00:00:39 !players 00:00:41 10 players: chowder, domo, Shock, mindloss, moramartin, Arafel, Pyrusette, daken, Frankomati, qubitsu 00:01:43 Haha tavern: "Was there really a randomly generated pan lord named "Not Gay"?!" 00:11:33 reminds me of https://crawl.develz.org/mantis/view.php?id=879 00:12:03 Napkin: <3 CDO dgl repo 00:12:21 Haha, Adick 00:13:00 Not as sublime as "Not Gay" though 00:13:33 I think 78291 had it, right? 00:14:01 " To address Eino's point: We could use hashes to detect offensive words." 00:14:07 this is the best FR 00:17:29 -!- valrus has quit [Remote host closed the connection] 01:02:01 TGWi: mtgo doesn't do that 01:02:08 it doesn't do it server-side, either 01:02:24 there's just a plaintext file of swear words in the folder 01:21:38 -!- Twinge_ has quit [] 01:37:36 Eronarn: Do they have any complaints yet? 01:38:12 moin! 01:38:31 Napking! 01:38:36 damn, upgrading dokuwiki just became an urgent matter *sigh* 01:38:44 Morning! 01:38:47 Oh, a nasty vulnerability? 01:38:57 !coffee Napkin 01:38:58 * Henzell hands Napkin a pot of soy latte, brewed by Xtahua. 01:39:06 wiki.php.net got hacked.. running dokuwiki as well 01:39:10 Good old soy latte, makes you feel so good once you stop drinking it 01:39:11 thanks :) 01:39:19 hehe 01:39:23 Oh, I heard of the php.net compromse, didn't realise it was dokuwiki 01:40:24 i wish we didn't have so much local changes 01:40:32 *many 01:44:19 eesh, i should write something to macro through this install process 01:44:34 yay new spider maps 01:45:45 Keskitalo: btw, is there some reason ghost moths are rPois? did they start undead and then become not-undead or something? 01:47:27 Eronarn: It was just that way in Lemuel's design. Now that you mention it, not having them resist poison would be more interesting. 01:47:36 @?? moth of wrath 01:47:37 moth of wrath (04y) | Speed: 12 | HD: 9 | Health: 34-65 | AC/EV: 0/10 | Damage: 2505(rage) | Flags: fly | Res: 06magic(36) | Chunks: 07contaminated | XP: 502. 01:48:12 (was checking if those were poison vulnerable) 01:48:18 odd that they're not 01:48:39 flying type doesn't make bug type resistant to poison 01:48:49 @?? red wasp 01:48:49 red wasp (05y) | Speed: 15 | HD: 8 | Health: 29-59 | AC/EV: 7/14 | Damage: 2304(paralyse) | Flags: fly | Res: 06magic(32) | Vul: 09poison | Chunks: 09poisonous | XP: 543. 01:48:54 Obviously not, yeah 01:49:14 i figure if we're going to go with the 'bugs have rPois-' we should extend it universally 01:49:17 Napkin: CDO dgl chroot is entirely in /var, right? 01:49:21 we even put it on fire crabs 01:49:22 I'm good with making moths rP- 01:49:29 Napkin: Approximately how fast do the ttyrecs use up space? 01:49:35 @??fire crab 01:49:35 fire crab (04t) | Speed: 11 | HD: 8 | Health: 37-67 | AC/EV: 9/6 | Damage: 1504(fire:8-15), 1504(fire:8-15) | Flags: !sil | Res: 06magic(42), 04fire+++ | Vul: 09poison | Chunks: clean/none/unknown | XP: 491 | Sp: flame blast (d12). 01:49:44 in /var/lib/dgamelaunch, yes 01:49:47 Interesting, I had no idea crabs were vulnerable to poison. :P 01:49:56 they weren't at first i think, then it got changed 01:50:09 around the time of the curare fiasco 01:50:19 -!- valrus has joined ##crawl-dev 01:50:29 What's good about ghost moth poison vulnerability is that poison cloud becomes very good against them. What is bad is that meph meph mephity meph. 01:51:01 about 1gb in 3 days, at the moment 01:51:05 Spider's Nest could use a poison-resistant brute or something, to throw of venom mages and stuff a little. 01:51:15 @??emperor scorpion 01:51:15 emperor scorpion (15s) | Speed: 10 | HD: 11 | Health: 41-77 | AC/EV: 5/8 | Damage: 3004(medium poison), 11, 11 | Res: 06magic(44) | Vul: 09poison | Chunks: clean/none/unknown | XP: 898. 01:51:56 Those aren't it. 01:52:13 about 1gb in 3 days, at the moment, greensnark 01:53:05 Napkin: Ah, is that uncompressed or with the bz2? 01:53:14 compressed 01:53:22 I need to find a long term plan for ttyrec storage 01:53:39 I offloaded CAO's ttyrecs yesterday, took ridiculously long :P 01:53:48 hehe, how much gb? 01:53:54 About 120G 01:54:01 nice :D 01:54:42 I've been wondering if there are cheap cloud storage options in Europe 01:55:13 The other alternative is to start purging ttyrecs when the servers run low on space again 01:55:36 S3 is not quite cheap enough for the kind of ttyrec volumes we have :P 01:57:01 Let's start a fund, get som GSoC students coding for us and have Google pay us for that. 01:57:18 Crawl license forbids it :P 01:57:22 We need to change to GPL :P 01:57:27 Let's change Crawl license already. 01:58:41 new server will have crawl in /src (200gb) and /var (50gb) separate 01:58:49 */srv 01:59:21 and still 352gb unused in the VG 01:59:29 i vote for deletion :> 02:00:15 02:51 < Keskitalo> Spider's Nest could use a poison-resistant brute or something, to throw of venom mages and stuff a little. 02:00:20 that's what ghost moths *are* right now 02:00:29 in fact they're the only threat in them for many characters 02:00:51 yup, the scale is faaairly uneven 02:01:28 demonic crawlers are rpois right? 02:01:41 but pushovers except for very weak charcters 02:01:43 and speed 9 02:01:48 oh right that too 02:03:06 do they only appear in vaults and the abyss? I can only recall ever seeing them in sprint and gloorx' level. that is, provided they're replaced by something else in sprint, perhaps they shouldn't be so pushovery 02:03:29 yeah 02:04:48 monqy: it's absolutely criminal that we haven't added a transdimensional hellspider monster 02:05:27 that too 02:07:04 aye 02:07:45 !coffee 02:07:45 * Henzell hands Keskitalo a mug of cappuccino, brewed by Cerebov. 02:08:00 I think I'll have a cappucino from the machine, indeed, indeed. 02:08:17 -!- ekiM has joined ##crawl-dev 02:17:31 moin 02:23:16 wonder what a transdimensional hellspider should have 02:23:30 eight horns 02:23:49 phase shift, paralytic venom, eight gaze attacks...? 02:23:54 !coffee 02:23:55 * Henzell hands Zaba a pot of cappuccino, brewed by Xom. 02:35:18 is monster cause fear affecting other monsters a known bug? 02:36:03 is it a but at all? 02:36:07 bug* 02:36:33 well it's awfully spammy 02:37:15 so I'm guessing buggy 02:45:41 should make monster cause fear work like player cause fear imo 02:45:55 stuff should only run if it's weak 02:48:44 monqy: no 02:48:45 due: You have 1 message. Use !messages to read it. 02:48:49 !messages 02:48:49 (1/1) monqy said (3h 26m 43s ago): For implementing hostile malign gateway as a miscast effect, what do you think the best way to create one would be? cast the spell with a dummy monster? 02:48:55 oh good 02:49:01 unless you mean cause fear 02:49:09 monqy: the best way to implement it as a miscast is to create the marker yourself 02:49:25 let me find the cooode 02:50:20 it should be relatively easy, because you can fill all the non-actor summoner information in as a miscast :D 02:50:31 "summoned by the effects of hell/your miscasting X" 02:51:04 you can and should use find_gateway_location however 02:51:26 All you need to do is copy spl-summoning.cc:1348->1357 and fill in the relevant details 02:51:35 ok 02:51:52 Ooh, I really like requiring a rune in midgame 02:52:00 though you do need to use find_gateway_location ... probably you shoudl check that and if it doesn't work fall back to another miscast 02:52:28 03zaba * rd2e19bfe5a89 10/crawl-ref/source/dat/des/builder/layout.des: Put the abyss gateways back into _plan_6. 02:52:33 right I'm making it and banishment return booleans to account for failure (and rerolling in that case) 02:52:41 03zaba * r29ce26d1fe0d 10/crawl-ref/source/dat/des/builder/dummy.des: Use CHANCE with depth ranges to shorten dummy vault specifications. 02:52:53 keskitalo: where would you ask for it? 02:53:33 That's a good question; between D:13 and D:14 would be one place. That's when Lair stairs generation stops and Vault stairs generation starts. 02:53:52 that sounds really harsh 02:53:53 a pity about disallowing lairless games 02:54:20 right around vaults makes sense 02:54:27 current lair rune vaults are really deadly at L14-15 02:54:35 and there would be a huge amount of luck with getting an easy one 02:54:44 Descending D when elsewhere is blocked is fun, though. 02:54:46 so you can get into vaults, but it, or something 02:54:56 er, but not beyond it 02:55:01 Well, D:19->D:20 would be another spot 02:55:18 and that'd give you three reasonable options for a rune 02:55:23 That's when Vault stairs generation stops. But.. it'd be much less meaningful by then. 02:55:23 keskitalo: yeah, one of the things I like about crawl is that you always have lots of options for where to go 02:55:32 and two megachallenge ones 02:56:00 though personally i prefer the idea of scaling up ends if you put off doing them 02:56:01 when does hellpanabyss gateway generation start? 02:56:10 Eronarn: how would you manage that? 02:56:18 elliptic: I agree; facing something difficult, you usually have another place to go. But that gives the "delay branch ends" problem 02:56:20 monqy: how to scale, or how to figure out how to scale? 02:56:25 both 02:56:35 I guess "delay branch ends until trivial" 02:56:44 more stuff, and also harder stuff. maybe stuff that wouldn't normally spawn at all 02:56:45 keskitalo: my suggestion for that is simply to put a bit of loot at the lair branch ends 02:56:57 and that's a problem if you can trivially do stuff that is way too easy to grind up the resources you need to do the ends easily 02:57:07 hi 02:57:08 galehar: You have 2 messages. Use !messages to read them. 02:57:14 !messages 02:57:14 probably some kind of timer, but with a long grace period, that starts around when you first find the branch 02:57:14 (1/2) monqy said (1d 8h 58m 8s ago): player clinging bug: I was clinging over a staircase and I stayed clinging after descending 02:57:14 I am going to fix lair ends 02:57:16 probably tomorrow 02:57:20 move a small amount of loot from v:8 to lair ends 02:57:20 hi galehar, good going with Ashenzari 02:57:24 !messages 02:57:24 (1/1) dpeg said (9h 35m 51s ago): You are my hero! 02:57:27 due: how so? 02:57:36 elliptic: currently there's dichotomy between size/exp 02:57:50 elliptic: solution is to slightly reduce the exp/etc in the large maps, and to otherwise place 1 large or 2 small maps on Lair:7. 02:57:55 Er, Lair:8. 02:58:18 ah, the 2 small maps idea, that sounded cool 02:58:21 elliptic: one idea i've wanted to see for snake for a while: most of the items in it are instead placed on snake 5 in a gigantic guardian naga vault 02:58:49 elliptic: Handing out more stuff earlier doesn't seem to do it? You'll still grind the easy places for the xp because it's optimal? 02:59:10 Moving stuff from a harder place to an easier one doesn't sound that bad though. 02:59:13 keskitalo: it would provide some incentive to go there earlier 02:59:34 elliptic: What incentive exactly? For fun because you're bored to play the easy places? 02:59:39 not necessarily enough, but the main problem now is that there is *no* incentive other than xp 02:59:45 keskitalo: uh, the loot? 02:59:54 You mean Lair ending? 03:00:11 no, the lair rune vaults 03:00:14 sorry if I wasn't clear 03:00:18 ahh, doh, yeah 03:00:38 okay, that does make sense 03:01:18 I'm not saying this would solve everything or anything like that, but it would help a bit at least 03:01:22 Shortening the branches has worked somewhat, regarding this problem. 03:02:04 putting some sort of 1-rune checkpoint is an interesting idea that I think could work quite well if the balance could be worked out 03:02:17 but I'm not sure I see a good place for it currently 03:03:11 Yeah, it feels problematic - it feels like it would remove some fun play (like descending D early, for me). And that feels iffy, even if I believe forcing to fetch a rune early one would add fun of its own. 03:03:32 here's a thought: 03:03:57 -forest is in the middle of the normal dungeon sequence 03:04:18 -it is quite dangerous when you first run into it, but could be survived 03:04:38 -bringing a rune in lets you get some secret passage or the like 03:05:31 I've always liked the "Forest shortcut" idea. How about: there's a rune-locked door between D:13-D:14, but you could bybass it by going through a hard area (not necessarily Forest as it is, because it seems like it's going to be a harder area). 03:05:39 perhaps something with treefolk, or awakened trees, which quiet down if you carry a rune into the forest 03:05:58 One thing that came to mind that Abyss could have exit gates that lead not to the place you got Abyssed in; but to a later Abyss gate. 03:06:11 that sounds hilarious but also unfun 03:06:14 So, to bybass the door, you could enter Abyss and find an appropriate gate. 03:06:20 that sounds annoying 03:06:25 that sounds fun 03:06:34 Yeah, it would need more gates in the Abyss (and Abyss getting harder over time). 03:06:35 about as fun as teleport traps at the end of labs 03:06:39 it's the kind of thing that will be fun to watch 03:06:46 and awful to have happen to you 03:06:55 Eronarn: it doesn't *ahve* to happen to you if you get a rune instead? 03:07:04 that sounds spoilery 03:07:20 it's not spoilery if you explicitly state it 03:07:24 Also, it would be hardly obvious that you could bybass such a spot via Abyss. 03:07:51 due: consider someone getting early banished and winding up on d20 or whatever 03:08:01 You'd possibly realize it when you came across such gates in Abyss, but not before (in the early D). 03:08:08 Of course the gate would tell where it would lead! 03:08:09 Eronarn: it doesn't have to work like that? 03:08:21 Alternalte,y you can choose where you want to leave teh abyss to 03:08:25 "You see a portal to D:20 here." 03:08:39 due: Yeah, that'd be an option. 03:08:44 Keskitalo: I like it -- but the cry against that will be "but then gates back to where you came from will be even rarer!" 03:08:51 Or, always (or usually) spawn a bunch of gates out close to each other. 03:08:59 So options there are to allow picking, or spawn more gates. 03:08:59 Keskitalo: but that's either more abyss exits spawned, or less usable abyss exits spawned :| 03:09:05 Which'd be nicer than an interface prompt. 03:09:14 (HAHAHAH! See, I told you that's what people would say.) 03:09:20 I think spawning groups of gates would be the best option here. 03:09:33 "Room of mirrors" :D 03:09:36 groups might be good actually 03:09:46 especially if you can't tell by looking 03:09:48 we could do them as vaults too 03:09:53 since every step is a chance of a shift 03:10:09 Eronarn: Ah, so you couldn't tell from distance, only when you're on top of the gate? 03:10:18 eronarn: unless you wear stasis or -TELE 03:10:19 "You can only peer through the gate when you're next to it" or something like that. 03:10:36 only when you try to go down it, yeah. "This is a portal to D:20. Really enter it?" 03:10:44 "There is a gate leading back to the dungeon here. > This portal leads to XX, enter? (Y/N)" 03:11:12 I see the bug with "The Xytrool the Cloud Mage" is still around, by the way 03:11:27 I'd like to have all three options: a hard short-cut branch; going through Abyss; opening the lock with a rune. :) 03:11:55 elliptic: Is there a bug report for that? 03:11:59 We could even have two locks; one blocking D:13->D:14, one blocking D:19->D:20 :) 03:12:02 There's a whole slew of monster naming bugs still open 03:12:05 With Forest as the later short-cut branch. 03:12:06 probably, it has been around for months 03:12:11 greensnark: Comments? 03:12:16 Keskitalo: ? 03:12:34 Oh, the rune-check? 03:12:39 greensnark: yeah 03:12:59 I like several of the ideas, but it'd probably need a trial run of some kind to shake out the details 03:13:03 We could put the later checkpoint in first, with Forest as the short cut branch to test the idea. 03:13:26 (well, it wouldn't be a short cut really, but a longer path around the obstacle) 03:13:41 Moving some loot from places like Vault/Elf into the rune branches would be good, but I'm not sure it'd be sufficient 03:13:49 Keskitalo: i propose a new branch: Spooky Tunnel 03:14:02 Getting one rune for that door would be easier than doing Forest, though. :P 03:14:08 Maybe require three runes right there. :> 03:14:18 Btw, are we guaranteeing the forest level for 0.8? 03:14:24 greensnark: less floor loot, more branch end loot. especially for snake!! guardian serpentssss!! 03:14:28 It'd be nice to randomly generate the forest 03:14:55 kilobyte: What do you think of the "short-cut" idea for Forest? 03:14:58 Eronarn: Yeah, I liked the guardian serpent + loot idea for Snake 03:15:08 Me too. 03:15:09 It's a nice nod to the existing guardian serpent minivaults 03:15:32 And some loot in the rune branches will definitely encourage players to do it earlier 03:15:39 *do them earlier 03:17:02 greensnark: I can't find the bug I mentioned on the tracker, so I guess I'll add it 03:17:29 elliptic: Thanks 03:17:46 There was a "gnoll corpse of gnoll shaman" bug, was that fixed? 03:18:22 Keskitalo: btw, lots of players like the gnoll camp serial vault :) 03:18:23 greensnark: Did you see the mock-up I did for a possible new level builder for Orc? I am rubbish with actual design of level builders and thus I am waving it at you in hopes you will wave your magic I-Fixed-Shoals wand at it. 03:18:26 Eronarn: Spooky tunnel sounds like a ghost train ride. 03:18:30 greensnark: Yeah, I 03:18:31 I keep seeing mentions of it on SA, all positive 03:18:36 I'm very happy about that. :) 03:19:07 Maybe there should be a rail shooter branch, where you can't move yourself. ;) 03:19:24 Would make a fun (or "fun") portal vault! 03:19:32 < Keskitalo> kilobyte: What do you think of the "short-cut" idea for Forest? <-- forest should totally shift around while it's out of your los, btw 03:19:57 I seem to recall that was one of Adam's ideas for it, not sure. It's a longstanding idea in any case. 03:20:02 I really like the idea of a persistent forest level with multiple entries. 03:20:13 With lots of ruined stone structures. 03:20:21 "gnoll corpse of gnoll shaman" is open as https://crawl.develz.org/mantis/view.php?id=1239 I think 03:20:24 greensnark: I've been thinking of a (guaranteed?) early demon serial vault. 03:20:25 due: Yes, I saw the mockup, but it could stand to be more minesy 03:20:34 greensnark: The mockup was total rubbish :) 03:20:39 greensnark: I will do a better one later. 03:20:46 Could be built upon abyss portals, for instance. Lugonu invasion!! 03:20:52 I suppose it wouldn't really be that difficult. 03:21:00 It's just drawing the corridors that's difficult. 03:21:17 due: empty stone arches that bring you to Forest if you step on them :D 03:21:34 And I think kilobyte committed a change, that you can now define a random monster set for any level via a vault, so you could have the portals "spawn" appropriate creatures too. 03:23:33 Damn, I can never remember where cao keeps the Crawl data files 03:23:52 Names for fake uniques in the cloud mage and hellbinder wizlabs aren't handled correctly. (https://crawl.develz.org/mantis/view.php?id=3632) by elliptic 03:24:03 Ahaha, /var/games in the chroot 03:24:11 Keskitalo: You've always been able to do that 03:24:28 Oh? 03:24:41 Keskitalo: Being able to define random monsters in vaults :) 03:25:06 I'm pretty sure that any portal vault with a defined monster list, that list is used for spawns. 03:25:10 If spawns are enabled at all. 03:25:12 I think I saw a commit from kilobyte that enabled that outside portal vaults. 03:25:23 Oh! 03:25:26 oh, right. 03:31:03 Eronarn: my current idea for Forest is to be a branch with diverse levels. One that regenerates out LOS (currently, preserving monsters and items, which might change), one at the bottom that has the Enchantress, defenders and a palace, and possibly others. 03:31:24 -!- Clatch has left ##crawl-dev 03:31:25 all with a heavy use of minivaults 03:31:48 however, current balance tests show problems with the monster set and concept 03:31:53 Regenerating out of LOS sounds cool, as does each level being different in some way from the other. 03:32:24 Flabyrest? 03:32:46 1. being all foresty means you can have a field day with an unlimited source of fire 03:32:59 Ah, btw to add to the "short-cut" brainpool, at one point I had an idea that there could be a staircase between an Elf level and Vaults level. 03:33:27 2. monsters are really tough against melee and some conjurators, insanely weak against clouds spells, refrigeration and airstrike. 03:33:31 Hmm, I should take a FE to Swamp and see what happens. 03:33:38 Keskitalo: +1 for Elf-V 03:34:09 due: flabyrest being...? 03:34:18 kilobyte: see, this is why we need treefolk 03:34:31 I guess Elf could serve as the early short-cut branch then. 03:34:43 rPois, rC+, high AC! 03:35:03 kilobyte: Forrest labyrinth :) 03:35:18 A portmanteau of some sorts, but mostly just a mangling. 03:35:26 Keskitalo: why elf instead of orc? the orcs are tunneling around... maybe they broke into vaults 03:35:29 I guess drop bears, being due-land fauna, have no rC... 03:35:40 Eronarn: Because Elf is harder, isn't that obvious? 03:36:01 Vaults are the Elves' treasure halls! 03:36:21 There's a problem with Elf not being hard enough (there should be a motive to do a branch end for rune instead), but maybe the staircase could be in a difficult vault. 03:36:23 Keskitalo: why does it matter whether where it is is hard or not, except for dumb players of course 03:36:27 on Elf:3 or Elf:4. 03:36:42 Eronarn: Because this is part of the "rune lock between D:13 and D:14" idea. 03:36:51 I wasn't clear on that, sorry. 03:38:15 04:32 <+kilobyte> 1. being all foresty means you can have a field day with an unlimited source of fire 03:38:27 I wonder how hard it would be to introduce such loops in the dungeon. 03:38:31 keskitalo: well, staircase could be in elf:5, but that would be too hard :) 03:38:32 the best way to deal with this, imo, is to give reasons why fire isn't always optimal 03:38:47 Tree ghosts! 03:38:48 you set trees on fire in the forest -> the trees attack you 03:38:49 Eronarn: because lightning works too? :p 03:38:52 like... it attracts powerful fire creatures to the blaze; or fedhasites! 03:39:04 elliptic: Yeah, a bit too tough. :) 03:39:08 or the spirit of the forest inhabits the fire and the fire attacks you 03:39:18 Smokey attacks! 03:39:24 Keskitalo: <3 !!! 03:39:26 due: flaming undead treefolk 03:39:31 Eronarn: i could get behind that 03:39:39 they want to quench themselves in YOUR BLOOD 03:39:40 I want a "treespirit" monster now. 03:39:41 flaming lumber 03:39:45 have you read some articles written by Rich Burlew? 03:40:10 The OOTS druid fight was brilliant 03:40:10 I'm speaking about that "charred horror" undead ent 03:40:25 due: make it a friendly monster that hides in the trees and casts rain on them to put out fires :) 03:40:40 all the drop bears come out at once if you set the forest on fire 03:41:07 Meh, drop bears. I always think of drop scones when someone says drop bears. 03:41:10 Now I am hungry :S 03:41:28 mmm waffles 03:41:41 (i did an image search for drop scones) 03:42:08 ooh, here's a thought 03:42:29 start a forest fire: the forest wyrms on the level know where you are 03:43:00 they flatten trees to get to you, and this is LOUD 03:44:59 found that article, even though it has been moved to a forum: 03:45:01 http://www.giantitp.com/forums/showpost.php?p=10546572&postcount=18 03:45:24 (ignore D&Dish stats, read the fluff and abilities) 03:45:57 http://magiccards.info/ju/en/110.html <-- basically something like this 03:48:12 kilobyte: Sounds like an anti-forest creature by the abilities and their motivation; an undead forest-defender might be a solution to the forest fire problem (but pretty inconsistent with Fedhas anti-undead flavour) 03:49:00 But, that would make a cool monster. 03:49:18 good MTG things: http://magiccards.info/eve/en/115.html http://magiccards.info/eve/en/116.html http://magiccards.info/eve/en/117.html 03:50:47 http://magiccards.info/ap/en/97.html 03:51:17 http://magiccards.info/mt/en/61.html <-- would be a totally awesome spell 03:53:09 also 03:53:21 a friend of mine who works in a zoo told me that 'megabat' was an awesome name and so much better than 'giant bat' :D 03:54:47 -!- Cryp71c has joined ##crawl-dev 03:55:49 * due runs away 03:56:12 http://magiccards.info/rav/en/248.html <-- sludge elf 03:56:21 Rar 03:56:35 on my linux distro, but now grub won't boot into windows. 03:56:36 :( 03:56:49 I rather dislike grub2...nothing is easy. 03:58:05 http://magiccards.info/arb/en/95.html <-- if we decide we need a land-bound counterpart to vampire mosquitos 04:00:13 OH, here's the one i was looking for 04:00:15 are crawl leeches "giant leeches" 04:00:18 http://magiccards.info/rav/en/240.html 04:00:21 @??giant leech 04:00:21 giant leech (05w) | Speed: 8 | HD: 6 | Health: 32-57 | AC/EV: 5/15 | Damage: 2005(vampiric) | Flags: amphibious, evil | Res: 06magic(24), 12drown | Vul: 08holy | Chunks: 07contaminated | XP: 87. 04:00:53 well changing it would be nice for the crusade against "giant", anyhow 04:01:20 also plant zombies http://magiccards.info/rav/en/241.html http://magiccards.info/rav/en/238.html 04:01:57 but really i want something like the corruptor, it'd be cool as hell to have some monster that turns the trees into horrible abominations 04:03:07 another thing we should have in forest: witches 04:03:25 some kind of forest witch, even... 04:04:03 what did the old forest witches have? 04:04:18 -!- Cryp71c has quit [Remote host closed the connection] 04:04:32 ??forest witch 04:04:33 I don't have a page labeled forest_witch in my learndb. 04:04:39 something dumb 04:05:09 -!- Cryp71c has joined ##crawl-dev 04:13:36 a coding convention question: how does crawl usually handle rerolling on failure? my naive approach of having a fixed number of tries and randomly picking any possibility each time proved a bit nightmarish when dealing with miscast effects. 04:13:52 Eronarn: sunray, spammals, summon caniforms, awaken forest, mislead 04:14:45 monqy: how do you mean, rerolling on failure? If a roll fails, then the attempted action fails (miss, spell miscast, whatever) 04:15:17 monqy: just roll that "fixed number of tries" into the base probability 04:16:20 I was thinking of trying to structure it as a 2-phase approach of rolling a value and picking a case, but on failing, the first 2 cases (which are most likely to fail) fall into another switch which also contains the rest (except they're the originals, not duplicates, which is probably horrible horrible coding pracice, which is why I'm hesitant) 04:16:22 things work different for actions which can fail for legitimate reasons (like placing a vault) -- for rolling a random choice, you can not select the bad thing in the first place 04:16:53 you want no banishment in Hells, right? 04:16:58 yes 04:17:38 just like miscasts that depend on you having, say, hair: roll a smaller number in that case 04:17:43 current design is that it attempts to degrade into a malign gateway, which is also a miscast, but both of those are likely to fail due to space restrictions, so that should become another miscast rather than letting the player out free 04:17:54 -!- Twilight-1 has quit [Ping timeout: 250 seconds] 04:18:32 ah, ok, now that's different 04:18:51 -!- elliptic has quit [Ping timeout: 250 seconds] 04:18:53 you can plain out reroll, without regard to "fixed number of tries" 04:19:05 -!- elliptic has joined ##crawl-dev 04:19:46 as long as at least one of choices is guaranteed to succeed, the infinite loop protection is not needed 04:21:39 (strictly speaking, a random generator with a finite period might have a seed that produces a bad choice every single time. With MT19937 having a period of 2^19937. not an issue.) 04:22:24 -!- Cryp71c has quit [Remote host closed the connection] 04:23:17 my first attempt also tried to account for the failure cases of all the alternative miscast effects, but upon further reflection, they would all fail under the exact same conditions, so it's useless trying to check for one of them to succeed 04:23:56 so yeah it makes sense to ignore them 04:33:01 monky: are you trying to do it in the miscast code? Why not directly in the banishment? If you're banished (from spell, miscast, distorsion or whatever) in hell, summon an hostile gateway. Only exception is Lugonu's self banishment. 04:33:14 -!- Cryp71c has joined ##crawl-dev 04:33:18 ??git 04:33:19 git[1/2]: git clone git://gitorious.org/crawl/crawl.git 04:39:32 -!- Cryp71c has quit [Quit: Leaving] 04:45:06 -!- |eith| has joined ##crawl-dev 04:49:54 -!- evilmike has quit [Quit: sleep] 05:09:15 -!- Twilight-1 has joined ##crawl-dev 05:15:13 -!- Zaba has quit [Ping timeout: 240 seconds] 05:18:43 -!- Zaba has joined ##crawl-dev 05:21:51 -!- Mu_ has joined ##crawl-dev 05:22:41 -!- Twilight-1 has quit [Ping timeout: 246 seconds] 05:40:18 -!- Twilight13 has joined ##crawl-dev 05:48:21 -!- dpeg has joined ##crawl-dev 06:03:52 -!- galehar has quit [] 06:03:56 -!- valrus has quit [Remote host closed the connection] 06:04:03 -!- valrus has joined ##crawl-dev 06:07:06 In case anyone is interested, I made a quick wiki page to reduce stair hopping. 06:07:16 !tell greensnark https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:hopping 06:07:17 dpeg: OK, I'll let greensnark know. 06:07:26 When 'v' on the serpent of hell I get description "Well now, isn't this buggy?". 06:07:35 In Tartarus. 06:08:08 ekiM: perhaps descriptions for the new hell serpents are missing? 06:08:17 Could be! 06:08:32 BR please 06:11:26 ok I think the hell effect banishment / malign gateway miscast / failed miscast banishment degrading to malign gateway (and failed malign gateway rerolling) works 06:12:14 dpeg: WIll do! 06:13:19 !coffee monqy 06:13:20 * Henzell hands monqy a mug of latte macchiato, brewed by Cerebov. 06:13:41 looks like gitorious is down so I can't rebase if that is something I should do 06:13:43 monqy: players will love you and kiss your feet 06:13:45 only have half a clue with git 06:13:55 I have no idea :) 06:14:18 dpeg: elliptic suggested moving some loot from places like Vault:8 to Lair branch ends to give a carrot to doing them early 06:14:50 I think it's a reasonable first step, although experienced players will still branch skim 06:15:03 greensnark: just a start, yes 06:15:35 I think we can afford to do this slowly, step by step. 06:15:40 Yes 06:17:02 Maybe we should have a broader page to address making the mid-game more challenging. Do we already have one 06:17:18 I've suggested something very simple on purpose, it requires no big vaults, or rules. Just a little flavour blurb. 06:17:29 greensnark: I am not aware of one, I'd have used it. 06:17:36 work! 06:21:01 I'll just upload my patches and hope they work I guess 06:21:09 -!- upsy has joined ##crawl-dev 06:28:33 if you can define random monster sets via vault now (that's pretty cool), how about varying late D monster sets 06:29:01 so you get level with giants, one with (very) uglies, one with dragons etc 06:29:11 -!- TGWi is now known as hyperTGW 06:32:03 -!- ais523 has joined ##crawl-dev 06:34:31 Themed monster populations is a nice idea 06:35:45 greensnark: yeah, like I did with minmay_sea_of_fire 06:36:19 serial vaults could play well with this too 06:36:21 Remove hell effect banishment & related patches (https://crawl.develz.org/mantis/view.php?id=3633) by MrMisterMonkey 06:38:28 -!- edlothiol has joined ##crawl-dev 06:39:18 -!- edlothiol has quit [Client Quit] 06:46:17 -!- edlothiol has joined ##crawl-dev 07:03:08 -!- syllogism has joined ##crawl-dev 07:03:40 -!- galehar has joined ##crawl-dev 07:06:46 so, we've got 3 devs agreeing on buffing ogres (HP, fighting and M&F) and no opposition. Should we do it? 07:07:44 ogres are being buffed? :o 07:08:24 well that's what is being suggested 07:08:45 small buff, we want to keep them challenging. 07:09:08 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:ogre (bottom) 07:09:58 wow 07:10:12 they are supposed to be mentally challenged, yeah... but physically, they should be a challenge to others 07:10:35 not just +10% human hp with no defenses 07:11:32 Window size is bigger than screen on some monitors (https://crawl.develz.org/mantis/view.php?id=3634) by SinsI 07:13:45 I checked the no hell banishment patch, and code-wise it seems ok. Heck, it even works. 07:14:14 but, is anyone against merging it? 07:14:46 no. Do it. :) 07:16:27 03thewparker * r68a497cee386 10/crawl-ref/source/ (spl-miscast.cc spl-miscast.h): Malign Gateway as a miscast effect; make failed banishment attempts from miscasts degrade into Malign Gateways. 07:16:35 03thewparker * r447b19a5d10d 10/crawl-ref/source/ (defines.h effects.cc spl-miscast.cc): Differentiate hell effect miscasts from miscellaneous miscasts 07:16:37 03kilobyte * rb81e611ad94f 10/crawl-ref/source/ (spl-miscast.cc spl-miscast.h): Name a function more sanely. 07:16:37 03kilobyte * rf4d2e1891793 10/crawl-ref/source/book-data.h: Add IOOD to the book of Power. 07:16:38 03thewparker * r065c8a66524d 10/crawl-ref/source/ (spl-miscast.cc spl-miscast.h): No banishment from hell effects. 07:16:39 03thewparker * rb09c619731cc 10/crawl-ref/source/spl-miscast.cc: Fix compile. 07:16:39 03thewparker * r2c3dee098d97 10/crawl-ref/source/spl-miscast.cc: Fix incredibly stupid crash bug. 07:21:40 cool 07:22:18 galehar: you are talking about an ad-hoc boost to Ogre health? This is not yet the racial Fighting change, or is it? 07:22:36 hehe, "Fix compile" commits are always the most embarassing one :) 07:22:53 dpeg:yes 07:23:21 galehar: and we'll reevaluate Og health once Fighting HP effect is species-dependent? 07:23:21 bhaak: I actually didn't even try compiling until after I made all of the big changes, so I was expecting to have a few fix commits 07:23:22 racial fighting will be addressed for 0.9 I assume. 07:23:27 good 07:23:49 btw, there was an interesting comment by elliptic on how DE does not really need more HP if we change how Fighting works 07:23:59 don't think that was me 07:24:09 dpeg: as I see it, the change to fighting will nerf the bonus for frail races, but keep it about the same for tough ones. 07:24:27 monqy: learn how to rebase and fix up your patches :) 07:24:35 monqy: bad monqy ;-) 07:25:04 dpeg: it was minmay (I don't think elliptic posts on the forum) 07:25:05 I'll try next time 07:25:13 RjY: I very heavily rebase and alter patches, but this produces totally useless dates 07:25:18 elliptic: ok, maybe it was minmay. It was one of the good guys. 07:25:38 galehar: ah, that sounds good. More like a nerf than a boost ==> <3 07:25:45 like, I'm not pushing unicode so I have a freedom of rebasing and amending, but the dates are nonsense 07:26:30 dpeg: it was indeed an interesting post (https://crawl.develz.org/tavern/viewtopic.php?p=11763#p11763) 07:27:18 so about 100HP should be enough to not be one-shotted (if you keep your distance from ancient liches) 07:27:34 well, i would say that since commits have parents, dates are more or less irrelevant 07:27:56 idea: if crawl expects deep elves to keep their distance from ancient liches, perhaps it should mark that distance 07:28:02 not sure how well that would work 07:28:34 just a bit worried about requiring spoilery square-counting 07:29:18 well, I'm pretty sure we don't want to set 144HP as our minimum for all races 07:30:08 yes 07:30:34 what about frail races that are still often melee-centric like kobolds and kenku? they'd be heavily nerfed by this, wouldn't they? 07:30:44 lehudib's range is 4 which happens to be the maximum number the human brain is able to determine without counting. 07:31:06 galehar: but do unspoiled players know that 07:31:12 galehar: also, it's harder to count circles 07:31:20 counting circles is really hard 07:31:24 (that is, assuming monsters don't cheat) 07:31:24 if you have to count ranges, something is terribly wrong 07:32:00 MarvinPA: we're free to boost their base HP to compensate. I guess kenku will need it more than kobolds. 07:32:24 frederick's iron shot is high range and high damaging. 07:32:37 what about this: let's boost the base HP of _all_ races, nerf fighting for most 07:32:48 can do over 100 damage 07:32:51 Just because someone can die to something, we shouldn't stop going on. 07:32:55 galehar, dpeg, whoever: I haven't been following this topic closely, so I'm a little confused by why fighting needs any changes at all? 07:33:06 it doesn't seem like a bad idea, I'm just not sure what is motivating this 07:33:15 elliptic: humans get 270 hp, ogres 300 07:33:53 humans have decent hp 07:33:58 kilobyte: so you want higher differentiation between races by HP? 07:34:07 elliptic: Fighting hp is constant over species. This means that "beefy" species profit less from Fighting relative to low base HP species. 07:34:28 the difference between the two is much more noticeable for the vast majority of characters, who don't get 27 fighting 07:35:32 radical idea that would probably require lots of rebalancing: aptitudes don't affect how much exp is required to get to a skill level, but rather what that skill level means 07:35:46 galehar: but part of the whole kenku thing is that they're quite frail but have good fighting apts 07:35:48 dpeg: not sure this is really a problem 07:36:09 monqy: why? A bad fighting aptitude means that additional hp is particularly expensive. 07:36:20 elliptic: some of us think so. 07:36:21 dpeg: a frail species *should* benefit more from skill 07:36:31 just conceptually, that makes sense to me :) 07:36:36 a skill like dodging, yeah 07:36:45 dpeg: it would stay like that, but it would be capped, such as not to eventually close in on high-fighting species 07:36:54 The question is if you want Fighting hp to work as a distinguisher or as an equaliser. 07:37:12 well deep elves benefit more from fighting but they also require more exp than other races to get that skill 07:37:19 hence their -2 apt 07:37:21 and annoying victory dancing 07:37:31 (the motivation for my idea is keeping kenku/troll cases with high fighting and low base hp or low fighting and high base hp) 07:38:09 spriggan's base HP at XL27 is 87. The fighting bonus can reach 145. At fighting = 16, you've doubled your base HP. 07:38:26 monqy: ah, now I see what you mean. Sorry, misunderstood before. 07:38:57 galehar: it is a very rare spriggan who gets fighting to 16, though 07:39:15 monqy: if I understand correctly, what you mean here would be a new constant per species. 07:39:38 except the ones worshipping Ash. 07:40:20 another idea: if the worse offender is reskilling, why not exclude fighting from reskilling? Knowledge shouldn't give HP anyway. 07:40:37 dpeg: what I meant was removing aptitudes' current usage and then using them for that, but using a new constant and restricting it to special skills like fighting might be better on the avoiding tons of rebalancing aspect 07:41:22 monqy: yes, that was galehar's plan, iiuc. 07:41:25 fighting skills for the last 5 won spriggans: 3x SpEn, SpTm, SpCr: 8, 11, 15, 18, 20 07:41:29 oh? 07:41:58 galehar: would be a short-term solution, but I believe the problem lies elsewhere. 07:43:19 you could remove fighting skill and give it to all weapon classes and add crosstraining across every weapon 07:43:38 and add hp from weapon classes 07:43:41 casmith789: hey, that is my proposal! 07:43:54 it would create an equivalent scenario 07:44:04 I really like this approach. The main problem is how to deal with multiple weapon skills. 07:45:16 you could have it depend on only the max weapon skill 07:45:41 (but have the weapon skill itself determine how well you use the weapon) 07:46:08 so if you have axes 18 and maces 14, you have new fighting 18 (with everything rebalanced) 07:46:14 03galehar * r70a3b8c2bd8a 10/crawl-ref/source/newgame.cc: Fix the background menu locking itself when selecting banned choices. 07:46:31 I don't like this idea 07:46:33 casmith789: sure, but my plans were more ambitious: in order to make melee fighters stand out at HP, let them train weapon skills beyond the main one (this goes with the idea that top tier weapons make use of more than one skills, think of special feats), so that the xp space for potential HP is much larger than now with the Fighting skill. 07:46:33 casmith789: would have to account for exp spent rather than apts 07:46:43 it forces you to train multiple weapons 07:46:46 casmith789: so Mf don't have +4 fighting 07:46:56 monqy: good point 07:46:57 and what monqy says 07:47:19 but then there's the issue with capping the exp spent at 27 skill, so then it's better to train a bad weapon so you shovel in more exp 07:47:25 The idea has a very neat core: HP gain should come from melee combat -- the Fighting skill is just an artificial crutch. 07:47:42 right, but I think using weapon skills is also crutchey 07:47:57 not really sure of anything better though 07:48:19 03kilobyte * ra49dc2bece9d 10/crawl-ref/source/dungeon.cc: Die in a less obscure way when dungeon generation is broken. 07:48:24 dpeg: it would be victory-danceable just the same 07:48:35 that too 07:48:36 What we could do is this: keep Fighting skill as a formal book keeping tool which tracks xp spent in melee skills (perhaps without any aptitudes modifier). Then derive HP gain from that. 07:48:51 you could do the same with spellcasting 07:49:06 kilobyte: the point is to make "full HP" equal a more xp investment. 07:49:09 if we want the player to spend more XP for HP, then just raise the cost of fighting. 07:49:19 Victory dancing is a problem whose underlying root is overabundance of xp. 07:49:22 spellcasting is already 130, fighting should be too. 07:49:35 -!- eith has joined ##crawl-dev 07:49:49 dpeg: uhm, why? If there's less xp, you need to prioritise even more. 07:49:59 kilobyte: yes, that's good! 07:50:06 the root of victory dancing is not overabundance of exp 07:50:09 prioritise as in turn off all skills then victory dance 07:50:14 casmith789: what is? 07:50:24 Everyone wants high Fighting, but if you're a caster, you will need to boost your killing capabilities first. 07:50:25 I turn lots of skills off (main skills) just to train a new skill 07:50:43 Right now, there is so much cheap xp in the game that you can train (dance) Fighting along the way. 07:51:03 for instance, on an IE / Cj I will halt exp gain in main skills at about 8 just to train up other skills 07:51:10 then that partially* addresses victory dancing fighting, but not victory dancing itself, as I see it 07:51:19 -!- galehar has quit [Remote host closed the connection] 07:51:23 monqy: the root of it, yes. 07:51:33 dpeg: everyone wants high everything but they can't get it 07:51:44 *maxhp is so important and killing power skills aren't as important, so people will still victory dance it until that's fixed 07:52:01 monqy: I don't agree 07:52:13 If xp was a lot more sparse, you'd simply die that way. 07:52:28 -!- |eith| has quit [Ping timeout: 240 seconds] 07:52:38 dpeg: sure, if you play unviable combos 07:52:43 one of the reasons why I promoted cutting branches is my belief that too much xp is walking around in Crawl 07:53:09 -!- megaTGW has joined ##crawl-dev 07:53:54 victory dancing, as I see it, is quite directly a consequence of the exp system allowing people to train what they'd like, but forcing them to do it indirectly (this indirection is usage, and usage with no purpose other than training victory dancing) 07:54:18 needs a comma if unclear 07:54:50 the more I think about it, the more I believe we should just give free sage to everyone 07:55:09 kilobyte: sounds interesting, yes 07:55:22 Is unrelated to overabundance of xp, though :) 07:55:23 except without the xp multiplication presumably :P 07:55:27 you wouldn't have to artificially use a skill explicitely 07:55:28 sure 07:55:35 MarvinPA: obviously 07:55:43 dpeg: right; the point is that victory dancing isn't directly related to overabundance of xp at all 07:55:45 but yeah that'd be interesting to see 07:55:55 monqy: I am aware of that. 07:56:03 oh 07:56:18 But the original question was about Og HP, then HP from Fighting :) 07:56:22 oh right 07:56:51 you can train about any skill risk-free, except for Invocations on non-Zin, Evo early on and magic skills with Trog 07:57:17 try training armour under vehumet 07:57:22 dpeg: before we changed disabling training, Fighting worked basically the way you proposed 07:57:38 kilobyte: please explain 07:58:01 casmith789: lots of tedious wearing/disrobing, but still risk-free unless you use a GDA or something 07:58:12 you lose lots of piety 07:58:28 is the proposal still to roll hp into exp spent on weapon skills? 07:58:46 megaTGW: what does the definite article signify? 07:58:53 dpeg: weapon skills trained 4 times as often, so even with them disabled you never could train fighting higher than weapons 07:59:02 aptitudes aside 07:59:11 is a proposal still to roll hp into exp spent on weapon skills? :P 07:59:17 megaTGW: yes 07:59:34 kilobyte: ah, didn't realise 07:59:35 not sure giving everyone effectively 0 fighting apt is a good thing 08:00:10 if actual skill gain has no bearing on the hp gain then everyone gets the same thing 08:00:13 which is problematic for, say, kobolds vs spriggans 08:00:22 or DE vs MD 08:00:32 casmith789: how would you lose any piety other than wasting some time for stripping? 08:00:34 megaTGW: did you see what I wrote about using fighting apt to adjust hp gain from fighting 08:00:54 kilobyte: you have to wait for people to hit you 08:01:17 (like using racial hp but it preserves some unique cases, and works better, imo) 08:01:20 vehumet has large piety decay 08:02:30 incidentally, would it be possible for someone to update cdo? i've got an ash game in progress, would be interesting to try out the new stuff 08:02:33 vehumet's piety is smaller than around half other gods' 08:02:35 so it trains slower and does less? 08:02:35 monqy: as I said, the basic idea (which galehar optimistically sees in 0.9) is to have a species-dependent factor that modifies the current HP from Fighting and XL 08:02:41 for everyone with bad apt? 08:02:51 MarvinPA: it's a disaster 08:02:59 oh? 08:02:59 kilobyte: why? 08:03:09 megaTGW: these numbers are not necessarily related 08:03:18 think Ke vs Tr vs Sp 08:03:27 I wanted to write a mail about the changes, but I preferred to wait to not use as much profanity 08:03:35 in response to monqy's scaling by apt 08:03:36 sorry 08:03:50 megaTGW: (my idea was also to equalize training) 08:04:11 so everyone gets 0 apt? 08:04:11 megaTGW: (but that may have been too obscure if not applied to everything, and radial if so) 08:04:14 kilobyte: got to work, but can you summarise the problems? 08:04:14 and a racial factor? 08:04:28 because the actual changes that went in were preciously selecting the worst parts from wiki, and twisting them to be even worse 08:04:29 megaTGW: all apts become 0 and the old apts become the factors 08:04:31 also, I'd appreciate MarvinPA's feedback nonetheless 08:04:43 for example, the supposed biggest gain, +6 skill 08:04:49 imo use The TGW HP Formula 08:04:50 kilobyte: you sound... agitated 08:05:12 oh huh 30 piety for transfer knowledge, i didn't spot that 08:05:14 -!- megaTGW is now known as nyaaqitty 08:05:15 that is... a lot 08:05:27 hehehe nice 08:05:42 -!- nyaaqitty is now known as Qiglaf 08:05:49 I believe one major point of difference is how much you value all the passive detection powers. kilobyte values them not very highly, afaiu, but others do. 08:06:04 mapping could stand to change imo 08:06:10 true 08:06:15 higher-density but maybe lower range 08:06:24 so it's more useful tactically 08:06:25 higher density with piety would be good, yes 08:06:57 does passive detection use piety currently? 08:07:02 no 08:07:08 on wiki I suggested gradual unlock of detection effects 08:07:11 so piety is more visible 08:07:18 otherwise it'd be "unvoluntarily active" 08:07:21 1. applies only to melee skills, 2. has the downsides of full bondage, 3. totally useless past mid-Lair. What was talked about was +6 skill, not max(6,skill) -- any skill you possibly care about is non-zero at that time. 4. for those very few spells you could possibly want to cast this way (assuming 1. is a bug) like cTele, you have to remove gloves/whatever before each cast 08:07:50 dpeg: ? by "use piety" I think Qiglaf meant "respect piety", rather than consume it 08:08:02 the powers make use of piety, yes 08:08:09 1. is a bug 08:08:15 let me check in wizmode 08:08:24 yeah, I meant respect piety 08:13:41 is ash getting the min 6 thing in 0.8? 08:14:05 -!- monqy has quit [Quit: hello] 08:15:44 kilobyte: works for all skills, not just melee 08:16:14 2 is not just a downside, it now is a meaningful choice 08:16:22 I don' 08:16:26 dpeg: it shows on 'm' but that's just display 08:16:30 t want skill+6, and I explained why 08:16:32 kilobyte: ah, good 08:16:57 then you end up with a god with no reason for worshipping at all 08:16:59 !tell galehar Adam points out that the Ash skill point shows on m screen, but does not affect skills, apart from melee skills. 08:16:59 dpeg: OK, I'll let galehar know. 08:17:09 kilobyte: why? The passive powers are extremely strong. 08:17:30 Knowledge is power in all tactical situations. 08:17:37 you mean, partial id of things you would already be able to check if not for bondage? 08:18:29 monster detection is something that wasn't useful once in my last Ash game 08:19:00 item detection too 08:19:12 they _could_ possibly be useful if they weren't limited to LOS 08:19:37 but that can't work because of tinyterm players :( 08:19:47 I know people who claimed that monster detection (reaching outside LOS) was the most powerful spell in every roguelike in which it existed, excepting the truly broken ones in NetHack 08:19:53 well, one person 08:20:02 but I thought it was a reasonable opinion 08:20:20 monster detection seems pretty useful now it's tiered, although autoexplore makes me not notice it most of the time 08:20:20 change los to a 15-square and make monster detection extend one past los 08:20:24 * Qiglaf hides 08:20:28 ais523: yeah, but Ash doesn't reach out of LOS 08:20:53 there was a proposal for autoexplore to stop when you spot a higher-tier detected monster somewhere, that seems reasonable 08:21:00 or is it already possible with explore_stop options? 08:21:04 MarvinPA: yes, would be nice to have that before 0.8 08:21:15 you would have to explore manually for it to make sense 08:21:29 ie, hug every wall that has a corridor on the other side 08:21:39 or just get autoexplore to do that 08:21:53 Shoals:5 often don't generate (https://crawl.develz.org/mantis/view.php?id=3635) by KiloByte 08:25:23 !coffee 08:25:24 * Henzell hands Keskitalo a pot of soy latte, brewed by Snorg. 08:25:33 I should try soy latte irl 08:25:52 Hi Keskitalo 08:25:56 hi dpeg 08:25:59 brewed by snorg irl 08:26:19 brewed by a big angry hairy dude 08:26:56 dpeg: Thanks for the hopping page 08:27:07 dpeg: another problem. I hope you're not proposing these changes for 0.8, are you? 08:27:16 I thought it would be about frogs 08:27:20 and was sorely disappointed 08:27:35 kilobyte: which changes? 08:27:40 is Ash definitely going to be in 0.8? 08:27:49 Keskitalo: already got a negative feedback 08:27:50 hmm, I suppose Ashenzari's name even tab-completes in this channel 08:27:55 I'd disable the god in this case, since there's absolutely no time for any balance testing. 08:28:02 ais523: the bot 08:28:12 kilobyte: indeed, you can complete the god's name by using the bot's 08:28:21 even bug testing, really 08:28:34 dpeg: so it goes 08:29:40 a god design takes 1-2 releases to balance, not a week. All of the testing we had in trunk is useless since everything but gimmicks is overturned. 08:29:45 dpeg: I'll put up a somewhat different proposal that we jammed up on irc earlier, once I'm on my own machine and have my passowrds 08:29:53 Keskitalo: nice 08:30:07 we could possibly test minor changes, but not something as sweeping 08:30:34 I dislike the xp boost so much that I think it's ok to ship 0.8 without Ash 08:30:39 0.9 is in a few months, right? 08:31:14 for tournament? 08:31:15 I have no idea what the problem with Ashenzari is. The passive powers are in, and have been boosted. The xp boost was always considered as temporary (I thought) and have been removed. 08:31:18 i'd really rather not ship 0.8 without ash, he's a pretty solid god with a nice playstyle 08:31:35 MarvinPA: correction, _was_. 08:31:41 I'd ship 0.8 with Ash though, we have time to fix it before the August tournament :) 08:31:49 the design wasn't good (as Keskitalo says), but still viable 08:32:06 I don't have the time for these discussions. Count me out. 08:32:07 -!- dpeg has quit [Quit: leaving] 08:32:10 bah 08:32:32 i'm not convinced that the xp boost is as big of a deal as everyone thinks it is/was, it certainly wasn't the draw for me 08:32:47 ash does seem like a very meh god now, I was hoping for something a lot better than the useless ability of raising all skills to 6 08:32:54 there were two draws: xp boost and reskilling 08:32:58 elliptic: eronarn skill boosts! 08:33:10 30 seems steep for reskilling but I have no idea what it was before 08:33:20 haven't played ash since that win 08:33:22 -!- edlothiol has quit [Quit: edlothiol] 08:33:26 it's not 30 piety what's a problem since you have no uses for piety anyway 08:33:33 -!- edlothiol has joined ##crawl-dev 08:33:37 :P 08:33:39 if raising all skills to 6 is useless, what does that say about the game? 08:33:51 not by 6, to 6 08:33:56 30 piety does seem pretty huge though (compare to sanctuary for 15, self-abyssal for 35) 08:33:57 ais523: it isn't that it is useless... the problem is that it is too hard to get it 08:34:03 if you want a skill you'll train it (maybe even higher than 6) 08:34:04 ais523: that you train any skills you even remotely use 08:34:09 no uncursed items worn and 6 piety 08:34:16 extra weapon skills at 6 dfoesn't do anything 08:34:16 doesn't 08:34:29 hmm, is it a trap for newbies? 08:34:29 by the time you can afford that and have the piety, you could have trained skills to 6 anyway... doesn't take much xp 08:34:37 "go wear nothing but cursed items" 08:34:40 !tell dpeg In short, my proposal has a rune lock at D:13->D:14, right between potential Lair and Vaults placement. But there's also another route (or several) you can use instead of the gate - they are just dangerous on their own. 08:34:41 Keskitalo: OK, I'll let dpeg know. 08:35:09 early game it would certainly be useful, but you can't afford to toss away most of your armour for raising every skill to 2 or 3 08:35:27 Keskitalo: you're proposing to make players have to go a long way round to reach Vaults if they don't have a rune? is that just for the purpose of persuading people to do branch ends earlier? 08:36:00 -!- Cryp71c has joined ##crawl-dev 08:36:05 bbl 08:36:14 -!- Qiglaf has quit [Quit: Page closed] 08:36:16 having to go through Elf would make sense 08:36:48 kilobyte: you'd put a one-way portal to D:14 on Elf:$? or at least, one that has to be unlocked from the Elf side? 08:36:50 !tell dpeg Ideas: (1) a stair in Elf:3-4 to Vaults:2-3, guarded by a difficult vault. (2) A new, short but challenging branch. (3) A trip through Abyss. (More in the next message.) 08:36:50 Keskitalo: OK, I'll let dpeg know. 08:37:18 I do value the passive detection significantly higher than kilobyte does (not difficult) but that's basically all the god is to me right now 08:37:50 Morning 08:37:51 elliptic: it _can_ be used in some cases, the problem is in tedium for a minor gain 08:38:11 and, save for some special games, you want to kill everything anyway 08:38:33 I don't find it tedious to use at all 08:38:41 !tell dpeg In Abyss, we'd spawn several gates in one spot instead of one. One would take you back where you entered from, others would lead to permanent gates in the later Dungeon. I'd like to include (1) and (3) for the D:13->D:14 lock, and use Forest branch as a way around another lock at D:19->D:20 (the D:13->D:14 lock is more meaningful). 08:38:41 Maximum message length is 300 characters. Eschew verbosity, Gladys! 08:39:05 !tell dpeg In Abyss, we'd spawn several gates in one spot instead of one. One would take you back where you entered from, others would lead to permanent gates in the later Dungeon. I'd like to include (1) and (3) for the D:13->D:14 lock, and perhaps use Forest branch as a way around another lock at D:19->D:20. 08:39:05 Keskitalo: OK, I'll let dpeg know. 08:39:11 *Keskitalo: you'd put a one-way portal to D:14 on Elf:$? or at least, one that has to be unlocked from the Elf side? 08:39:25 ais523: yeah + yeah 08:39:33 somehow I don't like the idea of locks at arbitrary depths in the dungeon 08:39:41 if you see one monster in a pack, passive detection tells you where the rest are... if you are dodging around a pillar trying to stay out of sight of something, passive detection tells you which way it went... and so on 08:39:46 Zaba: +1 08:39:49 ais523: No, just normal stairs connecting Elf<->Vaults. 08:39:57 if we want something like that, why not make, say, Vault require a rune for entrance 08:40:01 and Vaults still connects to D? 08:40:03 yeah, i certainly find that monster detection is geniunely useful in normal play 08:40:07 ais523: Yes, so that a loop forms. 08:40:17 I was worried about people getting the rune from, say, Snake, and using it to sneak into Elf the "back way" 08:40:19 Keskitalo: Elf:4<->Vaults:3 would be nice, yeah 08:40:32 Zaba: D:13->D:14 is not arbitary; Lair generation ends on D:13, and Vaults begins on D:14. 08:40:40 elliptic: to make use of that detection, you'd have to find a corridor on the other side 08:40:41 which is arbitrary 08:40:47 *shrug* 08:40:52 the generation depths are, that is 08:40:53 d:13-14 is also close to halfway down D 08:41:03 Zaba: is the issue arbitrary choice or the lock itself? 08:41:09 Opening Vaults might be better, but it's a less meaningful stopgap since it restricts less. 08:41:15 elliptic: one that comes within 5-6 squares from that monster, 8 at max piety 08:41:18 But maybe being able to brave more D is better; I like that, myself. 08:41:21 due, I don't like the lock itself, either 08:41:39 kilobyte: there are lots of corridors and walls and rooms (in V-type levels) in crawl, you know 08:41:47 due, but it could at least be placed on a branch entrance or something, if it's really wanted 08:41:49 Zaba: so the issue is the lock rather than the choice of where to put it? 08:41:51 So....the discussion is locked portals leading from one branch to another branch.....why? 08:41:59 even just a single corridor that bends into a room... can give you interesting information 08:42:06 and yeah, I'm assuming max piety 08:42:07 Cryp71c: no, the locks are in D, the portals from branch to branch are unlocked and let you go round the locks in D 08:42:21 and the locks in D open if you show runes, for the purpose of preventing people delaying branch ends 08:43:03 just remove automatic interlevel travel and people will stop delaying branch ends :P 08:43:16 ais523: so you cant' dive through D without runes, with the exception of going from branch to branch, which circumvent locks? 08:43:18 I think a combination of the above approaches would help to remove delays. 08:43:28 but what is the problem with delays, anyway 08:43:30 Cryp71c: that's the idea, apparently 08:43:42 Zaba: Too safe :) 08:43:42 I wasn't aware we were so in dire need of prevent people from delaying branch ends. 08:43:52 That we would go to such elaborate measures. 08:44:22 Cryp71c: it's not really a question of whether or not people delay branch ends 08:44:35 Cryp71c: it's not necessarily an issue per se, that *must* be addressed, but it does happen. 08:44:40 hell, I do it myself :) 08:45:02 I've been telling people to delay branch ends for years :P 08:45:12 yup 08:45:36 why do people delay branch endings? Is it because they're usually much harder than the rest of the branch? 08:45:42 Zaba: usually 08:45:44 then maybe _that_ should be addressed? 08:45:50 Which indicates that entire branches should be addressed, yes. 08:45:56 I thought they were meant to be much harder, deliberately 08:46:01 zaba: and they have no loot 08:46:07 well 08:46:13 people will delay and delay until they're easy 08:46:17 there is no incentive to go there except for XP until you are ready to go to zot 08:46:18 because, removing the free-roaming element of gameplay as a workaround for the fact branches are problematic is.. suboptimal. 08:46:27 it depends on the branch... delaying Snake:5 is not that vital (if your character is buff enough), delaying Vaults:8 is something almost everyone does 08:46:29 they don't *have* to delay because they can't do the branch 08:46:30 and there is plenty of XP elsewhere that is safer to get 08:46:31 due: then D should have a greater degree of danger. 08:46:32 they choose to do say 08:46:39 Zaba: well said 08:46:56 Indeed. 08:47:01 i think a combination of all options would be interesting. 08:47:01 kilobyte: I don't think anyone here is worried about people delaying v:8 until right before zot 08:47:04 Zaba: There'd still be plenty of free-roaming in my proposal (a lock + a way around it); you'd just have to face more challenges (a branch end or an earlier Elf + a hard vault) 08:47:22 You also can't address certain characters avoiding certain branch ends because they lack an optimal amount of a critical resistance. 08:47:26 elliptic: that D:19-20 lock was supposed to do just that 08:47:40 kilobyte: uh, I thought you just needed one rune to get beyond that lock? 08:47:40 well, Vaults:8 does have loot 08:47:41 i don't think any option should be discounted 08:48:00 kilobyte: obviously people will get that one rune from lair 08:48:02 elliptic: the proposal above was to "require a different rune" 08:48:20 which runes would be allowed, specifically? 08:48:31 i thought it was a generic rune? 08:48:31 oh, two locks? that just starts to feel clunky 08:49:07 a one-rune lock on D:13, and a two-rune lock on D:19, and a three-rune lock on D:27, at least makes some sort of thematic sense 08:49:14 if they don't care about which runes are used 08:49:17 the problem is that it's a workaround that is 1) very elaborate and 2) does nothing to address the actual problem 08:49:27 and educates people as to why runes are important 08:49:39 just grab Abyssal and be set :p 08:49:40 Zaba: you are assuming that it is going to be applied individually with no other considerations 08:49:51 Zaba: in combination with adjusting difficulty, etc, i think it's workable. 08:50:15 anyway, I am goign to bed 08:50:21 kilobyte: that's being made increasingly difficult nowadays 08:50:33 due: to Zaba's point, any implementation that even partially uses anti-free roaming elements is an implementation that didn't have enough effort put into other, better solutions, imo. 08:50:34 confer "I don't care enough to give up sleep discussing it" :) 08:50:34 but is it really needed then? 08:50:37 it's getting almost impossible to enter Abyss early, what with abandoning Lugonu not working, and with starting AKs unable to find it 08:50:41 sure, you can work it in, just like another thousand useless but "cool" features, but is it really needed? 08:50:50 Cryp71c: Okay, let's remove the Zot lock then -- because it removes free-roaming of Zot? 08:50:57 Zot is special 08:51:00 I don't agree that it's elaborate or doesn't address the problem (well, hard to say about the latter) 08:51:11 Lair being supposed to be done before Orc is something that catches most new players 08:51:12 hmm, suppose instead of three runes to enter Zot:1, you needed three runes to pick up the Orb 08:51:18 how much difference would that make? any? 08:51:19 But the free-roaming is important 08:51:22 ais523: no, none. 08:51:31 I would support that implementation, in counter to due's arguement. 08:51:41 ais523: abandoning Lugonu works just fine -- you're nearly guaranteed to get abyssed many times before the wrath ends 08:52:02 Keskitalo: its not a bad "solution" its just bad when compared to how it addresses the underlying problem of scaling branch and dungeon difficulty. 08:52:03 ais523: you just don't get abyssed right at that moment 08:52:04 yeah, but that's somewhat tedious 08:52:19 Keskitalo: at least imo. 08:52:27 also, she has a tendency to oneshot level 1 characters rather than abyssing them 08:52:43 anyway 08:53:15 level 1 characters are not supposed to survive in the Abyss 08:53:16 does anyone have any actual reasons why a lock would be bad rather than "it removes free-roaming"? 08:53:43 I still claim lock+way around it preserves free-roaming. 08:53:58 Keskitalo: yeah 08:54:07 I just don't see any benefit in locks 08:54:12 I don't like the lock suggestion in terms of its original purpose, but it seems interesting for other reason 08:54:13 *reasons 08:54:16 I think it's cool flavour either way 08:54:16 Cryp71c: Perhaps, but there's a problem in that approach - branch ends should be hard. 08:54:29 the "so that's what runes do" effect would be quite large on new players, I imagine 08:54:34 There should be incentive to do them early. elliptic's suggestion to add some loot is not bad though. 08:54:41 Keskitalo: yes, harder than the branch level before it, which should be harder than the level before that, and so on. 08:54:47 (removing some later loot at the same time) 08:54:52 I thought branch ends did have loot? at least, all the ones I've been to did 08:55:03 ais523: many do. 08:55:04 ais523: not the non-slime lair ones 08:55:04 ais523: None of the Lair ones do, except Slime 08:55:06 some more than others. 08:55:07 swamp has none 08:55:09 I thought Snake did 08:55:12 no 08:55:14 snake doesn't 08:55:15 hmm, strange 08:55:16 Lair endings themselves have loot. 08:55:17 Shoals doesn't anymore? 08:55:17 shoals has a bit, actually 08:55:25 something being "cool flavour" shouldn't be enough for it to be included in the game 08:55:28 but shoals is also the most deadly of the three 08:55:29 anyway 08:55:31 Zaba: Xom? 08:55:39 don't tell me he's there for his gameplay effects 08:55:41 Cryp71c: Well, I agree the scale should be a little smoother, esp. when Snake/Swamp:1-4 feel very much the same from each other 08:55:44 my suggestion for "Branch end hardness doesn't match branch hardness" is to make the branch harder -- not the ending easier 08:55:49 well, xom is kept around for hysterical raisins :P 08:55:56 and I am seriously going now, byeee! 08:55:59 due: +1 08:56:04 kilobyte wants to have each Forest level have a different theme/thing; I hope that'll set an example for other branches 08:56:23 ais523, also, I was mostly referring to _new_ content 08:56:24 I agree with due 08:56:30 Keskitalo: precisely, and that's why EVERY player is like "eh, if I can do snake:1/lair:1/elf:1/vault:1, I can do " 08:56:38 Zaba: why would new/old have any effect? 08:56:39 and I'm afraid of power creep/balance concerns - I seriously think the lock could work with current balance 08:56:57 ais523, because for some reason, removing old crud always takes more time and discussing than adding new crud 08:57:04 it's worth mentioning that when people describe Crawl to me not knowing I know of it already, things like Xom are normally the first thing they mention 08:57:08 Cryp71c: exactly.... having it linear could be nice 08:57:17 kilobyte: linear UP until the branch end. 08:57:27 including the branch end 08:57:41 you know, it'd be cool if people worked on features in separate git branches instead of master 08:58:22 kilobyte: there are many (myself included, to a degre) that feel like the branch end should be more difficult than the linearly-growing difficulty of the branch itself, since the branch end contains more than a linearly-growing amount of loot (or item value, in the cases of runes) 08:58:32 Zaba: shhhh, I work in branches. 08:58:32 Zaba: +1, for anything non-trivial 08:58:42 Zaba: +1, but what about testing? 08:58:46 cryp71c: the whole point here is that the branch end doesn't have this loot you mention 08:58:58 and the runes are useless as is 08:59:10 wouldn't be if they opened up more levels :) 08:59:10 runes are useless till you want to go to zot 08:59:15 mwahahaha 08:59:17 the branch end contains the reward, including reward for earlier levels 08:59:42 Keskitalo, would have to rely on developers to test their stuff. And eventually, it'd be merged into betas/RCs, which would get testing on CDO :P 09:00:15 Zaba: I think the continuous testing thing we have is pretty ace as it is 09:00:27 ??branch 09:00:27 branch[1/2]: See {branch depths} for the starting depth of a branch and {branch ends} for the length of a branch. 09:00:32 ??branch[2] 09:00:32 branch[2/2]: Q: Help, how do I find [whatever branch]? A: For each level it can be on (plus down from the one above, and up from the one below), make sure you've tried all 3-per-direction sets of stone stairs. Look all over for {secret doors}. Read/cast/evoke magic mapping, detect foo, or dig randomly on levels that look smallish. Ask the channel to watch. 09:00:36 ??branch depths 09:00:37 branch depths[1/2]: Blade=Vault:4-6, Crypt=Vault:2-4, Elf=Orc:3-4, Hive=D:11-16, Lair=D:8-13, Orc=D:6-11, Shoals=Lair:3-6, Swamp=Lair2-5, Snake=Lair:3-6, Slime=Lair:5-8, Temple=D:4-7, Tomb=Crypt:2-3, Vault=D:14-19, Zot=D:27 09:01:00 Do any of the tomb endings have loot? 09:01:08 A huge load, yeah. 09:01:17 elliptic: there are more than just a few branches with branch-ends with a fair amount of loot, unless things have drastically changed since last I was in the branch ends of: Lair, Shoals, Slime, Hive, Elf, Vaults, Crypt, Tomb 09:01:56 In fact, the only branches WITHOUT a higher degree of loot than the levels of that same branch are Orc (which has lots of gold throughout it anyways), Swamp, Snake, ans Zot. 09:02:02 And blade. 09:02:07 sure, but not snake/swamp, and nobody does shoals for the loot because it is so deadly 09:02:13 those other branches aren't relevant 09:03:37 Orc has a portal to Elf as its loot 09:03:56 so it's another case of completing-one-branch-lets-you-access-another, but one that already exists 09:04:27 orc has actual loot now, in the form of guaranteed shops (in a vault) 09:04:28 oh, the Elf portal isn't at the bottom? I never noticed that while playing 09:04:52 I should really get spoiled on Crawl some time 09:04:54 ais523: 50% chance for either Orc:3 and Orc:4 09:05:10 I just kept coming across the Elf stairs and assuming it was the end of the branch as a result 09:06:19 I'm still unsure as to why delaying some branch ends warrants such a drastic change. 09:06:44 is it a drastic change? 09:07:21 what it's basically doing is adding more levels to D, if you don't get a rune first 09:07:26 but ones which are part of other branches 09:07:34 Cryp71c: It is because you can go grind up resources in safe places to make the challenging bits safe. That's Crawl midgame right now. :P 09:08:09 making the dungeon topology more complicated is a recipe for headache 09:08:42 we need a Klein bottle level 09:08:54 Supporting loops in the dungeon would take a good bit of work, yeah. 09:09:13 (actually, that'd be relatively simple, make it toroidal except reflect the whole thing vertically if you go from the left side of the level to the right) 09:10:00 But adding them would add very interesting choices, if you have to option to go around a roundblock in an easier area to a more dangerous area. 09:10:26 ais523: its a drastic change from my perspective, not only in how it changes the game but in how it sharply contradicts the playstyle of DCSS, narrows how the mid-game branch order goes, and sets a paradigm that we only use once (to fix these midgame issues) but not ever again. 09:10:47 It is used again, in entering Zot? 09:11:12 Cryp71c: lair does not have large loot. People do it for the exp 09:11:25 Cryp71c: suppose you did the same thing, but without the lock, so you /had/ to go the long way round; would you say it sharply contradicted the playstyle then? 09:11:34 but Zot is special in that regard: You give it three runes and madness begins. Whereas random checkpoints in the middle of the dungeon... don't have that effect. 09:11:55 Zaba: That's true; Zot's flavour is very special. 09:11:56 they needn't be completly random checkpoints, ideally they should be in vaults 09:12:08 ais523: I wouldn't do the same thing at all, I wouldn't use locks - nor any of the other tools you've described in your approach. I would rebalance the degree of danger D poses so as to deter easy diving. 09:12:11 zot's flavour is so special, it warrants a special entrance condition 09:12:17 the second half of D doesn't 09:12:21 Slash'EM added similarly random checkpoints (in Vlad's Tower), but they make a bit of sense there 09:12:24 In that way, locking Vaults makes more sense. But it also restricts the player less. 09:12:24 you could have different areas locked off each game 09:12:54 casmith789: out of all the lock-based proposals, that is the only one I've heard that I might support. 09:12:57 But I guess there's a flaw in my thinking; once you open up the gate, you still have the other half of the boring midgame to do. :P 09:13:01 Not that my support is worth much. 09:13:01 casmith789, I assumed that at least some randomization is implied in the propsal 09:13:05 casmith789, given how the game is crawl 09:13:06 Cryp71c: I know you wouldn't do it; I'm asking if you think Crawl's playstyle would be completely contradicted by making the player go via orc->elf->vaults and disconnecting D altogether between D:13, and D:14 09:13:40 I am against locking off areas though. Although it would make newbies less likely to die when first going into branches ;P 09:13:56 ais523: if you disconnect D:13 from D:14, then D:14 is no longer part of D, you might as well call them "Dungeon" and "Willy Wonka's Depths of Hell" since D:13 is now the "Dungeon" branch end. 09:14:11 Cryp71c: indeed 09:14:23 there's no obvious reason why you /couldn't/ rename the deeper parts of D, actually 09:14:30 why would you 09:14:30 No, certainly not. 09:14:32 Cryp71c: ais523 has a point, the lock+a way around *adds* a choice, doesn't remove it. 09:14:36 But there's also no reason to do that either. 09:14:38 except that D:27 would no longer be number 27 09:14:41 There's now two paths to take. 09:15:00 I think the Elf<->Vault pathway would be very cool to have, lock or not. :) 09:15:03 Keskitalo: "lock + a way around" is better than just "a way around" but that doesn't mean that either of them actually addresses the core issue of boring midgame. 09:15:32 Keskitalo: yes, I don't think anyone's really objected to an Elf<->Vault path except for implementation complexity 09:15:51 yeah, implementation complexity would suck 09:15:55 You can make midgame fun you know 09:15:59 it might be more fun to make it a long empty corridor, rather than a direct staircase 09:16:11 especially as it'd be just the one keystroke to travel down it 09:16:19 it'd be easier to work in if it was a one-way stair, though 09:16:32 (and people are complaining about the lack of stash locations lategame with the changes to Hive) 09:16:48 ais523: uh, who's complaining about that? 09:16:50 so you can arrive to a branch in two different ways, but can only leave it in one 09:16:52 Tavern 09:16:56 I think they're probably wrong 09:16:57 tavern talks rubbish 09:16:58 Cryp71c: I think the change would make half of the midgame more fun. :P 09:16:59 everyone just stashes in lair afaik 09:17:07 or maybe vestibule for extended endgame 09:17:14 Or floor 09:17:27 I've seen people deliberately move stash from lair to hive but they are being ridiculous 09:17:28 (there's a lot of options, so whatever) 09:17:29 on the basis that if you really care, you can just stash on one of the downstairs of an arbitrary level in D and exclude the other two 09:17:47 and be as safe as a Lair stash 09:18:13 well no because jellies generate in D but whatever. Still safe enough. 09:18:15 Keskitalo: it would be fun, not because its balanced, but because its different. 09:18:15 Anyway, I'll write my lock+shortcut proposal on the wiki one of these days; I'll try to include the cons mentioned here when I do. 09:18:25 When its less different, it will be just as (or nearly as) boring as it is now. 09:18:34 casmith789: they generate when you aren't on the level? 09:18:44 Cryp71c: No; it adds challenge. 09:18:48 as soon as you come onto the level, you end up standing on your stash, so jellies don't get a chance to step on it 09:18:57 yeah but you go through the level 09:19:03 ais523: no, but you have to move away from your stash if you want to go through the level ever 09:19:03 It also means a more narrow progression of the branches if I either HAVE to do before I can access D:14 OR go through as a workaround. 09:19:06 ah, I was assuming you didn't 09:19:17 but really, you can just stash on random floor space and it will be fine 09:19:18 so you are suggesting d:3 09:19:22 why would you go up above your stash, if it's in a reasonable place? 09:19:33 casmith789: nah, I was suggesting d:14 or whatever after you already have all your Lair runes 09:19:37 shops on d:4? going to elf? going to lair? 09:19:37 but that might be too lategame 09:19:39 Cryp71c: Nope, you just go through Elf instead of D to reach Vaults etc. 09:19:53 ais523: if you really want another stash, you use vestibule 09:19:55 The difference would be that way is more challenging than D. 09:20:02 it's lair or vestibule really yeah 09:20:07 or hive if you really want 09:20:23 I dislike having to stash in Crawl at all, really 09:20:23 hive is only a couple levels deeper than lair on average 09:20:30 because it's both easy and tedious 09:20:42 it isn't tedious 09:20:46 (fwiw, my usual stashes are on the D side of branch stairs) 09:22:04 Cryp71c: The problem is, when you do have one rune, you can still postpone the other branch end. :P 09:22:41 And if the D levels were cut out because they were too easy, they're certainly too easy now, after a branch end and the loot/xp from there. 09:23:49 Lair 1-6 or so generally seem easier than the D levels near their entrance 09:23:51 isn't crawl about avoiding danger anyway? If you see nikola with no relec you want to go elsewhere, it's a tactical choice 09:24:00 Keskitalo: yeah, those are good points. I just don't see locks / alternate paths to be feasible for solving this problem. I don't argue that they could be cool additions, allowing for different progressions of the dungeon. 09:24:51 part of this problem is that it even more strongly encourages the "two runes from Lair, and usually one from Vaults" mentality 09:24:53 casmith789: yeah, the capability of being able to run and go somewhere else in the dungeon is central to consistently winning crawl. Removing (or limiting) that choice is bad. 09:25:01 if people are getting the same runes every game, that's a problem in itself 09:25:08 (my two last comments were criticism for my own proposal, if that wasn't clear) 09:25:15 Keskitalo: yeah I know 09:25:16 :) 09:25:19 Okay. :) 09:25:31 Cryp71c: if a capability's central to consistently winning Crawl, surely it should be removed? 09:25:36 ais523: Yeah, I'd love more diversity about that 09:26:01 Kiku lets you get tomb instead of vaults! 09:26:02 I mean, if everyone uses Haste, you nerf it 09:26:19 if no-one uses He, you nerf it 09:26:28 hehe 09:26:36 He was nerfed? why? 09:26:51 ais523: 35% of games could probably be won by an experienced player who doesn't really have a strong will to "run first" as a response to extreme danger. 09:26:54 also, nobody uses physical ranged, and IIRC people want to nerf that too 09:27:13 Cryp71c: that seems to imply something's wrong with the balance 09:27:15 people use physical ranged 09:27:35 the occasional OOD monster in NetHack is really interesting precisely /because/ you can't run from it; there's only one stairs, so you have to deal with it or you can't go past 09:27:41 and it lets you come up with really interesting solutions 09:27:44 that's like saying no-one plays light armour berserkers. People do, it's just not that common 09:27:45 ais523: that's if a player like N7 played 3 rune games all day long with (fairly) strong character / job combos. 09:28:02 my most interesting moment in Crawl was trying to deal with Sonja, who'd spawned at the Lair entrance in such a way I couldn't go round her 09:28:14 if she'd been on a D level I could just have used a different staircase 09:28:17 Cryp71c: well with random combos elliptic has almost a 75% win ratio in crawl 09:28:18 and ignored the challenge altogether 09:28:34 casmith789: mostly 3 rune games? or fairly diverse in their rune-collection? 09:28:44 pretty much always 3 runers yes 09:28:47 putting monsters in that people should generally run from is like putting floating eyes in NetHack 09:29:03 they're there more or less just as a trap for newbies, and don't add much to the gameplay 09:29:10 unless they're difficult to run from for whatever reason 09:29:28 casmith789: IMO, considering how easy it is to die in crawl (unless you know everything about every mob / unique, etc. the way players like ellip and N7 do), 3 rune games should be (pretty) easy. 09:29:59 So I don't find too much wrong with such a high win rate, at least while I sit here looking at it at first-glance. 09:30:26 dpeg's going to explode if he reads these logs... 09:31:05 Cryp71c: what about a 100% winrate with easy combos? That's possible too 09:31:35 casmith789: well, more like 99% 09:31:36 casmith789: possible, but increasingly improbable since you'll occasionally get a game that you're cornered by a gnoll pack and an ogre at XL:4. 09:31:46 more likely to die at xl1 09:32:03 I think a typical good character could survive that 09:32:13 I mean, even I survive situations like that occasionally, and I'm not a very good player 09:32:15 I mean 99% yes 09:32:46 (you just kill the ogre in one or two turns first using your strongest buffed attack, berserking or whatever, then deal with the gnolls separately and hope you still have enough HP to survive) 09:33:08 I imagine Mephitic Cloud would help too, there, even post-nerf 09:33:10 ais523: actually what you do is you don't get cornered in the first place :P 09:33:23 elliptic: see, I'm not /that/ good 09:33:27 but I thought it was an option for someone better 09:33:35 -!- galehar has joined ##crawl-dev 09:34:00 casmith789: being able to win every single game (or nearly so) as a "professional" (long-time, expert) player of crawl isn't unreasonable either. Short of puzzle games, most games can be won by average players in a consistent manner, let alone players who play that game over and over again for long streches of time. 09:34:35 Cryp71c: well, most games aren't roguelikes 09:34:43 ais523: well, yeah. 09:34:44 Cryp71c: I agree. 09:34:47 in fact, most games are impossible to lose 09:35:03 I don't play many other roguelikes, so I can't really argue from a RL-only perspective. 09:35:20 there was a set of live speedruns for games in general recently, with some of the best players in the world trying to complete them quickly 09:35:24 and even so, there were lots of deaths 09:35:33 but they just went back to save or whatever and continued, or used an extra life 09:35:51 if you counted every death as a failure, the win rate would probably be much lower than in Crawl 09:36:05 (although they were taking lots of risks precisely /because/ the penalty for death was smaller) 09:36:28 although the person playing Metroid 1 had to reset and start the whole thing again 09:36:33 In general, our objective with crawl is to be fun, easy to play, and consistent with real-world mechanics (when appropriate); in that order. 09:36:47 what do you mean by "easy to play"? 09:36:54 ais523: not difficult to play :D 09:36:55 fun => hence vampire troves 09:36:56 if you mean "good interface", IMO that's part of being fun more than anything else 09:37:07 ais523: comparing with non-roguelikes that have silly stuff like saves and extra lives and such is pretty pointless, IMO 09:37:10 some games are fun due to having a bad interface 09:37:11 ais523: I mean good interface, not counter-intuitive controls or mechanics, etc. 09:37:13 but that's much rarer 09:37:24 elliptic: indeed, that was my point 09:37:24 ais523: those are exceptions to the rule, though. 09:37:38 And often times those games don't set out to have a bad interface and be fun because of it. 09:37:48 They stumble upon fun, they're still bad programmers. 09:37:55 Anyways... 09:37:57 hmm, how do I get sequell to calculate the goodplayer win rate? 09:38:19 !won goodplayers 09:38:21 !won goodplayers ktyp!=quitting ktyp!=leaving 09:38:27 goodplayers has won 2600 times in 111353 games (2.33%): 94xSpEn 69xMDFi 44xMfCr 43xHOPr 35xDDNe 30xDSBe 30xMiBe 28xMDPa 26xDSCK 25xMfIE 23xDEFE 23xMDBe 20xDDCK 20xDECj 19xHEWz 18xDSFi 18xSEAs 17xGhFE 17xTrBe 16xKoBe 15xHaTm 14xDSNe 14xDrTm 14xHaBe 14xMDGl 14xMiFi 14xMuNe 13xSpSt 12xCeHe 12xDSFE 12xGhFi 11xDDBe 11xDEWz 11xDSVM 11xDrMo 11xHaHu 11xMDCK 11xNaVM 10xDrIE 10xHEFE 10xMiCK 10xSENe 9xDGCj 9... 09:38:27 goodplayers (ktyp!=quitting ktyp!=leaving) has won 2600 times in 86128 games (3.02%): 94xSpEn 69xMDFi 44xMfCr 43xHOPr 35xDDNe 30xDSBe 30xMiBe 28xMDPa 26xDSCK 25xMfIE 23xDEFE 23xMDBe 20xDDCK 20xDECj 19xHEWz 18xDSFi 18xSEAs 17xGhFE 17xTrBe 16xKoBe 15xHaTm 14xDSNe 14xDrTm 14xHaBe 14xMDGl 14xMiFi 14xMuNe 13xSpSt 12xCeHe 12xDSFE 12xGhFi 11xDDBe 11xDEWz 11xDSVM 11xDrMo 11xHaHu 11xMDCK 11xNaVM 10xDrIE 10... 09:38:29 Erm, for objective, I'd refer to the Philosophy section of the manual. 09:38:38 !won greatplayers ktyp!=quitting ktyp!=leaving 09:38:39 greatplayers (ktyp!=quitting ktyp!=leaving) has won 1114 times in 16232 games (6.86%): 37xSpEn 12xDDNe 12xHOPr 12xHaBe 11xDDCK 11xDSBe 11xMDFi 10xDSCK 10xGhFE 9xMfCr 9xMiBe 8xCeHe 8xDSFi 8xDrIE 8xDrTm 8xSEAs 7xDGCj 7xDSVM 7xHONe 7xHaTm 7xMuNe 6xDEFE 6xDGRe 6xDrAE 6xHEFE 6xMfIE 6xMiGl 5xDSAE 5xDSIE 5xDSNe 5xDrMo 5xDrWz 5xHEWz 5xKoCr 5xMDGl 5xMfTm 5xMiFi 5xSpBe 4xCeHu 4xDDBe 4xDDHe 4xDENe 4xDSCr 4xD... 09:38:57 Remarkably, the swearword "fun" is not mentioned :) 09:39:14 The first word is "challenging" 09:39:23 !won * ktyp!=quitting ktyp!=leaving 09:39:30 * (ktyp!=quitting ktyp!=leaving) has won 3916 times in 669999 games (0.58%): 170xSpEn 160xMDFi 92xMfCr 65xDDNe 57xMiBe 54xHOPr 49xMDBe 45xMDPa 44xDEFE 41xDSBe 41xMfIE 38xDSCK 36xKoBe 34xDSFi 33xDECj 33xHEWz 29xDEWz 27xSpSt 26xMfTm 25xSETm 25xSpVM 24xDDCK 24xTrBe 23xDSNe 22xMiFi 20xGhFE 20xMuNe 20xSEAs 20xSpAs 19xHECr 19xHEFE 19xHaTm 19xMDGl 19xNaWz 18xDSFE 18xHOFi 17xDSWz 17xDrTm 17xFeBe 17xSpBe 1... 09:39:41 Keskitalo: Whatever's mentioned, I'm pretty sure that fun is included ie iood 09:40:02 casmith789: Oh sure, it's just not a design goal per se 09:40:06 NAO doesn't have a goodplayers stat, but it has a 1.57% overall winrate (not counting quits or escapes) 09:40:19 I don't think a badplayers winrate stat is really comparable, though 09:40:28 because it depends a lot on the makeup of the server and the goals people aim for 09:40:38 and the amount of startscumming done via suicide rather than quit/escape 09:40:43 hmm, I can control for the last one, at least 09:40:59 kilobyte, hmm.. is you.level_type_ext needed these days? It's an abbreviated level_type_tag for use in saves, but we don't have length limitations on chunk names these days, right? 09:41:12 1.82% not counting dlvl 1 deaths 09:41:14 Keskitalo: creating a fun game (for all skill levels) is the ultimate goal, challenging fulfills that goal for players > noobs. 09:43:22 well, it depends on /how/ it's challenging 09:43:42 a 50% chance of Cerebov guarding all three staircases on D:2 would make the game rather harder, but not in an interesting way 09:44:00 Cryp71c: Not really, we don't have to entertain everyone. Of course, the game is fun even if you lose a lot, so being fun for less skilled players doesn't mean it can't be challenging for experienced players. But I don't buy anything for Crawl that is backed with any "fun for everyone" argumeent. 09:44:05 (D:1 swarming with icebeasts might work, though) 09:44:27 fun for me in roguelikes often depends on /how/ I lose 09:44:43 losses can be more fun than wins, if they're interesting and challenging enough 09:45:18 Keskitalo: its not guaranteed to be fun for everyone, but we are not designing a game where it is more important to win and not have fun (as ais is stating, describing his most fun experiences) 09:45:38 -!- Zaba has quit [Ping timeout: 255 seconds] 09:45:41 Thus, we may not all be designing with the intent of our product being fun, but that IS the underlying goal. 09:46:02 We balance to decrease the amount of "un-fun" present in losing to unreasonable scenarios. 09:46:19 We add content to improve the diversity of play and provide new avenues of experience in crawl. 09:46:34 etc. etc. etc. This all goes towards the underlying "fun" concept I've been ragging on about. 09:49:11 "Fun" is pretty meaningless, that's what I'm saying. We have a perfectly good set of well defined design goals. Anyone can look at them and see if they might find a game of this sort fun for themselves. Okay, I'm hanging onto a word, I guess it's a pet peeve. 09:49:47 well, the design goals can often be misleading; I can imagine a game meeting the same design goals as Crawl whilst being very difference 09:49:48 *different 09:49:57 (is "being a roguelike" one of the goals?) 09:50:31 No, but it says Crawl is a "tactical fantasy-themed dungeon crawl". 09:50:54 so is Neverwinter Nights 09:51:20 (the original, anyway) 09:51:38 What constitutes what crawl is is a purely semantic discussion. 09:51:50 In fact, so is the definition of fun and its pertinence to the development of crawl. 09:51:59 So...done, I am; with this discussion. 09:53:08 Me too. :) 09:53:42 re:midgame locks: "Hark, mortal! To enter the Castle, you need to find the right rune!" 09:54:28 -!- Zaba has joined ##crawl-dev 10:05:33 grrrr, getting multiple declarations of struct bolt; in files I need to include into attack.h 10:06:52 Zaba: indeed, the limitation on chunk lenghts is gone 10:08:17 08:10 <+kilobyte> not just +10% human hp with no defenses 10:08:25 here's an idea 10:08:37 give them +HP% and +MP% as mutations 10:08:51 they're so big that they have MORE GUTS and MORE WIZARD JUICE 10:09:06 kilobyte, appears like it's only used for ghost filename extensions 10:09:16 ekiM: hehe 10:09:27 where we've been using level_id::current().describe() for everything but portal vaults without problems 10:09:59 it = you.level_type_ext 10:10:08 Ogres start with robustness 1 and gain 2 and 3 at XL 7 and 14. >_> 10:10:13 WRT ash: perhaps remove all reskilling exp penalty given that you don't get the extra exp now anyway 10:14:18 I doubt ash will be balanced until the devteam agree on whether he needs buffing or nerfing 10:14:58 kilobyte: have you kept up on the discussions regarding the fight rewrite (especially as it pertains to attack phases and the new, inheritable attack class)? 10:15:55 ash skill boosts: yes, boosting up to 6 is dumb and i don't know why anyone thought that was worth using 10:16:46 Eronarn: not that I'm planning on implementing it this moment, but presently the melee_attack has an init_attack() that gets called from the constructor, we could remove init_attack and essentially just have respond_to_attack_phase(ATK_ATTEMPTED) there. Do you see anything conceptually violative about that? 10:20:31 ekiM: actually i think i'd amend this: make it a special, permanent robustness so they can go up to +6 if they get 3 levels of the normal mut 10:20:40 and frail 3 brings them down to 0% 10:20:54 Eronarn: ...or just give them more hp 10:21:11 Eronarn: boosting base HP has the same effect and is much more simpler. 10:21:11 galehar: You have 1 message. Use !messages to read it. 10:21:18 !messages 10:21:19 (1/1) dpeg said (2h 4m 20s ago): Adam points out that the Ash skill point shows on m screen, but does not affect skills, apart from melee skills. 10:21:32 casmith789: this gives them more HP, but also makes it very obvious via being on the mut screen 10:21:48 like how dracs don't have a real scales mut but still get +AC listed there 10:22:10 oh to keep tavern happy 10:22:21 hey, feel/theme matters 10:22:40 shouldn't come at the expense of mechanics, but i don't think this does, ogres should be getting more HP anyways 10:22:53 'my guy is HUGE' is a cool feeling to have and one you don't get with ogres right now 10:23:19 (another imo no-brainer one: ogres can use 2-handers with 1.5 hands) 10:24:14 ogres should start in the second room in Sprint I, on the other side of Ijyb, and have the hostile ogre not there 10:24:24 Cryp71c: init_attack() may still need to exist for various reasons... such as, say, setting up the actors involved in any given attack. it really depends on how you structure the code 10:24:33 hahhaa 10:24:33 And in the first room if you go back is a hostile human? 10:25:05 Eronarn: GSC with buckler? Don't we want to keep them challenging? ... 10:25:48 ekiM: seems about right 10:26:13 galehar: GSC are 2.5 handed, duh 10:26:43 oh right :) 10:26:52 but they could use a great mace with a buckler, and i think that's fine 10:27:34 but handedness is derived from size. If we give them that perk, shouldn't trolls get it too? 10:27:53 ogres could be even larger than trolls 10:27:56 (you could also downsize shields for them: they can't use bucklers, shields work exactly the same for them as bucklers do, large shields exactly the same as shields) 10:28:07 galehar: trolls should get it, but they should be worse at using weapons than ogres 10:28:21 ah, you could give them a very bad clubs apt, I suppose 10:28:22 no trolls in crawl use weapons; almost all ogres in crawl use weapons 10:28:26 -3, perhaps 10:28:32 doesn't even need to be very bad 10:28:34 !apt og 10:28:34 Og: Air: -3, Armour: -2, Axes: -3*, Bows: -3, Charms: -3, Conj: -3*, Xbows: -3, Dodge: -1, Earth: -3*, Evo: -2, Exp: 110, Fighting: 2!, Fire: -3*, Hexes: -3, Ice: -3*, Inv: 0, Long: -3*, Maces: 1, Nec: -3*, Poison: -3*, Polearms: 0, Shields: -1, Short: -4*, Slings: -3, Splcast: 2, Stab: -2, Staves: -1, Stealth: -2, Summ: -3*, Throw: 1, Tloc: -3*, Tmut: -3, Traps: -2, Unarmed: -1 10:28:36 !apt tr 10:28:36 Tr: Air: -4*, Armour: -2, Axes: -2, Bows: -4*, Charms: -4*, Conj: -3*, Xbows: -4*, Dodge: -2, Earth: -1, Evo: -3*, Exp: 150, Fighting: -2*, Fire: -3*, Hexes: -4*, Ice: -3*, Inv: -2*, Long: -2, Maces: -1, Nec: -2, Poison: -3*, Polearms: -2, Shields: -2, Short: -2, Slings: -4*, Splcast: -4*, Stab: -2, Staves: -2, Stealth: -5*, Summ: -3*, Throw: -1, Tloc: -3*, Tmut: -3, Traps: -4*, Unarmed: 0 10:29:02 buff all ogre weapon apts to 0, M&F stays at 1 10:29:10 tr maces to -2 10:29:32 er, all og weapon apts except short, obviously 10:29:59 their weapon apts right now are ridiculous - -4 short, -3 axes/long, -1 staves, 0 polearms, 1 maces? wtf? 10:31:17 -4 short, 0 axes/long/staves/polearms, 1 maces imo 10:32:36 Serpent of Hell description broken. (https://crawl.develz.org/mantis/view.php?id=3636) by ekiM 10:34:49 er, what? other weapons to 0, M&F to _1_? 10:34:59 we're talking about ogres 10:35:21 they are supposed to be more tied to clubs than merfolk to polearms 10:36:19 -4 short, -1 axes/long/polearm/staves, 2 maces. 10:37:37 Door mimics can be identified by changing their mon_glyph (https://crawl.develz.org/mantis/view.php?id=3637) by MarvinPA 10:37:52 kilobyte: ogres have bad apts across the board, 1 is their second best apt 10:38:05 guess could boost maces/throw to 2 though 10:39:03 2 is not an exceptionally good apt 10:39:04 I support allowing Ogres to use two-handed stuff with shields, it'd be great 10:39:22 and ogres are supposed to be great at clubbing folks over the head 10:40:42 2 is quite good actually 10:40:59 with the counterintuitive way the apt system works, even 0 is good 10:41:49 or rather, 0 is weak, 2 decent 10:42:01 no 10:42:03 unless you're playing a bad combo, which, by defition, is bad 10:42:05 0 is good 10:42:07 2 is quite good 10:43:23 heck, there are some skills where the race best at them has 2 10:43:38 fire magic, fighting... xbows is 1, i think 10:44:33 all good combos are specialists: spriggans at stealth stabbing, merfolks at polearms/dodging/ice, dwarves at axes/armour/shields, DE at conjuratoring... 10:44:40 !apt md 10:44:41 MD: Air: -2, Armour: 3!, Axes: 2!, Bows: -2, Charms: -2, Conj: -1, Xbows: 1, Dodge: -1, Earth: 2, Evo: 1, Exp: 130, Fighting: 2!, Fire: 2!, Hexes: -2, Ice: -2, Inv: 0, Long: 0, Maces: 2!, Nec: -3*, Poison: -2, Polearms: -1, Shields: 2!, Short: 1, Slings: -1, Splcast: -3, Stab: -2, Staves: -1, Stealth: -3, Summ: -2, Throw: -1, Tloc: -2, Tmut: -1, Traps: 1, Unarmed: 0 10:44:44 axes 2. 10:44:48 shields 2. 10:44:55 maces 2. 10:44:57 what? nagas/draconians have 0 apts and are great 10:45:04 apt at 0 means your char has no idea about the skill in question, just isn't a total doofus 10:45:13 incredibly strong casters and hybrids 10:45:19 that's a flavor-based argument 10:45:20 it's also wrong 10:45:24 see also demigods with -1 apts 10:45:24 nagas are good for other reasons 10:45:37 demonspawn and dg with -1, yeah 10:45:37 apt 0 means your character is better than most races at that skill, on average 10:45:49 demigods are "good"? Then why no one is playing them? 10:45:56 because gods are fun 10:46:10 more people would play DG if they had the worshipers thing 10:46:21 then go ahead and code it! 10:46:26 erm, people play demigods 10:46:27 ... 10:46:39 of course, if you buff a race, people will play it 10:46:45 Demigods are decent but that doesn't mean they're fun. 10:46:46 i think rangerc was planning to take it on 10:47:06 Or so some say. I love DGs! 10:47:11 you know comparing ogres and MD is illuminating 10:47:12 !apt og 10:47:12 Og: Air: -3, Armour: -2, Axes: -3*, Bows: -3, Charms: -3, Conj: -3*, Xbows: -3, Dodge: -1, Earth: -3*, Evo: -2, Exp: 110, Fighting: 2!, Fire: -3*, Hexes: -3, Ice: -3*, Inv: 0, Long: -3*, Maces: 1, Nec: -3*, Poison: -3*, Polearms: 0, Shields: -1, Short: -4*, Slings: -3, Splcast: 2, Stab: -2, Staves: -1, Stealth: -2, Summ: -3*, Throw: 1, Tloc: -3*, Tmut: -3, Traps: -2, Unarmed: -1 10:47:13 !apt md 10:47:14 MD: Air: -2, Armour: 3!, Axes: 2!, Bows: -2, Charms: -2, Conj: -1, Xbows: 1, Dodge: -1, Earth: 2, Evo: 1, Exp: 130, Fighting: 2!, Fire: 2!, Hexes: -2, Ice: -2, Inv: 0, Long: 0, Maces: 2!, Nec: -3*, Poison: -2, Polearms: -1, Shields: 2!, Short: 1, Slings: -1, Splcast: -3, Stab: -2, Staves: -1, Stealth: -3, Summ: -2, Throw: -1, Tloc: -2, Tmut: -1, Traps: 1, Unarmed: 0 10:47:46 there is that game, called What Fools These Mortals. I think DG gameplay should be just like it! 10:47:55 !lg * cv>=0.8 crace=dg s=name 10:47:55 812 games for * (cv>=0.8 crace=dg): 151x soul, 51x Voker57, 51x valrus, 46x Mani, 40x clouded, 20x GameKnut, 20x monqy, 18x WasJordan, 15x multirobin, 15x BirdoPrey, 13x nyaakitty, 12x TGW, 11x effo, 11x Elynae, 11x MrMisterMonkey, 11x Danei, 10x Lemuel, 10x geoffrax, 10x 78291, 9x lkid, 9x Turgor, 9x Soadreqm, 9x m1nced, 8x Eronarn, 8x b0rsuk, 7x Kyrris, 7x polystyrus, 7x WereDictionary, 7x Ziche... 10:48:05 !lg * won cv>=0.8 crace=dg s=name 10:48:05 14 games for * (won cv>=0.8 crace=dg): 4x clouded, 1x WasJordan, 1x MarvinPA, 1x hyperelliptic, 1x rob, 1x nyaakitty, 1x megabat, 1x Eronarn, 1x WereDictionary, 1x mikee, 1x itsmu 10:48:11 -!- Twinge has joined ##crawl-dev 10:48:16 14 wins in 0.8 isn't bad at all 10:48:43 !apt polearms 10:48:44 Polearms: Ce: -1, DD: -1, DE: -3*, DG: -1, Dr: 0, Dr[black]: 0, Dr[green]: 0, Dr[grey]: 0, Dr[mottled]: 0, Dr[pale]: 0, Dr[purple]: 0, Dr[red]: 0, Dr[white]: 0, Dr[yellow]: 0, DS: -1, Fe: 0, Gh: -1, Ha: -3*, HE: -2, HO: 1, Hu: 0, Ke: 1, Ko: -2, MD: -1, Mf: 4!, Mi: 2, Mu: -2, Na: 0, Og: 0, SE: -2, Sp: -3*, Tr: -2, Vp: -1 10:49:06 3 might not be too high for maces, but i think 4 definitely is for a race that otherwise has really bad apts 10:49:06 Zaba: <3 10:49:40 but I guess for that, the species would have to be called simply God... 10:49:55 elliptic: count "goodplayers" among those... 10:50:05 er, "greatplayers" 10:50:16 Zaba: demigod => god at xl27 10:50:25 the 'demo' in Demigod suggests some higher level of involvement 10:50:26 kilobyte: only three on that list 10:50:35 maybe they would get to choose the player's species/job 10:50:55 !lg * won cv>=0.8 s=-crace 10:50:55 466 games for * (won cv>=0.8): 7x Ghoul, 9x Sludge Elf, 9x Human, 11x High Elf, 12x Halfling, 13x Vampire, 14x Demigod, 14x Troll, 15x Merfolk, 15x Kenku, 15x Ogre, 16x Naga, 16x Hill Orc, 17x Centaur, 20x Minotaur, 21x Deep Dwarf, 22x Deep Elf, 23x Demonspawn, 25x Kobold, 26x Mummy, 28x Draconian, 30x Mountain Dwarf, 32x Spriggan, 56x Felid 10:51:00 and answer to prayer, give abilities 10:51:05 certainly not the least popular race 10:51:14 !nick greatplayers 10:51:14 Mapping greatplayers => 78291 hyperbolic stabwound xyblor elliptic Pseudonut mikee itsmu nht casmith789 Jaeger clouded 10:51:14 Mapping greatplayers => 78291 hyperbolic stabwound xyblor elliptic Pseudonut mikee itsmu nht casmith789 Jaeger clouded 10:51:30 why do both Henzell and Sequell handle !nick? 10:51:47 oh, sorry, 4, or 7 if we count st_ 4 times 10:51:58 elliptic: you don't count hyperelliptic or megabat :p 10:52:06 huh? I was counting them 10:52:20 clouded, hyperelliptic, megabat, mikee, itsmu 10:52:25 okay, I can't count :) 10:52:54 but still, I doubt this is unusual that greatplayers have a majority of the wins 10:53:13 !lg * won cv>=0.8 / @greatplayers 10:53:13 466 games for * (won cv>=0.8): N=173/466 (37.12%) 10:53:35 and that's not counting various alts that make up at least 30 games 10:54:03 thought: this is a dumb discussion 10:54:49 Zaba: Henzell uses nicks for whereis, dump, etc. 10:55:00 ah 10:58:43 hmm, think i will do lava orcs later today 10:58:59 -!- casmith789 has quit [Ping timeout: 255 seconds] 10:59:30 -!- casmith789 has joined ##crawl-dev 11:03:35 -!- ais523 has quit [Remote host closed the connection] 11:07:32 isn't square LOS coming for 0.8? 11:08:28 don't think so 11:08:44 if only :P 11:09:00 hmm, trunk is no longer square LOS 11:09:11 completely missed the switch back 11:09:19 I thought it never escaped its branch 11:10:10 cdo ran the squarelos branch for a while though 11:10:19 but yeah it was changed back a while ago 11:10:36 bhaak: no, 0.8 is going to be full euclidean. 11:11:43 great, my memory didn't betray me :) 11:12:31 as I said, I didn't even notice. OTOH the bat issue ... 11:12:43 I was joking. 11:14:01 s/euclidean/toroidal would be much more fun :-) 11:15:51 a "toroidal" metric? What's that? 11:16:23 I guess you're talking about wrapping the whole map -- ie, playing on the surface of a torus. 11:16:29 yes 11:16:31 it's mindfuck 11:16:40 well, I'm considering implementing euclidean (not for 0.8). I think it wouldn't be too hard. First step would be to reduce LOS by 1 though, because 5*1.4=7 not 8. That would make it more round. 11:17:10 hrm, compile error: fight.cc: In constructor ‘melee_attack::melee_attack(actor*, actor*, bool, int)’: fight.cc:301: error: no matching function for call to ‘attack::attack()’ 11:17:12 running away from Sigmund and meet him in front of you again 11:17:43 I've just set melee_attack to inherit from attack class. attack::attack(actor *attacker, actor *defender, bool allow_unarmed = true); is the constructor for the attack class. 11:20:10 what's on line 301? 11:21:04 http://pastebin.com/RC6h74Uv line 20 11:21:45 attack has its own constructor (attack) and melee_attack has its own constructor, I was expecting for each to be called as the objects are created, is that not possible when you define a constructor for the base class? 11:22:07 I'd have to refer to my C++ book to answer that :P 11:22:15 at which point you should just get your own :P 11:22:59 -!- casmith_789 has joined ##crawl-dev 11:23:40 -!- casmith789 has quit [Disconnected by services] 11:23:50 -!- casmith_789 is now known as casmith789 11:24:02 Cryp71c: you may just need different syntax. e.g. in java you can have a constructor call other constructors but there are limits on how you have to do it 11:24:23 I think if you define a constructor, then it doesn't create a default constructor anymore, you have to declare it manually. 11:24:40 http://stackoverflow.com/questions/3217441/why-does-my-c-subclass-need-an-explicit-constructor 11:52:15 -!- galehar has quit [Quit: Page closed] 11:52:39 -!- TGWiglaf has joined ##crawl-dev 11:56:53 -!- eith has quit [Ping timeout: 250 seconds] 11:57:16 -!- eith has joined ##crawl-dev 12:39:14 Eronarn: any experience with the DCSS toolchain and whatnot? I'm running into problems because my attack.cc isn't being compiled into objects and added into the linking process...so...yeah. 12:40:04 Cryp71c: You have to add it to makefile.obj 12:40:16 greensnark: <3 12:40:33 (I'm a dedicated linux user, but I don't do much raw dev with compiled languages, as you can tell) 12:43:25 Cryp71c: my primary language is PHP, i'm not the kind of person to ask about C++ :P 12:47:42 ew, the tornado nerf to all spell powers got in? :/ 13:01:50 is there a way with lua (with crawl) to pull a random table entry? I can set bounds using crawl.random_range but I'm worried about people breaking stuff down the road through innatention (and its extra lines, variables, etc) 13:05:48 !source dat/des/variable/altar.des 13:05:50 Lines pasted to http://paste.scsys.co.uk/94256 13:06:31 Jordan7hm, crawl.random_element? 13:06:56 util.random_from()? 13:07:28 I'll give those a shot 13:07:29 thanks 13:07:38 zaba's is probably right 13:07:44 I haven't lua'd in a while 13:07:48 or well 13:09:42 Jordan7hm, you can search in layout.des for examples of crawl.random_element use 13:11:03 Jordan7hm, ...but some of those examples might be invalid. 13:12:09 -!- st_ has quit [] 13:12:14 holy confusing 13:12:29 greensnark, can crawl.random_element work without weights? Looking at the code, I somehow doubt that... 13:13:29 Jordan7hm, it takes a table where the key is the value, and the value is its weight 13:14:13 greensnark, crawl.random_element({"G", "X", "t"}) would use 1, 2 and 3 as values with "G", "X" and "t" as weights, and thus break, no? 13:14:53 that's not so much what I'm looking for, if I understand that correctly 13:15:43 I have a table set up, another function is calling data from within that table, so I was generating a random number using crawl.random_range(1,x) 13:16:29 well, a function to pick a random value from a table without weights would be useful to have in the API, IMO 13:16:45 Zaba: It would be simple to write a function in Lua to pick an element from a table 13:17:12 I'm not entirely sure why random_element is written in C++ 13:17:17 Manipulating Lua tables from C++ is pain 13:17:25 well, it uses weights 13:17:35 somebody probably thought it would be faster or something. 13:17:45 Death to micro-optimisation 13:18:00 something like that.. 13:18:54 when crawl runs slowly from all those crawl.random_element()s it'll all be your fault 13:19:03 dpeg wants to retire :( 13:19:20 from crawl? 13:20:26 but then, who's going to say what stuff to add and what not to add? The hell will break loose. 13:20:45 I know 13:22:55 marvinpa will ruin crawl completely unchecked 13:23:49 I can tell you what to do 13:23:53 now, we need bags 13:23:58 and other containers 13:24:53 I think everyone hates acquirement so lets make it so that players can type in what they want exactly 13:25:03 we need pokeballs, that'd let you capture monsters when they're at low health and later release them as permanent allies 13:25:26 ice bridges 13:25:33 the nefarious threat to crawl 13:25:46 also, abyss needs to use a level generator that employs 3d perlin noise and be both persistent and infinite 13:26:55 Nice, I broke cao 13:27:16 -!- eith_ has joined ##crawl-dev 13:27:17 -!- eith has quit [K-Lined] 13:27:17 -!- eith_ has quit [K-Lined] 13:27:36 uh 13:28:05 -!- TGWiglaf has quit [Quit: Page closed] 13:28:35 oh, neat 13:28:40 tension doesn't count stuff behind glass walls 13:29:12 greensnark: wierd compile error: http://pastebin.com/DF7rP70m 13:29:30 the methods are essentially exact copies of their melee_attack selves, with melee_attack replaced with attack, obviously. 13:29:45 I understand the why of the error, mostly...just not sure what I've changed which is causing it. 13:31:34 attack::actor_name is not const, perhaps? 13:32:01 but you call it from a const method 13:32:02 ...beogh gives lifesaving? wtf? 13:32:34 so either make actor_name const or name def_name non-const, depending on what is correct 13:32:40 greensnark: nevermind, in master actor_name is static. 13:33:08 Zaba: probably un-const, I think. 13:35:08 greensnark, is it normal for C++ code to have methods like crawl's player::init, among other examples? 13:36:13 init-methods are common if there are multiple constructors that want to run common initialization 13:36:27 for some reason I thought such stuff normally happens in constructors using that initializer list thing 13:36:59 Initialzer lists are supposedly preferable, but if you have two constructors you have to repeat the initializer list 13:37:57 ctor-initializers are also beneficial in that they can initialize a const variable to a value, whereas you can't do that elsewhere. 13:38:55 greensnark: with attack being in attack.cc, fight.cc is no longer REALLY a class declaration file, do you see any reason or have objection with moving melee_attack into melee_attack.cc (the header file already exists) 13:39:13 Go ahead 13:39:25 greensnark, what about, say, dgn_reset_level? In normal code, would one just destroy a hypothetical 'level' object and make a new one instead of all that madness? 13:39:50 Yes 13:39:54 Those globals should go 13:40:06 also, I'm used to differentiating class files from functional files, which is an unexplored paradigm in crawl's source. Do you have any perspective on making these class files (which have a degree of complex inheritance) with a cls or class_ prefix? 13:40:24 Don't add class_ prefixes 13:40:29 I'm off 13:40:34 I figured you'd say that :P 13:40:38 cya 13:40:40 If dpeg shows up, brainwash him into changing his plans 13:40:48 -!- greensnark has quit [Quit: Night] 13:49:30 -!- monqy has joined ##crawl-dev 13:53:12 lava orc spell power boost is workin' 13:57:59 ekiM: 2 accounts? 13:58:24 Napkin: You can delete the second one, my mistake. 13:58:52 i'll delete "ekiM2", ok? 13:59:17 Napkin: Yes. Sorry for the bother. 13:59:45 nah, no problem - just read emails and wondered :) 14:00:58 -!- hyperTGW is now known as TGWi 14:05:55 -!- st_ has joined ##crawl-dev 14:06:29 Jordan7hm: any luck with my function? 14:17:52 -!- casmith_789 has joined ##crawl-dev 14:18:45 with respect to armours: imo ring should be buffed to 6ac, ev-2 and scale should be buffed to 7ac, ev-3, banded should be removed and chain should be 8ac, ev-4, splint should be 9ac, ev-5. This way the dragons are only slightly better and you may be able to use randart normal armours 14:18:51 -!- casmith789 has quit [Ping timeout: 248 seconds] 14:18:58 -!- casmith_789 is now known as casmith789 14:20:05 that sounds like a good idea 14:20:42 ??banded mail 14:20:42 banded mail[1/1]: AC: 7, Ev:-5 (Heavy armour) 14:20:44 ??plate mail 14:20:44 plate mail[1/1]: +10 ac -6 ev. Weighs 65.0 aum. 14:20:50 the sudden jump in quality is a bit weird 14:21:01 ??splint mail 14:21:02 splint mail[1/1]: +8 ac -5 ev. 14:21:14 that's also weird 14:21:42 didn't realize it was like that, I haven't played much heavy armour 14:22:03 6,4 to 8,5 to 10,6 is strange too though 14:22:26 proposal sounds good 14:22:46 7,5 to 8,5 even 14:23:12 the proposal is just leaving all armours one less than their dragon equivalents 14:23:29 taking dragon armour for EV-3, and filling in the gap with chain 14:24:39 -!- ZChris13 has joined ##crawl-dev 14:26:09 > Jordan7hm: any luck with my function? 14:26:09 ? 14:26:22 did you figure out which one is right 14:26:27 TGWi: http://i51.tinypic.com/348k9hv.png 14:26:28 ahhh 14:26:31 nope, no clue 14:26:33 :) 14:26:42 Eronarn: :D 14:26:43 have stoneskin and power boosts actually working, too 14:28:08 still need to figure out which actual effects they get, though, and at what levels of temperature 14:36:09 -!- MarvinPA has quit [] 14:36:31 -!- MarvinPA has joined ##crawl-dev 14:37:36 LO needs a special case for ozo 14:38:01 dissipate it if you get hot 14:38:47 yeah, already planned 14:39:13 possibly same with condensation shield 14:39:25 can xom give icemail? 14:39:35 ??icemail 14:39:35 icemail[1/1]: Adds +10 AC until you get hit with fire or cast fire magic. It then melts, but slowly regenerates over time. 14:40:17 also: i think for lava orcs; they cannot cast stoneskin ever, they can cast statue form only when their skin is already stony 14:40:30 this is the simplest way to do it 14:40:31 that's fair yeah 14:41:46 i thinki 'll probably skip on the bonus fire damage when hitting things 14:42:38 so the effects will be something like: bleed lava => passive burn => passive burn + 1 radius heat aura => 2 radius 14:42:45 3 might be excessive, except for totally maxed heat 14:45:02 ahaha wtf 14:45:08 fighting 5 m&f 5 for ogres? 14:45:11 this is the worst idea 14:45:34 20 fighting apt 14:46:04 where's this? 14:46:49 ogre wiki page 14:47:50 imo just increase their hp and/or tie fighting to racial hp 14:47:53 !apt og 14:47:53 Og: Air: -3, Armour: -2, Axes: -3*, Bows: -3, Charms: -3, Conj: -3*, Xbows: -3, Dodge: -1, Earth: -3*, Evo: -2, Exp: 110, Fighting: 2!, Fire: -3*, Hexes: -3, Ice: -3*, Inv: 0, Long: -3*, Maces: 1, Nec: -3*, Poison: -3*, Polearms: 0, Shields: -1, Short: -4*, Slings: -3, Splcast: 2, Stab: -2, Staves: -1, Stealth: -2, Summ: -3*, Throw: 1, Tloc: -3*, Tmut: -3, Traps: -2, Unarmed: -1 14:48:06 they already have good fighting apt and going further could get ridiculous 14:50:35 !seen galehar 14:50:35 I last saw galehar at Tue Mar 22 16:52:15 2011 UTC (2h 58m 20s ago) quitting with message Quit: Page closed. 14:51:14 lol...I created melee_attack.cc, fight.cc is now a pathetic 900 lines. The new melee_attack, is an impressive 5k :P 14:54:53 edited the ogre page 14:56:14 -!- ZChris13_ has joined ##crawl-dev 14:58:55 -!- ZChris13 has quit [Ping timeout: 252 seconds] 14:59:02 "You are carrying too much to climb upwards." takes turn (https://crawl.develz.org/mantis/view.php?id=3638) by minmay 14:59:09 -!- ZChris13_ is now known as ZChris13 15:07:36 so i had a crazy idea for reaver: make them hexes/conj 15:07:58 blasting apart bodies and minds 15:08:29 best idea 15:08:59 just a bit of fact checking: 15:09:03 !apt mu nec 15:09:03 Mu (SK_NECROMANCY)=0 15:09:38 oops!! 15:09:45 i thought they were -1/1, not -1/0 15:09:49 !apt mu 15:09:50 Mu: Air: -2, Armour: -2, Axes: -2, Bows: -2, Charms: -2, Conj: -2, Xbows: -2, Dodge: -2, Earth: -2, Evo: -2, Exp: 140, Fighting: 0, Fire: -2, Hexes: -1, Ice: -2, Inv: -2*, Long: -2, Maces: -2, Nec: 0, Poison: -2, Polearms: -2, Shields: -2, Short: -2, Slings: -2, Splcast: 0, Stab: -2, Staves: -2, Stealth: -2, Summ: -2, Throw: -2*, Tloc: -2, Tmut: -2, Traps: -2, Unarmed: -2* 15:09:54 oh, -2/0 15:10:03 i knew it was two better but i thought they were -1 to all for some reason 15:10:12 that's demigods 15:10:12 seems like mu should have like 0 hexes 15:10:15 they're all about cursing 15:10:27 TGWi: hexes has nothing to do with cursing 15:10:31 they should have 0 ashenzari though 15:10:35 by which i mean crawl should have 0 ashenzari 15:10:39 good one 15:10:40 by which i mean remove ashenzari 15:10:51 i got that thanks 15:11:13 just checking 15:11:57 anyways what about: magic dart; some L2-3 conj/hexes spell; imb; some L4 either pure conj or pure hex; dispelling bolt (conj/hexes) 15:12:02 Eronarn: imo races with larger torsos than human should have 2.5 hands and smaller should get 1.5 15:12:11 TGWi: agreed 15:12:29 spriggan could even get 1 but not sure 15:12:32 is this about witches? 15:12:42 monqy: reaver 15:12:50 pure hex + pure conj! 15:12:55 it would be Different, that's for sure 15:13:01 it would indeed be Different 15:13:26 isn't the point of reaver to be a melee&conj hybrid? not seeing how tossing in hexes helps 15:13:38 monqy: we don't need yet another elemental caster 15:13:51 Make it a hexes/conj hybrid 15:14:04 yes, it would still be a hybrid 15:14:07 is that an actual playstyle though 15:14:22 imo new hexes before new reavers 15:14:23 Eronarn: right but does conj/hex help them with their melee 15:14:29 like... make Enslave the L4 spell (is it L4?). it's not so useful on a pure hexer because the thing will just die but if you fight alongside it it's quite efficient 15:14:41 enslave is l4 yeah 15:14:50 imo hexes should be like enslave, that spell is really cool 15:14:51 confusing dart 15:14:57 not sure what "like enslave" means but hey 15:15:11 monqy: debuffs on conjurations could be cool 15:15:13 and dispelling bolt: deals extra damage to stuff if it's enchanted 15:15:17 either via charms OR hexes 15:15:32 would that make purple dracs any less unique 15:15:45 monqy: well, it could not-actually-dispel 15:16:01 but just do more damage the more enchanted the target is 15:16:03 all the other dracs can get their abilities replicated. 15:16:11 (purple drac is always the same damage, but dispels effects) 15:16:22 sounds good 15:16:32 not sure how useful though 15:16:36 that plus some kind of AOE hex maybe 15:16:49 mephitic cloud (that was a joke) 15:16:57 ha-ha-ha 15:17:00 conj/hex/air/poison 15:17:00 cone of stupefaction, conj/hex 15:17:03 (that was me laughing at a joke) 15:17:11 there was that orb of distraction idea for a conj/hex spell 15:17:16 yesssssss 15:17:17 -!- OG17 has quit [Ping timeout: 255 seconds] 15:17:18 do it 15:17:19 that one was gimmicky though 15:17:24 that one was awesome though 15:17:30 it should be in annih or something 15:17:48 so where are brands right now anyhow? charms? 15:17:54 yeah 15:18:01 at least the cr ones are 15:18:31 poison weapon is in the vm book 15:18:40 split brands :( 15:19:04 and freezing aura and fire brand are still in book of ice and fire respectively 15:20:24 hm: magic dart, conj/hex stupefaction, imb, enslave, spell that does more damage to hexed stuff 15:20:34 -!- OG17 has joined ##crawl-dev 15:20:58 that actually sounds kind of fun 15:20:59 where the second spell in that hits everything hostile near you with a blast of stupefying energy 15:21:11 and doesn't affect your enslaved buddies :) 15:21:35 imo new level 1 spel 15:21:36 l 15:21:42 a level 1 hex maybe 15:21:59 I guess corona exists but that doesn't fit 15:22:06 or maybe stupefied = either dazed or confused depending on power/luck; and in general stuff is less likely to resist enslave when dazed/confused? 15:22:09 ooooh 15:22:16 that'd work great if stupefy were very hard to resist 15:22:24 and it were a closerange only spell 15:22:26 high power cap 15:22:55 ZChris13: no, i mean very hard to resist period - like how meph is an HD check, not an MR check 15:23:22 there should be various difficulties of MR checks 15:23:53 a new L1 spell would be nice to have, maybe 15:23:53 (implement with partial success) 15:24:41 conj/hexes, Psychic Lance, like pain but less damage and a chance of a short duration status effect? 15:25:35 -!- Twilight13 has quit [Read error: Connection reset by peer] 15:26:20 what effect 15:26:21 daze? 15:26:23 imo daze 15:26:59 probably daze yeah 15:27:07 maybe confuse rarely 15:27:19 variety is nice 15:27:39 baby's first kiting spell? 15:27:42 only on like low MR/HD monsters, though 15:27:48 lol 15:30:41 I figure there are already enough sources of confuse 15:30:46 while daze is unused 15:32:10 i didn't know daze existed 15:32:19 added for zin 15:34:52 lol zin 15:35:29 TGWi: oh you know what would be neat for them? cause fear, except the kind monsters have 15:35:48 so you can make enemies trickle in to fight you more slowly / have better positioning in fights / etc. 15:43:36 is there a list of all the monsters somewhere? a header file or something? 15:43:49 mon-data.h 15:43:54 but that doesn't have vault-defined ones 15:43:56 @??gnoll sergeant 15:43:56 gnoll sergeant (10g) | Speed: 10 | HD: 4 | Health: 17-35 | AC/EV: 2/9 | Damage: 9 | Flags: 07vault | Res: 06magic(8) | Chunks: 07contaminated | XP: 86. 15:44:10 that's ok, don't need the vault ones, thanks 15:56:01 -!- bhaak is now known as kerio` 15:56:17 -!- kerio` is now known as bhaak 15:56:53 -!- syllogism has quit [] 15:57:25 holy christ, I think I'm in love. 15:57:39 Code Blocks looks to be my new c++ ide, even though its a little ugly. 16:06:03 -!- ZChris13 has quit [Ping timeout: 248 seconds] 16:11:12 -!- Pseudonut has joined ##crawl-dev 16:11:28 -!- Cryp71c has quit [Quit: Leaving] 16:16:54 Eronarn: nec/earth spell 16:16:54 go 16:17:06 Exhume. 16:22:18 does anyone have feelings about/for xom stat drain? 16:23:16 it's been suggested to give the lost points to another stat 16:23:18 which is cool imo 16:23:28 but is it implementable 16:23:29 I bet you suggested that 16:23:34 actually I didn't 16:23:42 but I like the idea 16:26:34 TGWi: taint the soil with blood 16:27:06 or somehow curse the land 16:27:14 17:23 < TGWi> it's been suggested to give the lost points to another stat 16:27:15 jiyva 16:27:51 jiyva has been suggested 16:27:53 are you denying this 16:28:09 yes 16:31:15 -!- Nexos has joined ##crawl-dev 16:35:07 -!- evilmike has joined ##crawl-dev 16:44:16 Has anyone else got "Cannot find file "travel_stoppers.txt"" warning message when playing on CAO? 16:44:28 Or is it only me? 16:44:31 TGWi: updated reaver page with conj/hex 16:45:41 -!- dpeg has joined ##crawl-dev 16:45:47 Nexos: no, not just you. 16:45:47 dpeg: You have 4 messages. Use !messages to read them. 16:46:05 dpeg: damn? who should I tell? greensnark? 16:46:05 monqy: jpeg's plan is to just reduce the stat drains. 16:46:15 evening, dpeg 16:46:17 Nexos: don't know. It's also on cdo, fwiw. 16:49:07 dpeg: is that going in with a xom overhaul? It would be nice if xom was more usable soon, but I guess it's a fairly minor issue 16:50:54 monqy: when I talked to jpeg recently, she mentioned wanting to keep going with Xom as soon as possible (after some tiles stuff, I presume). 16:51:28 However, that should not stop you from doing things. Either drop her a line (I can give you the email address) or add a comment on the wiki page. 16:51:48 I am sure she's happy to share Xom. 16:52:05 -!- Nexos has quit [Remote host closed the connection] 16:52:12 I'll look at the wiki page sometime. I at least remember it having a list of implementables 16:52:30 Yes, we tried to clean up a bit. 16:55:12 -!- galehar has joined ##crawl-dev 16:55:49 evening 16:56:48 allo 16:56:49 Hi 16:57:34 galehar: How to clean up the mess? I wouldn't know. 16:58:59 which mess? 16:59:54 Did you get my mail? 17:01:58 How can we go on with Ashenzari when one developer (and one wannabe developer) want to remove the god, while there is feedback about the god's usefulness? I don't see a good middle ground there. 17:03:09 I see 17:03:57 surely if whatever issues they have had solutions that would be a good solution 17:03:58 But it was TGWi and Eronarn, they are not dev. 17:04:14 kilobyte's reaction was pretty hostile, I meant him. 17:04:18 did I say something 17:04:24 not really 17:04:24 or are we just having fun ragging on me 17:04:30 cool thanks 17:04:32 TGWi is just Eronarn's sidekick, if I see it correctly. 17:04:38 :) 17:05:03 so, what is kilobyte's grudge? 17:05:13 oh, he was so full of vitriol :) 17:05:24 about the new boost to low skills? 17:05:28 yes 17:05:39 substantially changed like a few weeks before release 17:05:40 He claims that the skill boost only affects melee skills (which would be just a bug, nothing to get mad about). 17:05:44 was his point iirc 17:05:53 He also claims that the god is now completely useless. 17:05:56 that's right, I'm fixing it right now 17:06:12 because of the other nerfs? 17:06:23 Which is just his valuation of Ash's information being different to most other folks. 17:06:25 galehar: yes. 17:06:45 Why has ash reskilling's exp penalty been increased? If anything it should be removed. 17:06:56 personally I don't care about ash anymore 17:06:57 galehar: you're a bit unlucky. Crawl never had this kind of drama before :( 17:07:02 TGWi: it's been weeks (months?) we've been talking about removing XP boost. It was time to take aciton. 17:07:07 -!- Pseudonut has quit [Remote host closed the connection] 17:07:09 (given the exp boost removal) 17:07:19 do what you will, I'm just saying what kilobyte did 17:07:37 casmith789: yes, perhaps. Probably we need just one of piety and xp costs. 17:07:46 I'm ok with reverting the XP penalty increase, if that's so bad. 17:07:48 But that's a matter of finetuning, nothign more. 17:08:05 these changes have been on the wiki for quite some time too... 17:08:07 Removing XP boost is OK, new ability is even cool in my opinion, but it's a lot a lot weaker, meaning Ash is now a lot weaker. 17:08:26 ekiM: yes, but the god was never meant to give an xp boost :) 17:08:40 Ash is a lot weaker now yes 17:08:42 it was always about divinations mostly 17:08:57 My first proposal was not to remove the XP boost, just nerf it. 17:09:06 galehar: fine 17:09:09 There is no real reason to stay cursed at all after early game, as I see it 17:09:19 From 42.5% down to 15-20% fully bounded should be ok. 17:09:24 -!- eith has joined ##crawl-dev 17:09:34 ash's passive boosts were fun and still are, so he still has that benefit 17:09:35 I believe that Adam did not even agree to the statement "if Ash gave free, passive, permanent scrying, then the god would be overpowered". 17:09:51 I believe he would be insanely overpowered, so there's an opinion mismatch right there :) 17:10:03 I agree XP boost is not a good God ability. But I'm not sure I'd ever take the current incarnation. 17:10:38 anyway, I have to finish fixing the new ability, we'll talk later 17:10:48 (even in current, rushed operation) is much more balanced than some gods. So in that respect he can be sorted out and still provides a new style of play. 17:11:23 Is there a reason Ash can't be allowed to auto-id everything on sight at high pieties? 17:11:28 casmith789: that's what I'd think too. The god is playable and different. We'll get feedback and can pplay further changes. 17:11:33 ekiM: actually no, he could 17:12:39 the passive skill boost under full bonding could be improved, going to * stars was just a very natural start. 17:13:07 Is reskilling part of the intended design of Ash? Because I found it really useful and interesting all through the game, and unique. 17:13:24 ekiM: was always part of my design at least, yes. 17:13:41 that reminds me, are there any plans for adjusting ash's wrath before the release? 17:13:53 monqy: good point. We always forget wrath for new gods. 17:14:10 ash has a wrath but it's permanent unlike all other gods 17:14:15 Nemelex! 17:14:23 or can that time out by now? 17:14:25 kind of a new 0.9 style wrath 17:14:38 dpeg: well nemelex' has two parts 17:14:42 nemelex wrath is half-permanent but the permenant half doesn't matter 17:14:45 does jiyva wrath still do transforms or did someone fix that yet 17:14:45 monqy: yes, I know 17:14:57 and the second part only applies on certain actions so it's only 1/2 comparable 17:15:02 permanent* 17:15:24 is ash wrath noticable? 17:15:30 monqy: Ash wrath is relevant b/c that's a god you'd be switching from very late, right? 17:15:51 dpeg: not sure why you'd switch from ashenzari unless you had a specific problem 17:16:18 Ash is a god you switch *to* late 17:16:30 maybe if you really wanted to reskill, but don't care much about the divination abilities? 17:16:39 ah, I recall there has been exactly this discussion, just with s/Ash/Ely/ :) 17:16:42 is a convenience god 17:16:46 ie go ash, reskill, dump ash. I don't think that tactic makes much sense though 17:16:52 casmith789: well, I hope there's more 17:17:40 knowing where monsters are mattered so much in my games: melee fighters want the stab, wizards want maximal distance 17:17:54 yes 17:18:14 you can normally ascertain this without ashenzari though 17:18:17 seriously overstating the benefits of ash, compare him to vehumet or something 17:18:46 the range boost is one of the appealing parts of veh, even 17:18:52 it would be cool to have Eronarn Skill Boosts (tm) in 0.9 17:19:01 -!- TGWi was kicked from ##crawl-dev by dpeg [TGWi] 17:19:07 so clearly wizards aren't having a problem getting to distance 17:19:10 I cannot stand this puppet anymore, sorry. 17:19:17 "His master's voice." 17:19:18 in fact, they're having a problem having spells long enough to hit at the distances they spot enemies at, without ash 17:19:26 /ignore him? 17:19:38 I used, should do that again, yes. 17:19:47 no, /ignore sucks 17:20:18 Napkin: Ich habe heute meinen Abschied angekündigt, aber nur zu ein vier devs. Und offiziell erst nach release. 17:20:37 dpeg: verdammt! 17:20:46 +q is better, imo, since it prevents people from having conversations with him, which could prove confusing 17:20:48 dpeg: du machst Sachen! 17:20:53 Zu hoher mentaler Stress. ##crawl-dev ist kein schöner Ort mehr für mich. 17:21:22 that's quite a bit more annoying than tgwi :( 17:21:26 monqy: I never did that. 17:21:45 upsy: won't be long until you have this channel all for yourself. 17:26:40 Ash mapping / monster detection is good, but really requires not using autoexplore in it's current incarnation. Stronger with smaller radius, and stopping autoexplore for big threats detected by Ash? (If range is "just round the corner, rather than 8 squares away) 17:27:33 ekiM: yes, that would help a lot 17:28:39 Also is the automapping borrowing the mutation sense surroundings code atm? Shorter range and stronger would differentiate and more tactically useful, maybe. 17:29:07 Autodetecting all stairs... overpowered or? 17:29:08 ekiM: I am fine with the long range but stronger is desirable, yes 17:29:26 ekiM: according to some folks, you cannot overpower with detection :) 17:29:52 I should probably figure out how to get on the ideas wiki eh. 17:29:54 crawl's gods are quite powerful 17:30:02 you have to compare detection to what already exists 17:30:08 Rather than say every random thing in here! 17:30:15 autodetecting all stairs would make ash a magnet for speedrunners, probably 17:30:33 evilmike: which isn't any more of a problem than jiyva, right now 17:30:37 evilmike: don't worry about speedruns 17:30:50 I don't think necessarily a bad thing, just a possible ramification 17:30:57 it would be nice if it worked in clumps; i.e. had a disposition towards detecting meaningful things, like corridors, rather than just a bunch of meainingless "this tile is a floor and this one is a wall" fuzz -- I'm not sure how well this works at high power, though 17:31:05 What do all think about "permanent, free scrying"? 17:31:16 would be annoying 17:31:17 monqy: absolutely, but that's work to set up :) 17:31:23 scrying stops autotravel 17:31:24 evilmike: sure, but in terms of power 17:31:31 that'd be reasonable at max piety, power-wise 17:31:58 I don't think it would be overpowered necessarily, because you already know something is dangerous if it's a bright red { 17:32:10 I think it would be very useful. Maybe not overowered as a top-tier thing, if it's tied in with boundedness. 17:32:17 evilmike: yes, that power is the big deal 17:32:18 I mostly have used scrying for peeking into vaults to see what the loot is, and in zot 17:32:42 I've also seen people get major use out of it in pan, that's where it seems most useful 17:32:45 Also you should be able to turn it off to stop it interrupting rest or travel too much. 17:32:57 hey, I think it'd be way too strong that way :) 17:33:09 scrying is mostly useful when you are chasing uniques or looking into vaults from outside 17:33:16 I used it a lot in last levels of elf, vaults, all hells. Will try pan! 17:33:23 casmith789: yes, it has its uses, and that's fine. 17:33:39 I think permanent scying is weird. Lower the piety cost if it needs buff. 17:33:52 I also don't think you should get permanent scrying 17:33:57 also make it usable instantly 17:34:19 in a lot of situations, it'd be handy, but it's not as useful an effect as doing something else 17:34:30 Definitely a good ability as is, but I was a bit leery of using it because I wasn't sure how much piety it ate (but I might be wrong about it). 17:34:33 instant scrying is a good idea 17:34:44 the only drawback of that is we have no other instant powers 17:34:46 Transferring knowledge takes a turn too, which seems weird. 17:34:48 perhaps a good idea to have more 17:34:51 delayed fireball is instant 17:34:51 yeah we do 17:34:51 nemelex 17:34:57 one of his things is instant 17:34:58 ekiM: but doesn't really matter :) 17:35:08 Eronarn: yes, but now you have covered all 17:35:18 dpeg: I used it in dangerous combats a few times until I learned. :P Not a big deal, though. 17:35:29 i think more instant stuff is good as long as it's interesting instant stuff... scrying is a great case for it 17:35:35 Every time stealth or fire magic popped up I was putting it back to 0. 17:35:37 right now, scrying is a decision 17:35:56 if it were instant, scrying would be a non-decision (other than at the strategic scale), and just information to help you make a better decision 17:36:00 deciscions are also good 17:36:22 if it's a decision, it gets weighted as one - which means that in tense situations it has to be REALLY good to get used 17:36:30 borg, blink, fog, etc. 17:36:36 like many actions, you'd scry early 17:36:41 i think as scrying takes time it is only used ahead of time, never in dangerous situations. Not sure if that's good or bad. 17:37:16 scry is pretty marginal, even if it were free i doubt people would remember to use it ahead of time every fight 17:37:32 remember/bother 17:37:56 i mean right now it takes piety, and no one uses it, except people have been saying there's no use for ash piety for as long as ash has been implemented 17:37:57 btw, all the detection means that you keep more consumables with Ash 17:38:07 Eronarn: "no one uses it"? 17:38:16 You have piety to spare with Ash, sure we use it. 17:38:18 dpeg: compared to most any other god ability, yeah 17:38:26 I used it when I played under ash 17:38:41 i've used it too, but only a handful of times, and i didn't feel i was underusing it at all either 17:39:30 i haven't heard of anyone thus far who scries quite regularly to the point where it's eating into their piety noticeably 17:39:42 Ash is a young god 17:39:57 I used it for all branch ends pretty much. But not in regular levels. 17:40:01 I wonder if Okawaru's Might was spammed as relentlessly as now when the god was new. 17:40:15 I use heroism a lot and that's new 17:40:18 almost certainly, it has a direct, easily noticeable, obvious effect 17:40:21 also that 17:40:30 I didn't use kiku's corpse invocations when I first started 17:40:32 03galehar * rfd8095a8ceb4 10/crawl-ref/ (5 files in 3 dirs): Rename the show_real_turns option to show_game_turns. 17:40:35 Divinations is more inscrutable. 17:40:38 and now don't again post nerf 17:40:43 03galehar * r90c9b6913714 10/crawl-ref/source/abl-show.cc: Make scrying fail proof. 17:40:43 03galehar * r92818512f976 10/crawl-ref/source/skills2.cc: Add a normal/enhanced toggle to the skill menu. 17:40:45 03galehar * r248b1231d703 10/crawl-ref/source/ (delay.cc skills2.cc skills2.h): Fix autoexplore stopping with no monster in sight. 17:40:46 03galehar * rd54c3caf391d 10/crawl-ref/source/abl-show.cc: Make scrying instantaneous. 17:40:47 03galehar * rf22500ba4d25 10/crawl-ref/source/ (19 files): Fix new Ashenzari passive boost to low skills. 17:40:47 03galehar * r7592b126cf25 10/crawl-ref/source/skills2.cc: Forbid reskilling into fighting. 17:40:50 03galehar * r8738ed18aec1 10/crawl-ref/source/abl-show.cc: Fix instantaneous abilities not being handled properly with show_real_turns. 17:40:53 I recall r.g.r.m postings where people where reminded to use Might for every other fight. 17:41:21 banning reskilling into fighting? ew :| 17:41:22 that seems wasteful 17:41:29 galehar: Thank you (autoexplore fix). 17:41:31 people usually figure out which abilities are good pretty quickly. there are a few weird cases (like elliptic and projected noise) but stuff like might is really obvious 17:42:04 galehar: just while I remember, can autoexplore stop on seeing a portal please? with the new mechanics wizlabs/baileys can go because of autoexplore only and the new really short timeout 17:42:24 For now, fighting = HP. It's completely unthematic for the god of knowledge to make the character more buff. If fighting is changed to have a more general effect on fighting and less effect on HP, this will be reverted. 17:42:49 -!- ZChris13 has joined ##crawl-dev 17:42:51 ??fighting 17:42:52 fighting[1/1]: The Fighting skill gives you a bonus to accuracy and damage in melee, and improves your hit points by (Fighting * XL) / 5. 17:42:57 also nice work on those commits :) 17:43:25 galehar: it's only as unthematic as the god of knowledge making you, say, dodgier 17:43:43 in crawl, HP is immutable racial stuff and then a learned skill 17:43:50 the fighting bonus is actually quite significant to melee as well as hp 17:43:55 you can learn how to dodge and how to use a weapon. You can't really learn how to be tougher. 17:43:56 that too 17:44:02 galehar: you can in many games 17:44:06 of which crawl is one 17:44:37 -!- ZChris13 has quit [Client Quit] 17:44:40 galehar: better remove manuals of fighting too 17:44:54 -!- ZChris13 has joined ##crawl-dev 17:45:05 also, i'll note that irl you CAN learn to get hit 'better' 17:45:08 -!- eith has quit [Ping timeout: 276 seconds] 17:45:19 rolling with blows, etc. 17:46:42 that's in the appendices in the dodging manuals :) 17:46:48 no 17:46:54 rolling with a blow isn't dodging 17:47:03 it's getting hit and making the hit hurt you less 17:47:33 http://www.wikihow.com/Take-a-Punch <-- crawl manual of fighting 17:47:52 -!- upsy has quit [Quit: Leaving] 17:48:00 Oh ffs. 17:48:04 galehar: do you see an easy way to make autotravel stop for high tier monsters? 17:48:07 I clicked that link and now my xp pool is empty. :\ 17:48:28 dpeg: haven't looked into it yet 17:48:40 I will 17:49:02 it's not trivial to do it right... there can be several monsters (but we can assume that player/god can discern them) 17:49:07 casmith789: and portals too. Strange that they aren't announced like any other feature. 17:49:10 but you will manage :) 17:49:20 galehar: true that, they should be announced 17:50:53 -!- ZChris13_ has joined ##crawl-dev 17:51:14 -!- upsy has joined ##crawl-dev 17:53:52 (seriously, unblock fighting for ash, it is a poorly reasoned special case) 17:53:59 -!- valrus has quit [Remote host closed the connection] 17:54:18 -!- ZChris13 has quit [Ping timeout: 250 seconds] 17:54:18 -!- ZChris13_ is now known as ZChris13 18:02:13 -!- dpeg has left ##crawl-dev 18:10:46 -!- ZChris13 has quit [Read error: Operation timed out] 18:11:28 -!- ZChris13 has joined ##crawl-dev 18:15:46 -!- ZChris13 has quit [Ping timeout: 240 seconds] 18:17:18 -!- ZChris13 has joined ##crawl-dev 18:24:42 -!- ZChris13 has quit [Read error: Operation timed out] 18:34:05 -!- ZChris13 has joined ##crawl-dev 18:40:14 -!- ZChris13 has quit [Ping timeout: 250 seconds] 18:40:17 03galehar * rdf766ea6fb89 10/crawl-ref/source/ (skills2.cc terrain.cc): Skill menu: bring back the show skill points option in wizmode. 18:40:22 03galehar * ra00a37e50f52 10/crawl-ref/source/ (main.cc stairs.cc): Fix trying to climb when overloaded taking a turn. 18:41:30 -!- ZChris13 has joined ##crawl-dev 18:52:43 (for vaults) you can pass one piece of data to a function through TriggerableFunctions using data={}... can you pass multiple pieces of data? and if so, how? 18:59:22 -!- ekiM has quit [Quit: Leaving.] 19:15:06 -!- ZChris13 has quit [Quit: ChatZilla 0.9.86.1 [Firefox 3.6.15/20110303024726]] 19:15:17 -!- ZChris13 has joined ##crawl-dev 19:21:28 idea: what about changing pois clouds to lightgreen (from elemental green/lightgreen)? Characters who use that spell tend to use both it and meph. 19:22:18 that'd be a decent idea, yeah 19:22:24 -!- ZChris13 has quit [Quit: ChatZilla 0.9.86.1 [Firefox 3.6.15/20110303024726]] 19:22:32 especially since poison can overwrite meph, but not vice versa 19:24:11 running out of colours is one o the issues i'm having with swarms 19:24:36 i was considering doing them as branded or something, but they might work better on another glyph than #, even though they're mostly like clouds 19:25:25 there had been discussions of moving clouds themselves to another glyph, because that'd free up the common wall colours 19:25:45 -!- galehar has quit [Remote host closed the connection] 19:25:49 # for clouds is totally wrong, since that conflicts with walls. 19:26:47 well, i wouldn't say totally wrong - in practice it doesn't come up much 19:26:50 it's non-ideal though 19:27:10 i think we'd do well to give up the 'only orb on 0' and use it for orb-y monsters, freeing up * for clouds 19:27:28 Eronarn: Can you apport monsters? :D 19:27:50 Zao: there should totally be a spell for that 19:31:03 -!- ZChris13_ has joined ##crawl-dev 19:31:38 what about one of: 'δ' 'Ω' 'Θ' 'ß' ? 19:31:50 I like the omega 19:32:22 cang is already on omega 19:33:06 these have the benefit of being in both WGL4 and CP437, thus being safe for even worst terminals not limited to 7-bit 19:33:11 @??cang 19:33:11 cang (04Ω) | Speed: c | HD: I | Health: 666 | AC/EV: e/π | Damage: 999 | Res: sanity | XP: ∞ 19:33:32 BTW, could someone edumacate me WTH cang is? 19:34:38 ?? cang 19:34:38 cang[1/2]: cang 19:34:40 -!- ZChris13_ has quit [Client Quit] 19:34:42 ?? cang[2] 19:34:42 cang[2/2]: cang 19:34:45 figures 19:35:04 -!- ZChris13__ has joined ##crawl-dev 19:35:30 -!- ZChris13__ is now known as zchris13 19:35:47 kilobyte: omega is for shops/portals :( 19:35:48 I don't really like using characters I can't bold, but I guess I could always manually reconfigure everything 19:36:16 but - i assumed sticking to just the glyphs we already have; if we're opening up new ones that obviously changes matters 19:37:14 (theta for eyes, btw) 19:37:24 Eronarn: ∩ 19:38:00 kilobyte: that'd be okay for shops, but portals i'd want on omega, for sure 19:38:02 so is this part of making unicode default? 19:38:12 -!- zchris13_ has joined ##crawl-dev 19:38:16 -!- zchris13 has quit [Read error: Connection reset by peer] 19:38:17 -!- zchris13_ is now known as ZChris13 19:38:23 -!- ZChris13 is now known as zchris13 19:38:31 -!- zchris13 is now known as ZChris13 19:38:34 monqy: not CSET_UNICODE as we have currently 19:38:59 because for example wall glyphs are extremely ugly in any non-bitmap fonts 19:39:07 is the CSET the character set or both that and the encoding? 19:39:13 and bitmap fonts are something ancient 19:39:22 I like/use bitmap fonts :( 19:39:22 in trunk yes 19:40:05 monqy: on what terminal? 19:40:41 rxvt-unicode-256color, but admittedly I haven't done much terminal research, so there are probably better choices 19:42:57 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:45:00 -!- Kurper has joined ##crawl-dev 19:45:31 -!- edlothiol has quit [Ping timeout: 260 seconds] 19:46:35 -!- ZChris13 has quit [Quit: Reconnecting…] 19:46:52 -!- ZChris13 has joined ##crawl-dev 19:47:45 -!- ZChris13 has quit [Client Quit] 19:47:53 -!- ZChris13 has joined ##crawl-dev 19:54:07 -!- Cryp71c has joined ##crawl-dev 19:54:13 brb 19:54:17 -!- Cryp71c has quit [Client Quit] 19:54:28 -!- Cryp71c has joined ##crawl-dev 19:56:38 -!- Twilight has joined ##crawl-dev 19:57:04 -!- Twilight is now known as Guest14560 20:00:02 Evening, I return. 20:02:47 -!- ZChris13 has quit [Read error: Operation timed out] 20:03:03 -!- ZChris13 has joined ##crawl-dev 20:09:34 -!- Cryp71c has quit [Quit: Leaving] 20:18:34 -!- ZChris13 has quit [Quit: Reconnecting…] 20:18:41 -!- ZChris13 has joined ##crawl-dev 20:26:47 -!- ZChris13 has quit [Read error: Connection reset by peer] 20:31:22 -!- valrus has joined ##crawl-dev 20:55:52 Naga player model issue (https://crawl.develz.org/mantis/view.php?id=3639) by Megabass 21:01:12 -!- ZChris13 has joined ##crawl-dev 21:04:30 -!- ZChris13 has quit [Read error: Connection reset by peer] 21:10:43 03dolorous * r1e6b6b66fa11 10/crawl-ref/source/skills2.h: Fix compilation. 21:20:47 -!- valrus has quit [Ping timeout: 264 seconds] 22:28:10 -!- mspang has quit [Ping timeout: 250 seconds] 22:29:50 -!- mspang has joined ##crawl-dev 23:05:45 -!- ZChris13 has joined ##crawl-dev 23:06:05 wee!! internet is BACK 23:06:08 oops 23:06:14 -!- ZChris13 has left ##crawl-dev 23:19:25 -!- upsy has quit [Quit: Leaving] 23:25:21 -!- greensnark has joined ##crawl-dev 23:39:30 -!- ZChris13 has joined ##crawl-dev