00:31:16 what's the point of the exp pool cap? 00:37:49 to make v:8/zot/zigs force victory dancing 00:38:10 yeah it seems weird to me 00:49:04 is there a plan for ashenzari to have active wrath effects for 0.8? 00:49:07 -!- Kurper has quit [Remote host closed the connection] 00:49:10 or will it just be the constant passive wrath 00:53:22 -!- elliptic has quit [Quit: Leaving] 01:02:08 -!- elliptic has joined ##crawl-dev 02:11:39 -!- Adeon is now known as MaryPoppins 02:14:09 -!- Zannick has quit [Ping timeout: 276 seconds] 02:18:01 -!- Hehfiel has quit [Ping timeout: 260 seconds] 02:21:06 -!- elliptic has quit [Ping timeout: 240 seconds] 02:36:04 -!- xyblor_ has joined ##crawl-dev 02:37:46 -!- Textmode has quit [Ping timeout: 240 seconds] 02:39:23 -!- xyblor has quit [Ping timeout: 276 seconds] 03:24:27 -!- Hehfiel has joined ##crawl-dev 03:28:40 -!- evilmike has quit [] 03:48:41 -!- syllogism has joined ##crawl-dev 04:15:07 -!- monqy has quit [Quit: hello] 04:15:45 -!- galehar has joined ##crawl-dev 04:15:53 morning 04:16:16 good morning 04:19:30 galehar: would this be helpful? http://git.develz.org/?p=crawl-ref.git&a=search&h=HEAD&st=commit&s=into+view 04:20:04 I recall there's an old SF tracker item or perhaps old crd discussion about the message, but I don't have time to dig them up 04:20:59 Maybe, thanks. 04:22:03 The issue is a bit tricky to reproduce, but I'll try debugging it anyway. 04:23:30 I'm really wondering why the "already seen" context can trigger the message (delay.cc:1540). This is probably the cause of the bug, but I'll try understanding it beforing blindly remove it. 04:24:17 Is it a bug if I have a berserk guardian mummy? It just fought with a friendly Oklob if that means anything. 04:25:37 seems so 04:29:23 This should help with the 0.8 release schedule: http://xkcd.com/874/ 04:38:38 hii 04:38:41 ekiM: O_o 04:38:48 ekiM: it actually went berserk? 04:39:03 !tell dpeg I will have time to look at things next week and the week after! I'm taking time off. 04:39:03 due: OK, I'll let dpeg know. 04:39:46 galehar: Hah... I wish I had the time to do nothign all day :/ 05:15:55 bad message when failing to switch from distortion to vampiric (https://crawl.develz.org/mantis/view.php?id=3611) by ortoslon 05:39:46 -!- Ashenzari has quit [Ping timeout: 248 seconds] 05:40:26 -!- Ashenzari has joined ##crawl-dev 05:40:26 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 05:44:04 -!- ortoslon has joined ##crawl-dev 06:00:09 marvinpa: keep current wrath as an effect for during penance 06:00:18 reduce penance based on exploration 06:00:59 i don't really know how severe the current wrath effect is 06:01:31 you'd have to wake up the level first somehow 06:02:14 monsters don't track you unless they have actually seen you before 06:02:14 can make it more hardcore if you want 06:02:23 occasionally make a random monster aware of you, say 06:02:28 maybe active effects could wake up other parts of the levels 06:02:30 or have oods come up the stairs from below 06:02:55 anyone knows the reason for the 20K limit to exp pool? 06:03:06 TGWi: scummable, more xp 06:03:19 well there's probably nothing wrong with leaving it as-is for now anyway 06:03:24 galehar: can't think of one to be honest 06:03:37 as in, a god without wrath? 06:04:00 wrath is a mess generally anyway :P 06:04:22 how about ashenzari reskill you at random 06:04:29 ??Spell hunger 06:04:30 spell hunger[1/2]: Casting a spell lowers your nutrition by an amount varying with the spell's level: (1) 50, (2) 95, (3) 160, (4) 250, (5) 350, (6) 550, (7) 700, (8) 860, (9) 1000. This amount is lowered by the product of your Intelligence and Spellcasting. (For rods, your Evocation skill * 10, with a minimum of 5.) 06:04:41 TGWi: that's funny :) 06:04:41 although yeah, if it has no effect unless you wake things up then maybe there do need to be more effects 06:05:24 like, waking things up? 06:05:55 sure 06:07:05 i quite liked the suggestion of spawning traps under you to simulate worse t&d 06:07:46 how about worse T&D 06:07:48 would be strange if you or a monster have already stepped on this specific cell. 06:07:52 yeah 06:09:28 -!- Twinge has quit [Read error: Connection reset by peer] 06:10:00 actually dropping you down a shaft or onto a zot trap seems like a better wrath effect than just worse t&d, especially if you can get around that as the player by tediously searching loads more in dangerous areas (tomb/zot/vaults etc) 06:10:04 -!- Twinge has joined ##crawl-dev 06:10:54 a problem about waking everything and current effects: they hurt stealthy chars very badly while not affecting loud brutes or trigger-happy conjurators at all 06:11:48 it can make things easier even: just stand at a choke point and dispose of the conga line of monsters coming to you 06:12:16 for the record I've been whining about the exp pool for like a year 06:13:02 TGWi: keep it up for one more year and we'll remove it ;) 06:13:04 spawning traps: better than lowering T&D but goes totally against the notion that Ashenzari has no actual powers, just knowledge 06:13:58 TGWi: write an autowhiner and relax :) 06:14:24 if you haven't already 06:14:33 could be flavoured as the trap being there all along and ash clouding your vision or whatever, even if that does run into inconsistencies if you've already stepped there 06:14:55 but yeah, i dunno 06:15:20 maybe not, i can't see i have much else in the way of wrath ideas though :P 06:15:24 can't say* 06:15:26 your vision was so clouded that the trap didn't hit you the first time 06:15:28 out of sympathy 06:15:43 a witch stopped it hitting you the first time 06:15:50 thanks to knowledge from ash 06:19:38 A lot of how Ash works is not clear to me from in-game info. Especially that I can choose which items to uncurse with ?oRC, and what levels of piety get what info (and stuff about having a cursed slot meaning stuff fully iDs or whatever). 06:21:05 yeah... that would take a lot of place to explain fully, though 06:21:42 especially the main god screen has enough space for commits like 679f4f13 06:22:34 More cursed items = more xp could be xplained, and is the only one I think you really can't figure out in-game easily. 06:23:18 except this is going to be removed anyway 06:23:25 which items get identified is a bit weird too 06:23:33 Oh, really. 06:23:35 galehar: it doesn't seem very removed 06:23:40 maybe it should be documented until then 06:23:50 Well the ^! screen has a bit of space, dunno. 06:24:37 even on tinyterms? 06:25:06 Well it says a lot less than many other god descriptions do... 06:25:55 you mean, like Elyvilon? 06:26:04 * kilobyte points to the slew of crashes... 06:27:24 Granted powers: \\ Ashenzari helps you learn. 06:27:45 -> Granted powers: \\ The more cursed you are, the more Ashenzari helps you learn. 06:27:53 where are the monster depth defined? 06:28:15 -!- dpeg has joined ##crawl-dev 06:28:52 galehar: mon-pick.cc 06:32:25 -!- edlothiol has joined ##crawl-dev 06:34:08 thanks 06:36:07 -!- Mu_ has joined ##crawl-dev 06:46:10 MarvinPA: as you code on Windows, would you have problems with UTF-8 encoded comments? At least in one file. 06:47:39 many years ago I coded a transliteration table like this: http://angband.pl/svn/kbtin/trunk/translit.h -- but http://sprunge.us/hTLb is both 1.8 orders of magnitude more terse and seems to be easier to edit 06:51:18 i don't think it'd be a problem, don't know much about unicode but as far as i understand it i think notepad++ should handle it okay? 06:53:53 I think so... you use notepad++ then? 06:53:53 how does notepad++ handle BOMs? 06:54:09 bhaak: you can't have BOMs in source files 06:54:16 yeah 06:54:35 they're pretty inconsistent with sanity, too 06:54:39 that's the question, does notepad++ consider that? 06:55:00 (I made Crawl accept them in all files it reads of course...) 06:55:18 notepad++ tries some heurestics to see if the file looks like proper UTF-8 06:56:25 so I'll put the transliteration table this way. It's helluva easier to know what "ü" looks like than "latin small letter u with diaeresis". 06:57:34 (I even doubt dpeg or bhaak would know that "diaeresis" means umlaut without looking that up) 06:58:14 I prefer to have the actual character and the unicode point and the unicode name in comments, as there are several characters that look similar to each other 06:58:32 kilobyte: actually it doesn't :-) it just looks exactly the same 06:58:56 you mean, it would be good to have the official name as well? 06:59:05 not sure if we care about anything but the look 06:59:42 the purpose of this table is to let the code know that "ü" in ASCII should be replaced with "u" 06:59:58 I usually generate such translation tables from the official unicode tables and there you get the name for free 07:00:18 kilobyte: I'd have associated "diaeresis" with "diarrhoa", not "umlaut" indeed :) 07:00:18 dpeg: You have 1 message. Use !messages to read it. 07:00:39 !messages 07:00:39 (1/1) due said (2h 21m 36s ago): I will have time to look at things next week and the week after! I'm taking time off. 07:00:50 if somebody who doesn't have those characters in his font or even doesn't have a unicode editor edits that file, having the codepoint or the name in it helps to do the right thing 07:00:59 on Wikipedia, "umlaut" and "diaeresis" redirect to the same article, "trema", which is another thing I didn't know about :p 07:01:12 !tell due That's good enough. You gotthe c-r-d mails about new deadlines? 07:01:12 dpeg: OK, I'll let due know. 07:02:35 !tell due Would it be ok to disable pearl dragons/shedu/ophans in ZotDef for 0.8? There are balance and bug issues, and they don't spawn anywhere in real games nor sprint anyway. 07:02:35 kilobyte: OK, I'll let due know. 07:02:39 we call it tréma in french 07:03:14 in citroën it's a trema, in Heizölrückstoßabdämpfung it's umlauts 07:03:36 MarvinPA: since you're under windows, have you looked at #3535? 07:04:48 ah hm, i thought i commented on that 07:05:18 bhaak: yet it is the very same character. Not even a similar one, like breve vs caron or ogonek vs cedilla. 07:05:22 I wasn't around 07:05:55 i have the same issue, yeah, haven't had a look into what causes it though 07:06:13 ok 07:06:23 but then, we don't give a damn really... all it matters is that Heizölrückstoßabdämpfung needs to be Heizolruckstosabdampfung in ASCII. Can't transliterate "ß" to "ss" but only "s" too. 07:07:13 actually, it might be "ss" in descriptions and messages, but I don't care enough right now 07:08:20 no ß outside of the main display before translations, and those won't happen before 0.10 at the very least 07:10:41 -!- elliptic has joined ##crawl-dev 07:11:09 dpeg: any idea why the 20k limit to exp pool? 07:11:54 Linley! 07:12:11 so, we'll have to ask him :) 07:12:46 I know that he was unhappy with victory dancing and wanted to get rid of it "next". 07:13:05 20k because 25k would be just too much 07:15:06 there's no reason to wait for fix to victory dancing before removing it 07:17:46 * galehar 's finger removes the safety and stands nervously on the trigger. 07:20:04 galehar: I like it when people take responsibility :) Fire away. 07:20:35 the crawlish way to shoot yourself in the leg is with an IOOD 07:20:49 so you're safe with a gun 07:20:50 kilobyte: omg, no locale-aware character substitution!!!!1eleven 07:21:13 kilobyte: only a char can be a replacement, not a string? 07:21:19 I've always found it a bit annoying, but though "well, there must be a reason for it". Now that I find that there isn't... 07:21:34 galehar: there might be one and I am just not aware of it 07:21:55 I know that rob (by) tinkered with it, having the Exp Pool limit depend on something like total xp. 07:22:06 well, there's manuals. We can cap them at 20k. 07:22:28 or not. 07:22:41 manuals are a problem unto themselves 07:23:03 I don't think removing the limit would change anything for them. 07:23:12 we'll address manuals with VD anyway 07:24:16 hmm, as a troll, I don't need autofight but autoeat 07:24:54 the only case it really affects manuals is zig runs, i guess 07:25:14 removing the limit there would probably be fairly significant 07:25:44 yes, but in a good way, not? Having to manage the pool is very "meta-gamey" 07:26:29 I'll leave &s to fill your pool to 20k for historical reason :) 07:26:55 (btw, the &s description is completely wrong: "gain 20000 skill points") 07:27:07 yeah - in most places it's pure metagameyness in that it just forces you to back off and victory dance occasionally to prevent wasting xp 07:27:36 in zigs the cap actually does have a gameplay effect since you probably can't use up the xp as fast as you're gaining it 07:28:05 you don't really need the xp if you are able to clear zigs that fast though :P 07:28:11 but i agree that removing the cap sounds fine :P 07:28:32 03hyperelliptical * rcdd4c9d5b62d 10/crawl-ref/source/ (dat/clua/lm_trove.lua dat/des/portals/trove.des itemname.cc): Make troves handle manuals correctly. 07:30:41 I would've thought Linley would make it 19683 anyways. 07:31:24 bhaak: unless we get translations, substitutions can happen only in two cases: 1. an attempt to use a monster glyph your display can't use, 2. watching someone on DGL 07:32:28 ie, if Napkin would watch dpeg's game and send him messages in German... or, someone used his native language in inscription/notes 07:33:07 has anyone reached the overall xp cap? 07:33:17 monster glyphs do matter, messages and inscriptions, not really 07:33:25 ortoslon: most Zig runners 07:33:43 kilobyte: ah 07:34:14 ok, I'm wrong, s/most/multi/ 07:34:25 !log . char=feae 07:34:26 13. KiloByte, XL27 FeAE, T:245072: http://crawl.develz.org/morgues/trunk/KiloByte/morgue-KiloByte-20101119-134939.txt 07:34:48 it takes a bunch of zigs, but all of the ubernagas hit the xp cap i assume 07:34:56 oh cool, only 4 07:35:00 oops wrong. I somehow thought this char had only 6M xp 07:35:16 o_O 07:36:15 with xl27 being ~1.3M (depending on species), that would be totally wrong 07:36:35 right, so 9M is a frequent occurence 07:37:47 looked at several 15-runers, 2.5M is typical there 07:38:04 too much xp in the game :) 07:38:17 i wouldn't say people clear 4 zigs in a game frequently :P 07:42:29 power creep is upon us. 07:42:32 Let's nerf! 07:42:37 perhaps we should reduce to one ziggurat, or make prices increase exponentially, but it is not the most urgent change 07:44:15 I have no experience in Zigs, but if people clearing several of them is so common, then I assume that either: "Zigs are too easy" or "They use an overpowered feature". 07:44:52 or: "they use Pan/Abyss scumming to get uber char" 07:45:22 it's also a matter of luck to some point 07:45:48 Yes. I would hate to see ziggurats go completely, but eternal scumming is problematic (before zigs, there was always pan). 07:46:40 I never did Pan/Zig: which of these two creates more interesting situations? 07:47:38 they apply to characters at different power levels 07:48:04 if you can finish Zigs, Pan is not a challenge to you in the slightest 07:48:55 I see... so doing enough Pan makes sure you can conquer the ziggurat :( 07:49:22 This was not intended (or at least not my intention with zigs). I wanted players to have to decide when to leave. 07:49:46 i don't think that's really how it works out 07:49:51 Tell me! 07:50:04 I see... so doing enough Pan makes sure you can conquer the ziggurat :( 07:50:07 "makes sure", not really 07:50:09 in my characters that did multiple zigs at least, i'd visit pan and do zigs as i found them, and often bail out early 07:50:14 03galehar * rc440abad0d1d 10/crawl-ref/source/ (defines.h skills2.cc viewgeom.cc): Don't start the game if terminal is smaller than 80x24. 07:50:15 03galehar * r7bb413f57386 10/crawl-ref/source/ (decks.cc defines.h main.cc output.cc player.cc potion.cc): Remove experience pool limit. 07:50:26 not true really, except in the sense that you can scum pan forever and then do anything 07:50:39 pan scumming isn't how chars get strong enough for zigs in practice 07:50:43 MarvinPA: bailing out is not that safe a choice 07:50:50 they get strong enough to clear zigs by doing partial zigs 07:50:55 kilobyte: sure it is 07:51:00 it's pretty safe with distortion and stasis 07:51:02 I learned to not go to zigs to just "do 10 levels and grab some loot" 07:51:12 i learned to do exactly that :P 07:51:19 !lm * min=xl type=zig.enter 07:51:21 Well, I would really like to leave balancing and nerfing the extended game to those who do it regularly. 07:51:30 because then you get 8 daevas on Zig:4 and splat before you can say "blink" 07:51:53 MarvinPA: you think there is a problem with infinite content as it is currently? 07:52:02 kilobyte: why can't you say blink? if you have 200 HP then they won't kill you that quickly... 07:52:23 especially if you are hasted when you enter the level 07:52:31 does the experience card give a set amount? 07:52:40 wouldn't scaling the difficulty of Pan/Abyss with time spent at least partially address the issue (if done properly)? 07:52:52 36065. [2010-07-21] MarvinPA the Cleaver (L11 DDBe) entered a Ziggurat on turn 15825. (D:6) 07:53:14 you.exp_available += (power_level <= 1 ? power * 50 : HIGH_EXP_POOL); 07:53:15 galehar: yes, that is my proposal. But I'd be happier if someone with actual experience pursued it. 07:53:26 HIGH_EXP_POOL = 20k 07:53:28 galehar: I'd rather put some kind of a cap on skill training 07:53:54 limitting Pan might be good, if we adjust Ziggurats first 07:54:27 you usually don't decide to scum Abyss, it's demonologists who make that call :p 07:54:40 nobody really scums pan for anything except zigs 07:54:46 why does this need to be restricted 07:54:51 elliptic: exactly 07:54:57 yeah, currently you're actually forced to scum pan if you want to visit zigs 07:55:01 elliptic: I am sure that Pan was scummed before ziggurats even existed. 07:55:02 firstly to find them and secondly to get enough gold 07:55:12 dpeg: I'm talking about current behavior 07:55:15 ah 07:55:15 I did 83 pan levels in a game as a noob but only because I didn't knew a rune was irrevocably lost 07:55:32 but if Pan gets harder to the point of insane while you're looking for zigs, power creep solved, right? 07:55:32 I just don't hear of anyone scumming pan for loot/xp 07:55:41 btw, nobody answered my question about which of Pan/zig creates more interesting situations. 07:56:13 galehar: how is people being able to find zigs power creep? I'm confused 07:56:18 people scum pan for zigs, and doing a ton of zigs doesn't affect the normal game at all 07:56:19 it's more a question like Slime vs Tomb 07:56:26 those characters are irrelevant 07:57:24 for the scumming itself though I suggested giving a one-time zig portal item when people were talking about possible zig trophies 07:57:24 zigs are much more potentially dangerous but both are definitely interesting endgame content 07:57:25 almost, but not quite OG17 (ghosts, lack of challenge) 07:57:31 you still have the gold though 07:57:57 OG17: this assumes you are never forced to bail out early 07:58:01 there's no challenge outside of zigs at that point and no one's going to meet a ghost outside of a zig 07:58:01 the idea is that getting a char to max XP and skills shouldn't be forbidden by hard limits, but simply impossible because of insane difficulty 07:58:11 galehar: yes 07:58:14 Why? 07:58:21 I like the idea 07:58:30 Why do you like the idea? 07:58:35 btw, the original concept was that ziggurats go on forever, but would eventually crush anyone... we failed 07:59:14 zigs definitely can throw a challenge even at the most overpowered characters, with late pan lord floors and so on 07:59:16 like maxing your score in a shmup 07:59:31 yes 07:59:32 Well the uberchcars that clear multiple zigs mostly use just a few strategies I think... maybe come up with some monsters / zig levels that challenge those strategies? 07:59:43 And they're not exactly easy even now, I think. 07:59:58 unfortunately those strategies tend to be "kill everything on the screen at once", i'm not sure how you challenge that strategy :P 07:59:59 ekiM: that's why I like DD death knights so much 08:00:06 having some playground for extremely good characters is desirable 08:00:08 oh that is true i guess 08:00:40 there's little strategy that can be used on arenas like Zigs 08:00:51 either you kill everything on the screen at once or you die 08:00:53 and we devs can use it as a playground for testing nerfs 08:00:54 -!- edlothiol has quit [Quit: edlothiol] 08:01:09 hands up, who of the devs is a zig stormer? 08:01:15 -!- edlothiol has joined ##crawl-dev 08:01:25 * MarvinPA raises hand 08:01:53 I did it on one char 08:01:54 Well, Deaths door, controlled blink, controlled blink, apport apport apport, rinse, repeat is an alternate strategy if you just want loot :F 08:01:59 * dpeg awards MarvinPA the Insane Developer badge. 08:02:11 not a single holy level, though 08:02:11 :P 08:02:28 MarvinPA: do you agree that something should be about our unlimited content? 08:03:48 i really like zigs as a challenge for very powerful characters, i think the idea of pan getting harder over time is definitely an interesting one too 08:04:14 stopping this only stops people that enjoy repeated zigs etc from having fun 08:04:19 there's no problem addressed by it 08:04:39 well, you seem like the most qualified to address it :) (although, this isn't on today's agenda) 08:04:57 i don't see why zigs wouldn't still be fun if doing them got more challenging as you did more 08:05:07 MarvinPA: would you like to take a mental parentship over this realm... it is not urgent, there's no need for nerfs by 0.9 (or any other release). Just someone building ideas and carrying the torch. 08:05:18 in fact doing zigs on my tornado character when the spell was first added wasn't very fun at all because they were so easy :P 08:05:40 * kilobyte enjoys the idea of carrying a torch near buildings. 08:05:47 hehe 08:05:53 sure, i'd be glad to have a think about it :) 08:05:56 tornado's a problem because it makes zigs trivial for characters that aren't otherwise powerful enough to handle them 08:05:58 cool 08:06:01 so that does throw things out of whack 08:06:04 but tornado 08:06:19 MarvinPA: bugs with haste made it many times as powerful as intended :( 08:06:34 aha yeah, that too 08:07:06 conveniently i just started a DrAE so maybe i'll see what it's like with the most recent nerf :P 08:07:30 it's still problematic even after all nerfs since if you can use _both_ firestorm and tornado, tornado's far lesser damage/time doesn't matter 08:07:37 -!- Cryp71c has joined ##crawl-dev 08:07:41 from the forum: "Also, why does going back to Xom all the time make me feel like a woman going back to her abusive alcoholic husband?" 08:08:05 MarvinPA: pure Air probably breaks it again :( 08:08:21 since if you focus you can get it way too early 08:08:49 -!- elliptic has quit [Quit: Leaving] 08:08:54 an endgame spell is broken if you can use it before endgame 08:09:07 make it L10 08:09:16 <3 08:09:23 not to harp on this but could 3535 be addressed? Local crawl's been unplayable for two weeks now 08:09:29 ignoring hjkl 08:09:34 oh one idea i had to address some of the scumminess of finding zigs in pan was to announce them when you enter the level but maybe have them timed with a very harsh timer, or guarded by particularly nasty vaults or something 08:10:04 but with lower or no gold cost to enter if you can get to them 08:10:46 not particularly thought it through yet but something like that might be nice 08:10:51 OG17: I was quite surprised with this bug. I thought windows people play tiles and console people play online. Who the hell plays local console under windows? 08:11:15 Morning 08:11:15 windows devs who compile and test things locally! :( 08:11:39 ah yeah. When I was a new dev, I was under windows too... 08:11:57 fun thing: this bug is in a part of code I'm going to overhaul next 08:12:18 cool. We now have a reason not to fix it :) 08:12:26 yeah! :) 08:13:32 I think I refuse to go back to windows since developing on it is a huge pain. 08:13:35 MarvinPA: if you want to be cool, set up a wiki page to collect ideas over time 08:13:44 galehar: about 80x24: in some cases PuTTY makes it 78x24 instead 08:13:51 dpeg, ideas are overrated, we want a monopoly on such a thing. 08:13:57 Cryp71c: we had a time when none of the active devs was using windows. Made for painful release :) 08:13:57 I didn't think msysgit was that bad.. 08:13:58 -!- ortoslon has quit [Read error: Connection reset by peer] 08:14:03 dpeg: sounds good, i'll dump some of my ideas there 08:14:17 -!- ortoslon has joined ##crawl-dev 08:14:28 Cryp71c: ideas pooled among devs, of course, not mere mortals 08:14:28 you explicitely tell it to use 80x24, it gives 78x24 instead. I think it can happen in the default config in some cases too. 08:14:41 Keskitalo, its not THAT bad, its just not perfect. 08:15:12 msysgit seems good to me but i have nothing to compare it to, either :P 08:15:28 if there were a dev that was asking between using a current windows install and mysysgit or reinstalling to linux, I'd have them do the latter :P 08:16:23 kilobyte: but the skill menu needs 80 columns. It has for a while, and we didn't had any report. 08:16:30 Is this issue common? 08:17:29 galehar, in cases where putty drops to 78x24, connection to the server has failed (in my experience previously) reporting that the console window is too small. 08:17:40 galehar: we reduced it to 78 recently 08:17:46 so...nevermind :) 08:18:39 kilobyte: what? I just edited the code of the skill menu, the prerequisite was still 80x24. 08:19:58 hrm. I might be confused then, but I'd swear there was a change to that tune. 08:20:20 I don't see why we should put up with Windows corrupted standards. 80x24 is a very reasonable default. 08:20:42 I agree. 08:21:08 * galehar hands kilobyte a potion of healing. 08:25:14 galehar: need_save is set at all time when there's an actual game in progress 08:25:36 it's cleared during death sequence and set when starting/loading a game 08:26:36 yes, but I meant in this context. Isn't crawl_view_geometry::init_geometry only called at the beginning of the game? 08:27:25 or if it's called on resize, then we can print a message instead of dying. 08:29:20 galehar: commit 8fd2f8386754 08:29:52 a resize shuts down the whole display system then reinitializes it from scratch 08:30:25 even worse, there's some redundant interaction with sighup handler set up by newer ncurses 08:31:15 kilobyte: I changed it back to 80 at a latter time. 08:31:52 what's the pick-axe command to find what commit changed a line? 08:32:35 not sure, I never learned it and just repeatedly check git blame 123456^ -- file.cc 08:33:25 120f289e moves it back to 80 but there's no message why 08:33:57 I can't find the bug report on Mantis, lemme search IRC logs 08:37:26 120f289e brings back the hint/tutorial help message for the skill menu. It needs full width to display properly. 08:47:41 -!- Zaba has quit [Ping timeout: 260 seconds] 08:55:51 -!- Zaba has joined ##crawl-dev 09:06:58 -!- frogfrog has joined ##crawl-dev 09:14:46 -!- Kurper has joined ##crawl-dev 09:22:24 -!- Kurper has quit [Remote host closed the connection] 09:24:15 03dolorous * r1df96b0abe39 10/crawl-ref/source/godabil.cc: Comment fix. 09:24:53 dpeg: Why did you !tell me about Ero doing lava orcs? :P 09:26:59 greensnark: you expressed hope in sanity -- foolishly -- by assuming it'd be a joke :) 09:27:24 It is a joke, but apparently a joke that needs to be coded up :P 09:27:45 I tried to convince them that they need to put their ideas on the wiki. 09:28:13 I am not sure the species can make it into the game, and it will prevent a lot of hard feelings if we can discuss in advance. 09:28:16 03galehar * r3620f568833c 10/crawl-ref/source/initfile.cc: Fix butchering not interrupted when a monster comes into view. 09:29:20 -!- upsy has joined ##crawl-dev 09:30:07 -!- frogfrog has quit [Quit: Page closed] 09:34:14 03dpeg * r3631a5a77d22 10/crawl-ref/source/dat/des/entry/entry_large.des: Better fix for circular labyrinth entry vault. 09:36:08 dpeg: could you look the spider nests in #3555? (I'd like to see my clinging code put to use) 09:36:18 galehar: the new ones? 09:36:31 yes 09:36:33 Will do. jpeg is coming over tonight, but I can try to do it this weekend. 09:36:48 thanks. 09:46:32 -!- aze5 has quit [Ping timeout: 255 seconds] 09:46:49 -!- casmith_789 has joined ##crawl-dev 09:47:53 -!- casmith789 has quit [Ping timeout: 255 seconds] 09:52:10 -!- edlothiol has quit [Quit: edlothiol] 09:53:04 Were monster bleed effects ever implemented for monsters attacking players? 09:56:03 Just looking through the baileys... they are so uneven :) 09:58:38 The one with an orc knights and islands (where there are small niche's to hide in north and south of the entrance) with lots of throwing stuff and no great route to get to them safely is the most aggrivating, from my experience several months ago. 09:59:05 You essentially need a ranged confusion spell or shield to withstand the ranged pummeling 10:01:10 -!- casmith_789 is now known as casmith789 10:04:36 Cryp71c: not true, I did that one on a melee character 10:05:12 Its not undoable, its just quite hard, imo. 10:05:51 does anyone know if the "too close now for your liking." message bug happens only with already seen monsters or also with new ones? 10:06:35 children now, back later 10:07:07 TGWi: hey, i had a big duh moment, there are two obvious other effects triggers: adjacent to one enemy, adjacent to multiple enemies 10:11:21 -!- xyblor_ is now known as xyblor 10:12:14 -!- xyblor has left ##crawl-dev 10:14:36 -!- galehar has quit [Remote host closed the connection] 10:21:28 I don't see any coding conventions for commenting functions, is there any opposition to me commenting methods in the @param paramter_name / @return ? 10:21:56 Where you list a full desc for the method, any params it takes and relevant commentary for them, etc. 10:24:59 no, that's preferred 10:26:46 K I havn't seen any commentary like that, I didn't know if that was due to some longstanding precedent. 10:28:47 Cryp71c: a longstanding precedent of people not commenting their code well 10:29:31 Eronarn, while we're on precedents, :( to the 80-chars per line. I know it has good intentions, but its also hell for formatting and good-looking, maintainable code. 10:31:56 Ring of sustain abilities doesn't autoidentify (https://crawl.develz.org/mantis/view.php?id=3612) by minmay 10:33:03 Cryp71c: disagree; if your code goes over 80 characters per line it's hard to read anyways 10:33:36 humans suck at reading wide columns of text 10:38:37 Eronarn, yesterday we concluded that "ATK_ATTEMPTED" would be a "we're about to attack, but we don't know if we're going to hit, be blocked, or miss, yet" correct? 10:38:54 yeah 10:39:00 to intercept attacks before anything is rolled 10:48:17 03j-p-e-g * rbedf507efdbd 10/crawl-ref/source/ (travel.cc travel.h): Encase some Tiles-only methods in #ifdefs. 10:52:24 Xom should have a chance (inverse on the tension of the monster) to revive a non-unique monster when its killed. 10:54:06 Eronarn, how significant is the overhead of a method call in C++? Should we encourage basic checks for effects in the attack_respond_to_phase before calling the effect method(s) or blindly make calls to effect method(s) and let them make the checks within the functions themselves? 10:54:36 The latter is cleaner looking but might involve lots of unnecessary overhead in wasted function calls. 10:55:09 Cryp71c: you can't predict what a function will need to know to operate 10:55:15 The former, however, would likely result in checking to see if the current attack meets the criteria of an effect and then making that same (or a very similar) check AGAIN once you're inside the method itself. 10:55:35 that can be valid though 10:55:42 for example, you have to be alive for the attack to proceed 10:55:54 but you also have to be alive to be hit by spikes, if before being hit by spikes, you were hit by the enemy being wrapped in flames 10:55:58 Eronarn, yeah but that's a universal check that can be made for an entire phase. 10:56:21 That sort of check should definitely be in the respond_to_phase method. 10:57:32 But say if we're in ATK_DODGED and coding for spiny, we could blindly call checkSpiny() which checks for the mutation on the defender and all that, OR we can say if(defender->isSpiny()) checkSpiny(); 10:58:50 i think you've overestimating the number of checks that will need to be made 10:59:04 it's just going to be stuff like 'are they still alive' 'are they subject to this kind of damage' 10:59:23 there may be overlap, but it's far neater than trying to stick that in a switch statement 10:59:39 and this will be a *tiny* amount of code compared to many things in crawl 11:05:00 Eronarn, so the paradigm should be to call the effect code blindly or make at least basic checks before calling effect code? 11:05:29 s/effect code blindly/effect code blindly (and let it do the checks) 11:16:03 Cryp71c: well, i'd do it like this: at the *end* of each phase, recalculate whether the attack is valid 11:16:29 if i hit someone, and they're on fire and acid-covered and teleport things that hit them, i should get hit by both and also teleported 11:16:54 not just the next phase of responses, but the entire attack, should be aborted once i'm teleported though 11:17:33 would you find it helpful if i went through fight.cc and commented where i'd check for stuff? 11:18:00 (or if there's other stuff I can do that would be more helpful, feel free to ask, I have some time until this weekend) 11:21:48 oh, drat, i never set up a wiki template for species apparently 11:22:12 Single square exclusion on stairs do not show on the X screen (https://crawl.develz.org/mantis/view.php?id=3613) by casmith789 11:26:19 Eronarn, yeah that might be helpful. Regarding the specific question I'm asking though, I'm just trying to see if the code should appear like this: http://pastebin.com/kWa3pjPX OR like this : http://pastebin.com/KtVRtiXJ 11:27:13 Eronarn, the first one keeps the code clean, but results in some unnecessary calls (since the code might get into the spiny stuff, check to make sure the conditions are right (attacker is still alive, defender is spiny), find that the conditions are not right and immediately exit. 11:27:46 Cryp71c: oh, yeah, feel free to do stuff like isSpiny() there 11:27:54 as just a first pass, 'could this even be applicable at all' 11:28:01 Eronarn, the second one makes basic checks and prevents some (but not necessarily all) unnecessary function calls, however..the do_spiny() method may also check those basic conditions WITHIN the function itself, so we're checking those conditions twice. 11:28:06 just don't stick in every check inside the switch statement or it'll get monstrously large 11:28:23 i'll edit with what it might look like - 11:28:39 Eronarn, k, you want to make those comments and whatnot in my branch? 11:28:49 Eronarn, let me commit what I have, one minute. 11:29:13 Cryp71c: is it on github or something? i don't have commit access 11:29:48 Eronarn, lol, I keep forgetting! 11:29:52 i do have crawl master on github, but i don't know if it picks up branches from other people 11:30:15 03Cryp71c 07unified_combat_control * r65e03ca86a4c 10/crawl-ref/source/ (fight.cc fight.h melee_attack.h): Implement basic layout for attack phases 11:30:17 Eronarn, I'm not sure either. the branch is called unified_combat_control 11:35:52 Cryp71c: http://pastebin.com/wbr3n65v 11:46:33 yred shouldn't gift monsters with cause fear, it's painful to even watch 11:46:49 also cause fear shouldn't affect allies at all 11:46:53 yes 11:47:11 especially if hostile monsters end up scaring other hostile monsters 11:59:29 -!- eith has joined ##crawl-dev 12:01:28 We dont' have partial-blocks right now, do we? 12:01:34 I don't see anything for it in combat code. 12:04:47 Please set up new branch for the attack stuff! 12:05:13 Eronarn, should respond_to_phase return a value and - if that value is true - fight code is exited? There are some effects (like slimify) which need to end the attack phase completely, and I'm not sure you can do that without returning a value out of that method. 12:05:43 dpeg, nope, I'm cluttering up master with my changes! 12:05:48 DON'T! 12:06:03 I will, I AM!!!! 12:06:06 You won't stop me! 12:06:06 P l e a s e s e t u p a b r a n c h. 12:06:10 I already have 12:06:18 I am serious, please use a branch. 12:06:23 I like your space text. 12:06:27 We're short before branching for release. 12:06:46 I've already branched, I branched yetserday when you told me to put radical changes in a branch :) 12:06:53 I'm quite familiar w/ the development process :P 12:07:12 ah, ok 12:07:28 Could've said that earlier, spared me a heart attack :) 12:11:32 dpeg, I figured the extremity with which I was responding would've made obvious my sarcasm :) My bad. 12:11:33 dpeg: His commit messages mention the branch :) 12:11:40 Cryp71c: there are no partial blocks right now... i think they'd be nice to have, along with partial dodges, but they're a much longer term thing 12:12:31 Eronarn, well setting the framework for respond_to_phase having a return value is easy in its most basic form, I think. The calls would just be if(respond_to_attack_phase(ATK_DODGED)) return true; 12:12:32 * MaryPoppins makes notes on how to induce a heart attack 12:12:39 returning a value out of respond_to_phase sounds like a good idea... i think at most you need to escape out of the current attack, since future attacks will abort anyways if there's nothing valid 12:13:00 I wonder if Adeon is Mary Poppins' secret identity or vice versa 12:13:00 but there may be other return values that are useful 12:13:08 so for now, have it be a bool, probably 12:13:29 but maybe later it could be some other kind of return 12:13:49 Eronarn, it has to be, since you can return true or false out of each of the melee_attack methods. 12:14:04 s/it has to be/it has to be something more than boolean/ 12:14:23 huh? i don't follow 12:14:24 But we can't blindly return respond_to_attack_phase() since that would prematurely end the attack logic. 12:14:44 if (!respond_to_attack_phase()) 12:14:52 continue; 12:15:23 then within the switch, do something like: 12:15:28 case ATK_LANDED: 12:15:42 Eronarn, what's the difference between continuing out of the attack methods and returning false out of them? 12:15:55 if (!success && defender->Spiny()) 12:16:09 success = doSpiny(); 12:16:20 which returns true if they die, only, and false otherwise 12:17:03 then 'return success;' at the end of respond_to_attack_phase 12:17:20 Cryp71c: also, the way attack works is this... it's several nested functions 12:17:49 the function that actually 'does' all the attack logic (for monsters, at least) is a loop, because it does multiple attacks 12:18:09 so it's like, foreach attack this monster has, (all performing-attack logic goes here) 12:18:18 thus, continue inside of that block = move on to next attack 12:19:10 and break; = end entire attack sequence 12:19:22 See fight.cc 5731: 12:19:30 // Check for spiny mutation. 12:19:30 mons_do_spines(); 12:19:30 // Spines can kill! 12:19:30 if (!attacker->alive()) 12:19:30 break; 12:20:21 The player attack logic uses boolean return logic to exit out of player_attacks 12:20:38 the player one isn't a loop iirc 12:20:43 correct 12:20:56 it has some looping with auxes, but in general is just one attack 12:20:58 greensnark, I don't suppose you've been paying any attention to any of this discussion? 12:21:08 Eronarn, yeah, I'ved messed w/ that aux attack code. 12:22:20 Cryp71c: Nope! 12:22:26 tl;dr 12:22:35 megatl;dr 12:23:23 greensnark: well I wasn't meaning this entire discussion, just in general regarding fight phasing and whatnot. 12:25:21 Sorry, I haven't been listening 12:25:44 I don't really have the mental bandwidth right now, I've been mired in packing stuff to move house and all the craptastic logistics around that 12:25:56 But I'll have free time next week! 12:26:04 Mainly 0.8 bugfix time I was thinking, though :) 12:26:16 greensnark: hire a big lorry, put house on lorry. 12:26:32 Hey, it's a pleasure to talk to brits who understand what I mean by lorry 12:26:44 Last time I used that word to an American the confusion was entertaining 12:27:00 oh, what do Americans call it? Truck? 12:27:03 Yep 12:27:09 They have no clue what "lorry" means 12:27:13 Nope, we dont 12:27:19 well they can't speak English so ;) 12:27:41 Truck as in a large, 18-wheel type truck? 12:27:52 as in a lorry, yes. :P 12:27:56 lol 12:28:14 I didn't know if lorry was so generic as to mean small personal vehicles that we would refer to as "trucks" 12:28:21 or even mid-size moving "trucks" 12:28:45 anything with >4 wheels and big 12:29:00 with 2 parts joined together 12:29:13 well there's probably exceptions to that very quick definition 12:30:01 by small personal vehicle, you mean a van? or what 12:30:06 a car? :P 12:30:31 casmith789: a car that is 2 door and has a flat bed to haul things in. 12:31:30 ah right 12:32:46 very american, you just don't see them here 12:33:01 but we call them trucks 12:33:09 anything bigger is a lorry 12:33:24 In German, it is "Laster" which conveniently has a double meaning as "vice". 12:35:53 -!- Zannick has joined ##crawl-dev 12:36:15 casmith789: I don't suppose you have any opinions on this unified combat stuff I've been idealizing about? 12:36:36 link me the proposal? 12:36:54 or shall I read the scrollback 12:37:01 casmith789: I'm adverse to the developing ideas on the wiki, I havn't written it yet :( 12:37:15 A wiki proposal would be nice 12:37:18 casmith789: today's scrollback doesn't summarize it well, I'll type a synopsis. 12:37:35 okay 12:37:40 You've spent so much time discussing it, you might as well put down the salient points on the wiki 12:37:43 greensnark: you're right, I just can't help but feel that wiki proposals either a) fall to the wayside or b) even if they get attention, are slow to develope 12:37:55 Cryp71c: not when a dev is interested in it 12:37:59 i.e. you 12:38:59 casmith789: well, before I type up the wiki, the preface is approaching the redesign of fight (or, at least for starters, melee_combat) with a unified approach. One implementation for monsters and players with as little special-case checks / code as possible. 12:39:13 Ah right 12:39:29 I'm sure people who know the code could comment on the pros/cons much better than me 12:39:34 I've never looked at it, ever. 12:40:02 Well, the nice thing is that if we're redesigning the current system, knowledge of it isn't really necessary, aside from the limitations its implementation currently impose on potential redesigns. 12:40:31 The current idea as developed by Eronarn and I is similar to how card games approach combat: phases (attack_attempted, attack_landed, attack_dodged, attack_damaged, attack_blocked, attack_killed) 12:41:09 My current approach to melee is hit things and estimate how good my weapon is :S 12:41:27 using a single function and a switch statement to direct the path of execution to the current "phase" and calculating to-hit, damage, calculating modifiers, changing weapon brands, applying effects (like spiny), etc. in the phase that they apply in. 12:41:32 :) 12:43:16 Well I don't know what the current system is. 12:43:29 imagine insanity. That's pretty close to what fight.cc is. 12:43:34 But I can't see an issue with calculating damage during each phase 12:44:11 when it ends will it impact on the balance between base and added damage? 12:44:32 casmith789: that's kind of a separate thing 12:44:38 i'd like to address that when i do the weapon effects stuff 12:44:43 casmith789: ideally, any rewrite would not make any actual changes in how damage is calculated, applied, etc. 12:44:51 Except for as necessary to result in an overall improvement 12:44:54 so it is just rewriting the current system in more readable format. 12:44:59 casmith789: more or less. 12:45:08 !tell galehar How about making giant geckoes, giant cockrouaches and giant mites early clingers, and making a clinger sewer vault out of them? (with a "sewer spider" boss perhaps) 12:45:08 Keskitalo: OK, I'll let galehar know. 12:45:11 and easier to change 12:45:22 All three are "giant" monsters :P 12:45:22 That's not to say - though - that a more radical change SHOULDN'T be made just because it may temporarily break something that was coded just as badly as fight.cc 12:45:28 yes, for stuff like spines, lava blood, acid blood, whatever 12:45:31 megacockroach 12:45:35 that's the main reason for this particular restructuring 12:45:40 Not sure how I am going to add anything to the discussion then. 12:45:49 but fight.cc is so big that it needs to be tackled one part at a time, barring a complete rewrite 12:45:55 greensnark: I totally am for "megapede" instead of giant centipede 12:46:04 millipede :) 12:46:08 Keskitalo: really!? 12:46:28 megapede > giant centipede 12:46:33 also it could be buffed and made a trampler for Spider, ideally pushing the player into webs 12:46:53 I'm gonna have to make a megapede account :( 12:46:55 And someone will create a vault with nanopedes and terapedes 12:47:01 Keskitalo: have you read the swarm stuff? 12:47:04 Megagecko. 12:47:04 Keskitalo: any *pede creature doesn't seem like a trampling creature to me. 12:47:16 mega- is like salt, it goes with anything 12:47:25 ekiM: gigagecko 12:47:28 -!- Cryp71c is now known as MegaCryptic 12:47:30 There. 12:47:31 Fixed. 12:47:39 Now I'm more powerful than I was previously. 12:47:49 megapowerful, you mean 12:47:52 Keskitalo: specifically: spider swarms are in, and they cling to stuff 12:47:52 indeed 12:47:56 -!- MegaCryptic is now known as Cryp71c 12:48:02 MegaCryptic looks wierd to me. 12:48:04 MegaCryptic: bugfix all of 0.8 in your improved form! Awww :( it ran out 12:48:09 hahaha! 12:48:25 i want to have demonic crawlers, when they're killed, burst into spider swarms with a sickly po 12:48:28 p 12:48:32 Eronarn: cursorily; i think I left a comment on rat swarms and slime creatures 12:48:35 Sounds like a crossword puzzle. 12:48:43 Eronarn: sounds cool! 12:48:43 Eronarn: for .9, right? 12:49:13 Cryp71c: Even a MEGApede? 12:49:49 casmith789: it could make it into .9, sure. mainly i just need people to review my code faster 12:50:04 Keskitalo: one could argue that the shere mass of a large *pede could push a player, but to me, trample implies not only mass, but the capability for some degree of speed to "push" or "knock" the player. 12:50:12 i can code stuff quickly enough, but i'm not a good coder, so i need people to make sure i'm not screwing things up 12:50:14 Eronarn: I've had an idea for a cloud of insects earlier, too, so it's a cool idea - just no time to check out the patch :/ 12:50:33 can you not submit patches and when someone's reviewed it add it to the code? 12:50:54 casmith789: yes; even this takes a few months 12:51:01 Cryp71c: b-b-b-but I just want something that tramples the players to webs (and the 'pede is a boring monster so it's a good candidate) 12:51:04 such is life. 12:51:11 Gots to go, ta ta! 12:51:20 i don't like bugging people to look at my patches because they're a) long b) not that good so they need help to get fixed up c) people are busy 12:51:21 I would, but I don't know crawl's code and have only a very basic knowledge of c 12:51:26 Keskitalo: I agree that the risk of being pushed into a static, dangerous object (like webs in Spiders Nest) would be great. 12:51:44 And like I said, you could argue that large *pede creatures have the mass to trample, so its mostly semantics. 12:51:53 trampletraps are very dangerous combinations already 12:52:00 you can be trampled into blade traps 12:52:03 hehe, trampletraps 12:52:18 Keskitalo: spider is already quite dangerous. 12:52:23 More danger might be unwarranted. 12:53:43 @??serpent of hell 12:53:43 Serpent of Hell (05D) | Speed: 14 | HD: 20 | Health: 97-142 | AC/EV: 12/9 | Damage: 35, 15, 15 | Flags: 05demonic, sense invisible, fly, !sil | Res: 06magic(346), 05hellfire, 04fire+++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 10778 | Sp: hellfire (3d20), fire breath (3d40). 12:53:45 @??xtahua 12:53:45 Xtahua (05D) | Speed: 10 | HD: 19 | Health: 133 | AC/EV: 15/7 | Damage: 35, 17, 20 | Flags: see invisible, fly, !sil | Res: 06magic(177), 05fire++, 03poison, 12drown | Vul: 12cold | Chunks: 07contaminated | XP: 5449 | Sp: flame blast (3d38). 12:54:36 @??wight 12:54:37 wight (03z) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 4/10 | Damage: 813(drain) | Flags: 07undead, evil | Res: 06magic(16), 02cold++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 58. 13:09:33 @??lava fish 13:09:34 lava fish (05;) | Speed: 10 | HD: 4 | Health: 13-32 | AC/EV: 4/15 | Damage: 1004(fire:4-7) | Res: 06magic(16), 04fire+++ | Vul: 12cold | XP: 60. 13:14:21 btw, is it safe to update CDO or are we holding off on it for some reason 13:15:28 -!- monqy has joined ##crawl-dev 13:15:31 TGWi: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:lava_orc 13:17:02 bzzt, ok, updating cdo now 13:17:31 silky sleek obsidion <3 13:17:41 lavaerotic orcs 13:17:47 WIZ create 'cards' Nemelex (https://crawl.develz.org/mantis/view.php?id=3614) by dolphin 13:17:50 greensnark: i will make a lava orc named Snowflake 13:18:17 I love the background 13:20:08 Temperature could use some kind of meter next to the text 13:20:43 Unstable branch on CDO updated to: 0.8.0-a0-5816-gbedf507 (32) 13:20:52 -!- Kurper has joined ##crawl-dev 13:20:58 Do they get a bonus to bolt of magma or can they spit magma kind of thing? 13:21:05 (when hot) 13:21:22 they get fire/earth power boosts depending on whether they're cold or hot 13:21:40 at the level where they don't get a boost to either they should probably still get a boost to all earth/fire spells anyways 13:21:52 You know what, I went in to that page expecting to hate them but it sounds interesting 13:22:07 Have you played Adom drakelings? Somewhat similar concept 13:22:11 yep 13:22:15 like that except hopefully more... fun 13:22:19 Heh 13:22:24 sort of like vampires except with less control over your changes of state i guess? 13:22:30 MarvinPA: also a lot more short-term 13:22:40 MarvinPA: You could just shoot yourself with bolt of magma a few times! 13:22:42 you'll be able to go from cold to blazing hot over, say, 15 turns maximum 13:22:44 heh 13:22:51 Cryp71c: I'm not sure, apart from ghost moths. :) 13:23:18 Also we totally need to beef up salamanders 13:23:25 but yeah that's a way awesomer proposal than octopodes :P 13:23:31 :( 13:23:34 :P 13:24:39 it does sort of make for a third "bashy, but okay at fire/earth conj" race though 13:24:44 I so need to do a test drive of octopodes too 13:24:59 MarvinPA: well, better than okay :P 13:25:19 i think they'd be different enough from HO, though the temperature effects might need more downsides (e.g., maybe ponderous at cold) 13:25:32 MD, though, are actually 2 fire/earth for some reason 13:25:42 That's MD and HO? HO could well be re-apted in that regard? 13:25:57 i do spot some tweaks i'd like to make to MD and HO apts, generally 13:26:04 that sounds reasonable too, yeah 13:26:08 They could really afford to be differentiated. 13:26:36 HO shouldn't get air -2 13:26:40 they live on the hills, not in them 13:27:10 I really liked b0rsuk's characterization of the as "dirty fighters" 13:27:12 !apt HO 13:27:13 HO: Air: -2, Armour: 1, Axes: 2!, Bows: -1, Charms: -1, Conj: 0, Xbows: -1, Dodge: -2, Earth: 0, Evo: 0, Exp: 100!, Fighting: 2!, Fire: 0, Hexes: 0, Ice: 0, Inv: 0, Long: 1, Maces: 1, Nec: 0, Poison: -1, Polearms: 1, Shields: 1, Short: 0, Slings: -1, Splcast: -3, Stab: 2, Staves: -1, Stealth: -2, Summ: 0, Throw: 0, Tloc: -2, Tmut: -3, Traps: 0, Unarmed: 1! 13:27:13 up inv to 1 or 2, because they're dedicated worshipers 13:27:52 short up to 1, axes down to 1 13:27:57 HO seems closest to being a race with really bad spellcasting apt but decent individual school apts 13:28:06 poison up to 0 13:28:18 heck, charms up to 0 too 13:28:23 which seems like it could be interesting, opposite of ogres or whatever 13:28:47 is it possible to underflow the new exp pool 13:28:50 I mean 13:28:51 overflow 13:28:52 sorry 13:28:53 Poiso would be good for the "dirty fighter" idea, but Hexes rather than Charms 13:28:57 I was thinking zotdef underflows too 13:29:00 were those ever fixed? 13:29:12 MD should get more than -1 dodge 13:29:32 moin 13:29:51 also better evo/traps 13:30:03 evo/traps are the dwarfiest things 13:30:50 maybe make MD small, except not affecting their armour or weapon use? 13:31:17 right now this won't do much - just trample and throwing 13:31:52 Eronarn: That's very close to dpeg's small dwarves idea 13:32:08 Only difference was that dwarven armour would be good for small races 13:32:25 that's fine too 13:32:40 dwarven weapons too? 13:32:47 yeah, I think 13:32:51 would it be too good for other small races or are they bad enough at that stuff already 13:32:51 that doesn't make much sense 13:33:02 I guess making dwarven gear fit small races .. yeah, what onqy says 13:33:28 and by "already" I mean "for it not to matter" 13:33:30 dwarven armor == no size penalty to armor for small races - a nice, minor boost 13:33:36 doesn't need to be mor ethan that 13:34:07 not like halflings would want to wear plate mail anyway 13:34:28 small size would be nice to have in more places though 13:34:34 like grappling, and small tunnels 13:34:45 also floundering more 13:34:50 dwarves should hate water 13:34:50 small tunnels would be <3 13:35:38 Keskitalo: i already have an *easy* plan for them... traps, darkgrey ^, they self-destroy if they're ever not enclosed by walls on 6+ sides and are diggable 13:37:54 What's the difference between msg::stream and mprf ?? 13:38:31 Eronarn: Why a trap and not a terrain type? 13:39:05 yeah, why not a terrain type 13:39:15 unless it's meant to be a *trap* 13:39:37 Keskitalo: to look visually distinct 13:39:46 there is a limited # of glyphs available 13:39:48 that's silly, traps have too many implications aside from that 13:40:19 the only other one i think evokes 'small tunnel' well is `, maybe, but it'd look weird in many fonts 13:42:55 hmm, or ' maybe 13:47:18 -!- ais523 has joined ##crawl-dev 13:48:37 03MarvinPA * r1f68d24c8ff1 10/crawl-ref/source/dat/lua/pickup.lua: Don't pick up a butchering tool as a Kenku 13:52:11 Who is the most familiar with the fight code that's still around, just out of curiosity, so I can get their opinions while I write up this wiki entry. 13:52:34 possibly me, which is a scary thought 13:53:41 going to work on other stuff than crawl for a bit though 13:54:01 !tell dpeg https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:lava_orc 13:54:01 Eronarn: OK, I'll let dpeg know. 13:55:57 !tell kilobyte when you get unicode working, add umlauts to Borgnjor 13:55:58 Eronarn: OK, I'll let kilobyte know. 13:59:44 Hmh, I don't know if an ö would fit in there 14:02:21 "Borgnjor" sounds scandinavian; "Börgnjör" or "Borgnjör" or "Börgnjor" sounds like trying too hard 14:02:40 Keskitalo: exactly 14:02:54 borgnjor sounds like a metal band name anyways 14:06:57 Nah, more like sounds like some friendly Swede 14:07:45 Even though Borg does mean castle. Apparently "Njor" is a Danish surname 14:08:02 Dimmu Borgnjor then? 14:13:03 !learn add lava_orc (2:21:47 PM) greensnark: You know what, I went in to that page expecting to hate them but it sounds interesting 14:13:04 lava orc[5/5]: (2:21:47 PM) greensnark: You know what, I went in to that page expecting to hate them but it sounds interesting 14:15:08 this is an historic moment in crawl history 14:22:55 WHEW! 14:22:55 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:fight_rewrite 14:23:46 If you guys can check that out and make additions to the why list or just contribute in general to that discussion, I'd appreciate it. I'd really like to tackle the current state of fight.cc, as well as the more advanced mechanics anticipated by its rewrite. 14:23:56 !tell dpeg Rawr: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:fight_rewrite 14:23:56 Cryp71c: OK, I'll let dpeg know. 14:32:20 FWIW, I recently updated the Hive wiki page, and I kept the proposal of "tunnels" there, which are (in that proposal) ^ of some new colour, only tranversable by tiny monsters (bees, spriggans) 14:32:20 dpeg: You have 2 messages. Use !messages to read them. 14:35:40 is not being able to try and drop multiple items when a monster is in view an intentional change? 14:43:13 Transparent pixels on player models at low resolution (https://crawl.develz.org/mantis/view.php?id=3615) by Megabass 14:43:22 ??fight.cc 14:43:23 I don't have a page labeled fightcc in my learndb. 14:43:25 ??fight 14:43:25 fight[1/7]: the best(/spammiest) invention since ever. telnet termcast.develz.org (FightClub channel) to watch. "!fight cancel" to end a fight that's stalled, or repeat the same command line with "cancel" at the end, e.g. !fight butterfly v butterfly cancel. 14:43:32 ??combat 14:43:32 combat[1/1]: (3:26:11 PM) Cryp71c: Q: "how does combat work?" A: "Who knows, we avoid fight.cc" 14:47:23 Where ever did sorear go? 14:47:25 ??sorear 14:47:25 sorear[1/7]: Compulsive abbreviator 14:47:35 !seen sorear 14:47:35 I last saw sorear at Sun Feb 13 01:51:18 2011 UTC (4w 5d 17h 56m 17s ago) parting ##crawl-dev with message chanpart. 14:48:14 Nergalle's summoned Spectral Orcs ran away when near death (https://crawl.develz.org/mantis/view.php?id=3616) by smock 14:48:21 ??sorear[7] 14:48:21 sorear[7/7]: Considers himself the last person alive to properly value to-hit. 14:48:43 sorear should hang out with rwbarton 14:48:49 the other last person alive to properly value to-hit 14:49:26 there can't be two last persons 14:49:33 st_: I don't understand? You always dropped items one by one?! 14:49:53 dpeg: nope 14:50:04 you drop all items, but it stops if you take a hit 14:50:25 but now, it just cancels and you can't drop anything unless you only select one item 14:50:28 oh, that'd be new... and undesirable 14:51:02 -!- MaryPoppins is now known as Adeon 14:51:37 I'll post a report 14:52:05 thank you 14:53:16 Alter text of Captain's Cutlass to indicate Short Blade (https://crawl.develz.org/mantis/view.php?id=3617) by XuaXua 14:55:06 -!- Nexos has joined ##crawl-dev 14:55:51 I can't control tele (from mutation) while berserk. I guess it's normal, but shouldn't there be a special message in that case? 14:58:17 dropping items with monsters in view (https://crawl.develz.org/mantis/view.php?id=3618) by st 14:59:59 hmm, an interface thing that was irking me last game: if you animate skeleton, you end up with autopickuppable chunks on the current square, but don't pick them up 15:00:09 and often you don't want to pick them up, e.g. they're poisonous and you don't have PR 15:00:23 I can't figure out what behaviour would be better, though 15:09:41 hmm. insanely large exp pools will run into the "Place:" marker 15:11:23 move xl back so you have more room for xp pool 15:11:24 :V 15:11:48 doesn't look like they'll overflow in any sane game though 15:12:19 Use scientific notation if it's overly large. 15:12:26 so it's as much of a worry as reaching the end of the world 15:14:32 Unstable branch on CDO updated to: 0.8.0-a0-5819-gbf64609 (32) 15:14:34 03galehar * re5f59d3927b7 10/crawl-ref/source/delay.cc: Hopefully fix "too close" message when autoexploring. 15:14:45 03galehar * rbf6460996d49 10/crawl-ref/source/output.cc: Remove experience pool colouring. 15:17:02 monqy: hitting a full exp pool is relatively common endgame, especially in Sprint 15:17:07 Why is xp pool coloring being removed? 15:17:11 as there are events and monsters that fill huge amounts of the pool quickly 15:17:26 Cryp71c: because the cap was removed 15:17:41 TGWi: ah, that's nice. 15:17:44 ais523: the cap was removed 15:17:56 -!- ortoslon has quit [Read error: Connection reset by peer] 15:18:02 ah 15:18:05 someone change the channel topic to "exp pool removed" 15:20:07 I feel like there are so many fewer developers than when I last was active :( 15:20:22 (At least developers with commit access, judging from the user list here in IRC) 15:20:47 there's galehar and marvinpa now 15:26:08 Cryp71c: who's missing from back then? 15:26:15 by and sorear, I assume? 15:26:24 doy? 15:26:27 yeah, those are the top two, they were the big wig devs of the time. 15:26:33 RIP by, sorear, and doy 15:26:34 if doy is gone too, then add doy. 15:26:46 who else have I not seen.... 15:26:56 well, there's now kilobyte, galehar, MarvinPA 15:27:03 development is always in a flux 15:27:33 I remember a time when there were exactly two coders. 15:28:38 thought kilo and marvin were devs back then too... 15:28:45 maybe they were just frequent contributors..I don't recall. 15:28:57 MarvinPA is our greenhorn 15:29:00 Ah how I will miss sorear, he was the shooter-downer of my ideas. 15:29:04 dpeg: well, there was a time there was one, Linley 15:29:21 ais523: yes, but not when I was around :) 15:29:27 or perhaps that was by...or perhaps that was both of them... 15:29:27 lol 15:29:43 hmm, given that you aren't a Crawl dev (more an ideas person), was there ever a time there were 0? 15:29:43 Why'd they go? Just busy IRL? 15:29:59 ahem 15:30:04 Cryp71c: sure 15:30:21 dpeg: didn't know if either served in the military and would be back post-deployment or something predictible. 15:30:26 (or something like that) 15:31:08 Cryp71c: Haran got a job, greensnark started an enterprise, by is busy with phd... usual stuff 15:31:30 psh, that greensnark guy, such a lazy bum. 15:37:49 Cryp71c: sorear's around in ##c-o still he just doesn't follow crawl dev any more 15:37:49 Eronarn: You have 8 messages. Use !messages to read them. 15:38:04 < Zao> Use scientific notation if it's overly large. 15:38:07 tome apparently actually does this 15:38:19 someone found that out when they had a bug that made them do ridiculous damage 15:38:20 I don't think the situation is in any way frightening right now. Though I have to admit there was a time when I wondered how we'd move on... when seemingly everyone was busy and no new recruits in sight. 15:38:36 dpeg: no I wasn't trying to imply we were somehow in a rut 15:47:29 As Darshan told me back when Crawl was in most dire predicaments (when Brent was seemingly gone, and nothing happened): "The game is so good that someone will inevitably step up and carry the torch." 15:51:04 How are you doing, oh mighty torch-barer? 15:51:51 I am only in terms of seniority, and only because my forebearers somehow retired :P 15:52:12 The point is that even if all of us disappear right now, someone else would pick it up. 15:52:22 hmm, that could also read "The game is so good that nobody will feel the need to step up and carry the torch." 15:52:58 dpeg only got his position because he got worf-promotions? 15:54:23 Eronarn: check messages bro 15:55:48 lol, worf promotions 15:58:44 I can't control tele (from mutation) while berserk. I guess it's normal, but shouldn't there be a special message in that case? 15:59:17 Is elliptic not a developer? 15:59:23 nope 15:59:30 ...wierd...thought he was. 15:59:31 imo eronarn needs to be dev 15:59:37 so he can implement lava orcs unimpeded 16:00:26 Nexos: I don't know :O 16:00:43 Looking through mantis, seems like we need to manage the piling list of bugs, it seems. 16:00:43 TGWi: He can implement lava orcs anyway. 16:00:48 Anyways, I'll be back later. 16:00:56 -!- Cryp71c has quit [Quit: Leaving] 16:01:37 TGWi: nah im cool 16:01:38 !learn add lava_orc (5:00:37 PM) dpeg: TGWi: He can implement lava orcs anyway. 16:01:38 lava orc[6/6]: (5:00:37 PM) dpeg: TGWi: He can implement lava orcs anyway. 16:01:42 cool like a lava orc 16:01:52 (collecting dev approval) 16:01:59 :P 16:02:34 lava orcs will be pretty simple to implement compared to octopodes 16:08:05 #3512 looks easy to fix but possibly hard to fix elegantly 16:09:25 Eronarn: interaction of lava+items looks like the annoying bit 16:09:44 Eronarn: yeah 16:10:24 Suggestion: lava orcs don't use scrolls 16:10:54 hot lava orcs: armour melds, can't use scrolls 16:11:06 those are good drawbacks 16:11:46 armour melding when you go into combat? 16:12:52 you have to be careful with heat yes 16:12:58 :P 16:13:38 TGWi: you know, i was looking up melting points - i was surprised by how low lava heat actually is 16:13:51 it will get metal soft, but not necessarily melt it 16:14:18 My point is that it's better if they never use scrolls, hot or not. 16:14:20 ais523: the issue is that it's totally immersion-breaking if you can just dive into lava with a backpack full of scrolls or whatever 16:14:30 indeed 16:14:32 merfolk do it with water 16:14:39 this is a stupid concern 16:14:50 NetHack has a lot of rules along those lines, because anyway can mess throw stuff into lava and then try to retrieve it 16:15:06 TGWi: it is not a stupid concern 16:15:08 and forcing people to drop things before walking through lava is horribly annoying 16:15:09 TGWi: you can drop scrolls in water safely though 16:15:10 the simplest method would be to hit the player with a 0-damage equipment-destroying fire attack every turn 16:15:13 as that's implemented already 16:15:23 TGWi: read my proposal 16:15:24 just like if a monster wand-of-flamed you 16:15:31 then, e.g. conservation would have an appropriate effect too 16:15:48 dpeg: that'd be bad... enchanted weapons, permabranding weapons, learning spellcasting skill, etc. 16:15:56 heck, remove curse for that matter 16:16:23 don't want to have to code a special lava orc exception for each of those, but you'd need to if they couldn't use scrolls ever 16:16:31 hm, seems easier to forfeit potions than scrolls, yes 16:16:37 (disallow scrolls while hot) 16:16:46 no scrolls while hot is fine, of course 16:16:49 sure 16:17:05 easy to state you cannot read them cause they'd burn right away 16:17:39 lava orcs :D 16:17:41 !tell galehar I looked into 7hm's spider maps, but the new version does not seem to be new. I made a comment on Mantis. 16:17:41 dpeg: OK, I'll let galehar know. 16:17:45 hmm... i guess just having scrolls burn if you enter lava is okay, as a starting point 16:17:56 Eronarn: but then you get interface madness 16:18:01 you do 16:18:05 well, what's the hero holding all these items in, anyway? 16:18:09 perhaps it's a fireproof backpack 16:18:11 their innards 16:18:25 lava orcs are immune to lava and therefore so are their innards 16:18:25 ais523: but then, why would they have scrolls ever burn? 16:18:36 from ranged attacks and such 16:18:37 Eronarn: if you get them out, they burn :) 16:18:43 ah 16:19:09 the only thing that i could see working is: lava orcs are immune to their equipment being damaged by fire, from any source, but can't read scrolls while hot (or while in lava) 16:19:21 ais523: I'd assume if you were a lava orc, your backpack would indeed be lavaproof. 16:19:37 i'm not thrilled by it but it'd at least make some sense 16:20:09 (and i guess if there were an item that got destroyed by being immersed, merfolk should have something similar) 16:20:47 why wouldn't you just make them like mummies and potions? Simple and no interface tedium. 16:20:47 kilobyte: You have 1 message. Use !messages to read it. 16:20:49 Eronarn: yes to that proposal 16:20:50 Eronarn: the life of the lava orc is a sad one. 16:21:07 kilobyte: that's what I suggest first but... 16:21:13 hm, seems easier to forfeit potions than scrolls, yes 16:21:41 vellum unlike paper is immune to water, and magic ink might be waterproof 16:21:45 Eronarn: seconding yes to that proposal 16:21:55 kilobyte: magical ink might be lava proof 16:21:59 don't worry I got this figured out 16:22:01 potions come in bottles... I completely don't get why they dilute in Nethack 16:22:02 :D 16:22:33 TGWi: ink but why vellum? We already know it is not immune to even slight fire damage. 16:22:40 magic paper 16:22:55 magic that is vulnerable to weak fire but not strong? 16:22:58 which yields to gameplay 16:23:07 kilobyte: lava orcs aren't hot all the time 16:23:08 and doesn't care about realism arguments 16:23:16 they range from cold stone to hot lava 16:23:24 lava orcs are unrealistic 16:23:31 we agree on this 16:23:33 traitor!! 16:24:07 :( 16:27:54 armor with lava orcs will be kind of weird on account of gloves and hats and stuff 16:28:25 lava orcs are unrealistic 16:29:12 also, random thought: lava orcs could evaporate potions they try and grab at high heat, too 16:29:19 no 16:29:33 limited ability to use potions/scrolls in emergency situations would be pretty interesting 16:29:48 hm 16:30:08 literally evaporating them is boring 16:30:13 preventing use of potions too would be okay I guess 16:30:21 well, i mean evaporating it centered on the orc 16:30:33 with a prompt "are you sure you want to do this" 16:31:03 "racial poison cloud" is a bad perk for lava orcs 16:31:11 or racial random clouds for that matter 16:31:14 "racial poison cloud centered on yourself" 16:31:26 could come in handy though, with water potions 16:31:31 although I've known players who recommend casting Mephitic Cloud at yourself when surrounded by bees 16:31:37 they'll still cool you down if you're very hot 16:31:37 also rpois exists 16:31:42 also it doesn't even matter that much 16:31:49 would water potions be useful for lava orcs, then? 16:31:52 as a method of cooling? 16:31:56 yes 16:31:59 it wouldn't really matter if they evaporated or not 16:32:02 probably would damage them or something though 16:32:08 don't forbid potions imo 16:32:10 just scrolls 16:33:21 yeah, scrolls for sure 16:33:28 -!- Nexos has quit [Quit: Ex-Chat] 16:33:47 Off-map item (https://crawl.develz.org/mantis/view.php?id=3619) by smock 16:34:06 -!- evilmike has joined ##crawl-dev 16:34:41 LOBe is going to be the best 16:36:05 !messages 16:36:05 (1/1) Eronarn said (2h 40m 7s ago): when you get unicode working, add umlauts to Borgnjor 16:36:09 what does tension range from 16:36:10 seems tempting :p 16:37:02 i don't know offhand. it'd be nice to monitor tension throughout a game and note what it looks like 16:44:42 morning 16:44:42 due: You have 2 messages. Use !messages to read them. 16:44:48 !messages 16:44:48 (1/2) dpeg said (9h 43m 36s ago): That's good enough. You gotthe c-r-d mails about new deadlines? 16:44:51 !messages 16:44:52 (1/1) kilobyte said (9h 42m 16s ago): Would it be ok to disable pearl dragons/shedu/ophans in ZotDef for 0.8? There are balance and bug issues, and they don't spawn anywhere in real games nor sprint anyway. 16:45:08 kilobyte: I see no reasoon for them to be in Sprint. 16:46:24 -!- valrus has joined ##crawl-dev 16:48:40 Hi due! 16:48:52 hi dpeg! 16:49:03 dpeg: Yes, seen them. Just going to collate my 'to do' list of things today. 16:49:52 cool 16:52:26 Oh, shop inventories, damn. 16:53:39 due: poisoner's shop in snake!! :D 16:53:43 also rarely in sewers 16:55:20 a dragon shop would be a neat one-off one too. dragonslaying weapons, dragon armours, armour/mask of the dragon, book of the dragon 16:59:28 Good stuff for a vault. 16:59:34 !seen minmay 16:59:35 I last saw minmay at Fri Mar 18 21:55:41 2011 UTC (3m 53s ago) saying R-18: because heavy armor was buffed so the devs had to do something else to make melee crap on ##crawl. 16:59:53 What is minmay raving about? 17:01:10 due is portal speech on your to do list? :P 17:02:07 < R-18> my god why do vampire mosquitos exist 17:02:13 was a response to that 17:02:19 ah, ok 17:03:49 -!- hayenne_ has joined ##crawl-dev 17:03:53 ðóí 17:03:55 hey 17:06:56 Mu_: yes 17:07:23 Eronarn: moving vampire mosquitos out of the early game is also on my list, if it hasn't hbeen done yet 17:10:05 i kinda miss giant blowflies, they were my favourite gross enemy :P 17:11:32 need a brundlefly wizlab 17:11:58 brundlefly? 17:13:17 goldblum's character in The Fly is called brundle, when he goes through the teleporter and starts turning into a giant fly he refers to himself as brundlefly :P 17:13:40 or maybe the teleporter refers to him as such, don't remember 17:13:58 not sure we'd get away with that one 17:14:02 :P 17:14:26 nights 17:14:28 -!- dpeg has quit [Quit: leaving] 17:36:49 right 17:38:47 @??shedu 17:38:48 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. 17:39:33 -!- edlothiol has joined ##crawl-dev 17:40:18 speed 19 :( 17:40:33 yes, they'll drop to 12, I think 17:40:42 or even 10. 17:41:12 10; let's stop making stuff fast unless there's a compelling reason for it, all of the quadrupeds similar to shedus are speed 10 17:41:40 yeah 17:41:42 @??sphinx 17:41:42 sphinx (15H) | Speed: 11 | HD: 16 | Health: 62-107 | AC/EV: 5/5 | Damage: 25, 12, 12 | Flags: spellcaster, sense invisible, fly | Res: 06magic(64) | XP: 3132 | Sp: confuse, paralyse, minor healing, smiting (7-17), slow. 17:42:08 normalise both of them to 15? 17:42:38 @??pearl dragon 17:42:38 pearl dragon (08D) | Speed: 13 | HD: 18 | Health: 91-140 | AC/EV: 10/15 | Damage: 3508(holy), 2008(holy) | Flags: 08holy, sense invisible, fly, !sil | Res: 06magic(168), 12drown, 04rot, 13neg+++, 08holy | XP: 5712 | Sp: holy breath (3d36). 17:42:47 ugh, 13, really? 17:42:59 Eronarn: you're such a complainer :p 17:43:05 @??quicksilver dragon 17:43:05 quicksilver dragon (11D) | Speed: 15 | HD: 16 | Health: 62-107 | AC/EV: 10/15 | Damage: 25, 20 | Flags: sense invisible, fly, !sil | Res: 06magic(149), 12drown | Chunks: 07contaminated | XP: 3549 | Sp: b.quicksilver (3d20). 17:43:24 with the way speed works in crawl, it is pretty justified to complain about weird-ass speeds 17:44:23 due: no vaults or sprints use them, it's not a rush in any way. Shedu in ZotDef are problematic anyway because the spawning ground tends to be very cramped. 17:44:46 Eronarn: speeds != 10 are _good_, specifically because of the way speed works in Crawl 17:45:30 kilobyte: I'll work on mu's speech problem first then 17:45:39 however, it's hard to explain why a bull variation with worse build than regular bulls is so fast 17:46:35 due: I placed a vault ("hallowed_hall") on D:26 and made it guaranteed for a week. 17:46:45 okay 17:46:47 !lg * killer=pearl dragon 17:46:47 3. Ragdoll the Warrior (L21 MuBe), worshipper of Trog, engulfed by a pearl dragon's blessed fire on D:26 on 2011-03-16, with 295398 points after 61555 turns and 3:52:42. 17:46:49 :D 17:46:58 !lg* killer=pearl dragon x=dam 17:46:58 No games for due (killer=pearl dragon). 17:47:02 !lg * killer=shedu 17:47:02 1. spacet the Thanatomancer (L26 DDNe), worshipper of Makhleb, mangled by a shedu on D:26 (hallowed hall) on 2011-03-17, with 492220 points after 106508 turns and 13:17:50. 17:47:03 !lg * killer=pearl dragon x=dam 17:47:03 3. [dam=22] Ragdoll the Warrior (L21 MuBe), worshipper of Trog, engulfed by a pearl dragon's blessed fire on D:26 on 2011-03-16, with 295398 points after 61555 turns and 3:52:42. 17:47:04 !lg * killer=ophan 17:47:04 No games for * (killer=ophan). 17:47:05 kilobyte: no, it's (usually) bad because it makes stuff attack faster, which magnifies crawl's ridiculous damage variability even further 17:47:54 stuff like taking a step and getting tormented or hellfired twice 17:47:57 someone did the calculations for the dragon's direct damage, allegedly the max is 176 hp in one shot 17:48:51 @??pearl dragon 17:48:52 pearl dragon (08D) | Speed: 13 | HD: 18 | Health: 91-140 | AC/EV: 10/15 | Damage: 3508(holy), 2008(holy) | Flags: 08holy, sense invisible, fly, !sil | Res: 06magic(168), 12drown, 04rot, 13neg+++, 08holy | XP: 5712 | Sp: holy breath (3d36). 17:49:26 That would be about right 17:49:39 it has two attacks... not sure why the other doesn't show 17:49:50 lemme look up the code 17:49:51 -!- Guest47484 has quit [Read error: Connection reset by peer] 17:49:58 .. there are two attacks in that listing? 17:50:12 -!- Guest47484 has joined ##crawl-dev 17:50:15 @??opahn 17:50:15 unknown monster: "opahn" 17:50:19 @??ophan 17:50:19 ophan (05G) | Speed: 10 | HD: 15 | Health: 74-117 | AC/EV: 10/10 | Flags: 08holy, see invisible, lev, !sil | Res: 13magic(immune), asphyx, 04rot, 13neg+++, 08holy | XP: 1852 | Sp: b.fire (3d24), holy flames. 17:50:25 Apart from mindless, they're fine? 17:50:40 10..32 per turn, multiplied by holy vulnerability 17:51:15 mindless is just my concern, not sure if you'd agree 17:51:57 No, I totally agree 17:52:00 my knowledge of this part of Christian mythology comes from Wikipedia and a few books 17:52:22 @??silver star 17:52:22 silver star (15*) | 04UNFINISHED | Speed: 15 | HD: 30 | Health: 150 | AC/EV: 20/20 | Flags: 08holy, see invisible, lev | Res: 13magic(immune), 04hellfire+++, 02cold, 11elec+++, 09poison+++, 04rot+++, 13neg+++, 08holy | XP: 11437. 17:52:27 aw, still unfinished :( 17:53:01 a few popular Polish authors made a fad out of "angel fiction" for a time... but these were mostly humanoids with the rest as background 17:53:19 hm, my tree is totally fucked. how did that happen. 17:53:21 Eronarn: the flag currently means "don't spawn in ZotDef" 17:53:42 kilobyte: i don't think they're actually even close to done though, are they? 17:53:51 silver stars? 17:53:59 They still need zin bolt. 17:54:09 what's zin bolt even supposed to do 17:54:30 It removes "unholy" effects. 17:54:36 and deals damage based on them. 17:54:46 ah, that's interesting 17:55:09 someone earlier had the idea of making miasma taint holy creatures 17:55:13 heh... holy resist is silly. At rHoly0 you take only half damage. 17:55:17 not sure what a silver star is but it seems like it's tormentable, which sounds weird 17:55:29 neg+++ is rTorment. 17:55:42 (for monsters only, because crawl = cheat) 17:55:47 @?? angel 17:55:47 Angel (16A) | Speed: 15 | HD: 12 | Health: 82-121 | AC/EV: 10/20 | Damage: 25, 10 | Flags: 08holy, see invisible, fly, !sil | Res: 06magic(128), 10elec++, 03poison, 04rot, 13neg+++, 08holy | XP: 2088 | Sp: minor healing. 17:55:54 ^ can be tormented 17:56:02 hm 17:56:20 sigh, I am having to re-clone 17:56:26 hopefully that'll speed up my commits and so-on at least 17:56:52 it's kind of weird xp pool isn't capped while xp count is 17:57:09 that is, you could technically have > 8999999 pool 17:57:11 due: is your tree dirty or the .git directory damaged? 17:57:17 the latter would be interesting 17:57:28 the former is a matter of git reset --hard 17:57:43 (which throws away uncommitted changes, beware) 17:57:52 kilobyte: the latter 17:58:12 kilobyte: it would appear that my initial clone of gitorious was a reference clone of my main crawl directory. 17:58:32 (i was attempting to get a 'clean' cpoy of the repository) 17:58:32 and what is the problem with that? 17:58:41 i deleted the main crawl directory because i didn't use it any more :) 17:58:56 apparently reference literally means reference and not 'copy files from reference directory'. 17:59:42 git can fetch any missing objects (be they files, trees or commits) from any remote 18:00:16 it's dropping them which it is bad at 18:00:39 well, there are a lot of objects to fetch either way 18:00:44 i am going to have breakfast while it works 18:00:44 brb 18:02:20 aaaa, i hate tiny bugs 18:02:36 i accidentally accessed an array like [$foo] instead of ['foo'] 18:06:01 'don't do that'? 18:06:35 23% after 6 inutes! yay! 18:08:03 yeah monster rneg doesn't grant rtorm 18:08:14 or at least there are a few things with one and not the other 18:08:48 all the holies plus shadow dragons and probably death drakes 18:09:44 -!- Excedrin has quit [Remote host closed the connection] 18:10:28 plants 18:10:39 right 18:14:57 shadow dragons are not undead, even if they might seem to be 18:15:13 -!- Excedrin has joined ##crawl-dev 18:16:01 hm, holy corpses 18:16:04 need to add a new unholy act 18:16:34 i know i'm just sayin :P 18:17:12 due: "This meat tastes blasphemous." 18:17:13 kilobyte: initial placement of shedu uses, as far as i reclal, the standard band placement; if they're being placed on walls than any band monster can be placed on walls 18:17:29 Eronarn: <3 18:17:53 sacrilicious, surely 18:19:13 hmm, slightly weird interface question: I was being attacked by a presumed unseen stalker, but because it was invisible I couldn't xv it to see if it was undead or not 18:19:24 is that the sort of thing it's even possible to fix? 18:20:03 ?/Munseen horror 18:20:16 why does it matter if it was uundead or not? 18:20:17 downside is you'd have to know its name 18:20:20 due: I attached a screenshot that this can happen, the question remains why 18:20:24 vampiric draining, dispel undead 18:20:43 due: I was playing a necromancer and wanted to know what spells I could aim at it 18:21:08 ais523: "trial and error"? 18:21:21 due: well, most of the time I didn't hit it at all 18:21:24 ais523: if it's invisible, how would you know that? 18:21:26 nor could I see if the spell did anything even when it hit 18:21:37 Eronarn: how do you know whether visible monsters are fire resistant? 18:21:50 there's no flavour reason why the character would know that stuff, but it's needed to help avoid spoiler dependence 18:22:01 ais523: you *don't*, except for knowing the species 18:22:06 if it's wielding an rF+ randart, that isn't visible 18:22:09 You know species resists. 18:22:24 You have a "list of dungeon monsters and their resists" in your backpack. 18:22:37 96%! yay! 18:23:29 you can find stats without xv if you know its name and about the existence of ?/M 18:24:25 it could be one of a variety of invisible monsters, too 18:25:27 easiest way to profile that is by knowing their behaviours or by spoilers -- shadow wraiths drain, shadow demons are slightly fast, lorocyprocas are slow, unseen horrors are very fast and batty 18:26:48 it was indeed fast and batty 18:26:53 and I knew there was only one monster that works like that naturally 18:31:54 Hm, is it lorocypocas or lorocyproae? 18:32:32 just tested in wizmode; Lorocyprocas 18:32:34 you managed to miss out a letter in both of those due :) 18:33:41 casmith789: :D 18:33:49 casmith789: Laggy connection so my autocorrect-fingers aren't working so well. 18:34:01 :P 18:41:49 thanks @ whoever removed the xp pool cap 18:44:41 was the idea to make the game crash rather than bump you to xl 27 if you killed a spriggan rider via cloud spell? 18:45:44 I doubt it 18:47:14 no scrolls seems like an interesting lava orc conduct 18:47:22 curses cause problems though 18:47:34 they'd need a way to remove them 18:47:48 "I've a great idea for a new race! You can't use scrolls!" -- ? 18:47:55 :D 18:48:45 the no scrolls thing was being discussed in here earlier, there's other ideas for them too :P 18:49:46 maybe this was already brought up, but no scrolls = no remove curse or identification 18:49:48 for scrolless or for lava orcs 18:49:48 i vaguely remember there being a god proposal where you'd be permanently silenced so couldn't use scrolls either, that's kinda interesting too 18:49:54 evilmike: or learning spellcasting 18:50:03 wouldn't even be useful, because you'd be unable to curse your gear 18:50:15 early mummies! 18:50:29 MarvinPA: I vaguely remember that too but I also vaguely remember that god allowing spellcasting under silence so who knows how else it breaks the rules 18:50:30 MarvinPA: dpeg approved having them be fireproof to scroll damage but unable to use scrolls when above a certain heat 18:50:33 heh, well maybe it's too problematic to be workable 18:50:34 why not just allow uncursing gear with fountains, with a chance of corroding it? 18:50:44 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:other&s[]=silence&s[]=god#silence_god 18:50:48 yes, dpeg's idea is a bit better 18:50:54 no scrolls under high tension, or whatever' 18:50:56 better yet, let's just dmp curses! 18:51:09 yes let's, or make them more meaningful :( 18:51:22 yes 18:51:24 You should really take damage from cursed equipment. 18:51:39 Or something. That it just sticks to you is merely annoying rather than problematic. 18:51:45 Of course, Ashenzari would protect you from the damage. 18:51:55 damage is boring 18:52:00 curses could act as a -5 or so malus on weapons and armour maybe? 18:52:37 remove curse is so common that there's never any danger from cursed items past the first few floors though 18:52:52 I like the Pokémon Mystery Dungeon method of doing curses, but it only really works because it's impossible to make stashes in that game 18:53:00 remove curse would be more interesting if it removed one curse at a time 18:53:09 (the way it works is that cursed items can't be equipped, unequipped, or used in any way; and anything can be cursed) 18:53:09 except for ash, it could keep its current behaviour there, I guess 18:53:26 removing one curse at a time for ash too seems fine 18:53:27 remove curses, replace them with lava orcs 18:53:29 (so, e.g., if you come across a cursed valuable item, you want to carry it around until you can uncurse it even though it uses up inventory slots) 18:53:32 (and remove curse is rare) 18:53:34 scroll of remove lava orc 18:53:58 actually instead of one at a time it could be 1-3 items like identification scrolls do 18:54:22 evilmike: That removes any reason to ever sed cursed equipment. 18:54:43 Er. *use 18:55:38 removing 1 at a time or 1d3 at a time? or do you mean for either of those 18:55:51 No, -5 malus 18:56:30 oh. yeah, it's not a great idea 18:56:39 i think curses should be pretty dramatic when they hit, but that they shouldn't hit often 18:57:04 like: you go to swing with your weapon in a tense situation, and it hits you instead 18:57:09 if curses should be more relevant, I think the best way would be to make removing them harder. could even go as far as to downgrade remove curse to "remove one curse, randomly picked among worn items" 18:57:11 Eronarn: now that is interesting 18:57:23 more flavour would be good, too 18:57:28 if curses worked like that they wouldn't even need to be unremoveable 18:57:37 they'd just be inherently riskier than other items 18:57:48 there could be differen types of curses, too 18:58:22 yes... ponderousness would be a great one for armor 18:58:40 there's currently the recursing property of randarts which is fairly uninteresting 18:58:52 one way to make interesting curses could be to do something with that 18:59:15 well, recurse should go 18:59:25 if curses had actual effects, it could be that you can remove a recurse randart's curse but it will come back over time 18:59:51 Different types of curse woul be nice. "blood curse" 18:59:53 say, so that the EV of ?RC you find over that amount of time is enough to support 1-3 recurses 19:00:03 while staying neutral 19:00:42 due: sympathetic pain curse!! 19:00:55 it can pain mirror an opponent before you hit it 19:00:57 We could keep sticky curses around for some things. 19:01:43 We could dump statrot as a mutation and have it as a curse effect instead. 19:01:46 due: did you read the 'psychological' curse idea? you can unequip it, but you cannot drop it or otherwise lose it from inventory 19:01:53 and you can't equip anything *but* it 19:02:02 Eronarn: Interesting but a bit nethackish 19:02:08 that sounds a bit too much like nethack lodestones 19:02:09 well, at least, load-stone-ish 19:02:16 evilmike: loadstone, not lodestone 19:02:20 oh right 19:02:28 I haven't played nethack in years 19:02:53 i suppose so long as it's not weighting down your entire inventory it's interesting 19:03:13 -!- casmith789 has quit [Read error: Connection reset by peer] 19:04:15 -!- ais523 has quit [Remote host closed the connection] 19:05:07 one other option would be that you can wear other stuff, but can't drop it 19:05:20 but occasionally the pressure becomes too strong and you must equip it 19:05:29 I like a curse that grows the longer you hold it. 19:05:40 the effects become more pronounced -- but then so does the strength of the weapon. 19:05:53 "lone ring" randart 19:06:07 "This ring is one of a kind." 19:06:29 One of a kind of rings, or unique? 19:06:56 due: lotr joke :P 19:06:58 "bespoke ring" -- it talks to you, it covered in wheel-like designs, and has little spokes on the outside. 19:07:18 hahaha 19:07:20 i love it 19:07:39 "bespoke" is one of the words whose usage within the commercial world makes me cry. 19:08:05 Mostly because I always read it as "aforementioned". 19:10:44 does the singing sword actually sing? 19:11:07 not actual songs 19:11:12 it just makes musically themed noises 19:12:52 Mu_: I think I fixed it :D 19:14:32 murphyslaw (L18 KoAs) ASSERT(mons->damage_friendly <= 2 * mons->damage_total) in 'mon-stuff.cc' at line 783 failed. (D:18) 19:14:38 03due * r9a952ef81f23 10/crawl-ref/source/mon-speak.cc: Maybe resolve #3411: speech in portal vaults from branches. 19:14:40 03due * rc04c84ed55f4 10/crawl-ref/source/mon-data.h: Make Ophan of high intelligence (kilobyte) 19:15:33 read as "orphan" 19:15:36 twice 19:15:38 murphyslaw (L18 KoAs) ASSERT(mons->damage_friendly <= 2 * mons->damage_total) in 'mon-stuff.cc' at line 783 failed. (D:18) 19:16:08 -!- murphy_slaw_ has joined ##crawl-dev 19:16:44 getting a strange crash with some sort of complicated circumstances around needles of frenzy 19:17:38 on a level with Kirke, i hit one of her hogs with frenzy, he kills her. He turns human, and he's neutral, but he attacks me, and the game blows up 19:19:15 hm 19:19:22 murphy_slaw_: file please! 19:19:37 sounds like attitude change during berserk or insanity i buggy 19:19:42 hmm, i reloaded and tried it again 19:19:49 and it didn't happen :-/ 19:20:03 do you have a crash file? 19:20:08 or the crash message, at least? 19:20:16 remind me how to get that again :) 19:21:09 imo if someone sets up a situation that obscure they deserve to crash 19:21:10 !lm murphy_slaw_ -log 19:21:10 No milestones for murphy_slaw_. 19:21:16 !lm murphyslaw -log 19:21:17 murphyslaw, XL18 KoAs, T:52975 (milestone) has no matching game. 19:21:20 keep the bug but add a message "this is your fault" 19:21:30 !lm murphyslaw crash 19:21:30 10. [2011-03-19] murphyslaw the Backstabber (L18 KoAs) ASSERT(mons->damage friendly <= 2 * mons->damage total) in 'mon-stuff.cc' at line 783 failed on turn 52974. (D:18) 19:21:32 !lm murphyslaw crash -log 19:21:32 10. murphyslaw, XL18 KoAs, T:52974 (milestone): http://crawl.develz.org/morgues/trunk/murphyslaw/crash-murphyslaw-20110319-001538.txt 19:21:44 that's the one# 19:21:46 yep 19:21:47 -# 19:22:18 ... that's an odd assertion 19:22:21 sounds like it might be to do with the experience assignment changes? 19:22:53 yeah 19:29:39 any monster is either friendly or not at the moment of dealing damage 19:40:12 due: yesssssssss :D 19:40:28 Mu_: it was easy too :/ 19:40:51 kilobyte: We really need some way of turning debugging messages on/off with wizmode. 19:44:25 good idea! 19:44:48 what about having classes of debug messages? 19:45:04 especially ones you can flip easily without messing with config file and mute: 19:46:16 03kilobyte * r0fe3a6d92e68 10/crawl-ref/source/monster.cc: Assert when trying to blame negative damage. 19:46:27 03kilobyte * rf39ece5c68d9 10/crawl-ref/source/rltiles/UNUSED/monsters/ignacio.png: Add coolio's unique executioner tile to UNUSED. 19:52:13 -!- murphy_slaw_ has quit [Quit: murphy_slaw_] 19:52:22 hah 19:52:28 I've come up with a new conduct for fedhas 19:52:31 DID_VIOLATE_HOLY_COPSE 19:52:32 :D 19:53:05 fr: violate key 19:55:10 why would fedhas care about holy corpses any more than natural ones? 19:55:53 i could see one of the good gods caring about them, although smiting on killing holies as well as smiting on chopping them up might be a bit much :P 19:56:04 MarvinPA: reread what I wrote 19:56:09 oh 19:56:10 hahah 19:56:13 * MarvinPA is silly 19:56:16 yes 19:56:17 I typo'd 19:56:25 it was supposed to be DID_VIOLATE_HOLY_CORPSE but yea 19:56:37 heh 20:04:18 only smite on killing them with unholy stuff, imo 20:04:24 but smite for any descration 20:04:39 Eronarn: smite for any desecration will happen; occasionally smite on death for some monsters 20:04:48 but butchering a pearl dragon for its hide will be naaaugty 20:05:06 due: angels should drop corpses, and yred should reanimate them as a special kind of undead angel 20:05:15 'angel of undeath' 20:08:13 viewmap.cc:96: warning: ‘bool _is_explore_horizon(const coord_def&)’ defined but not used 20:08:18 Anyone seen that before? 20:08:36 Eronarn: I'm not quite sure how to handle animation; possibly not for 0.8. 20:10:40 due: may as well allow it for the fleshy reanimations; bar it for death channel/yred for now 20:10:43 imo 20:10:46 yeah 20:11:06 later, i think there should be special undead/demon monsters representing corrupted holies 20:11:13 but those should be suitably special and cool 20:15:04 how about... a giant contraption of reanimated bones, piloted by a crucified angel cursed to undeath! the mere sight of it dampens holy abilities and causes fear to holy servants! :D 20:15:23 crawl needs more crucifixion 20:15:29 ... that is actually slightly horrifying but aweosme 20:15:34 a chariot of bones sound slike fun though 20:16:29 i was thinking either something wheeled, or giant stilts, or just arms. thousands of human-sized arms, always crumbling, but always being replaced 20:17:07 dominions 3 had a nice victory condition - a big wheeled golden statue shrine thing of yourself, called a Juggernaut 20:17:23 it is not only a formidable trampler, but it preaches to your might wherever it goes 20:34:59 Hm, eating should be a violation too 20:36:51 -!- hayenne_ has quit [Quit: There is no dark side of the moon really. As a matter of fact it's all dark. The only thing that makes it look light is the sun.] 20:40:43 -!- eith has quit [Ping timeout: 248 seconds] 20:49:24 -!- ZChris13 has joined ##crawl-dev 20:56:01 -!- edlothiol has quit [Read error: Operation timed out] 21:13:31 -!- valrus_ has joined ##crawl-dev 21:21:06 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:28:20 03due * r12616ee2fadc 10/crawl-ref/source/mon-data.h: Arbitrarily standardise new holy monster speeds. 21:28:28 03due * rfac864a20577 10/crawl-ref/source/ (6 files): New conduct: did violate holy corpse. 21:28:32 03due * r3999269f4c2f 10/crawl-ref/source/tilepick.cc: Resolve pearl dragon breath tile colour issue. 21:29:10 03due * r4f23edce7173 10/crawl-ref/source/mon-data.h: Move phoenixes from 'H' to 'b'. 21:29:22 03due * r32bb628455b7 10/crawl-ref/source/mon-data.h: Convert shedu's main attack to kick instead of claw. 21:29:23 03due * r466e9f8248e8 10/crawl-ref/source/ (4 files in 3 dirs): Temporary tile for holy flames. 21:35:59 -!- syllogism has quit [] 21:52:19 03due * r7a32b22d04e5 10/crawl-ref/source/mon-death.cc: Do some checking before placing resurrected shedu. 21:53:29 okay, that's me for the day, I think 22:07:23 Fa (L2 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (D:2) 22:07:29 Fa (L2 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (D:2) 22:07:38 Fa (L2 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (D:2) 22:07:41 Fa (L2 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (D:2) 22:08:38 Fa (L2 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (D:2) 22:18:01 -!- ekiM has quit [Quit: Leaving.] 22:36:58 I didn't do it! 22:38:15 -!- upsy has quit [Quit: Leaving] 22:39:51 I'm guessing it's the ely detailed description deal 22:42:59 -!- ZChris13 has quit [Remote host closed the connection] 22:46:05 I'm doing other stuff now so can't check it out ... 23:11:07 monqy (L17 HOCr) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (Orc:3) 23:17:48 -!- valrus_ has quit [Remote host closed the connection] 23:19:36 monqy (L17 HOCr) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 801 failed. (Orc:4)