00:01:08 This is horrible. 00:01:13 Items just stuff everything into one big string. 00:01:25 Monsters fill out the entire describe_info using the footer, header, and title, tec. 00:01:31 Features just stuff everything into the body. 00:01:45 due: yes; it turned out that i was moving a dead monster which was making a ghost monster 00:01:52 it got sorear to git pull! 00:02:53 hah, nice 00:04:00 I'll just do it again in another four months. 00:05:20 Eronarn: hahaha 00:05:26 I'm just about to start rewriting attack flavour handling :) 00:05:30 Trample changes, AF_OVERRUN, and forest wyrms (https://crawl.develz.org/mantis/view.php?id=3393) by Eronarn 00:06:31 03due * rbb0746e2cc7d 10/crawl-ref/source/describe.cc: Properly use describe_info::title for feature descriptions. 00:06:36 03due * r3e89319f1650 10/crawl-ref/source/ (describe.cc describe.h): Split monster, feature quotes into another screen. 00:08:25 Eronarn: just for the record, adding new 'D' is problematic, because every single color is in use 00:08:29 @?? xtahua 00:08:29 Xtahua (05D) | Speed: 10 | HD: 19 | Health: 133 | AC/EV: 15/7 | Damage: 35, 17, 20 | Flags: see invisible, fly, !sil | Res: 06magic(177), 05fire++, 03poison | Vul: 12cold | Chunks: 07contaminated | XP: 5449 | Sp: flame blast (3d38). 00:08:37 due: AF_OVERRUN + AF_REACH = dance all night 00:08:38 @?? serpent of hell 00:08:39 Serpent of Hell (05D) | Speed: 14 | HD: 20 | Health: 97-142 | AC/EV: 12/9 | Damage: 35, 15, 15 | Flags: 05demonic, sense invisible, fly, !sil | Res: 06magic(346), 05hellfire, 04fire+++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 10778 | Sp: hellfire (3d20), fire breath (3d40). 00:08:58 @?? pearl dragon 00:08:58 pearl dragon (08D) | Speed: 13 | HD: 18 | Health: 91-140 | AC/EV: 10/15 | Damage: 3508(holy), 2008(holy) | Flags: 08holy, sense invisible, fly, !sil | Res: 06magic(168), 04rot, 13neg+++, 08holy | XP: 5712 | Sp: holy breath (3d36). 00:09:02 @?? golden dragon 00:09:03 golden dragon (08D) | Speed: 9 | HD: 18 | Health: 86-127 | AC/EV: 15/7 | Damage: 40, 20, 20 | Flags: sense invisible, fly, !sil | Res: 06magic(192), 05fire, 02cold, 10elec++, 03poison | Chunks: 09poisonous | XP: 4031 | Sp: b.fire (3d27), b.cold (3d27), poisonous cloud (3d11). 00:09:08 Pearl is ETC_HOLY. 00:09:13 sorear: yeah, the further differentiation has to come via where the monsters spawn. right now they're a brown D because swamp dragons usually only spawn in swamp 00:09:17 You might get away with using ETC_. 00:09:27 Like green/brown/lightgreen. 00:09:47 due: i considered ETC_TREE but i'd rather just have it be brown to not risk mistaking with e.g. hydras, if it shows up in lair 00:09:56 @??wyvern 00:09:57 wyvern (04D) | Speed: 15 | HD: 5 | Health: 17-39 | AC/EV: 5/10 | Damage: 20 | Res: 06magic(20) | XP: 207. 00:10:06 could steal this, and demote these guys to l :D 00:10:32 ETC_TREE won't work. 00:10:50 is it all one green right now rather than a mix of greens? 00:10:58 No, it's a hash function. 00:11:08 The colour changes depending on location, not timing. 00:11:15 ah 00:11:40 i don't figure forest wyrms are going in immediately, anyhow, so i'm not too worried 00:11:44 as long as they don't end up on w or something 00:11:59 Why not l? 00:12:04 I think lightgreen l is untaken. 00:12:10 they're much stronger than any other ls 00:12:15 @??lindwurm 00:12:16 lindwurm (11l) | Speed: 10 | HD: 9 | Health: 34-65 | AC/EV: 8/6 | Damage: 20, 10, 10 | Flags: !sil | Res: 06magic(36) | XP: 645 | Sp: flame blast (3d18). 00:12:43 damage 35 bite 00:12:46 regenerator 00:12:57 Hm. 00:13:01 *nasty*, albeit non-damaging, breath weapon 00:13:19 go try out the patch, they're quite fun to fight :) 00:14:25 i really like how the breath logic works... don't need los; coinflip() for each tile in radius 2 to place something there; has some logic to prevent it from breathing if it's adjacent to you already or there's nowhere to place plants 00:14:40 kilobyte: Where are dactions deinedin code? I've never seen them before. 00:14:52 so in practice it runs after you, occasionally stopping to breathe plants that have a decent chance of at least forcing you to move differently than normal 00:15:02 and isn't hindered by its own plants much at all 00:15:07 kilobyte: Defined, rather. 00:15:19 -!- jooosa has joined ##crawl-dev 00:17:15 wyverns would be good on l, they're more like drakes than dragons anyway 00:17:36 -!- joosa has quit [Ping timeout: 250 seconds] 00:17:46 -!- jooosa is now known as joosa 00:17:47 Are they worse than old-school death drakes? 00:19:25 I don't know but they're fast, dodgy, and have one attack like drakes while dragons are normal speed, armored, and have a bunch of attacks 00:19:34 -!- Kurper has quit [Remote host closed the connection] 00:19:47 also then you could finally put "fire" dragons on red D and put plant dragons on green D 00:19:49 everyone wins 00:20:06 OG17: i would love that forever 00:20:28 (also name them fire dragons for the love of god) 00:20:38 The ice dragon turns into a dragon. 00:21:57 (lightred for fire) 00:24:11 actually put fire dragons on red D and Xtahua on lightred D 00:24:18 quick. someone implement this 00:24:49 fire's on lightred because xtahua doesn't hang out with wrath moths 00:25:16 (zot) 00:25:18 i'd gladly submit a patch to do it but people would complain about renaming them 00:25:38 they've already resigned themselves to bats 00:25:39 Eronarn: don't care what other people think, it's not useful 00:25:40 OG17: doesn't stuff not get recolored in berserk now 00:25:48 oh right 00:25:52 that was my idea too, ha 00:26:04 sorear's is cool too then 00:26:10 sorear: i don't have commit access though so it's not exactly that i care but that their caring is an impediment to it happening 00:26:20 make marvin do it 00:26:28 OG17: how did you find my secret plan 00:26:48 ps OG17: 00:27:03 *AF_OVERRUN on the Lernaean Hydra. 00:27:16 oh wait they need to be lightred, you confused me 00:27:24 because when they go berserk they turn dark red 00:27:53 oh, that. i don't think that matters much in practice, a berserk dragon is a berserk dragon 00:28:11 it's a threat and you will want to pay attention to it, either way 00:28:13 it's just as bad as dark red rupert and it's easy to work around 00:28:26 not that i care much really 00:28:26 you don't care much about a plain dragon in zot really 00:28:36 berserk dragons are not that much worse than regular ones 00:28:39 there's a reasno duvessa is blue 00:28:46 I'm pretty sure they can't breathe that way... 00:28:54 it's still no reason to hide the status 00:28:56 due: commit dragon => fire dragon + glyph changes please <3 00:29:09 What about mottled dragons? 00:29:21 what about them 00:29:24 they're lightmagenta. 00:29:27 you need to do 00:29:45 mottled ->brown, swamp -> green, dragon -> red, wyvern -> lightmagenta, or something like that. 00:29:45 @??mottled dragon 00:29:46 mottled dragon (13D) | Speed: 10 | HD: 5 | Health: 17-39 | AC/EV: 5/10 | Damage: 15, 6 | Flags: fly, !sil | Res: 06magic(20), 05fire, 03poison | Chunks: clean/none/unknown | XP: 155 | Sp: sticky flame splash (3d4). 00:29:49 @??wyvern 00:29:49 wyvern (04D) | Speed: 15 | HD: 5 | Health: 17-39 | AC/EV: 5/10 | Damage: 20 | Res: 06magic(20) | XP: 207. 00:30:06 wyvern needs to be on l for any of this to fit 00:30:08 I think 00:30:11 wyvern => lightmagenta l, yeah 00:30:17 i think that's open right 00:30:38 if you think it fits, yeah 00:30:55 well gila or something is wyvern-red 00:31:08 @??gila monster 00:31:09 gila monster (06l) | Speed: 10 | HD: 5 | Health: 21-40 | AC/EV: 3/12 | Damage: 20 | Flags: cold-blooded | Res: 06magic(20) | Chunks: clean/none/unknown | XP: 110. 00:31:13 @??komodo dragon 00:31:13 lightgreen might be better so it's less of "oh god" and more of "big newt" 00:31:13 komodo dragon (04l) | Speed: 10 (swim: 60%) | HD: 8 | Health: 29-59 | AC/EV: 7/8 | Damage: 3007(disease) | Flags: amphibious, cold-blooded | Res: 06magic(32), 12drown | Chunks: 07contaminated | XP: 313. 00:31:31 OG17: they are pretty "oh god" early on though 00:32:11 more for zombies I think 00:32:36 also wow crawl's wyverns are kind of pathetic 00:32:44 no flying, no poison, weaker than komodo dragons 00:32:55 it's not really important, it's just that pink's mostly like sticky flame and sorcerors 00:33:10 eronarn: you missed the part where they are speed 15 00:33:13 there's not a brown l yet is there 00:33:18 swamp drake 00:33:22 oh right 00:33:31 elliptic: no, i'm aware of that, i'm comparing to like D&D wyverns 00:33:32 I didn't know they didn't fly, though 00:33:44 where they have stingers with deadly venom 00:34:16 these ones have a "long, sharply pointed tail" at least! 00:34:30 i'm actually kind of curious how we ended up with wyverns that are basically just fast gila monsters 00:34:34 and neither of them have poison 00:34:47 sorcerer 00:34:54 ??wizard did it 00:34:54 I don't have a page labeled wizard_did_it in my learndb. 00:34:59 guessing wyverns are really old 00:35:11 new project: retool wyverns 00:37:27 they're okay early at least, poison or whatever would be overkillish 00:37:41 and nerfing damage/speed would get rid of killer zombies and who wants to do that 00:37:45 random thought for them: they fight to the death and don't run away 00:38:17 would people notice that? 00:38:46 that sounds too much like wyvern skeletons/zombies 00:38:58 who knows. racking my brain to come up with a way for them to actually stand out 00:39:20 I think flying's a given at least 00:39:52 maybe they could come in packs with baby wyverns 00:40:05 <3! 00:40:07 baby animals ftw. 00:40:09 with logic that they stay close to the mommy 00:40:11 baby megabat. 00:40:58 there's not much early flying stuff, is there? That might be enough for its stats to carry it 00:41:05 it could be a good way to keep 'em relevant...lone wyverns at low XLs, but before lair, they start having kids 00:41:15 -!- Zaba has quit [Ping timeout: 265 seconds] 00:41:19 also baby wyverns would be a lot like whatever other lizard, it's not really interesting 00:41:29 alligators but those are kind of different 00:41:32 since they hide 00:41:49 make them lead packs of drakes? 00:41:52 although thats a little weird 00:41:57 elliptic: they're the weakest drakes 00:42:00 er, evilmike 00:42:11 alligators show up a lot later, I mean the babies would actually be like an iguana or something 00:42:26 I always thought of wyverns as the weakest dragons 00:42:28 or a fast gecko or whatever 00:42:29 considering they are D 00:42:57 they might be l now so eronarn can do stuff 00:43:03 oh hey OG17 here's a thought 00:43:09 acid instead of poison 00:43:09 also they're a lot closer to drakes than dragons statwise 00:43:13 on a stinger attack 00:43:25 an early speed 15 jelly, yes good idea 00:43:43 a very good idea!! 00:43:59 -!- ZChris13 has joined ##crawl-dev 00:44:06 I mean speed could change and all but I like what's there 00:44:35 OG: Well killer zombies/skeletons were mostly fixed a while back, unless I missed something. Should've been at least temp-fixed by making giant frogs and wyverns 'large' as I recall, forget if danger level was ever properly correlated to the original monster... 00:44:42 -!- Zaba has joined ##crawl-dev 00:44:52 I think they still show up wherever they feel like 00:46:02 mostly i'm concerned with them being boring as heck 00:46:10 the early ls are very same-y 00:46:23 not really? 00:46:26 yeah really 00:46:38 haha owls 00:46:40 @??iguana 00:46:41 iguana (02l) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 5/9 | Damage: 15 | Flags: cold-blooded | Res: 06magic(12) | XP: 36. 00:46:43 @??gila monster 00:46:43 gila monster (06l) | Speed: 10 | HD: 5 | Health: 21-40 | AC/EV: 3/12 | Damage: 20 | Flags: cold-blooded | Res: 06magic(20) | Chunks: clean/none/unknown | XP: 110. 00:46:43 newts and geckos are pretty similar but iguanas are noticably stronger 00:46:46 @??wyvern 00:46:47 wyvern (04D) | Speed: 15 | HD: 5 | Health: 17-39 | AC/EV: 5/10 | Damage: 20 | Res: 06magic(20) | XP: 207. 00:46:51 we don't need more l-glyphs 00:46:51 newts are fluff, geckos are fast and really tough for when they show up, iguanas hit really hard early 00:46:55 and we already axed one of them 00:46:59 @??gila monster 00:46:59 gila monster (06l) | Speed: 10 | HD: 5 | Health: 21-40 | AC/EV: 3/12 | Damage: 20 | Flags: cold-blooded | Res: 06magic(20) | Chunks: clean/none/unknown | XP: 110. 00:47:01 @??crocodile 00:47:01 crocodile (07t) | Speed: 10 (swim: 60%) | HD: 5 | Health: 17-39 | AC/EV: 4/10 | Damage: 20 | Flags: amphibious, cold-blooded | Res: 06magic(20), 12drown | XP: 105. 00:47:04 so, yeah 00:47:14 the lair ones are bleh but that's not wyverns 00:47:21 giant newt, giant gecko, gila monster, komodo dragon 00:47:25 and iguana. 00:47:45 should do that chameleon thing with gila monsters 00:48:22 i'm not saying we need to get rid of them or anything just that if we make any change to any l i'd like to see them end up less similar at the end 00:48:42 OG17: <3 00:48:53 i mean really look at their stats 00:49:00 HD: 5 | Health: 21-40 | AC/EV: 3/12 | Damage: 20 00:49:05 HD: 5 | Health: 17-39 | AC/EV: 4/10 | Damage: 20 00:49:12 HD: 5 | Health: 17-39 | AC/EV: 5/10 | Damage: 20 00:49:34 is that last one wyverns? 00:49:37 you missed the 15 speed 00:49:41 crocodiles I think 00:49:42 wyverns are speed 15, thats a very important detail 00:49:42 yeah 00:49:56 yes, speed 15 definitely matters but that is literally the only thing not making them a gila monster 00:50:03 imo, gila monster -> chameleon 00:50:05 i don't think we need 'gila monster' and 'hasted gila monster' 00:50:08 they show up a lot earlier 00:50:29 and do something with crocodile, vary the stats a little or something 00:50:39 and i'm not talking sweeping changes here or anything, even something like wyverns getting bite+sting would help a lot 00:50:41 more damage less hp 00:50:43 even if the sting didn't have a brand 00:51:30 two attacks isn't more interesting than one really 00:51:45 it's not inherently interesting but it's at least different 00:51:56 Simply add flying? 00:52:01 Twinge: that's a given 00:52:30 at this point it's just whether they need something more than that (or maybe wyverns are fine and change another lizard) 00:52:32 They already feel pretty different in-game imo - the speed is super huge. 00:52:47 wyverns are fine for when they show up 00:52:53 the lair stuff is another issue 00:52:56 gila / crocodile is really bad 00:53:01 they are effectively interchangeable 00:53:17 umm gila monsters have poisonous corpses 00:53:41 much like your posting 00:53:59 my posting has never died 00:54:23 we're all in mourning over that B) 00:54:39 also gila monsters don't swim and give five more xp, what more do you want 00:54:40 chameleons 00:54:58 what would chameleons do, be lizards that cast invisible? 00:55:05 yes 00:55:25 that would be kind of interesting 00:55:42 i think making them damage chameleons too would be cuter (if you hurt them with fire they adapt, etc.) 00:55:58 but that might work better on something with more HP 00:56:09 ~tiamat~ 00:56:13 not many things in lair have abilities besides "move towards you and hit you" 00:56:17 someone should implement chameleons 00:56:19 it would be easy 00:56:30 some kind of adaptive enemy would also be cool, lair is too easy for ranged characters 00:56:37 it's like two lines of code changed 00:56:41 OG17: i like tiamat the way she is really 00:56:52 that was a joke, tiamat is scary 00:57:22 lightning snails would be cool 00:57:25 TGWi: i don't know, i think just having them cast invis would be pretty boring 00:57:50 how many things cast invis in lair 00:57:51 giving them monster stealth would be cool (you can't see them until they're within some number of squares of you) 00:57:57 OG17: like all of them 00:57:57 also I thought it'd be like sky beast invis 00:58:22 also AI to make them not attack you until you're already being attacked or something, maybe 00:58:43 because otherwise they'd be kind of dumb 00:58:49 like some sort of assassin... 00:59:07 seriously just make them like sky beasts 00:59:21 curaremeleon 01:00:06 OG17: i'd rather not reuse the sky beast gimmick personally, i think "invis if >4 squares away" is interesting though 01:00:15 no 01:00:49 >=4 squares. 01:01:18 then they're just gila monsters that show up slightly closer to you 01:01:30 invisible gila monsters are cool 01:01:36 I don't think reusing an uncommon early-game monster feature is a problem 01:02:03 one problem is they are both early game monsters 01:02:14 though range-dependent invis is okay 01:02:31 sky beasts and gila monsters don't overlap 01:02:32 gila monsters and sky beasts are mutually exclusive 01:02:40 they're not iguanas, they show up mostly in lair 01:02:49 and sky beasts are like D:4 material 01:02:53 TGWi: "gila monster that shows up slightly closer to you" is actually interesting if they wait until you're in a fight to show up 01:03:03 we don't have many "ambush" monsters right now 01:03:03 alright, I guess lair is midgame 01:03:07 Eronarn: so it's a spriggan assassin that doesn't make any sense 01:03:10 though range-dependent invis is okay if it doesn't get some goofy stalker gimmick 01:03:17 Reusing gimmicks is what makes gimmicks gimmicks. 01:03:21 Currently sky beasts are interesting. 01:03:29 gila monsters aren't 01:03:32 chameleons would be 01:03:32 If other monsters start getitng those effects, then the effect becomes tiresome and annoying. 01:03:40 no more than invis itself 01:03:45 OG17: it needs to do some kind of stalking or else it'll just be surprise, chameleon! and then you kill it because it's a lone chameleon 01:03:52 Hence why I enforce Mara being the only monster to get Mislead, etc. 01:03:58 a lone chameleon that's a few squares away from you 01:04:02 (this makes a difference) 01:04:21 yes, that means it dies to conjurations slightly closer to you 01:04:37 or that it dies to melee in exactly the same way 01:04:46 Chameleons could thematically submerge themselves in features. 01:04:57 ugh not more submerging 01:05:01 feature mimic 2: electric boogaloo 01:05:13 No, because the feature is there. 01:05:18 There's a monste rthere too though. 01:05:21 like a rock worm? 01:05:29 That chameleon was actually a chameleon but that door was actually a door mimic! 01:05:33 Eronarn: <3 01:05:37 OG17: chameleons don't work that way 01:05:43 I'm aware 01:06:03 TGWi: non-euclidean chameleons 01:06:51 hmm here's an idea we could give them as a spell silent-invis-plus-duplicate 01:07:20 give chameleons that range-linked invis thing and a ranged tongue whip attack 01:07:23 so when you see it it's actually somewhere else, or something 01:07:28 OG17: oh that'd be cute 01:07:33 i like that 01:07:42 ranged-link invis is infuriating to e 01:07:50 if that is 'you can only see them if you are x squares away' 01:07:54 due: :) 01:08:12 my suggestion was just "make them cast invisibility and change the name" but I guess we could build a bikeshed instead 01:08:20 it's like an unseen horror that's really bad at it 01:08:24 with a tongue 01:08:26 making them cast invisibility would be crappy 01:08:39 there are already a bunch of monsters that cast it and these would by far be the most boring of them 01:08:53 lair: it's full of invisibility 01:09:04 plain invis can just be waited out anyway if you really want to 01:09:07 invisibility: it would make gila monsters less excited 01:09:10 exciting 01:09:16 (I should go to bed) 01:09:19 this would make you be in range of lair's only non-drake ranged attack 01:09:21 or you can just go into a corridor or whatever, it's your speed with no ranged attacks 01:09:22 there aren't any pure melee monsters that cast invis 01:09:34 unless you count unseen horrors, but they are different enough 01:09:40 evilmike: or sky beasts 01:09:50 sky beasts are different 01:10:13 they're weaker and zappier and they pee on the ground when they're scared 01:10:15 also just because a thing doesn't exist doesn't mean we should add it 01:10:15 you could count the shadowy demon wraith stuff though 01:10:30 and they don't show up in the same place ever 01:10:31 ~lorocyproca~ 01:10:47 shadow wraith, lorocyproca, unseen horror are perminvis 01:10:52 oh, ghost moth 01:11:26 invis lab rat :| 01:11:42 There are invis laab rats? 01:11:47 there's a tile at least 01:11:50 I think? 01:11:55 a tile for an invisible lab rat? 01:11:57 that doesn't seem likely 01:12:01 TGWi: sinv 01:12:03 it was faded out, like 01:12:08 maybe I'm making that up 01:12:28 ogit hallucinates invisible rats 01:12:47 they're also very quiet 01:13:38 hmm what if it had a tongue attack but it just pulled you in rather than damaging you 01:13:58 we don't have many things that drag you close at the moment 01:14:43 and if it moves you, say, 4 squares or whatever towards it that might bring you into LOS of monsters 01:14:48 we don't have many chameleons in lair yet 01:15:44 what happens in a situation like .@~~l where l is a chameleon and ~ is water? 01:15:51 does the tongue just magically not work over water? 01:15:58 polite chameleons 01:16:09 I guess it's the same as elephants not pushing you into water 01:16:51 if something's going to have a grapple it should be something you care about standing next to 01:17:29 what if chameleons were invisible? 01:17:31 like chameleons 01:17:43 what if they had a petrifying stare?? 01:17:51 to go with the stalking AI 01:17:56 crawl does need basilisks 01:18:24 corpses etc 01:19:06 also grapple lizards would be a bit much with knockback elephants 01:19:28 how about invisibility 01:19:31 elephants don't have that 01:19:52 spell invis is meh 01:20:04 it's more or less the same, just it takes a turn 01:20:06 sky beast works as well 01:20:24 radius is better, at least it's unique 01:20:37 and a ranged attack would fit well with it 01:20:51 it's also less interesting and should go on an assassin-type monster 01:21:13 better flavor too, it's always blending in and you can only make it out close up 01:21:23 so sInv shouldn't affect it 01:21:35 sInv should give you 1 extra radius 01:21:38 sinv flavour is excellent eyesight, as per the mutations 01:22:10 heroism keeps training my UC and it's annoying 01:22:15 how is the same spell you've been seeing since orc wizards more interesting than new behavior 01:22:36 also bleh on sInv flavor 01:22:48 Just increase the radius 01:23:03 I like that flavor 01:23:08 new behavior that doesn't matter vs old, interesting behavior not used by anything even in the same branch 01:23:32 uh 01:23:34 'interesting' 01:23:36 yeah right 01:23:49 invis on a boring monster doesn't make it interesting 01:23:58 fighting this would be different than fighting something you can see across the map 01:24:42 it's not going to be some massive threat but it's not supposed to be 01:25:00 invis + reach might be an ok combo but i think even that would be a bit bland 01:25:19 since in practice invis is just "lure this into a corridor and then get a penalty to hit it until it's dead" 01:25:20 Not everything has to have a chance to instakill you to be interesting. 01:25:38 paralyzing saliva 01:25:56 you know what else you can't see coming? your death 01:26:18 invis with reach is also good 01:26:25 Eronarn: unless you're new chei right :p 01:26:32 invis is lame, limited sight radius is cool 01:26:51 you see invis all game long 01:27:27 p.s. what is the point of mimics 01:27:36 timesink for developers 01:27:59 they're like mechanical traps that work even worse 01:28:22 they're cute and the vault is cute 01:28:36 they used to be cuter but progress marches on 01:28:41 i remember back in the day when guardian naga vaults were either all mimics or all items 01:28:55 and then i suggested that maybe they should be a mix 01:29:07 and then that got turned into '90% mimics 10% worthless floor junk' 01:29:08 :( 01:29:22 OG17: go watch cat videos on youtube 01:29:32 I don't think youtube has any cat videos 01:29:36 fr: stalking cat 01:29:38 for lair 01:29:49 http://www.youtube.com/watch?v=CQzUsTFqtW0 01:29:51 wait that's not a cat 01:29:54 shit you're right 01:30:59 "cute" is not a design goal 01:31:11 what about "zany" 01:31:17 mimics are boring and harmless 01:31:25 !learn add wandering_mushroom http://www.youtube.com/watch?v=fzzjgBAaWZw 01:31:26 wandering mushroom[4/4]: http://www.youtube.com/watch?v=fzzjgBAaWZw 01:31:26 and the zane is somewhat diminished because nethack did it first 01:31:29 also D&D 01:31:37 "zany" sounds like something I can get behind. 01:31:39 !learn swap wandering_mushroom[1] wandering_mushroom[4] 01:31:40 Swapped wandering_mushroom[1] with wandering_mushroom[4]. 01:31:48 ??wandering_mushroom[4] 01:31:48 wandering mushroom[4/4]: Hard-hitting stalker mushrooms. Can release spores to confuse you. 01:31:54 the dog is on a skateboard 01:32:05 i'd resort that but i don't feel like it really 01:32:06 OG17: woah are you serious 01:32:08 !learn swap wandering_mushroom[1] wandering_mushroom[4] 01:32:08 Swapped wandering_mushroom[1] with wandering_mushroom[4]. 01:32:27 http://www.youtube.com/watch?v=CQzUsTFqtW0 check it out 01:32:36 first result for "dog" 01:32:38 give me a break 01:32:59 anyway mimics are useless but I like them so that's that :| 01:33:26 it's like if crawl tried to be zany by having skateboarding dogs 01:33:51 nah 01:33:54 what if it was a mimic pretending to be a skateboarding dog 01:33:55 but that wouldn't be fun because crawl already has dogs and skateboards wouldn't really make them move any faster so they'd be about the same as regular dogs, and everyone is tired of dogs on skateboards 01:33:58 <300 years old 01:34:08 you know 01:34:09 dogs were invented in the last 300 years 01:34:12 can we do references from the future 01:34:21 because we could have dogs on hoverboards 01:34:24 also old mimics have twelve less kills than kirke 01:34:35 and she's death on wheels 01:34:45 much like a skateboarding dog 01:35:13 whoah 01:35:14 i just realized 01:35:23 bad idea detected 01:35:25 we spent an hour and made absolutely no progress on figuring out how to revamp l 01:35:44 You ended up talking about dogs on skateboards, congratulations 01:35:52 my ideas are pretty awesome 01:36:08 flying wyverns would be okay on their own I think 01:36:10 I like "invis" chamelions 01:36:16 The fake-invis one 01:36:28 permainvis is boring, them casting invis is even worse 01:36:39 so i'm definitely against any patch that does those 01:37:48 chameleons that mimic the appearance of weaker monsters like rats 01:37:54 chameleon tongues are cute and lair could use ranged stuff 01:38:06 Turn spiny frogs into hydralisks 01:38:07 oh no the rat is a slightly tougher rat :( 01:38:17 also it'd be the first l with a ranged attack and the other non-crap ls all have them 01:39:25 the tongue is pink 01:39:44 of course 01:39:45 Crawl needs more pink 01:39:52 MOAR 01:40:01 please don't ever use those four letters in that combination 01:43:41 due, what didn't you like about things being invisible until a certain range? 01:55:02 https://crawl.develz.org/mantis/file_download.php?file_id=1344&type=bug invis rat 01:55:43 though I guess it's supposed to be blinking or something 02:07:52 is that a vomiting rat 02:07:56 do we have a vomiting rat tile 02:08:42 Oh that's right, we do have an invis rat. 02:08:52 Well, half-invis. :D 02:08:58 And yes, it's just blinking. 02:08:59 invisible pink rat 02:09:44 OG17: I dislike everything about invisible range, but to quantify it: adding an intermediary state between "no monsters on screen and I have see invis so there are no monsters" and "no monsters on screen and I do not have see invis so maybe there are some that I just can't see" is what I have an issue with. 02:10:17 It'd be just like wandering mushrooms 02:10:28 only they're closer. 02:11:04 ... 02:11:07 it'd be more fun if it ignored see invis, but I don't see how that's really different from fully invisible monsters 02:11:19 OG17: I was assuming it did ignore see invis. 02:11:36 OG17: Basically, that proposal is one people have had for monster stealth (ie, you cannot actually *see* stealthy monsters regardless of see invis). 02:11:48 I assumed the principle was not dissimilar. 02:11:51 I've seen that, yeah 02:11:59 sort of, that has all this tricky AI stuff 02:12:35 if it's the assassin thing 02:12:46 which basically introduces "you can't trust the UI when it says there are no monsters on the screen". 02:13:02 how is that different from invisible monsters? 02:13:19 there should be a warning on the monster list when autopickup is off due to invisible monsters 02:13:35 OG17: See above re: see invis. 02:13:44 It's "You can't trust the UI ever, even whe nyou have Sinv". 02:15:11 sInv doesn't need to be 100% bulletproof 02:15:46 and this monster would reveal itself pretty quickly anyway if it's there, it's more to make you fight it from a closer distance 02:16:09 shrug 02:16:13 sort of like nightstalker I guess 02:16:18 kind of 02:28:44 -!- elliptic has quit [Ping timeout: 246 seconds] 02:36:27 moin moin 02:37:15 hiii napking <3 02:37:27 hey due :) 02:37:31 how's it going? 02:42:16 pretty good, thanks :) 02:42:31 great :) 02:42:36 -!- valrus has joined ##crawl-dev 02:45:24 did you read my whining about liquid fire yesterday? man, that was so harsh 02:46:04 btw, did wizard mode on CDO help yet? 02:46:13 yes 02:46:15 a lot 02:46:25 oh, that's great 02:51:04 due: (re something you said hours ago) i think you're allowed to break the show-don't-tell rule in a roguelike because there's next to no graphics with which to show 02:51:27 RjY: Well, yeah. :) 02:51:39 RjY: I was mostly speaking of the creative writing rule. 03:04:06 -!- ZChris13 has quit [Quit: Page closed] 03:24:23 sorear: mid is indeed too close to midx, this causes confusion 03:24:23 kilobyte: You have 1 message. Use !messages to read it. 03:24:31 a rename would be probably a good idea 03:25:51 kilobyte: hi, saw your comment re: dactions 03:25:53 sorear: about longs... I'm against them only in places where they are wrong -- like, storing a number that is the same no matter the architecture. Vector lengths, for example, are not, since in theory you could have a vector >4GB. 03:26:34 this of course is academic, but it's good to have code snippets reusable outside of Crawl even if as a matter of principle 03:26:57 * kilobyte meows at due. 03:27:37 moin 03:27:38 i am ashamed to admiti've never heard of dactions before 03:27:46 due: there's a list of actions to do, and every level keeps an index to what part of the to-do list it has completed 03:28:30 -!- syllogism has joined ##crawl-dev 03:28:40 hm, i will need to look into this further 03:31:29 * due goes out 03:33:30 -!- valrus has quit [Remote host closed the connection] 03:40:38 hrm 03:40:40 what the fuck 03:40:57 why does '.' over a feature in debugging mode sometimes show just (65,57): 03:41:06 instead of the normal (65,56): . - Floor. (67/floor) map: 42 03:41:07 or similar 03:42:54 there's no way that should happen 03:44:07 still better than รบ that shows in tiles :p 03:44:28 _debug_describe_feature_at does mprf(MSGCH_DIAGNOSTICS, "(%d,%d): %s - %s (%d/%s)%s%s%s%s map: %x", ...) 03:44:31 Zaba: might be a fuckup from me 03:44:36 due, no, it's an old issue 03:44:38 ah, okay 03:44:50 at this time of day, I can't even imagine what could cause that format string to be truncated like that 03:45:13 I mean, it prints just the "(%d,%d): " part 03:48:27 stringize_glyph(get_cell_glyph(where).ch).c_str() yields something unexpected, I guess? 03:49:16 why can't it print get_cell_glyph(where).ch into %c, anyway? Or is the name 'ch' misleading? 03:49:57 -!- Textmode has joined ##crawl-dev 03:52:02 kilobyte, it looks like it's broken for all stairs 03:52:07 in some very obscure manner 03:52:17 and fwiw, using %c and get_cell_glyph(where).ch gives the same result 03:52:31 on { in an entry vault, it gives (29,31): D:$ (?)) [Vault: dpeg_entry_ternary (15,29)-(40,38) (26x10)] map: 42 03:52:34 which is also messed up... 03:54:00 oh... 03:54:07 could it be that it's interpreting the < as a start of a color tag?... 03:54:30 down staircases work.. 03:55:26 %c is of course always wrong 03:55:35 you want stringize_glyph() 03:56:23 okay. It doesn't work with stringize_glyph (what the original code uses) either, anyway 03:56:59 for some reason, it breaks on the < glyph 03:57:12 yay... 03:57:33 I heard about this kind of bugs, but I'm afraid I don't remember the solution 03:57:36 and that makes me wonder whether it's trying to interpret a color tag 03:57:42 yeah, exactly 03:57:50 goddamn it, that's so maddeningly sick 03:58:00 agree 04:00:48 reading formatted_string::parse_string1, it seems like you can escape the < as << 04:01:44 which helps us only if we want to do ugly special cases in _debug_describe_feature_at 04:06:43 -!- evilmike has quit [] 04:12:41 kilobyte, could use something like replace_all(stringize_glyph(get_cell_glyph(where).ch), "<", "<<") 04:12:52 oh and with .c_str() at the end 04:14:04 that makes it work: (23,41): < - A staircase leading out of the dungeon. (86/stone_stairs_up_i) (->D:$ (?)) [Vault: dpeg_entry_thieves (17,37)-(29,45) (13x9)] map: 42 04:14:10 it is also ugly 04:14:14 aye 04:14:30 the very concept of colors tagged this way is ugly, too 04:14:35 yup 04:14:58 but what would be enough is an argument to mpr(f) that'd disable the interpretation of the tags 04:23:01 03kilobyte * r424ab51a772f 10/crawl-ref/source/tilereg-dgn.cc: Unbreak tiles. 04:23:03 03kilobyte * r1f3bf3c4c795 10/crawl-ref/source/rltiles/dc-mon/unique/kirke.png: Curio's updated tile for Kirke. 04:40:17 -!- Mu_ has joined ##crawl-dev 04:53:39 -!- monqy has quit [Quit: hello] 05:02:19 shouldn't door mimics appear where a door would? I'm meeting them in the middle of nowhere.. not even a wall adjacent to them 05:03:54 aye, that's a known issue 05:04:29 due has some plans, but he didn't get around to it yet 05:06:02 -!- edlothiol has joined ##crawl-dev 05:13:04 -!- MarvinPA has joined ##crawl-dev 05:17:01 I bet those plans involve ugly hacking of the dungeon builder 05:17:03 * Zaba sighs 05:19:22 mimics in crawl can only mimic one thing? 05:19:34 I say, we should remove feature mimics 05:19:40 they cause too many problems 05:29:29 -!- Zaba has quit [Ping timeout: 255 seconds] 05:33:35 i had a thougt about the feature mimics, probably mentioned before: item mimics and staircase mimics are "better" (ta, because autoexplore stops for them 05:33:53 better than door/fountain mimics 05:41:09 wow, a portal mimic can move? :-O 05:41:13 -!- Zaba has joined ##crawl-dev 05:41:14 -!- Ashenzari has quit [Ping timeout: 255 seconds] 05:41:53 -!- Ashenzari has joined ##crawl-dev 05:41:53 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 05:58:01 Zaba: indeed, a good deal of feature mimics are problematic. But not all -- shop mimics, for example. 06:09:32 kilobyte, well, I wasn't entirely serious, perhaps, but if some new feature requires too much breakage to work properly, I don't see why we should insist on keeping it 06:09:57 especially when said new feature gets added only for the sake of adding new features, and/or because it's 'cool' 06:11:12 especially since we don't have a good framework for adding new feature upon new feature 06:12:04 we only have a bad framework, in which any new feature means a dramatic decrease in maintainability 06:18:55 yeah, that's a good point 06:19:58 new monsters, new monster spells, new gods -- this has mostly a linear cost 06:20:35 feature mimics that mimic something with complex behaviour, that needs to follow all changes to both monsters and features 06:21:26 now gods might also screw with many things 06:21:37 plans for? 06:22:22 actually 06:22:25 it won't touh the dungeon builder 06:22:34 it's goin gto iterate over a radius and attempt to find a door to replace 06:22:46 or otherwise it will remove one square of a wall and put itself there 06:30:49 thanks for fixing broken tiles 06:30:53 sleep now 06:31:21 gniht due 06:32:18 Keskitalo: Hopefully we can keep quotes -- if my changing them to only being displayed i you hit ! appeases the poog :) 06:32:21 * due sleep. 06:32:23 *ploog 06:32:31 Napkin: you haven't lived until you've been chased halfway round the map by a labyrinth entrance :-) 06:32:34 I don't really care for quotes all that much. :) 06:33:04 lol, RjY 06:33:15 g'night due 06:33:29 due: But the change looked good! 06:34:31 re: autoexplore, doors, door mimics - stopping for doors might be reasonable, because they often are tactically relevant.. otoh, maybe not often enough 06:36:42 -!- elliptic has joined ##crawl-dev 07:00:19 -!- upsy has joined ##crawl-dev 08:46:34 -!- Henzell has quit [Remote host closed the connection] 08:46:44 -!- Henzell has joined ##crawl-dev 09:24:44 kilobyte: I am speaking of FixedArray, which AFAIK is only ever used with <80,70> parameters 09:27:59 , <19,19>, , <2*RADIUS+1,2*RADIUS+1>, , <3,3>, <6,50>, , 09:28:12 none of which have an enormous girth, though 09:35:20 -!- Zannick has quit [Ping timeout: 265 seconds] 09:36:10 -!- Zannick has joined ##crawl-dev 09:49:03 -!- valrus has joined ##crawl-dev 10:41:10 -!- cw_ has quit [Remote host closed the connection] 10:45:05 From time to time there will be tensions or even clashes among developers. 10:45:06 Minor ones (e.g. "Can we remove pizzas?") can be quickly sorted out. 10:45:08 HAHAHAAHAHHA. 10:48:01 -!- Kane has joined ##crawl-dev 10:48:36 there's so many food types that they take up far more than their fair share of my precious inventory slots. but that would be my only complaint about a proliferation of food types. 10:49:35 that's a little backwards I'd think :P 10:53:22 remove pizza 10:53:24 add p'zones 10:54:47 need moar cheezburgers 10:54:48 -!- stephen_f has joined ##crawl-dev 10:55:28 -!- stephen_f has quit [Client Quit] 10:56:26 -!- stephen_f has joined ##crawl-dev 10:58:34 03MarvinPA * rc97d7f5b540e 10/crawl-ref/source/ng-wanderer.cc: Don't give Wanderers with Conj/Poison skill the new book of Stalking 10:59:12 -!- cw_ has joined ##crawl-dev 11:00:05 -!- jld has quit [Ping timeout: 260 seconds] 11:00:44 -!- jld has joined ##crawl-dev 11:11:34 -!- valrus_ has joined ##crawl-dev 11:12:56 -!- Kurper has joined ##crawl-dev 11:13:42 03MarvinPA * rc68df13d33e1 10/crawl-ref/source/ (spl-data.h spl-summoning.cc): Make Summon Butterflies require spell power for effectiveness 11:18:07 MarvinPA: so you're gonna commit dragon=> fire dragon, fire dragon => lightred D, wyvern => l, right? :> 11:19:01 heh, perhaps :P 11:19:41 not red D? 11:21:13 that's xtah 11:21:50 dragons should be red and xtahua should be lightred, in keeping with the "tougher = lighter" thing 11:23:22 -!- MarvinPA_ has joined ##crawl-dev 11:24:22 fire dragon sounds weird though 11:24:45 -!- MarvinPA has quit [Ping timeout: 245 seconds] 11:25:04 RjY: "The ice dragon turns into a dragon!" 11:25:05 no worse than red dragon 11:25:07 and related messages 11:25:27 and dragon only sounds weird in a few edge cases like the aforementioned "the ice dragon changes..." oh you've beaten me to it 11:26:37 er yeah changes 11:27:02 heh the ice dragon changes into a regular dragon 11:27:04 normal dragon 11:27:10 traditional dragon 11:27:16 ;-) 11:27:49 that's so racist 11:29:08 fire dragon doesn't sound weird 11:29:18 'dragon' sounds weird when every other dragon is a * dragon 11:29:59 "generic dragon" 11:30:07 that sounds weird 11:30:09 "ordinary dragon" is better 11:30:33 imo special case polymorph to say "changes into a fire dragon" 11:30:56 just rename the monster 11:31:09 it makes 10millionx more sense 11:31:13 "the fire dragon breathes fire at you" 11:31:41 the ice dragon breathes ice at you? 11:32:02 oh does it actually say that? i never noticed 11:32:10 "the deep elf fighter evaporates and reforms as an elf" 11:33:04 the deep elf fighter evaporates and reforms as a different kind of elf! 11:33:43 without fear of hyperbole, it makes seven orders of magnitude more sense :-) 11:35:56 Eronarn: only vanilla elves are a valid polymorph target 11:36:29 yes, but vanilla elf is a different kind of elf :D 11:36:46 -!- Textmode has quit [Ping timeout: 255 seconds] 11:53:49 -!- stephen_f has quit [Quit: leaving] 12:00:25 -!- cw_ has quit [Remote host closed the connection] 12:01:35 vanilla elf should be renamed deep elf 12:01:49 vanilla elves don't exist anymore 12:04:30 -!- Elvashi has joined ##crawl-dev 12:10:00 -!- MarvinPA_ is now known as MarvinPA 12:15:16 -!- cw_ has joined ##crawl-dev 12:33:10 TGWi: that's a good point, though i think we may as well have equal odds for high/sludge/deep 12:33:32 well, high elves aren't in the dungeon 12:33:43 sludge elves somewhere might be neat 12:33:45 neither are kenku but you can still polymorph things ino them 12:33:46 swamp! 12:33:59 i found a vault of trees with kenku in them 12:34:18 they were represented by 'H' 12:34:21 TGWi: i would love love love a sludge elf that starts off as a wolf spider or something, and then transforms 12:34:25 RjY: oh, that's new 12:34:40 they don't generate randomly anywhere but there's a vault with them, yeah 12:35:15 Eronarn: new recite works fine on hasted enemies, doesn't it? 12:35:32 MarvinPA: yes 12:35:40 sweet 12:35:47 does imprison as well, or did you not change it? 12:37:12 MarvinPA: i removed all recite-linked checks on imprison eligibility 12:37:31 does that mean you can imprison non-sentient things? 12:37:34 it just needs to be not invisible and not adjacent to any enemies (or possibly features) 12:37:37 yes 12:37:50 cool 12:40:05 there's so much old stuff in mantis that's probably fixed now D: 12:41:07 maybe we should do some spring cleaning 12:41:15 mantis supports tagging, right? 12:41:20 yeah, i might try and update some old stuff 12:42:00 not sure if tags are used much currently but yeah, or just add a note to anything you spot that's fixed now 12:42:13 okay, yeah, it does - we could go through old stuff, close everything that is obviously no longer relevant, and mark as 'spring cleaning' anything that's still worth looking into 12:42:25 where "old" is, say, >2 months since last comment 12:42:29 yeah, we really need to clean up those old bugs 12:42:37 triage 12:42:47 heh 12:42:56 that's what it's called isn't it? 12:43:14 triage is prioritization of effort in emergency situations 12:43:16 a mod that i'm a tester for switched from mantis to redmine a while ago, the transition process involved testers checking almost every single open bug in the database to see if they still occurred 12:43:18 but sometimes it's just so hard to confirm that some old bug is fixed 12:43:22 it was hell D: 12:43:39 Zaba: right, but that's why you do a first pass 12:43:52 some bugs will apply to things that have been completely rewritten, or have been removed from the game 12:44:13 junk those and you might cut 10% to 50% of old bugs 12:44:15 yeah, those ones are easy to clean up if they're spotted and pointed out at least 12:44:43 with the remaining ones, you can then prioritize - and if something would take longer to check than it is worth, just close it as "too old to pursue" 12:46:10 btw, what do people think about the suggested trample change? 12:46:16 +1 12:46:20 ### 12:46:20 .@. 12:46:21 D.. 12:46:34 = @ is trampled east 12:47:17 what about situations like: 12:47:20 ##. 12:47:22 .@. 12:47:24 .D. 12:47:32 do you get trampled NE? 12:47:35 yeah 12:47:55 the algorithm would be: find a square that is adjacent to both your current square and the square you would've been moved to 12:48:22 where distance > before 12:48:30 thus, if: 12:48:33 .#. 12:48:35 .@. 12:48:37 .D. 12:48:39 distance to what? 12:48:40 you can be trampled left or right 12:48:46 distance from the trampler 12:49:11 uh, you want more conditions than that 12:49:16 algorithm: 1) try the square opposite you from the trampler 2) try the adjacent squares to that 3) try the adjacent squares to that 12:49:17 howso 12:49:25 unless you are using chebyshev distance 12:49:32 melee is chebyshev 12:49:38 range 1 is chebyshev 12:49:45 movement is chebyshev 12:49:48 why not trampling 12:49:54 because you could also get moved E or W in your example above 12:50:19 elliptic: E and W and == distance to where the player started 12:50:39 D => E = 1, D => @ = 1, D => NE/NW = 2 12:50:53 this is more complicated than it has to be 12:50:55 read my algorithm 12:50:57 okay, chebyshev distance 12:50:58 that's fine 12:51:06 I don't like euclidean metric anyway :P 12:51:13 yeah originally i had thought just both adjacent but it definitely needs the distance check 12:51:27 the distance check is not necessary for if we do dpeg-style overrunning though 12:51:34 where if you have: 12:51:37 ..r 12:51:40 .Cr 12:51:41 ..r 12:51:54 and the C moves E, the rat can end up in any adjacent square 12:52:27 TGWi: your algorithim won't work; you could end up on the opposite side of the attacker on a trample 12:52:39 explain 12:52:47 ### 12:52:54 .D@ 12:52:55 ### 12:53:10 D is adjacent to @, . is adjacent to D 12:53:33 this is something you want? 12:53:33 or, oh, i guess it'd be: 12:53:36 ### 12:53:37 .D@ 12:53:38 or this is something you think my algorithm does 12:53:40 #.# 12:53:41 with yours 12:53:49 you could end up in the bottom . 12:54:00 is there a wall behind yo? 12:54:02 you? 12:54:03 yes 12:54:21 #### 12:54:21 .D@# 12:54:21 #.## ? 12:54:31 right, your algorithm would move him to the bottom 12:54:40 no it wouldn't 12:54:52 square behind you is taken 12:54:57 the next two squares are taken 12:55:00 the next two are also taken 12:55:08 he moves to the # behind him; adjacent square to that is back where he originally was; adjacent square to that is D and . 12:55:08 so make trampling fail 12:55:29 not adjacent square, I mean the next square around the circle 12:55:35 so like 12:56:04 123 12:56:04 8 4 12:56:04 765 12:56:22 if you get trampled to 3 and it's taken, try 2 and 4 12:56:25 then try 1 and 5 12:56:37 why 1 and 5? 12:56:40 so you can be pushed 90 degrees max (you sidestepped it) 12:56:56 right, mine would do that though, just with only 2 and 4 12:57:30 i think i see what you're going for but i don't feel like it works - you got *hit* if you trampled 12:57:33 you should be moved backwards 12:57:49 12345 would work better for if we had, say, an EV-based combat maneuver 13:00:31 The elephant charges at you! You sidestep the elephant! (any of the 8 directions allowed) 13:00:42 You walk under the elephant! 13:00:45 any of the 7* 13:01:24 Eronarn: I mean, you get hit and crushed, then you move away 13:01:27 because the elephant is there now 13:01:52 TGWi: this is how dpeg-style overrun would work, for if the monster wasn't really trying to attack you but just move through you 13:01:58 whatever though, if your algorithm is just "try 2 and 4" then that's fine 13:02:08 you were just explaining it poorly 13:02:18 i'm great at poorly explaining 13:03:10 so how do i completely reset my master to what's on trunk master, i think i accidentally committed to it 13:03:49 git reset --hard origin/master 13:04:09 ah, thanks 13:04:55 is there any reason the syntax for that is origin/master whereas the syntax for pull is 'origin master' 13:12:18 origin/master is a tracking branch 13:12:34 it's actually short for remotes/origin/master 13:13:03 git reset can reset to any namable version 13:13:09 git pull actually takes two parameters, the url/remote name and the branch name, or so 13:13:31 tracking branches are a local concept 13:13:36 git pull hits the network 13:15:57 Eronarn: does changing the meph cloud beam name actually do anything? 13:16:14 since the beam doesn't do any damage so you can't kill anyone with it 13:20:11 MarvinPA: not sure, it just bugged me when i saw it 13:20:24 heh 13:21:38 Here: An orc, wielding a runed orcish hammer, and wearing an orcish leather armour (lost in madness) 13:21:41 :D 13:23:09 -!- monqy has joined ##crawl-dev 13:23:39 don't suppose anyone knows where yellow branding for distracted stuff is figured out 13:23:57 -!- morik has quit [Read error: Connection reset by peer] 13:25:21 do you mean choosing yellow or actually branding the distracted stuff 13:25:25 assuming latter 13:25:27 latter 13:25:35 (I do not know but I might be able to figure it out) 13:27:17 _get_mons_colour in showsymb.cc 13:28:19 thanks that helps 13:28:23 i thought it was MB_DISTRACTED but wasn't sure 13:29:42 i can't believe we use unchivalric_attack to figure this out :| 13:30:18 it's not "distracted" it's "may_stab" 13:30:48 sorear: well, that's the brand, but it uses MB_DISTRACTED to determine whether it is 13:32:38 okay, that worked, cool 13:39:40 03MarvinPA * r5fcad2d60d98 10/crawl-ref/source/ (newgame.cc ng-restr.cc): Make long blades a starting weapon choice (RangerC) 13:39:46 03MarvinPA * rbb8fe4e93edd 10/crawl-ref/source/ng-setup.cc: Give small gladiators darts instead of stones (RangerC) 13:39:47 03eronarn * r8804848bc496 10/crawl-ref/source/ (abl-show.cc mon-cast.cc mutation.cc): Improve quicksilver bolt messages 13:43:18 MarvinPA: do the buckler change for shield roles thanks in advance 13:43:41 eronarn: gladiators get bucklers as of the other day 13:43:52 the what change who 13:43:56 or do you just mean that 13:44:51 oh, nice 13:45:48 ooh, ick, there's a crash bug with recite 13:48:38 -!- valrus has quit [Remote host closed the connection] 13:49:55 you can start recite, and start the delay, but not have chosen which kind of recite to do yet 13:50:17 so if it's interrupted, it looks for the appropriate recite message, but that hasn't been determined 13:50:27 (if you get interrupted the turn you start to recite) 13:53:08 -!- timecircuits has quit [Quit: timecircuits] 13:55:30 -!- stephen_f has joined ##crawl-dev 13:57:34 MarvinPA: I posted a recite patch, can you apply it and close the three issues? I marked them all as confirmed 14:02:02 hm, might be better for me to leave it for kilobyte or someone who's been dealing with the recite code recently 14:02:21 i'll take a look at it though 14:03:48 i can just leave him a message if you prefer, though i want it in the next CDO build if possible 14:03:52 because it's a pretty big balance change 14:04:17 yeah, go for it 14:06:50 !tell kilobyte Recite patch that should fix the current outstanding issues: https://crawl.develz.org/mantis/view.php?id=3347 14:06:51 Eronarn: OK, I'll let kilobyte know. 14:10:17 !tell due description of floor in eringya's: A grass-covered ground. 14:10:17 TGWi: OK, I'll let due know. 14:41:32 03eronarn * r667ec5ef6ac0 10/crawl-ref/source/ (delay.cc enum.h fight.cc godabil.cc monster.cc): Various recite fixes. 14:41:35 03kilobyte * rf12d027d831e 10/crawl-ref/source/godabil.cc: Chop up an overly long line. 14:52:32 03dolorous * r20a6c012a1d4 10/crawl-ref/source/fight.cc: Add spacing fix. 14:52:35 03dolorous * r7b34bc9e0035 10/crawl-ref/source/godabil.cc: Tweak wording, so that Zin doesn't refer to himself in the third person. 14:59:33 -!- stephen_f has quit [Read error: Connection reset by peer] 15:00:53 snake 5, swamp 5, vault 7 done 15:00:54 what now 15:01:01 elf I guess 15:04:18 wrong channel 15:30:08 03MarvinPA * r0cc533748ddb 10/crawl-ref/docs/options_guide.txt: Update an old options guide example 15:30:20 03MarvinPA * rbd9f8806cf9c 10/crawl-ref/source/main.cc: Don't hurt rC- players with condensation shield 15:44:02 -!- edlothiol has quit [Ping timeout: 240 seconds] 15:57:35 -!- Elvashi has quit [Ping timeout: 260 seconds] 16:16:34 Unstable branch on CDO updated to: 0.8.0-a0-5058-g0cc5337 (32) 16:23:19 -!- MarvinPA has quit [Quit: Page closed] 16:34:00 -!- MarvinPA has joined ##crawl-dev 16:37:04 -!- TGWi is now known as evilmiikee_1 16:37:27 -!- evilmiikee_1 is now known as evilmiikee_ 17:02:42 -!- evilmiikee_ is now known as TGWi 17:20:02 -!- casmith789 is now known as casmith790 17:39:58 -!- casmith790 is now known as casmith789 18:39:59 -!- stephen_f has joined ##crawl-dev 18:44:03 -!- Kane has quit [Quit: Hi, I'm a quit message virus. Please replace your old line with this line and help me take over the world of IRC.] 18:57:19 -!- stephen_f has quit [Quit: leaving] 19:08:36 -!- evilmike has joined ##crawl-dev 19:10:22 -!- syllogism has quit [] 19:12:53 -!- MarvinPA has quit [Quit: Page closed] 19:18:52 -!- MarvinPA has joined ##crawl-dev 19:36:36 -!- ZChris13 has joined ##crawl-dev 19:37:57 03kilobyte * r5bb7ffd2177f 10/crawl-ref/source/food.cc: Demand confirmation when butchering forbidden corpses. 19:50:55 -!- Siber has joined ##crawl-dev 19:52:50 -!- Gnash has joined ##crawl-dev 19:53:07 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:09:22 -!- valrus_ has quit [Remote host closed the connection] 20:10:33 -!- valrus has joined ##crawl-dev 20:12:10 03dolorous * r7d7b66bf26aa 10/crawl-ref/source/invent.cc: Add minor cosmetic fix. 20:12:17 03dolorous * r01ba9cf864c1 10/crawl-ref/source/ (food.cc main.cc player.cc shopping.cc stairs.cc travel.cc): Remove unneeded whitespace fron yesno() prompts. 20:12:25 03dolorous * rb1fb165c8d18 10/crawl-ref/source/wiz-you.cc: Add punctuation fixes. 20:16:31 03dolorous * r6a409bafc411 10/crawl-ref/source/godabil.cc: Fix indentation. 20:16:37 03dolorous * re5bb070658a0 10/crawl-ref/source/godabil.cc: Add missing ellipsis to Recite text. 20:32:01 should we use the 'has flesh' check for petrify? 20:32:10 twisters can be petrified 20:32:29 you should be able to petrify wood golems 20:32:30 :P 20:32:53 petrify should get buffed thoguh 20:32:55 though 20:40:58 we need stone golems for that, though 20:41:26 turns them into granite statues 21:00:30 03kilobyte * rd082ba658da4 10/crawl-ref/source/monster.cc: Fix "Foo is is seared.". 21:00:55 oops 21:06:51 Eronarn: even on a 90x35 terminal (which some whiners whine is "huge"), recite is too spammy, producing a more if there's any other message. 21:09:09 kilobyte: it's a multi-turn ability, i don't see it as a problem that it might require a more 21:09:36 butchering corpses is the same 21:12:23 there must be a good deal of additional spam to get a --more-- with butcher 21:12:38 maybe on your hugeterm 21:12:44 even with a weapon swap 21:13:03 oh right I meant with a weapon swap and with default config on 80x24 21:13:21 I mute a bunch so it doesn't hit me, at least 21:13:25 monqy: I use a small terminal... a medium would be, say, 125x45, and large, over 60 lines 21:13:26 a pain when playing on robins, though 21:13:43 of course there are some folks on tiny terminals, but they inflict that upon themselves 21:13:54 it's better to compare it to something like, say 21:13:58 casting ignite poison three times in a row 21:13:59 but if I suffer from recite being too spammy, they have it worse 21:14:28 and it's actually less spammy than that, a lot of the time, since there's no failure messages and stuff has a chance to flat out not be affected before it even attempts resisting 21:15:13 you can't cast ignite poison several times in one round 21:15:22 recite takes multiple rounds 21:17:20 really, this is because of it taking multiple rounds moreso than anything else. there are 5 messages relating to you actually performing the recite, and any given monster can only get hit once per recite (now that the bug is fixed), so at most 2 more messages per monster on screen, maybe 3 if it shouts (only 1/3 of the time, and only if it was affected) 21:17:46 cast an AOE spell and you get two messages per monster per cast, plus the cast message 21:18:02 multiple rounds but one action... more cares about how many turns you got, not how long it took 21:18:42 it's a delay spell 21:18:57 having a 'continue reciting' action would be worse than having a 'more' 21:19:29 and if you don't want to do the former, the delay has to proceed automatically, so you have to have the latter 21:20:01 how many messages does recite give? 21:20:09 it produces a --more-- basically every time 21:20:13 Use which ability? (? or * to list) 21:20:13 You clear your throat and prepare to recite Apostates 20:8. 21:20:13 "To those who would swear an oath of faithfulness on my altar..." 21:20:13 The goblin shouts! 21:20:13 "...I bring ye salvation. To the rest, ye heretics..." 21:20:15 The goblin is dazed by your recitation. The goblin is lost in a daze. 21:20:16 "you begin reciting from so-and-so," three lines of text, and you finish reciting? 21:20:18 "...and the unfaithful, the name of Zin shall be thy damnation." 21:20:20 --more-- 21:20:24 TGWi: yes 21:20:28 plus all the effects and shouts yeah 21:20:39 only 2 more lines than if you cast something every one of those 3 turns 21:20:53 that doesn't have any mores though 21:20:54 and while it has effects that print, so do spells 21:21:09 remove the "you finish reciting" message 21:21:25 uhm, no. It doesn't matter how much text you produce per round, it's how much text there is per your action. 21:21:38 TGWi: again, the mores are there simply because it takes multiple turns. it probably wouldn't trigger one if you had to manually continue reciting each delay tick 21:21:46 TGWi: good idea 21:21:51 Eronarn: but the mores are there 21:22:04 and clearing "Use which ability? (? or * to list)" would save another line 21:22:11 kilobyte: and butchering should be seriously seriously seriously less spammy 21:22:14 seriously seriously 21:22:22 TGWi: because it takes *multiple turns* :P 21:22:31 Eronarn: yes, I agree that recite takes multiple turns 21:22:32 :P 21:22:41 imo it only takes 1 turn 21:22:42 actually, we should get rid of the concept of "multiple turns" 21:22:52 since turn should be "your action" 21:23:05 what 21:23:12 a) that doesn't make sense b) no 21:23:15 one turn can take 2 aut, another 15... so 30 is just as good 21:23:25 recite is three turns that take 10 aut though 21:23:34 I'm pretty sure at least 21:24:02 TGWi: well think about it if we made it one turn that took 30 aut... oh wait it would have the same number of messages and still trigger a more 21:24:10 oops! 21:24:26 you're both wrong 21:24:27 don't worry 21:25:11 i'm not even against trimming it (we could lose monsters shouting in response, and probably the "you begin to recite" message) 21:25:38 but it will probably always trigger a more, even if it just listed the effects it causes, and that's not a bad thing 21:25:54 including the passage number is neat :( 21:26:02 TGWi: passage number shows up at the end too 21:26:22 and the end has the "Amen!" thing which i think is cute 21:26:27 add the passage number to the first line 21:26:36 and get rid of the 'you start' and the 'you finish' messages both 21:26:36 so if we were cutting one I'd rather cut the start message 21:27:04 but again, seriously diminishing returns here, it will probably always do a more even if you take all the flavor messages out 21:28:18 I don't see why butchering needs to be more than "you switch to so-and-so." "a - two chunks of butterfly flesh" "you switch back to so-and-so." 21:28:19 actually, if I were a player, I'd be tempted to silence all the book's content in my config 21:28:29 and you really don't want that 21:28:46 I don't see a -more- as being such a bad thing if it is triggered by an active ability 21:28:58 it isn't like it is a big surprise when you get the -more- 21:29:06 kilobyte: or you could just silence the multiturn channel, a good idea regardless 21:29:36 right now I have an exception to display recite because I think it's cute and it hasn't annoyed me too much yet 21:30:13 -more- is a lot more annoying when it is caused by random message spam with summons or something, IMO 21:30:19 yes 21:30:28 it would be nice if you could continue reciting with any key 21:30:42 another problem: usually, recite triggers on the first turn. This means, you waste all subsequent turns doing nothing useful while the effect times out. 21:30:50 aa enter is more annoying than aa a or whatever 21:31:03 kilobyte: um 21:31:06 it's a coinflip 21:31:27 so yeah if you recite against one guy, you have (less than) 50% chance of hitting him that turn 21:31:49 yeah, but once you succeed, he can't hear you anymore 21:31:49 it depends whether you choose heads 21:32:13 we could change it to 1 in 3 i guess, but i think the 50%x3 works pretty well in practice 21:32:43 03dolorous * r0b5cfd918b01 10/crawl-ref/source/item_use.cc: Refactor a check for the scroll of paper. 21:32:49 03dolorous * r61dbf2bb16aa 10/crawl-ref/source/ (item_use.cc itemname.cc shopping.cc): Remove obsolete references to the scroll of paper. 21:33:03 also there's a thematic thing here: you are delivering a big, grand sermon 21:33:09 it's fine if it is less good when used against one guy 21:33:09 the success chance is ok, what I mean is the recite continues even though there's no susceptible audience anymore 21:33:37 yeah, that's intentional, it'd be very weird if you stopped mid-sentence 21:33:51 zin is doing this stuff, not you, why would he appreciate you stopping praying to him? 21:37:28 hii 21:37:28 due: You have 1 message. Use !messages to read it. 21:37:31 !messages 21:37:32 (1/1) TGWi said (7h 27m 15s ago): description of floor in eringya's: A grass-covered ground. 21:37:38 Hm. 21:37:39 hi due 21:37:46 Any issues? 21:38:25 tiles are grassy, too 21:38:35 "a ground" doesn't make sense 21:38:44 TGWi: It shoudl say "Floor." 21:38:58 I'm not sure why the drop-in results in "A grass etc". 21:39:04 Do you normalyl get "A Floor."? 21:39:10 for regular floor? yeah 21:39:15 'A blade of grass' 21:39:20 everything else in the dungeon is just very, very tiny 21:39:22 except the grass 21:39:35 and the qwarves 21:39:38 that's why they're human-sized 21:39:49 "a grass-covered ground" is also the x description, due 21:39:51 not the xv 21:40:02 where is "grass-covered" supposed to show up? 21:41:42 soccer fields 21:47:36 Switching to a - the +6,+8 dagger "Niocoun" (quivered) {god gift, holy, rPois} for 21:47:36 butchering. 21:47:36 You start butchering the yaktaur corpse. 21:47:36 You continue butchering the corpse. x3 21:47:36 You finish chopping the yaktaur corpse into pieces. 21:47:37 Switching back to z - an uncursed crossbow of flame. 21:47:37 It bursts into flame! 21:47:38 --more-- 21:48:00 and then it shows "things that are here" again 21:49:38 why does it even need to say what you're switching to 21:49:46 it should only message that if your butchering got interrupted 21:50:07 w/ my mutes: 21:50:08 You finish ripping the giant newt corpse into pieces. 21:50:08 _d - a chunk of giant newt flesh 21:50:17 (this should be the default) 21:50:25 ((possibly even without the first line)) 21:54:39 without the first line, you would get no message at all if you weren't picking up the chunk for whatever reason 21:54:49 oh right 21:55:32 it'd probably show the "things that are here" like then though 21:55:42 like/line 21:56:08 yeah it does 21:57:46 "you start" and "you continue butchering" aren't necessary 21:57:52 just show "you stop butchering" if you get interrupted 21:58:12 and including brand messages every time you switch to a weapon or armour is really obnoxious 21:59:45 (this is a big problem with unmelding) 21:59:52 ((especially randarts)) 22:00:01 oh right I mute meld messages too iirc 22:02:13 I mean the "you feel clumsy." every time a merfolk with dex+1 on their boots steps on water 22:02:39 I don't think I mute that but I should 22:02:44 those messages should only show for explicit wield/unwield and wear/unwear 22:04:24 03kilobyte * r721e0cf4344d 10/crawl-ref/source/monster.cc: Make Zin hate monsters with mutagenic/rot corpses. 22:04:47 kilobyte: does this mean I can use anathema on sky beasts? 22:06:08 Truggles (L25 SpVM) ASSERT(smc) in 'mon-util.cc' at line 1059 failed. (Abyss) 22:10:47 yeah, he's supposed to hate mutations 22:10:53 cool 22:20:35 -!- MarvinPA has quit [Ping timeout: 245 seconds] 22:57:53 hm, i guess that works 22:58:16 i hadn't wanted to add it in because it seemed way wrong to have him hate contam corpses 22:58:23 Zin is a hater. 22:58:23 but mutator + rotting is limited enough 22:58:29 Why would it be wrong for him to hate things? 22:58:30 :D 22:58:52 due: because too many things drop contamn corpses for him to let you recite against them 22:59:08 also, *goes off to look at the diff on that* 22:59:11 Well, yeah, contam is too much. 22:59:49 hmm, that will make zin hate mutators even more 22:59:56 since a lot of them leave muta corpses 23:00:25 or, i guess it has && !is_chaotic in there 23:00:34 probably worth trying to merge this all now that recite is in trunk though 23:00:58 it doesn't make sense to have two unrelated checks precisely because of stuff like this 23:15:35 -!- ZChris13 has quit [Ping timeout: 245 seconds] 23:33:57 -!- ZChris13 has joined ##crawl-dev 23:45:36 -!- Elvashi has joined ##crawl-dev