00:07:50 -!- Zchris13 has quit [Ping timeout: 240 seconds] 01:03:50 -!- psyshvl has quit [Quit: stuff] 01:30:12 fingers crossed 01:35:11 reboot and clean coompile seemed to fix it! 01:43:44 -!- ortoslon has joined ##crawl-dev 01:51:07 who's the crash magnet? 01:51:52 silent crash on taking stairs (https://crawl.develz.org/mantis/view.php?id=3117) by ortoslon 01:52:08 i'm the crash magnet 02:42:04 -!- Zaba has quit [Ping timeout: 260 seconds] 02:43:12 :D! 02:43:14 :DDD! 02:43:25 ortoslon: You run windows, yes/ 02:43:42 03due * r38aababc9ea5 10/crawl-ref/source/ (9 files): Re-implement certain tile flags as packed_cell struct members. (Tiles) 02:44:01 ortoslon: How have you found the assertion dialogs? 02:48:19 -!- Zaba has joined ##crawl-dev 03:05:07 03greensnark * rf008b531323d 10/crawl-ref/source/ (showsymb.cc showsymb.h): Clean up >80 column lines in showsymb.cc. 03:05:18 03greensnark * raad09a6bfb86 10/crawl-ref/source/ (mon-info.cc mon-info.h showsymb.cc tag-version.h tags.cc): [3114] Fix remembered feature mimic crash. 03:20:45 due: i met them but there wasn't one in this case 03:21:26 greensnark: is that the crash where mons_is_knoown_mimic is called with a null pointer/ 03:21:37 due: Yes 03:22:22 <3! 03:22:27 That has been on my list of things todo forever 03:22:43 Likewise the agrid isn't being invalidated/initialised when you load a game. 03:22:59 You have to move before haloes, silence, etc, apply. 03:23:09 ... actually, that probably makes it abusable. 03:23:18 You could save, load, cast a spell while silenced, repeat. 03:25:13 moin 03:25:38 due: and yes, i run windows xp 03:26:08 ortoslon: Have they been more ... helpful than just exiting? Or at least, less sstartling? 03:26:51 it wasn't just exiting 03:27:12 if you ran crawl from a terminal like cmd or far manager, the assert was printed on screen 03:27:31 still, a nice change for those who run crawl through an icon 03:28:10 Well, yeah. 03:28:31 I would imagine less people run it through a command prompt though, or otherwise. 03:31:18 i'm just using a norton commander clone as an explorer replacement :) 03:33:19 re: channel topic http://www.petitiononline.com/WALRI/petition.html 03:50:27 greensnark, so is #3114 resolved now? 03:51:13 Zaba: yes, why do you ask? 03:53:38 * due making swamp less ugly in tiles. 03:55:15 * ortoslon has high hopes for due 03:56:33 shoals is ugly as well 04:00:11 well, I think my very simple change will make it look less ... weird. 04:00:26 -!- Twinge has quit [Read error: Connection reset by peer] 04:01:16 -!- Twinge has joined ##crawl-dev 04:06:59 -!- elliptic has quit [Ping timeout: 240 seconds] 04:07:44 Oooh, it makes a massive difference. 04:08:10 Not perfect, but interesting. 04:10:50 can't wait to look 04:21:46 Can't get the waves right 04:24:00 swamps have waves? 04:24:14 Well, not waves. 04:24:17 But the shore line. 04:26:05 We need to lighten the troll machine guns. 04:26:13 And give them sleeves. 04:26:17 They look odd in tank tops. 04:34:19 ooohhh, I know. 04:42:18 ... wow, it looks really good 04:42:48 -!- Mu_ has joined ##crawl-dev 04:55:40 due: Screenshot or it didn't happen 04:55:57 greensnark: Hang on 04:56:27 * greensnark slings a pineapple at due. 04:56:28 03due * r65f0ce5894dc 10/crawl-ref/source/ (tiledgnbuf.cc tiledgnbuf.h tileview.cc): Make Swamp prettier. (Tiles) 04:57:41 Did you get rid of the choppy water outlines? 04:58:29 -!- Lollipop has joined ##crawl-dev 04:59:22 -!- syllogism has joined ##crawl-dev 05:04:37 greensnark: No 05:04:45 greensnark: Trees are now drawn with shallow water beneath them in swamp 05:04:59 Ah 05:05:45 Stone in the swamp looks terrible :/ 05:08:34 greensnark: http://jeah.net/~jmc/swamp.png 05:09:14 Nice 05:09:22 I am doing a comparison photo. 05:09:23 Cute little lizard thing catching some zzs in the vault 05:09:29 it's a swmap drake 05:09:42 Aha 05:15:28 due: Is that another vault in the center of hte map 05:17:26 -!- Lollipop has quit [Remote host closed the connection] 05:18:52 greensnark: Yes, I was placing random swamp vaults trying to remmeber which one had trees in it. 05:19:18 :P 05:19:32 yay segfault 05:19:41 Way down the segfault river 05:19:54 We need a segfault creek vault 05:19:58 :| std::string segfault. 05:20:04 With program bugs in the shallows 05:20:45 hah, yes 05:23:44 http://jeah.net/~jmc/swamp2.png 05:23:46 original swamp 05:24:11 http://jeah.net/~jmc/swamp3.png a screenshot of a few moments later demonstrating the trees->shallow water replacement. 05:29:03 due: Trees in water look much nicer now 05:29:18 All you need to do is get rid of the blocky tiles for water and you're set! 05:30:21 can trees be destroyed? what will be left after them? 05:30:32 ortoslon: water 05:30:37 ortoslon: this was previously the case in swamp 05:30:37 ah good 05:30:50 thus my reasoning for drawing water under them 05:31:05 greensnark: Yeah,the blocky tiles look okay in dungeon but horrible in swamp. 05:31:20 greensnark: I am beseeching my friend to do mangroves :D 05:32:55 or willows 05:32:58 or gasp both :D 05:32:58 Weeping willow unique 05:33:50 I thin kwe need a less red floor for swamp. 05:33:52 I wonder what would happen if we just decreased the red saturation. 05:33:52 I think ASCII looks like distilled awesomeness compared to tiles 05:33:53 it is so hard to live up to ASCII in tiles 05:33:58 I know! 05:34:00 wut 05:34:02 however the new Dungeon tiles are *amaznig*. 05:34:11 i wish purge would come back to do new sets fo reverywhere 05:34:14 Not as hot as a nice font 05:34:36 The tiles interface has advantages, but I'm unconvinced about the visual distinguishability of tiles 05:34:43 crawl ascii looks much worse than doomrl ascii! 05:34:44 ASCII 4ever 05:35:00 ortoslon: That's because you don't know how to set up your terminal correctly :P 05:35:25 Unicode 4ever! 05:35:37 If you're on Windows XP that is not your fault, but newer Windowses and the civilized OSes can do great fonts 05:35:37 crawl ascii looks worse than nethack decgraphics! 05:35:45 That's a matter of opinion. Some people like NH wallification; I don't :) 05:35:48 we should package a decent terminal emulator with our games 05:36:01 Ugh, I have a decent terminal emulator, thanks 05:36:09 *for win32 05:36:10 Oh, you mean for the Windows users 05:36:11 greensnark: I use the Tango colour scheme wit the slightly muted lightblue. It is so beautiful. <3 05:37:18 It's like a gorgeous pastel dungeon as opposed to "zomg that is BRIGHT". 05:37:26 greensnark: i've used a registry hack to try consolas but didn't like it (i'm still playing doomrl with lucida console font) 05:37:27 ortoslon: What windows version? 05:37:27 windows xp sp3 05:37:27 XP's text rendering is terrible, but Vista and Win 7 are okayish 05:37:42 ortoslon: You should totally upgrade some time 05:37:55 not on this four year old pc 05:37:56 * bhaak prefers fixedsys 05:38:28 I think Aero is an incredibly moronic idea with all the transparency to distract you from your foreground window, but text rendering is way better 05:40:52 you mean cleartype? i have cleartype on 05:40:52 And the start menu search is good enough that I can find system settings although I use Windows about once in six weeks and can't remember anything 05:40:55 ortoslon: Even with cleartype XP is much inferior to >=Vista in text rendering 05:40:55 shrug 05:41:24 Yeah, until you get used to better text rendering you won't notice that XP is ugly :) 05:47:08 in ?/M listings the (I'm guessing it's HD) "monster toughness" sort is rather badly named 05:51:36 Why? 05:51:54 because it doesn't correspond at all to monster toughness 05:52:33 higher HD monstes usually equate to more difficult but it's all relative to where you are in the dungeon. 05:52:43 "danger level"? 05:52:57 danger level is even worse 05:55:47 (though I think sorting by HD is odd in itself, with it being so technical and unrelated to actual danger) 05:56:05 crash+assert on taking stairs (https://crawl.develz.org/mantis/view.php?id=3118) by Radzia 06:07:29 greensnark: doing our own text rendering in Windows console has been proposed before, and it's a tempting idea 06:07:43 kilobyte: swap is pretyt now! 06:14:23 what the fuck is wrong with Google images... there's a well known folk devil named Rokita, usually depicted on a swamp among willows... but no matter what set of words I use in the query, I get faces of random bozos or even stuff like a parchment with the US constitution 06:23:55 -!- monky has quit [Quit: hello] 06:34:24 -!- ortoslon has quit [Quit: bye] 06:40:06 hrm, damn. I can't figure out how and where to best (de)allocate the vault_placements if I want to make _build_vault_impl to return the pointer to one. 06:41:02 the obvious way (allocating vault_placement with new rather than on the stack in _build_vault_impl, making dgn_register_place take a pointer to it) requires deleting it when an error occurs in _build_vault_impl, which is ugly.. 06:41:23 std::auto_ptr seems to be something to counter that, but I've no idea how to use that.. 06:48:56 -!- TGWiglaf has joined ##crawl-dev 07:07:02 -!- galehar has joined ##crawl-dev 07:07:26 -!- TGWiglaf has quit [Quit: Page closed] 07:34:47 Kogan (L14 DEWz) (D:15) 07:35:34 !lm Kogan crash -log 07:35:34 2. Kogan, XL14 DEWz, T:40027 (milestone): http://crawl.develz.org/morgues/trunk/Kogan/crash-Kogan-20110101-133446.txt 07:36:17 greensnark, did the fix for #3114 not hit cdo yet? 07:37:05 seems so 07:37:14 -!- paxed has quit [Ping timeout: 260 seconds] 07:37:30 the fix is 0.8.0-a0-4245-gaad09a6 07:37:43 right. 07:37:43 the morgue file is 0.8.0-a0-4242-g86591b1 07:38:29 -!- paxed has joined ##crawl-dev 07:38:32 -!- paxed has quit [Changing host] 07:38:32 -!- paxed has joined ##crawl-dev 07:41:19 cdo is updating 07:45:38 Unstable branch on CDO updated to: 0.8.0-a0-4246-g65f0ce5 (31.27) 08:17:20 -!- ortoslon has joined ##crawl-dev 08:36:08 -!- eith has joined ##crawl-dev 08:58:03 crap, disabling warnings inside ASSERT() is doable only in gcc-4.6 and new clangs :( 08:58:07 error: #pragma GCC diagnostic not allowed inside functions 09:00:04 -!- dpeg has joined ##crawl-dev 09:06:43 cheers 09:08:13 -!- elliptic has joined ##crawl-dev 09:09:59 Souljazz (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed. (D:7) 09:10:05 Souljazz (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed. (D:7) 09:10:59 Souljazz (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed. (D:7) 09:11:33 Souljazz (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed. (D:7) 09:15:45 Souljazz (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed. (D:7) 09:18:53 everyone's asleep or attending their hangovers? 09:19:41 !coffee dpeg 09:19:41 * Henzell hands dpeg a cup of caffè macchiato, brewed by Gastronok. 09:19:45 !lm Souljazz -log 09:19:45 411. Souljazz, XL8 DDCK, T:5679 (milestone): http://crawl.develz.org/morgues/trunk/Souljazz/crash-Souljazz-20110101-151546.txt 09:20:12 So that bug is still alive 09:20:29 !lm Souljazz crash ddck noun= 09:20:29 No milestones for Souljazz (crash ddck noun=). 09:20:32 !lm Souljazz crash ddck noun=~m.mid 09:20:32 5. [2011-01-01] Souljazz the Cudgeler (L8 DDCK) ASSERT(m.mid > 0) in 'tags.cc' at line 2952 failed on turn 5679. (D:7) 09:20:36 !lm Souljazz crash ddck noun=~m.mid 1 -tv 09:20:36 1. Souljazz, XL8 DDCK, T:5608 (milestone) requested for FooTV. 09:22:15 !lm Souljazz crash ddck noun=~m.mid 1 -log 09:22:15 1. Souljazz, XL8 DDCK, T:5608 (milestone): http://crawl.develz.org/morgues/trunk/Souljazz/crash-Souljazz-20110101-150958.txt 09:23:09 -!- Hehfiel has joined ##crawl-dev 09:23:23 greensnark: hi! 09:23:49 dpeg! 09:23:52 How's the Rammstein going 09:25:05 hi dpeg! how's your d&d parties going? 09:25:15 http://en.wikipedia.org/wiki/Ramstein_airshow_disaster 09:25:28 * dpeg has a hunch the new year is going to suck :) 09:25:53 Jeff Lait gave a D&D Monster Manual to Johann. 09:26:10 lol 09:27:13 you already should prepare yourself for the day when your kids are going to discover nethack :-) 09:27:52 dpeg's kids are going to write a new NH variant just to drive dpeg nuts 09:28:24 I hope they'll write computer viruses which shake the world upside down before the age of 14. 09:28:39 dpeg: That's what I just said 09:30:21 "You may play D&D, programm in Java, use Windows, but I won't allow NetHack games in this house!" 09:30:58 Yuck, Java 09:31:34 with a bit of luck, they won't discover nethack but unnethack :-) 09:32:55 topatheresa 09:32:59 ^ daugher on keyboard 09:36:32 bhaak: I suggest adding an additional un prefix for each new major version of unnethack 09:36:44 So 4.x would be UnUnNethack and so on 09:37:23 Un^2NetHack? 09:37:39 Sure! 09:38:09 * bhaak thinks greensnark was partying too much 09:38:23 -!- Textmode has quit [Ping timeout: 272 seconds] 09:38:24 Nobody appreciates my terrific versioning ideas 09:38:57 Crawl could shift to a versioning system where versions are transcendental numbers only 09:39:30 I once proposed a pi-headed hydra as a unique 09:39:44 So much cooler than the Lernaean yawn hydra 09:40:41 We could also give hydras a complex number of heads 09:40:49 So you could chop off the real heads but not the imaginary heads 09:41:08 imaginary heads that only do imaginary damage? 09:41:28 They could attack your sanity stat 09:41:36 What Angband variant had a sanity stat 09:42:00 hitting a hydra with a chaos weapon should have a chance of multiplying the number of heads by i 09:45:18 <3 09:45:46 03greensnark * r4469633ff52b 10/crawl-ref/source/ (6 files): Fix ghosts not getting mids (casmith789's ghost). 09:50:39 Unstable branch on CDO updated to: 0.8.0-a0-4247-g4469633 (31.27) 10:08:36 Windows development builds on CDO updated to: 0.8.0-a0-4247-g4469633 10:20:27 -!- paxed has quit [Ping timeout: 246 seconds] 10:22:21 -!- paxed has joined ##crawl-dev 10:34:52 03kilobyte * r0a626dba8951 10/crawl-ref/source/viewgeom.cc: Silence a gcc-4.5 warning for a tautological assert. 10:43:54 -!- paxed has quit [Ping timeout: 246 seconds] 10:44:38 -!- monky has joined ##crawl-dev 10:45:46 -!- valrus has joined ##crawl-dev 10:45:54 -!- paxed has joined ##crawl-dev 11:31:09 -!- paxed has quit [Ping timeout: 246 seconds] 11:32:49 -!- paxed has joined ##crawl-dev 11:32:49 -!- paxed has quit [Changing host] 11:32:49 -!- paxed has joined ##crawl-dev 11:37:09 -!- valrus has quit [Remote host closed the connection] 11:42:04 -!- kurper has joined ##crawl-dev 11:42:49 is okawaru gifting a +3 nonartifact animal skin a bug (since they should only be able to be +2 now)? 11:43:07 or is okawaru just that cool 11:50:00 I'd say it wasn't a bug, because trog/oka can gift weapons at higher than +9 11:50:03 I'd consider okawaru gifting animal skins at all a bug, or at least a design flaw 11:50:33 hey, the skin of zhor is cool 11:57:18 I still wonder whether anybody actually uses the dolinks/domake scripts 11:58:00 Naga Spit Poison + mutation -> Poison Gas (https://crawl.develz.org/mantis/view.php?id=3119) by dolphin 11:59:33 I used them before I realised they only made life miserable and it was easier to build without them 12:07:13 -!- MarvinPA has joined ##crawl-dev 12:24:22 -!- st_ has quit [] 12:28:48 -!- st_ has joined ##crawl-dev 12:39:54 kurper: non-artifacts are (or should be) always capped, but the cap hasn't been updated for acquirement 12:40:59 -!- ortoslon has quit [Quit: bye] 12:53:01 -!- psyshvl has joined ##crawl-dev 12:53:40 kilobyte: do we want that cap for randarts? 12:54:11 We could also make it more probably that the AC enchantment of a randart is at AC cap or something similar. 13:08:24 dpeg: not sure about randarts (save for plates/GDAs/CPMs having a chance for something higher) 13:08:54 regular stuff seems to be clear to me, though 13:18:21 kilobyte: fully agree on regular stuff 13:18:35 we don't want players to try out all robes, hoping for that +3 one 13:33:47 -!- Zchris13 has joined ##crawl-dev 13:40:07 are you suggesting we get randart +14 CPM? 13:40:57 is CDO down? 13:41:05 casmith789: nah, +15 13:41:09 casmith789: you could in principle already get one right now, I think 13:41:36 all randart plates/cpm/gda are around 1-5 as far as I know 13:41:41 +1-5 13:41:51 I've never seen a piece of randart armour with enchantment above +7 13:42:04 it's much more common for them to be low anyway 13:42:05 and the +7 were not body armour 13:42:33 with ash I've basically been IDing every artefact for fun, and I never saw any really high values even when zigrunning 13:42:40 but I didn't do as many zigs as some 13:45:01 should a portal mimic that's pretending to be a labyrinth give the same "yo there's a labyrinth here" message as a real one would? 13:45:20 otherwise it's not very convincing 13:53:22 it would be extremely annoying otherwise 13:55:52 only mundane armour (no troll, dragon, crystal) can have semi-decent enchanrment as randarts 13:59:57 -!- Zchris13 has quit [Ping timeout: 272 seconds] 14:07:11 03dolorous * rb98fa1c7597b 10/crawl-ref/source/libutil.cc: Revert "Properly pluralize "deep dwarf unborn" as "deep dwarves unborn"." 14:07:17 03dolorous * rbd72dfe81c0a 10/crawl-ref/source/dat/database/monspell.txt: Tweak wording. 14:07:29 -!- eith has quit [Ping timeout: 260 seconds] 14:07:35 03dolorous * r6098fc64cbb0 10/crawl-ref/source/spl-summoning.h: Make a prototype's variable name match the function's. 14:07:57 03dolorous * ra12db9831cff 10/crawl-ref/source/ (7 files in 2 dirs): Rename "deep dwarf unborn" to "unborn deep dwarf". 14:24:31 kilobyte: good to know. We're free to change any of this, of course. 14:24:54 kurper: yes, due knows. Not quite clear what we'll do. In the end there's probably no way around full consistency. 14:26:00 well, or just not letting portal mimics be of the types that have messages 14:27:58 yes 14:28:56 -!- m1nced has joined ##crawl-dev 14:29:05 A boring beetle just escaped from the d:1 vault... 14:30:10 haha 14:30:16 m1nced: it is very slow 14:30:26 mostly a problem b/c of good xp 14:30:28 I didn't think it was supposed to happen. 14:30:32 speaking of boring beetles escaping from vaults, there's a xom overflow with shapeshifters behind glass (dig or teleport into it if you want to worship xom), and if one turns into a boring beetle it can dig out (this has happened to me) 14:31:01 monky: so we need stone glass there? 14:31:26 well it wouldn't matter if they can path around it; can they? 14:31:36 it's xom_shifter_show 14:32:02 yes 14:36:18 monky: I cannot do anything about it. 14:36:29 just looking at the map 14:36:41 -!- upsy has quit [Quit: Leaving] 14:38:22 I've browsed the code left and right, then forced over 3k Okawaru gifts... and not a single animal skin above +2 14:38:35 kurper: what version are you plaing? 14:38:51 the cap wasn't fully applied soon after the change 14:41:26 3k animal skins of Okawaru --> <3 14:44:51 3k forced gifts, there isn't that many skins. He has a 1/12 hard-coded chance to turn any body armour acquirement (50% of divine armour acq) into animal skins, but after the first skin subsequent ones are very likely to be re-rolled. 14:46:32 kilobyte: a0-4201-g8de0841 14:46:36 i think 14:46:57 yeah 14:47:38 kilobyte: at some point, perhaps not now, I'd like to talk to you about my Okawaru vision. It keeps armour gifts, and just changes the mechanic. I realise that armour gifts are attractive -- I also believe they can be made interesting. 14:49:08 sure 14:50:41 I think it is important to have _some_ way of ensuring getting usable gear. Divine acquirement has been nerfed enough to make sure you'll most likely get your best stuff the regular way, yet you can count on _some_ randarts for most slots. 14:50:52 but that way can be anything -- perhaps even not a god 14:51:26 dpeg: one idea that may have legs: okawaru being both the 'lone combat' god, but also a god of forging/metalworking. now that we've already breached the 'gods can make randarts', anyhow 14:51:34 and other facets of Oka are indeed abysmal -- spammable might at the foremost 14:53:27 Oka haste is not that overpowered since it costs a lot (so most of your hastes will actually come from potions/wands), but to use it reliably you have to victory dance Might 14:54:04 victory dancing something that costs piety as well is especially tedious -- since you need to manage both your xp pool and piety level 14:54:40 kilobyte: okay, let me quickly dash down my concept: (a) Okawaru gifts rarely but if so, notably stuff. (b) The gift is temporary, the player can (try to) keep it by wearing it during battle. (c) Permanentising is one boost, another one is taht Okawaru can improve gear, including randart ones (just increase enchantment). 14:54:58 (c) can be used to get that -2 CPM of r? to something sensible 14:55:57 how would b) work? Are you supposed to scum for some big fight ASAP? 14:56:01 You know that I am unhappy with all of O's aspects: Might (potion!), Haste (potion!, spell!!, wand!!!), gifts (scroll, and nothing to it) 14:56:13 kilobyte: no no, I was thinking of 3k turns for gifts or so 14:56:23 not to rush, just to do something with it 14:56:31 (think of a branch end fight) 14:57:47 I don't quite follow 14:58:01 and armour improvement would work rarely on randarts, and better if the enchantment is low, of course 14:58:04 kilobyte: with what? 15:00:28 so you'd be forced to scum for as many fights as possible, with a chance that any moment you may end up naked? 15:00:40 rewarding quantity not quality is another problem 15:00:49 kilobyte: no, of course nto 15:02:26 You'd get a piece of armour in times of calm (no tension), it is "borrowed" (for a long duration). Then, you can show that you're making good use of it by wearing it. If you fight enough to Okawaru's liking, he may gift it to you. Otherwise, you'll be told that he wants it back (so there is time for you to switch gear). 15:03:05 -!- psyshvl has quit [Quit: stuff] 15:04:26 so no nakedness but still a requirement of scumming 15:04:32 why scumming? 15:04:41 You'll be fighting anyway, what else? 15:05:34 You just have to choose which of the lended (spelling?) items you wear in order to keep it. Or perhaps nothing, if you rather want the god to improve your other gear. 15:06:25 you can't explore well, have to run to a place with lots of popcorn (current state) or few big opponents (if we use level difference) immediately 15:08:26 by "scumming" I mean artificially changing your behaviour to improve your chances -- like doing the same level over and over in Angband 15:09:09 Ogre Mage wielded weapon gug (https://crawl.develz.org/mantis/view.php?id=3120) by Curio 15:11:07 kilobyte: your definition of "scumming" is much broader than my one. What does "artifically" mean? Of course will different playing styles (and gods) lead to different behaviours: prefer open space or not, fully explore or don't etc. 15:12:02 kilobyte: in Crawl, you cannot repeat battles -- you can only kill every monster once. 15:12:24 The threshold needed to convince Okawaru would be transparent in my proposal. 15:13:50 -!- elliptic has quit [Quit: Leaving] 15:14:11 away, back later 15:14:34 what I don't like is rewarding putting aside juicy places (currently Hive, Orc and pockets of rats) for when you get a good gift 15:14:40 I am sure that a system like this will create more flavour and actual choices instead of current boring onslaught of items 15:15:11 kilobyte: I am not sure that tension will be sufficiently high in Hive or Orc (let alone rats) when you need it 15:15:13 surely piety shouldn't be gained faster by killing large amounts of popcorn anyway, players already use hive to refuel on piety and silly things like that 15:15:16 interestingly, Trog leads 0.8 wins, then ash, then vehumet. 15:15:36 MarvinPA: this is a problem of Hive 15:15:39 and will be addressed 15:15:42 [this is unrelated but a big shift from 0.7] 15:15:51 casmith789: yes, interesting 15:15:56 it's more a problem of how piety gain works, orc does the same thing 15:16:07 -!- m1nced has quit [Quit: Leaving] 15:16:12 anyway, away now 15:16:18 actual choices could be good, yeah... and I see some ways to alter your proposal -- for example, dropping the ties to time 15:16:54 piety for popcorn is an issue that can be pretty trivially changed to piety for big stuff 15:17:38 which would work well in the current system, but sadly, won't improve this particular idea -- it'd simply shift "juicy places" from Hive/Orc to branch ends 15:20:19 dpeg (if you'll read the scrollback): few "good" gifts is a big problem, too -- first jpeg then me made a number of changes in 0.6, 0.7 and 0.8 to make scroll acquirement more intelligent, but it's still stupid and gameable 15:35:55 gameable? 15:44:20 Summoning book tweaks (https://crawl.develz.org/mantis/view.php?id=3121) by MarvintheParanoidAndroid 15:44:21 casmith789: if you want a single-handed weapon, you need to disable your weapon skill, do what you can to grab a shield, victory dance Shields and only once it is good enough read the scroll 15:44:37 oh 15:44:44 if you want two-handed, you can not use a shield that would make your early game easier 15:44:51 good point 15:45:08 if you want Long Blades, you can't use Short then cross-train later 15:45:32 or any acquireable weapon types, for that matter 15:45:41 is it possible to game it to not constantly give you shields from armour acquirement when you really really don't want one? 15:45:42 god of convenient acq. manipulation 15:46:03 armour acquirement seems messed up in regards to shields yeah 15:46:07 because currently it's pretty good at giving out shields to characters who hate them 15:46:17 MarvinPA: another such issue: currently it won't give you a shield if your wielded weapon is 2-handed 15:46:26 speaking of acq., is there a reason why weapon acq. gives you junk belonging to skills you don't even have 15:46:37 aha, i shall be sure to make the most of that while it lasts :P 15:47:10 also, don't try weapon acq. after a weapon skill sage card. eugh. 15:47:30 why? 15:47:42 it has no real way to know if you intend to use a shield but currently don't have one -- or have a lousy one and no good 1-hander 15:47:50 that too 15:48:25 -!- elliptic has joined ##crawl-dev 15:49:22 Shorten Elf to 5 floors (https://crawl.develz.org/mantis/view.php?id=3122) by MarvintheParanoidAndroid 15:49:33 -!- eith has joined ##crawl-dev 15:54:24 Crashed game (https://crawl.develz.org/mantis/view.php?id=3123) by Wravburn 16:04:47 03kilobyte * rfa4fa651d5d1 10/crawl-ref/source/tags.cc: Don't spam about tile data not being present in console builds. 16:04:58 03chriscampbell89 * r5ad76c6f7655 10/crawl-ref/source/book-data.h: Summoning book tweaks 16:26:43 -!- elliptic has quit [Quit: Leaving] 16:45:42 back 16:45:55 kilobyte: still around? 16:49:23 Ok, unicode chars for username & realname enabled in Mantis.. Please beep me if this gets out of hand. 16:49:49 Nabend David :) 16:50:29 you mean, U+0007 ? 16:51:03 Hi 16:51:30 kilobyte: getting rid of the timer removes the distinction between "gifted" and "borrowed". 17:00:23 -!- elliptic has joined ##crawl-dev 17:01:11 kilobyte: not replying anymore? 17:04:33 *creates account with username of that character that switches to RTL text, submits bug* 17:09:06 dpeg: the countdown could be in number of subsequent boons you receive -- if you decide to spread them instead, you won't get permanentization 17:09:32 but really, I don't see a good way to amend that approach, at least not right now 17:09:48 Dungeon serial vault: "window". (28 vaults) (https://crawl.develz.org/mantis/view.php?id=3124) by co 17:09:48 kilobyte: but "not permanent" must at some point materialize, by the item going back to heaven!? 17:10:01 testing that vault right now 17:10:10 kilobyte: well, I think I can. 17:11:08 The question is what we want of Oki. I want something directly useful in battle, and keep the armour stuff. Only the latter with choices, and the former ideally broader than now. 17:11:13 another possible way: the gifts might be given to biggest monsters -- possibly queued if no eligible recipients spawn 17:11:39 kilobyte: yes, I know. I like that idea, and it will get used. 17:12:02 But I like the idea of positively fighting to keep an item even more :) And this works only with a god. 17:12:11 for the former, a possible power could be "Heroism": all your mundane skills increase by +10 17:12:17 (I want the item on monster idea for demigods.) 17:12:41 kilobyte: ah... I have this on stats (either would work, I believe). 17:12:55 The advantage of stats is taht you can see the boost right in the main screen. 17:13:28 you'd need a huge amount to get the slaying bonus you have now 17:13:32 btw, ot: regarding Elf, let us reduce branches in steps of two levels... this will be noticeably, okay? 17:14:06 kilobyte: there could be under the hood bonuses like that... but now we're getting into specifics. 17:14:07 reducing Elf is a good idea, yeah 17:14:26 I wanted to add that commit right now... except there's a nasty issue with save compat 17:14:29 kilobyte: I agree, and it was proposed by me, I think. Just saying that 8-->6 is a good step. 17:14:44 8? 17:14:47 Elf has 40% shop chance, btw. 17:14:51 sorry, 7-->5 17:15:14 so this means 2.8 shops less on average 17:15:16 Elf is a pretty boring branch, too... we might add Dwarf and make it 4. 17:16:01 the shop loss could be easily amended by having bigger shop vaults spawn in Elf 17:16:06 yes, but we could also make the branch more interesting :) 17:16:10 (which is more work, I know) 17:16:26 kilobyte: or just s/40%/50%/ 17:16:33 or that, of course 17:16:57 is it possible to add multipliers or something to the vault generation rate in certain branches? i guess there aren't many vaults set to spawn in elf cause i never see any. same in snake too i guess. 17:17:03 I was just pondering an "Elf Shopping Center" vault 17:17:07 I like the idea of mall vaults. (Thematic maps containing several shops. Would befit Elf... especially since I think loot should be skewed by branch.) 17:17:12 there's only a couple of possible elf vaults 17:17:19 Mu_: they have dummies with a huge weight 17:17:20 elf-only that is 17:17:50 dpeg: mall vaults? You mean Minetown? 17:17:53 i don't think there are even that many regular dungeon vaults tagged to spawn in elf 17:17:55 ;) 17:17:58 galehar: eeeeeek 17:18:05 * dpeg scratches himself. 17:18:12 most people probably don't think vaults 'fit' with elf/snake if they don't have, well, elves or snakes 17:18:14 so Elf shops would be mostly about scrolls, books and perhaps miscies 17:19:20 Mu_: we should go through all vaults carefully... check their tags, depths, add new functionality (no_rtele_into, COLOUR/TILES etc.) to old ones, but it is such a mass of work, I never dared to even start it. 17:20:52 I think that Elf and Vaults (and a bit Orc) are more interesting now with the higher change of shops... but I could be fooling myself into this. 17:21:19 upping the chances of the nasty elves earlier in the branch would also make it somewhat more interesting 17:21:29 i don't mind clearing elf, personally 17:22:52 MarvinPA: yes 17:23:00 MarvinPA: thumbs down on the tavern post, btw 17:23:22 how is the tavern working out? 17:23:28 which one? 17:23:34 Mu_: Very good, only that I am about to drop from there. 17:23:45 MarvinPA: the one about lichs in starting vaults. 17:23:49 for good? 17:23:58 Mu_: just as I did with SA and ##crawl :) 17:24:05 heh 17:24:05 oh yeah, that was an overreaction i think 17:24:10 Communication player-dpeg will never really work out, I think. 17:24:42 I patiently explain something, only to get exactly the same comment as before. 17:24:53 Then I become angry and arrogant. 17:25:20 for what it's worth, i think you are great in keeping your patience, dpeg 17:25:37 and just don't read such stuff in the forum :) 17:25:37 Napkin: this is a more civilised place, Napkin :) 17:26:00 I cannot! When someone asks "why can't we sell in shops", I feel responsible to reply. 17:26:15 hehe 17:26:33 When SAers complained and whined all day about shifting labyrinths, I thought I could explain. But I couldn't. 17:26:53 haha 17:27:03 reminds me.. my dad still has a save with a char in lab 17:27:11 does not get out? :) 17:27:20 tries once in a while to find the exit.. but then gives up again ;) 17:27:23 haha 17:27:34 and he already spend hours on it 17:27:36 solange das Futter mitmacht 17:27:40 SA complains about everything new but they quickly forget 17:27:41 genau :D 17:27:59 I have never spent more than ten minutes in a maze... guess I'm made for labyrinths 17:28:17 Mu_: yes, I know. But this also means that it's no place for a designer to explain stuff. 17:28:41 the selling stuff thread ended up pretty productive though, too 17:28:47 yes, that was good 17:29:12 I really try to support anyone who throws me bone. 17:29:55 :) 17:31:57 there's a technical problem: it'd be damn tricky to reduce Elf keeping save compat 17:32:17 bumping major is of course ok 17:32:42 but it's better to decide on the target length first 17:32:44 kilobyte: dpm 17:32:54 just don't generate a > on Elf:5 ? 17:33:10 also, D: is infinite 17:33:18 existing games have that 17:33:27 kilobyte: scrap save compat :) 17:33:31 I was able to go down to D:59 or so in one game without breaking the save system 17:33:34 travel cache, level data breaks 17:33:58 btw, jpeg asks right now if it is possible to assign fixed items to shops when making maps (she's redoing the tutorial) 17:34:21 sorear: that's why I believed it's a safe matter... but somehow it's not 17:34:50 dpeg: sure, shouldn't be hard 17:35:18 kilobyte: I like the Elf:4, Dwarf:1 idea, but is dwarf ready for it? 17:35:29 not yet 17:35:53 branches can be easily added but not deleted 17:36:23 so we go straight to Elf:4 and hope we can add dwarf:1 for 0.8 release 17:36:34 worst case, we bump Elf back to 5 17:36:37 BTW, serial vaults solve all problems I had with my concept of Dwarf :p 17:37:06 all that needs to be done is the layout generator 17:38:29 dwarf is only one level? 17:38:32 also, if we're to break compat, it'd be time to add other disruptive changes 17:38:53 sorear: that's the current plan 17:39:36 sorear: mostly because we have little content save for the monster set 17:39:54 having more is fine 17:41:58 I don't think that Dwarf's been decided upon yet. 17:42:55 I am not sure we should speculate on a dwarf level for 0.8. kilobyte, what do you think? 17:43:36 lots of balancing, very little coding 17:44:01 the monsters are ready 17:44:28 speaking of deep dwarves, why do scions exist? 17:44:31 ah, monsters ready sounds good for a level 17:44:49 the monsters feel rather strange to me 17:45:23 that's why it might be good to have one level rather than, say, rotation with Elf 17:45:42 for scions, ask blue_anna :p 17:45:58 but they're mostly just warriors 17:46:09 @??deep dwarf 17:46:10 deep dwarf (07q) | Speed: 10 | HD: 5 | Health: 17-38 | AC/EV: 2/12 | Damage: 10 | Res: 06magic(40) | Chunks: 07contaminated | XP: 130. 17:46:12 @??deep dwarf scion 17:46:13 deep dwarf scion (08q) | Speed: 10 | HD: 6 | Health: 34-62 | AC/EV: 2/12 | Damage: 11 | Res: 06magic(48) | Chunks: 07contaminated | XP: 248. 17:46:26 they basically just have more HP 17:46:30 nice 1 more damage and hd too 17:46:35 and better gear 17:46:45 just give it to vanilla DD 17:47:03 deep dwarf death knights also seem pointless 17:47:04 or perhaps prevent vanilla DD from spawning, like with vanilla elves 17:47:06 IME no deep dwarf is a melee threat 17:47:18 @??deep dwarf death knight 17:47:18 deep dwarf death knight (03q) | Speed: 10 | HD: 9 | Health: 54-94 | AC/EV: 2/12 | Damage: 12 | Flags: evil | Res: 06magic(72) | Chunks: 07contaminated | XP: 855 | Sp: animate dead, summon undead, drain life, mirror damage. 17:47:24 all they do is summon junk 17:47:25 elliptic: berserkers 17:47:28 they don't cast mirror damage 17:47:35 @??deep dwarf berserker 17:47:36 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. 17:47:40 also, is it true that DDDK only mirror damage as an escape/panic spell? 17:47:40 note the damage 17:47:53 wow 10 damage from berserkers? 17:47:58 heh 17:48:07 even with a weapon and berserk, it isn't hugely impressive 17:48:27 elliptic: well for zig chars often there isn't a threat in melee 17:48:38 casmith789: not just thinking of uberchars :) 17:48:52 they were impressive with mad BiA but that's gone 17:49:02 yeah, mad BiA was terrifying 17:49:04 a very fast monster doing 25 damage sounds strong to me 17:49:11 upping the damage seems urgent 17:49:35 in general DD mobs feel too much about summon spamming 17:49:58 and it is also rather messed up that they carry so much healing 17:50:01 casmith789: but aren't they supposed to compare to the scary deep elves, at least in the original specification of Dwarf as a replacement for Elf 17:50:07 @??deep dwarf unborn 17:50:07 deep dwarf unborn (16q) | Speed: 10 | HD: 11 | Health: 63-91 | AC/EV: 2/10 | Damage: 8 | Flags: 07undead, evil, spellcaster | Res: 06magic(117), 02cold, 03poison | XP: 1422 | Sp: agony, dispel undead (3d19), mirror damage, animate dead, haunt. 17:50:19 @??deep elf blademaster 17:50:20 deep elf blademaster (11e) | Speed: 15 | HD: 16 | Health: 89-118 | AC/EV: 0/25 | Damage: 25, 25 | Res: 06magic(128) | Chunks: 07contaminated | XP: 3621. 17:50:33 alright. and he has weapons too 17:50:44 elliptic: I suggested DD healers... would be so cool to have some DD guys in the back, healing the others. 17:50:58 dpeg: +1 17:51:00 For some reason, people were against it, but I think it'd be novel and interesting tactically. 17:51:01 I made a suggestion for DDHe AI on the wiki, if anyone looked at that 17:51:06 dpeg: there's definitely lots of potential for making DDs interesting, yeah 17:51:06 is the whole dwarf branch just an implementation of all gods :) 17:51:09 (I like the DDHe idea) 17:51:12 on monsters 17:51:14 but I wouldn't call the monsters ready :) 17:51:54 monky: cool, will look into it 17:53:42 casmith789: I'd like having DD be a polytheistic bunch... this is what pantheons are about, right? Sure, god A and god B might not get along too well, but their followers will sure combine the potential. 17:53:57 Surely 17:54:13 sure 17:54:31 but I can see Ely healing undead monsters 17:54:34 no other monster set relies on gods 17:54:53 well then they'd be unique 17:54:54 orcs, kind of 17:56:07 dpeg: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=169 17:57:58 kilobyte: yes, but DD don't heal 17:58:32 galehar: very nice, many thanks! 18:01:14 one minor issue with DD monsters is that no healing is not actually very interesting for monsters 18:02:09 so the design is based around this no healing but the no healing isn't relevant in play 18:02:36 so this makes DD monsters feel a little scattered, I think 18:03:01 no healing is relevant if you're the sort of person that hits monsters a few times, runs upstairs to heal, goes back to continue, and repeats 18:03:49 giving more healing abilities to DD monsters actually makes them feel more like monsters that heal very quickly than monsters that don't heal 18:03:58 this isn't necessarily a bad thing, just sort of strange 18:04:43 hi 18:04:57 elliptic: oh, I am aware of this. But the point of the DDHe in the back is that while you are trying to kill the DDs at the front, someone is restoring their health again. Like inverse smiting. 18:04:58 galehar: did you see the swamp trees change? 18:05:01 due: Hi! 18:05:23 (Here I refer to orc priest smiting.) 18:05:26 dpeg: :D http://jeah.net/~jmc/swamp2.png <-- swamp in tiles before http://jeah.net/~jmc/swamp.png <-- swamp in tiles now 18:05:47 dpeg: sure, it sounds potentially interesting to play against 18:06:23 due: better, but I second kilobyte's comments 18:06:31 I haven't seen them yet 18:07:04 Oh, yeah 18:07:35 Yes, totally agree 18:08:29 don't those tiles mean that a destroyed tree would leave water behind? 18:08:48 OG17: have you destroyed trees in swamp recently? 18:08:52 no 18:09:04 OG17: because that is exactly what happens and what has always happened since trees were placed in swamp 18:09:19 neat, never noticed 18:09:30 I don't think there's any indication on console 18:10:12 also that's not what happens, it leaves land behind 18:10:25 trees would turn to water or floor depending on how you kill them 18:10:38 oh, there's a difference? 18:10:39 meh 18:10:50 there's like ten ways to destroy them 18:11:24 disint takes them out but fire makes shallow water 18:11:28 we'd have to change all of them 18:11:31 which seems sort of weird 18:12:20 Lernaean hydra, tomb, IOOD, tornado, ... 18:12:23 i think the fire code was the only way of destroying them when replace-with-water was coded, possiblyy? 18:13:05 disint worked from day 1 I think 18:13:10 waht about a chance (depending on amount of surrounding water) when removing a tree? 18:13:18 and replacing with water is new 18:13:45 this would require swamp trees with a more subtle background, of course 18:14:40 kilobyte: Well, replace-with-water has existed from day 1 of drawing swamp with tree border. 18:14:42 as the person guilty of trees, I didn't have a clue about someone changing them to water until now 18:15:10 Either greensnark or doy wrote that bit. 18:15:37 it's weird to have the same tree turn to different things depending on branch 18:16:07 so let's split trees-on-land and trees-on-water 18:16:26 different tiles 18:16:36 yes, agree 18:17:35 I'd think it's properly swampy if done randomly, but whatever floats your boats :) 18:18:05 dpeg: Randomly is fine for console but terrible for tiles. 18:18:05 dpeg: the tiles are too see-through 18:19:51 BTW, I once wanted crystal trees for a single big vault, but they'd be hard to do in Lua 18:20:34 blocking fire is easy, having messages make sense not so much 18:21:29 ah, I see 18:28:55 Hm. 18:29:07 I think my patch broke backwards save compatability 18:29:30 As in usinga save from a newer versoin in an older one. 18:32:01 meh 18:38:09 -!- galehar has quit [Quit: disconnect] 18:40:46 dpeg: from ##crawl: possible ash wrath effects include impeding skill training / unwanted reskilling / mislead / summon monsters 18:41:10 -!- psyshvl has joined ##crawl-dev 18:41:34 casmith789: I like reduced skills (which slowly come back again). 18:42:00 cursing is always good, too: to extend the inflexibility beyond worship 18:42:01 sounds good 18:42:19 I believe that receiving skills should be most prone to reduction 18:42:53 instead of summon monsters, the god could tell things were you are: "You feel watched." 18:43:03 yeah that came up as well 18:43:08 (as if monsters were scrying on you) 18:43:14 would you add to wiki? 18:43:16 it seems like a good idea 18:43:25 I try to get co's new serial vault in tonight 18:44:12 okay 18:44:40 mislead is a good idea 19:03:17 If I give a vault WEIGHT:0 but some TAG, it can still be placed by the tag? 19:03:20 there was also the discussion of how to reflavor mara as a follower of ash :P 19:04:00 elliptic: erm, no 19:04:15 elliptic: Mara is a demon lord-cum-demigod. He doesn't follow any deity. 19:04:27 elliptic: Hell; in Hell, some people worship him! 19:04:35 (ie, other Rakshasa) 19:04:37 but he could reskill between fire and cold to alternate using bolt of fire and bolt of cold! 19:04:44 :| 19:04:45 -!- psyshvl has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.6/20100625223402]] 19:05:01 I may sound cruel, but that is the dumbest reasoning ever. 19:05:15 The only reason he has bolt of fire is because lightning kept killing people. 19:05:30 he reskilled from air to fire back then, yes :P 19:05:33 ah, sweet precious ascii <3 19:06:02 but yeah, I know mara already has perfectly good flavor 19:06:26 okay 19:06:31 agrids are totally fucked 19:07:00 has anyone been takin advantage of the fact that if you save and then reaload it's disabled? 19:07:03 unti you move? 19:07:10 so you can then cast while silenced 19:07:14 wow 19:07:26 -!- elliptic has quit [Quit: Leaving] 19:07:27 no but we will now :P 19:07:44 (not really, but ouch 19:07:47 ) 19:07:56 03dolorous * r2a9f4a60a4b3 10/crawl-ref/source/wiz-dgn.cc: Add spacing fix. 19:09:36 agrids? what are they? 19:12:46 casmith789: halos, silence, etc 19:13:01 oh, wow 19:18:18 worry not, I am fixing it 19:28:58 -!- elliptic has joined ##crawl-dev 19:35:13 -!- valrus has joined ##crawl-dev 19:36:34 "I appreciate your work on the game, dpeg, but srsly Qfucking_Q. If you didn't think it was going to be annoying, then you're stupid. If you knew, but hoped people would laugh anyway, then you're well-meaning and should've been prepared for either response." The most funny thing is what players propose to us when they are not complaining bitterly about a tiny aspect of the game :) 19:38:54 where is that from 19:39:17 tavern 19:39:21 bit about labyrinths 19:39:42 Mu_: players complaining about fiendish vaults :) (Here it's the one with the teleport trap.) 19:39:47 Qfuckin_Q? what does that mean? 19:39:55 no idea, I am too old to parse this 19:40:14 dpeg: Do not go to the forum, you will cry. 19:40:42 due: yes, my psychological constitution is too fragile for that :) 19:40:49 QQ is a crying eyes smiley 19:41:23 otherwise no idea :P 19:41:30 I wish Lemuel would still make vaults for us. 19:41:47 That'd teach 'em: every time they scream, I add another Lemuel vault. 19:42:21 dpeg: I'm going to commit a serial teleport trap vault for labyrinth ;) 19:42:26 haha 19:43:07 link me please, dpeg 19:43:18 that post deserves the first warning 19:43:38 nah, that one is actually okay 19:43:44 I am not bitter about it. 19:44:06 Conversation and expression of discontent about something can happen without descending to callin gpeople stupid, though. 19:44:14 can't allow people calling others "stupid" 19:44:26 I was more bitter about MarvinPA's rant, but I retaliated by thanking him. (More bitter because I know he should know better.) 19:44:42 Napkin: yes, I keep telling this to certain people in this very channel. 19:44:44 dpeg: do you mean minmay? 19:44:51 MarvinPA: oops. 19:44:55 the ancient lich comment wasn't me, at least 19:44:57 let me check 19:45:03 MarvinPA: sorry, I apologise 19:45:17 heh, no worries :P 19:45:23 but minmay is also a veteran -- he should have known better 19:46:11 there are lab vaults with meaner teleport traps than that screenshot 19:46:31 the one with three corridors doesn't have porridge, does it? 19:46:33 Mu_: the other one prepares the player by placing other traps before that 19:46:40 or is that the one he found, i'm not sure 19:46:42 MarvinPA: no, but ^ 19:46:47 i'm also kind of amused that someone screenshotted the console version and posted a jpg of it 19:46:50 ah okay 19:47:20 dpeg: there's one that just has three horizontal tiles behind a door and one of them can have a teleport trap on it 19:47:42 What do you do when you want to make a vault for T&D: sure it's silly, but it fits, in my opinion. May very well be that labs have to go at some point. 19:48:04 Mu_: I know, I made that one. But you're warned... just like that Orc entry with the blade traps. 19:49:15 i don't remember other traps before it :3 19:49:23 haha 19:49:25 done. 19:49:27 these lab vaults with teletraps don't check T&D skill so much as knowledge of the vault (or general paranoia) 19:49:33 elliptic: I know 19:49:52 elliptic: the most clean solution would have been to remove traps (and T&D skill) and to scrap labs. 19:50:10 why do you need to scrap labs just because of these vaults? 19:50:15 The "Selling" thread on the forum has stuff about labyrinths... I'd be interested in replies. 19:50:20 elliptic: ^ 19:50:22 maybe labs should just be a bit less common, being able to find more than one in a single game seems unecessary 19:50:27 I haven't been reading the forum 19:50:32 MarvinPA: I think I agree. 19:50:41 they should definitely be less common, yeah 19:50:47 elliptic: this is wise, but I'd be really interested in your comments on that particularly thread. 19:50:56 I'm pretty sure they were inadvertently made more common in some recent version 19:50:59 It starts silly (and me pretty rough) but becomes interesting. 19:51:17 getting 5 labs in a game is pretty ridiculous, and that's not so rare 19:51:23 dpeg: okay, will take a look 19:51:42 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=158 19:52:36 Napkin: saw your reply to szanth. Now everyone will think I've been whining about that comment, which I really didn't :) 19:52:58 "Bitte benutzen Sie nur wattierte Umschläge für Autogramme von dpeg, er ist sehr labil." 19:53:26 I wrote a bit on the wiki about how traps can be interesting 19:53:31 du machst dir zu viele sorgen ;) 19:53:42 elliptic: may it have to do that labs can occur everywhere, or was that always the case? 19:55:14 not sure, I also vaguely remember a change in 0.6 or 0.7 to make portal vaults more common in general 19:55:43 elliptic: labyrinth generation has not changed 19:55:48 elliptic: ah yes. The other types may have been too rare, or rather, players were complaining about not enough bazaars. 19:55:56 labyrinth generation is a flat chance 19:56:09 due: you sure? I don't remember getting nearly so many labyrinths back when I started in 0.5 19:56:25 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:56:56 I actually like labyrinths, myself 19:56:57 elliptic: Quite positive. 19:57:18 elliptic: When I changed the unique generation in 0.6 or 0.7, I was also tweaking the dummies of normal vaults... 19:57:22 they provide a nice break from the pace of the rest of the game 19:57:25 looking at my recent wins, i actually only have 1 lab in most games, 2 in some 19:57:33 and 8 in a nemelex-heavy game :P 19:57:44 elliptic: I expressed concern to greensnark that it might increase Lab generation but he said no, as it was a flat chance. 19:57:59 As opposed to a weight that is modified by dummyvaults.. 19:58:13 I remember a game where I had 3 labs but that was rare, I generally find 1. 19:58:23 they aren't hard and in some sense they aren't that interesting, but I like the flavor and the extra vaults added over time have been nice 19:58:38 the main change lately has made labs much nicer 19:58:43 I just don't think you should ever see more than 1 or 2 in a game normally, and I've had 4+ (with no nemelex) multiple times 19:58:48 the one about the central vault -> green crystal 19:59:14 I'd like a labyrinth with hordes of skeletons. 19:59:28 Or boring beetles. 19:59:37 recently someone even died to a trapdoor spider in a lab 19:59:45 a day or two ago 19:59:48 I've died to the minotaur before. 20:00:02 But yes, you're right in that they don't really provide much in the way of threat beyond the mental work of getting out. 20:00:12 the minotaur can definitely be a decent threat if the lab shows up early 20:00:13 The tactical challenge of labyrinths often comes before the lab 20:00:25 the real fun part of the lab is rushing to it, yes 20:00:28 ie you know there's a lab and you have to skimp-explore the level 20:00:38 but bazaars do that too 20:00:39 casmith789: yes, that's loads of fun 20:00:40 rushing to labs/bazaars is cool, yeah 20:00:45 monky: likewise lots of ufn 20:02:23 what about restricting labs to the early part? 20:02:46 dpeg: Or making the monsters harder later in the game. 20:02:55 "greater minotaur" gets my vote. 20:02:59 I just checked and I've found 4 labs in a game three times 20:03:05 big minotaur 20:03:09 monky: <3. 20:03:13 and 3 labs seven times 20:03:14 ... MarvinPA: <3 20:03:17 (monky ccan have <3 too) 20:03:17 :P 20:03:18 this is not counting nemelex games 20:03:27 03due * r1fea46646227 10/crawl-ref/source/areas.cc: Resolve agrid not being regenerated upon loading game. 20:03:30 Why is this problematic, though? 20:03:31 unfortunately I can't compare with pre-0.6 since that's when the milestone was added 20:04:08 # Nominal chance for labs was 1 chance in 15, but making it eligible as a 20:04:08 # random vault gives this vault more opportunities to be placed, so dropping 20:04:08 # chance to 2.85%. 20:04:09 CHANCE: 285 20:04:09 DEPTH: 12-27 20:04:14 it gets sort of annoying when you find your fourth lab (or fifth; I think in one of these games I didn't go in one) on d:26 20:04:40 a simple change would be to make them not appear really late 20:04:43 Interesting. 20:04:57 when you can just steamroll the minotaur without thinking 20:04:59 Oh, intersting. 20:05:09 It 8has* changed recently*. 20:05:12 2010-06-24. 20:06:06 !tell greensnark Can you clarify the Lab chance change in c830e21c? Is there an increased chance since previous versions, or was this to resolve the chances of it being placed having been increased? 20:06:07 due: OK, I'll let greensnark know. 20:06:27 elliptic: yes, I think the same 20:06:47 How about limiting it to D:12-26, and from 12-19 placing a minotaur, and 19-26 placing a harder boss? 20:07:19 I would allow it earlier 20:07:23 say D:10-20 20:07:38 with lower chances on 10,11 and 17-20 or so 20:07:49 Labtaeus 20:08:03 is this still permitting labs in lair (and other branches), or do you actually mean just D? 20:08:25 absdepth 20:08:34 although I am not so sure anymore 20:08:52 labyrinths appear in branch ends 20:08:53 labs in Orc are annoying (as are other bazaars) 20:09:02 like snake 5 20:09:06 casmith789: this is also unfortunate 20:09:08 I like labs in lair, but that's mainly because rushing across the level then is interesting 20:09:14 elliptic: yes 20:09:36 thematically, the labyrinth should be connected to civilisation, not wilderness 20:09:40 yeah 20:09:44 Okay 20:09:54 Absdepth. 20:09:58 Okay. 20:10:02 Okay! 20:10:24 so, DEPTH: 10-20, !Snake, !Swamp, !Orc, !Shoals? 20:10:31 This would still allow generation in Lair. 20:10:35 sounds good, yes 20:10:45 labs in Hive are about the same as Orc 20:10:52 Labs in Hive will go too then. 20:10:55 don't worry about hive 20:11:28 Do we want to scale minotaur difficulty at you.absdepth()==20? 20:11:30 03dpeg * r13c180122c80 10/crawl-ref/source/dat/des/variable/mini_features.des: Add window-themed serial vault. (co) 20:11:34 This could simply bbe done by increasing its HD. 20:11:38 @??minotaur 20:11:38 minotaur (04H) | Speed: 10 | HD: 13 | Health: 52-91 | AC/EV: 5/7 | Damage: 35, 20 | Res: 06magic(52) | Chunks: 07contaminated | XP: 1382. 20:11:44 @??minotaur hd:17 20:11:45 minotaur (04H) | Speed: 10 | HD: 17 | Health: 68-113 | AC/EV: 5/7 | Damage: 35, 20 | Res: 06magic(52) | Chunks: 07contaminated | XP: 2370. 20:12:11 Alternately, we could make minotaurs have a random HD based on you.absdepth(). 20:12:18 Thus, for a lab you enter at D:10, the minotaur is HD10. 20:12:20 I would support adding lab monsters depending on absdepth. 20:12:32 Actually, I *really* like that. 20:12:34 We have some: hungry ghosts, harpies, all kinds of other undead, trapdoor spiders 20:12:35 due: changing HD for minotaur mainly just means more XP, though 20:12:52 elliptic: More HP, but yes. 20:12:56 looks like more health too, but not any more punch 20:13:05 Minotaurs should become labyrinth-only monsters with HD and damage scaled to depth. 20:13:19 This is possible. 20:13:28 I believe they only generate otuside of labs in some vaults (Volcano, only?) 20:13:28 due: I don't like damage scaled to depth... it is an opaque mechanic. 20:13:44 making a harder type of minotaur would be good 20:13:51 Players expect a monster to behave similarly, no matter where it occurs. We could use prefixes like "mighty" etc. 20:13:53 "ancient minotaur" or some such, idk 20:13:56 +1 20:13:56 Okay. 20:13:56 make player minotaurs leave a lab like logonites leave abyss at start :P 20:14:07 Henzell: <3 20:14:09 oh yes 20:14:09 ... herself: <3 20:14:22 special entry vaults 20:14:30 Thematically having the Labyrinth on the exit stairs is problematic. 20:14:30 what about MiCK of lugonu? :P 20:14:36 I forget if there's also a castle vault with a minotaur or it was really a shifter 20:14:41 side issues :) 20:14:43 castle-like vault, rather 20:14:58 one big gnoll or kobold vault has a minotaur i think, yeah 20:14:58 monky: there is 20:15:06 yeah that's the one 20:15:11 Volcanos 20:15:15 it was gnolls I think 20:15:16 it has gnolls and yaks and yaktaurs and minotaurs 20:15:19 one in vaults 20:15:25 some entry vaults 20:15:27 and one in large 20:15:29 the player Mi is proof that sometimes minotaurs may roam free, so I don't mind non-lab monster minotaurs, as long as they're rare (thematic vaults) 20:15:37 Fort Yaktaur 20:15:53 and Metal Show 20:16:00 by the way, is it actually the case that you can find at most one trove in the dungeon in a game? 20:16:02 Minotaur is quite rare in Metal Show 20:16:06 similarly for sewer? 20:16:21 elliptic: Yes. 20:16:42 right, that would explain why most games seem to have exactly one trove 20:16:53 I'd support capping labyrinths like this also 20:17:16 we have enough other portal vaults by now that only having one labyrinth each game seems good to me 20:17:24 dpeg: / 20:17:26 dpeg? 20:17:29 I'm not against the idea. 20:17:33 yes, probably good 20:17:38 also helps with loot inflation 20:18:04 so we want early labs (when the minotaur and the food matters, and the rush is most fun) and we want only one 20:19:13 didn't someone get a d:25 sewer or something recently? 20:19:26 not a portal mimic? 20:19:31 nope 20:19:36 sewers can't be portal mimics 20:19:42 sure they can 20:19:45 Yes they can. 20:19:48 >:) 20:19:50 I've seen sewer mimics 20:19:56 okay :p 20:20:00 Sewer and something else wer ethe few that I coded in. 20:20:02 but it was real cause they went in 20:20:08 Really? 20:20:11 !lm * br.enter=sewer max=xl 20:20:26 10833. [2010-12-04] mdirolf the Infuser (L13 SpEn) entered a Sewer on turn 21960. (D:6) 20:20:26 !lm * br.enter=sewer max=lvl 20:20:30 or was it a bailey 20:20:36 Bailey more likely. 20:20:36 10833. [2011-01-01] Souljazz the Cudgeler (L8 DDCK) entered a Sewer on turn 4503. (D:6) 20:20:47 D:6 is the absdepth limit. 20:20:54 bailey can be generated by trowel card 20:20:56 !lm * br.enter=bailey max=xl 20:20:57 4747. [2010-04-08] heteroy the Cutthroat (L27 SpAs) entered a Bailey on turn 79718. (Bailey) 20:21:05 !lm * br.enter=bailey max=lvl 20:21:05 4747. [2010-05-01] nht the Impaler (L27 MuTh) entered a Bailey on turn 106987. (Bailey) 20:21:11 !lm * br.enter=bailey max=lvl x=lvl 20:21:12 4747. [2010-05-01] [lvl=27] nht the Impaler (L27 MuTh) entered a Bailey on turn 106987. (Bailey) 20:21:17 !lm * br.enter=bailey max=lvl x=lvl,god 20:21:17 4747. [2010-05-01] [lvl=27;god=Nemelex Xobeh] nht the Impaler (L27 MuTh) entered a Bailey on turn 106987. (Bailey) 20:21:18 !lm * br.enter=bailey max=xl god!=~nem 20:21:18 4747. [2010-04-08] heteroy the Cutthroat (L27 SpAs) entered a Bailey on turn 79718. (Bailey) 20:21:26 !lm * br.enter=bailey max=xl god!=~nem x=god 20:21:26 4747. [2010-04-08] [god=Nemelex Xobeh] heteroy the Cutthroat (L27 SpAs) entered a Bailey on turn 79718. (Bailey) 20:21:30 oh 20:21:38 XL is experience level. 20:21:42 !lm * br.enter=bailey max=lvl god!~nem x=lvl 20:21:42 4243. [2010-02-15] [lvl=21] wya the Shapeless Elf (L27 SETm) entered a Bailey on turn 161804. (Bailey) 20:21:58 that's a d:21 bailey, but it is also old 20:22:04 !lm * br.enter=bailey max=lvl god!~nem cv>=0.7 x=lvl 20:22:04 3352. [2010-04-09] [lvl=16] Baraton the Gelid (L15 DEIE) entered a Bailey on turn 42603. (D:16) 20:22:09 lvl is absdepth 20:22:09 nm then guess I'm being stupid :) 20:22:23 16 sounds more plausible, I got one at about that depth recently 20:22:34 !lm . br.enter=bailey max=lvl god!~nem cv>=0.7 x=lvl 20:22:35 45. [2010-12-27] [lvl=16] hyperbolic the Brawler (L15 GhEE) entered a Bailey on turn 31689. (D:16) 20:22:38 yeah 20:24:00 dpeg: Having only one labyrinth per game will skew labyrinths towards generating earlier in the game, yeah? 20:25:12 dpeg: (3.85% chance per level; thus 3.85% chance on D:10, 3.85%*2 that by D:12 one has already been placed--or am I totally wrong with the maths?) 20:26:07 really the chance is 1-(1-3.85%)^2 20:26:32 Ah. 20:26:39 which is quite close to what you said :) 20:27:03 Thanks so ... much. ;) But am I correct in saying that you have a lower chance of seeing one on D:20 than on D:10 because the chances are higher that one has already been placed in this game and thus you can't see another? 20:27:17 yeah 20:27:25 Okay, good. 20:27:31 -!- syllogism has quit [] 20:28:01 if you increase the 3.85% chance, you increase the skew (and the probability of actually seeing a labyrinth each game... probably want that to be pretty high) 20:28:17 2.85%, rather. 20:28:37 ??vaults 20:28:38 vaults[1/1]: Accessed from the main dungeon somewhere between levels 14 and 19. Eight levels deep. A large group of guards await on the bottom floor (see {vault 8}), where you can find several item vaults and a silver rune. There are also ordinary {vault}s. 20:29:10 Seeing it can only be placed between D:10 and D:20, Vaults:1 and Vaults:2/Vaults:5 and... 20:29:13 ??lair 20:29:13 lair[1/3]: Accessed from the main dungeon somewhere between levels 8 and 13. Eight levels deep. The lair is full of "natural" critters such as rats, snakes, and yaks. Two of the Swamp, Shoals and Snake Pit appear there, as well as Slime, and there is a relatively hard vault on Lair:8. The petting zoo of Crawl, if petting zoos had hydras. 20:30:00 Lair:1/Lair:2->Lair:8/Lair:1->Lair:6... 20:30:44 Someone play with the mathematics and tell me what to change it to or get dpeg to do it. :) 20:33:07 I'd speculate that 5% or so would be reasonable, but I have to leave now and can't work out the details :) 20:33:34 -!- elliptic has quit [Quit: Leaving] 20:34:14 03due * r396cb95098fc 10/crawl-ref/source/dat/des/portals/lab.des: Adjust Labyrinths generation (dpeg, elliptic, et al) 20:34:16 Yaay people are using the assertion dialog! :d 20:34:21 03due * rf034a26fdc78 10/crawl-ref/source/dat/vim/syntax/levdes.vim: levdes.vim: Shoals identifier is "Shoals", not "Shoal". 20:36:08 due: you rock! 20:36:18 \m/ 20:36:21 8-) etc 20:37:18 I see that there was talk about the chance. 20:37:47 http://www.wolframalpha.com/input/?i=binomial+distribution+p%3D0.05+n%3D24 20:37:55 is this correct? 20:38:06 It is not necessary to exclude Slime? 20:38:28 (I've counted 24 levels for labs) 20:38:30 herself: I don't even understand it. :) 20:38:52 due: scroll to the end of the page 20:38:54 dpeg: Yes, possibly a good idea to specifically exclude them. 20:39:05 ,,at least one success'' 20:39:08 Ah, so 70% chance of a labyrinth per game? 20:39:08 :-p 20:40:52 if the number of elligible levels is 24 and the chance of appearing on each is 5%... 20:41:09 :) 20:41:16 dpeg: does this sound reasonable to you? 20:42:06 I had my probability classes a while ago so that may as well be incorrect 20:42:37 (1-p)^24 is the chance of having a lab-less game 20:44:18 yes 20:44:34 .2919 then 20:44:40 0.95 24 ^p 20:44:48 0.29 20:45:02 dpeg: oh no, not reverse polish notation1 :o 20:45:14 what else? 20:45:30 * dpeg has been raised on Forth. 20:45:42 <3 20:46:22 dc is faster than finding a calculator, whether the actual item or software 20:46:59 70% chance for a lab seems reasonable? 20:47:01 dpeg: I use bc :) 20:47:34 due: o/\o 20:47:36 high bc five 20:47:38 ;p 20:47:44 herself: :) <3 20:47:56 with bc you have to fiddle setting decimals? 20:48:11 dpeg: yes, that is infurtiating 20:48:20 setting decimals? 20:48:21 I actually have bc aliased to bc scale=4 or whatever the flag is 20:48:32 I always forget the command, and with dc I don't have to remember. 20:48:41 herself: bc "10/9 = 1", "scale=4 10/9 1.1111" 20:48:47 yes 20:49:04 ah 20:49:09 I always run bc -l 20:49:24 so it loads the standard math lib 20:49:26 actually apparently i don't have it set as an alias 20:49:48 now i do :D 20:50:20 let's replace lab with sokobanlab. 20:50:26 you have to push boulders aroun da labyrinth 20:50:28 and then spiders eat you. 20:50:29 the end. 20:50:42 hehe 20:50:51 sokoban was annoying in nethack 20:50:55 yes 20:51:02 yeah, cool for the first few times 20:51:02 herself: mostly because it was fixed content 20:51:15 when you didn't realize there was a prize at the end 20:51:24 I keep telling thos hackers that Soko should go or become randomised. 20:51:35 sokoban in nethack is just... pointless. 20:51:39 !tell bhaak Randomise your Sokobons! 20:51:39 dpeg: OK, I'll let bhaak know. 20:51:48 I must admit, DCSS has ruined me for a lot of other roguelikes. 20:51:55 because I epect them to all have a good, consistent flabour 20:51:59 due: yes, just added b/c someone thought it's cool. 20:52:02 due: the idea is awesome though and suits nethack imho 20:52:05 NetHack's sokoban and then "quantum mechanics" etc... it just doesn't match 20:52:21 herself: I find nethack to be a hodge-podge mosaic of weird things that don't match up. 20:52:30 herself: I absolutely agree that a randomised sokoban would fit NH and be cool. But fixed maps just don't cut it. 20:52:41 The random maps wouldn't have to be of excellent quality. 20:53:03 due: I love that it doesn't match up in any way :D 20:53:09 herself: it drives me insane 20:53:10 I'm pretty sure I could come up with something. But I won't :) 20:53:31 herself: but then I lie in bed at night worrying because the pictures i put up aren't perfeclt ystraigght because I didn't have a level 20:54:14 ;-D 20:54:18 4 am here, would you increase that lab chance a bit, due? 20:54:31 dpeg: yes, just writing reasoning in long winded comment 20:54:36 thanks 20:54:37 3:55, you cheater 20:54:41 dpeg: the only problem with my new medication is it increases my obsessiveness intentely 20:54:45 * dpeg is always ahead of time 20:54:48 dpeg: so i have to write long comments explaining things :) 20:54:51 haha 20:54:53 3:54:51 here 20:54:58 your clocks are all bork 20:55:05 We are the bork. 20:55:09 okay now it is 3:55:08 20:56:23 oh, I'm wondering, will tornado & reskilling get nerfed? 20:57:29 herself: not reskilling, but Ash will lose the xp bonus. 20:57:37 for tornado, ask kilobyte 20:58:33 okay, thanks 20:59:23 also, the speed at which crawl is beeing developed is amazing 20:59:30 being* 21:00:00 done 21:00:26 03due * r21e1ab8a0e58 10/crawl-ref/source/dat/des/portals/lab.des: Further Lab generation tweaks (dpeg, elliptic, herself). 21:00:35 !coffee due 21:00:35 * Henzell hands due a pot of soy latte, brewed by Mnoleg. 21:00:42 -!- kurper has quit [Quit: !] 21:00:46 !coffee herself 21:00:46 * Henzell hands herself a pot of latte macchiato, brewed by Xom. 21:00:47 yes I *did* write out the maths 21:00:56 wooo, I'm famous now 21:00:59 yes I *am* obsessive abou tthings 21:01:10 Xom latte? thanks! 21:01:15 due: I noticed 21:01:29 ;-> 21:01:33 now that we have a little less announced portal vaults, do we want something else announced? 21:02:09 due: concensus seems to be that troves are too strong. I will increase the demands and cut down on the rewards. 21:02:28 Do we want to make troves timed and announced? 21:02:44 "Someone is desperately searching for [foo] on this level." 21:03:37 -!- eith has quit [Ping timeout: 276 seconds] 21:04:02 a shame that troves cannot ask for +6 RoR's anymore 21:04:24 they can ask for +14 cpm though... 21:04:29 yes :) 21:04:58 dpeg: I am ... leaning towards saying goodbye to Troves, actually. 21:05:01 or +6 silver hammers (once we have changed MSH) 21:05:06 due: noooooo 21:05:10 such a good idea 21:05:16 really? asking for that much sounds like just encourages pan scumming 21:05:16 troves are awesome! 21:05:18 Yes, it is, but the implementation is problematic 21:05:19 when I write that in the forum, I don't mean it :) 21:05:27 I don't read the ofurm 21:05:31 good 21:05:33 Because I get obsessive and... yes, etc. 21:05:52 due: even if we restrict to consumables and money, the trove will be okay 21:06:06 yes, the loot is excessive, but we can just cut down on that 21:08:47 sleep 21:08:49 -!- dpeg has quit [Quit: zzz] 21:14:11 -!- elliptic has joined ##crawl-dev 21:14:45 elliptic: <3 according to herself and dpeg, 5% chance means ~70% chance of a labyrnith every game, 29.2% chance of not getting on eth eentire game. 21:15:41 yeah, I don't know what the probability of getting a labyrinth in a game should be 21:15:51 5% was a minimum value 21:16:27 (1-p)^ 21:16:31 I don't know how the numbers work out currently for troves and sewers and such; maybe it should be similar? 21:16:34 according to dpeg :D 21:16:44 We should switch Troves etc to a flat chance also. 21:16:52 due: well, yeah, I know the formula :) 21:17:37 I meant that I don't know whether 70% is good, or whether that should be higher 21:18:05 elliptic: I didn't :) 21:18:21 sorry, math grad student here :) 21:18:51 I have trouble grasping even some simple mathematic concepts :) 21:19:04 but do well with other complicated ones. 21:21:54 oh, I see you commited the 5%... good, we can see how that feels 21:22:16 what was it before? 21:22:46 2.85%, but over a wider range of levels and with no cap of only one labyrinth per game 22:08:59 night guys 22:09:01 o/ 22:27:08 -!- Moriasc has joined ##crawl-dev 22:35:27 elliptic: Yes I think this will be better. 22:56:39 Title graphics (part 2) (https://crawl.develz.org/mantis/view.php?id=3125) by Denzi 23:05:18 autoconf :( automake :( 23:06:34 Omg omg omg that is cute. 23:06:40 go...blin making stone soup? 23:09:41 -!- valrus has quit [Remote host closed the connection]