00:12:40 kenku fly / stop flying doesn't work in lichform (https://crawl.develz.org/mantis/view.php?id=3374) by Celentes 00:29:27 -!- TGWi has left ##crawl-dev 00:34:23 -!- upsy has quit [Quit: Leaving] 00:39:41 -!- valrus has quit [Remote host closed the connection] 00:47:39 -!- due has joined ##crawl-dev 00:47:44 WTF 00:47:57 apparently crawl-dev isn't in my startup 00:47:59 hello i return etc 00:48:16 Eronarn: if you have access to the scrollback can you email me your comments on my spells.txt? 00:48:29 I've lost them and can't be bothered to dive into my logs. 00:48:47 address? 00:49:10 bookofjude at gmail dot com, thanks 00:51:03 sent 00:51:07 danke 01:12:35 https://crawl.develz.org/mantis/view.php?id=3365 looks pretty trivial, but stylistically, what's the best way to fix it? (this also applies to similar cases) I'm guessing remove the NON_ITEM check from summoned_it, negate the offending occurrence, and additionally check for NON_ITEM somewhere 01:13:06 oh 01:13:16 let me look, i was in a hurry wen i did it 01:13:50 hm, I'm not sure that is the issue 01:15:08 curious about how crawl's style handles things like that because I notice they come up often and I usually hate dealing with them because both making new variables and doing multiple checks feel messy, and I rarely know the surrounding control well enough to e.g. isolate the NON_ITEM check 01:15:30 why do you need to isolate the NON_ITEM check? 01:16:01 because, as I see it, otherwise it would require giving it its own variable or checking it twice, which I both find messy 01:16:09 I could be just a bit weird, stylistically, though 01:16:24 er 01:16:30 the issue is just that i forgot the negation, i think. 01:16:57 yes but where would you put it? 01:17:06 the fix is 1747 if (summoned_it) -> if (!summoned_it) 01:17:14 and add a !hard_reset to 1757. 01:18:13 the w_ix != NON_ITEM is just a check to make sure that we're not trying to access mitm with an invalid index 01:18:13 pardon me if my previous lines sounded cryptic, but my point there is that then !summoned_it is true when w_idx == NON_ITEM 01:18:33 w_idx will *never* be NON_ITEM for dancing weaposn. 01:18:38 oh 01:18:40 it's just a sanity check 01:19:01 the issue is that i forgot to negate summoned_it and my only test was for banishment rather than direct kills 01:20:36 http://sprunge.us/HPKL 01:20:47 that should fix it 01:20:58 though the change to 1743 is unneccesary, it just makes it a bit clearer. 01:21:47 maybe I'm a bit too used to code, but it looked clearer to me before 01:21:49 anyway got to go do some worky stuff now 01:21:53 bye 01:21:56 having to do a full recompile for some reason so i'll check it whe ni get back 01:22:01 but feel free to fix it and submit a patch 01:24:29 oh I get it 01:24:31 took me a while 01:25:10 it's been a while since I've taken advantage of short-circuiting 01:26:34 -!- Kurper has quit [Remote host closed the connection] 01:41:11 monqy: a better solution is to just dump the NON_ITEM check and convert it into an assertion 01:41:26 monqy: a better solution is to just dump the NON_ITEM check and convert it into an assertionMSLOT_WEAPON item, we have bigger problems 01:41:44 oops 01:42:06 *If we run into a monster that doesn't have an MSLOT_WEAPON and they're type==MONS_DANCING_WEAPONS, we have bigger problems. 01:46:04 however none of this resolves any of the issues 01:46:09 * due actually goes to do work things 02:20:02 -!- Gnash has quit [Ping timeout: 272 seconds] 02:37:01 -!- galehar has joined ##crawl-dev 02:37:17 hi 02:38:27 hm 02:38:34 i thought i'd solved my issue but apparently not 02:44:54 KILL_RESET seems only to be used by banishment. 02:48:01 hm, maybe I misunderstand all this. 02:51:06 the comment in enum.h describes it as "abjuration, etc."; not too descriptive, but does monster_die have to deal at all with abjuration? 02:51:37 Yes. 02:51:41 it's incorrect 02:51:50 KILL_RESET is banishment 02:51:55 KILL_DIISMISSED is abjuration 02:52:08 aha 02:52:25 it only uses KILL_RESET when "quiet" is set 02:52:31 otherwise it uses KILL_DISMISSED. 02:52:40 the comment for KILL_DISMISSED is rather bizarre too 02:52:55 the whole thing is totally incorrect 02:52:58 i will remove those comments 02:53:15 anyway, so basically killer == KILL_RESET == banished. 02:53:28 for the very rare instances where KILL_REET != banished, it doesn't matter 02:53:37 because it won't produce a message *anyway* 02:53:50 or it will be a summon expiring siilently in which instance you won't get EXP anyway. 02:55:02 KILL_RESET also happens when you enter a level and there are summoned monsters to expire 03:05:26 okay I think I fixed it 03:05:31 oh that is such a godawful piec eof code 03:05:41 i am now to dinner 03:05:59 03due * r7c43b3ef1951 10/crawl-ref/source/mon-stuff.cc: Set was_banished earlier in monster_die. 03:06:00 03due * r6f0792b017fe 10/crawl-ref/source/mon-stuff.cc: Fix reversed login in banished dancing weapon code. 03:06:03 03due * rab3080fdbfa0 10/crawl-ref/source/mon-stuff.cc: Nuke superfluous was_banished setting; fix summoned monster banishment. 03:06:14 03due * r86e077bd6878 10/crawl-ref/source/mon-stuff.cc: Transfer ENCH_FAKE_ABJURATION through polymorph. 03:12:44 -!- Vandal has joined ##crawl-dev 03:21:41 -!- evilmike has quit [] 03:31:07 -!- dpeg has joined ##crawl-dev 03:31:10 !seen due 03:31:10 dpeg: You have 1 message. Use !messages to read it. 03:31:10 I last saw due at Wed Feb 2 09:05:41 2011 UTC (25m 29s ago) saying i am now to dinner on ##crawl-dev. 03:31:18 !messages 03:31:19 (1/1) due said (1d 1h 32m 23s ago): Yes, I have been behind this for a while. 03:31:53 !tell due Behind what? My memory is liek a sieve :) Also, you're safe from the cyclone? 03:31:53 dpeg: OK, I'll let due know. 03:32:30 !seen minmay 03:32:30 Sorry dpeg, I haven't seen minmay. 03:44:18 hi dpeg 03:47:18 Hi galehar 03:47:52 galehar: regarding that Beogh thread, it occurred to me that I've been supporting a Haste Other spell at times, too :) 03:48:38 Yeah, that's what I thought :) 03:49:11 But the other ideas from your list are more important anyway, imo. 03:50:44 battle cry and random resistances? 03:51:22 both 03:53:26 With the resistances, we could be in for some pain: if we announce them, players might be tempted to try to give that orc fitting weapon to cover other resistances. If we don't, they could be tempted to play silly minigames of testing the resistances first. 03:55:14 We'll probably have to settle with annoucing them 03:56:04 we also have to improve the AI for choosing equipment. Currently, it completely ignore resistances. And for missiles it's quite crude too. 04:10:16 it doesn't ignore resistances anymore 04:10:26 jpeg changed it to factor those in 04:10:37 the ai for missiles is awful though, yeah 04:11:44 you mean missiles to be used by the allies? 04:12:34 yes 04:12:48 they'll do things like drop a stack of 100 bolts to pick up a single +2 bolt 04:12:59 (100 +0 bolts) 04:13:19 I know humans who'd do the same :) 04:13:28 I didn't notice the change to take into account the resistances. Good. But if Beogh grant followers with random resistance, they will have to take them into account too. 04:13:44 -!- ortoslon has joined ##crawl-dev 04:14:11 lair is so pretty with the new floor tiles 04:14:27 do you propose that as improving the orc's gear or as mutating him? 04:14:27 for the missiles, I think the simplest and efficient behaviour would be for them to have 2 missiles slot. One weighted toward quantity, the other toward quality. 04:14:28 I will probably never see that. 04:14:42 kilobyte: no to gear -- players will abuse 04:14:45 kilobyte: also hi! 04:14:49 kilobyte: mutating them. No harvesting randart from dead companions 04:14:52 dpeg: meow! 04:15:04 galehar: sounds good 04:15:11 galehar: two slots would solve this, yeah 04:15:44 they also will sometimes drop their launcher for what seems to be a worse one, though 04:15:47 ortoslon: it's nice, but it seems to have a weird bug: https://crawl.develz.org/mantis/view.php?id=3331 04:16:23 or prefer a stack of darts to a crossbow 04:21:11 due: are door mimics supposed to be open or closed? 04:22:10 wouldn't open be suspicious? 04:22:24 lemme check their glyph 04:22:52 closed 04:23:05 -!- monqy has quit [Quit: hello] 04:23:26 just blocking LOS (as in the bug report) isn't enough though, they'd have to block beams as well 04:23:40 there are too many feature mimics generated... but going with greensnark's proposal would solve that, too 04:23:49 kilobyte: true 04:23:57 but that leaves the issue of tossing rocks at them, which needs to be solved anyway 04:24:41 Proposal: 1. Special generation for feature mimics: never place randomly, instead have a small chance to turn an existing feature into a mimic. 04:24:44 2. 04:24:53 they're immune to ranged attacks (even at melee range) 04:25:54 03kilobyte * rc7ab4cf82a9e 10/crawl-ref/source/losparam.cc: Make door mimics block LOS. 04:25:57 yeah, like shooting past a shop 04:26:08 yes 04:32:24 dpeg: would you have anything against a small overhaul of Okawaru? Nothing revolutionary for now, bigger changes can come in 0.9. 04:33:04 Specifically, different abilities, gift chance tied to monster's difficulty. 04:33:06 kilobyte: you have free reign... 04:33:25 do you keep haste? 04:33:26 kilobyte: we talked about what I have in mind already 04:33:38 cool, talked about them with due but he was ok with that too 04:33:44 -!- Celentes has joined ##crawl-dev 04:33:45 galehar: no 04:35:11 Might->Heroism (+5 (+10?) to all non-magic skills, no hp from fighting) 04:36:03 Haste->Finesse (halved weapon delay, magic contamination, doesn't need to pump Invo as much) 04:36:54 finesse is basically temporary speed brand? 04:37:20 late game, heroism will be useless, won't it? Weapon skills help little with damage. 04:37:49 gifts based on Ash's tiers (which are in a bad need of improvements, but that's needed for Ash too), I already collected some data we can use to balance it 04:37:58 late game, you've got them maxed out anyway, no? 04:37:59 galehar: that's the point 04:38:03 at least the most relevant ones 04:38:54 Zaba: speed brand, but it stacks, just like haste did. Doesn't stack with real haste and berserk, though. 04:39:24 magic contamination from finesse sounds a little odd 04:39:45 hmm, perhaps 04:41:02 not sure about Finesse, but the point of Heroism is, currently Might is a no-brainer 04:41:56 very cheap, pretty powerful with most weapons (less so for big 2-handers but no one uses these those days) 04:42:04 might is sort of the only reason i'd ever go oka 04:42:47 i guess if the quality of gifts is improved (assuming you're killing high tier enemies) that might help 04:43:50 gifts for popcorn (vanilla orcies in Orc, Hive) are problematic 04:44:17 that's true of trog too i guess 04:44:39 and to a lesser extent every piety-for-kills godf 04:44:40 god* 04:45:39 I'm afraid of V:8 and Zot being significantly better, but 1. it's easy to fiddle with the formula, 2. at that point most of Okawaru's appeal is gone 04:46:06 and at least you'd actually have to kill some nasty stuff to get it 04:46:27 if someone keeps Oka in Pan, it'd result in killing every single lord -- but this is actually good since they can put up a fight 04:46:37 yeah 04:48:10 Troggites don't need as many gifts -- all their gift opportunities go towards a single item type, and Trog's gifts are far better than Okawaru's, so you don't need to scum to get something good 04:50:20 -!- Mu_ has joined ##crawl-dev 04:57:38 Introduce 27+ skills! 04:57:38 Keskitalo: You have 1 message. Use !messages to read it. 04:57:43 !messages 04:57:43 (1/1) due said (12h 21m 30s ago): Thanks! Yes, it's just based on my opinions at the moment. Dangerous, I know, but hey... 05:07:42 Nerf torment 05:08:14 it makes necromutation too powerful and gamechanging 05:09:41 as of idea, to may be reworked like being an aura around the caster that deals damage to tormentable things around for X% of current hp per round 05:11:25 such torment aura could shrink like silence aura 05:18:46 -!- Textmode has quit [Ping timeout: 255 seconds] 05:33:45 that okawaru idea sounds a good way to switch base weapon type 05:34:30 +5 to weapon skills so you won't get screwed by delay? 05:35:04 yes 05:35:04 maybe, if that worked it'd be cool 05:35:52 that haste replacement stacks with haste and therefore :o 05:37:35 also, might is not a no brainer 05:40:23 also, RE makhleb greater destruction, I just had an idea: make it cost no piety but give no piety if you kill someone with it. "Makhleb seems pleased with his work." 05:45:45 casmith789: no, neither with haste nor berserk, for obvious reasons 05:46:09 oh. pretty bad, then, I imagine 05:46:36 switching base weapon type would require spamming the ability, and it costs piety 05:46:52 but, if you need a different weapon for a single fight, sure 05:47:06 -!- galehar has quit [Ping timeout: 265 seconds] 05:47:07 well you can use a 150 delay weapon against most enemies 05:47:19 like, you're a stabber, found a flail of holy wrath and have an imp to kill 05:47:30 -!- syllogism has joined ##crawl-dev 05:47:35 [cast EH] 05:47:37 weapon delay is affected by the skill 05:47:39 but I see your point 05:48:40 flashvoid (L10 SpTm) (D:10) 05:49:13 is +5 to magic skills out of the question? "battle god" can include mages surely 05:52:16 not out of question, but 1. doesn't fit theme, 2. the old ability affected physical combat only 05:52:23 still, it's something we may consider 05:53:02 somehow people play Okawaru less than during the tourney, even with new AC: 05:53:08 !lg * win t s=god 05:53:08 321 games for * (win t): 52x Okawaru, 45x Makhleb, 36x Kikubaaqudgha, 33x Vehumet, 28x The Shining One, 27x Sif Muna, 18x Trog, 18x , 18x Jiyva, 16x Nemelex Xobeh, 6x Zin, 5x Yredelemnul, 5x Elyvilon, 5x Fedhas, 4x Lugonu, 3x Cheibriados, 1x Xom, 1x Beogh 05:53:13 !lg * win cv>=0.8 start>=20110101 s=god 05:53:14 87 games for * (win cv>=0.8 start>=20110101): 13x Trog, 10x The Shining One, 8x Okawaru, 7x Makhleb, 7x Nemelex Xobeh, 7x Ashenzari, 6x Kikubaaqudgha, 6x Vehumet, 4x , 3x Zin, 3x Xom, 3x Fedhas, 3x Sif Muna, 2x Jiyva, 2x Lugonu, 2x Cheibriados, 1x Elyvilon 05:54:17 because he's boring i guess 05:54:18 Sif is really low 05:55:43 people are substituting ash and trog in for oka 05:56:08 mdfi of oka --> mdfi of trog. DrAE of oka --> DrAE of ash. 05:56:59 there have been a ton of FeBe wins which what's putting trog in the lead 05:57:27 -!- ahpla has left ##crawl-dev 06:01:41 !lg * win cv>=0.8 start>=20110101 god=Trog s=char 06:01:42 13 games for * (win cv>=0.8 start>=20110101 god=Trog): 2x SpBe, 2x FeBe, 1x HOBe, 1x CeHu, 1x HaBe, 1x MDAM, 1x SEPr, 1x OgBe, 1x MiBe, 1x KeFi, 1x DEBe 06:02:34 -!- Celentes has quit [Ping timeout: 265 seconds] 06:03:03 ah, most were last year then 06:03:20 !lg * won class=be s=char 06:03:20 308 games for * (won class=be): 53x MiBe, 45x MDBe, 41x DSBe, 24x KoBe, 23x TrBe, 16x HOBe, 16x SpBe, 14x HaBe, 13x DDBe, 11x FeBe, 6x MfBe, 6x KeBe, 6x OgBe, 5x HuBe, 5x NaBe, 4x HDBe, 4x DEBe, 3x CeBe, 2x DrBe, 2x MuBe, 2x HEBe, 2x SEBe, 1x GnBe, 1x GhBe, 1x OMBe, 1x VpBe, 1x GEBe 06:05:14 evening 06:05:15 due: You have 1 message. Use !messages to read it. 06:05:18 !messages 06:05:18 (1/1) dpeg said (2h 33m 25s ago): Behind what? My memory is liek a sieve :) Also, you're safe from the cyclone? 06:05:48 dpeg: So far so good re: cyclone. My memory is worse: I can't even remember what 'behind' was supposed to be. regen -> Necro/Tmut, I imagine. 06:07:34 dpeg: What did you think of my spells.txt addition? 06:08:10 due :D 06:08:14 I programmed something! 06:08:15 http://pastebin.com/8yf4e13u 06:08:34 -!- Sequell has quit [Remote host closed the connection] 06:08:38 I got advice from another channel, that is where some tricky stuff came from 06:08:42 !tell kilobyte Re: c7ab4cf (door mimick changes): perhaps only unknown door mimicks should block line of sight? 06:08:42 due: OK, I'll let kilobyte know. 06:08:49 Vandal: is it crawl? 06:08:52 oh ew 06:08:55 java :( 06:08:55 lol 06:09:02 it is for my CS240 class, I am a CS major now 06:09:07 Whyyyyy java :( 06:09:12 because CS240 requires it 06:09:17 because I want to make Android games :O 06:09:19 "CS major" -> more like cs major MISTAKE. 06:09:23 Oh, Android is okay, actuallyy. 06:09:32 yeah I'm self studying a book about Android 06:09:33 Android is like the only redeeming factor of any Java development. 06:09:37 What book? 06:10:07 Pragmatic_Hello_Android_3rd_Edition_Jul_2010 06:10:08 Professional Android Application Development by Reto Meier is okay. Unfortunately there are a variety of errors scattered throughout so it is problematic in parts. 06:10:27 I looked up the errata on this one, there isn't much 06:10:35 -!- Sequell has joined ##crawl-dev 06:10:39 Pragmatic Programmer series, Hello Android 06:10:54 Well, I buy all my books second hand, so usually it's a what-I-can-get-my-hands-on kind of thing. 06:11:00 aren't they dumping Java for Python for Android due to Oracle lawsuits? 06:11:00 kilobyte: You have 3 messages. Use !messages to read them. 06:11:08 kilobyte: I doubt it. 06:11:15 kilobyte that would be hilarious, I wanted to learn Python 06:11:15 kilobyte: Oracle's law suit is completely spurious. 06:11:29 Oracle is a bag of cockdicks 06:11:31 fuck them 06:11:44 It would also involve a complete rewrite of the entire platform. 06:12:14 Apparently Oracle don't get that using a non-Oracle Java compiler and a non-Oracle JVM with non-Oracle byte code means that it's non-Oracle. 06:12:24 "Oh but you *must* be infringing our patents in some manner!" 06:12:44 fuck them 06:12:44 Anyway, re: books. I have the latest edition of Java in a Nutshell (all 1500 glorious pages), and it cost me pittance because I bought it second hand. 06:12:46 :/ 06:12:48 <3 abebooks.com.au 06:12:51 anyway movie time 06:12:54 see ya 06:13:02 Vandal: Good luck with programming! I highly recommend Java over Python. 06:13:07 really? 06:13:19 Er. 06:13:21 I thought you just said you hate Java outside of Android 06:13:24 XD 06:13:24 My words are reverse. 06:13:27 ah ok 06:13:31 I highly recommend Python over Java. 06:13:33 well, the last I've read about the lawsuit, it was about who (someone at Google or at the Apache Foundation) took a number of source files and removed copyright statements 06:13:36 well my class is in Java, so Java I shall learn 06:13:44 isn't due the one with ~8 weeks of java experience? :) 06:13:45 for now 06:13:56 bhaak: More like 3 months, but sure. 06:13:59 Python, Java, Cobol, Visual Basic... all are masochism 06:14:09 due: in that case, I said nothing :-) 06:14:26 bhaak: Enough to know that the entire game could be rewritten in Python in maybe 10 or so lines, excluding interactions. :) 06:14:31 kilobyte what is your favorite? 06:15:29 choosing among languages you can use for real projects, or among all languages at all? If the latter, I'd say LPC. 06:15:48 I like Inform a lot. 06:15:53 Never even heard of LPC :o 06:16:02 what about the former, kilo? 06:16:06 Vandal: It's a MUD programming language. I had to look it upp. :) 06:16:09 heh 06:16:25 Inform is very similar, but ohhh so pretty. 06:16:29 inform? the thing you use to write adventure games in? 06:16:44 RjY: Interactive Fiction, but close enough, yeah. 06:18:42 LPC has no unnecessary complexity like C++, is terse without being unreadable, has a number of nifty constructs 06:18:44 i wrote a bit of inform6 years and years ago, don't recall much about it 06:18:56 i hear the new version is meant to be like writing natural language 06:19:53 think of it as of Perl with C syntax 06:21:00 due: choosing the wrong language for a task often has this kind of effect. but sometimes you have to adjust the ideal tools to other constraints. like hardware (as android or iphone) or available programmers :) 06:24:32 back 06:28:13 !tell due spells.txt is awesome! I kept the commit mail, because I wanted to give praise on c-r-d, but perhaps that's not needed anymore :) 06:28:13 dpeg: OK, I'll let due know. 06:33:38 Ko and Ha are nearly identical. 06:34:55 last minute subtraction for 0.8: -Ha? :) 06:35:26 people would miss them but if you look at the differences there are hardly any 06:36:03 there's this bit about shield # sling 06:36:09 # = + 06:36:45 other than that their apts are really almost identical though, with ko tending to be slightly better 06:37:03 true, that's about it though. And kobolds have a good sling apt anyway so you could do that if you wanted easily. 06:37:13 Isn't Halfling yet another tolkenism? Off with their little heads! 06:37:13 maybe if their magic apts were differentiated too 06:37:47 I wrote to RangerC the other day but didn't get a response :( 06:38:03 what was rangerc doing again? 06:38:12 possibly doing DG 06:38:26 Ah, yes. 06:38:40 much cooler than Ha =) 06:40:34 https://crawl.develz.org/tavern/viewtopic.php?p=1455#p1455 06:41:08 MarvinPA: will I exasperate? 06:41:18 nono, just an old Ha suggestion 06:41:56 got a little support, maybe something in that direction would differentiate them 06:42:19 i'd probably make the apt change more significant than rangerc suggested there 06:42:36 i'm not really opposed to removing Ha either if that'd be a better solution, though :P 06:43:11 I really like this feeling of removing a species. Such good contrast to all those additions. 06:43:19 hehe 06:43:23 remove Cj too :p 06:43:43 backgrounds have a little less appeal (to me, at least) 06:45:25 :P 06:45:28 i like ha :( 06:45:31 we went over all this like a year ago 06:45:42 and I said "give them more hp than Ko and better Shield apt" and you did 06:45:44 then I beat the game with it 06:45:54 XD 06:46:48 Ha are dif, better Hunters than Ko as a result 06:48:31 the only real difference between them is the slings/shields apts though 06:48:43 I thought their magic apts were different too 06:48:46 magic, stealth, dodging, stabbing, fighting are all either identical or ko are better 06:49:06 then again I haven't compared them since stats were simplified 06:49:58 stats / apts I mean 06:50:21 ko are 1 better in necro, poison, tmut, spellcasting, everything else is identical 06:50:24 I made a whole page with new racial stuff 06:50:27 magic-wise 06:50:31 for Halflings to be distinct with 06:50:52 I thought people liked a lot of those ideas 06:51:28 Surr (L11 HOCr) (Lair:5) 06:51:37 Halfling itself isn't exactly a Tolkeinism, if anything I would call it a D&Dism 06:51:47 which was just ripping off Tolkein 06:51:48 :3 06:51:49 Vandal: doesn't make it better! 06:52:05 dpeg do you remember that page with all the new stuff they could get? 06:52:23 at the time you seemed to like it 06:52:32 Vandal: no, but if people got it right, just search for Halfling on the wiki search box 06:52:41 well i'd start with differentiating the apts 06:53:10 [07:45] we went over all this like 06:53:12 woops 06:53:19 apts were not as different as I had suggested 06:53:24 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:halfling 06:53:32 yes, looking at that 06:53:35 and a lot of it was based on the whole trap constructing thing 06:53:38 coming into the game 06:53:43 which really should come 06:53:45 A proper thief god 06:53:52 ...the only way to save T&D skill 06:53:53 etc... 06:54:20 some sort of innate mutation/sickness/something resistance was suggested in a bunch of places too, i wouldn't go overboard with racial traits though 06:54:35 well it has a variety of methods to make them unique 06:54:39 pick and choose :P 06:55:30 ah looks like people took this page and ran with it 06:55:43 I hadn't seen the added ideas 06:55:43 "unique" as in "you are a kobold with some extra mutations" 06:56:04 sp is a kobold with extra mutations 06:56:09 etc... 06:56:28 a fast kobold that eats plants instead of meat 06:56:41 and has completely different apts and playstyle 06:57:03 Sp and Ko are diverse enough, I decree :) 06:57:15 sure 07:22:45 -!- upsy has joined ##crawl-dev 07:31:09 -!- galehar has joined ##crawl-dev 07:31:43 the royal jelly can get teleported in one of the treasure vault: https://crawl.develz.org/tavern/viewtopic.php?f=5&t=460 07:31:46 looks like a bug 07:31:51 yes 07:32:13 monsters ignoring no_rtele_into 07:33:26 Surr (L11 HOCr) (Lair:5) 07:33:53 Surr (L11 HOCr) (Lair:5) 07:40:58 Using tomb card causes the game to crash (https://crawl.develz.org/mantis/view.php?id=3375) by Surr 07:48:38 I would miss Ha :( 07:48:38 due: You have 1 message. Use !messages to read it. 07:48:44 !messages 07:48:45 (1/1) dpeg said (1h 20m 32s ago): spells.txt is awesome! I kept the commit mail, because I wanted to give praise on c-r-d, but perhaps that's not needed anymore :) 07:48:51 :) 07:50:48 Surr (L12 HOCr) (Lair:6) 07:51:22 !lm * type=crash -log 07:51:22 561. Surr, XL12 HOCr, T:13766 (milestone): http://crawl.develz.org/morgues/trunk/Surr/crash-Surr-20110202-135047.txt 07:51:39 yay tomb card 07:53:24 due: should be alread yfixed 07:53:32 due: of course, I already disagree on your interpretation of Conjuration :) 07:53:58 due: did you read my two points on mimics? 08:09:33 -!- galehar has quit [Ping timeout: 240 seconds] 08:21:47 due: is it possible your banishment code caused MONS_NO_MONSTER to be banished? Ie, by prematurely cleaning a monster. 08:23:18 Seems the most likely explanation for clouded's crash, and any information to what could have happened is gone (it's on the transit list). 08:43:05 03kilobyte * r426508ea806e 10/crawl-ref/source/ (25 files in 2 dirs): Okawaru: Might -> Heroism. 08:43:16 03kilobyte * r3bfabe92e2a4 10/crawl-ref/source/ (16 files in 2 dirs): Okawaru: Haste -> Finesse. 08:46:02 wow. Does finesse affect casters at all? 08:46:35 no, casters can do this for no piety 08:46:57 no piety? 08:47:08 you mean casting haste? 08:47:08 I'm afraid Heroism isn't enough of a nerf, with +10 it might be actually a boost early on. 08:47:52 does wiglaf get these? 08:48:02 or whatever he's called now 08:48:23 i forgot whether it got changed back 08:48:23 !lg * win t god=Okawaru s=char 08:48:23 52 games for * (win t god=Okawaru): 14x SpEn, 9x HaTm, 3x MfIE, 3x MfCr, 2x KoCr, 2x SEAs, 2x DSAs, 1x CeHe, 1x DSFi, 1x MfTm, 1x KeMo, 1x MDEn, 1x DSMo, 1x SpSt, 1x SEMo, 1x SpFi, 1x NaPr, 1x DSSt, 1x GhFE, 1x VpMo, 1x HaWr, 1x HaHu, 1x TrAE, 1x HEWz 08:50:22 -!- galehar has joined ##crawl-dev 08:51:56 -!- Gnash has joined ##crawl-dev 08:53:07 I'll rebalance gifts and wait for feedback before changing Wiglaf, it'd be better to not have to change him over and over as we balance the abilities. 08:53:27 gifts are changing? 08:53:54 for now, only quantity->quality 08:54:00 of triggers, not gifts 08:54:42 nothing for popcorn, more for worthy opponents 08:55:09 ah. 08:55:32 of course, there's far fewer worthy opponents than popcorn... 08:55:36 I take it finesse doesnt stack with haste :P 08:55:57 well, it's supposed to be a nerf :p 08:56:13 no-one used oka haste beforehand 08:56:20 so if it's useful it's a buff :p 08:56:44 can you use finesse and heroism at the same time? 08:56:48 no one? I'd say most of folks who used heavy armour. 08:56:53 ie, no one in 0.6 and 0.7 08:56:58 upsy: yeah 08:57:05 heroism sounds rather nice unarmed 08:57:14 syllogism: haha, good point 08:57:35 punching a dragon in the maw is a heroic act :p 08:57:52 unarmed heroism is like might but better, presumably 08:58:08 +10 instead of +1d10 damage 08:58:24 MarvinPA: and -2 to delay 08:58:28 heh, yeah 08:58:43 it boosts fighting by 10 which also helps slightly 08:58:58 and of course dodging/armour 08:59:10 it boosts dodging and armour too? 08:59:19 "non-magic skills" 08:59:22 It increases all non-magic skills by 10 (we might need to adjust this number). 08:59:22 Evoc and Invoc count as magic here. No skill is increased past 27. 08:59:24 finesse sounds like the wrong word, my dictionary says it means "elegant skill" which doesn't really suggest a speed boost, it suggests more like a skill boost (i.e. heroism, ironically) 08:59:38 and stealth, and T&D 08:59:47 on the other hand i can't think of a good word for speed boost 09:00:12 switch finesse and heroism 09:00:15 "flurry of blows" would be D&Dish, so it's no go 09:00:31 heroism sounds like a better effect 09:00:37 yes 09:03:52 rename finesse to "charge" and have okawaru get mad if you use it to run away 09:05:15 moving isn't combat 09:05:20 it's just combat speed so yeah 09:06:45 -!- galehar has quit [Ping timeout: 240 seconds] 09:07:22 kilobyte: I hope these temporary skills don't affect gift weights :P 09:07:38 of course, they don't 09:07:52 nor reskilling, training, etc 09:11:26 -!- eith has joined ##crawl-dev 09:11:29 Halfling/Kobold differentiation (https://crawl.develz.org/mantis/view.php?id=3376) by MarvintheParanoidAndroid 09:12:56 Finesse -> Resolve? Musou? 09:15:53 what's "musou"? 09:17:51 Not what I meant it seems. Japanese word means "The Only One" or "Without Equal". I was looking more for 'burning fire from within', like determination but not as many syllables. 09:23:45 -!- galehar has joined ##crawl-dev 09:23:58 you can cast airtstrike, cloud spells and fire storm through transparent walls. Is this a bug? 09:24:27 no 09:24:44 that's the point of them being smite-targeted :P 09:25:09 (you can still cast them outside their range if you target with ! though, which is a really old bug that i abuse all the time) :P 09:25:27 why has that bug not been fixed ;p 09:45:14 -!- ivan has quit [Ping timeout: 246 seconds] 09:50:19 -!- ivan has joined ##crawl-dev 09:51:42 Improve Maxwell's Patent Armour (https://crawl.develz.org/mantis/view.php?id=3377) by MarvintheParanoidAndroid 10:03:58 I like the halfing/kobold patch 10:04:39 -!- valrus has joined ##crawl-dev 10:06:41 galehar: it was based on stuff you supported in the forum thread a while back, yeah :) 10:08:48 MarvinPA: why aren't you a developer yet :P 10:09:46 MarvinPA: one of the new randart properties i am thinking may be worth adding is Charged 10:09:51 like spikes, but elec 10:09:53 it'd be great on maxwell's 10:10:05 that'd be nifty 10:10:23 i remember seeing a suggestion for giving some monster or other an electric aura too, could work the same way 10:12:32 could be nice to make it generalized so you could have whatever as on-hit effects 10:12:47 like blink 10:16:51 oh btw MarvinPA 10:16:53 !apt ko 10:16:53 Ko: Air: 0, Armour: -2, Axes: -1, Bows: 1, Conj: -1, Xbows: 1!, Dodge: 2, Earth: 0, Ench: -1, Evo: 2, Exp: 100!, Fighting: 1, Fire: 0, Ice: 0, Inv: 0, Long: -2, Maces: 0, Nec: -1, Poison: 0, Polearms: -2, Shields: -2, Short: 3!, Slings: 2, Splcast: 0, Stab: 2, Staves: -1, Stealth: 3, Summ: -1, Throw: 3!, Tloc: 0, Tmut: -1, Traps: 0, Unarmed: 0 10:16:57 !apt ha 10:16:57 Ha: Air: 1, Armour: -2, Axes: -1, Bows: 2, Conj: -2, Xbows: 1!, Dodge: 2, Earth: 0, Ench: 0, Evo: 1, Exp: 100!, Fighting: -1, Fire: 0, Ice: 0, Inv: 0, Long: 0, Maces: -2, Nec: -2, Poison: -1, Polearms: -3*, Shields: 1, Short: 3!, Slings: 4!, Splcast: -1, Stab: 2, Staves: -2, Stealth: 3, Summ: -1, Throw: 3!, Tloc: 0, Tmut: -2, Traps: 0, Unarmed: -2* 10:17:03 ha xbows = -2 10:17:06 ko xbows = +2 10:17:16 ko bows = -2 10:17:40 that sounds good actually, yeah 10:17:53 also sets the stage to add kobold snipers later 10:17:59 as an early way to get an xbow 10:18:19 KoHu getting xbows would be awesome 10:19:04 what are ! and *? best and worst? 10:19:11 yeah 10:19:13 tied for, at least, yeah 10:29:44 clouded (L27 DSAE) ASSERT(smc) in 'mon-util.cc' at line 1059 failed. (Abyss) 10:34:52 -!- TGWi has joined ##crawl-dev 10:35:06 -!- galehar has quit [Quit: Page closed] 11:18:05 -!- Gnash has quit [Ping timeout: 264 seconds] 11:22:20 -!- eith_ has joined ##crawl-dev 11:23:25 -!- Gnash has joined ##crawl-dev 11:23:26 -!- eith_ has quit [Remote host closed the connection] 11:24:48 -!- eith_ has joined ##crawl-dev 11:25:00 -!- eith has quit [Ping timeout: 260 seconds] 11:25:38 -!- eith_ has quit [Remote host closed the connection] 11:26:26 -!- eith has joined ##crawl-dev 11:50:02 -!- TGWi has quit [Ping timeout: 240 seconds] 11:50:04 -!- TGWi1 has joined ##crawl-dev 11:58:21 -!- TGWi1 is now known as TGWi 12:01:43 03j-p-e-g * rd5ec0e4dbfad 10/crawl-ref/source/enum.h: Reserve tile flags for eldritch tentacles. 12:01:43 03j-p-e-g * rc0a7cbf7506d 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson4.des: Continue spellcasting tutorial. 12:01:43 03j-p-e-g * ra55eec42d57d 10/crawl-ref/source/ (29 files in 2 dirs): Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 12:01:43 03j-p-e-g * r6f537f9bc77d 10/crawl-ref/source/player.cc: Silence a compilation warning. 12:09:01 -!- eith has quit [Ping timeout: 240 seconds] 12:09:40 -!- Kurper has joined ##crawl-dev 12:26:02 03zaba * r9fc4b3736e80 10/crawl-ref/docs/develop/levels/syntax.txt: docs/develop/levels/syntax.txt: Remove an out-of-date mention of 'O'. 12:26:02 03zaba * re6c8257be76f 10/crawl-ref/docs/develop/levels/syntax.txt: docs/develop/levels/syntax.txt: Crude attempt at explaining the 'transparent' tag. 12:26:05 03zaba * rde893583149d 10/crawl-ref/docs/develop/levels/ (introduction.txt syntax.txt): docs/develop/levels: A stab at updating information regarding vault connectivity. 12:26:06 03zaba * ra0590cf68220 10/crawl-ref/docs/develop/levels/syntax.txt: docs/develop/levels: For good measure, mention that mini_float has no effect when the vault has @s. 12:31:21 dpeg, there :P 12:35:55 -!- evilmike has joined ##crawl-dev 12:43:27 Zaba: thank you so much! 12:43:57 I know documentation is an unfulfilling task, but you already went the first step on the forum. 12:44:17 I decided not to put the whole description into the documentation, but only the remotely relevant part. 12:45:37 Zaba: is "transparent" used in some relevant places? 12:45:59 -!- valrus has quit [Remote host closed the connection] 12:46:01 dummy entries for portal vaults (at least baileyz, bazaars, labs). The vaults used th place uniques. 12:46:09 ok 12:46:43 they can't break connectivity and the 'transparent' tag tells the builder that. 12:46:55 well, it tells it, 'do not needlessly assume that the vault is opaque' 12:47:02 'I know better in this case' 12:47:36 dpeg, also, regarding my other changes to the docs---you should review them, because the old version was quite misleading :P 12:47:51 regarding minifloat etc? 12:48:02 mini_float, @ and all that, yeah 12:48:22 looked good to me -- I wasn't aware of some bits... the old document said something different :) 12:48:27 one thing that is not currently mentioned in any form is that + and = on the edge of the map act just like @ 12:48:39 but, that is a little more involved than just that, so it's not that easy to put in 12:48:40 that might be worth adding 12:48:53 there are a number of vaults which do ..+@ 12:49:14 the 'a little more involved' bit needs some examples 12:51:01 dpeg, (this is off the top of my head and so might be wrong, but) given two vaults, http://sprunge.us/CJZK 12:51:12 you would expect them to be connected similary, yes? 12:52:32 but the problem is, only +=s that are on the _edge_ are treated like exits. The first example gets connected fine, because @s from anywhere, even the very middle, of the map are added to the list of exits. 12:53:10 the second example will be treated differently depending on the vault type, but it might end up with a dead end behind one of the doors 12:53:50 it's messy, and documenting it the way it is would also be messy 12:54:08 that's why I think it shouldn't be done until that behaviour is made consistent 12:54:30 (and making the behaviour consistent... hmm.. I should get to doing that at some point...) 12:55:23 Zaba: ah, I see. 12:55:41 Wasn't aware of those peculiarities. 12:58:16 I think I know of an effort-conserving way of making that more consistent, will look into it tomorrow.. 12:59:53 -!- ortoslon has quit [Quit: bye] 13:00:30 somewhat on topic question: is there any reason to ever use ORIENT: float in abyss vaults? 13:00:55 abyss.des implies that there is, but there's also the guideline of keeping the vaults smaller than 23x23, and I cant really figure out what floating vaults would have over minivaults in the abyss 13:02:32 evilmike, they're all placed as secondary vaults so there are no size-related implications 13:02:37 once upon a time, minivaults were constrained to exactly 8x8 13:03:10 I meant this line, in advanced.txt 13:03:10 a. Abyssal vaults must be small: no larger than 28x23. 23x23 or 13:03:11 smaller vaults are best so that they can be rotated and fit in 13:03:11 anywhere on the level. 13:03:36 Does this mean a floating vault can get around that restriction? 13:03:46 no 13:04:09 If an abyssal vault is larger than 28x23 it will get chewed up by the abyssal plane shift 13:04:47 floating vaults use a different mechanism to choose the place, and, by extension, different exit behaviour. It's the same for the abyss, I'm not really sure how much it changes there, though. 13:10:29 hmm, I guess I'll just experiment more. I can notice the difference with floating vaults placed in the regular dungeon, it's just that in the abyss they don't seem to act that much differently (there might be a difference, but I can't see it) 13:13:43 03j-p-e-g * raab5037474a1 10/crawl-ref/source/dat/des/tutorial/ (4 files): Various tutorial tweaks. 13:13:44 03j-p-e-g * r5d765b0a5a54 10/crawl-ref/docs/develop/levels/ (introduction.txt syntax.txt): Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 13:13:48 oh yeah, that reminds me. Something I've noticed is that vaults (of any kind) will never be generated in the abyss upon initial entry. It has to shift once. Is this intentional? 13:17:35 evilmike: wouldn't think so 13:18:42 -!- Zaba has quit [Ping timeout: 240 seconds] 13:20:48 I'll post a bug report later then 13:25:10 -!- Zaba has joined ##crawl-dev 13:47:16 -!- Cryp71c has joined ##crawl-dev 13:48:05 Abyss vaults only generate when the abyss shifts, never when initially entering the abyss (https://crawl.develz.org/mantis/view.php?id=3378) by evilmike 13:48:48 when does cdo update? I want to try okawaru 13:49:21 monday and friday? 13:49:35 what changed with oka? 13:50:02 might -> heroism, which is +10 to all nonmagic non-*vocations skills 13:50:20 and haste -> finesse, which is double speed in melee and ranged combat but not otherwise 13:50:39 what happens if you invoke finesse and cast haste? 13:52:26 i want to try him with unarmed 13:52:33 wow 13:52:37 that is a pretty big change 13:52:47 my initial reaction is that heroism is OP but I want to try it 13:53:07 maybe I should deign to download a binary 13:53:16 my bet is that heroism will be underpowered in some situations but overpowered in others 13:53:22 since formulas weren't designed to go >27 13:53:32 heroism doesn't go >27 13:53:39 (and there's no fighting hp boost) 13:53:46 oh 13:53:47 that's weird 13:54:36 it'll be pretty OP early game i guess 13:54:46 so was might though 13:55:03 i thought cdo updated whenever someone felt like running the script, though 13:55:06 yeah i mean it's at least worth a shot 13:55:27 and if it works well, implementing my proposed ashenzari ability 13:55:32 (do that anyways) 13:55:34 :P 14:22:33 -!- dpeg has quit [Quit: leaving] 14:25:25 -!- edlothiol has joined ##crawl-dev 14:33:03 -!- upsy_ has joined ##crawl-dev 14:35:37 -!- upsy has quit [Ping timeout: 240 seconds] 14:35:41 -!- Zaba has quit [Ping timeout: 240 seconds] 14:35:47 -!- upsy_ is now known as upsy 14:38:06 -!- ais523 has joined ##crawl-dev 14:39:57 -!- Zaba has joined ##crawl-dev 14:43:17 oh, blah, i managed to make a circular dependency 14:46:57 -!- valrus has joined ##crawl-dev 14:50:12 -!- syllogism has quit [] 15:03:05 -!- valrus has quit [Remote host closed the connection] 15:06:48 so how do i safely extend monster_flag_type to add a new flag? 15:08:07 -!- joosa has quit [Remote host closed the connection] 15:08:13 -!- joosa has joined ##crawl-dev 15:13:47 -!- Textmode has joined ##crawl-dev 15:14:02 Eronarn: not all compilers properly handle enums >32 bit (since it's only a C++0x extension), so we'd have to do them as regular constants 15:14:05 -!- valrus_ has quit [Remote host closed the connection] 15:14:18 but then, using enums for a bitfield is fundamentally wrong 15:14:32 if you need them, I'll do that for you 15:15:23 kilobyte: i am looking to replicate the functionality of the existing MF_EXPLODE_KILL flag 15:15:29 except for tramplers 15:16:24 though i guess i might be able to make this work in a different way 15:43:16 -!- pointless_ has joined ##crawl-dev 15:44:02 -!- edlothiol has quit [Ping timeout: 240 seconds] 15:58:56 -!- monqy has joined ##crawl-dev 15:59:42 -!- kilobyte has quit [Read error: Operation timed out] 16:00:05 -!- stabwound has quit [Ping timeout: 264 seconds] 16:01:47 -!- Cryp71c has quit [Quit: Leaving] 16:01:51 -!- stabwound has joined ##crawl-dev 16:03:53 -!- galehar has joined ##crawl-dev 16:13:54 Ilsuiw new tile candidate (https://crawl.develz.org/mantis/view.php?id=3379) by Curio 16:15:29 is there any way to access monster::move_to_pos on a const monster? 16:17:42 Eronarn: const_cast? 16:18:14 -!- Textmode has quit [Ping timeout: 276 seconds] 16:19:06 wait no 16:19:24 obviously, you shouldn't be able to move it if it's constant 16:19:37 ouch, don't mention const_cast 16:22:17 galehar: the particular issue is that the monster is a const actor by the time it is in ::hurt(), however, you don't know whether the monster is going to die until you're in that function 16:22:47 er, the attacker is a const actor, i mean 16:23:23 though, hmm, i think i have a way to do it that'll get around that 16:43:50 -!- blackpenguin has quit [Ping timeout: 240 seconds] 16:43:52 -!- kilobyte has joined ##crawl-dev 16:44:17 kenku got better at charms for some reason? is this true? 16:44:55 -3 hex -2 cha in cdo trunk 16:45:02 different schools, different apts 16:45:15 why're they better at charms than hexes? 16:45:31 otherwise we'd just double everyone's apt over the board 16:46:04 no, i'm not asking why they're different, i'm asking why better at charms instead of better at hexes. though it's actually fine if most races end up with the same apts 16:46:18 "proud warrior people" doesn't sound like someone enchanting stuff here and there 16:46:45 speaking of charms/hexes apts, why do spriggans have +4 charms? 16:46:46 while proud warriors tend to be gather amulets and such stuff 16:47:14 a) i don't even know what you are trying to say there b) ke summ apt 16:47:18 !apt ke 16:47:18 Ke: Air: 1, Armour: 1, Axes: 1, Bows: 1, Conj: 3!, Xbows: 1!, Dodge: 1, Earth: -1, Ench: -3, Evo: 0, Exp: 130, Fighting: 0, Fire: 1, Ice: -1, Inv: -2*, Long: 1, Maces: 1, Nec: 1, Poison: 0, Polearms: 1, Shields: 0, Short: 1, Slings: 0, Splcast: 0, Stab: 1, Staves: 1, Stealth: 0, Summ: 2!, Throw: 1, Tloc: -2, Tmut: -2, Traps: 0, Unarmed: 1! 16:47:34 they used to have +4 ench, their hex was nerfed for differentiation (and due to the hordes of SpEn) 16:47:49 spen should have 0 cha 4 hex 16:47:51 that's backwards imo; nerf their 16:47:52 yeah 16:47:54 or like 3 hex but whatever 16:47:57 -1 cha 16:48:21 hmm, SpEn before the split was generally hex-based early, and charm-based late, wasn't it? 16:48:24 charms are extremely powerful spriggans are extremely powerful 16:48:24 sp magic school apts are pretty well-defined as being aligned with stabbing 16:48:27 don't make them go together 16:48:30 it's not entirely clear which should be nerfed in order to weaken SpEn 16:48:42 if you want mad enchanting stabbers, there's Vp 16:48:53 tmut, hex, trl and nothing else 16:48:58 !apt vp 16:48:59 Vp: Air: 0, Armour: -2, Axes: -1, Bows: -2, Conj: -3*, Xbows: -2, Dodge: 1, Earth: -1, Ench: 1, Evo: -1, Exp: 150, Fighting: -1, Fire: -2, Ice: 0, Inv: -2*, Long: 0, Maces: -2, Nec: 1, Poison: -1, Polearms: -1, Shields: -1, Short: 1, Slings: -2, Splcast: 0, Stab: 1, Staves: -2, Stealth: 4, Summ: 0, Throw: -2*, Tloc: -2, Tmut: 1, Traps: 0, Unarmed: 1! 16:49:13 they have Hex 4 16:49:14 I'm not worried about spriggans not being mad enchanting stabbers, I'm worried about them being too good at self-buffs 16:49:15 spen gets nerfed anyway because it can't get free haste for the price of invis anymore 16:49:42 kilobyte: more than one race can be good at hexes but bad at charms 16:49:45 as opposed to currently where spriggans just learn haste 16:49:54 spriggans and vampires should be those races, sludge elves to a lesser degree 16:50:00 SpEn didn't get very nerfed by the split. 16:50:23 how about just moving spriggan's charms to 0 16:50:25 _The pillar of salt shaped pillar of salt throws plant life at you. 16:50:26 or -1 16:50:30 oh god i forgot i changed enums 16:50:32 !apt sp 16:50:32 Sp: Air: -1, Armour: -3, Axes: -2, Bows: 2, Conj: -3*, Xbows: 0, Dodge: 4!, Earth: -1, Ench: 4!, Evo: 3!, Exp: 130, Fighting: -2*, Fire: -2, Ice: -2, Inv: -1, Long: -2, Maces: -3*, Nec: -1, Poison: 0, Polearms: -3*, Shields: -3*, Short: 1, Slings: 2, Splcast: 3, Stab: 4!, Staves: -3*, Stealth: 4, Summ: -2, Throw: 1, Tloc: 4!, Tmut: 3!, Traps: 3!, Unarmed: -2* 16:50:41 they already have 2 hexes (because actually nerfing spriggan would be a crime) 16:51:04 I think I'd expect Sp post-split to be high on hex, average or even bad at charm 16:51:26 charms are insane anyway so it's an overall nervc 16:51:28 nerf 16:51:58 to spriggans, I mean 16:52:00 not spen specifically 16:52:06 well, just making charms and hexes not share a skill is an overall nerf to charms 16:52:10 as you can't train them using hexes any more 16:52:16 so it basically nerfs enchanters 16:52:18 well, it's a nerf to hexes 16:52:25 it's a hex nerf more than a charms nerf 16:52:26 because they no longer train charms? 16:52:38 what casmith789 said 16:52:43 that's beside the point though 16:52:47 spriggan apts are wrong 16:52:47 yep, I think that makes sense, hexes are nerfed because they no longer let you get charms easily 16:53:00 I don't get the problem 16:53:05 apts are fine. 16:53:05 imo add in partially-resisted spells 16:53:13 it will do a lot to make hexes better 16:53:21 Eronarn: several big hexes are planned 16:53:22 Eronarn: def 16:53:27 03pointless_ * r020ed1a09726 10/crawl-ref/source/terrain.cc: Update eldritch tentacle base pos if abyss shifted 16:53:46 kilobyte: adding more, bigger hexes won't change the fact that MR-resisted spells are all-or-nothing 16:54:00 hexes just needs a metabolic englaciation buff and a couple of big spells 16:54:04 reminder that instakill enemy if they fail to resist: level 2 hex 16:54:14 casmith789: well there are a lot of hexes that are just bad 16:54:19 slowing was unused and now it's nerfed 16:54:20 what instakill spell is that? 16:54:21 hard to go up from there when the main problem there is them succeeding at resisting 16:54:24 EH 16:54:29 oh, I see 16:54:37 that's better than an instakill, it gives full exp and trains stabbing 16:54:50 i mean what're you going to do, add a spell that kills them twice if they fail their MR check? 16:55:08 Possession will have demons (of both alignments) get a significant penalty to resisting it 16:55:25 note that we already have partially-resisted spells: poison arrow, throw ice, *storm, etc. 16:55:30 which Possession is this? 16:55:33 vulnerability would be a great hex 16:55:34 03galehar * r891a862c717a 10/crawl-ref/source/mon-stuff.cc: Fix monsters not respecting no_rtele_into. 16:55:37 these are also quite popular spells because you don't end up feeling like a wimp when you cast them 16:55:37 03galehar * rdb7a7afbe0a7 10/crawl-ref/source/ (hints.cc newgame.cc startup.cc): Starting sub-menus: escape brings back to main menu instead of exiting the game. 16:55:38 03galehar * r2b6b37f78b51 10/crawl-ref/source/ (initfile.cc main.cc newgame.cc startup.cc state.cc): On game_reset, select the last game type by default on the main screen. 16:55:39 casmith789: not really imo 16:55:42 casmith789: like the scroll? or without backfiring? 16:55:43 casmith789: no 16:55:47 it would be effective but horrible to play 16:55:47 and Darkness (which due liked, but might not get past dpeg due to duplicating nightstalker) isn't targetted at all 16:55:54 vulnerability is a bad, bad, bad idea for a hex and not a route we should take 16:55:55 like the scroll 16:56:19 right, so give me a reason 16:56:24 kilobyte: by the way, what do you think of changing to the buff/debuff split 16:56:41 utterly overpowering effect that's also essentially indispensible to pure hexers 16:56:43 at the very least the current split means redoing both backgrounds 16:56:45 s/both/all three/ 16:56:51 with new spels 16:56:55 and with an annoying drawback that will lead to random deaths to para 16:56:58 hmm, is enchanter being split into charmer and hexer? 16:57:03 TGWi: we already changed to buff/debuff, but it was reverted to the original plan 16:57:10 kilobyte: you reverted it 16:57:12 crusader / enchanter ais523, already been split :p 16:57:13 for no apparent reason 16:57:17 I'm wondering what your thoughts are 16:57:23 self/other sucks, buff/debuff sucks 16:57:35 casmith789: crusader isn't a typical spell-school class, it's too good at fighting 16:57:37 -!- blackpenguin has joined ##crawl-dev 16:57:52 there should be less spell-school classes not more 16:57:55 Eronarn: and sentient magic is a black hole of enormous mass 16:57:55 ais523: there's not really a way to kill things with self-buffs and nothing else 16:57:59 although I suppose a self-buffer needs to be good at fighting 16:58:12 kilobyte: yeah because those splits are so clear and uncontentious and functional 16:58:16 (they aren't) 16:58:20 you're missing a part of the equation there 16:58:23 ((any of those)) 16:58:33 TGWi: I'm not sure; if the self-buffs were good enough, they could replace everything else, the issue is they'd just be better in combination with other things 16:58:48 wait, what? 16:59:00 are you buffing yourself so much that the monsters kill themselves out of despair? 16:59:00 I mean, imagine if slaying were a self-buff, you could use it and punch things to death with untrained unarmed, but unfortunately it'd be bettter still with a decent weapon 16:59:05 you have to provide a way to kill things 16:59:06 Eronarn: charms by the English meaning of the word (= talismans that give good luck) vs hexes as enchantments, that's a pretty well defined split 16:59:10 that's how crawl works 16:59:15 you're buffing yourself so much that you can kill things with bread rations 16:59:25 yeah that's OP 16:59:36 and still a melee class, just a silly one 16:59:54 if you're looking for buffs that replace normal means, try transmutations 16:59:59 indeed 17:00:07 kilobyte: you have sure blade as a hex! if you are going to do a dictionary argument what the hell is not lucky about a spell that makes you extremely accurate in combat 17:00:25 Eronarn: what if it projects a field around you that makes your enemies bad at dodging? 17:00:25 hex/charm, Eronarn 17:00:31 it's dual-school 17:00:32 although that isn't exactly the same thing 17:00:38 unless that got changed too 17:00:39 dictionary argument is irrelevant because the schools were named specifically with this split in mind and can be renamed at will 17:00:42 (heh heh heh) 17:00:43 monqy: hex/charm spells are shit and should not exist 17:01:13 Eronarn: the description of that spell says clearly that it's a bond between you and the blade 17:01:18 -!- galehar has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20101227155314]] 17:01:18 also because sometimes fantasy uses words in ways that real life doesn't 17:01:19 why is that a hex, again 17:01:19 ie, you affect both 17:01:51 so if i have a spell to make my boots agile that's a hex and if it's a spell that makes my feet agile it's a charm? ok 17:01:54 good to know 17:02:03 make swiftness air/hex 17:02:19 WTF are "agile boots"? 17:02:26 boots of agility 17:02:29 it sounds better that way 17:02:45 I suppose it'd be a temporary brand spell for armour 17:02:49 (also reminder that if you are going to use a dictionary argument what about the giant elephant in the room that is "literally everyone reading "hex" will think "evil/dark magic") 17:02:52 I still don't know why the split was reverted 17:02:53 why was that 17:03:11 what split was reverted? 17:03:28 the relatively reasonable one that didn't have brands in hex 17:03:41 wasn't it just changed 17:03:50 i guarantee you that if you gave spell descriptions, but not school descriptions, and told people to split stuff up between hexes and charms that it would not end up with flaming swords in hexes 17:04:03 to an unreasonable split that does have brands in hex 17:04:26 Eronarn: admittedly, it'd probably end up with half the spells in the game in tmut 17:04:26 likewise nobody would describe infusing your weapon with pain/darkness as a "charm" 17:04:32 googling for popular references for "hex" as not the computing term: some silly TV series "Sabrina the teenage witch" where she "hexed" a sweater to change its size 17:04:41 very evil, very dark magic indeed 17:04:47 that actually happened in early D&D, until they noticed and decided to be a bit stricter about what the school meant 17:05:10 kilobyte: crawl PCs aren't teenage witches 17:05:16 anyway 17:05:20 why did you move brands to hex 17:05:42 -!- ais523 has quit [Remote host closed the connection] 17:05:44 first google result for me: 17:05:46 BBC America - Hex 17:05:46 because the buff/debuff change doesn't leave much space for hexes 17:05:52 there is no basis for a reasonable argument here because you are taking actions completely at random 17:05:55 Voodoo rituals, (more unrelated stuff) 17:05:59 second hex-related result for me 17:06:08 Hex - Wikipedia, the free encyclopedia 17:06:08 A hex is a magical spell, usually with malevolent purposes such as a curse 17:06:37 more room for hexes can be added, that's already the plan afaik 17:06:55 in the meantime enchanter is a perfectly playable class and crusader is also a perfectly playable class 17:06:56 speaking of hexes, why is poly other one 17:07:08 "usually", since "witch" tends to mean a not that benevolent person 17:07:37 there are many witch myths -- even some as bizarre as wiccans 17:07:41 you should trust native speakers that hex has negative connotations 17:07:50 how about we not use buff/debuff because that leads to both schools being utterly boring 17:07:53 I'd go mostly with the likes of Baba Yaga 17:08:15 has anyone besides me considered axing Charms 17:08:30 Eronarn: and we do not. Symmetry isn't that interesting, too. 17:08:33 a school that gives you access to all self-buffs is ridic. 17:08:37 anyway; charms might be taking too much room but brands aren't a particularly problematic part of it 17:08:48 nearly all, aynway 17:08:49 who wants 'you can only cast MR resisted spells' as one school and 'you can't do anything but buff yourself' as the other school 17:08:49 anyway 17:08:52 it doesn't give access to all, but yeah 17:08:57 like what could possibly make someone think that this is a good result for a split 17:08:57 all the good ones 17:09:04 looking at the way other schools work in crawl 17:09:09 reflavouring/nerfing stuff like haste, regen, ozo, etc is a better way to do that 17:09:30 bbl when I'm less riled up 17:09:32 TGWi: get rid of the Charm aspect, get rid of haste, regen is pure nec or nec/tmut, ozo is pure ice 17:09:43 there's no 'school that has all the ally making spells', there's no 'school that has all the damage spells', etc. and that is a good thing 17:09:57 you do not have to think hard to come up with ways for a 'hex' to be defensive or a 'charm' to harm others 17:10:27 evilmike: I commented on your abyss vault issue 17:10:35 saying that we have to stick with a simpler split even though no school actually works like that right now and nobody is demanding simplicity from the crawl magic system is ridiculous 17:10:36 Eronarn: not just buff, all wards are there 17:12:02 kilobyte: i think you're missing the point here, it sucks from a gameplay POV to have all of your spells do the exact same set of things 17:12:11 pointless_: cool. I guess that vault concept can work after all, then. As for issues with size or whatever, I was planning on redoing the entire map part anyway 17:12:22 it doesn't mean we have to degrade to pure randomness with no one being able to tell what school a spell is without checking a table 17:12:24 Eronarn: which is why you train multiple schools 17:12:27 and if a split is done on buff/debuff that is basically what will happen 17:12:28 the one I uploaded there is too big, I think (and 7 tentacles is too much) 17:12:58 ok, so the main point is the vault has to be large enough to give each tentacle a 5 square radius otherwise they can move out of the vault bounds, and get cut off if the vault gets shifted 17:13:09 03j-p-e-g * r8fee18b0f7a1 10/crawl-ref/source/dat/des/tutorial/ (tutorial_lesson4.des tutorial_lesson5.des): Improve the tutorial lesson on gods. 17:13:18 casmith789: except almost all the other schools in the game have multiple kinds of effects within one school 17:13:47 I guess this only matters for abyss vaults of course 17:13:55 yeah, that makes sense. 17:13:56 training multiple schools enhances your ability to achieve multiple effects, but even someone sticking to one school should have a variety of interesting effects at their disposal rather than all variations on one theme 17:14:08 like summoning right 17:14:48 kilobyte: that's bs, it's not 'pure randomness', lots of spells are quite obviously harmful or quite obviously helpful. and some overlap is fine because lots of existing crawl spells have overlap 17:14:52 -!- unsortedload has joined ##crawl-dev 17:14:56 soo 17:14:58 why is sticks to snakes not a summon any more? 17:15:03 whatif scenario will come: 17:15:09 flavour 17:15:14 a lot of ppl are moaning about the gui 17:15:17 i know why it was made not one, but why is that explanation any more obvious than an explanation as to whether a spell is malevolent or benevolent? 17:15:23 answer: it isn't 17:15:34 which is kind of personal, who would like what 17:15:52 therefore we need flexibility on gui 17:15:53 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:internal:clientserver 17:15:58 unsortedload: look at that 17:16:02 ok 17:16:20 or the recent reassignment of earth/tmut spells, or why ignite poison is the schools it is now, or why malign gateway is tloc even though it doesn't move anything 17:16:57 ok I see 17:16:59 -!- Gnash has quit [Ping timeout: 245 seconds] 17:17:04 monqy 17:17:05 Eronarn: because incinerating someone is so helpful while sending him out of the way is so eeeevil 17:17:08 are you a developer? 17:17:11 nope 17:17:17 kilobyte: 'sending him out of the way'? 17:17:23 did you really just call distortion 'sending him out of the way'? 17:17:24 banishment 17:17:42 I think the parser wont be enough 17:17:44 banishment does not 'send someone out of the way' 17:17:53 it will limit the game even more than it is already 17:17:59 banishment condemns them to a plane of uncertainty, suffering, chaos, evil, etc. 17:18:01 03j-p-e-g * r536ad4b0897d 10/crawl-ref/source/dat/des/tutorial/ (6 files): Remove the old tutorial map. 17:18:10 unsortedload: as I understand it, that's only a stepping stone 17:18:16 unsortedload: the page is formatted rather badly 17:18:18 what is wrong with you that you would describe that as 'sending him out of the way' 17:18:30 the game needs scalability (shitloads of new players, or just for the existing ones) 17:18:37 how does it include more suffering than hells or the omb? 17:18:51 there are no spells to send monsters to hells or tomb 17:18:53 if there were a spell that sent someone to hell, that would be an evil spell too! 17:18:55 it's a nicer place than those unless you're Zin 17:19:09 and flexibility (an open way to use any type of hombrew gui to the game) 17:19:19 if banishment, flavor-wise, sent them out into the cornfields? no, it wouldn't be dark magic 17:19:20 unsortedload: read the rest of the page? 17:19:39 but it doesn't. it sends them to THE ABYSS. 17:19:50 a place of corruption, evil, madness, and a Lot Of Other Nasty Things 17:20:10 I'm missing somthing in the middle 17:20:16 what is so hard to understand about that being different from a spell that makes your sword be on fire 17:20:20 its now client ------ server 17:20:25 instead of 17:20:45 now if distortion were just like, 'your weapon blinks people and does temporal damage? okay, sure, it's a charm 17:20:52 but that's not what it is 17:20:54 unsortedload: currently all is done locally 17:20:56 client/server model applies to interface/inner workings 17:21:04 server ------- [ adapter - gui ] 17:21:05 unsortedload: even if you ssh to a machine doing it 17:21:48 the adapter would be an ssh client which gives a way to adapt it to any gui 17:22:08 and then the gui could be java 17:22:13 or anything else 17:22:23 java is actually pretty good for this game 17:22:31 great idea; now go code it 17:22:33 -!- Gnash has joined ##crawl-dev 17:22:46 uhm, forcing people to install java just to connect to Crawl? 17:22:51 but what if you want to use an open source full 3d engine 17:23:34 which ppl wouldnt have java btw? (I'm not a java fan) 17:23:52 Adeon : it's existing 17:24:07 Go and check out SAP XI architecture 17:24:10 I think people should be able to connect to crawl without java, but if they want tiles then why not :p 17:24:15 its called Jco 17:24:23 I am not aware of a platform other than Solaris (0.0000001% of users...) which has Java by default. 17:24:40 then the adapter would be the normal putty client 17:25:27 a minute 17:25:29 brb 5 min 17:26:54 why would you want putty if you have another client already? 17:29:20 actually that is the beautiful in ssh 17:29:28 you can have any ssh client for it 17:29:52 what I'm saying 17:30:09 is that one of the developers should just have a look on the source of the java connector 17:30:29 I'm not a programmer 17:31:14 so the idea might be vague 17:31:35 anyway 17:31:41 good bye folks 17:31:43 having a client written in Java would be fine 17:32:00 I just don't see why one would tie the protocol to Java in any way 17:32:38 because its platform indipendent 17:32:50 and it can handle small amount of data in a really good manner 17:32:55 http://sap-jco-support.sourceforge.net/source-repository.html 17:33:12 it wouldn't work well on my N900 17:33:27 or rather, it's a platform on its own 17:35:48 re 17:35:54 yes it is 17:36:24 I agree kilobyte 17:36:44 Adeon, I dont know N900 but it should be able to run any java supported platform 17:36:51 or 17:37:02 develop your own platform :D 17:37:09 thats a bit tougher 17:38:07 actually java is only an option because it can run in many place 17:38:17 what else could do it? 17:38:34 can you make an adapter? a proxy for every platform? 17:38:47 thats too much work 17:39:05 and would be impossible to address if a new platform comes out 17:39:33 therefore I think the best would be to use anything which is at least as adaptive as java 17:39:57 DHTML would be enough, I think... and everyone has that, unlike Java 17:40:00 -!- edlothiol has joined ##crawl-dev 17:40:20 thats for example a good one 17:40:21 modulo IE6 incompatibility with anything 17:40:57 and the message transfer would be done by xml? 17:42:36 for example... 17:43:42 I'm a hater of XML, and in any Turing-complete language you can use any format, but XML may be easier to parse there 17:43:46 afaik, there is no good way to properly handle two-way communication with just html and javascript 17:43:59 the server can't "push" data to the client directly, you need to use all sorts of tricks 17:44:22 but in html5 there will come be something called websockets which may make things easier 17:44:32 but they are probably not supported in major browsers yet, maybe in chromium 17:44:34 Adeon: Sadly websockets isn't quite there yet :( 17:44:39 kilobyte: json > xml for something like this i would imagine 17:44:47 adeon do you mean the comm would be asyncronous always? 17:44:48 Adeon: Well, it's supported, but disabled out of security concerns. 17:44:51 Eronarn: probably, yeah 17:45:35 nethack with tiles online works because the amount of data that needs to move is quite small 17:45:42 -!- Textmode has joined ##crawl-dev 17:45:52 but I think crawl would have problems with the same software 17:46:10 actually, server push works just fine -- you can do it even in IE6 with a trick; it's client->server communication that's a problem 17:46:34 is the game logic documented? 17:47:04 regular requests require building up a whole TCP connection for every keypress 17:47:17 unsortedload: what do you mean by that? 17:47:35 sure it's documented! it's in code form 17:47:39 are all the rules by the game works documented? 17:47:46 the "game logic" is most of the code, the interface isn't that big part of it 17:47:46 thats enough 17:48:33 Adeon, what problems do you forsee with the same software? 17:48:47 most games have a simplicistic model and a huge interface with all the graphics, we put most of the steam into the model 17:49:22 it should be easy to finish the separation of the model and the interface, most of the work is already done 17:49:32 "shellinabox"; it can't handle situations where a lot of information on the screen changes at a rapid pace 17:49:35 yesssssss 17:49:37 _The forest wyrm overruns you. You stumble backwards! 17:49:37 _The forest wyrm breathes plant life at you. 17:49:37 _The forest wyrm overruns you! You stumble backwards! The forest wyrm bites you but does no damage. 17:49:47 (it overran me into a wall, then switched to biting) 17:50:18 =[ Vampire Mosquitos. 17:50:27 Adeon: you know i had shellinabox running with crawl a while ago, right? 17:51:02 GrimmSweeper: that's redundant; "unholy bloodsucking unholy bloodsuckers" 17:51:20 Eronarn: did it work without problems? 17:52:00 mostly I'm thinking of travel if your settings aren't set to teleport 17:52:03 I just types what I sees. Also, they are the worst things to run into as a dabbling AE/Ne. 17:52:09 dwarf fortress is completely unplayable with shellinabox 17:52:32 GrimmSweeper: you can dispel them if you're dabbling in Ne 17:52:51 weirdly, they're undead 17:52:56 ... Well shit. I completely forgot that they were undead. 17:53:02 (but leave edible corpses) 17:53:05 ^_^ 17:53:41 Adeon: it was surprisingly playable for some players - and this was going ssh to my server => screen-like program i forget the name of => ssh to cdo to actually run crawl 17:54:21 would be better to test it running on the same server crawl itself is rather than ssh twice 17:54:30 ??multirobin 17:54:30 multirobin[1/4]: Like other *robin accounts, you share it with other players. Unlike other *robin accounts, they're logged in at the same time you are. In fact, all keypresses are shared! See multirobin[2] for setup/login details. See multirobin[3] for something awesome. 17:54:32 but i would not be surprised if it is playable 17:54:36 ??multirobin[3] 17:54:36 multirobin[3/4]: Holy shit, you can play multirobin in your browser! http://eronarn.info/multirobin/ 17:54:46 boo 17:54:58 upsy: multirobin is down, yeah, i forgot to take note of the command i needed to run to get it working 17:54:59 yeah, then I probably overestimated the data crawl needs to send to you 17:55:06 -!- unsortedload has left ##crawl-dev 17:55:14 it used like 100% cpu anyway the last time i used it 17:55:21 yes 17:55:30 it was pretty high load on my server, too, actually 17:55:52 and yeah, autotravel was definitely the laggiest part 18:01:20 kilobyte: No, it isn't possible. 18:01:34 kilobyte: the was_banished flag is only used in a few minor instances. 18:01:56 !tell dpeg Yes, I've heard there's some disagreement about conjurations. This is fine; the document can be changed as needed. 18:01:57 due: OK, I'll let dpeg know. 18:02:26 !!! 18:02:30 kilobyte: <33 You did the Okawaru nerf! 18:02:35 How has it gone down? 18:03:20 okawaru nerf? 18:03:52 Might -> Heroism, Haste -> Finesse. 18:04:26 it isn't on cdo yet 18:04:43 more of a tweak than a nerf but yeah 18:04:45 and it is only the first part of the nerf supposedly 18:05:11 Yeah, kilobyte is going to do gifts as well. 18:05:17 I unfortunately can't get into CDO from here. 18:05:25 does finesse stack with haste? 18:05:30 /berserk 18:05:33 no 18:06:18 Nope. 18:06:25 Otherwise I'd run an update. 18:07:01 it would be neat if oka gave gifts like kiku 18:07:26 progressively fancier items, so as you're gaining piety he just fills slots and then he gradually improves your equipment 18:07:40 instead of throwing a pile of randarts/animal skins at you 18:08:00 they are very fine animal skins 18:08:04 wooo, i think i have the trample stuff fixed 18:08:34 then it'll just be a bit of polish and i'll send the initial wood wyrm patch in 18:08:49 i thought they were wurms :P 18:08:50 MarvinPA: after some people analyzed certain cases (starting EV chars, unarmed), I think it's more of a buff... and since Okawaru is too good at the moment, this should be nerfed 18:09:11 Oka is the second best god atm IMO 18:09:15 kilobyte: heroism sounds kind of really good 18:09:17 so heroism increases T&D? 18:09:24 increasing the defensive skills is strange 18:09:26 also most boring so whatever 18:09:39 also heroism should is probably insane with UC 18:09:50 without the should 18:10:00 !tell Napkin can you enable wizard mode for account name "trivial" on cdo? Thanks -caotto 18:10:00 pointless_: OK, I'll let Napkin know. 18:10:03 and without the probably. there is no way it isn't insane. 18:10:20 yes 18:10:32 change the +10 to +5 at least before it gets to cdo 18:11:14 how much EV is 10 dodging? 18:11:48 depends on your dex iirc 18:11:52 ??dodging 18:11:52 dodging[1/1]: First, halve the part of your dex over 24, and then halve the part over 34. Then your base EV is 10 + size_factor + (7 + dodging * new_dex) / (20 + AEVP - size_factor). Apply armor/shield penalties, then halve the part over 30, and then halve the part over 50. Then apply randarts, rings, and merfolk/kenku bonuses. 18:11:58 ...ok nevermind 18:12:10 stepdowns are for winners 18:12:34 done, pointless_ 18:12:34 Napkin: You have 4 messages. Use !messages to read them. 18:13:36 thanks 18:13:43 np 18:15:46 why split it into two abils, one offensive skills+ and one defensive skills+ 18:16:25 why not* 18:20:02 -!- edlothiol has quit [Ping timeout: 240 seconds] 18:22:52 if by winners you mean losers 18:22:57 st_: sounds boring 18:23:23 I think usually people would just use both 18:24:04 Eronarn: why yes I do, actually 18:24:29 (I also don't see what's so heroic about +10T&D 18:24:42 the bonus should be "+10 all weapons, +10 all defenses" 18:24:44 +10 stabbing sounds sweet too, come to think of it 18:24:59 so no more heroic sneaking around 18:26:18 holy crap, SpAs goes EV 17 -> 30 18:26:26 ie, no freaking way it stays at +10 18:26:56 see what 5 does 18:27:14 see what * of piety does 18:27:25 +1 all skills woot 18:28:16 Eronarn: ashenzari's bonus should be piety stars plus boundedness 18:31:30 03kilobyte * r3c4fee061008 10/crawl-ref/source/ (store.cc store.h): Add support for int64_t props. 18:31:31 03kilobyte * rd52db140b0c0 10/crawl-ref/source/ (7 files): Don't use enums for MF_ constants, they're a bitfield. 18:31:33 03kilobyte * rd4d3d9e940f8 10/crawl-ref/source/ (tag-version.h tags.cc): Save monster flags as 64 bit. 18:31:34 03kilobyte * rf9e6f93ddf70 10/crawl-ref/source/player.cc: Tone down Heroism to +5. It's supposed to be a nerf after all. 18:32:41 so I'm guessing heroism is best for crazy skills with intentionally slow training like UC and Fighting (except I guess it special-cases HP boost from Fighting??) 18:32:55 so UC 18:33:22 kilobyte: Hooray! 18:35:08 well +5 slaying to UC will be the same as before 18:36:17 TGWi: +1 all skills would actually matter when you have most skills < 6 18:37:24 for weapons, that's not even one unit of delay 18:37:25 due why do there seem to be vamp mosquitos everywhere 18:37:38 btw: div rand round or whatever should be used more 18:37:41 because I replaced all instances of giant blowflies with them. 18:37:58 they all come with bands though 18:38:06 Haha yeah. 18:38:18 !lg * killer=vampire mosquito 18:38:19 6. Grimm the Cloud Mage (L12 DEAE), worshipper of Kikubaaqudgha, slain by a vampire mosquito on D:14 on 2011-02-03, with 27798 points after 28341 turns and 2:45:51. 18:38:21 :D 18:38:27 !lg * killer=vampire mosquito 1 18:38:27 1. TGW the Pacifier (L6 MfHe), worshipper of Elyvilon, slain by a vampire mosquito in Sewer (sewer big baddie) on 2011-01-29, with 668 points after 9316 turns and 0:25:12. 18:38:30 :D 18:38:37 :DD 18:38:37 p.s. haet 18:38:39 i've had them on like every floor of lair and most floors of D now and i guess they spawn vaults and swamp too, it's obnoxious since they drain maxhp :p 18:38:59 Mu_: They can probably get their band size toned down and their generation odds reduced. 18:39:20 i would be grateful m8 18:39:42 it will have to wait until later though 18:41:13 specific suggestion: weapon delay (and elsewhere in combat probably), sif channeling, blade hands base damage should use random rounding 18:41:28 due: You're to blame for this. =S 18:42:12 GrimmSweeper: To blame for what? 18:42:23 The vampire mosquitos. EVERYWHERE. 18:44:21 Yup. 18:48:49 make vampirism not drain maxHP 18:49:07 if something needs to drain maxHP and also rot, it can be vampiric and rotting 18:50:04 agreement 18:56:20 yeah i need to overhaul monster attack flavours 18:58:26 -!- Sequell has quit [Ping timeout: 240 seconds] 18:59:02 -!- Moriasc has joined ##crawl-dev 18:59:59 -!- Sequell has joined ##crawl-dev 19:06:47 Unstable branch on CDO updated to: 0.8.0-a0-4994-gf9e6f93 (32) 19:07:01 whoever did that: <3 19:10:29 due: once i get overrun working i'd like to see it on dragons, so they get bite/claw/claw rather than bite/claw/trample 19:11:39 though at the moment, ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. 19:19:56 apparently the cdo update broke everything and you can't start new games now 19:20:44 yep :( 19:20:56 someone who's having the issue could probably explain better, my game in progress still works 19:21:41 well, after you choose a race and class it just goes back to the dgl menu 19:23:36 -!- upsy_ has joined ##crawl-dev 19:24:05 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 19:24:18 03kilobyte * r60fc05e14bd6 10/crawl-ref/source/ (7 files in 4 dirs): Run checkwhite. 19:24:20 03kilobyte * reb9675ed7f40 10/crawl-ref/source/ (initfile.cc main.cc newgame.cc startup.cc state.cc): Temporarily revert "On game_reset, select the last game type by default on the main screen." 19:24:41 does that fix the new games not working? 19:25:17 Unstable branch on CDO updated to: 0.8.0-a0-4996-geb9675e (32) 19:25:31 yes 19:26:50 -!- upsy has quit [Ping timeout: 240 seconds] 19:30:10 huh, wtf 19:30:18 this code is failing at the check on habitable 19:31:08 oh, here's something weird: it works correctly for plants and fungi, but *NOT* for toadstools 19:32:04 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:32:38 wait, that's not it either... it can go over &M toadstools, at least 19:42:08 kilobyte: heroism has no description 19:45:03 03kilobyte * r7e020805dd3f 10/crawl-ref/source/dat/descript/ability.txt: Fix Heroism's description being mislabeled. 19:45:48 I'm going to take credit for that 19:46:48 TGWi's heroism in pointing out heroism's missing description 19:47:00 my heroic description-reading 20:04:19 summoning spell names are a bit ridiculous 20:04:23 look up the book of summonings now 20:04:38 three of eight spells aren't called "Summon Whatever" 20:10:25 -!- upsy_ is now known as upsy 20:11:58 just did a pull and 20:11:58 make: *** No rule to make target `mon-class-flags.h', needed by `acquire.o'. Stop. 20:12:09 any way to fix this 20:13:26 huh 20:13:34 * due pokes kilobyte 20:13:38 kilobyte: did you forgit to commit a new file? 20:14:45 nevermind I forgot to clean up first 20:15:11 I guess something forgot to invalidate itself 20:18:52 our dependency tracking is flaky 20:19:06 our everything is flakey 20:22:24 kilobyte: does the heroism skill boost affect training at all? 20:24:42 yay, got it working 20:24:45 even for trampling invis monsters 20:25:08 how about heroin? 20:25:24 1learn add due 20:26:01 oh ew wait i need to make sure it works with grey dracs too 20:32:50 kilobyte: oka changes are great, thanks 20:33:18 lol hilarious 20:35:02 a) grey dracs fumble in deep water b) their ability only kicks in when they're in deep water c) the target has to be in water d) the target has to be moved into a habitable square (slime creatures don't do this so i think it is only purely aquatic creatures i guess) d) you have to hit with your tailslap e) you have to damage with your tailslap 20:35:16 i'd be shocked if this ability activates even once a game on average 20:40:28 uh due 20:40:40 I animated some dancing weapons and they just vanished upon timing out 20:40:44 hm 20:40:47 (thiw was in a real game) 20:40:51 (this) 20:40:57 ((I lost washington and lincoln)) 20:40:58 what's the version hash on CDO? 20:41:17 it's 0.8.0-a0-4996-geb9675e so whatever it is in that 20:41:56 are you naming dancing weaposn after presidents 20:41:57 weapons 20:41:58 git log 0.8.0-a0-4996-geb9675e..HEAD :) 20:42:00 I BR'd that 20:42:33 meh 20:42:36 dancing weapons suck :| 20:42:47 but yes, it is entirely possible that I screwed somethign up 20:42:56 oh yeah monqy commented in it 20:43:02 st_: you br'd something entirely differnet 20:43:13 that was them vanishing on dying 20:43:15 this is on timing out 20:43:30 they seem to die just fine 20:43:31 Well, they shouldn't vanish on dying -- I'm pretty sure I tested all that. 20:43:41 Probably missed some logic somewhere with timing out. 20:44:07 they do vanish and I missed out on all the hall of blades exp!! 20:44:15 Oh noes! 20:44:19 what version was this 20:44:55 0.8.0-a0-4953-gfb6c17e apparently 20:45:24 just tested it locally; a tukimased weapon indeed dropped properly on dying but vanished on timing out 20:45:43 test it on a hostile one 20:46:15 fell properly and gave exp 20:46:23 so that bug as reported appears fixed 20:47:08 okay soi t's just tukima'd weaposn 20:48:59 I'd check in my game on cdo but I'm stuck in pan and can't be bothered getting out 20:58:09 meh, i need to work on this another day. i didn't notice that hurt::() calls monster_die for monster kills but not player kills 20:58:13 in fight.cc 20:58:47 nyaakitty (L16 MuIE) ASSERT(smc) in 'mon-util.cc' at line 1059 failed. (Abyss) 21:00:08 Hey cool. 21:42:19 -!- valrus has joined ##crawl-dev 21:57:00 due: it looks like for dancing weapons timing out killer is KILL_RESET but apparently that makes was_banished true (???) so they get destroyed. 22:01:07 hahahahaha 22:01:10 ahhhh that's hilarious 22:01:26 it should be KILL_DISMISSED. 22:01:28 I'll fix it. 22:01:35 But this is what I was ranting and raving about last night. Sigh. 22:02:34 well it get changed to KILL_DISMISSED but that's after was_banished gets set 22:07:07 yeah, I know. 22:07:23 I bascially just need to split KILL_RESET into KILL_RESET and KILL_BANISHED. 22:07:32 And then replace all instances of RESET that are specifically banishment with the latter. 22:07:52 KILL_DISMISSED needs to likewise be split into KILL_UNSUMMONED (abjured or timer ran out) 22:18:56 -!- Gnash has quit [Ping timeout: 272 seconds] 22:20:43 -!- Kurper has quit [Remote host closed the connection] 22:23:57 -!- Kurper has joined ##crawl-dev 22:28:54 -!- Gnash has joined ##crawl-dev 22:34:35 -!- upsy has quit [Quit: Leaving] 22:36:57 -!- Kurper has quit [Remote host closed the connection] 22:39:50 -!- Kurper has joined ##crawl-dev 23:16:58 -!- Gnash has quit [Ping timeout: 265 seconds] 23:22:41 -!- ZChris13 has joined ##crawl-dev 23:22:59 -!- Gnash has joined ##crawl-dev 23:26:13 Wiglaf appears in the fake V:8 Vaults entry vault, despite no longer being human. (https://crawl.develz.org/mantis/view.php?id=3380) by elliptic 23:37:59 Windows development builds on CDO updated to: 0.8.0-a0-4997-g7e02080