00:04:17 due: ok; thank you.Dear all: Another thing: monqy suggests that the distinction between DAM_ and DVORP_ is confusing for source-code readers. And that really the game should have only DAM_, and that all vorpal weapons should just be labeled "vorpal": e.g. a vorpal hand axe should be labeled "vorpal hand axe". What do you think? 00:04:50 vimpulse: it's hardly the most confusing thing 00:05:07 monqy: it's still confusing :) 00:05:14 *monky suggests in ##crawl 00:06:14 monqy: sorry I spelled your name wrong. 00:06:15 Anyway, all, I think that monqy's suggestion would also make Crawl easier for newbies to learn. 00:07:04 i'd be fine with removing the different vorpal names, personally, they are a bit weird 00:07:12 I agree with Eronarn 00:07:52 someone wanna file it? it's 1 AM here, I'm getting tired, and I already have one more bug to repro in trunk then file tonight. 00:10:37 Maybe not "it" but "them". One bug "Please replace all the different vorpal-weapon adjectives 'chopping', etc. with the single adjective 'vorpal'". And a dependent bug "Please remove all DVORP_ weapon-type data from the source". 00:18:25 ... 00:18:51 All weapons should be named vorpal, imho. 00:19:17 The difference between DAM_ and DVORPAL_ or whatever is absolutely not the most confusing part of the source code. 00:19:35 did anyone say "most confusing" 00:19:39 You're welcome to file a patch fixing it, but filing a bug that the source code is difficult to comprehend is... well, redundant. :) Unfortunately, crawl's codebase is insane. 00:19:45 I specifically said it's not the most confusing 00:19:54 Yes. 00:19:57 I was agreeing with monqy. 00:20:10 you were agreeing with monky before he said it 00:20:14 ... no. 00:20:17 22:04:50 < monqy> vimpulse: it's hardly the most confusing thing 00:20:25 I'm agree with monky when he said it about 20 minutes ago? 00:20:49 ok; would someone please file only one bug then? "Please replace all the different vorpal-weapon adjectives 'chopping', etc. with the single adjective 'vorpal'". 00:20:59 not exactly a bug 00:21:02 I thought you said that 00:21:07 your names look really similar 00:21:07 is there a code cleanup section on the wiki? 00:21:08 01:19 <+due> You're welcome to file a patch fixing it, but filing a bug that the source code is difficult to comprehend is... well, redundant. :) Unfortunately, crawl's codebase is insane. 00:21:18 there are two separate checks for fire elementals to not enter water 00:21:22 both performed in the same function 00:21:59 monqy: that's true. It's more of a feature request than a bug. Maybe on some "Interface" page? 00:22:08 is that the same function that doesn't slow down monsters in shallow water? 00:22:16 vimpulse: it's internal not interface 00:22:42 TGWi: doesn't it sort of kind of not really slow them down 00:22:56 randomly losing turns or something 00:23:00 to simulate slowing 00:23:07 according to eronarn it says they have a 20% chance of not being able to enter a water tile 00:23:14 right that 00:23:20 because that's the best way to implement slowing 00:23:22 monqy: well, I guess replacing "chopping" etc. with "vorpal" it affects both internals and interface. 00:25:10 TGWi: one of them is the same function yes 00:25:19 i will rewrite it, some day 00:25:28 do it right now 00:25:56 monsters not slowing in water makes me rage 00:26:34 !tell due Fix all the vorpal stuff. 00:26:36 due: OK, I'll let due know. 00:26:39 vimpulse: There we go, I filed a bug with myself. ;) 00:26:39 due: You have 1 message. Use !messages to read it. 00:26:45 Henzell: Shh I'll look later. 00:26:47 due: :) 00:26:51 1tell due fix everything ever 00:26:53 also rewrite fight.cc thanks in advance 00:27:07 change everything 00:27:40 I will apply code cleanup patches. 00:27:44 And documentation patches! 00:28:40 -!- valrus has joined ##crawl-dev 00:28:50 If anyone needs the build broken, ping me. I'm good at that. 00:29:42 sorear: i already snuck a crash bug into crawl and i don't even have commit! 00:31:10 Eronarn: weak. you should have added a backdoor instead. 00:33:22 sorear: i read a great article earlier from the devteam of a PS2 game with multiplayer 00:33:44 they shipped without patching capabilities and with bugs that enabled multiplayer cheating 00:34:40 they hacked in patching capabilities by using a buffer overflow in the EULA download function, by feeding in a EULA with a bunch of custom written heavily constrained (e.g., no nulls) code appended 00:34:54 :) 00:35:15 i thought this was what lawyers existed to prevent coders from doing, but what do i know 00:36:01 "lol". 00:39:13 !learn edit mahkleb s/.*/Typo. See the "Makhleb" entry instead./ 00:39:14 mahkleb[1/1]: Typo. See the "Makhleb" entry instead. 00:40:04 Sorry about the noise. I didn't realize I wasn't in ##crawl. 00:42:37 !learn edit mahkleb s/.*/see {makhleb}/ 00:42:38 mahkleb[1/1]: see {makhleb} 00:42:39 due: why is this bog mummy randomly rotting 00:42:43 ?? mahkleb 00:42:43 makhleb[1/4]: Makhleb wants kills and sacrifices, and provides hp/mp-for-kills, two conjuration invocations, and two summoning invocations. Note that Minor Destruction has no piety cost, so you can use it freely (though it is hungering); servants are not 100% friendly; and greater demons are effective against essentially everything. 00:44:58 !learn edit mahkleb s/.*/Typo. See the "Makhleb" entry instead./ 00:44:58 mahkleb[1/1]: Typo. See the "Makhleb" entry instead. 00:47:38 Eronarn: because they do that? 00:47:49 it's kind of spammy/weird 00:48:01 03dolorous * r407f25680758 10/crawl-ref/source/libutil.cc: Properly pluralize "mosquito" as "mosquitoes". 00:48:03 Eronarn: Live with it. 00:48:34 Why no redirect? 00:48:45 does it trail miasma a la rotting devil? 00:48:56 no 00:49:00 or would that dilute rotting devils too much 00:49:15 it just says "the bog mummy is rapidly rotting" and then a few turns later "the bog mummy is no longer rapidly rotting" 00:49:53 does it rot to the point that if you wanted to you could kite it to death? 00:50:10 ignoring, of course, any ranged attacks 00:51:53 no idea 00:52:44 It can die from its own rot. 00:53:33 You closely miss the bog mummy. The bog mummy begins to rapidly decay! 00:53:34 The bog mummy casts a spell. 00:53:34 _You smell decay. 00:53:34 _You closely miss the bog mummy. The bog mummy's decay slows. 00:53:37 seriously, this is just dumb 00:56:08 Why? 00:56:37 -!- Kurper has quit [Read error: Connection reset by peer] 00:56:54 little gameplay effect for someone who is fighting them 'honestly' but enables scumming for others, spammy, unclear messages 00:57:48 So? 00:57:54 They're basically a popcorn monster. 00:58:00 that has a death curse 00:58:21 It can be tweaked to fix scummy behaviour. 00:58:27 But I refuse to remove what I think is an interesting flavour. 00:58:38 i don't care if it rots but the messages are annoying 00:58:54 Almost as annoying as you are being right now :p 00:59:53 i can be way more annoying than this if it will get you to make bog mummies not spam me 01:00:45 are bug mummies inherently short-lived like toadstools? 01:01:42 -!- slyshy has quit [Quit: leaving] 01:03:09 sorear: Sorta. 01:03:20 I had some plans to make water heal them but it kinda feel through. 01:03:22 *fell. 01:12:02 it occurs to me: we really need to get zin recite going on monsters so that we can fake the death message 01:12:23 if they would've died to one of the smite/damaging effects of recite, instead, do the salt pillar message 01:13:03 then just add to the learnDB that recite monsters have a chance to instakill by turning you into a pillar of salt 01:13:14 and watch the angry FRs roll on in 01:14:39 I've added "Please replace all vorpal-weapon adjectives with the single adjective 'vorpal'" to https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:weapons. Thanks due, monqy, all. 01:14:39 P.S. Someone might want to merge https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:weapons into the new page. 01:18:22 According to the schema it should probably be at :weapons and not :items:weapons? I duno. 01:18:45 due: aren't weapons a kind of item? 01:19:10 Yes but what point is there disambiguating them thus? 01:19:23 due: why not disambiguate? :) 01:19:58 due: if everything were in the same namespace there'd be stuff like summoning_scroll, summoning, summoning_spells, etc. on one tier 01:20:41 due: amulets, armour, potions, etc. are also in https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:start . 01:20:48 free to use it differently, of course, but that's why i set it up the way i did 01:21:24 -!- vimpulse has quit [Remote host closed the connection] 01:21:40 Eronarn: Well, dcss:brainstorm:scrolls:summoning makes sense. 01:21:54 dcss:brainstorm:items:scrolls:summoning ins a little cumbersome? 01:22:06 I dunno. It doesn't bother me all that much. 01:58:43 -!- TGWi has quit [Read error: Connection reset by peer] 02:42:36 -!- eith has joined ##crawl-dev 03:01:54 -!- eith has quit [Ping timeout: 276 seconds] 03:07:43 -!- evilmike has quit [] 03:15:07 -!- upsy has joined ##crawl-dev 03:17:04 -!- Zaba has quit [Ping timeout: 265 seconds] 03:20:38 -!- Zaba has joined ##crawl-dev 03:37:14 -!- valrus has quit [Remote host closed the connection] 03:55:24 Banish sometimes leaves a corpse (https://crawl.develz.org/mantis/view.php?id=3398) by wolfechu 03:56:18 -!- ortoslon1 has joined ##crawl-dev 03:56:56 http://tozt.net/crawl 404s 04:00:02 ooh, the whole of doy's site is a lighttpd placeholder page 04:01:20 i think cao had some disk trouble yesterday didn't it? (tozt is on the same server i believe) 04:07:09 !tell doy http://tozt.net/crawl 404s 04:07:10 ortoslon1: OK, I'll let doy know. 04:07:55 !seen doy 04:07:55 I last saw doy at Sun Dec 12 17:54:14 2010 UTC (8w 16h 13m 41s ago) parting ##crawl with message chanpart. 04:08:18 he's not around much these days 04:08:28 !seen by 04:08:28 I last saw by at Mon Dec 27 08:22:25 2010 UTC (6w 1h 46m 3s ago) quitting with message Quit: leaving. 04:08:31 !seen greensnark 04:08:32 I last saw greensnark at Mon Feb 7 05:27:17 2011 UTC (4h 41m 14s ago) quitting with message Quit: à bientôt. 04:08:51 oh greensnark came back did he 04:10:24 if I'm not misremembering, doy showed up recently for a bit while henzell was down 04:10:44 didn't really say or do anything though 04:12:37 greensnark only joined ##crawl. Maybe he takes the "i'm really no developer" serious now? :) 04:14:37 -!- Siber2 has joined ##crawl-dev 04:15:34 -!- Siber has quit [Ping timeout: 246 seconds] 04:18:02 -!- monqy has quit [Quit: hello] 04:18:44 -!- Textmode has joined ##crawl-dev 04:30:52 -!- cw_ has quit [Remote host closed the connection] 04:35:22 -!- Icelos has joined ##crawl-dev 04:40:06 -!- Mu_ has joined ##crawl-dev 04:42:18 -!- upsy has quit [Quit: Leaving] 04:44:14 Hii. 04:44:42 hail 04:44:56 Helloo 04:48:16 -!- Icelos has quit [Quit: Ex-Chat] 05:18:57 -!- cw_ has joined ##crawl-dev 05:20:31 -!- dpeg has joined ##crawl-dev 05:20:33 cheers 05:20:40 !seen elliptic 05:20:41 I last saw elliptic at Mon Feb 7 09:46:43 2011 UTC (1h 33m 57s ago) saying but more xp and faster piety on ##crawl. 05:24:14 due: weren't porcupines supposed to spike those who attack them? I see no code related to that. 05:25:40 kilobyte: yes, the idea was to make the spiny DS mutation also apply to some monsters. 05:25:42 the commit which added them says they are finished -- is something amiss? 05:26:06 Namely to (at least) spiny frogs and porcupines. Perhaps others. 05:26:22 melee only, right? 05:26:57 yes 05:27:37 I have no idea if the DS mutation code is usable for monsters. If so, we can use mutation levels (so that porcupine has 1, but spiny frog 3). 05:40:19 moin 05:40:25 Hi! 05:43:08 !seen galehar 05:43:08 I last saw galehar at Fri Feb 4 16:54:25 2011 UTC (2d 18h 48m 43s ago) quitting with message Quit: Page closed. 05:50:44 kilobyte: It is not written yet. 05:50:53 kilobyte: omeone had a patch for it 05:56:15 dpeg: Someone was doing a patch for t. 05:56:20 Unfortunately my list of "todo" is huge :/ 05:56:49 due, how much of your todo list is adding new features? 05:56:52 you don't happen to remember who was doing it, or what's the status? 05:56:53 -!- elliptic has quit [Ping timeout: 276 seconds] 05:57:49 just pointing out that non-functional monsters are not good for 0.8, they should be disabled, or, in this case where it's little work, finished up 05:58:25 we're not in such a hurry yet, just asking if it's forgotten 05:59:27 kilobyte: well, they arne't non-functional: they replace grey rats everywhere. 05:59:33 Zaba: hardly any? 05:59:41 due, good ;P 06:00:05 -!- dpeg_ has joined ##crawl-dev 06:00:16 kilobyte: is dis well? 06:00:22 wb dpeg 06:00:27 kilobyte: someone here, monky or Marvin possibly. 06:00:43 dpeg_: seems to work, is something amiss? 06:00:51 just was a bit flaky 06:01:11 kilobyte: thumbs up for having an eye on polish 06:01:15 due: I mean people are somewhat surprised they don't have spikes 06:01:25 this is important... greensnark always stressed this point 06:01:42 of course, spiky porcupines are a myth: as a kid I personally sat on one and it wasn't any sharp 06:02:02 kilobyte: we go with the comic imaginery, not the real thing here 06:02:03 you'd have to be a small animal putting your nose into one 06:02:20 against foxes, dogs and the like, spikes may indeed work 06:02:36 to ask a stupid question, why did you sit on a porcupine? 06:02:53 _kid_ 06:03:22 I noticed the spikes don't appear to be sharp, and tested it -- and they indeed were not. 06:03:43 yeah 06:03:46 it also depends on age 06:03:50 probably due to sitting on a large number of them at once rather that a couple, of course 06:04:48 thus the guru lies on a bet of nails 06:04:55 exaclty :p 06:04:56 -!- upsy has joined ##crawl-dev 06:05:36 realistically, using a weapon should make you totally immune 06:05:52 -!- syllogism has joined ##crawl-dev 06:06:01 only felids and maybe spriggans should be non-immune 06:06:24 It passively affecting you should be minor. 06:06:33 But "the porcupine pokes you with its spines!". 06:06:42 One of my "todo" is re-do monster attack flavours as bitflags. 06:07:41 kilobyte: no realism here... the whole size system is totally inconsistent and we're not gonna change that. 06:09:37 Zaba: rather, anyone stupid enough to hit one with a hand (or mouth) 06:10:25 note my earlier line about spikes working against foxes and dogs... kitty mouth is of similar size 06:13:45 -!- elliptic has joined ##crawl-dev 06:15:37 Will try to get some changes done later. 06:18:25 dpeg: What do you thin of my change to quotes? 06:18:43 03due * rc4dadb4db2a4 10/crawl-ref/source/mon-stuff.cc: Fix #3398: Banished monsters don't have corpses to leave behind. 06:19:03 due: the best possible action on that front 06:19:06 thanks for that! 06:19:49 dpeg: a) we get to keep the quotes b) we can make them longer even -- we have the space c) oonly people who want to see them will see them. 06:19:54 i think it was the perfect solution :D 06:19:59 yes! 06:20:56 i've got a half-finished commit to apply the chances to items as well 06:21:11 but that involved re-writing item description code to use describe_info and i made a mistake somewhere with itt :/ 06:21:14 due: ideally, to everything 06:21:32 well, features and monsters ar ecurrent... 06:21:39 if we add it to items, that will be everything? 06:21:44 yes 06:21:54 gods are... handled differently 06:22:06 it also means tutorial players can view quotes as well 06:22:17 okay, actually going to sleep, ngiht folk 06:22:19 busy day tomorrow 06:23:40 bye due! 06:23:56 I haven't forgotten about holies either :) 06:27:30 Have you noticed weapon and armour randarts show up only once in a blue moon, while jewelry ones are quite frequent? 06:28:43 it appears that by's fix to a bug which caused some of them to be generated exceptionally often had a side effect of cutting the generation rate for all of them by four 06:31:41 Scroll of Bugginess (https://crawl.develz.org/mantis/view.php?id=3399) by b0rsuk 06:32:21 -!- eith has joined ##crawl-dev 06:36:14 b0rsuk: it's scroll of paper, its removal wasn't fully save compatible, but the effects are harmless 06:36:48 should we restore the unrand generation rate? 06:37:06 kilobyte: restore to what state? 06:39:02 not sure 06:40:06 you could increase randart generation somewhat, if you want 06:40:18 before, you had separate rolls for fixedarts and unrandarts 06:40:46 I mean, the percentage of unrandarts among artefacts is far lesser than it was 06:41:39 ok, s/randarts/unrandarts/ in my first line, sorry for the confusion 06:44:18 yes, understood :) 06:44:21 just go ahead 07:24:55 -!- galehar has joined ##crawl-dev 07:25:11 hi 07:27:21 -!- Kurper has joined ##crawl-dev 07:28:05 galehar: meow! 07:32:01 Enemy and enslaved slime creatures can merge (https://crawl.develz.org/mantis/view.php?id=3400) by casmith789 07:34:58 dpeg: did you notice I submitted some orc vaults? the mantis issue got buried to page 2 quite quickly https://crawl.develz.org/mantis/view.php?id=3391 07:39:39 not sure if you have a clue about keyboard input code, but: there's currently an assumption that all characters are 1..127, with values 128..255 used for Crawl's private codes, 256..600something for ncurses, 1000ish for Crawl's redefinition of ncurses, 1000+ for alt-something (tiles only) 07:39:49 7 bits might be enough for the weak, I want 21 :p 07:41:10 all three ports use separate namespaces for printable characters vs other keys, it's us who stuff this back into a single number 07:43:48 there are two solutions: 1. shoving aside 128..255, kludging in a queue, encoding the values in, say, UTF-8 and returning them byte by byte, or 2. having all special keys negative or with very large numbers 07:59:26 -!- ais523 has joined ##crawl-dev 08:04:03 -!- OG17 has quit [] 08:04:51 -!- OG17 has joined ##crawl-dev 08:11:38 -!- cw_ has quit [Ping timeout: 240 seconds] 08:18:47 -!- cw_ has joined ##crawl-dev 08:21:49 -!- galehar has quit [Ping timeout: 245 seconds] 08:29:06 -!- Textmode has quit [Ping timeout: 240 seconds] 08:37:23 Tiles and Console Versions Crash to an indefinite black screen, subsequentially unresponsive. (https://crawl.develz.org/mantis/view.php?id=3401) by irishtea 08:54:29 -!- cw_ has quit [Remote host closed the connection] 09:05:11 -!- cw_ has joined ##crawl-dev 09:10:25 03kilobyte * r489101023c77 10/crawl-ref/source/itemname.cc: Restore the name of scrolls of paper, they can occur in saves. 09:10:27 03kilobyte * r4ad2c648b334 10/crawl-ref/source/makeitem.cc: Allow club unrandarts. 09:10:28 03kilobyte * rfb362ea4cb72 10/crawl-ref/source/makeitem.cc: Restore part of the chances for unrand weapon/armour generation. 09:21:53 -!- Cryp71c has joined ##crawl-dev 09:25:20 -!- Textmode has joined ##crawl-dev 09:28:18 -!- ortoslon1 has quit [Read error: Connection reset by peer] 09:28:36 -!- galehar has joined ##crawl-dev 09:29:32 dpeg: thanks for the wiki page on help lines. I finally answered it. 09:31:09 galehar: hmm, it'd be nice to have consistency in the spaces around the brackets 09:31:26 although I'm a bit biased, in that my major care with help lines is to be able to use them to detect menu screens automatically 09:31:57 there's spaces inside brackets whenever there is enough room 09:32:09 ais523: are you coding a bot? 09:32:23 when I'm less busy with other things, I haven't worked in it for ages 09:32:28 but it's got far enough to die to Sigmund before now 09:32:50 mostly it starves, due to the huge difficulty of detecting corpses 09:33:01 the UI on that is fine for normal playing, but basically unusable for a bot 09:33:16 maybe it would be easier to use lua hook rather than parsing the ascii 09:34:55 yep, although that'll mean rewriting the existing frameworks, which I stole from TAEB 09:35:25 is Lua rich enough to really do absolutely everything that can be done via the UI, both reading and writing? 09:35:50 you mean crawl's lua api? 09:35:53 yep 09:35:54 no, it isn't 09:35:56 not the lang itself 09:36:30 which is just as capable as Perl, if a little lacking in library support (especially embedded in Crawl) 09:38:14 using Lua for a bot is a bit of a deal-breaker if, say, it turns out that it can't choose which ability to enhance on level-up (the bane of all newbies who ignore the message area) 09:40:24 the lua API is far from complete, but if anyone submit patches to enhance it, I don't see why we wouldn't accept them 09:40:38 yeah, things are added to the api on on-demand basis 09:40:49 some may be wizard only, others could be used in a normal game I guess 09:41:10 the other issue would be the difficulty of debugging the resulting bot 09:42:15 one advantage is that it wouldn't be broken by incompatible user interface changes 09:42:19 which happen often :P 09:43:22 -!- Textmode has quit [Ping timeout: 255 seconds] 09:43:22 galehar: it might be better to focus on client-server code instead 09:44:07 kilobyte: good point 09:44:17 if we made map_knowledge queryable from outside like it's supposed to be, one could try coding a bot that way 09:44:27 web services! 09:44:32 that way you could code a bot in whatever language 09:45:51 or a separate UI in any language, too 09:45:59 which would interest people wanting online tiles 09:46:02 too bad, there are pieces like ability/skill/etc menu 09:46:10 more web services! 09:46:46 really, you need to be able to do absolutely anything in order for a UI to be usable either by human or by bot 09:46:56 * bhaak is surprised that his evil plan to bring dcss' development to a stop seems to catch on 09:46:57 it should be possible to play "command-line Crawl" from a Lua REPL :) 09:48:12 (someone actually did that with Kingdom of Loathing, IIRC; wrt roguelikes, though, TAEB isn't nearly there yet, and probably won't be for ages) 09:50:22 -!- ortoslon has joined ##crawl-dev 09:50:33 * bhaak implemented a command-line UI for unnethack 09:50:46 bhaak: really? 09:51:09 how does it handle multiple-item pickup? that's a case where TAEB has trouble 09:51:10 ais523: didn't you know that? --enable-dummy-graphics 09:51:16 oh, right 09:51:24 I did that to regular NetHack too 09:51:37 but doesn't it just translate the window-drawing commands, rather than the game info? 09:53:14 not only drawing, also input. but it's true it doesn't structurize the game info more than the standard interface already does 09:53:33 hmm, I wonder if I can adapt my nethack-client to your format? 09:53:47 I wrote a secondary client for nethack-el a while ago, that worked more or less like tty, but with automore 09:54:09 and then decided automore was a bad idea for NetHack (the way it uses screen estate is wrong) and didn't use it in Ace 09:54:20 we should probably shift this to a different channel anyway, it's getting offtopic here 09:55:26 -!- elliptic has quit [Ping timeout: 245 seconds] 09:59:27 -!- Cryp71c has quit [Quit: Leaving] 10:16:15 -!- eith has quit [Ping timeout: 245 seconds] 10:16:28 -!- elliptic has joined ##crawl-dev 10:24:02 -!- elliptic has quit [Ping timeout: 276 seconds] 10:41:06 -!- valrus has joined ##crawl-dev 10:58:19 -!- galehar has quit [Quit: Page closed] 11:38:09 -!- valrus has quit [Remote host closed the connection] 11:47:43 03dolorous * r430a4907cc2e 10/crawl-ref/source/ (beam.cc enum.h zap-data.h): Remove Enslave Undead at the next major version bump. 11:47:54 hrmm 11:48:03 monster-plant-pathfind gives me test failures 11:48:15 I wonder what would that mean 11:48:45 -!- valrus has joined ##crawl-dev 12:12:38 -!- Textmode has joined ##crawl-dev 12:15:43 03dolorous * ra27e5b4d9c95 10/crawl-ref/source/ (enum.h zap-data.h): Remove references to Control Demon at the next major version bump. 12:34:36 -!- elliptic has joined ##crawl-dev 12:35:21 03dolorous * re5e064ba6643 10/crawl-ref/source/libutil.cc: Properly pluralize e.g. "demonspawn" as "demonspawn". 12:53:46 -!- monqy has joined ##crawl-dev 13:06:06 -!- ais523 has quit [Read error: Connection reset by peer] 13:07:40 -!- ais523 has joined ##crawl-dev 13:21:53 does oka gift ammo? 13:21:56 e.g. needles? 13:22:06 yes 13:22:07 yes 13:22:12 kthx 13:22:22 thought: summon hydra could be summ/pois, and hydras could burst into poisonous clouds when they disappear 13:22:59 03dolorous * r7b8c4e65d05c 10/crawl-ref/source/ (11 files in 4 dirs): Rename MONS_FIRECRAB to MONS_FIRE_CRAB, to match its in-game name. 13:23:07 shouldn't TSO hate it then? 13:23:11 "You summon poison essences and bind them into one of those toxic serpents known as a hydra. However, they will soon return to their original form." 13:23:25 monqy: who cares about TSO B) 13:23:37 I don't but 13:23:45 if I recall correctly, tso was one of the reasons the spell got in 13:23:53 highlevel summons for use with the good gods 13:24:36 one thing i'd actually like to see would be a way for holy spellcasters to actually cast holy spells 13:24:50 like bring a book of demonology to bless that instead of a weapon with TSO 13:24:59 no, I don't think that's good 13:25:10 it would conflate a religious domain with a magical one 13:26:40 compare with healing: it is religious and will never be a spell 13:28:07 dpeg: magic that is only accessible good characters is definitely flavorful; healing would be a bad choice for that, yeah 13:41:25 -!- ais523 has quit [Remote host closed the connection] 14:05:04 -!- TGWi has joined ##crawl-dev 14:05:37 -!- Cryp71c has joined ##crawl-dev 14:06:53 is grinder supposed to be more lethal than sig? 14:08:01 is he? 14:09:12 I believe he is 14:09:18 let me find the commit that buffed grinder and I'll check 14:09:18 what're some good H-named monsters or creatures currently unused in crawl? 14:09:30 dpeg: he's at least competitive with sigmund now, yes 14:09:31 hell orcs 14:09:34 not sure if he beats him or just comes close 14:09:39 TGWi: must be one or two syllables, single word 14:09:46 hellor 14:09:47 c 14:09:47 hydra 14:09:50 Hellion 14:09:52 ohwait 14:09:52 like horror, harpy, hydra, etc. but not something we're using yet 14:09:53 :P 14:09:54 he said unused 14:10:09 maybe remove hellions so eronarn can use that 14:10:11 wink wink 14:10:20 ??hipogriff 14:10:20 I don't have a page labeled hipogriff in my learndb. 14:10:25 hipogriff ? 14:10:35 crawl has those 14:10:36 is more than two syllables 14:10:41 i need the name for alliterative purposes 14:10:45 Eronarn, I do not play by your syllable rules! 14:11:09 But H is not a good letter to alliterate with in the first place. (At least in German, H is a sound without a lot of force.) 14:12:07 dpeg: Hungry Hungry Hippos. 14:12:18 use "hippo" 14:12:43 i don't think that'll work well for this sadly 14:13:08 !lg * killer=grinder src=cdo start>20110114 14:13:08 132. Omniguy the Magician (L4 DrWz), slain by Grinder (a +0,+0 dagger of pain) on D:3 on 2011-02-07, with 278 points after 2598 turns and 0:14:09. 14:13:12 hmm, maybe hawk 14:13:13 !lg * killer=sigmund src=cdo start>20110114 14:13:15 209. spacet the Cudgeler (L3 KoBe), worshipper of Trog, slain by Sigmund (a +0,+0 scythe) on D:2 on 2011-02-07, with 117 points after 2270 turns and 0:05:11. 14:13:47 oh, or hornet! 14:14:08 !lm * uniq=grinder src=cdo start>20110114 14:14:10 -!- elliptic has quit [Ping timeout: 255 seconds] 14:14:14 !lm * uniq=sigmund src=cdo start>20110114 14:14:34 295. [2011-02-07] capslocke the Skirmisher (L3 MiFi) killed Grinder on turn 2864. (D:3) 14:14:34 583. [2011-02-07] Archibald the Cudgeler (L3 OgBe) killed Sigmund on turn 1476. (D:2) 14:14:57 maybe Howler; it doesn't have to be an existing monster, just has to sound like one 14:15:17 http://www.d20srd.org/srd/monsters/howler.htm (D&D has howlers but these wouldn't be like them) 14:15:24 dpeg: 45% for grinder vs 36% for sigmund 14:16:08 I don't understand the percentages, but Sigmund is more effective? 14:16:26 kills by unique vs kills of unique 14:16:46 there are 45% as many grinder deaths as grinder kill milestones 14:16:49 36% for sigmund 14:16:59 we should really automate these queries imo :) 14:17:01 crawl's iconic unique has been replaced by an imp named after an IRC troll 14:17:22 Grinder is a great name for anything. 14:18:05 Those emo psychoanalysts can take their scythes and go right back onto the couch. 14:18:29 dpeg: there is a gay male hookup website called Grindr 14:18:33 grinder should be way OOD, after all, he has grinded some serious experience 14:19:20 dpeg: oh, btw, I thought of a way we can do a simple kind of achievements within Crawl itself: like how Farmer gets appended, but with multiple appendings. 14:19:27 like "All-Runing" 14:20:11 that's only a henzell thing though, isn't it? 14:20:12 -!- Vandal has quit [Ping timeout: 265 seconds] 14:20:15 MarvinPA: yes 14:20:23 !hs impgrinder 14:20:23 but it'd be enough to start, i think 14:20:23 363. impgrinder the Blinker (L19 NaWr), worshipper of Cheibriados, slain by an eight-headed hydra on Swamp:5 on 2009-11-01, with 211383 points after 117992 turns and 14:19:50. 14:20:41 grinder should be way weak, he's never won crawl 14:21:15 TGWi: we should have a unique named Robin imo 14:21:48 we should have a d:1 unique named sebi who disappears and reappears over and over with slightly different abilities 14:22:38 Eronarn: yes, there are some good ideas on that but I don't know where 14:23:16 "reskilling" should be appended to titles too 14:23:21 so you don't get things like 14:23:23 !lg . won -2 14:23:23 2. TGW the Apostate (L27 HaCr), escaped with the Orb and 3 runes on 2010-11-02, with 1332582 points after 144973 turns and 9:00:14. 14:23:57 TGWi: only if they abandoned Ash, I think 14:24:23 if it's to be his gimmick, no need to penalize (even in just this social/abstract way) people who legit follow him 14:25:14 -!- Vandal has joined ##crawl-dev 14:27:30 -!- syllogism has quit [] 14:29:44 -!- Mu_ has quit [Ping timeout: 276 seconds] 14:30:11 -!- Mu_ has joined ##crawl-dev 14:30:50 eldritch tentacles eat corpses D: 14:37:50 also, meh. I guess I will just use horror 14:38:16 not keen on adding more non-good-usable summons, but it at least makes sense as being evil 14:38:52 03dolorous * rdf7426800516 10/crawl-ref/source/godabil.cc: Fix tense shift in one of Zin's Recite messages. 14:41:19 03dolorous * r9623f2c8e1ee 10/crawl-ref/source/godabil.cc: Add missing punctuation. 14:41:55 so many typos :) 14:44:24 Transmutation miscast can mutate during lich form (https://crawl.develz.org/mantis/view.php?id=3402) by minmay 14:49:00 -!- ais523 has joined ##crawl-dev 15:19:05 -!- evilmike has joined ##crawl-dev 15:19:59 -!- stephen_f has joined ##crawl-dev 15:20:02 -!- bhaak is now known as Dr_bhaak 15:20:42 -!- eith has joined ##crawl-dev 15:26:05 03dolorous * r9e79b6f4345a 10/crawl-ref/source/dat/database/godspeak.txt: Add Yredelemnul penance message. 15:36:36 -!- Siber2 has quit [Quit: Whoa! Partial hit!] 15:36:41 03dolorous * rb1a24c128180 10/crawl-ref/ (settings/init.txt source/initfile.cc): Save falchions properly as default starting weapons. 15:36:43 03dolorous * r298c30a0119d 10/crawl-ref/source/ (initfile.cc initfile.h): Add spacing fixes. 15:38:12 -!- kronusdark_ has joined ##crawl-dev 15:38:47 -!- kronusdark_ has quit [Client Quit] 15:39:28 -!- ortoslon has quit [Quit: bye] 15:52:44 03MarvinPA * r7e1dbb5f8bb8 10/crawl-ref/source/godconduct.cc: Don't give piety for eating with Chei 15:52:45 03MarvinPA * r02f5bd1b35a3 10/crawl-ref/source/ (mutation-data.h output.cc player-stats.cc): Double the dex bonus from thin skeletal structure 15:54:41 03dolorous * r6b35ff0429bd 10/crawl-ref/source/output.cc: Fix inconsistencies in unarmed descs: "Tooth and claw" -> "Teeth and claws". 15:56:20 03dolorous * r1ba35cb5502a 10/crawl-ref/source/enum.h: Comment fix. 15:56:28 uh oh. Piety for eating food with Chei is something that went through a major war before. 15:56:40 tummies 15:56:46 oh damn, was it? 15:56:48 (I'm on your side MarvinPA, just noting that there was a war I lost) 15:57:23 didn't think it'd be contentious, it seems really easy (and tedious) to abuse 15:57:47 like, eat all the permafood in hive for 50-odd free piety 15:57:48 it's sort-of like sacrificing comestibles as Nemelex, I suppose 15:59:49 ps, remove nemelex saccing 15:59:54 it's tedious and nobody gets how it works anyways 16:00:48 also, is doy inactive? i noticed a patch for vestibule changes that's assigned to him and has been dormant for a while 16:01:04 he's online right now but not in ##crawl 16:01:15 * not in ##crawl-dev 16:01:17 so probably 16:02:25 -!- Cryp71c has quit [Quit: Leaving] 16:20:39 03dolorous * r2a41c51f2135 10/crawl-ref/source/xom.cc: Add Summon Hydra to Xom's list of tension spells. 16:22:08 hydras would be pretty interesting non-tension too 16:22:14 as they don't last long enough to be useful when not in tension 16:22:20 and would do wonders for xom flavour 16:24:43 -!- elliptic has joined ##crawl-dev 16:42:24 -!- galehar has joined ##crawl-dev 16:47:51 -!- Moriasc has joined ##crawl-dev 16:48:26 -!- elliptic has quit [Ping timeout: 240 seconds] 16:48:59 morning 16:49:18 MarvinPA: I believe do is in active. 16:49:56 xom should summon one-headed hydras 16:49:58 okay, i might push that vestibule patch in a bit then 16:50:07 and gift you a knife at the same time 16:50:35 maybe just the geryon changes for now? or should i include the bit that gives it a seperate monster list (which is a copy of the D monster list but plus hellephants) 16:51:13 need some ranged 2s other than hellion to populate the vestibule really :( 16:51:58 -!- elliptic has joined ##crawl-dev 16:52:35 er 16:52:42 no hellephants in hell please 16:52:49 it is enterable from Lair in a vault 16:53:10 but agree with better monster list 16:53:14 @??hellephants 16:53:14 unknown monster: "hellephants" 16:53:15 @??hellephant 16:53:16 hellephant (04Y) | Speed: 10 | HD: 20 | Health: 130-198 | AC/EV: 13/10 | Damage: 45, 20, 15 | Flags: 05demonic, !sil | Res: 06magic(133), 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4412 | Sp: fire breath (3d40), blink. 16:53:19 they're overpoered like whoa 16:53:24 well you probably shouldn't enter it from lair but yeah, hellephants are pretty hardcore 16:53:38 agree, it shouldn't be a lot more difficult than what you enter from Lair:8 or D:18 16:54:12 while hellephants are in the "major D:25 unique" league 16:54:45 i don't have much mercy for people who enter hell in lair 16:54:46 or "oy vey gevalt, run faster" in the Abyss 16:55:08 well you should at least be able to survive long enough to make a hasty retreat ideally 16:55:23 with a blinking 3d40 monster? 16:55:26 otherwise it's really harsh for people who've never seen a hell entrance before and make it to lair:8 16:55:45 hellephants should be super rare and possibly not generated in the entry area. 16:56:11 i'll just push the geryon changes for the moment 16:56:42 I doubt anyone would live entering hell from lair:8 after clearing lair:8 16:56:50 even currently 16:56:53 yaktaurs and giants and whatnot 16:57:05 Are the yaktaurs gone? I shall miss them. I always wondered what caused the yaktaurs to fall to the powers of Hell. 16:57:20 monqy: i've done lair:8 -> kill geryon -> orc :P 16:57:33 how were the frost giants? 16:57:38 It was an intriguingly non-generic choice of hell guardian. 16:57:44 sometimes you get lucky and there's not much in sight when you enter though 16:58:53 just make the lair hell entrance be on an island of rock visible from the altar 16:59:16 if we're really concerned about hand-holding people who might otherwise go through an entrance to HELL guarded by DEMONS 16:59:22 hell should have hell knights with crossbows, or something like that, instead of a ton of yaktaurs 16:59:53 it should have demonspawn, duh 17:00:19 mm i want monster demonspawn for pan so much 17:00:27 that would be neat 17:02:24 -!- elliptic has quit [Ping timeout: 246 seconds] 17:02:40 I'm really pondering adding clockworkdemons 17:02:58 kilobyte: cyberdemons! 17:03:12 kilobyte: How about Demon Clocks? 17:03:14 no, anachro police would get you 17:03:28 there's no rocket launcher, there's a ballista 17:03:40 hi 17:03:42 and no cables but wooden gears 17:03:53 oh hi, it'the anarcho police <3 17:03:56 * due hugs dpeg. 17:04:15 ??norris[2] 17:04:16 norris[2/4]: < petato> I see Norris lost his board. poor guy :( <+sorear> anachro police got it < petato> timecops go home 17:04:29 -!- elliptic has joined ##crawl-dev 17:04:35 kilobyte: call them 'infernal contraptions', please, btw 17:04:45 "The infernal contraption clanks and shudders." 17:05:10 due: anarcho police? I am all about red necks and stuff! 17:05:22 doesn't have the same ring to it 17:05:36 MarvinPA: great move to save the vestibule changes. 17:06:11 sounds like an unliving machine that might at most be demonically possessed rather than a demon with clockwork grafts 17:06:20 As a rule of thumb, I'd always advise to push sensible-looking patches to trunk. Discussing in advance is good (here), and a prerequisite is that it's easy. 17:06:34 blue_anna's stuff was not easy... gotta apologise to kilobyte 17:06:37 kilobyte: sorry! 17:06:47 galehar: around? 17:07:00 dpeg: uhm, it's me who should apologise, having to revert 90% of them meant they weren't fit 17:07:01 well, there were some good things with the bad. 17:07:19 there was also the expectation that there would be more, better things to come 17:07:39 dpeg: yes 17:07:46 yeah, monster rods, deep dwarves, converting a buttload of player spells/abilities to monster versions 17:08:04 galehar: If you're in it, we can sort out the inconsistent screens between the two of us, I think. 17:08:07 good point, no one expected blue_anna will disappear completely 17:08:27 so it wasn't at all unreasonable to merge the changes in 17:08:30 blue_anna provided more ideas and code than cryo, got to admit that 17:08:38 i still think unborn deep dwarf was awesome. 17:08:48 deep dwarves unborn 17:08:50 due: it's still in, I think. 17:08:53 oh that does remind me 17:08:54 i know :) 17:08:57 deep unborn dwarf 17:09:03 dpeg: don't know when I'll be able to code it, but we can figure it out 17:09:09 would it be possible for damage-mirroring monsters to get an overlay or something, like berserk ones do? 17:09:11 dpeg: what do you think of my proposals? 17:09:12 deep born undwarf 17:09:14 -!- elliptic has quit [Ping timeout: 240 seconds] 17:09:18 MarvinPA: yes 17:09:23 deep thing 17:09:26 MarvinPA: player tooß 17:09:44 crawl clearly needs Deep Ones 17:09:46 MarvinPA: Their colour is changed in mon-info via ENCH_BERSERK. 17:09:48 ß = ?, stupid German keyboard layout 17:10:03 galehar: I replied, I think? 17:10:08 cool, i'll look into it (what would a good colour be?) 17:10:26 -!- elliptic has joined ##crawl-dev 17:10:26 MarvinPA: er, showsymc.cc mi.is(MB_BERSERK), rather. 17:10:37 dpeg: yeah, I'm reading 17:10:43 MarvinPA: phantasmal warrior green 17:10:57 green or magenta 17:11:08 yeah, so long as it stands out amongst the other DD 17:11:11 darkgrey is the succinct answer but we're not allowed darkgrey monsters 17:11:18 heh 17:11:29 or is this for pain mirror? 17:11:30 due: could make it darkgrey on a background or something? 17:11:34 for pain mirror, yeah 17:11:37 It's extremely apt for some kind of "unborn" monster to remain in-game if the dwarven halls level ends up a stillborn notion. Just as a little tribute. 17:11:47 Eronarn: can't have darkgrey background. 17:11:50 03MarvinPA * r0e29a53a803f 10/crawl-ref/source/fight.cc: Make 7 min delay the maximum (elliptic) 17:12:00 03gafrie * rc2668775c015 10/crawl-ref/source/ (mon-data.h mon-util.cc): More interesting vestibule 17:12:14 Eronarn: darkgrey = "light" black. In ANSI and curses you can't have light-coloured backgrounds. 17:12:27 Though apparently you can OR A_DIM into it. 17:12:39 due: i mean darkgrey glyph on some other background? or is that not doable either 17:14:21 Darkgrey glyph on other background is... doable. 17:14:30 MarvinPA: oh, no hellephants in the Vestibule, yet? 17:14:32 but possibly not via showsymb. 17:14:34 Need to lobby some more :) 17:14:44 dpeg: Lobbying for the hell lobby? :) 17:14:46 not yet, the others were worried that they're too powerful :P 17:15:08 wimps! 17:15:10 make geryon ride a hellephant 17:15:29 dpeg: If we do that I will have to remove the hell portal from that Lair vault and I do not want to :( 17:15:37 -!- elliptic has quit [Ping timeout: 255 seconds] 17:15:39 due: make it on an island separated by lava 17:15:44 dpeg: to summarise: make scrolling keys uniform, don't waste a line when it can be avoided 17:15:45 like hellmouth 17:15:58 or make it have lua flameclouds around it 17:16:03 The hells are pleasantly nasty... hellephants would get that point across quite well 17:16:14 or just let idiot players who enter HELL die 17:16:15 galehar: yes! 17:16:22 (seriously: HELL.) 17:16:37 dpeg: about scrolling, I don't think we should be exhaustive in the help. What jpeg did for the log messages seems enough to me. 17:16:55 i wish i remembered to clear the vestibule on my 3-rune wins more often, i wonder how many potential murrays i've missed out on 17:17:08 galehar: I don't care too much between [X : one] [Y : two] vs [X : one Y : two], although others might. 17:17:15 Just push your opinion on that one :) 17:17:53 galehar: yes, I agree. Using cursor/movement keys should be logical enough. 17:18:13 dpeg: ok. I'll also try to uniformise (?) the code, so that it's easier to keep it consistent. 17:18:14 MarvinPA: and you will never get them back! 17:18:29 i have one murray kill ever, at least :P 17:18:44 i think i've cleared the vestibule every win i have 17:18:44 galehar: yes, that's the hidden half of this task. From what I've been told, all these screens are built in their own routines. 17:18:49 with no murray appearances 17:18:49 To be honest I am considering dumping the 1-in-10 thing and just make it a higher chance. 17:18:58 Becuase all of the subvaulting, etc, will have made him less and less likely. 17:19:09 Okay, to work, bye! 17:19:13 bye! 17:19:14 i think i've seen murray once in actual crawl 17:19:17 and once in sprint 17:19:32 it's cool to have some really rare uniques but yeah, maybe he's a little *too* rare :P 17:19:53 foil uniques 17:19:57 shiny sigmund 17:20:11 I've never seen murray once 17:20:19 uniques you have to unlock by luring certain unique combinations to some spot 17:20:22 yessss shiny uniques 17:20:25 killing iridescent murray puts you on greatplayers automatically 17:20:25 gotta catch em all 17:20:35 have you ever seen Murray? 17:20:44 !lm . uniq=geryon 17:20:44 21. [2011-01-25] KiloByte the Blocker (L21 MDFi) killed Geryon on turn 62692. (D:23) 17:20:45 I have! 17:20:47 !lm . uniq=murray 17:20:47 1. [2008-11-03] KiloByte the Backstabber (L22 SpAE) killed Murray on turn 98940. (D:21) 17:21:03 MarvinPA: we could do 1/1000 rarity genderswapped uniques 17:21:10 oh, I actually did... three years ago 17:21:24 kilobyte: that encounter has to last a lifetime :) 17:22:01 which, considering that I go to hell every game, means something is terribly wrong 17:22:10 !lg * ikiller=murray 17:22:10 No games for * (ikiller=murray). 17:22:13 :( 17:22:16 that too 17:22:24 !lm . uniq=murray 17:22:25 1. [2010-11-01] Eronarn the Destroyer (L26 DGRe) killed Murray on turn 125856. (Hell) 17:22:31 !lm . uniq=murray -2 17:22:31 Index out of range: -2 17:22:36 i guess he's more likely to cause indirect death with torment and the vestibule monster set 17:22:48 !lg * ikiller=curse skull 17:22:49 6. Ocedius the Swashbuckler (L19 KoBe), worshipper of Trog, annihilated by a storm dragon simulacrum (summoned by a curse skull) on Crypt:1 on 2011-01-03, with 170916 points after 58810 turns and 3:06:24. 17:23:39 -!- elliptic has joined ##crawl-dev 17:24:31 -!- stephen_f has quit [Quit: leaving] 17:28:26 -!- elliptic has quit [Ping timeout: 240 seconds] 17:30:52 dpeg: do you remember how to upload releases to SF? 17:31:01 ugh 17:31:04 not really 17:31:11 somehow, all folks who used to do that are inactive 17:31:17 Eino should be in a better shape to do that 17:31:20 !seen Keskitalo 17:31:21 I last saw Keskitalo at Mon Feb 7 10:44:56 2011 UTC (12h 46m 25s ago) saying Helloo on ##crawl-dev. 17:32:08 0.7 is broken on armel, and we really should have tagged 0.7.2 in late August 17:33:14 all the crashers fixed in the first few days are still present in the official release 17:37:00 galehar: can you access the wiki? I can't. 17:37:22 yes, I can access it fine 17:38:07 hm 17:39:16 works now for me too 17:41:38 -!- edlothiol has joined ##crawl-dev 17:42:04 the paralysis thread on the forum is interesting 17:43:30 evilmike suggest that we: add a pause so the player can see what happens at each turn when he's paralysed, reduce duration and prevent chain paralysis (which is only half-done) 17:44:11 I imagine it more like the game advancing turn by turn, at about 2 turns/sec 17:44:20 having --more-- each turn would be annoying 17:44:54 2 turns/sec is too fast, migh as well not pause 17:45:17 having to press Space each turn is okay 17:45:27 We can make it configurable anyway, but I'm thinking more of something between 1 or 2 sec / turn by default 17:45:45 oh I meant to type 2 sec/turn 17:45:57 then yes, that's what I thought too 17:49:44 -!- dpeg has quit [Quit: leaving] 17:49:51 -!- dpeg_ has quit [Quit: leaving] 17:50:23 current duration is 2+random2(6) if I'm not mistaken 17:50:33 so between 2 and 7 17:51:03 how about 1d4? 17:51:10 yeah, problem with that is 2 or 3 is "I can survive this" and 7 is "near certain death" when fighting a lot of things 17:52:35 1d4 sounds a lot better, yes 17:52:37 1d4 or 2d2 seems reasonable 17:52:51 you're reducing para duration? 17:52:54 <3 17:52:58 TGWi: 17:53:00 I'm suggesting yes 17:53:00 !lg . 17:53:00 6005. Eronarn the Warrior (L22 MfGl), worshipper of Vehumet, mangled by a sphinx on D:25 on 2011-02-07, with 287794 points after 78237 turns and 8:01:24. 17:53:04 <3 galehar 17:53:15 two sphinxes at the same time right when i came down the stairs 17:54:26 !tv Eronarn 17:54:26 6005. Eronarn, XL22 MfGl, T:78237 requested for FooTV. 17:55:38 -!- edlothiol has quit [Ping timeout: 240 seconds] 17:56:02 nice chain para was it there 17:56:05 <3 17:56:13 Eresh should have mr ignoring para or something 17:56:19 would have been worse if they were already awake 17:56:25 doesn't hell already have that 17:56:27 i'm not sure if it was chain para or if i spazzed and hit something 17:56:28 and acted before you could 17:56:33 or, instead of reducing duration, what about giving para resistance after you recover? 17:56:42 but it's not like it makes anything better if one keypress kills you instead of zero 17:57:25 didn't chain para get removed already 17:57:31 because merely changing the duration means the sphinxes are free to re-paralyze you right the moment the previous one expires, without even a single turn on your side 17:57:35 I thought that was the justification for nerfing the MR check 17:57:43 (it was) 17:57:46 the problem with the current duration is that as long as its possible to be paralyzed for 7 or 8 turns, it becomes this "avoid at all costs" thing rather than a challenge you can reasonably adapt to 17:57:49 kilobyte: I think both are needed: reduced duration and immunity for a few turns after 17:58:00 galehar: <3 17:58:06 also, at that potential length, you're encouraged to have as much MR as possible, which means other statuses are also negated 17:58:15 i think a reasonable starting point would be: for every turn you spend paralyzed, you get a turn where you can't be paralyzed 17:58:24 so basically, by avoding paralysys players will never be slowed, confused, or any of the other minor effects 17:58:30 make the degree by which you fail the MR check determine the duration 17:58:34 Eronarn: you really only need a turn to bail 17:58:42 since that's how long it takes to teleport 17:58:49 TGWi: so? if it forces you to bail, that's interesting by iself 17:59:03 teleporting is interesting on tomb:1 17:59:07 very interesting 17:59:12 so is LRD 17:59:12 yes 17:59:19 monqy: that would be even better, but more code. We'll need to add variable results of hexes at some point probably. 17:59:33 galehar: we should just add them for .8 IMO 17:59:41 the nice thing about 1 turn immunity is it gives you enough time to do one thing, so you can tele put not tele + put on ctele 17:59:55 but not* 17:59:57 I checked, the commit is fbf866da -- it makes you immune to paralysis when already paralyzed, but not just after recovery 18:00:17 including, again, the very same turn you recover before you get to act 18:00:20 out of crawl's spells, the resisted ones tend to be on the bad end 18:00:25 this isn't a coincidence 18:00:34 the immunity should last at least a turn. Maybe a few. 18:00:40 and the flipside, for the player: MR is super duper important because paralysis 18:00:42 make it 1d3 immunity 18:01:40 personally i think what could work is check MR twice, and return 0/1/2 successes 18:01:53 possibly tweak the MR calc a bit too 18:02:07 this would let spells define what happens on a partial failure to resist 18:03:04 How is it better than using the difference between the number rolled and the limit? (how bad it fails) 18:03:21 galehar: have you looked at the messages for monsters resisting? 18:03:29 they can go from easily resists to struggles to resist 18:03:50 yeah, it's really variable 18:03:52 the MR check could bear to be less random 18:04:06 make it random2avg maybe 18:04:23 rolling multiple dice would mean less outright fails and successes on stuff, but a lot more "it somewhat resists" 18:04:24 I don't think there's anything to gain from "sometimes completely failing against easy stuff" or "letting people spam for better chances against large stuff" 18:04:26 -!- ais523 has quit [Ping timeout: 240 seconds] 18:04:28 and gives us room to add partial resist effects 18:04:40 I think this is a great idea anyway, whatever the implementation 18:05:06 TGWi: right, yeah, that's why i favor partial resists - it'll make both of those happen less 18:05:45 comparing random2(power) to MR or whatever it does right now just isn't a great way to do it 18:06:29 ??magic resistance[2] 18:06:29 magic resistance[2/5]: Chances of anything resisting a spell are calculated like this: (magic resistance + 100 - the spells power) is compared to ( random2(100) + random2(101) ) and if the random numbers are less the spell is negated. 18:06:59 (that's just weird) 18:07:00 could do something like i did for the zin formula 18:07:09 power - resist - some random factor 18:07:28 if > 0, success 18:07:54 if > (some positive number), megasuccess 18:08:10 Zin's formula is nearly deterministic 18:08:11 well, there's the option of doing it at the check level, or doing multiple checks 18:08:36 Hmm. 18:08:47 variable is kind of good on a spen because you can just kite hydras until EH works :p 18:08:56 casmith789: yeah, that's lame :P 18:09:11 Eronarn: different spells having different thresholds somehow would be nice 18:09:13 We really need to rename MR. 18:09:16 if you get the coinflip() for recite, you always affect monsters in your HD range, at most falling down to one tier effect down 18:09:18 kilobyte: not really, it doesn't vary by nearly as much as MR but it's not deterministic either. you always have a double digit chance to get a different effect 18:09:28 Because it's *still* unclear to new people that it only affects charms and hexes. 18:09:40 due: is it still called MR ingame? 18:09:44 TGWi: Yes. 18:09:53 and translocations and necromancy 18:09:55 the ring, and what else? 18:09:55 "enchantment resistance" or "hex resistance" would make things very clear 18:10:01 Enchantment! 18:10:08 Simply because we've now done ench-split. 18:10:14 Eronarn: do it in the check, and let the specific spell supply the success and megasuccess thresholds 18:10:25 Enchantment can now specifically cover any spell that does non-elemental or non-direct damage. 18:10:29 TGWi: i'm not sure we need differing per-spell thresholds 18:10:29 ie 18:10:34 enchantments is gone as a school but "hostile enchantment" still has meaning, yeah 18:10:43 due: what about disintegration? 18:10:54 casmith789: It checking MR is broken. 18:11:02 Eronarn: it'd be good 18:11:08 why 18:11:13 "Enchantment resistance is your ability to resist hostile enchantments: hexes, charms, some types of necromancy and most translocations. 18:11:14 it lets people not be helpless against things that are too tough for EH or whatever 18:11:28 if, say, slow had an easy check 18:11:36 TGWi: right but why does that need to vary per spell 18:11:55 * due pops ER onto list of to-do. 18:11:57 i mean, there's the power cap, so you can modify that also 18:12:08 i don't see a need to pass in a spell-specific variable on the check itself though 18:12:09 yay, MR should be renamed 18:12:56 Eronarn: Unless you have any other specific brilliant ideas for a new name? 18:13:00 giving it a more active-sounding name might help 18:13:08 like "willpower", i mean don't use that because mindless stuff with MR 18:13:29 in fact, describing it as "enchantment resistance" has more credence now that the school is gone 18:13:33 "spiritual defense" or something 18:13:37 kilobyte: That was my thought. 18:13:48 enchantment resistance isn't bad mind you, it's better than MR 18:14:02 It is not as common now simply because I do not pay much attention to crawl. 18:14:04 due: change "you resist" to "you resist the enchantment" or something 18:14:12 to hint at what ER actually does 18:14:13 TGWi: That too. 18:14:31 But I remember when I first started crawl I though MR was resistance to *all* magic. 18:14:33 we should still do partial resistances though! 18:15:12 Eronarn: the idea is that your spells could be variably powerful 18:15:16 like maybe partial resist on EH = they're still susceptible 18:15:19 to another cast 18:15:21 for characters who aren't ench 200 18:15:23 erm 18:15:25 ench power 2000 18:15:26 200 18:15:31 (typing is hard) 18:15:42 TGWi: still don't get your point, also dinner 18:20:50 -!- eith has quit [Ping timeout: 240 seconds] 18:22:42 is there a push to close old mantis FRs? 18:22:47 like the SF ones 18:23:37 i've been trying to just generally close outdated FRs/bugs 18:24:02 but finishing off the job of moving FRs to the wiki would be cool too 18:25:07 MarvinPA: https://crawl.develz.org/mantis/view.php?id=3329 18:25:12 this is resolved 18:25:36 due or kb might have wanted to do something there actaully 18:25:39 actually 18:26:54 ok, i'll leave it for now i guess 18:27:01 thought I had another but I can't find it now 18:36:55 -!- galehar has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20101227155314]] 18:44:53 -!- elliptic has joined ##crawl-dev 18:46:28 -!- MakMorn has left ##crawl-dev 18:46:40 -!- MakMorn has joined ##crawl-dev 19:10:45 03MarvinPA * r4283068bb8b4 10/crawl-ref/source/showsymb.cc: Highlight monsters with pain mirror active 19:17:18 MarvinPA: thanks, that could really screw people up 19:17:41 i think it already has, someone died in a deep dwarf zig by icestorm mirror damage :P 19:17:49 although somehow DDs in Zig seems to never put that on 19:18:07 good to hear :) 19:18:23 speaking of deep dwarves, has MarvinPA buffed DDBe damage or removed scions yet 19:18:48 I had a couple dwarf levels (shallow, though) and none ever cast mirror damage 19:18:54 i think ddbe did get a damage buff a while ago? 19:18:55 monqy: I buffed them 19:18:56 not certain though 19:19:01 aha cool 19:19:04 :o 19:19:05 @??deep dwarf berserker 19:19:06 deep dwarf berserker (04q) | Speed: 10 | HD: 8 | Health: 47-89 | AC/EV: 2/12 | Damage: 20 | Res: 06magic(64) | Chunks: 07contaminated | XP: 545 | Sp: brothers in arms, hand, berserker rage. 19:19:08 @??deep dwarf scion 19:19:10 deep dwarf scion (08q) | Speed: 10 | HD: 6 | Health: 34-62 | AC/EV: 2/12 | Damage: 16 | Res: 06magic(48) | Chunks: 07contaminated | XP: 248. 19:19:20 berserkers had like 8 19:19:25 heheheh 19:19:43 although, it's wrong to balance things for Zigs, that can break them for real branches 19:20:16 also do artificers do anything? 19:20:52 by anything I mean anything other than use the pathetic rod of striking 19:20:58 they zap rods of striking at you! 19:21:15 that's what, 1d5 and misses? 19:21:17 it seems like artificers would be impossible to make tough without making their loot ridiculous 19:21:24 what TGWi said, too 19:21:41 what if they used crap misc. items though 19:21:47 box of beasts 19:21:50 box of beats 19:21:59 nevermind, box of beats isn't crap 19:22:33 hrm, they seem to generate with axes usually 19:23:06 would it be too much to give them tomes of destruction or the ability to draw from decks of destruction or something? 19:23:13 or decks of summ 19:23:19 plain of course 19:23:53 could give them self-destructing evocables or some cheap excuse like that 19:24:02 not a great solution though :P 19:24:05 bottled efreet! 19:24:53 getting 5 rods of destruction isn't really much better than getting 1 19:25:01 1 in 200 artificers getting a reasonable rod is way too little 19:25:25 by that time it's rare to not have one already 19:25:28 Eronarn: having 30 MP of boi is a bit absurd 19:25:49 TGWi: not really 19:26:40 are ddbe still ridiculous summoners? 19:26:41 03kilobyte 07stone_soup-0.7 * r38f665525f91 10/crawl-ref/docs/changelog.txt: Update changelog for 0.7.2 19:26:47 you can get a lot on a rod with recharging already also 19:27:21 sorear: not anymore 19:27:30 kilobyte: wait what 19:27:44 Eronarn: recharging isn't capped at 17 anymore? 19:31:26 !tell Keskitalo dpeg says you have upload rights on SF and remember how to do it. I prepared 0.7.2; manually recompressed versions (optipng+advpng+advzip) are at http://angband.pl/tmp/0.7.2/ -- heck, I even actually tested them. 19:31:27 kilobyte: OK, I'll let Keskitalo know. 19:32:42 tagging that pile of crashers fixed in early August mere six months late... 19:33:05 sorear: it's capped at something, not sure what 19:33:11 but 17 is pretty high 19:33:15 +9, 17 19:33:43 get 2 rods, blow 2-3 scrolls each on them, and you have more than enough rod juice unless you're a pure evoc character 19:45:15 "rod juice" 19:46:21 are there any proposals for monster demonspawn anywhere? 19:46:31 that are more in-depth than "add monster demonspawn" i mean 19:46:48 basically just that 19:46:50 how in-depth do they need to be? 19:47:08 just mimic the player DS mutations 19:47:08 dunno, might be some good random ideas lying around somewhere 19:47:23 the existing monster is a dummy for shwo_player_species 19:47:41 (and an entry vault) 19:48:02 the grey elf, gnome, and hill dwarf entry vault is the best thing ever 19:49:55 for gnomes, I forgot to block their zombies/skeletons and it seems they're getting a disproportional spawn rate in Crypt 19:50:11 haha gnomes are real monsters now? 19:50:11 !lg * killer=~gnome 19:50:14 No games for * (killer=~gnome). 19:50:18 but that might be just a confirmation bias 19:50:53 evilmike: there's no way to set corpse species from lua 19:51:02 ah 19:51:20 gnome zombies/skeletons don't seem that common that me and I've definitely been noting them and wondering why they exist :P 19:51:21 writing lua hooks into c is easy peasy though 19:51:42 I figured no one would actually try to kill the gnome in that vault 19:51:48 whoever does that is mean 19:51:51 we'd have to use some hack like renamed quokka corpses so they match no playable race 19:52:07 evilmike: ha ha ha 19:52:32 evilmike: you don't know our players then :p 19:54:45 jellies eating within los should say "the jelly slurps up the item" 19:54:53 splitting jellies "the jelly splits with a squelch" 19:55:09 there's nothing indicating what the offscreen jelly messages actually mean 19:55:12 and they're sort of important 19:55:36 using the same onomatopoeia for onscreen jellies at least hints at it 19:56:21 i agree 19:56:43 MarvinPA: monster DS: just mimic player ones, and scale HD to XL 19:57:03 and give each one one or two defensive abilities, one or two offensive ones 19:57:07 truly random would be too spammy 19:57:51 yeah 19:58:32 maybe a base demonspawn monster which gets some random mutations (resistances, spines, whatever) and then rarer classed demonspawn like drac scorchers etc? 19:58:38 but more hardcore 19:58:50 on monster ds, I've partially implemented monster spines but now I hate fight.cc and I don't know if I can finish it 19:58:58 what tile for demonspawn? 19:58:59 @? 19:59:00 Usage: @? 19:59:10 classed demonspawns would be pretty cool 19:59:13 6 is proposed 19:59:35 would they appear in packs? because that could make them too much like draconians 19:59:50 not sure if 6 is that good, they're not far from hell knights 20:00:12 could make hell knights DS 20:00:16 i guess they'd just be a pan monster type 20:00:34 if you're 0.01% demon you're still 99.99% human 20:00:47 so your 3s and 2s could be demonspawn on some floors 20:01:04 that sounds weird 20:01:15 humans in pan make little sense 20:01:29 wizards at Lom are bad enough 20:01:55 MarvinPA: we should of course have nasty names for DS classes 20:02:01 hellbinder = summoner 20:02:02 yeah 20:02:04 slaughterer = melee 20:02:40 monqy: if you send me what you have for monster spines i will finish it out; i want to generalize that code anyways 20:03:26 ok 20:03:36 kinbinder 20:04:03 doesn't the player version take less than a page? 20:04:05 arsonist, for the fire elementalist 20:05:26 kilobyte: yes but i'd like to make damage shields a more general effect 20:05:31 like right now acid splash is handled elsewhere 20:05:46 screw 99% humans, I demand hell kitties! 20:05:52 i have some spells i want to implement that have on-you-get-hit effects 20:05:57 a function for each would be dumb 20:06:06 also: helllions 20:06:17 <3 20:06:37 add helllions, but make them identical to hellions 20:06:39 you mean, melee only? 20:06:40 and spawn only where hellions do 20:07:19 because all damage is already supported and quite widely used 20:08:26 -!- blackpenguin has quit [Ping timeout: 240 seconds] 20:08:47 heck, damage type might be added as an argument 20:08:56 what happened to mon-class-flags.h? 20:08:58 melee/beam/other 20:09:02 kilobyte: some of them may be melee only, some may not be, not fully decided - but it would be nice if this mostly went into one place 20:09:16 kilobyte: feeding the attack/beam/whatever into hurt would be very nice 20:10:06 i had to do something like this for trample iirc, to get around hurt being so dissociated rom what caused the hurt 20:14:26 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:16:13 Invisible players can detect feature mimics as such at sight. (https://crawl.develz.org/mantis/view.php?id=3403) by elliptic 20:16:36 oh, maybe that was because of worshipping ash? 20:16:51 it seemed to only happen when I was invisible but I was invisible an awful lot 20:18:01 a detected monster suddenly turning into a shop when you enter LOS is a dead giveaway 20:18:20 ash does detect feature mimics now i think 20:18:39 which also means they attack you immediately, i guess they know that you know somehow 20:19:12 hmm indeed 20:24:16 remove feature mimics and also non-feature mimics 20:24:51 -!- blackpenguin has joined ##crawl-dev 20:34:15 http://sprunge.us/SFYJ partially implemented general spines (based on an old version, of course) 20:34:31 not done: triggering when players attempt to hit monsters, possibly other things I forget 20:34:48 elliptic: what is being invisible an awful lot good for? 20:34:56 killing things? 20:35:18 it is the lazy crawler's way of doing midgame 20:35:35 well it used to be mostly good for mutating 20:35:52 you rest off the glow 20:36:34 cast invis, run around killing dozens of monsters, invis ends, rest off glow 20:36:36 repeat 20:37:22 stabbing? 20:37:25 yes 20:37:44 !tell eronarn http://sprunge.us/SFYJ spines code 20:37:45 Eronarn: OK, I'll let eronarn know. 20:37:48 10 stabbing and a dagger means one-shotting almost everything in midgame if you catch it asleep 20:38:05 invis and good stealth means catching stuff asleep 21:04:49 -!- stabwound has quit [Quit: ZNC - http://znc.sourceforge.net] 21:13:38 -!- enne has quit [Ping timeout: 240 seconds] 21:29:36 -!- stabwound has joined ##crawl-dev 21:38:22 -!- enne has joined ##crawl-dev 21:46:43 Can read Skill Manual while Berserk (https://crawl.develz.org/mantis/view.php?id=3404) by XuaXua 22:57:32 -!- valrus has quit [Remote host closed the connection] 23:22:23 -!- valrus has joined ##crawl-dev 23:23:59 -!- valrus has quit [Read error: Connection reset by peer] 23:25:35 -!- valrus has joined ##crawl-dev 23:45:40 -!- lorimer has quit [Ping timeout: 255 seconds] 23:47:22 -!- lorimer has joined ##crawl-dev 23:53:21 -!- Twinge has quit [] 23:58:34 -!- TGWi has quit [Read error: Connection reset by peer]