elfrobin the Tainter (L12 NaVM) last saved on Elf:3 on 2010-12-09 after 22239 turns. 16:39:53 -!- Zaba has quit [Ping timeout: 255 seconds] 16:40:14 what would nemelex statue do 16:40:23 sparkle 16:40:50 summon wasps 16:41:00 it would be the dealer 16:41:15 monky: well, nemelex is cards only right now; but his statues could, say, play dice 16:41:38 or roulette! :D 16:41:44 an one-handed bandit statue? 16:42:30 when i first had this idea i was thinking that you only had access to god-statues if you were a worshiper 16:42:34 how do people feel about that? 16:43:18 I guess fedhas wouldn't need statues then 16:43:32 unless god statues got into real crawl 16:43:45 no fedhas in zotdef? 16:43:57 no fedhas in zotdef. 16:44:14 why not 16:44:24 a fedhas statue is a really tough tree 16:44:35 I'm guessing because fedhas has huge overlap with zot abilities 16:44:59 monky: this is a probem with the zot abilitiesi mo 16:45:00 (can you make trees in zotdef yet?) 16:45:11 shit like the fungus ring should really go 16:45:24 what about the basics like oklob farming 16:45:31 and other plants 16:45:45 gone in favor of god statues or whatever? 16:46:05 monky: well one approach would be to fill all of the tower slots with god statues and let anyone use them 16:46:21 another would be that you have one god statue slot, and it's whatever your current god is 16:46:41 another would be you can get statues of any of the similarly-aligned gods - so, say, ely+zin+tso 16:47:02 speaking of gods in zotdef, there are a few that just don't work at all 16:47:04 i think all of them have appeal... the status quo with oklobs and such is kind of shitty 16:47:20 currently, at least 16:47:29 monky: name one? 16:47:34 kiku doesn't accept kills from oklob turrets or anything 16:47:37 sif is probably pretty awful 16:47:42 ely gets upset when your friends die 16:47:54 dunno if oka gets upset over oklobs 16:47:56 chei (but then chei never has appeal) 16:47:57 ely probably is terrible, oka also. But apart from those 16:48:07 chei is awesome 16:48:18 chei is probably good because you are just standing on the orb the whole game anyways 16:48:28 i guess, no piety from allies though 16:48:29 Eronarn: but you get hit more often :p 16:48:40 if you are standing on the orb the whole game then you will lose :P 16:48:43 [ps: I was joking wrt chei] 16:48:43 viscous statue of jiyva 16:49:00 elliptic: or not, if you're a mummy and have a blockade :p 16:49:18 casmith789: uh, that doesn't work forever 16:49:24 why not? 16:49:28 mummy and bug abuse 16:49:31 stuff will pile up and then generate randomly around the level 16:49:35 I did it with a vampire 16:49:42 did you win 16:49:47 ie reached the monster limit 16:49:55 no, but I could've lived forever had I so wished 16:50:01 (one thing with the statues would be: are they statues *of* the god, or *dedicated to* the god?) 16:50:10 oh right, that should work on some maps 16:50:31 if we don't want to have it be the former, we can't use 'statue of', it'd have to be (some word other than statue) 16:50:35 I'd prefer dedication, such as not to force a form upon gods 16:50:41 I was just thinking about the easy blocking of paths on the real zot map 16:50:45 monky: agreed 16:50:52 since you can do that at L2 with SpEn 16:50:55 -!- Zaba has joined ##crawl-dev 16:51:28 obelisk of kiku, column of zin 16:51:32 are two ones i think fit well 16:51:53 idol works for beogh and probably makhleb 16:52:39 trog could get a bonfire instead of a statue :D 16:53:24 "You face a man-high bonfire." 16:53:41 something of xom 16:54:08 the jack-in-the-box of xom 16:54:44 Zannick: randomly changes appearance, of course 16:54:50 "Do you want to throw the... oh never mind." 16:54:53 dadaist contraption of xom 16:55:20 picture of a statue of a picture of an idol of xom 16:55:45 technicolor cave painting of xom 16:55:58 "Ceci n'est pas Xom." 16:56:17 lolling irl 16:56:19 :D 16:56:45 "You throw the Orb of Zot into the bonfire. Nothing happens." 16:57:13 "You gain 100 points in the crawl tourney." 16:58:42 but then we'd need a strange small rift, a shimmering pool, a stone column, and a whirlwind 16:58:44 baroque sepulchre :D 16:59:35 hmm, sif would be a pretty hard one 16:59:40 03galehar 07skill_menu * r193f52e3b8c6 10/crawl-ref/source/skills2.cc: Fix skill not greyed out when disabled in some cases. 16:59:41 03galehar 07skill_menu * ra1ce5eaea459 10/crawl-ref/source/menu.cc: Fix the help being the wrong colour sometimes. 16:59:42 03galehar 07skill_menu * rd42a05e53d85 10/crawl-ref/source/skills2.cc: Use BoxMenuHighlighter also in console. 16:59:43 03galehar 07skill_menu * rdfb9257f2490 10/crawl-ref/source/skills2.cc: Make the highlight colour brown. 16:59:44 03galehar 07skill_menu * r653ae347c38f 10/crawl-ref/source/skills2.cc: Check if the active item is still selectable after action changed. 16:59:48 maybe she could antimagic enemies, since that's her wrath 17:00:07 "The orb of fire falls into the bonfire and disappears. For some seconds the whole level is filled with an immense heat." 17:00:09 or she buffs her nearby allies 17:00:20 their magic, say 17:00:58 03galehar 07skill_menu * r88ff0168777d 10/crawl-ref/ (84 files in 15 dirs): Merge branch 'master' into skill_menu 17:01:51 -!- dpeg has joined ##crawl-dev 17:02:04 hey dpeg 17:02:45 I couldn't reproduce the bug you talked about (reskilling progress not being showned by default) 17:02:55 works fine for me 17:14:25 hi 17:14:32 strange 17:14:42 galehar: do I have to switch to some branch? 17:15:07 yes 17:15:13 uh-oh 17:15:16 forget what I said 17:15:17 the new skill menu is in a new branch :) 17:15:23 and tell me how to do it =) 17:15:30 -!- dpeg is now known as dumboeg 17:15:35 git checkout skill_menu 17:16:15 I could've sworn I spotted some differences. 17:16:27 Tells you how much to trust my oaths. 17:16:38 :) 17:17:34 My wife is sometimes worried about this too :) 17:17:58 dumboeg: this coming week i will be working on recite during vacation; did you have anything to say about the current version of the patch beyond what dolorous had to say? 17:18:53 Eronarn: thanks for asking. Following dolorous's comments is good. I would have chimed in if I had disagreed somewhere. 17:19:02 There was one minor bit, perhaps I'll get to commenting tonight. 17:19:40 'kay 17:23:33 galehar: now I see the new menu in its full glory :) 17:23:48 cool :) 17:25:02 galehar: we want something like this for all menus =) 17:25:40 I'll think about it ;) 17:26:57 I'm going to bed, let me know if you have any suggestion 17:27:36 also, try the tile version. It's a bit broken, but will be very cool once I fix it. 17:28:06 I have never tried the tiles version :O 17:31:57 the old one was just the same in console and tiles 17:32:38 the new one too, except that the highlighter is a box instead of background colour, and that everything can be operated with the mouse 17:32:42 bedtime now 17:32:45 -!- galehar has quit [Quit: disconnect] 17:55:20 03j-p-e-g * re62737d50604 10/crawl-ref/source/tilepick.cc: Add curved tentacle segment tiles between edges (rather than corners). 17:55:21 03j-p-e-g * rc3862e5c2ea6 10/crawl-ref/source/ (11 files in 3 dirs): More curved tentacle segment tiles. 17:55:22 03j-p-e-g * r31b1a80104f7 10/crawl-ref/source/ (6 files in 3 dirs): Add missing U-shaped tentacle segment tiles. 17:55:23 03j-p-e-g * r92fc89abf329 10/crawl-ref/source/tilepick.cc: Another special case of directional vs. starting segment tile. 17:55:58 Ooh, segment tiles! <3 18:13:35 03kilobyte * ree4a97070513 10/crawl-ref/source/skills.cc: ZotDef: greatly cheapen skill training. 18:13:36 03kilobyte * r6660c93e78d1 10/crawl-ref/source/ (startup.cc view.cc view.h): ZotDef: start with the map mapped. 18:25:41 kilobyte: if you're doing sprint-style skill training, can you do sprint-style xp gain too? :) 18:32:32 -!- Pseudonut has quit [Remote host closed the connection] 18:37:48 no, sprint gives you bigger gains whatsoever: exp, levels, etc 18:37:57 this affects only skill training 18:38:11 I know you'd want three times as many oklobs :p 18:38:25 who wouldn't? :P 18:38:49 i used to save all my xp until i got that ability, just so i could use it once 18:42:42 kilobyte: i mean xp gain with the understanding that monster waves would be compressed too 18:42:45 zotdef is far too long 18:43:06 !lg . zotdef 18:43:06 42. Eronarn the Prestidigitator (L15 DDGl), worshipper of Nemelex Xobeh, blasted by Tiamat (chilling blast) on D:1 (zotvault2) on 2010-12-08, with 94272 points after 8077 turns and 1:35:53. 18:43:19 over an hour and i still wasn't even that far along 18:43:57 this would also help the caster situation, where there are so many waves in rapid succession that they just die 18:45:14 i'd say make it at least 3 times as fast, personally 18:50:00 oh hey, random thought: it would be cool to have something that gives you a petrifying gaze :) 18:52:30 sphinx? 18:52:48 hmm 18:53:08 kilobyte: it came up in the zin recite revamp issue that smite on monsters is overused 18:53:51 gazes in crawl work as smite attacks, though, so that'd be a neat substitution maybe 18:54:35 more nifty: for priests, replace the ridiculous nameless gods that all do the same bland thing with something more meaningful 18:55:41 monky: there's what... mummies, elves, draconians? 18:56:02 orcs 18:56:14 I forget if there are any others 18:56:40 the original holies too if you count them 18:56:43 well, orcs have beogh 18:56:56 demon-summoning beogh 18:57:12 monky: priests can learn non-priestly spells, though 18:57:19 well, Beogh's new name is a distortion of the old one, Bog -- which means just "god" in most slavic languages 18:57:32 so he can be argued to be "nameless" 18:57:50 are priests counted as spellcasters? 18:58:23 as priests 18:58:46 which is distinct at least where messages and Trog are concerned 19:00:10 it should probably be possible to be both a priest and a wizard 19:01:10 smite is relevant at all stages of the game, it's hardly overused or boring or whatever 19:01:44 smoke demons also smite 19:02:02 also one or two uniues 19:02:18 sphinxes too 19:02:28 OG17: it's only overused/boring because so many things use it at all points in the game 19:02:46 so many things use melee attacks too 19:02:47 it's relevant because it's LOS-based damage 19:02:52 not becaue it's 'smite' 19:02:55 unavoidable LOS damage yes 19:03:04 right and airstrike is the same thing 19:03:07 what 19:03:12 what 19:03:40 airstrike is unavoidable LOS damage - it has a different range/variance, of course 19:03:41 airstrike has the whole lev thing, and it doesn't ignore AC, does it? 19:04:34 old AC: you fought hordes of monsters, slowly whittling down -- then suddenly a smoke demon or two could get you down all by themselves 19:04:43 yeah, airstrike can roll no damage; i'm not saying we should replace smite with airstrike 19:05:08 just that not everything with smite-like damaging effects has to use smite 19:05:10 -!- syllogism has quit [] 19:05:30 if you want a smiting damaging effect smite seems like a pretty good candidate 19:05:35 if we preserve smite for only a few gods, it will make it seem that much more emeaningful 19:05:57 it's meaningful because it's a threat, not because of 19:06:03 what are you even objecting to? Flavor? 19:06:21 this is purely a flavour thing i'm talking about yes 19:09:20 "something smites you" is pretty much all the flavor you need I think 19:09:35 no one's going to care if daevas smite you and orc priests different-name smite you 19:10:35 and current smite is a good mechanic (which is why it's so "common") 19:13:01 i don't want to change smite at all so i don't see why you are defending it 19:14:04 do you mean changing it so it's only "divine providence" in a few cases? 19:14:52 and making it the same thing but different flavour for everyone else? 19:16:18 clearly a different text line would make the ability less overused/boring (if anyone ever said that at all) 19:17:06 I think you are trying hard not to understand each other :) 19:17:09 MarvinPA: i could see some things actually losing smite for some new LOS-targeted ability, if we came up with an interesting one 19:17:25 but yeah, some of it could be just different flavour 19:17:31 it would be nice for, say, sphinxes and smoke demons to not have it flavoured as a divine ability, anyway 19:17:34 right 19:17:51 like for smoke demons: it could check asphyx resist and be 'the smoke demon fills your lungs with smoke' or what have you 19:18:06 this will be identical for the majority of characters 19:18:22 so you don't want to change smite, you just want to change monsters to not use smite 19:18:35 OG17: [some] monsters to not use smite [maybe] 19:19:13 [i don't want to change smite at all] 19:19:34 regardless breath isn't going to effect undead or anyone in lichform 19:19:40 if that even needs to be pointed out 19:19:48 (affect) 19:20:20 indeed 19:20:31 which is why i said < Eronarn> this will be identical for the majority of characters 19:22:02 I find it a bit weird that all smite does exactly the same damage, like orc priest vs orc high priest, but maybe this is desirable 19:22:06 you do realize that making nonbreathing characters immune to smoke demon "smite" is changing smite, right 19:22:19 I mean it's just one example, but smite's good because it's the same for everyone 19:22:57 monky yeah that seems sort of weird to me too, high priests at least could have a boost I think 19:23:03 which is why i'm not rushing to make a patch to do this 19:23:05 and hellfire burst is like upgraded smite 19:23:15 e.g. deep elf priests vs deep elf high priests 19:23:31 orc high priests have no such luck 19:23:59 i only want to see smite changed if something that is more interesting can be found - which i think it can 19:24:24 smite is interesting in itself 19:24:27 primarily i am interested in the flavour, and mechanics changes sometimes can be a part of establishing flavour, but sometimes renames work too 19:28:58 having multiple abilities that do the same thing is generally a sign that something's wrong 19:29:36 and the current smiting monsters do very well with current smiting, so 19:30:39 -!- MakMorn has quit [Ping timeout: 265 seconds] 19:31:10 i disagree with the former 19:33:59 -!- Pseudonut has joined ##crawl-dev 19:43:43 -!- MakMorn has joined ##crawl-dev 20:24:13 -!- dumboeg has quit [Quit: Lost terminal] 20:25:14 -!- Kurper has quit [Remote host closed the connection] 20:25:18 quick patch zotdef before casmith789 cheats his way to victory :P 20:25:46 this is a perfectly legitimate technique 20:27:03 just like gaining exp from making oklobs 20:27:11 Net trap passively detected as being a monster (Ashenzari) (https://crawl.develz.org/mantis/view.php?id=2952) by pixnaps 20:28:22 -!- Twilight-1 has joined ##crawl-dev 20:31:14 -!- Twilight13 has quit [Ping timeout: 240 seconds] 20:36:11 -!- joosa has quit [Remote host closed the connection] 20:37:22 -!- joosa has joined ##crawl-dev 20:45:52 pfft, i had to get to xl 25 or whatever to earn that bug :P 20:47:03 casmith789 will die of int drain anyway :P 20:47:21 I'll die to the orb 20:48:31 omg hax 20:50:38 did the rune room fill up 20:52:58 yes 20:53:09 I was trying not to let that happen 21:04:35 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:10:00 -!- sorear has quit [Ping timeout: 240 seconds] 22:15:48 -!- Lollipop__ has joined ##crawl-dev 22:22:07 -!- valrus_ has quit [Remote host closed the connection] 22:40:39 -!- kilobyte has quit [Ping timeout: 245 seconds] 22:47:44 -!- kilobyte has joined ##crawl-dev 23:10:04 -!- sorear has joined ##crawl-dev 23:55:40 -!- paxed has quit [*.net *.split] 23:55:40 -!- ahpla has quit [*.net *.split] 23:55:40 -!- RjY has quit [*.net *.split] 23:59:49 -!- paxed has joined ##crawl-dev 23:59:49 -!- ahpla has joined ##crawl-dev 23:59:49 -!- RjY has joined ##crawl-dev