00:10:33 -!- upsy has joined ##crawl-dev 00:18:17 -!- elliptic has quit [Read error: Connection reset by peer] 00:18:20 -!- elliptic_ has joined ##crawl-dev 00:19:31 -!- elliptic_ is now known as elliptic 00:22:12 -!- ahpla has quit [Read error: Connection reset by peer] 00:22:29 -!- ahpla has joined ##crawl-dev 00:27:20 -!- enne has quit [Read error: Connection reset by peer] 00:27:53 -!- Kurper has joined ##crawl-dev 00:32:07 -!- enne has joined ##crawl-dev 00:35:07 -!- mruuuu has joined ##crawl-dev 00:37:12 -!- mruuuu has quit [Client Quit] 00:38:32 -!- mruuuu has joined ##crawl-dev 00:38:46 -!- valrus has quit [Remote host closed the connection] 00:40:25 -!- mruuuu has left ##crawl-dev 00:57:39 -!- Textmode has quit [Ping timeout: 260 seconds] 01:32:04 -!- ahpla has quit [Changing host] 01:32:04 -!- ahpla has joined ##crawl-dev 01:39:38 -!- valrus has joined ##crawl-dev 01:41:53 new monster idea: Sentry Orb. Every turn you remain in LOS it changes colour a bit more and gets a bit noisier; this dies down much slower than it builds up. If it maxes out, it launches at you IOOD style! 01:44:25 -!- valrus has quit [Ping timeout: 260 seconds] 02:14:03 nonsense when examining item on ground (https://crawl.develz.org/mantis/view.php?id=2953) by MrMisterMonkey 02:27:01 -!- galehar has joined ##crawl-dev 02:28:47 -!- Kurper has quit [Remote host closed the connection] 02:29:44 morning 02:47:05 -!- syllogism has joined ##crawl-dev 02:59:28 -!- dpeg has joined ##crawl-dev 02:59:32 !seen greensnark 02:59:32 I last saw greensnark at Fri Dec 10 08:33:20 2010 UTC (26m 12s ago) saying !fight 99 ice statue v Cerebov spells:. on ##crawl. 02:59:50 Hi 03:00:34 Hi 03:01:16 greensnark: when placing serial vaults with the lua hooks, do the fan vaults check their depth and chance? 03:01:51 Chance doesn't seem relevant here 03:02:02 Since you're specifying what vaults you want 03:02:04 ok, what about WEIGHT :) 03:02:10 weight is checked, yes 03:02:45 An example: there are a number of glass pillar vaults. I give all of them TAG: serial_glass and make one mother NAME: glass_vaults vault which calls glass tagged maps. 03:02:54 For the latter, weights are used as in the local maps? 03:03:10 Yes 03:03:14 cool 03:03:19 and is depth checked, too? 03:03:53 I'm a little confused as to which vaults you're asking about. Is it the primary vault or the extra vaults it places 03:04:16 The primary vault is picked by the regular dungeon builder so all normal rules apply 03:04:32 yes 03:04:41 I am asking about the vaults it calls. 03:04:58 The secondary vaults can be picked by tag or randomly; if they're picked randomly the normal rules apply. If they're picked by tag, depth is checked. 03:05:05 don't worry, you'll see in a minute what I borked up :) 03:05:06 weights always apply, so nothing new there 03:05:31 What do you mean by "or randomly"? I am only aware of picking by tag. 03:05:47 Look at dgn.place_maps in dat/clua/dungeon.lua 03:05:58 There's a comment specifying what arguments it can take 03:06:56 ah, I see 03:07:27 Oh, also there is nothing constraining the vaults to be close together or similar, they'll be scattered around the level as usual 03:07:33 allow_dup with count>1 is only needed when I place a single tagged vault, right? 03:07:38 greensnark: of course 03:07:44 That's what I wanted :) 03:08:06 Constraints would also be nice 03:08:21 I think it'll be more immersive if sometimes that glass vault is accompanied by a bunch of more glass vaults. Makes you think, "aha, they used a lot of glass when digging this out". 03:08:25 greensnark: true 03:08:30 Like a request to place the accessory vaults within a certain distance of the main vault 03:08:50 Anyway, that will complicate build logic so maybe later :) 03:08:51 yes 03:08:54 no problem 03:09:04 I am happy I can play around with multiple vaults now. 03:09:29 And yes, allow_dup is only necessary if a map will be used more than once 03:10:29 You should use die_on_error=false if you don't want the main vault to fail if it can't find accessory vaults to place 03:11:01 oh, the main vault will be just . 03:11:18 you will see 03:11:38 one last bit: I can use the usual tricks (e.g. from the zot levels) to roll a number and use that as count? 03:11:53 Oh, sure 03:11:57 It's Lua as usual 03:12:07 Cannot resist urge to randomise. 03:27:48 Hee, Atomjack is playing ZotDef 03:28:05 Damn, he stopped :( 03:28:15 !gamesby atomjack zotdef 03:28:15 atomjack has played 19 games, between 20101208 and 20101210, won 0, high score 35850, total score 38422, total turns 15410, total time 1:58:21. 03:28:26 !hs atomjack zotdef 03:28:26 19. Atomjack the Summoner (L13 KeSu), worshipper of Vehumet, blasted by an orc priest (divine providence) on D:1 (zotvault2) on 2010-12-09, with 35850 points after 6015 turns and 1:05:17. 03:28:40 !hs . zotdef 03:28:40 21. greensnark the Champion of Chaos (L13 MiMo), worshipper of Makhleb, slain by an iron troll (summoned by a deep dwarf berserker) on D:1 (zotvault2) on 2010-12-10, with 38533 points after 6339 turns and 1:38:45. 03:28:47 NAME: serial_glass 03:28:48 DEPTH: D, Elf, Crypt 03:28:48 CHANCE: 100% 03:28:48 {{ 03:28:48 -- Single instances of serial_glass vaults can be placed normally, so 03:28:50 -- we only roll numbers between 2 and 12 (non-flat distribution). 03:28:51 Yay, I beat him :P 03:28:52 local c = 2 + crawl.random2(3)*random2(3)*random2(3) 03:28:54 @?? deep dwarf berserker 03:28:55 deep dwarf berserker (04q) | Speed: 10 | HD: 8 | Health: 47-89 | AC/EV: 2/12 | Damage: 10 | Res: 06magic(64) | Chunks: 07contaminated | XP: 545 | Sp: brothers in arms, hand, berserker rage. 03:28:55 hook("post_place", function() 03:28:57 dgn.place_maps{tag="serial_glass", count=c} 03:29:00 end) 03:29:02 }} 03:29:05 This gets me an error with the "local" line. 03:29:21 dpeg: What is the error? :P 03:29:33 Whereas "local dx = crawl.random2(12)" is used all over the place. 03:29:40 Also you seem to be missing the crawl.random2 on the subsequent calls 03:29:41 /home/dpeg/crawl-ref/crawl-ref/source/dat/des/variable/mini_features.des:36: attempt to call global 'random2' (a nil value) 03:29:46 Ah, that's why 03:29:55 Oh my :) 03:30:13 local random2 = crawl.random2 ; local c = random2(3) * random2(3) * random2(3) 03:30:14 crawl. 03:30:22 or that 03:31:13 syllogism: that barely released guy (Zig only) is vastly underestimated by ZotDef code. Has way too little xp, too. 03:31:28 That deep dwarf berserker was awesome 03:31:36 I went to check my oklob line 03:32:00 And next thing I know there were berserk iron trolls oozing up through the floor everywhere 03:32:23 haha 03:32:31 :) 03:32:36 Where are they on the power curve? Greater naga? Pre-nerf merfolk javelineer? Ancient lich? Greater mummy? 03:32:42 maybe it will convince players it's necessary to nerf BiA 03:32:53 !fight deep dwarf berserker v 2 greater naga 03:33:00 ancient lich at least, I'd say 03:33:12 berserk iron trols >>>> 1s 03:33:13 Dumb thing didn't summon :P 03:33:16 trolls 03:33:20 !fight deep dwarf berserker v 2 greater naga t:99 delay:0 03:33:28 Hey, it crashed :P 03:33:34 ??!fight[3] 03:33:35 I don't have a page labeled !fight[3] in my learndb. 03:33:38 ??!fight[2] 03:33:38 I don't have a page labeled !fight[2] in my learndb. 03:33:40 !fight deep dwarf berserker v 2 greater naga t:99 delay:0 03:33:42 ??fight[2] 03:33:42 fight[2/7]: Examples: "!fight 20-headed hydra v 10 kobold ; scimitar ego:flaming", "!fight 99 orc v the royal jelly", "!fight electrical eel v 10 rat". Note the syntax for some monsters -- make sure you aren't pluralizing, and spell monster names correctly. 03:33:45 ??fight[7] 03:33:45 fight[7/7]: For most epic fight ever try !fight giant spore v giant spore 03:33:48 ??fight[6] 03:33:48 fight[6/7]: http://crawl-ref.svn.sourceforge.net/viewvc/crawl-ref/trunk/crawl-ref/docs/arena.txt for a guide. For the arenas: http://crawl-ref.svn.sourceforge.net/viewvc/crawl-ref/trunk/crawl-ref/source/dat/arena.des 03:33:48 Yeah, definitely crashy 03:33:52 ??fight[5] 03:33:52 fight[5/7]: Please do not use test spawners with delay:0, kthx. 03:33:59 oh only test spawners 03:34:24 These days I clamp delay anyway 03:34:29 deep dwarf berserker seems like a pretty solid target for Crusade 03:34:31 !fight deep dwarf berserker v orb of fire 03:34:58 !fight deep dwarf berserker v orb of fire t:5 03:35:25 !fight 5 deep dwarf berserker v orb of fire t:5 03:35:46 looks like they can't summon in fightclub 03:35:54 ASSERT(!(crawl_state.game_is_arena() && mon->foe == MHITYOU)) in 'mon-behv.cc' at line 171 failed. 03:36:01 !fight orb of fire v 5 deep dwarf berserker t:5 03:36:16 I think the arena is crashing with that when they summon 03:37:01 http://sprunge.us/WPQC 03:44:02 beh, all other summoning spells have doubled code... this one that doesn't crashes 03:44:31 "Levitating" tentacles prevent water overlay in tiles (https://crawl.develz.org/mantis/view.php?id=2954) by jpeg 03:45:25 kilobyte: You fixing tht? 03:45:32 Essentially foe should not be MHITYOU 03:45:33 yeah 03:45:51 And that angering check looks unnecessary if the berserker is not summoned by the player 03:46:29 it should be when you summon it (no immediate foe, bros are not supposed to be directable), when Trog does that, and really, even when monsters do 03:46:51 Why is MHITYOU better than MHITNOT there? 03:47:02 MHITNOT will anyway be converted into a real foe as soon as the monster acts 03:47:03 wouldn't it case "wandering"? 03:47:10 cause 03:47:38 Hm, not sure, but it'll unwander pretty soon. 03:47:58 who decided on the names for MHITYOU and MHITNOT 03:48:01 because i basically hate them 03:48:27 Legacy names 03:48:31 Eronarn: back in linley henzell's day, they were "200" and "201" 03:48:40 those were better :P 03:48:43 or maybe it was the other way around 03:49:01 strange... DDBe vs 2 greater nagas: 44:55, 52:47, 20:79 03:49:06 interesting variance 03:49:45 @??greater naga 03:49:46 greater naga (13N) | Speed: 8 (act: 80%) | HD: 15 | Health: 63-102 | AC/EV: 6/10 | Damage: 27 | Flags: spellcaster, see invisible | Res: 13magic(immune), 03poison | Chunks: 09poisonous | XP: 1683 | Sp: b.venom (3d19), mystic blast (3d19), haste, poison arrow (3d22), teleport other, teleport self. 03:50:02 did greater naga get unnerfed yet 03:50:12 sorear: 404 sensible naming scheme not found 03:50:17 it got hit by the nerf bat again when haste was nerfed 03:51:08 Yeah, they're pretty weak after the haste nerf 03:51:11 it's silly how you can now outrun hasted speed 10 creatures 03:51:17 Naga magi also 03:51:28 syllogism: You can outrun them? 03:51:30 with flight+swiftness (or was that nerfed yet) 03:51:36 or as spriggan 03:51:45 Flight + swift nerf is overdue, yeah :) 03:51:48 03kilobyte * rca3edeb8f393 10/crawl-ref/source/mon-cast.cc: Allies animating dead is ok for hungry herb3. 03:51:50 03kilobyte * r68351e596c5c 10/crawl-ref/source/ (mon-abil.cc mon-place.cc spl-goditem.cc spl-summoning.cc): Fix a few cases of LOS distortion. 03:51:51 03kilobyte * re3573653bfea 10/crawl-ref/source/spl-summoning.cc: Stop arena crashes with monster berserkers. 03:51:53 or swift + boots 03:52:06 Why does flight + swift need to be nerfed all of a sudden? 03:52:11 sorear: it doesn't 03:52:49 Swiftness is plenty good enough on its own; there's no need to make it better just to make the Flight spell not suck 03:52:50 yeah, it's not that different from other ways to speed up movement 03:53:22 then what else do you propose for flight? 03:53:37 Get rid of Fly spell :P 03:53:41 for me, it has the benefit of not screwing everyone without the luck to get boots of running 03:53:52 It's already making the amulet of controlled flight look bad 03:54:00 amulet of controlled flight IS bad 03:54:01 lev is tedious 03:54:22 Would converting lev into fly be bad 03:54:25 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:levitation 03:54:39 Keskitalo: that's a great idea 03:55:08 Hah 03:55:18 greensnark: good idea 03:55:23 ugh, noooo 03:55:26 that idea is so awful 03:55:35 it would only be good for some gimmick vaults 03:55:36 Keskitalo promoting his directional sortasemicontrolled levitation? 03:55:48 "physics" 03:55:52 :) 03:56:03 "only exist when we deem them necessary" 03:56:21 physics in a fantasy game are only a guideline that are made for breaking 03:56:38 quoting Vaarsuvius? 03:56:47 +s 03:57:01 i'm dead tired and typing random things 03:57:22 imo we should look to make flight better, not lev worse 03:57:30 and if we can't think of ways to make flight better 03:57:34 +1 to killing the Lev/Flight split and giving all perks to Lev 03:57:37 we can just axe them 03:57:59 !fight deep dwarf berserker v 2 greater naga t:99 delay:0 03:58:13 levittation is very annoying 03:58:19 especially now that amnesia is finite 03:58:20 i think there is room for 'levitation' and 'flight', or 'flight' and 'better flight' 03:58:21 felirx: axe! axe! 03:58:42 I don't see any reason to memorize it unless you really need to get access to some phat loot early 03:59:04 like: allow, while flying, monsters to not block line of effect 03:59:07 !fight deep dwarf berserker v greater naga t:99 delay:0 03:59:24 (i.e., you can shoot arrows over the heads of enemies; but they can hit you, too) 04:00:01 !fight deep dwarf berserker v antaeus t:99 delay:0 04:00:28 or make flight give a huge EV boost, but it declines the more turns you spend without moving 04:00:32 The zerker doesn't look too bad at all if you squelch it quick 04:00:45 or in confined spaces! 04:00:46 !fight deep dwarf berserker v antaeus arena:river t:9 delay:0 04:00:48 i assumed those are placeholder stats :P 04:01:09 !fight 2 deep dwarf berserker v antaeus arena:river t:9 delay:0 04:01:41 !fight deep dwarf berserker ; dragon armour v orb of fire t:9 delay:0 04:01:46 Damage 10 is pretty sad 04:01:52 greensnark: instead of a significant boost of xp and strength estimate, I'd nerf him by a lot 04:02:09 kilobyte: ? 04:02:16 improving melee output but nearly removing summons 04:02:18 !fight 2 deep dwarf berserker ; dragon armour v orb of fire t:99 delay:0 04:02:24 Ah 04:02:33 I have no idea where DD berserkers are supposed to appear in the game 04:02:37 zig 04:02:42 So I have no idea what's right 04:02:45 they are supposed to be berserkers not summoners 04:02:59 it looks like the orb mostly wins by polymorphing 04:03:00 But yeah, I'd imagined them as hard-hitting armoured tanks 04:03:08 Eronarn: balancing things for Zig is not really a good idea 04:03:15 Maybe they could call in their berserkers as their escape spell 04:03:18 kilobyte: i thought it only showed up in zig now though? 04:03:22 Er, their BiA 04:03:35 dpeg suggested forbidding summons at all until their first berserk ends 04:03:37 do DD mobs heal 04:03:41 greensnark: they should do it, and then berserk, imo 04:03:53 but only once, and not all of the time 04:03:56 and then allowing only one at a time 04:04:14 sorear: they generate with potions, or at least can 04:04:35 there's somehow opposition to giving them dedicated healers 04:04:40 that hasn't been removed yet? wow 04:04:49 I like dedicated healers 04:04:56 blue_anna originally had them dropping !hw and /healing and stuff 04:05:02 Merging levitation and flight (for now) sounds good to me. 04:05:12 I think they still drop potions but not wands 04:05:16 might be wrong 04:05:20 DD zerkers seem like great targets for poly other 04:05:39 yes, potions -- which usually will be guzzled away before you can get them 04:05:49 trog's hand buffs their MR, i hope 04:06:09 I believe it does, unless it's buggy 04:06:10 should give them 63 hd 04:06:18 so when you poly them they turn into 3x golden dragon 04:06:24 sorear: <3 04:06:38 wait can that happen now? :P 04:07:49 Keskitalo: honestly i don't think the status quo is that bad; we should leave it as is until we give it a real try at buffing/differentiating flight 04:07:53 rather than removing it and then adding it back in 04:08:10 so, a quick poll: dpeg's way (no summons till zerk, 1 max later) or Eronarn's (1 summon allowed from the start) 04:08:17 since the difference matters to dracs/kenku 04:08:33 Eronarn: I think it's additions to the game are dubious; best to remove first and see if there really is an opening for an additional effect in the game. 04:08:42 yeah, +1 to status quo for lev/flight for now 04:08:50 I think Crawl has too much of a bias towards adding stuff 04:08:55 We need to axe stuff more often 04:09:02 sorear: Yeah (and I'm guilty too) 04:09:07 so let's talk about halflings! :p 04:09:20 If you remove halflings I'll quit the project. :p 04:09:25 rename to gnomes 04:09:30 then remove 04:09:32 I thought halflings were already removed? 04:09:41 sorear: no, that's felids 04:09:44 (i wish) 04:09:44 (seriously I don't mind the halflings) 04:10:15 anyways halflings don't cost much since they have practically no special code 04:10:30 removing Bone Shards would make a bigger dent 04:10:44 they don't add anything kobolds and spriggans can't do 04:10:48 the Portal spell 04:10:50 i think bone shards is a pretty good candidate for removal 04:11:03 simply because even if it were working as a nec non-conj damage spell... why? 04:11:08 do we really even want such a thing? 04:11:22 insanely tedious to use 04:11:22 alter self, unless there are big plans to revamp it 04:11:37 monky: when i'm around there are always big plans :D 04:11:46 Eronarn: well I remember you had one 04:11:52 temporary mutations from !mut, right? 04:11:55 yes 04:11:59 actually, alter self should just go 04:12:08 for the same reasons divination wet 04:12:10 *went 04:12:14 current alter self should, yes 04:12:18 we can put it back in when someone gets around to coding a better version. 04:12:57 i think current cigotuvi's is questionable 04:13:11 it's not outright useless, but it's... well, questionable :P 04:13:22 it aids rupert farming 04:13:29 speaking of rupert farming, axe tame beasts 04:13:43 or at least change it such as not to make perma-allies 04:13:45 due: removing it would force people to fulsome all uglies from the start, since if you get hit badly in the late game, there'd be no way out 04:13:53 (out of monsters, of course) 04:14:36 tame beasts has a chance to perma-convert, right? 04:14:40 yes 04:14:42 a pretty good one 04:14:50 AS is a very tedious safeguard, but still one 04:14:55 yeah, tame beast could go 04:15:11 someone should make a wiki page for this - I must sleep 04:15:15 * sorear *poof* 04:15:21 i think the current version of dmsl should go 04:15:24 kilobyte: There's always Zin! 04:15:33 we really don't need Spell, Strictly Better Spell 04:15:36 sorear: bie! 04:16:03 even with DMsl, I use RMsl most of the time 04:16:17 Eronarn: it has a small fraction of the duration 04:16:21 kilobyte: What a pity? 04:16:38 Your arguments for keeping AS don't seem any more convincing than your arguments for removing halflings. 04:16:58 oh, you know what we should axe? Draining brand. :P 04:17:13 I don't care one way or another about draining. 04:17:26 Good thing dpeg is here to keep a lid on all the cooks :P 04:17:28 due: are kobolds a scummier, more tedious version of halflings? 04:17:52 yeah, draining is useless 04:18:29 i think there's enough room for another necromantic brand, one based around crippling the target 04:18:33 but that draining is not it at all 04:18:39 aye 04:19:18 draining is that slowly hack away at maxhp, run away to heal up, and repeat brand right 04:19:22 yes 04:19:42 alternately, it's the oops a kobold spawned and hit me and i lost 2000 XP brand 04:20:36 oddly enough some of the things i did for new-recite might work here 04:21:03 for example, rot works on undead stuff; normally it checks rotting resistance just because 04:21:18 but undead can be made to rot away (c.f. fedhas) 04:21:52 you'd have to disable them first 04:22:04 since they are literally moving rotting corpses 04:22:16 disable them? how do you mean? 04:22:32 Replacing draining with rotting of HP? i like this idea. 04:22:41 turn them back into inert corpses somehow 04:23:12 kilobyte: oh, i am talking more an accelerated rot - like the rot status effect - but of such a nature that it harms both the living and the fleshy undead 04:23:38 would this be scummy maxhp damage or would it heal over time 04:24:10 monky: good point 04:24:14 monky: rot damage against monsters subtracts maxHP and also does damage 04:24:28 you're right that we don't want to replicate the draining behavior, of course 04:25:19 degeneration, rather than rot, could be one way of going about that 04:25:53 it's not currently implemented for monsters afaik... but it could be something like, one of -EV / -spell power / -melee damage 04:26:33 equipping the weapon, or casting the brand, could degen you similar to vamp weapons hungering you 04:27:44 since degen is known to work against undead, this could be a plausible way to have a necro brand that isn't 'this, also, hurts living creatures and nothing else' 04:28:23 I'm assuming this requires some degen change such that it isn't "wield this then wait for your stats to heal" 04:28:54 monky: not healing while you wield it would be a good start 04:29:35 i don't think it's that bad if someone wields it, fights, unwields it, rests up a bunch - that will add up in respawns, monsters waking up, etc. 04:29:47 can go upstairs 04:30:17 except in very bad situations 04:31:14 some way to transfer the degenn'd stats back to yourself could be an interesting counterpoint 04:31:24 like how old vamp upped your hunger, but you got satiation from hitting things 04:31:44 wouldn't want it to be the quick and easy way to restore statrot though 04:32:57 -!- Twilight-1 has quit [Read error: Connection reset by peer] 04:33:07 -!- Twilight-1 has joined ##crawl-dev 04:33:17 I checked -- no tourney winner memorized either Bone Shards or Tame Beasts 04:33:45 http://sprunge.us/LEgG 04:34:08 rupert farming... :( 04:34:26 rupert farming? <3 04:34:54 did anyone actually do that? 04:35:28 i don't think anyone has yet though the theory is sound 04:35:38 lots of proof-of-concept, but I don't think anyone has done it with rupert himself in a real game 04:35:59 @?? rupert 04:35:59 Rupert (04@) | Speed: 10 | HD: 16 | Health: 123 | AC/EV: 0/10 | Damage: 21 | Flags: spellcaster, see invisible | Res: 06magic(106) | Chunks: 07contaminated | XP: 2993 | Sp: paralyse, confuse, berserker rage. 04:36:04 what *is* ruper farming? 04:36:06 how do you farm him 04:36:07 ... rupert farming even. 04:36:13 I just like the sound of it. 04:36:22 * due starts a rupert farm, for disposessed rueprts. 04:36:45 I know m-kaibigan farmed polymorphed jellies with tame beasts, and I think rwbarton tamed a rupert beast in wizmode 04:36:56 due: poly rupert into a beast; tame beasts; poly permaally rupert into a pulsating lump; poly that into a jelly; feed jelly until it splits - you now have two ruperts 04:37:00 enjoy 04:37:07 ... interesting. 04:37:08 (they still cast spells) 04:37:12 hm 04:37:21 does it work? 04:37:28 I thought it was rupert -> jelly -> ruperts -> beasts -> nifty things 04:37:39 because if you try to poly anything with good intelligence it'll get mad at you 04:37:46 so you have to do it on the jellies 04:37:48 oh, that's true 04:37:56 yeah 04:37:57 Why does it have to be rupert? 04:38:02 it doesn't have to be rupert 04:38:04 sorear: it's called rupert farming 04:38:40 I imagine norris would be good too, if you prefer invisible smiting red wasps over berserking red wasps 04:40:27 you can do some pretty weird things with jiyva also 04:40:44 like get friendly slime demons 04:40:59 how do you do that 04:41:09 slimify or cigotuvi a summoner 04:41:43 unfortunately friendly slimes don't follow you down stairs 04:42:12 "unfortunately". 04:42:17 otherwise you could slimify an ancient lich and get a horde of random 1s neutral-attacking the entire level 04:44:06 moin 04:44:22 03kilobyte 07stone_soup-0.7 * r3654e4f16668 10/crawl-ref/source/initfile.cc: A command-line argument --print-charset to query the i/o encoding Crawl wants. 04:51:35 03kilobyte 07stone_soup-0.6 * r067596c51ee2 10/crawl-ref/source/initfile.cc: A command-line argument --print-charset to query the i/o encoding Crawl wants. 04:58:21 -!- elliptic has quit [Read error: Operation timed out] 04:59:07 -!- Mu_ has joined ##crawl-dev 05:13:44 -!- Twilight13 has joined ##crawl-dev 05:14:29 -!- Twilight-1 has quit [Read error: Connection reset by peer] 05:14:49 !lg * zotdef win 05:14:49 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. 05:19:31 for a list that includes 0-count spells: http://sprunge.us/bBaH 05:20:14 i did a chain lightning game the other week 05:20:27 sorted by usage: http://sprunge.us/ORfK 05:21:25 I tried it in 0.4 (mostly Pan and Tomb), it was useless. People said it's "kick-ass in zigs", I tried it in again in 0.8 a couple of weeks ago, and it's just useless. 05:21:33 er, chain not CBL 05:21:34 sorry 05:22:56 note Crystal Spear being reduced to a fringe spell 05:24:03 so these are the spells memorized at the end of the game, rather than by the end of the game? 05:24:27 at the end, yes 05:24:32 good point 05:25:21 a little surprised two people learned warp weapon 05:25:26 I'd lose the initial spell, but I can look for " 1390 | D:6 | Learned a level 1 spell: Apportation" 05:26:15 yes, same with Maxwell's Silver Hammer 05:26:33 152 Summon Butterflies 05:26:36 can we nerf this already 05:27:00 ignite poison would be better at a lower level 05:27:01 it's absurd that a L1 spell with such an effect on the battlefield has remained for so long 05:27:06 why does resist poison exist? 05:27:20 kill it with fire 05:27:25 i use resist poison sometimes it was just annoying when it didn't have a status light 05:27:29 hey, I learn Resist Poison quite often 05:27:34 prune everything, leave only cold spells! 05:27:41 bolt of draining - this could get whatever draining weapons got 05:28:01 maxwell's pruning shears! 05:28:03 death channel would be nice at a lower level too 05:28:07 statue form - this should lose the speed reduction and just be ponderous 05:28:07 ignite poison is just difficult to cast because it's an awkward combo 05:28:17 monky: i want death channel to be nec/hex 05:28:18 it's when I have problems with resists but not spell slots -- past mid-game you need it only for brief moments like fighting a golden dragon 05:28:25 bolt of draining is a little awkward too 05:28:26 Mu_: fire/tmut spell to make exploding ammo :D 05:29:04 Eronarn: I think someone somewhere suggested giving dragon and statue forms GDR 05:29:34 monky: ooh, +1 05:29:37 heck, +10 05:29:39 monky: that would help a lot 05:29:58 they deal so much damage though 05:30:06 I did "accidentally" increase the base damage of dragon form by freaking 6 points recently 05:30:14 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:transmutation#lordsloth_s_proposal_for_statue_and_dragon_form 05:30:19 and it's still too bad IMO 05:30:26 tbh 05:30:30 we only need one glass cannon form 05:31:01 i remember watching someone punch cerebov to death in statue form so it can't be that bad 05:31:03 the defensive issue with forms is pretty big 05:31:14 yeah, dragons are not supposed to be "glass" 05:31:30 you make best armour from their hide after all 05:31:33 i've literally never used it though 05:32:15 note: 0 Shatter 05:32:44 I hear shatter is rather weak compared to the storms 05:33:21 since they're tourney stats people don't do many allrune runs, and earth is unpopular in general 05:33:27 for good reason 05:33:28 it sucks 05:33:29 and way harder to cast, since there's no reason to pump Earth and Tmut at the same time 05:33:48 there's no reason to pump earth unless you want shatter really 05:33:50 lowered damage vs flying/levitating/amorphous is pretty bad 05:34:10 with LCS being degraded from the staple to nothing, I really consider making it a LOS or near-LOS spell 05:35:28 I think there was a suggestion on the problem with earth page, or perhaps somewhere else, about making earth conj into earth tmut 05:35:38 i did an earth castin demonspawn who got nightstalker and even with reduced LOS crystal spear was still frustrating, why do earth spells miss o much 05:35:59 i wrote a thing about how i see spell schools working 05:36:23 that thing on the project: immense page? I think I read it once 05:36:30 monky: yeah, most stuff that's an actual threat flies 05:36:31 what i figured for earth: its spells should all be physical damage; and be either be good against EV, bad against AC or vice versa 05:37:12 fragments / sprays, vs. single massive spears or crushing attacks that can be dodged but not survived 05:37:18 yeah... Iron Shot should spray with pellets, nuking EV but sucking against AC 05:37:38 kilobyte: right, that was a conclusion i reached - earth doesn't need 3 single target 'arrows' 05:37:48 3.5/4 if you count current magma 05:38:06 less if you discount stone arrow for sucking 05:38:14 that's a whole nother can of bees 05:38:35 the earth conjurer i did was the least fun character i ever did so any change would be good 05:39:21 nearly all earth spells are earth/transmut I think that's the main problem 05:42:52 Zaba: oh I know about about subvaults btw. 05:44:15 also monky - yes that's the thing on immense; but i just updated it like a week or two ago 05:44:20 with new stuff 05:44:31 wasn't that the new stuff? 05:44:43 due, then take a look at how special rooms are done now 05:45:01 * dpeg descends from above. 05:45:31 !coffee dpeg 05:45:31 * Henzell hands dpeg a pot of irish coffee, brewed by Nikola. 05:45:35 i don't know what you've read vs. what i've written (i kind of write a lot) 05:45:48 Zaba: i will... maybe do so tomorrow :D 05:45:50 I may have read the whole thing 05:45:51 i think the summoning stuff is the biggest departure from what exists currently though 05:46:37 due, I hope it doesn't get reverted by tomorrow ;P 05:48:14 greensnark: the support for redirection in curses is so terminally misdocumented and buggy that I gave up trying to handle old Crawls in-process. I'll allocate another pty pair inside DGL, and then use either a fork or a thread for charset conversions. 05:48:36 Zaba: i will read he history then 05:48:39 would fork()ing DGL be a problem? 05:48:53 kilobyte: DGL already forks twice for each game 05:49:33 twice? I thought it's just the fork+exec 05:49:34 kilobyte: These changes won't affect non-Crawl curses games that don't use unicode, will they? 05:49:52 they will affect solely them 05:49:59 kilobyte: One fork for the game exec, one for the ttyrec writer 05:50:25 it's about running the whole of DGL in Unicode, including config editor and what not 05:50:57 then old Crawls would get a kind of "luit" around them 05:51:27 kilobyte: That's fine as long as the resulting DGL can still run Crawl and say NH together 05:51:50 of course 05:51:51 And as long as there's a DGL config option to enable the extra fork for charset mangling 05:52:23 NH is not broken with regard to disregarding system charset, right? 05:52:43 Hmm, don't know what it does for charset 05:53:37 I mean, if you have LC_CTYPE=en_US.UTF-8, it should never emit anything but proper Unicode 05:56:34 hmm, it doesn't -- but that's no problem since it can get the old Crawl treatment 05:58:14 "ibmgraphics" does CP437 (requiring conversion), "decgraphics" does vt100 graphics characters (which work everywhere but Putty -- ie still needs converting) 05:58:22 When testing my maps, I just got an entry vault with a long row of iron-grated closets... but there was nothing in the closets. 05:58:45 dpeg: was this in debug mode? 05:58:58 it'd be nice if all layouts were in defined in des files. One would then be able to give them proper weights and use random_map_by_tag("layout", true) or so 05:59:09 -!- monky has quit [Quit: hello] 05:59:10 proper weights/depths/etc., that is 05:59:14 dpeg: do you have that save? Could you check which vault it is? 05:59:18 kilobyte: wizmode 05:59:22 will do 05:59:29 &^E should tell 06:00:01 yeah, just checked, it does 06:01:05 kb_entry_jail [1]: (0,31) (27,7) orient: 4 lev: 0 06:01:43 Zaba: ideally, we could also set chances for layouts per branch in a lua table 06:03:08 dpeg, unfortunately, all layouts won't be in .des files in foreseeable future 06:03:42 it'd be great if all the new layouts, should they appear, were written in .des files, even if all they do is glue together a few functions of the builder API that do all the work. 06:03:45 dpeg: I don't get it... the vault has just run of the mill KMONS with no lua or anything fancy 06:03:56 because the codepath is much cleaner then 06:04:57 kilobyte: forget it... I've been mindlessly bashing &G :) 06:04:59 Zaba: would a layout with nothing but an one-line call back to C++ be enough? 06:05:01 Zaba: agreed 06:05:29 kilobyte, yes. But it would be nice if the builder API functions were at least to some degree reusable, too :P 06:06:02 kilobyte, so make it at least several calls to C++ :P 06:06:30 like, I dunno, layout_caves/spotty is probably the best at this. They do have a rather ugly lua chunk that places stairs, but most layouts don't need that. Then they call spotty_map to do the heavy lifting. 06:06:51 and spotty_map is perfectly reusable 06:07:24 I mean, with layout_delve there's a number of tuneable parameters that produce very different layouts, but they are just several numbers. Except for specifying the initial state, that is. 06:08:22 kilobyte, I don't like the idea of a single level generator that can give vastly different results. 06:08:50 Zaba: if I want to say: "please generate the layout extending from this map, with this mask of areas not to clobber, with floors in non-masked areas as the seed", how would you pass that? 06:09:25 kilobyte, the way _builder_rooms or _plan_4 do it, I guess. 06:09:32 Zaba: I mean, the same algorithm, the lua function that calls it might pass different numbers 06:09:56 so there might be a layout_delve_cave and layout_delve_maze_of_winding_passages 06:10:07 kilobyte, at the moment, .des layouts don't support excluded zones 06:10:20 greensnark: still around? 06:10:22 and I frankly haven't a faintest idea how to make them do that :P 06:10:33 Mrowl? 06:10:39 can we place vaults first and call the layout generator only then? 06:10:53 kilobyte, that's what's done for levels with primary vaults 06:11:02 Primary vaults are placed before the rest of the level is generated 06:11:15 But most of the layouts don't know how to draw on anything but an unbroken rectangle 06:11:20 and they are marked with unforbidden(), right? 06:11:22 kilobyte, after a primary vault is placed, _build_rooms is called, unless the map was tagged 'dis', in which case _plan_4 is called 06:11:53 kilobyte, look at _build_postvault_level 06:12:58 greensnark, in a long run, that should be somehow fixed... 06:13:06 greensnark, I'm not sure how, though. Subvaults? :P 06:13:34 They're so epicly awesome, I'd be mildly surprised if they can't be used for this in some way or other :P 06:14:14 Zaba: "somehow be fixed" => making layout builders respect the map mask 06:14:16 Let's now praise famous Finns! 06:14:38 greensnark, that's one thing, yes... another is communicating the exits of the primary vault with them somehow 06:14:56 Or could primary vaults be just placed as minivaults, once the level is generated? :P 06:15:51 I guess that'd be quite broken 06:16:07 Apart from encompass vaults, most vaults can be placed as secondary vaults 06:16:14 But secondary vaults have no placement guarantee 06:16:38 well, one could dgn_ensure_vault_placed (i.e., veto if it fails) 06:16:50 -!- Pseudonut has quit [Remote host closed the connection] 06:17:01 With a sufficiently large vault levels will keep getting vetoed until the level builder gives up 06:17:08 hm 06:17:16 well, yes, I guess that wouldn't work very well 06:26:02 03j-p-e-g * reb0ce4b2be82 10/crawl-ref/source/rltiles/dc-mon/kraken/segments/ (8 files): Clean up and optimize tentacle segment tiles. 06:26:09 03j-p-e-g * r388b74ca3420 10/crawl-ref/source/ (rltiles/dc-kraken.txt tilepick.cc): Ignore the FL_LEVITATE flag for tentacle tiles emerging from water. 06:26:22 03j-p-e-g * r21c4993ae6f5 10/crawl-ref/source/rltiles/dc-mon/kraken/tentacles/ (8 files): Improve the tentacle end piece tiles. 06:28:35 03dpeg * r03a630e0df22 10/crawl-ref/source/dat/des/variable/mini_features.des: A serial vault. 06:28:42 03galehar * r904c6acb4b52 10/crawl-ref/source/tilereg-crt.cc: Revert "Remove the call to set_transform() in CRTRegion::render()" 06:28:44 03galehar * re99ebefd96ac 10/crawl-ref/source/ (tilereg-crt.cc tilereg.cc tilereg.h): Add a no_scaling boolean to set_transform 06:28:55 03galehar * r2e27e13f5c7b 10/crawl-ref/source/ (11 files): Merge branch 'skill_menu' 06:28:56 03galehar 07skill_menu * r904c6acb4b52 10/crawl-ref/source/tilereg-crt.cc: Revert "Remove the call to set_transform() in CRTRegion::render()" 06:28:57 03galehar 07skill_menu * re99ebefd96ac 10/crawl-ref/source/ (tilereg-crt.cc tilereg.cc tilereg.h): Add a no_scaling boolean to set_transform 06:29:41 03galehar 07skill_menu * rc4f3ab4ad8df 10/crawl-ref/source/ (35 files in 4 dirs): Merge branch 'master' into skill_menu 06:30:28 -!- MarvinPA|2 has joined ##crawl-dev 06:31:29 03galehar * re69ad61e0a99 10/crawl-ref/source/dat/des/variable/mini_features.des: Merge branch 'master' into skill_menu 06:32:39 -!- cw_ has quit [Remote host closed the connection] 06:33:57 -!- MarvinPA has quit [Ping timeout: 272 seconds] 06:34:11 dpeg: what would you say if an accident happened to Bone Shards, Portal and Tame Beasts? 06:36:07 Bone Shards is the spell with most potential, but seeing that it is unused now, we're better off brainstorming component-using spells from a clean plate. 06:36:10 hmm. A make_trail for the lua API... 06:36:12 So kill them all. 06:41:56 what would you say if an accident happened to extension? 06:43:30 I never use it. Ideally, we could come up with a buff system which makes recasting necessary, but the details are troublesome. 06:47:44 -!- cw_ has joined ##crawl-dev 06:49:22 -!- MarvinPA has joined ##crawl-dev 06:52:19 -!- MarvinPA|2 has quit [Ping timeout: 260 seconds] 06:53:04 yeah, I also never use it, but I hear some people do. Just doesn't feel like a spell to me, it doesn't make much sense 06:53:24 03j-p-e-g * rc44d5bb0ff2b 10/crawl-ref/source/tileview.cc: Suppress blood overlay for the torch wall variants. 06:54:32 another totally purposeless one: Symbol of Torment 06:55:46 kilobyte: not sure there 06:56:10 casmith789: yes, never good if game mechanics (here a spell) is used as an interface crutch. 06:56:55 Yup, I agree 06:57:05 the only use is with Death's Door, but if you can cast both, there's so few living enemies that matter 06:57:16 kilobyte: the fact that you can't use symbol of torment if undead is a bit of the problem 06:57:17 kilobyte: rN+++ reduces torment damage 06:57:34 ie, why people don't use it 07:04:11 -!- valrus has joined ##crawl-dev 07:05:45 03zaba * r52382c2917ee 10/crawl-ref/source/ (dungeon.cc dungeon.h): Replace remaining uses of spec_room with dgn_region, and remove spec_room. 07:05:47 03zaba * r1d3fd1428d3c 10/crawl-ref/source/ (dungeon.cc dungeon.h): Make octa_room static. 07:08:04 those tourney spell use stats are somewhat misleading I think 07:08:16 where are they? 07:08:18 everyone was so busy playing SpEn, DDNe and MfCr 07:08:25 st_: agree 07:08:40 I wasn't! :P 07:08:49 -!- valrus has quit [Ping timeout: 276 seconds] 07:08:53 !lm * tourney type=zig.enter 07:09:00 68. [2010-08-31] soul the Farming Swordmaster (L27 DGWz) entered a Ziggurat on turn 417940. (Pan) 07:11:09 03kilobyte * r3f2134ce119e 10/crawl-ref/source/zotdef.cc: Use the barnacled rune in ZotDef, reserving demonics for extras. 07:11:12 03kilobyte * rebc64e93b04a 10/crawl-ref/source/ (12 files): Thin spellbooks somewhat. 07:13:01 hmm, some spellbooks are very thin now indeed 07:13:11 BTW, my reasons to keep save compat are no more, there won't be much disruption if you break it 07:13:53 Zaba: not terrible thin, but a still a good point 07:13:57 like, Book of Beasts 07:14:31 I'm all for removing crappy stuff, though. 07:15:50 brb 07:36:27 -!- cw_ has quit [Remote host closed the connection] 07:38:12 greensnark: the three disable branch ends for Shoals look like there's nothing really salvageable left. Should we axe them? 07:38:17 disabled 07:39:12 I want a thin spellbook. 07:39:45 I can slide it into my pocket, tuck it into my trousers... Use it as a fan, use it as a kangaroo. 07:40:07 you can't have pony! 07:40:12 to Trog it goes! 07:40:36 03kilobyte * ra391f003b480 10/crawl-ref/source/ (enum.h itemname.cc spl-book.cc): Sac the Book of Beasts to Trog. Redundant and too thin. 07:40:58 noooo 07:41:07 wanna poooony 07:41:30 pink Y, right? 07:41:51 ... oooh 07:43:10 -!- Zaba has quit [Ping timeout: 245 seconds] 07:44:51 !fight yak n_rpl name:pony col:lightmagenta v hellephant 07:45:13 sorry... the pony dieded 07:45:32 (MWHAHAHAHA) 07:46:11 book of summonings has been really messed up if we're talking about thin books 07:47:45 -!- Zaba has joined ##crawl-dev 07:48:16 most of its spells are unique or nearly unique, though 07:48:55 for it's rarity only 4 spells and 2 of them worth learning... 07:49:21 summon ugly things was overnerfed, level 6 hunger cost just isn't worth it compared to level 5 shadow creatures or sumon demon 07:49:44 Abjuration: a top-rank spell, only in Summonings and Demonology(!). Recall: Summonings and Spatial Tloc. Shadow Creatures: summ and Dreams. Ugly Things: unique. 07:50:06 abjuration was removed from demonology I think 07:50:21 because now it has too many spells 07:50:37 ah, rod, my bad 07:51:11 -!- casmith789 has quit [Remote host closed the connection] 07:53:32 -!- cw_ has joined ##crawl-dev 07:54:24 summon demon and demonic horde should be in summonings and it's rarity shouldn't be to great 07:55:02 demonology would have to be renamed, though I prolly should be anyway 07:56:27 I'm playing a DGSu right now, it's basically impossible to get any summon spells besides the starting book 07:57:14 killing everything with scorpions is not much fun 07:59:22 kilobyte: Yeah, the old branch ends are axeable. 08:03:25 03kilobyte * r0c4d1f7be3a5 10/crawl-ref/source/ (book-data.h spl-book.cc): Split the list of spells away from spl-book.cc 08:03:35 03kilobyte * r32b334f9bd5b 10/crawl-ref/source/dat/des/branches/shoals.des: Remove branch ends from Shoals that didn't make it. 08:03:46 Wretched massive legacy codebase using maven 1.0.2 build files keeps getting wedged in the bloody maven "reactor" 08:03:54 * greensnark loathes maven. 08:10:05 -!- Pialein has joined ##crawl-dev 08:10:19 -!- ZarahNeander has joined ##crawl-dev 08:10:32 would you prefer plain ant? 08:13:59 -!- Lollipop__ has quit [Ping timeout: 260 seconds] 08:17:15 -!- Cryp71c has joined ##crawl-dev 08:19:59 Morning 08:32:20 I think I just got 4k xp for killing rupert with summons ?? 08:33:58 yup, watched it again, I did 08:34:34 he's only supposed to ive 2900 normally 08:42:44 @??rupert 08:42:45 Rupert (04@) | Speed: 10 | HD: 16 | Health: 123 | AC/EV: 0/10 | Damage: 21 | Flags: spellcaster, see invisible | Res: 06magic(106) | Chunks: 07contaminated | XP: 2993 | Sp: paralyse, confuse, berserker rage. 08:42:55 well... farm him then 08:42:55 just posted a report 08:43:17 that would be the dream 08:45:19 st_, what level were you? 08:45:31 16 08:45:40 but that doesnt matter does it? 08:45:55 hrm, idk. I know there's xp scaling of some sort, I've regularly gotten more xp than what's listedn in @?? when I kill a monster that's stronger than me. 08:46:05 Buggy XP gain from summons+cloud spell kill (https://crawl.develz.org/mantis/view.php?id=2955) by st 08:46:07 Especially uniques. 08:46:41 well there was a change to the way summon xp is given so I assume it was that being wierd 08:49:55 xp scaling? 08:50:19 @?? orc 08:50:19 orc (04o) | Speed: 10 | HD: 1 | Health: 4-10 | AC/EV: 0/10 | Damage: 5 | Res: 06magic(4) | Chunks: 07contaminated | XP: 2. 08:51:04 xp is based also on their hp value 08:51:45 @?? orc high priest 08:51:45 orc high priest (09o) | Speed: 10 | HD: 11 | Health: 40-70 | AC/EV: 1/12 | Damage: 7 | Flags: evil, see invisible | Res: 06magic(58), 05hellfire | Chunks: 07contaminated | XP: 1001 | Sp: pain (d13), demon, smiting (7-17), animate dead, minor healing. 08:53:18 heh... so when berserk he could be worth more 08:53:27 that could be it yes 08:54:02 recite buff! 08:55:04 bhaak: I prefer buildr :P 08:55:23 indeed 09:03:07 greensnark: I won't say anything against a ruby project :) 09:03:37 bhaak: You should try it if you get the opportunity, it's about 200% less bullshit than maven 09:03:48 I don't know what it is about Java types that makes them want to have sex with XML 09:04:11 But just look at the disgusting things they do with XML 09:04:20 greensnark: java and XML is an unlikely match, but it is a damn successful match. 09:04:32 I have to mention that this maven 1 crap uses jelly 09:04:44 Apache Jelly aka Spawn of Satan 09:05:01 And it doesn't merely use it, it wallows in it 09:05:32 greensnark: one drawback for buildr, more install dependencies. Oracle should include jruby in their jdk :) 09:05:55 uh, executable xml, sexy 09:05:56 I actually prefer buildr with standard ruby 09:06:11 jruby's startup time is still pretty glacial 09:07:00 ... executable xml?? 09:07:25 now that's... beyond "broken", "totally broken" and even "aiiieeee" 09:07:35 If you haven't had your brain blistered by Jelly you may not want to even google it 09:08:11 kilobyte: xsl? 09:09:18 kilobyte: how to execute XML: rm *.xml 09:09:34 <3 09:44:21 -!- Textmode has joined ##crawl-dev 09:46:21 -!- Textmode has quit [Client Quit] 09:47:00 -!- Textmode has joined ##crawl-dev 09:47:24 -!- elliptic has joined ##crawl-dev 09:50:45 I nailed a bug, but now I unsure how to proceed..I don't find a 'submit patch' option in mantis Should I just paste the patch in a note? attach a diff output? 09:57:52 -!- valrus has joined ##crawl-dev 09:59:09 In mantis, you create a new issue (report issue), then chose patch as a category 09:59:36 the issue is already reported 09:59:59 then you can attach your patch directly to the existing issue with upload file 10:00:08 which one is it? 10:00:15 ahh..I see..thanks 10:00:53 2284 tile crashing with monsters-tile seleczed 10:01:51 2284 isn't a bug. You sure about the number? 10:02:27 sorry 2884..need new glasses:) 10:30:12 Ereshkigal (L15 FeSu) (D:1 (ZotDef)) 10:32:44 !lm * zotdef crash -log 10:32:44 22. Ereshkigal, XL15 FeSu, T:7969 (milestone): http://crawl.develz.org/morgues/trunk/Ereshkigal/crash-Ereshkigal-20101210-163012.txt 10:33:43 also after i crashed i reloaded my game and i'm xl14 but none of my defences are on the map and neither were any monsters :P 10:34:02 now some hydras just waltzed into my undefended chamber :P 10:34:14 I bet you were just hallucinating your "defences" 10:34:24 Nice try, but we're on to you 10:37:23 So you died and gained an XL before you came back to life? 10:37:35 I can't quite make sense of the messages in your crash dump 10:38:59 me neither 10:39:36 i was fighting tiamat +1 on the orb with a malign gateway open 10:52:38 -!- valrus_ has joined ##crawl-dev 10:57:05 -!- valrus_ has quit [Ping timeout: 255 seconds] 11:02:02 -!- galehar has quit [Quit: Page closed] 11:11:54 -!- eith has joined ##crawl-dev 11:20:33 "You feel a bit more experienced." 11:20:42 you got some xp from another source 11:20:59 any defense or trap could do that 11:51:13 dpeg, a serial vaulter 12:28:41 re 12:45:58 -!- lorimer has quit [Quit: fugginrebewt] 12:50:52 greensnark, heh.. Temp_Vaults seems like something that could be done much better 12:51:04 greensnark, it's only used in l_dgn for something I don't entirely understand. 12:51:09 -!- lorimer has joined ##crawl-dev 12:51:26 -!- hashc has joined ##crawl-dev 13:08:46 -!- eith has quit [Ping timeout: 265 seconds] 13:12:56 Keskitalo: around? 13:15:57 Yup! How's it going? 13:16:06 -!- Paroid has joined ##crawl-dev 13:19:28 Keskitalo: fine! 13:20:14 Keskitalo: Do you agree that the serial vaults can lead to more flavour? 13:20:56 I'm pretty excited about them, I'm trying to run a test right now to see how they look. 13:21:01 -!- valrus_ has joined ##crawl-dev 13:21:20 Keskitalo: there should be many more potential themes/targets... we can talk about that here. 13:21:51 It occurred to me that "shop" is a bit like such a theme. If you see one, you know there's a good chance that more shops are around :) 13:21:53 (specifically, I'm using PLACE: D:2 on it, and trying to run "./crawl -script genlevel D:2") 13:22:01 dpeg: True! 13:22:17 Keskitalo: I found it easier to replace the CHANCE: 5% by 100% but whatever floats your boat :) 13:22:23 Oh, right :D 13:22:52 One other thing that occurred, is the large circular layout with pillars.. those could be these kinds of vaults, probably? 13:23:11 yes 13:23:25 the vaults to be used shouldn't be too large 13:23:36 that's why I started with the glassy ones, they're all pretty small 13:24:05 I think another theme could be "fruits", there should be a number of vaults about plant(s) plus fruit(s). 13:30:40 Yeah, sounds good. 13:30:49 other ideas? 13:31:33 -!- monky has joined ##crawl-dev 13:33:42 Dwellings.. 13:34:26 Also, I had a "special level" idea, a wizard's laboratory (predating wizlabs), that could be implemented with this I think. 13:35:01 -!- Kurper has joined ##crawl-dev 13:35:03 This is kind of like freeform subvaults? You don't specigfy where the vaults are exactly, but ask them to be built within the level. Correct? 13:35:53 yes 13:35:59 There is no proximity, however. 13:36:49 I got this idea when wondering about small (flavour only) vaults on open levels (like octagons). They feel strange. If you have a number of similarly themed such vaults, you'd think, "this is a [foo] level". 13:36:51 That is fine with the "special level" idea, that the level (whole level) is kind of themed 13:37:02 Yes! Exactly. :) 13:37:32 Ok, trying the 100% chance in-game now. 13:41:44 Looks very nice. Water features would be a good set I think, and lava, and trees (although there's no monster) 13:43:39 feel free to add just one 13:43:56 tree worm 13:59:50 dpeg 14:00:12 valrus! 14:00:37 not to be a downer but at this point I have given up on anyone ever looking at my patch. someone in ##crawl pointed out that it is functionally very similar to controlled blink, and I had no answer to that 14:00:45 kind of discouraging :( 14:01:34 what patch? 14:01:41 time step 14:02:28 oh no :( 14:05:05 but it is not really the same 14:07:06 it's not the same, but it'll probably be used like it 14:08:13 the main differences seem to be in the details: invo instead of tloc, makes noise, small difference in range based on skills 14:08:17 don't know, seems to me a bit like saying that stealthily sneaking to some monster is like controlled blink 14:08:48 valrus_: usable on -cTele levels 14:08:58 that's true 14:09:10 can't go through monsters, I guess, could be pretty important 14:09:28 15:03 < Amaya> eronarn we can be animes together 14:09:51 The ability is meant as a potential life saver (cBlink is one, of course). Do you think that TS would be better at that? 14:09:52 oops 14:10:11 mispaste, i'm on tethered internet here... so laggy even ssh is having problems keeping up 14:10:35 -!- enne has quit [Ping timeout: 272 seconds] 14:11:48 dpeg: you mean, better as a life saver than cblink? better as a life saver than for other uses? 14:11:51 -!- enne has joined ##crawl-dev 14:15:32 valrus_: significantly better than cBlink 14:15:48 not necessarily as good as self banish or sanctuary 14:16:47 why did Zin get sanctuary rather than Ely, anyways 14:16:58 because Ely already has prayer 14:17:17 I'd say: marginally better on cTele levels or at high skill, somewhat worse otherwise (but probably easier to use) 14:18:11 largely because of the noise it makes. if you're running away from something, it will catch up to you (because Chei) and the noise will lead it to you 14:18:16 maybe that's not a large concern 14:18:38 being able to take stairs with it might be a significant advantage. not sure how it plays out 14:19:03 The current ability is a plain gamble, so probably worse. 14:19:33 valrus_: i wonder if it would work better if it stopped time for everything other than you in a set area 14:20:17 time spent inside area doesn't count as time; time spent outside of it counts down its duration 14:21:20 I don't think I totally see what you mean. would things outside the area continue to move as normal? 14:21:28 if you're within the bubble, nothing can act 14:21:39 if you leave the bubble, you're back in the timestream 14:21:51 and its duration is counting down, and stuff outside the bubble can act 14:21:56 but you can go back inside the bubble 14:22:28 (but you can't, say, poison something and then run back inside - because it will stay totally frozen until you exit) 14:22:42 huh 14:22:54 scumming potential is mitigated by it taking several turns to exit the bubble, with ponderous on 14:23:06 Eronarn: I don't understand why Sanctuary would fit Ely better than Zin. 14:23:20 not totally removed, but things like -tele inside the bubble might be a good idea anyways 14:23:53 what would the scumming potential be? 14:24:25 dpeg: 'protect you and your allies from harm as long as you don't attack things' is the most Ely-sounding ability i can think of :P 14:24:49 valrus_: stuff like fight something, go back in bubble, heal up to full 14:25:16 at least in the current version, time doesn't pass for you while the ability is active 14:25:17 some amount of this is normal gameplay; too much is scummy 14:25:20 i.e. you don't heal 14:26:35 i think this primarily is more interesting than the current proposal because it gives you a tactical thingy that, well, really no one else has 14:26:45 would be interesting to see how layers made use of it 14:27:07 Eronarn: but "a lawful zone" fits Zin 14:27:44 dpeg: some form of consecreation does, yes - i just don't think sanctuary hits the flavour mark 14:28:13 if ely didn't exist it might feel more appropriate but we have a pacifist-y god 14:31:43 I have to say that ZotDef feels easy for a TrPr^Y but I guess it'll get tough any moment. 14:32:09 what turn # are you on 14:32:57 2215 14:33:01 XL 7 14:33:25 oh, that is nothing 14:33:32 sadly, zotdef is a horrible grind 14:33:43 it can probably be sped up 14:33:52 I am fighting waves of similar threat for some time now 14:34:01 yep 14:34:05 look at my played on this: 14:34:07 !lg . zotdef 14:34:08 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. 14:34:10 What is it like with ordinary tower defense games? 14:34:18 very snappy; done in under an hour, often 14:34:49 most of the time spent in zotdef is clicking through combat spam 14:35:10 i think 3x faster xp gain, 3x faster progression would be a good starting point 14:35:30 but even that might be too long tbh 14:35:40 it is probably okay to have it grindy now, iron out whatever there is to iron out and then think about compression 14:36:59 dpeg: a cool idea came up while talking about it, by the way: god statues 14:37:55 beogh = smite, vehumet = iood, kiku = miasma... lots of room here 14:59:23 interesting 14:59:32 disintegration = wrath of the god 15:02:53 good thought, yeah 15:03:16 i acctually like the idea for both zotdef and in the normal game - there is asome real potential 15:03:24 and silver statues already need reflavouring on account of silver = zin 15:04:47 dpeg, ordinary tower games you have a builder which can't do anything but build. 15:08:30 is the increased skill gain for zotdef on cdo yet? 15:11:43 don't know 15:18:18 No fdatasync on Open-/FreeBSD (https://crawl.develz.org/mantis/view.php?id=2956) by JoachimSchipper 15:19:42 -!- galehar has joined ##crawl-dev 15:21:43 galehar: hi! 15:21:50 hey! 15:30:37 I propose to use the (unused) 'D' key for the following command: drop all items picked up last (during a single turn). Comments/objections? 15:30:43 Keskitalo was in favour. 15:31:07 I like it 15:31:09 galehar: have your skill menus been incorporated into master yet? 15:31:15 yes 15:31:19 kilobyte: you around? 15:31:26 I fixed the tiles bug and merged it earlier today 15:31:29 are they on CDO? 15:31:35 not yet 15:31:43 I have a few more fix to push 15:37:08 galehar: What did the tiles bug end up being? 15:39:31 when tilereg called set_transform(), the scaling was applied a second, so letter where 20 times too high and 9 times too large 15:40:01 Ack! 15:40:23 my first fix was to remove the call to set_transform 15:40:31 but then, the display was shifted 15:41:01 so I added a boolean to the call to set transform so that it does trans() but no scale() 15:41:25 this is more a workaround than a real fix, something is strange here. 15:41:29 But hey, it works :) 15:41:35 be back in a minute 15:46:12 galehar: Where was the scale being applied the first time? 15:46:40 I don't know 15:47:03 Maybe it wasn't 15:47:45 what is really strange, is that the startup menu and char selection menu both used the same classes (PrecisionMenu, Freeform,...) and didn't have that problem 15:48:28 Mist in the swamp treated like a translucent wall that forbids blinking? (https://crawl.develz.org/mantis/view.php?id=2957) by Twilight 16:00:04 -!- Cryp71c has quit [Quit: Leaving] 16:01:17 isn't that how blinking works 16:01:25 oh wait, translucent 16:01:52 maybe it's the trees 16:14:06 03galehar * rea74d73b47d4 10/crawl-ref/source/ (startup.cc tilereg-title.cc tilereg-title.h tilesdl.cc): Tiles: don't wait fore a key at the splash screen after databases have loaded. 16:14:07 03galehar * rac6d6a03a09e 10/crawl-ref/source/menu.cc: Fix multi-line FormattedTextItem rendering when not a column 0. 16:14:08 03galehar * rb6c4c502c1ab 10/crawl-ref/source/skills2.cc: Change the highlight colour of the skill menu footer to brown. 16:14:09 03galehar * r39b1a756fe3e 10/crawl-ref/source/ (dat/des/variable/mini_features.des tilepick.cc): Whitespaces. 16:14:11 03galehar * rb0037f3b8701 10/crawl-ref/source/ (skills2.cc skills_menu.h): On big terminals and windows, keep the skill menu at 80x24 and center it. 16:18:46 galehar: good stuff! 16:21:51 Eronarn: coughed up a long comment on your Recite item (although it is not so much about the recite itself). 16:22:09 okay 16:22:11 i'll read it later 16:22:59 did anything come of the axing discussion last night after I left 16:23:11 the three spells? 16:23:19 gone 16:28:56 alter, shards, ? 16:29:09 portal? 16:29:15 bone shards, tame beasts, portal 16:29:41 for a total 0.1% reduction in Crawl's codebase 16:29:54 wow, surprised it's that much 16:30:25 anything happen to alter self? 16:30:55 -!- hashc has quit [Quit: Ex-Chat] 16:31:00 less simple 16:31:05 AS is used, after all 16:31:52 all the more reason to remove the current incarnation 16:32:05 it's not only degenerate, but actually being used! 16:32:25 one way to see it, yes 16:38:51 galehar: replied on xp system 16:41:01 -!- stabwound has quit [Ping timeout: 240 seconds] 16:43:01 -!- stabwound has joined ##crawl-dev 16:46:48 I've worked up some damage numbers for comparing melee and ranged combat, should I dump them in the Ranged Combat wiki page where it talks about balance? 16:48:01 sure 16:49:44 -!- Zaba has quit [Ping timeout: 250 seconds] 16:50:11 -!- ivan has quit [Ping timeout: 272 seconds] 16:53:28 galehar: still around? I have some minor comments on the m screen. 16:53:37 yep 16:53:59 -!- Zaba has joined ##crawl-dev 16:54:16 When pressing m, it always explains violet and red, even if those colours are not used. 16:54:41 Since new players will press m very early, it is better to check if the colour explanation is really necessary. 16:54:49 good point 16:56:28 Then, I believe that our lists should distinguish much better (i.e. visually more strongly) between "make choice" and "get information on items". 16:56:49 One way of doing that would be greying out everything (monochromatic display) in explanation mode. 16:56:53 -!- TGWi has joined ##crawl-dev 16:57:00 (This also goes for shopping lists, for example.) 16:58:18 if you choose "read description", then all skills are colored darkgrey. That's what you mean? 16:58:26 yes 16:58:33 sure, that's easy 16:58:37 and we can also display all numbers in darkgrey 16:58:51 Breathe Poison Mutation on Naga (https://crawl.develz.org/mantis/view.php?id=2958) by PvtPublic 16:58:53 -!- ivan has joined ##crawl-dev 16:58:58 It should be obvious at a glance in which more you are at any given moment. 17:00:31 !seen kilobyte 17:00:31 I last saw kilobyte at Fri Dec 10 17:20:59 2010 UTC (5h 39m 32s ago) saying any defense or trap could do that on ##crawl-dev. 17:00:57 I think the formatting is bad, but I'm not good at wikis https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:rc 17:01:32 Also I haven't done any work on spellcaster damage, which really is better for comparing with ranged weapons 17:01:35 dpeg: if you're wondering about CDO, it will be automatically updated in about six hours 17:02:28 galehar: I am not wondering about CDO :) 17:03:20 greying out skill name and level is very easy, I'm doing it right now. Greying out also the 2 other columns is a bit more work. Will see later. 17:04:03 There are two even smaller nits about m: I don't like the moveable bar in console (that's a subjective thing, and probably me being backwards, so take no action). And the last line (help on keys) has a different format than used elswhere: [xxx] [yyy] [zzz] vs [xxx yyy zzz]. That should be consistent at some point in the distant future :) 17:04:19 galehar: perhaps the first step is already enough. 17:05:00 what do you mean moveable bar? 17:06:18 the thing you move with the cursor keys 17:06:28 ah ok 17:06:31 Paroid: your number indicate that the GSC underperforms? 17:06:57 dpeg: it's mostly in tiles that it shines :) 17:07:05 03dolorous * re22c6addf351 10/crawl-ref/source/ (godconduct.cc player.cc): Apply ledtim's fix for Mantis 2642. 17:07:13 galehar: I guess that's a typical case of "I grew up without it, so I won't ever use it, so I am only bothered by it" 17:07:23 galehar: yes, I expected that 17:08:03 I'm not arguing that the GSC is worse than ranged combat, mainly I was reading the code and trying to figure out what the most overpowered character type is 17:08:05 I'll try to make it easier to move 17:08:33 and as with most of the min/maxing I do, I have to examine everything before making a solid conclusion 17:08:34 also, I can put an option to disable the highlighting (making it invisible) 17:09:17 galehar: it moves easily enough. And I hate another option even more than the bar, don't worry :) 17:09:29 However, the number of times that ranged combat randomizes the damage is extensive, making it wieghted much more heavily towards the lower end of the damage possibilities, compared to melee combat 17:09:30 Paroid: ok, still cool to have the numbers 17:10:03 paroid: steel arrows don't exist, and GSC of speed isn't realistic :) 17:10:09 I don't have a really good grasp of how to graph the possibility space to comprehensive 17:10:53 oh, I didn't realize steel wasn't applied to arrows, in that case, what is the best damaging brand for arrows? 17:11:15 arrows don't really have damaging brands... just the elemental ones, and they are apparently bugged currently 17:11:15 Also, GSC of speed won't happen because getting one randomly generated is unlikely? 17:11:32 arrows get dispersal brand instead 17:11:53 but most people using bows just make a huge stack of regular arrows 17:11:58 speed only generates on artefact gscs 17:12:08 I'll just drop the damage by 50% to account for the lack of a brand, I didn't see anything which applied branding damage in the arrow code 17:12:09 GSC of speed is only possible on a randart, and it is incredibly unlikely 17:12:24 I don't think I've ever even heard of one 17:12:34 clearly we should make a fixedart gsc of speed 17:12:35 I think slyshy got one on an ogbe 17:12:41 also you can't enchant stuff beyond +9, but that's really minor of course 17:12:42 Zannick: skullcrusher is close enough 17:12:45 ok, should I use an easily applied brand for my GSC combo? perhaps vorpal or elemental? 17:12:50 ?? skullcrusher 17:12:51 skullcrusher[1/1]: giant club +0 +5 (speed, +5 STR) 17:13:09 yeah, pretty close 17:13:11 I was kindof assuming you played Okawaru until he gives you something solid 17:13:36 it's still incredibly unlikely 17:14:27 Would it be better to do the damage comparison at +5 then, with realistic brands to simulate what a player might make with enchant scrolls? 17:15:16 some of my stat assumptions are really off the wall too 17:15:32 like javelins with 33 str and 40 dex 17:15:35 yeah 17:16:14 I was trying to look at the upper bound for the purposes of what I might try to play 17:16:47 you might also add a crossbow entry 17:17:00 they are quite strong, especially since they get steel bolts 17:17:14 maybe I should pick a normal stat distribution, like 20/10 in str and dex, switching it around if it makes more sense for that weapon type 17:17:17 Paroid: I think you get a useful comparison by taking ordinary choices: no brand, middling stats and skills. 17:17:43 well anyone of trog/oka/tso will have brands 17:19:05 brands have a huge affect on damage range for ranged weapons (except bows), mainly because the steel brand is +50% damage, and the speed brand is also +50% 17:19:11 assuming speed brand all the time is a bit much though 17:19:16 oh waight, speed isn't 50% 17:19:40 even as a trogite, you might well not get a speed brand in an entire game 17:19:45 speed is +50% for ranged 17:20:13 yeah, speed is +50% for ranged and +75% for two-handed melee weapons 17:21:28 hrm, " // Speed nerf as per 4.1. speed = 2 * speed / 3;" 17:22:11 that means speed brand increases damage output by 50% 17:22:24 yeah 17:22:39 I follow the math on that, just took a while 17:23:21 in any case the damage numbers there don't use speed, since it just changes delay and not raw damage 17:24:22 I will rework the example damage at differing enchantment levels, and maybe even research how to set up a table in the wiki for ease of reading 17:24:37 cool! 17:24:39 ist dpeg hier? 17:24:40 oh, hi 17:24:48 Zur Stelle! 17:24:52 what about armour skill training when damage is reduced? 17:24:55 goooooooood morning. 17:24:57 training by taking damage is weird 17:25:02 not that there's much good about it. 17:25:02 !coffee due 17:25:03 * Henzell hands due a pot of irish coffee, brewed by Sigmund. 17:25:07 -!- Paroid has quit [Quit: Page closed] 17:25:35 TGWi: right, that's what we had. 17:25:55 TGWi: I think the correct way is to compare potential damage with current Armour/Dodging skill. 17:26:34 So you will train by evading/blocking (or not) a lich at skill 20, but you won't train against a rat, no matter if it damages or not. 17:27:15 yeah 17:29:35 would which you train depend on what you're wearing? 17:30:05 training armour and dodging in the same circumstances seems problematic 17:30:35 why? 17:31:19 because they would train at the same time, which would be irritating to people who don't want one 17:31:42 I think current dodging training works, except that adding in dpeg's potential damage vs. current skill check would be great 17:31:48 TGWi: which you'd train (more) would depend on base AC (or EVP), I think. 17:31:54 they can turn it off though so 17:32:08 I also believe the current active stealth training works. 17:32:25 training by walking near sleeping enemies? 17:33:19 yes 17:33:31 I found this to work well (and fast enough) in my games. 17:36:38 -!- valrus_ has quit [Remote host closed the connection] 17:44:44 -!- Twilight13 has quit [Read error: Connection reset by peer] 17:44:54 -!- dpeg has quit [Quit: sleep] 17:45:08 -!- Twilight13 has joined ##crawl-dev 17:47:50 -!- Pialein is now known as Lollipop 18:01:11 03galehar * r5329c3222f87 10/crawl-ref/source/skills2.cc: Remove useless #ifdef 18:01:20 03galehar * rd8bbee52d2e1 10/crawl-ref/source/skills2.cc: Grey all skills in description mode 18:01:32 03galehar * r631cf76b84b8 10/crawl-ref/source/ (skills2.cc skills_menu.h): Don't show help about cross/anti training when there is none. 18:01:43 03galehar * r2c365d975c1d 10/crawl-ref/source/skills2.cc: Enhance the aptitude help. 18:08:27 03kilobyte * r0ab8b493d808 10/crawl-ref/source/mon-data.h: Fix plants getting Xom-polymorphed into burning bushes. 18:08:28 03kilobyte * r9d0f997e24c3 10/crawl-ref/source/dgn-overview.cc: ZotDef: don't claim there are 27 levels of the dungeon. 18:08:44 03kilobyte * r8e28b688a950 10/crawl-ref/source/tags.cc: Formatting fixes; get rid of an unused function. 18:12:55 -!- syllogism has quit [] 18:18:07 -!- galehar has quit [Quit: disconnect] 18:50:49 03dolorous * r593c591443fd 10/crawl-ref/source/spl-summoning.cc: Move the routine to make monsters berserk summons into its own function. 18:51:00 03dolorous * r439906c0cf62 10/crawl-ref/source/spl-summoning.cc: Remove unneeded player_angers_monster() in summon_berserker(). 18:51:01 03dolorous * r8853bcd86bb9 10/crawl-ref/source/spl-summoning.cc: Add spacing fix. 18:55:20 03kilobyte * rd400c4612f36 10/crawl-ref/source/monster.cc: Fix monsters losing maxhp on berserk. 18:55:22 03kilobyte * r539df9aaad41 10/crawl-ref/source/mon-util.cc: Don't give more xp for killing berserk monsters. 19:04:58 03dolorous * r058b482c4964 10/crawl-ref/source/spl-summoning.cc: Add comment. 19:38:02 03kilobyte * r226e5e9eccec 10/crawl-ref/source/ (dat/database/miscname.txt main.cc): Give different welcome spam for different game types. 20:36:34 -!- Ashenzari has quit [Ping timeout: 255 seconds] 20:37:11 -!- Ashenzari has joined ##crawl-dev 20:37:11 -!- The topic of ##crawl-dev is: Home of the Vi-Kings! | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Ashenzari source: http://github.com/doy/crawlbot | Long stuff to pastebin.ca please. 20:39:32 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:42:08 -!- Henzell has joined ##crawl-dev 21:01:22 -!- ivan has quit [Quit: Coyote finally caught me] 21:19:31 -!- Pseudonut has joined ##crawl-dev 21:34:41 -!- Twilight13 has quit [Read error: Connection reset by peer] 21:34:43 -!- Twilight-1 has joined ##crawl-dev 22:03:35 -!- Zaba has quit [Ping timeout: 260 seconds] 22:09:49 -!- Zaba has joined ##crawl-dev 23:13:53 -!- TGWi has quit [Read error: Connection reset by peer] 23:37:12 Windows development builds on CDO updated to: 0.8.0-a0-3766-g226e5e9 23:54:17 Unstable branch on CDO updated to: 0.8.0-a0-3766-g226e5e9 (31.17) 23:56:57 -!- ivan has joined ##crawl-dev