00:20:00 -!- Zaba has quit [Ping timeout: 264 seconds] 00:30:35 -!- Zaba has joined ##crawl-dev 00:46:58 -!- Textmode has joined ##crawl-dev 02:28:54 inaccessible ancient champions vault (https://crawl.develz.org/mantis/view.php?id=3523) by mikee 02:35:26 -!- Kurper has quit [Remote host closed the connection] 03:21:10 -!- edlothiol has joined ##crawl-dev 04:20:05 -!- evilmike has quit [] 04:31:29 -!- Moriasc has joined ##crawl-dev 04:40:20 -!- Mu_ has joined ##crawl-dev 05:26:02 -!- ais523 has joined ##crawl-dev 05:34:55 -!- ais523 has quit [Ping timeout: 240 seconds] 05:36:44 -!- ais523 has joined ##crawl-dev 05:44:23 -!- edlothiol has quit [Ping timeout: 240 seconds] 05:47:42 -!- monqy has quit [Quit: hello] 06:01:20 -!- Twinge has joined ##crawl-dev 06:21:52 -!- edlothiol has joined ##crawl-dev 06:23:27 -!- elliptic has joined ##crawl-dev 06:24:04 -!- Moriasc has quit [Read error: Connection reset by peer] 06:25:09 -!- Moriasc has joined ##crawl-dev 06:38:38 -!- bhaak is now known as kerio` 06:38:55 -!- kerio` is now known as bhaak 06:39:27 -!- upsy has joined ##crawl-dev 06:40:45 -!- syllogism has joined ##crawl-dev 06:56:28 -!- edlothiol has quit [Quit: edlothiol] 06:56:51 -!- edlothiol has joined ##crawl-dev 07:06:12 -!- mspang has quit [Ping timeout: 264 seconds] 07:07:23 -!- Textmode has quit [Ping timeout: 240 seconds] 07:08:07 -!- mspang has joined ##crawl-dev 07:21:41 -!- valrus has joined ##crawl-dev 07:27:15 -!- Moriasc has quit [Quit: brb] 07:46:41 -!- valrus has quit [Remote host closed the connection] 08:08:39 -!- ais523 has quit [Remote host closed the connection] 08:19:10 -!- ais523_ has joined ##crawl-dev 08:26:08 -!- Moriasc has joined ##crawl-dev 08:26:39 -!- Moriasc has left ##crawl-dev 08:55:06 -!- dpeg has joined ##crawl-dev 09:10:59 nobody inß 09:10:59 dpeg: You have 4 messages. Use !messages to read them. 09:31:42 -!- Moriasc has joined ##crawl-dev 09:54:56 -!- Moriasc has left ##crawl-dev 09:56:25 03MarvinPA * r039c1995bdc7 10/crawl-ref/source/output.cc: Shift columns slightly on % screen 09:56:29 03MarvinPA * r50f1929fdc01 10/crawl-ref/source/ (book-data.h spl-book.cc spl-cast.cc spl-data.h tilepick.cc): Make Symbol of Torment a monster-only spell 09:56:32 03MarvinPA * rbddcff13544a 10/crawl-ref/source/ (7 files): Remove Extension 09:56:32 03MarvinPA * rf7fa02884e6d 10/crawl-ref/source/ (book-data.h spl-cast.cc spl-data.h spl-zap.cc tilepick.cc): Make Banishment a monster-only spell 09:56:41 03MarvinPA * r01a2254fcae1 10/crawl-ref/source/aptitudes.h: Lower Felid Conjurations apt to -2 09:56:42 03zaba * r50a9c2b67e18 10/crawl-ref/source/dat/des/variable/traps.des: grate_trap: layout_cave -> layout_caves. 09:56:53 03MarvinPA * r1064369efae5 10/crawl-ref/source/ng-setup.cc: Artificers always start with scroll of recharging identified 10:00:59 Whoo more removed spells 10:04:07 removed spells is good 10:04:07 yes! 10:04:28 :) 10:05:22 i don't think 0.8 is quite even with spells added vs spells removed, but it's a lot closer now at least :P 10:05:52 when exactly is 0.8 due, anyway? Today is already march :P 10:08:06 -!- ais523_ has quit [Quit: Page closed] 10:09:38 Torment was useless, no one used Banishment as a spell, I agree with those. Removing Extension -- quite pointless but not a bad issue. But nerfing an already bad apt when we had the race pretty well balanced? I don't get it. 10:10:25 the only person to argue for that claimed that it's among the best races, listing Ce and DG as those 10:11:13 people use banishment all the time, espescially in tomb 10:12:10 hm, well -1 isn't really bad at all, i've won a couple felids as pure conjurers really easily when they're supposed to be bad at it 10:12:23 people doing Tomb tend to have better tools but yeah 10:12:29 -!- ais523 has joined ##crawl-dev 10:12:47 and i thought more people agreed that felids are pretty powerful, i'm not too attached to the change if you want to revert it though :P 10:12:48 I'm a tiny bit iffy on Banishment myself, especially as it's a cool Transloc spell.. but maybe you can just go Lugonu if you want to Banish a lot. (I've never used either.) 10:13:10 since when they're supposed to be bad? It's not supposed to be their forte but they're no trolls either. 10:13:29 doesn't their description say they're poor at directly damaging magic? 10:13:57 there's exactly one person who argued for that... arguing for the removal of the whole race as "inappropriate for 0.8" 10:14:14 yeah, that's -1 apt 10:14:32 I believe that Banishment is much better than players give it credit for. (Then again, players also refuse to use draining ego weapons, because they're silly xp hogs. :) Then again, removing the spell strengthens Lugonu's flavour, and I am always fine with that. (And there is banishment from card, too.) 10:14:33 nerfing a skill apt, unless it's one that most builds for the race rely on, doesn't make the race significantly worse, just limits its options 10:14:40 Felids advance in levels very slowly, and 10:14:40 are not very gifted in directly damaging magic, but make good summoners, 10:14:40 enchanters or transmuters. 10:14:42 i guess i'm used to thinking of -1 as a good apt, since i play DS a bunch 10:15:08 -1 is not bad at all, yeah 10:15:08 i'd definitely argue that felids are really powerful, though (although i don't want them removed!) 10:15:17 purrrr 10:15:38 how much of a difference does the nine-lives thing make? my guess is not very much, but I'm not sure 10:15:57 I am officially sick (went to the doctors today), that's why I didn't commit to becoming branch officer. :( 10:16:21 ais523: it seems to be enormous. 10:16:47 dpeg: awww :/ hope it's not awful! 10:16:51 it means you never truly feel in danger 10:17:01 hmm, the equivalent of an extra eight guaranteed escapes would seem to be within statistical fluctuation, so the difference seems likely to be due to being able to play more aggressively 10:17:17 either that, or dodging unavoidable deaths where escape items wouldn't help, although those should hopefully be quite rare 10:17:30 if having nine lives is powerful, that might be an indication of balance issues elsewhere 10:17:57 the trick is always playing as the current life was your last 10:18:20 ais523: compare with NEthack without random "oLS, and one class starting with 8 of them. 10:18:41 I'm really enjoying the FeBe 10:18:42 dpeg: it would make basically no difference, other than the existence of the polyself glitch that requires "oLS to perform 10:18:42 It makes matters easier, because you can spend a life or two to get some strategic advantage. 10:18:52 Also, many lives end early... not so for the Felid. 10:18:56 a "oLS in NetHack is basically equivalent to a !oFH and one turn 10:19:14 ais523: well, that's an indication something is fundamentally wrong in Nethack. 10:19:20 which is admittedly useful in the endgame, but not by much 10:19:22 There was a brief bit in late Lair, Orc, where it felt non-challenging, but now that I started descending D again the difficulty ramped back up. 10:19:32 dpeg: heh, to me it's an indication that something is fundamentally wrong in Crawl 10:19:44 I really must get round to writing my opinions on roguelike design some day 10:19:49 but I'm busy at work atm 10:19:49 woah, removed torment/banishment! :O 10:19:55 Keskitalo: people claim FeBe are powerful, it might be good to nerf them 10:20:03 ais523: Crawl has many fewer live saving options (we're fine with <100% win rates). 10:20:12 yes, I know, and that's deliberate 10:20:16 which is sort of exactly the opposite side to Cj 10:20:17 ais523: yes, please do. I also did that at some point. 10:20:26 I've been gathering info for a while, actually 10:20:32 kilobyte: I like the BiA idea from yesterday (or was it earlier?) :) 10:20:36 talking to players who are good at both NetHack and Crawl, that sort of thing 10:20:44 because I'm not good enough at Crawl myself to make a fair assesment of it 10:20:59 MarvinPA: when swarms go in, we can do what i proposed there for distortion, for a banishment replacement: a spell that removes the target from time for some amount of time 10:21:08 what seems very clear is that there are multiple different philosophies of roguelike design, some in which NetHack is balanced and interesting and Crawl isn't, some in which it's the other way round 10:21:17 and it's easy for fans of one game to miss the advantages of the other 10:21:51 Eronarn: sort of like a blink through time, rather than space? 10:22:13 dpeg: What do you think of Brothers in Arms only working when you were on the offense? 10:22:36 ais523: yes 10:22:36 Keskitalo: short duration that extends every time you attack something, or something like that? 10:22:39 dpeg: Ideas floated: need to be in LOS; need to not retreat from enemy; need to be Berserk yourself 10:22:41 that'd fit with Trog's theme 10:22:53 ais523: That's another good idea 10:22:53 as Berserk extends the same way 10:23:24 -!- xyblor has joined ##crawl-dev 10:23:27 you could make the BIA berserk duration be extended by *your* actions 10:23:38 exactly the same way as berserk 10:23:57 (have to go soon, so an unrelated question) dpeg: I'm making a Forest mockup for 0.8, just a large encompass level. Would it be ok to use little or no randomization, or should I try harder to avoid the map being fixed? 10:24:22 ooh, Forest <3 10:25:02 Eronarn: not a bad idea, the ogres can be miffed if they see you ignoring the fight 10:25:59 BiA summons should turn hostile when they see you ignoring the fight :P 10:26:08 Keskitalo: just a single vault, but with the Enchantress and a representative selection of heavies. 10:26:23 Sounds like a good start for the branch. 10:26:41 kilobyte: forest wyrms!! 10:27:07 branch or portal vault? 10:27:24 kilobyte: just make the map 10:27:32 also, I like forest wyrms too, although they'd be a little annoying for melee characters 10:27:37 well, more than a little annoying 10:27:47 I can also randomise a bit on my own. 10:27:51 Eronarn: how ready are they? 10:28:14 ais523: i think they'd actually be worse for casters: they hit HARD, and their breath blocks your LOS to them as they approach 10:28:16 ais523: just an encompass level for now 10:28:33 Erm, I seem to have two staricases to the Vaults.. 10:28:42 Keskitalo: mimic 10:28:43 Ah yeah 10:28:57 kilobyte: pretty ready! the major outstanding issues are them not always pathing properly, tuning the breath weapon/difficulty/etc., and potential scummability with them being tree-tramplers (but i don't see this as a big issue) 10:29:10 changes to bia are fine 10:29:16 speaking of mimics, i like jpeg's suggestion on the 0.8 plan page 10:29:19 The Learnean hydra already stomps through trees 10:29:20 another idea: only works when a book is burning 10:29:23 MarvinPA: what is it? 10:29:33 I think we should get rid of trap mimics, and postpone portal and branch stair mimics to 0.9. Normal stair mimics are fine, and I'm convinced that we can iron out chinks in door and shop mimics in time for 0.8. — jpeg 2011-02-22 19:26 10:29:44 MarvinPA: sounds good 10:30:04 I'd like to propose that all forms of recall work across levels with no additional cost. It would solve most of the permanent ally problems, make beogh and yred more playable, and buff things that need it. If that's too tactically strong, make recall a status effect that summons one ally per turn (allies currently on the level still get recalled all at once). 10:30:04 I just added air mages (airstrike is deadly on that map), but lightning always starts a big fire 10:30:15 Keskitalo: yes, but it's much much stronger, so you have no possibility to lead it around a level to dig 10:30:31 xyblor: I don't think that'll go in 10:30:33 forest wyrms are dam 35 regenerators 10:30:36 Summoning allies is too strong. 10:30:41 which sounds similar to what you say about tree trampling 10:30:44 that is tough, but not so tough that you can't dance them around 10:30:47 At the very least, we need summon caps before. 10:31:08 kilobyte: one mitigating factor is that both trampling trees and casting lightning bolts is VERY noisy 10:32:06 dpeg: but currently you can have as many allies as you want, wherever you want, as long as you are willing to put up with huge annoyances 10:32:10 regarding BiA: what about the player having to be berserk and/or a book has to burn? 10:32:22 xyblor: zombies not anymore 10:32:25 (also, if forest gets a rune: I'd love a map where the rune is inside a round area of forest that is full of forest wyrms, so when they spot you, they stampede out of the rune chamber and open it up for you) 10:32:44 dpeg: I wasn't talking about zombies, just allies that can travel across levels 10:32:47 just pushed a woody arena for testing 10:32:54 but yes, the underlying issue is infinitely many allies... we will fix that 10:33:02 now that good souls have fixed killstealing 10:33:04 thanks mates! 10:33:20 death channel change sounds like it actually made it worse bw 10:33:30 it wasn't very good to start with but at least it was permanent 10:33:40 yeah, by a lot 10:33:41 now it's just worse haunt 10:33:48 surely autotraveling is a bigger problem than unlimited allies 10:33:54 or more like animate dead 10:34:17 i don't mind buffing it (or nerfing haunt) but i think conceptually it's better now and doesn't have all the annoyances of permanent allies 10:34:22 i'd like to see it be hex/nec, a long-lasting touch spell that doesn't go away from striking things 10:34:36 and when you do touch something, its soul is claimed as yours 10:34:48 you have a fetish for touch spells don't you 10:35:04 st_: i like interesting spells, and touch spells are interesting because they cannot be readily spammed 10:35:08 and require some forethought 10:35:12 MarvinPA: I fully agree with removing permanent allies, it just makes the spell even more useless than it was before 10:35:17 permanent allies are generally hard to get, not that great, and die pretty fast 10:35:24 i don't want more than a handful of touch spells in the game, but touching someone to claim their soul is pretty flavorful 10:35:35 you can get both zombies and spectrals out of death monsters with it!! 10:36:00 (I don't actually have an opinion) 10:36:06 spectrals + simulacra + skeletons :P 10:36:49 I don't really see what's the worst that could happen if you allow unlimited recallable ally armies 10:37:20 more or less the same that would happen if you allowed people to animate a hundred giant spiked clubs on every level? 10:38:01 but how could you ever get 100 perma-pets? 10:38:44 well, with old death channel you could 10:39:08 yeah, this reminds that Tukima's Ball needs to be axed for players, as it hasn't been fixed yet 10:39:24 but now you can only have one enslaved soul at a time, right? 10:40:17 if you're actually using your allies, they will die a lot faster than you can replace them 10:40:18 a level 8 spell that does the same as a level 1 one... just capable of using stairs 10:40:56 xyblor: The problem would be that you can stash the allies on one level, then recall as needed. The trickling idea sounds kind o finteresting though. 10:40:56 03kilobyte * r948a7ddc0c3a 10/crawl-ref/source/dat/des/variable/float.des: Don't spawn ancient champions on Crypt:5. 10:40:57 03kilobyte * r8e26660ceba6 10/crawl-ref/source/mon-util.cc: Fix spriggans having no defined body shape. 10:40:57 03kilobyte * r42b8c6d3f2fa 10/crawl-ref/source/dat/des/builder/arena.des: A woodland arena. 10:40:58 03kilobyte * r641841d9a088 10/crawl-ref/source/ (beam.cc cloud.cc): Fix an arena crash. 10:41:00 03kilobyte * r903e5585f8db 10/crawl-ref/source/ (5 files in 2 dirs): Full of wind little guys to utilize the "corridors" in Forest. 10:41:16 xyblor: Ah bah, you could probably do that in a safe spot.. 10:41:25 death channel might be better as a passive thing for yred or something 10:41:27 Recall could be made hugely noisy of course :] 10:41:31 Keskitalo: even instantly recallable armies is no worse than say, foxfire 10:41:55 Nemelex being overpowered is a separate issue :P 10:42:21 but you've earned those allies! you should be able to use them, dammit! 10:42:59 Keskitalo: no, trickling won't work. It is abusable. 10:43:08 a couple of legendary summoning decks make Zot:5 trivial 10:43:31 That A is broken should not be an excuse to make B broken, too. 10:44:05 legendary summoning is not broken 10:44:18 what about having ornate/legendary summoning have a chance of being hostile? 10:44:28 it's something you generally had to work at, and save up for emergencies 10:44:43 currently they are strictly non-harmful (with Crusade being usually just a waste of turn) 10:45:07 summon herd is often a waste of a turn too 10:45:18 even using decks quite liberally leaves you with ~15 legendary and 30 ornate summonings by the end of a 3-runer 10:45:47 and that without scumming piety for using cards 10:46:11 you don't get extra summonings in a 15-runer, though 10:46:33 foxfire could get a mix of friendly and hostile summons sometimes (depending on evoc/card power/whatever) 10:46:51 I really don't like the direction this conversation is taking :P 10:46:52 (I mean, 15 surplus legendary, not counting those you used up) 10:46:52 since it's probably one of the worst offenders, and i think they're only ever hostile at power 0 10:46:55 03dolorous * r66610049ce52 10/crawl-ref/source/spl-data.h: Add formatting fixes. 10:46:56 03dolorous * r4499b1b1b977 10/crawl-ref/source/ (7 files in 5 dirs): Remove references to Bone Shards and Tame Beasts; move tiles to UNUSED. 10:47:07 xyblor: :p 10:47:17 xyblor: foxfire really is pretty absurd :P 10:48:34 i don't want to completely ruin decks of summoning or anything, but a few cards could definitely do with some tweaking 10:48:53 it appears only Pentagram is always friendly 10:48:55 at least with allies, we're talking about a resource that's quite hard to renew 10:49:38 in I think all other cases: friendly = (power_level > 0 || !one_chance_in(4)) 10:49:51 -!- Kurper has joined ##crawl-dev 10:50:20 xyblor: yeah, insanely unbalanced in a 3-runer, need to be conserved in a full game 10:50:20 MarvinPA: the cards/decks never got a proper secound round of tweaking. If you can improve balance, by all means go ahead. 10:50:52 Destruction is useless, save for increasing piety 10:51:01 another possibility would be to tweak some of the rarities, so that pentagram/foxfire are a little less common or whatever 10:51:12 what if there was a cap on number of ally abominations? 10:51:34 is there any other infinitely renewable perma-pet? 10:51:46 not just Torment, but also Pain -- losing 1/5 of a level every time you draw a legendary one 10:52:33 xyblor: the only allies with any sort of a cap are: 1. elementals, 2. enslaved souls 10:53:00 so you're worried about what? orcs? crusade-allies? 10:53:43 afraid that zot:5 will be trivial with 20 orcs? 10:53:44 are elementals from the spell capped? 10:53:52 i thought it was just the stone/fan 10:54:44 lemme check 10:55:04 _The wandering mushroom hits the fungus! 10:55:08 this seems like it should never happen 10:56:04 MarvinPA: no cap, you're right 10:56:05 the summon cap should (imo) count over all current minions 10:56:28 but we shouldn't get lost in deck balancing talk unless you'll really change it :) 10:58:45 i might have a look into just changing some of the card rarities and friendliness chances in decks of summoning, unless someone else wants to do it 10:59:24 MarvinPA: +1 11:00:01 what should the minion cap be then? 8? 11:00:34 (how often does anyone have more than 8 anyway?) 11:00:53 xyblor: it should depend on Summon skill, I think 11:01:17 no way, beogh and yred worshippers shouldn't be forced to learn magic 11:01:29 xyblor: oh, spamming monsters until you've a roomful is common, I think. 11:01:39 xyblor: ah, those are gods :) 11:01:58 03dolorous * r582bf173b10b 10/crawl-ref/source/dat/ (descript/spells.txt lua/wield.lua): Remove the last references to Bone Shards and Tame Beasts. 11:02:08 there are no spammable perma-pets 11:02:32 presumably the cap would only be for summons 11:02:45 (which is why they should be recallable across levels) 11:02:53 upsy: including enslaved monsters, perhaps 11:02:54 and zombies etc 11:03:08 I should play more summoners. 11:03:56 i don' think enslavement is powerful enough to warrant that though? 11:03:58 t 11:04:10 it doesn't really matter since nobody uses it 11:04:29 wand-enslaved? or enslaved souls? 11:04:43 wand 11:04:51 but it's really about Summon spam 11:04:55 they're not permanent anyway? 11:05:13 you can whittle down surprisingly big monsters with spammals 11:05:39 okay, but that's not related to inter-level recall 11:05:48 03dolorous * r5db7091baef9 10/crawl-ref/source/dat/descript/spells.txt: Remove description of now-unused Portal spell. 11:05:53 yes, but interlevel recall is really problematic anyway 11:05:59 I'm not sure summon cap matters that much with spammals vs stone giants, if it's enough to surround it.. 11:06:08 Keskitalo: sure it does 11:06:14 well, maybe if it's like 8 critters, the stone giant will reach you eventually 11:06:40 but the old trampling suggestion would also work for that 11:06:51 the giant would just stomp through the spammals 11:07:09 Keskitalo: it's a difference if you can surround an enemy in one or two layers 11:07:14 Keskitalo: yes 11:07:33 dpeg: what's problematic about interlevel recall that can't be solved by a cap on permanent allies? 11:07:34 dpeg: But you can renew the layers once enough spammals are killed 11:08:04 Keskitalo: but it is more risky 11:08:32 xyblor: intralevel recall is already disgusting... the interlevel version is just worse 11:08:40 interlevel recall doesn't allow you to do anything that you couldn't anyway just by hauling your allies to a level and telling them to wait in a safe place - possibly apart from recalling at the start of v:8 11:09:15 yeah it basically just makes the game less irritating to play 11:09:41 for one, it could mean that you get _two_ shots at a meat shield: one from local allies, second from allies elsewhere 11:09:46 12:05 <@dpeg> you can whittle down surprisingly big monsters with spammals 11:09:52 spammals *still* can summon more than one monster 11:09:56 i don't get why this exists at all 11:10:19 The problem should be solved by looking at permanent allies. Either remove or invest thought into those. I made a proposal for Beogh. 11:10:22 it's a L1 spell, it's a bug if you can use it to kill things safely throughout the entire game 11:12:15 If it turns out that permanent divine allies are not sustainable, so be it. Crawl did not have them for the longest time, for very good reasons. 11:12:31 dpeg: I don't think permanent allies are as advantageous as you seem to think 11:13:22 one solution for yred pets is to make them not regenerate 11:13:25 I am trying to write a review, I think the point is clear. 11:13:35 xyblor: if they cause too many problems, they'll go. 11:15:25 is there any source of tame beasts, now that the spell is gone? 11:20:16 imo 1. make recall work across levels 2. see what happens 3. nerf as required 11:23:31 imo remove felids 11:37:13 what do people think of changing zot:5 back to always having the original orb chamber, now that apportation was nerfed in a different way? 11:37:23 do it 11:37:27 I kind of like the new variety 11:38:15 -!- Zaba has quit [Ping timeout: 240 seconds] 11:38:26 MarvinPA: I would like to have at least some variants, even if only for flavour. 11:38:35 but some went overboard, and we can cut on them 11:38:47 MarvinPA: if you keep pushing me, I'll do it :) 11:38:49 I like my "which half has the orb?" thing :P 11:39:00 well at the moment there's just three possibilities, i think the really crazy ones were either never added or got removed again 11:39:01 dunno what people who actually played it thought 11:39:15 original, inset, and two_ways 11:39:28 i'm not strongly opinionated on it really, just wondered 11:39:45 i like having zot:5 variety, it just has to be really really good 11:40:08 two ways is annoying when tiamat spawns in it, I can tell you from experience 11:40:20 MarvinPA: Zot:5 is not set in stone although it seems so hard to come up with an alternative. The orb chamber vaults at least demonstrate that we're willing to shake up zot:5. 11:40:24 augh :) success! \o/ 11:41:16 I guess two_ways kind of thing would be better if the path was split earlier 11:41:20 sounds fair, i'll leave them be for now then 11:43:02 but dunno if "guessing right" is really a great mechanic :P 11:43:29 s/mechanic/challenge or whatever 11:43:57 well, the narrow passages mean that at least you're unlikely to be mobbed by loads of guardians etc even if you go the wrong way 11:44:09 Keskitalo: how's the daughter btw? 11:45:33 dpeg: Doing great and being fantastic. :) Thanks for asking 11:46:05 Keskitalo: been ill yet? 11:46:49 dpeg: Just normal baby troubles, but not really sick (yet!) 11:47:00 -!- Zaba has joined ##crawl-dev 11:47:21 That's the advantage of calling her Kikubaaqudgha -- she's protected from curses. 11:47:38 I also started at a new job today, research assistant at the information technology department. Game programming actually! 11:47:54 left university? 11:48:01 No, still studying as well 11:48:15 It's a half-day job (if you can say that in English) 11:48:47 dpeg: "Kiku" just might work as a first name actually.. 11:49:09 It makes perfect sense in German, at least. We shouldn't let the follies of the English language cloud our conservation. 11:49:14 But it's not a very pretty name. 11:49:19 * dpeg needs more children 11:49:23 hehe 11:49:25 27 perhaps? 11:49:31 :) 11:51:56 Keskitalo: game programming in university? awesome :O 11:58:49 -!- TGWi has joined ##crawl-dev 12:05:15 Keskitalo: in english it's part-time 12:12:28 -!- ais523 has quit [Remote host closed the connection] 12:18:03 Eronarn: yeah, I'm quite happy with the job :) 12:18:12 casmith789: thanks 12:19:24 interface idea: how about displaying the target's resistances, when it's relevant to the spell you're casting/missile you're firing? 12:19:33 would be nice 12:19:33 TGWi: You have 1 message. Use !messages to read it. 12:19:37 i.e. fire resistance when using fire conjurations, MR when using hexes 12:23:03 yeah, that'd be good 12:23:16 another thing that just came up in crawl that'd be nice: MR items having +'s next to them to indicate degree of +MR 12:23:29 since different 'MR' items give different amounts (same with stealth items) 12:25:52 ideally you could tell what the stealth bonus is by looking at the description/inscription 12:26:16 one item being secretly better than another is kind of strange 12:26:40 it should just be 2 or 3 levels of different possible MR/stealth boosts 12:26:56 MR MR+ MR++ or whatever 12:27:32 yes, sounds fine to me 12:33:49 I never even realized there were different levels. 12:35:43 four winds should keep its ridic mr though 12:35:52 assuming that's more than randarts get? 12:37:11 -!- bf has quit [Ping timeout: 272 seconds] 12:37:48 i think MR ranges from 20 to 90? 12:38:47 added the relevant resistances thing to the wiki 12:47:36 (ps, partial resistances <3) 12:48:01 -!- Textmode has joined ##crawl-dev 12:52:20 03MarvinPA * rd0ed2caa4ea4 10/crawl-ref/source/dat/descript/spells.txt: Get rid of descriptions for more removed spells 12:52:31 03MarvinPA * ra5fbdc77bbe5 10/crawl-ref/source/decks.cc: Foxfire card: add vampire mosquitoes, tweak hostility chances 12:52:32 03MarvinPA * r1d5cf380667a 10/crawl-ref/source/spl-summoning.cc: Let the Herd card summon a few more types of animal 12:52:33 03MarvinPA * re671c982b8ce 10/crawl-ref/source/dat/descript/ability.txt: Update Kiku corpse invocation description 12:52:37 03MarvinPA * r09c9c89164cd 10/crawl-ref/source/decks.cc: Make Pentagram and Foxfire a little rarer in decks of summoning 12:54:08 -!- Moriasc has joined ##crawl-dev 13:01:44 -!- dpeg has quit [Quit: bye] 13:03:56 MarvinPA: nerf eels while you're at it, kthx 13:06:37 -!- Cryp71c has joined ##crawl-dev 13:09:54 don't nerf eels, just remove that stupid layout 13:16:16 TGWi: their stupid high acc, i mean 13:17:08 nerf eels: go away power gamer 13:17:21 fix the layout: hmm maybe 13:19:34 the layout sucks yes 13:20:10 -!- Moriasc has left ##crawl-dev 13:21:49 what stupid layout? 13:22:16 open-level-with-puddles-of-eels-everywhere 13:23:16 would this work as water levels: 13:23:39 take a layout; pick a spot; flood fill with shallow water 13:23:58 that would be better imo 13:26:13 builder_basic levels can get pools too 13:26:21 that big room layout is rather boring, yes 13:30:23 I have one with a river and Nikola, it's kind of ok as Nikola makes me skip it :P 13:31:48 the river levels are cool 13:32:03 well the river is nice 13:32:28 ah well, i don't really mind the pool levels even though they aren't the best 13:32:32 and eels rocj :P 13:32:37 rock i mean 13:35:45 -!- GreyKnight has joined ##crawl-dev 13:36:04 add bridges to crawl 13:36:06 and chaos piranhas 13:36:23 anglerfish 13:36:26 and ice bridges 13:36:28 not just any bridges; drawbridges which you must play a musical passcode for 13:36:38 and if you stand in the wrong spot you die! No moral. 13:37:12 TGWi: anglerfish with mimics as their lures 13:37:21 disturbance mimics!! 13:37:37 they look like a monster hiding in the water but they're actually a monster hiding as a monster hiding in the water 13:38:05 very meta 13:43:50 -!- OG17 has quit [Read error: Connection reset by peer] 13:49:31 -!- OG17 has joined ##crawl-dev 13:49:33 -!- monqy has joined ##crawl-dev 14:02:25 someone go fix dispersal working on statues 14:02:27 thanks in advance 14:03:19 Keskitalo: so you will love air mages I just added :p 14:03:24 @??spriggan air mage 14:03:25 spriggan air mage (11i) | Speed: 16 | HD: 14 | Health: 32-50 | AC/EV: 1/25 | Damage: 16 | Flags: spellcaster, see invisible, fly | Res: 06magic(130), 10elec++ | Chunks: 07contaminated | XP: 1464 | Sp: airstrike (0-38), b.lightning (3d19), swiftness, shock (d16), haste. 14:05:04 no chain lightning but with druids and meleers around, I hope they're zappy enough :p 14:07:21 kilobyte: merge in swarms and give them spark spray :3 14:08:31 spark spray? 14:09:48 it's not fully implemented, but it's intended to be a cone spray of clouds of sparks, which move around as if confused, but are "sticky" to metal-using opponents 14:10:07 -!- OG17 has quit [Quit: OG17] 14:10:13 <3 14:11:34 (also, imo, steal tome's lightning charge spell and give that to air mages instead of haste. they turn into lightning and then get like 5x movement speed, ending when they do anything but move) 14:12:11 sounds like fun 14:13:05 03dolorous * r2e4a09e25307 10/crawl-ref/source/xom.cc: Add formatting fixes. 14:14:26 would be nice if they did anything but cast 14:15:22 Sounds like a nice ability for a melee god (of course, ey shouldn't let you flee with it, only catch up ranged opponents) 14:15:24 right now they don't even get a weapon... which is something questionable since deep elf conjurers/annihilators/demonicallersummonerpriests do 14:16:10 kilobyte: maybe some of those should not bother with weapons? 14:16:31 casters should be going for spells primarily imo 14:19:23 good idea, but not supported by current monster AI 14:20:01 kilobyte: a "nerd" flag, kind of like "priest" exists? for things which are so spellcaster-y that they should focus on doing that instead of making melee attacks 14:20:06 ok, "monster AI" is pretty much non-existant 14:21:08 I support nerd flag 14:21:12 especially if it's called that 14:21:43 "spellcaster", "fighter", "priest", "nerd". The four classic D&D classes. 14:21:47 all monsters do the same: every turn, roll a die whether to cast, if you rolled "don't cast", roll for ranged attacks, if not, step closer and hit the player 14:22:12 yes, I read through the AI code. it's not great, but it's a manageable starting point 14:22:19 the 'hard work' is mostly already done 14:22:47 there's lots of space to customize it, if we wanted to go down that route (e.g., the patch I submitted for no-iood-in-cc) 14:25:58 having monsters track MP/piety would be a nice thing, at some point, also 14:26:15 (at least for some kinds of monsters, perhaps. others, it makes sense for them to be unlimited) 14:27:16 making monsters deplete their MP and then just be boring is boring 14:28:01 TGWi: on the other hand, getting smited 6 times in a row sucks 14:28:04 breath timer for monsters is needed though 14:28:06 no iood is not a good idea, 40-50ish damage that can't be dodged is a good use for a turn 14:28:32 does monster iood not take time to power up 14:28:38 or not have the inaccuracy or something 14:28:47 (the inaccuracy is unnecessary and should go btw) 14:28:49 -!- OG17 has joined ##crawl-dev 14:29:38 it does, but guaranteed 45 is not that much worse than 90 the player is likely to blink/sidestep/hide from 14:30:09 -!- Moriasc_ has joined ##crawl-dev 14:30:10 -!- Moriasc_ is now known as Moriasc 14:30:42 my suggestion for IOOD: it can miss, and will make a very low acc attack against things it's not trying to hit, and a high acc one against things it is 14:30:56 i think this will make it far more fun to actually use 14:31:10 as it will e.g. loop back around to hit things it flew past originally 14:33:19 -!- evilmike has joined ##crawl-dev 14:34:11 -!- syllogism has quit [] 14:34:12 accuracy makes sense for maneuverable things... IOOD is as agile as a ten ton boulder, its turn radius is so huge any close-range aiming is negligible 14:34:47 -!- Moriasc has quit [Ping timeout: 240 seconds] 14:34:56 however, if we copy that missile swarm idea from Linley... 14:36:21 -!- OG17 has quit [Read error: Connection reset by peer] 14:36:34 really, the problem i have with it is it hitting rats and stuff 14:36:41 i've tried using the spell and it's just very unimpressive 14:37:33 the gimmick is at its coolest, right now, when there are only you and the iood-casting statue on screen 14:38:19 (i do want a missile swarm, though: for orbs of fire (they summon baby orbs that zoom over at you)) 14:38:50 but imo it's a mistake to treat projectiles as taking up a square 14:39:33 (and doing it this way also leads to problems like: Dispersal affecting IOODs) 14:41:46 dispersal the spell? 14:47:45 -!- Moriasc has joined ##crawl-dev 14:57:47 swarm of iskenderun's orb 14:58:29 kilobyte: yes, i believe 14:58:32 it affects monster statues, too 14:58:52 (even the MR-immune ones) 14:59:45 hrm, damn gitorious tries to emulate sf 15:00:14 does it have a broken search now 15:01:10 it refused my push 15 minutes ago, then another one just a moment ago, then accepted it on another try 15:07:47 -!- OG17 has joined ##crawl-dev 15:08:08 oh yeah, random bug 15:08:15 earlier i got a door mimic showing up out of a wall or something 15:08:20 not sure what the deal with that was 15:25:25 FR: Mammoths for ice caves 15:39:37 that's a good idea 15:39:49 rename elephants 15:40:01 oliphaunts" 15:40:01 and give them rc somehow 15:40:47 rename dire elephants to mammoths 15:40:59 no no no ... to dire mammoths! 15:41:26 mammoths of wrath 15:41:27 the tile already looks kind of mammothy, with the gigantic tusks 15:41:35 it doesn't have fur, but not all mammoths were furry 15:41:45 what's the mammoth equivalent of hellephants? 15:42:23 mammoth of wrath 15:42:30 it has to be. 15:47:08 ahaha 15:47:42 I just got that 15:47:43 hehehe 15:52:00 -!- edlothiol has quit [Ping timeout: 264 seconds] 15:52:59 Took me a while too! 15:54:32 include ghost mammoths too 15:57:16 mammoths are nice 15:57:26 no idea why you'd purge "giant" and add "dire" 16:00:17 megamammoth 16:00:25 dire sounds at least marginally interesting 16:01:57 it's a different spelling of giant 16:06:34 -!- Cryp71c has quit [Quit: Leaving] 16:07:10 "dire" animals is also one of those D&D cliches 16:07:29 I mean that game even has dire badgers 16:08:32 yes, but having one dire animal is fine 16:08:36 1, pick any animal and put "dire" in front of it 16:08:39 2. find some elves 16:08:44 like how 'giant orange brains' are fine 16:09:20 maybe it's a giant orange brain 16:09:38 maybe i'm a giant orange brain 16:09:48 "maybe" 16:10:43 anyway though dire is overused and meaningless and mammoths are cool 16:12:03 03kilobyte * rbaae21cdc11b 10/crawl-ref/source/spl-damage.cc: Don't disperse (spell/Solitude card) orbs of destruction. 16:14:43 yes, mammoths are cool 16:14:50 kilobyte: also do that for statues 16:16:44 why shouldn't statues disperse 16:17:58 OG17: same reason that walls don't 16:18:00 -!- xyblor has quit [Quit: leaving] 16:18:16 (or statues don't, for that matter) 16:18:37 statues don't dispese because of that reason statues don't disperse 16:18:52 i am right due to reasons 16:18:57 walls are attached to floors and ceilings 16:19:04 statues sit on the ground like everything else 16:19:31 not to argue with reasons, though 16:21:34 typically statues are attached to the floor so that they don't fall over as easily 16:34:07 Demonic runes (https://crawl.develz.org/mantis/view.php?id=3524) by Cerebov 16:50:13 -!- pointless_ has joined ##crawl-dev 17:15:08 03Keskitalo * r91014222f182 10/crawl-ref/source/dungeon.cc: When going through a portal vault portal in wizmode, allow inputting the full map name. 17:15:20 03Keskitalo * rc7a3a3e19d86 10/crawl-ref/docs/develop/levels/advanced.txt: Fix missing oklobs. 17:15:23 03Keskitalo * r5f93867cf058 10/crawl-ref/source/dat/des/portals/icecave.des: Easy and hard ice cave variants, according to portal depth. 17:15:24 03Keskitalo * r01c4378b2bd9 10/crawl-ref/source/l_you.cc: Add you.level_type_tag to the clua API. 17:15:25 03Keskitalo * r0afec04d7237 10/crawl-ref/source/dat/des/portals/icecave.des: Use KPROP: no_tele_into instead of LFLAGS: no_tele_control in the teleporter ice cave. (casmith789) 17:15:35 :) 17:16:55 yawn 17:17:34 duey 17:18:03 yeeeees? 17:18:15 just sayin hi :P 17:18:41 :D 17:19:01 Keskitalo: -ctele traps are cool 17:19:03 I like these ideas 17:24:28 would they time out? 17:24:57 on his wiki page: traps that permanently affect the level they're on 17:25:57 especially for randomly generated traps, it would be no different from giving some levels -ctele out of random 17:27:22 not interesting at all save for encompass vaults 17:30:03 on encompass vaults, though, it would just promote spoilers and make people search for them until found... ie, could be usable but not via traps 17:31:59 I mean: disabling ctele from lua when you enter some place can be good, but I can't think of any reasonable way to have this on a trap 17:34:03 -!- valrus has joined ##crawl-dev 17:45:08 03j-p-e-g * rbc5fb09df3e4 10/crawl-ref/source/mon-stuff.cc: Fix #3464: shop location not being cleared on mimic teleport. 17:56:16 oh sweet, ice cave variants depending on depth 17:59:23 03MarvinPA * r2771927fcc2b 10/crawl-ref/source/dat/des/branches/lair.des: Add the dragon back to wormcave (elliptic) 17:59:27 -!- edlothiol has joined ##crawl-dev 18:05:59 -!- edlothiol has quit [Ping timeout: 240 seconds] 18:07:08 The dragon came out of th eworm cave? 18:07:49 only briefly, i accidentally removed it when i tweaked the lair loot 18:07:57 ahhh 18:08:07 how did you tweak the loot? 18:08:18 i have a todo note somewhere to make it pick either one large map or two small maps 18:08:29 in order to prevent having to kneecap the larger maps or overpowering the smaller ones. 18:08:38 ah okay, i removed quite a bit of loot from some of the bigger ones 18:08:50 and added a little bit to wormcave and bears 18:08:55 :/ 18:09:00 I was really, really hoping to avoid that. 18:09:07 oh well 18:09:11 no harm done really 18:09:26 ah sorry, well feel free to revert it if you do want to change it so you can get two smaller maps? 18:09:39 did you change the hell one 18:09:43 no -- well, dpeg didn't want *any* loot in the lair maps, except perhaps a bit of exp 18:10:07 monqy: i made it always be a random acquirement 18:10:25 work needs to stop whipping my ass and give me some free time 18:10:37 i have to finish holies at least for 0.8 18:10:55 and i'd really like to do the orc layout change too, sigh. 18:10:58 anyway, back to work :( 18:11:10 boo for work :P 18:12:01 MarvinPA: if you feel up to it, you could revert the lair change and re-tag the maps lair_end_large and lair_end_small, then change the lair_end placement from PLACE: Lair:8 to a coinflip() : place_map_for_tag("lair_end_large") ; place_map_for_tag("lair_end_small") * 2 18:12:08 it would actually be a pretty simple change in thepry 18:12:38 ??holies 18:12:39 I don't have a page labeled holies in my learndb. 18:12:54 what's the command for due's internal learndb :-3 18:12:59 hmm okay, i'll make a note of it 18:13:09 although i do think the lair:8 maps could do with a little less loot overall :P 18:13:36 MarvinPA: well, the small ones aren't supposed to have any -- the elephant one was always going to have a tiny bit more because it had the biggest threat (anaconda and so-on) ... 18:13:50 @??shedu 18:13:51 shedu (16H) | Speed: 19 | HD: 13 | Health: 91-130 | AC/EV: 2/10 | Damage: 1908(holy), 2308(holy) | Flags: 08holy, fly, !sil | Res: 06magic(52), 03poison, 04rot, 13neg+++, 08holy | XP: 3106 | Sp: heal other. 18:13:52 yeah, true 18:13:53 @??phoenix 18:13:53 phoenix (05H) | 04UNFINISHED | Speed: 19 | HD: 13 | Health: 91-130 | AC/EV: 2/10 | Damage: 1908(holy) | Flags: 08holy, fly | Res: 06magic(52), 03poison, 04rot, 13neg+++, 08holy | XP: 2339. 18:14:01 Hm, phoenix need to go onto 'b' too. 18:14:18 b is going to be opposite of p? 18:14:21 Actually, the holies are pretty close. Phonixes nead their resurrection spell done, which mean snew marker type ("nooooooooo") 18:14:27 GreyKnight: No, b is bats and birds. 18:14:29 @??raven 18:14:30 raven (02b) | Speed: 20 | HD: 6 | Health: 25-41 | AC/EV: 1/10 | Damage: 8, 8 | Flags: sense invisible, fly | Res: 06magic(16) | Chunks: 07contaminated | XP: 262. 18:14:44 Eronarn: You were mistaken: there were phoenixes before I added ravens. 18:15:02 due: phoenixes don't really count though, they're not actually in! 18:15:14 it would be kind of amusing if b and p were opposites, interface clarity nonwithstanding :-3 18:15:16 Eronarn: so? 18:15:30 But I added both anyway so meh. 18:15:34 Anyway I really have to be working, byeee 18:15:49 crawl can't have birds, that ruins the lore 18:21:31 -!- kilobyte has quit [Ping timeout: 246 seconds] 18:23:12 -!- eith has quit [Ping timeout: 264 seconds] 18:24:53 egg of zot 18:47:26 -!- GreyKnight has quit [Quit: /quit] 18:53:00 -!- casmith789 is now known as megabat 18:53:11 -!- megabat is now known as casmith789 18:53:56 -!- kilobyte has joined ##crawl-dev 19:02:14 03MarvinPA * r612eef4c8144 10/crawl-ref/source/ (spl-data.h spl-summoning.cc): Improve Summon Swarm 19:02:24 03MarvinPA * rc1836ca7355f 10/crawl-ref/source/book-data.h: Change summoning/demonology rod contents 19:04:41 MarvinPA: what're the new rod contents? maybe they could use a rename 19:05:08 summoning has recall/canines/swarm, demonology has imp/abjuration/demon 19:06:29 summoning => nature 19:06:58 demonology => rituals 19:07:21 better to not have name overlap with the books imo 19:07:50 yeah, maybe 19:07:51 the nature of recall 19:18:55 rename the demonology book, it doesn't fit anyway 19:19:35 also can we change the description of it while we're at it 19:19:37 it's really awful 19:20:01 what is it? 19:21:08 mentions rape 19:21:17 ./dat/descript/items.txt:When touching this book, you hear faint screams of tortured souls. Each and every page is about demons, demons of all kinds and sizes, and how to unleash them unto this unsuspecting world. Many wizards have proven too weak to stand the power of this tome. You are not sure whether you hear the screams of the countless victims, which have been eaten, maimed and raped by the demons. Or do you scream yet? 19:21:45 is that a description about rape 19:22:06 in case it got cut off 19:22:08 You are not sure whether you hear the screams of the countless victims, which have been eaten, maimed and raped by the demons. Or do you scream yet? 19:22:19 is that a sentence about rape 19:22:20 :( 19:22:22 yes 19:22:30 didn't know demons raped people 19:22:43 i don't think grep for rape in crawl should return any non-grape-related hits, and i hope this isn't a controversial opinion 19:23:10 FR: FATAL 19:23:17 crawl needs to compete with it 19:23:47 lorocyprocas are draped in robes 19:24:11 dolorous screwing up git blame again sheesh 19:24:12 everything else seems to be about grapes though 19:24:32 has that description always been there? 19:24:58 I did git blame, but dolorous reformatted the file at some point. too much effort to investigate further 19:25:24 TGWi: yes 19:25:30 as long as i've played crawl 19:26:22 OG17: so what were the names that came up as possibilities? horsefly, bluebottle, some other stuff 19:26:39 "blowfly" 19:26:47 oh yeah, gadfly 19:26:52 blowfly is the best but gadfly 19:26:53 bah 19:27:07 for me, gadfly > horsefly > blowfly 19:27:25 I don't think horseflies hang around sewers so much 19:27:27 I don't know 19:27:49 I don't really care as long as it isn't Nepali Yak Fly or whatever you were pushing 19:27:58 hey bone skippers are cool :( 19:28:01 did you look at pictures of them 19:28:41 yes 19:28:44 they were flies 19:28:47 http://4.bp.blogspot.com/_LJjVAhWDeuk/TK916plCoSI/AAAAAAAAB6E/u2AkoCgaR2s/s1600/Bone+Skipper+Fly.jpg lookit dis flyyyy 19:28:56 ps, giant slug => velvet worm 19:29:30 giant slug => remove it because agate snails exist 19:29:41 TGWi: do you know what velvet worms are 19:29:54 is it a worm 19:29:57 like worms but made of velvet 19:29:59 crawl needs more worms 19:29:59 no, actually 19:30:01 move the entirety of j to w to free it up 19:30:14 alternatively crawl needs more things called worms that aren't worms 19:30:16 they're only distantly related to annelids 19:30:30 Eronarn: if they would do anything interesting fine 19:30:41 TGWi: ok get this: irl, they hunt 19:30:44 but agate snails are uninteresting and giant slugs are almost the same mechanically 19:30:47 they immobilize stuff by spraying goo on them 19:30:55 and then eat the stuff, and consume the goo 19:31:05 also they're social insects in small bands 19:31:11 also they are omg so cute 19:31:23 They are becoming increasingly popular as pets due to their bizarre appearance and eating habits. 19:31:30 that's weird 19:31:34 give snailslugs a slime gimmick and give snails a shell gimmick 19:31:45 they don't even have real legs 19:32:09 they have little cone stubs that are hydrostatic muscles, like tongues or tentacles 19:32:15 03pointless_ * r91bef4b59102 10/crawl-ref/source/dat/descript/items.txt: censorship 19:32:24 pointless_: thank you 19:32:26 03pointless_ * rf95d80d84832 10/crawl-ref/ (41 files in 12 dirs): Merge branch 'master' of ssh://gitorious.org/crawl/crawl 19:32:36 <3 pointless_ 19:32:41 what did you have censored 19:32:44 rape 19:32:47 everything 19:32:51 censor all text files 19:33:11 items.txt: all text files 19:33:11 every description just say REDACTED 19:33:14 there is no other text in crawl 19:33:58 wow it really was rape 19:34:06 yes 19:34:07 it was rape 19:34:10 there was rape in items.txt 19:34:16 get rid of the commas though 19:34:30 comma 19:34:33 whatever 19:34:57 I'll report it, just watch me 19:35:01 I don't want to check master out again then switch back to what I'm doing 19:35:08 good file a bug about the unnecessary comma 19:35:13 dolorous will fix it 19:35:19 -!- Moriasc has quit [Read error: Connection reset by peer] 19:35:30 also that last sentence is really weird 19:35:43 file a bug about it 19:35:55 I'm making a list okay 19:35:55 is there a wiki page for giant %s yet 19:35:55 yeah, I'm not sure I understand that 19:36:10 due was working on a list but he's gone forever or something (not actually gone forever) 19:36:13 just remove the last two sentences 19:36:15 I think you're supposed to be the one screaming or something 19:36:18 and it would be better 19:37:00 -!- Moriasc has joined ##crawl-dev 19:37:47 -!- Moriasc has quit [Client Quit] 19:37:49 what's demonology even have in it in .8 19:37:58 malign, sht, haunt, ??? 19:38:14 it doesn't have haunt, does it? 19:38:20 it did for a while i thought 19:40:02 ??demonology[2] 19:40:02 demonology[2/2]: Demonic Horde, Haunt, Greater Demon, Malign Gateway, Horrible Things in 0.8 trunk. 19:40:05 demonic horde, haunt, greater demon 19:40:06 yes 19:40:06 that 19:40:57 that's kinda meh 19:41:36 it'd be nice if in the future we could break it up into Demonology and Astrology (for things from beyond the stars) 19:41:41 but we'd need more spells in both for that to work 19:41:47 or you could rename the book 19:42:18 that'd work as an interim measure though it's still just "book of powerful sum spells" right now which is a bit bland thematically 19:42:24 there's a pretty good range of high-level summons now, probably don't need to add loads more 19:42:36 horde, haunt, and greater demon are all good spells 19:42:43 I like the first 2 more than the 3rd 19:42:47 MarvinPA: horde and SGD aren't even high level though :P 19:43:01 7 is high level 19:43:09 i thought sgd was 6 19:43:10 six is high level, as demonstrated by the poison school 19:43:27 ??sgd 19:43:27 I don't have a page labeled sgd in my learndb. 19:43:30 annihilations has PA, yeah 19:43:33 ??summon greater demon 19:43:34 summon greater demon[1/1]: Summons a 1, the mightiest class of demonry. Chance of summoning a hostile demon is slightly higher than for summon demon, and decreases with higher spell power. Level 7. 19:43:38 oh, it is 7, oky 19:43:52 demonic horde i'll give you though, sure :P 19:44:20 getting rid of haunt would be pretty okay though, nice if that was necronomicon-only 19:44:44 yeah, maybe 19:44:53 4 would leave it a bit light 19:44:53 although then both demonology and necronomicon would only have 4 spells :( 19:45:02 but then again maybe annihilations is just too big? 19:45:18 what's that have... poison arrow, two storms, orb, chain lightning? 19:45:19 MarvinPA: add back useless high level junk so it looks more impressive 19:45:26 lcs 19:45:52 i guess if poison ever gets high-level spells or acid or whatever then poison arrow could move over to a new book 19:45:57 no way 19:46:03 you go to hell and you die MarvinPA 19:46:06 CRAWL-RUINER 19:46:13 could put it in envenomations 19:46:16 PA is only leve l6 19:46:18 level 6 19:46:21 and envenomations is bad 19:46:34 PA fits in a rare book though, it's still great 19:46:39 it makes sense in annihilations though, it's like a better IMB 19:46:41 PA is one of the reasons to take vehu right now 19:47:23 i think i'd rather see more high level nec/summ spells (preferably multischool ones), though 19:47:49 rather than moving stuff out of annihilations 19:48:02 why was that even suggested 19:48:21 summonings has hydra, dragon, greater demon, sht, haunt, malign gateway 19:48:32 haunt is in bot? 19:48:34 both 19:48:39 two small books doesn't mean a large book needs to go 19:48:42 shit flavor imo 19:48:42 whereas necromancy is down to just necromut, borg, haunt, ddoor really 19:48:43 I don't think so? 19:49:06 haunt is out of summonings 19:49:19 but why in the world does it have dragon, put that in demon 19:49:21 sorry i meant summonings the school, just in terms of high-level spells that exist 19:49:35 but yeah i agree with moving summon dragon out of the book of summonings 19:49:36 or am I looking at old books 19:49:56 no, it still has dragon 19:50:08 i think the problem is that the demon-y stuff and the non-demon-y stuff don't seem to fit together well in the same book 19:50:21 but there's not really enough of either to stand independently 19:50:38 much like imp and canine don't fit together 19:50:41 wait, rename the book 19:50:57 the theme can be "summoning" 19:51:21 summoning demons and summoning animals feel pretty different even though they're in the same school 19:51:42 no? 19:51:55 summon dragon should only be in the book of the dragon imo 19:52:11 having more rare spells would be nice 19:52:22 by rare i mean showing up only in one or two books 19:52:24 better to be in the summoning chain stuff I think 19:52:56 rarity isn't interesting and it just pushes people to scum if they want to use it 19:53:20 especially high-level spells 19:53:46 rarity's good if there are alternatives, it's bad if you simply can't do something until you get the rare spell 19:54:53 if you're at the point you can farm pan indefinitely for books it's not exactly a big deal 19:55:28 dunno how else you scum for books really 19:55:50 hm, git's throwing a fit about items.txt 19:56:00 it wants rape 19:56:36 I had the gall to edit a text file on windows, so I may have screwed up the line endings? 19:57:02 possibly, it wants to delete and then recreate the whole thing 19:57:31 did you use wordpad 19:57:39 I did use wordpad 19:57:44 yep 19:57:50 and git reset --hard doesn't fix it so i'm lost and confused 19:57:53 wordpad: don't use it 19:58:16 I knew I should have stuck with my initial reaction of waiting for someone else to deal with it... 19:59:46 if i just commit a change to it and delete that comma or whatever, will that fix it? 20:01:23 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:02:52 pointless_: Does your msysgit not automatically fix line endings? 20:03:03 Mine automatically deals with line endings... 20:03:07 well I guess it didn't 20:03:14 weird 20:03:41 I don't know, I recall there being some option related to that when I was doing my initial setup of git, but I forget the details 20:03:42 MarvinPA: best solution would be to revert the commit and then re-apply it without line fuckupery 20:04:29 According to Gitorious the only change made was to that file 20:04:52 MarvinPA: what is the actual issue you're having? 20:05:35 if i try to push or pull, it claims my items.txt needs updating as my working tree isn't up-to-date 20:05:50 Okay, git stash, git pull --rebase 20:06:33 seems like if i stash or do reset --hard or anything, it still thinks my items.txt is out of date 20:06:42 hm, it shouldn't 20:06:54 Can ytou pastebin your exact error? 20:07:44 http://pastebin.com/9WYB2e1i 20:08:07 Oh, you've got rebase on automatically. 20:08:11 yeah 20:08:16 okay, git fetch origin 20:08:38 yup 20:08:46 then git reset --hard origin/master, then use git ref-log to find the commit ids of the commits you've made 20:08:58 then, start from your first commit, git cherry-pick each one 20:09:04 then you should be able to push 20:09:25 I imagine there's an easier way to do it but I find cherry-picking gives the cleanest result 20:09:42 I could revert my commit if that would help 20:10:00 pointless_: I don't think it will help 20:10:07 ok 20:10:20 there's something weird with MarvinPA's tree 20:11:35 hm, it still thinks my items.txt isn't up-to-date :( 20:11:41 huh 20:11:49 do you have it open in an editor or something? 20:11:54 what does git diff report? 20:12:59 git diff appears to just delete the whole file line-by-line and then add it again 20:13:10 ... odd 20:13:15 Okay, commit it then 20:13:38 Then git reset --hard HEAD^ :D 20:13:54 (and if it still does it then you'll probably have to push the change; sounds like the line endings *are* broken somewhere) 20:14:39 I looked at my commit with git show and it's - every line, then + every line with ^Ms 20:14:50 huh... 20:14:53 so I pushed the wrong line endings to the repostiroy 20:15:05 MarvinPA: okay, don't reset --hard, just push the changes 20:15:11 pointless_: crazy thing is that gitorious doesn't report on that 20:15:19 yeah, if i commit it then it shows my working tree as clean, then goes back to complaining after i reset 20:15:21 yeah I know 20:15:29 maybe a configuarion issue 20:16:08 i totally forgot what i was going to change, now :P 20:16:14 MarvinPA: haha, check your reflog 20:16:20 03MarvinPA * rc8e5efdd0e5a 10/crawl-ref/source/dat/descript/items.txt: Hopefully fix items.txt line endings 20:16:24 MarvinPA: git ref-log or reflog or whatever, you'll see the original commit you made 20:16:32 ah yeah, got it 20:16:35 thanks :D 20:16:40 this is less exciting than the time I pushed a working branch to master my mistake 20:16:41 then you just cherry-pick that commit id back in 20:17:41 http://gitorious.org/crawl/crawl/commit/91bef4b59102a37fe6b49c5b19c84861495d9c96.patch 20:17:44 "Ahhhh" 20:18:04 there you go 20:18:16 just can't trust the view with highlighting 20:18:28 even the "Raw diff" doesn't show whitespace changes 20:18:39 I imagine they're running git diff with --ignore-whitespace or whatever it is 20:19:00 due: how do I know if part of the dungeon is a vault? 20:19:01 --ignore-space-at-eol or --ignore-space-changes -- or both. 20:19:18 pointless_: It should show up in xv in debug mode. 20:19:49 It'll be Floor (feature/blah) 20:19:53 well I did the slime connectivity thing I argued about in august or whenever, but it probably nukes parts of vaults now (if there are any vaults in slime) 20:20:02 Ohhh 20:20:10 Okay, vaults are marked with MMT_VAULT 20:20:19 marked in what? 20:20:28 um 20:20:30 sword in the stone can appear i think 20:20:40 The first time the level is generated it's masked with MMT_VAULT 20:20:46 masks aren't saved though 20:21:22 hopefully the monsters don't just suicide on slime walls now, i think someone fixed that at least :P 20:21:33 I'm hooking in after the call to _caves_level in builder_by_branch 20:21:41 env.level_map_mask is a bitmask flag which has those values 20:21:51 ok thanks 20:21:57 but there shoudl be an easier way 20:22:37 I think there's a convenience function somewhere 20:23:06 Look for functions that accept map_mask_type and a coord... or not 20:23:09 I think the dungeon generator must do connectivity checks somehow, but I couldn't figure it out so I wrote my own connected components implementation 20:23:41 It does 20:23:45 To be honest you should probably email Zaba 20:24:04 If anyone understands the dungeon builder in a "complete" way, it's Zaba 20:24:13 03MarvinPA * rb709e9c861e9 10/crawl-ref/source/book-data.h: Remove Summon Dragon from the book of Summonings 20:24:16 I was planning on just merging this when I'm done and pissing him off with duplicate functionality 20:24:27 * due laughs 20:45:19 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.7/20100713130626]] 20:56:43 -!- upsy has quit [Quit: Leaving] 21:10:44 -!- valrus_ has joined ##crawl-dev 22:18:25 -!- valrus_ has quit [Remote host closed the connection] 22:18:49 03dolorous * ra59e7e7f9118 10/crawl-ref/source/dat/descript/items.txt: Tweak wording. 22:18:49 03dolorous * r41e3f098dadc 10/crawl-ref/source/mon-act.cc: Remove Summon Elemental reference from _handle_rod(). 23:10:32 -!- blackflare has joined ##crawl-dev 23:39:41 -!- xyblor has joined ##crawl-dev 23:54:10 capslocke (L1 MDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 800 failed. (D:1) 23:54:24 capslocke (L1 MDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 800 failed. (D:1) 23:54:30 capslocke (L1 MDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 800 failed. (D:1) 23:55:23 capslocke (L1 MDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 800 failed. (D:1)