00:00:56 Unstable branch on crawl.develz.org updated to: 0.9-a1-63-g58ccf2e (32) 00:07:53 Windows builds of master branch on crawl.develz.org updated to: 0.9-a1-63-g58ccf2e 00:08:23 the dragon form trampling thing kind of sucks 00:08:47 made me walk off of the V:8 steps accidentally 00:18:52 -!- elliptic has joined ##crawl-dev 00:23:08 stabwound: yeah it should really have either a toggle or a modifier key 00:26:46 at the very least, ctrl+direction shouldn't move 00:27:20 that's what i prefer, but tgw had some objections based on it also being used for attacking invis and disarming traps 00:27:43 i don't understand how that's relevant 00:28:04 neither do i, which is why i prefer it :P but since he's not around i may as well mention it 00:28:10 i wouldn't want to move when doing either of those things either 00:29:40 there was also weapon effects 00:29:47 if we ever had any that weren't completely, unambiguously positive 00:30:08 like an axe cleave killing a rat that was blocking a hill giant from attacking you 00:37:29 Wensley: Nice tourney banners! 00:37:57 Napkin: Awesom work on the wiki page, thank you so much! :) 00:38:08 hi 00:38:48 Hi due! 00:39:39 Napkin: The appendices ("Liite") will not be translated, they could be left in the pdf only 00:40:23 Any dev teAMS with free slots open for the may tourney<+ 00:40:46 moin moin :) 00:40:46 Napkin: You have 1 message. Use !messages to read it. 00:41:05 gotta run now 00:41:14 thanks, Keskitalo :) the table isn't finished yet though 00:41:23 run, forest o/ 00:42:33 casmith789: no, I wasn't ;> 00:43:45 !tell Lunarharp WARNING: Failed login for user Lunarharp from ip xx.xx.xx.xx. Which means, that it really just thinks your password was wrong. 00:43:45 Napkin: OK, I'll let Lunarharp know. 00:44:37 due: blog accounts are created on demand. elliptic, let me know when you would like to write or modify something in the wordpress :) 00:46:19 due: webtiles log file is located here /srv/dgamelaunch/webserver/webtiles.log 00:46:57 readable by group crawl - in case of a similar incident during my night 00:51:58 -!- Pacra has joined ##crawl-dev 00:52:02 hi hello! 00:53:59 hi Pacra! 00:54:06 Napkin: okay... 00:54:08 (What happened?) 00:54:21 i have an interface suggestion. very simple to code 00:55:03 (what happened about wordpress? nothing, it's just manual work and a waste to create accounts for people that will never do anything there :)) 00:56:39 I meant with webtiles :) 00:56:58 ah, nothing happened.. 00:57:01 Failed login 00:57:03 :) 00:57:55 oh 01:01:12 Keskitalo: thank you! :) 01:02:22 due: 01:02:23 sqlite> select username from dglusers where username like "%unarhar%"; 01:02:23 LunarHarp 01:02:25 --- 01:02:31 "H" 01:02:55 -!- ophanim has quit [Read error: Connection reset by peer] 01:04:43 and, who ever is playing webtiles with firefox4.. chrome is seriously a _lot_ faster 01:04:52 DGL username is case-insensitive 01:05:26 tough luck ;) 01:05:39 should fix that ;> 01:05:46 dgl, i mean 01:06:00 Napkin: firefox 6 nightlies are a lot faster than chrome, though 01:06:17 you tried out the webtiles with ff6? 01:06:51 great to hear it works :) 01:06:55 it's really trunk, not branched to 6 yet 01:07:36 i tried ff4 yesterday and was surprised at the speed loss compared to chromium - all in regard to webtiles only, of course 01:08:15 I used bets of 4 for a year, then suddenly the repository I was on switched to trunk... not complaining 01:08:23 casmith789: my @BORING_UNIQUES = qw/Jessica Ijyb Blork Terence.... 01:09:05 extensions need compat forcing, but that's always the case before releases, and often long after 01:09:10 i haven't updated my debian/sid for ages 01:09:27 don't even have ff4.. it's in sid, right? 01:10:00 no idea, I don't use browsers that old :p 01:10:07 yes it is 01:16:22 good to know that they've already made improvements to ff4, I tried webtiles today and was discouraged by the speed (I tried upgrading to ff5 when they announced their aurora phase, but their switching mechanism was buggy and never changed me over :\ ) 01:18:36 -!- valrus has quit [Remote host closed the connection] 01:19:07 and how's speed in chrome/chromium, Wensley? 01:21:34 last time I tried chrome it used all the memory on my tiny netbook, but I'd be willing to give it another go for science 01:21:35 kilobyte: i don't see where dgl checks names case-insensitive 01:21:55 update to at least 10.0.6x, Wensley 01:22:06 6xx 01:22:14 will do 01:23:37 Chromium is *fast* on my laptop 01:24:51 due: webtiles or in general? 01:25:45 well, we should fix that dgl accepts case-insentive names 01:25:56 but i really can't see why it does 01:26:04 off to work o/ 01:26:26 -!- Zaba has quit [Ping timeout: 240 seconds] 01:37:36 -!- Zaba has joined ##crawl-dev 01:43:24 Napkin: it is a good deal faster in chrome (actually playable, in fact), although it is still noticeably less responsive than local tiles (although being on a different continent might have something to do with that). Problem (still in chrome, using 12.0.742.16): cannot use F11 to go fullscreen while webtiles tab has focus (it is possible to ctrl+tab to webtiles after fullscreening from a... 01:43:26 ...different tab), but even in fullscreen it is impossible to view the whole playing area at my netbook's screen resolution, which is a problem I don't have with local tiles. 01:45:24 (on a side note, I also hate how chrome makes itself your default browser without so much as a prompt) 01:46:25 kilobyte: both 01:46:51 Wensley: hm, it doesn't on my PC -- or any of the PCs I've installed Chrome on. 01:47:02 Wensley: also, webtiles is more responsive than normal tiles on my PC. 01:48:15 due: you're in australia, right? I suppose I can't chalk my responsiveness problems up to latency, then 01:49:23 recompiling with tiles now to make sure my memory isn't mistaken 01:50:44 (Though there is the occasional dip.) 01:52:35 as for chrome making itself your default browser, maybe it only does so if you install a dev build (but it's still a bit annoying, since of the four copies of firefox on my system, only one is my working profile, and it's installed somewhere weird) 02:01:36 -!- galehar has joined ##crawl-dev 02:20:11 -!- LordSloth has quit [Quit: Using leafChat 2] 02:35:36 oh, I see why local tiles doesn't cut off the message area... apparently if your screen isn't tall enough, it superimposes the message area in a translucent box over the viewport. that's actually a really nifty feature 02:38:11 due: what do you mean by slow? responsiveness, speed of autoexplore, stuttering? local tiles runs very smoothly and responsively for me, with only the occasional short stutter, although autoexplore seems to move at a fair bit slower pace than I'm used to 02:42:37 elliptic is a devguy now? Awesome! 02:42:39 just tried webtiles on ff5, not discerning any difference from chrome (which is to say it's much better than ff4) 02:43:52 Wensley: of course it would be possible, but passing F11 to the game is better 02:44:57 Wensley: better select fullscreen via browser menu 02:45:12 Napkin: right, as long as it doesn't intercept ctrl+tab or alt+tab it would still be workable in full screen, were it not for the fact that my screen is too short regardless 02:46:17 changable size of the fields (playfield, status, messages) is on the todo-list :) 02:46:21 Napkin: I don't think chrome *has* any clickable option to activate fullscreen 02:46:35 (not that I've found in a minute of searching, anyway) 02:47:09 is F11 used by opera and firefox and chrome? 02:47:28 maybe we can do an exception 02:47:54 once edlothiol manages to "grab" alt+ 02:47:55 F11 is the standard fullscreen mode, yes 02:48:12 but for now, every additional key available for macros is important 02:49:23 and, speed of webtiles and normal tiles of course heavy depends on network connection, browser, cpu 02:49:56 but so far, it seems webtiles are not a big slowdown 02:49:59 Wensley: that's how webtiles is for me 02:50:10 Napkin: does it not cache all the tile information client-side? 02:50:24 the tiles from from images 02:50:32 Yeah. 02:50:33 wensley: you can also fullscreen with F11 fine at the login screen if you want 02:50:33 which are of course only loaded once 02:50:43 elliptic: good point 02:51:15 *the tiles come from images 02:51:20 Napkin: this came up earlier, but it would also be nice if gretell could mention that a game is being played on webtiles when milestones are announced on ##crawl 02:51:29 check the source, it's quite nicely strutured, due 02:52:50 webtiles' entries to logfile and milestones are announced like always. but there is as far as I know no way to distinguish an entry from console or tiles/webtiles 02:52:56 so, that's not possible at the moment 02:53:04 unless a new field is added 02:54:16 which in turn may be harmful to existing parsers. depends on *how* they parse 02:55:15 i could of course have webtiles dump its entries into a separate file, but that's rather contra-productive ;) 02:55:34 since the goal is to have 1 save and be able to play it in either console or webtiles 02:55:54 Napkin: the real solution is to make it so that you can watch webtiles from dgl :) 02:56:14 i'll leave it to the devs to decide what way to go 02:56:33 nah, that's not so important, i think 02:56:46 watch webtiles via webbrowser is enough 02:57:26 ...with the option to watch in either tiles or ascii? *fingers crossed* 02:57:37 making webtiles watchable in DGL means, that the crawl process would have to output both - tty and javascript 02:58:20 well, if someone writes a ttyplay that outputs javascript instead, it should be possible already 02:59:34 let's see how motivated the devs are, once edlothiol is willing to call it mergable :) 02:59:48 not sure how webtiles is implemented, but maybe one could invent a tileset that resembles ascii and use a greasemonkey script to replace the images dynamically 03:05:23 -!- Kurper has quit [Remote host closed the connection] 03:20:45 -!- monqy has quit [Quit: hello] 03:30:08 Napkin: there is one delicate matter: merging a massive new feature into the stable branch 03:33:54 Napkin: what version is webtiles? Seems like an old 0.8. 03:35:01 -!- Jordan7hm has quit [Ping timeout: 264 seconds] 03:35:51 moin 03:36:02 galehar, ?V should tell you 03:36:19 -!- Pacra has quit [Ping timeout: 240 seconds] 03:37:54 Thanks. It says it's 0.8.0-69-ga9c106e 03:43:25 "old"... pfff 03:45:07 Wensley: go ahead :) checkout the png files from http://tiles.crawl.develz.org/static/* referenced in the source 03:46:05 I'll take a look at it 03:46:17 kilobyte: Florian and me decided to backport the patches to 0.8 because of the many requests to make webtiles available for the tournament 03:47:03 his webtiles-0.8 branch also has your save-on-HUP commit cherry-picked because of that 03:48:13 once Florian is happy and requests merge, he will port the patches back to master branch first, of course 03:48:27 there is no need for the official crawl repository to have webtiles in 0.8 03:49:06 and once the tourney is over and it's merged I can just switch CDO back to master branch 03:53:36 Napkin: player doll isn't updated when wielded weapon is changed. Should I keep reporting bugs to you? 03:55:53 of course you can, but I suggest you create a mantis issue instead 03:56:15 i've created a new variant in mantis called "CDO WebTiles" to assign issues to 03:56:33 but this bug in particular is known and on Florian's TODO list already :) 03:57:40 creating an issue for it might be a good idea though, so it's not forgotten 04:02:02 -!- elly has quit [Remote host closed the connection] 04:02:32 -!- elly has joined ##crawl-dev 04:31:50 -!- gvdm has joined ##crawl-dev 04:34:21 -!- ibanix has left ##crawl-dev 04:42:07 -!- eith has joined ##crawl-dev 04:44:32 -!- Pacra has joined ##crawl-dev 04:46:54 -!- galehar has quit [Quit: Page closed] 04:55:31 ??tournament 04:55:32 tournament[1/4]: The 0.8 tourney will be 00:00 Sat 14 May - 00:00 Mon 30 May. See http://crawl11.dyndns.org/ for the rules. 04:59:57 hmm. 05:07:54 -!- Pacra has quit [Ping timeout: 240 seconds] 05:10:04 -!- edlothiol has joined ##crawl-dev 05:15:20 guys? 05:15:46 about the tournament - i think the page does not mention in which config the membership info should be added 05:15:58 "crawlrc" means config from 0.8? 05:16:25 it should be 0.8, yes 05:16:32 0.8 CAO rc 05:16:33 is it? 05:18:06 I'll add a note somewhere that this should be the 0.8 file 05:18:19 great, thanks :) 05:34:14 -!- upsy has joined ##crawl-dev 05:38:14 http://crawl.develz.org/tournament 05:45:13 -!- Ashenzari has quit [Ping timeout: 276 seconds] 05:45:59 -!- Ashenzari has joined ##crawl-dev 05:45:59 -!- The topic of ##crawl-dev is: Please try out Tiles online at http://crawl.develz.org/webtiles | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 05:50:52 Nice! 05:51:22 Keskitalo: Uhm, random question: What does keski mean? 05:51:29 "middle" 05:51:37 Middle house? 05:51:48 Yeah 05:51:55 Kewl. 05:52:18 of course if you want to say "middle" on it's own, you'll have to say "keskimmäinen" or so, but "keskitalo" more or less means "middle house" 05:53:13 Yeah, now that you mention it I recognize keskimmäinen.. 05:53:33 Minä ei puhu pallion soumen kieli. 05:53:40 Mutta pikkasen. 05:53:42 Hey, that's awesome :D 05:53:55 Ihan loistavaa. (: 05:54:06 listavaa? :) 05:54:11 Brilliant! 05:54:23 Ah kiitos :P 05:55:16 My ex is finnish and our daughter speaks it fluently. I try to learn a few words here and there. 05:55:27 -!- Pacra has joined ##crawl-dev 05:55:38 since when are there other moon languages than German allowed in here? 05:55:48 bhaak: Tyst med dig. 05:56:08 Mein deutch ist nicht gut. 05:56:12 ghallberg: I see. 05:56:18 Ich kann Käse kiloweisse essen! 05:56:32 what a great pick up line 05:56:57 Mycke bättre än "Ich habe eine Bratwurst in meine swatche Lederhosen" tror jag.. 05:57:03 Dein vater sind ein apfelzeller. 05:57:10 "schwartse" of course 05:57:21 Lite bättre kanske :P 05:57:31 ah, I see you're making good progress for dcss 0.10 05:59:19 so many scandinavians (not only finnish) playing roguelikes. is there a reason for that? 06:01:08 -!- Khaki has joined ##crawl-dev 06:02:21 bhaak: I'm not finnish :( 06:02:46 bhaak: But I guess it's the same as everything else interwebz. 06:04:57 ghallberg: that's what I said, not only finnish but also the other scandinavians play lots of rl. both the crawl and nethack poll showed disproportional more scandinavians than one would expect 06:05:16 Hmm ok 06:05:51 I think scandinavia just has a lot of computer savy people, possibly related to good broadband spread. 06:10:24 does 7hm hang around in this channel? 06:16:43 -!- ghallberg has quit [Ping timeout: 246 seconds] 06:18:37 Khaki, I believe he does, as Jordan7hm 06:19:52 great, I saw his post about writing a crawl bot, I've got some experience in AI so I'd like to join in 06:19:54 -!- Pacra has quit [Ping timeout: 240 seconds] 06:21:33 -!- ghallberg has joined ##crawl-dev 06:27:05 hi 06:27:10 Napkin: I lost my internet connection last night while playing webtiles, and since then I get "Another game is already in progress" 06:27:23 wow 06:27:33 so time-out didn't work? 06:27:41 doesn't seem like it 06:27:51 could you take a look if my game is really still running? 06:28:02 and/or let me look at the webtiles log? 06:28:30 yes, it is 06:28:44 there are also 2 other players which have 2 games running 06:29:10 killed your's with -1 06:30:10 killed the other ones without -1 to not overwrite their current games 06:30:17 -!- syllogism has joined ##crawl-dev 06:30:26 ah, thanks 06:30:44 logfile copied to the usual location 06:30:49 so the other ones each had two games running? how is that even possible? 06:30:50 you still have the link? 06:30:54 yes, thanks 06:31:13 usually DGL checks if there is a game running already 06:31:19 crawl doesn't do it itself 06:31:38 -!- Guest89248 has quit [Read error: Connection reset by peer] 06:33:22 exit 06:33:25 or not 06:33:30 but I got an error 06:33:57 -!- Guest89248 has joined ##crawl-dev 06:34:50 -!- gvdm has quit [Ping timeout: 248 seconds] 06:34:51 -!- Cryp71c has joined ##crawl-dev 06:35:03 Morning 06:35:27 Cryp71c: Morning! 06:41:07 Trying to determine the best new organization of the combat scheme and can't decide something. Is it "better" to have these wrapper methods (player_attack, mons_attack_you, and mons_attack_mons) which contain the combat code, or proceed with the original plan of unifying all combat into the same (with as few special cases and if(attacker->atype == ACT_PLAYER/MONSTER) as possible) code using combat phases to organize the code. 06:42:46 The latter seems the better approach, to me...I want to make sure this organizational scheme is similarly "better" in the opinions of the rest of the devs. 07:01:36 alright, Dungeon Olms report fully in Wiki now 07:01:49 (apart from the finnish appendices) 07:02:54 that's something we should fix urgently, edlothiol 07:03:05 edthelol 07:03:09 yes 07:03:24 I'm currently thinking about how to reproduce this locally :/ 07:09:22 hehe 07:09:23 Napkin: You have 2 messages. Use !messages to read them. 07:09:30 -!- Cryp71c has quit [Ping timeout: 240 seconds] 07:11:05 did the log provide you with any information? 07:12:50 not much... well it confirmed that the server did indeed simply not notice that the connection was down. 07:13:36 I guess it was waiting for input, not trying to send anything, so there was no error 07:21:51 -!- evilmike has quit [] 07:26:03 -!- gvdm has joined ##crawl-dev 07:30:41 so, the socket was still opened? 07:36:37 -!- Cryp71c has joined ##crawl-dev 07:38:53 yes 07:42:31 I've manually implemented a timeout now 07:42:52 ok 07:43:24 we also need a check, to see if there is a game with the character running already, edlothiol 07:44:13 I could implement this feature in a script, if cou like? but should also be simple in python, I guess 07:44:44 -!- djinni has quit [Remote host closed the connection] 07:44:44 -!- ivan has quit [Read error: Connection reset by peer] 07:45:11 -!- ivan has joined ##crawl-dev 07:45:11 -!- djinni has joined ##crawl-dev 07:46:32 yeah... I could even pass the running game to the new connection 07:49:28 oh 07:49:55 well, apart from the fact, that there is supposed to be no running game without a full connection ;) sounds interesting 07:51:27 yeah, you're right 07:51:46 when I implement watching, I could actually let both clients control the game :D 07:53:37 hm, I already get an error message from crawl when I try to connect with a user which is already connected 07:55:45 oh? 07:56:04 did you compile in DGL-mode? 07:56:24 the others probably didn't get a warning, otherwise they would have come here, i bet 07:56:25 no 07:56:47 maybe one of the crawl processes didn't have a running game 07:57:43 aah... if I stay in the character selection in one client, I can start a game in the other 08:10:26 well with the timeout, this shouldn't be a problem; the crawl process should only stay as long as the client is connected 08:27:54 -!- gvdm has quit [Ping timeout: 240 seconds] 08:28:35 -!- blackpenguin has quit [Ping timeout: 260 seconds] 08:29:25 -!- blackpenguin has joined ##crawl-dev 09:09:15 -!- Textmode has quit [Ping timeout: 250 seconds] 09:26:46 -!- valrus has joined ##crawl-dev 09:53:43 -!- Kurper has joined ##crawl-dev 09:57:40 -!- ophanim has joined ##crawl-dev 10:24:27 -!- gvdm has joined ##crawl-dev 10:28:42 kilobyte: any idea what attack energy is used for with monsters? I'm familiar w/ the movement energy, but I had always thought that monsters with multiple attacks get each of their attacks per turn, when possible, I hadn't ever really noticed anything otherwise. 10:29:15 attack energy doesn't have anything to do with multiple attacks 10:29:46 monsters just have separate movement and attack speeds just like the player does 10:34:27 doy, how much variance is there in attack speeds, between monsters? (Is it as drastic a variance as there is in movement speeds, with some monsters being incredibly slow and others incredibly fast)? 10:34:30 'though you wouldn't notice it looking at most monster stats' 10:34:43 Cryp71c: not much, really 10:34:44 Cryp71c: attack speed is the same as move speed except for a few things where it differs 10:34:46 @??naga 10:34:47 naga (03N) | Speed: 8 (act: 80%) | HD: 5 | Health: 16-39 | AC/EV: 6/10 | Damage: 17 | Flags: see invisible, !sil | Res: 06magic(40), 03poison | Chunks: 09poisonous | XP: 108 | Sp: poison splash (d10). 10:34:49 @??deep elf master archer 10:34:50 deep elf master archer (15e) | Speed: 10 (msl: 60%) | HD: 15 | Health: 65-84 | AC/EV: 0/15 | Damage: 25, 5 | Res: 06magic(100) | Chunks: 07contaminated | XP: 1510. 10:34:59 also, weapon speed affects it 10:35:08 ogres with giant clubs have a pretty slow attack speed 10:35:14 (but not the same way that weapon speed affects players, iirc) 10:35:22 well, obviously d: 10:35:30 can't be consistent about these things or anything 10:36:15 So for a naga attacking, it will get an extra attack every 4th attack? 10:36:27 symmetry is for developers who aren't fiddler crabs 10:36:33 (if you just sit there hitting . and not attacking) 10:36:45 Cryp71c: no, it will move as if it has speed 8 and act as if it has speed 10 10:37:00 Eronarn: I thought it had 80% act? 10:37:03 if you sit there hitting . it will get one attack to every your . 10:37:06 80% act cost 10:37:43 I'm slightly confused. If the act cost doesn't refer to attacks, to what does it refer? 10:37:51 it does refer to attacks 10:38:04 it's based on the monster's base movement speed though 10:38:09 it has speed 8. an attack would normally cost 10 - so it can only go 4 times per 5 turns 10:38:14 for it, an attack costs 8 10:38:17 so a naga attack takes 80% of the time a naga move does 10:38:18 thus it can go every turn 10:38:30 Eronarn: ah, ofc I was thinking that "8" was faster than "10" because my brain is not in gear. 10:39:28 But for a DEMA, it gets an extra attack every other attack (plus or minus a turn, given the rounding of 60%)? 10:39:42 Since its normal speed but acts at 60% for missile attacks. 10:45:56 When wearing an amulet of gourmand, autoeat doesn’t seem to eat chunks even when it could. Is that intentional? 10:52:40 bug: autopickup desactivated when a fungu is turned invisible by confused crazy jiuf (https://crawl.develz.org/mantis/view.php?id=3917) by Saegor 11:23:36 btw, ettins are a "nice" surprise in 0.8 11:23:46 what's different about them? 11:23:53 check their stats :o 11:23:58 @??ettin 11:23:59 ettin (07C) | Speed: 10 | HD: 12 | Health: 44-83 | AC/EV: 9/4 | Damage: 45, 45 | Res: 06magic(48), 12drown | Chunks: 07contaminated | XP: 1438. 11:24:03 oh, wow 11:24:04 heh 11:24:09 never noticed that 11:24:22 I was 15hp away from being 1-shotted 11:24:41 they wield 2 weapons too 11:31:23 -!- valrus has quit [Remote host closed the connection] 12:10:09 doy: for monster entries, multiple damage entries specify multiple attacks if they're unarmed...but if they're armed with either 1 or two weapons, the first 1 or 2 entries are skipped, or? 12:20:38 -!- gvdm has quit [Ping timeout: 240 seconds] 12:30:15 stabwound: watch out for ghouls, as well, then :P 12:30:16 MarvinPA: You have 1 message. Use !messages to read it. 12:30:38 @??ghoul 12:30:38 ghoul (05n) | Speed: 10 | HD: 14 | Health: 126-166 | AC/EV: 4/10 | Damage: 3004(rot), 3004(rot) | Flags: 07undead, evil | Res: 06magic(93), 02cold, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04hydrochloric acid | XP: 2428. 12:31:00 nice 12:31:07 any other surprises? 12:31:58 i think st_ suggested turning rotting hulks into a fast melee monster of some sort for crypt, i didn't get around to that yet though :P 12:32:42 i like the idea though, even if crypt stays centred on melee monsters it'd be good to have some more noticeable variation between them 12:34:07 @??rotting hulk 12:34:08 rotting hulk (07n) | Speed: 8 | HD: 10 | Health: 39-72 | AC/EV: 5/7 | Damage: 2507(disease) | Flags: 07undead, evil | Res: 06magic(66), 02cold, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04hydrochloric acid | XP: 238. 12:34:24 @??necrophage 12:34:25 necrophage (15n) | Speed: 10 | HD: 5 | Health: 16-39 | AC/EV: 2/10 | Damage: 804(rot) | Flags: 07undead, evil | Res: 06magic(33), 02cold, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04hydrochloric acid | XP: 151. 12:35:51 looks like the new ettins are racking up a decent number of kills 12:36:12 oh, a fun new surprise is that beasts get trample 12:36:22 makes stair scumming the vestibule a challenge 12:36:28 D: 12:36:29 aha yeah 12:36:32 well good to know that 12:36:45 i'm a pretty big fan of that change 12:36:49 and geryon has a reaching attack and is actually pretty good at hiding behind the beasts and attacking you with it 12:36:49 (: 12:37:58 I almost got into a horrific situation on V:8 because I didn't know dragon form would trample enemies 12:38:54 please remove that :O 12:39:37 hmm, i'm not sure player trampling is necessarily such a good thing, yeah... i think there was various discussion on how to make it optional, depending if you attacked with ctrl+dir or not maybe 12:40:04 although that would make combat a bit more awkward 12:40:10 yeah 12:40:34 but honestly, the trampling makes dragon form a lot worse than if it didn't have that 12:41:07 nothing like accidentally moving off of steps or around a corner when you didn't want to 12:42:15 personally I don't think ctrl+dir should have major gameplay effects like that... annoying for people who for whatever reason have to use * to do ctrl-dirs 12:43:36 -!- Khaki has quit [Quit: Leaving] 12:44:11 the player trampling was really added mostly as an afterthought 12:44:33 it could probably stand a bit more thought 12:45:34 definitely 12:46:33 the last thing dragon form needs is to be made less useful :o 12:47:26 heh 12:48:33 by the way, what happens with dragon form on draconians that are a colour that doesn't match with a dragon type? 12:48:37 like purple/grey 12:49:07 etc 12:53:32 -!- ais523 has joined ##crawl-dev 12:57:21 evoke, perhaps? 12:57:29 like using reaching weapons 12:58:00 stabwound: draconians just keep whatever breath weapon and resistance they usually have when they go into dragon form 12:58:10 so they turn into purple/grey dragons, i suppose :P 12:59:05 i think internally it refers to purple as quicksilver and grey as iron dragons but that doesn't actually affect anything 13:01:01 -!- monqy has joined ##crawl-dev 13:01:56 -!- ais523 has quit [Read error: Connection reset by peer] 13:02:24 ah, i see 13:05:52 MarvinPA? 13:06:05 yup? 13:06:21 are you still playing webtiles on CDO right now? 13:06:32 nope 13:06:35 damn 13:06:43 ok, thanks 13:06:52 btw, dgl live-status: http://crawl.develz.org/cgi-bin/dgl-status 13:06:54 why, need something checked? 13:07:17 there is still a crawl process running 13:07:26 does crawl tell you something, when you try to play? 13:07:46 or just starts like always? 13:08:00 no, just puts me straight on the race selection screen 13:08:12 hmm, ok, thanks 13:08:13 i was playing a bit yesterday, i don't recall doing anything unusual though 13:08:20 no crash or anything 13:08:24 -!- ais523_ has joined ##crawl-dev 13:08:36 do you remember how you left? 13:08:50 like.. closing browser, closing tab or similar? 13:09:34 hmm... i think i quit the game with ^qyes, since i was just having a look around 13:09:50 are you know still connected? 13:10:08 i know i played a few short games like that just to have a look at it, might well have exited one by closing the tab 13:10:16 not anymore 13:10:23 still the process is running 13:10:27 how did you "leave"? 13:10:45 just now, i did shift+x on the character selection screen 13:10:57 and it took me back to the login prompt 13:11:01 what browser? 13:11:08 chrome 13:11:40 weird 13:12:01 could you please do that again? 13:12:33 this time it worked 13:12:36 dooh.. 13:12:42 hm, strange 13:13:06 that time i got a message about "websockets closed" or something before it returned me to the login prompt 13:13:11 webtiles is unplayable! i need ASCII tiles! 13:13:12 didn't notice that before 13:13:29 that's a new message since yesterday 13:13:35 ah okay 13:14:16 ok, edlothiol has some fixed - let's install them first :) 13:17:19 -!- Kurper has quit [Remote host closed the connection] 13:25:33 -!- ZChris13 has joined ##crawl-dev 13:28:10 -!- ais523__ has joined ##crawl-dev 13:28:30 -!- ais523_ has quit [Disconnected by services] 13:28:33 -!- ais523__ is now known as ais523_ 13:50:38 -!- Pacra has joined ##crawl-dev 14:16:49 -!- gvdm has joined ##crawl-dev 14:30:10 -!- elly has quit [Ping timeout: 246 seconds] 14:35:49 -!- valrus has joined ##crawl-dev 14:39:17 -!- elly has joined ##crawl-dev 14:48:20 -!- Zaba has quit [Ping timeout: 260 seconds] 14:48:53 Felid resting in Tiles is unusually slow (in terms of real time) (https://crawl.develz.org/mantis/view.php?id=3918) by rriegs 14:54:12 -!- Zaba has joined ##crawl-dev 14:56:55 -!- syllogism has quit [] 15:22:05 -!- ais523_ has quit [Quit: Page closed] 15:25:23 -!- Cryp71c has quit [Quit: Leaving] 15:26:22 -!- ophanim1 has joined ##crawl-dev 15:28:03 -!- galehar has joined ##crawl-dev 15:28:32 -!- ophanim has quit [Ping timeout: 240 seconds] 15:56:16 -!- ophanim1 is now known as ophanim 15:59:29 sorry, galehar - updating webtiles 15:59:52 it's ok :) 16:01:28 -!- rax has quit [Quit: leaving] 16:02:12 Stable branch on tiles.crawl.develz.org updated to: 0.8.0-81-gd0d2c50 (32) 16:12:32 Napkin: Is it possible to edit options for webtiles? 16:12:46 03galehar * r4d2d95fe3b77 10/crawl-ref/source/beam.cc: Don't toggle autopickup when a safe monster turns invisible (#3917). 16:12:48 yes, edit your options for 0.8 in DGL 16:14:24 options are shared, but you can't play the same char on CDO and webtiles, right? 16:20:14 right 16:22:20 webtiles are back up 16:24:05 dooh.. do jellies spawn in lair1 now? 16:24:33 they shouldn't, although they've always been able to come down the stairs from the dungeon 16:24:34 they can come down the stairs from the dungeon sometimes 16:24:54 ate all of eifeltrampel's spell books 16:25:01 ouch 16:25:06 this is why one should stash in lair:2 16:25:10 -!- eith has quit [Ping timeout: 260 seconds] 16:25:15 and most other stuff too 16:25:18 this is why one shouldn't have concentrated stashes at all d: 16:25:36 no jellies can spawn on lair:2 (though the level can generate with a jelly room of some sort) 16:25:48 yeah, the usual "should"-shit 16:26:19 personally I think that one could eliminate weird stair spawns without any loss to crawl 16:26:24 generally your stashes should be safe 16:27:24 elliptic: yeah, it could just be replaced with vaults around those stairs 16:27:25 generally they are 16:27:36 respawns don't need to go up the stairs 16:27:36 vaults? 16:27:53 elliptic: it's interesting to have a slime show up on the level where the slime stair is, but it can be done with vaults rather than respawns 16:28:23 right, and those vaults already exist mostly 16:28:38 there's no "acid blob roaming around on lair:7 killing you horribly" vault :P 16:28:45 (perhaps there should be!) 16:29:07 marvinpa: there's a "room full of acid blobs killing you horribly" vault though :P 16:29:15 heh, yeah 16:29:17 the slime vault in lair is the most dangerous vault in the game 16:29:24 4 jellies in total, no vault 16:29:26 locked with no way for them to get out 16:29:32 no, only some of them are 16:29:38 maybe the level spawned with jellies? 16:29:41 although I haven't seen it recently 16:29:51 kilobyte: I meant regular jelly rooms, not slime entrance vault 16:29:53 the one with oozes/jellies/azure jellies 16:30:10 that one seems fair to me 16:30:15 think those undead jellies too, can't remember what they're called, death something 16:30:17 azure are maybe a bit OP 16:30:22 can jellies be "default monster" in lair1 when it's created? 16:30:29 especially for people who run across them the first time 16:30:38 since they're fast and have multiattacks with frost brand 16:30:48 Napkin: no 16:30:53 they were 16:30:56 4 of them 16:31:02 that sounds like a vault 16:31:05 which is possible 16:31:05 napkin: jellies will only generate in lair:1 from stairs or in a vault 16:31:12 Napkin: sounds like a jiyva altar? 16:31:15 if it was 4 jellies, that sounds like jiyva altar vault maybe 16:31:38 i'm asking him 16:32:06 or it could have been one jelly spawning on stairs and eating items and splitting 16:32:10 i had a jelly on d:1 in one game. ate a bunch of stuff and split but i never saw it 16:32:18 zannick: that's an entrance vault 16:32:27 ah 16:32:41 no altar vault 16:33:16 wtf.. what a bad luck 16:33:18 it's a good thing that the d:1 vaults seem to have got a lot better recently, which makes the bad ones rarer. Except the uniques vault 16:34:16 are there still entry vaults that start you with no way to retreat? 16:34:18 those are stupid 16:34:49 like those ones with a trapdoor and maybe a (spoilery) secret door? 16:34:53 ((I hate those)) 16:35:05 having to retreat at clvl1 is probably pointless but at least you should have the option 16:35:23 instead of starting the game and running into an enemy you can't possibly kill with no chance of even running away 16:35:36 forcing unspoiled players to d:2 is pretty ridiculous 16:35:47 the recent trend seems to be sensible vaults without secret doors and with multiple exits 16:36:18 there are still most of the old ones in though sadly 16:36:39 one of the devs told me those dumb ones would be removed 16:36:42 like, 2 years ago :S 16:36:48 just add visible teleport traps to any offending old vaults :P 16:36:53 I can't remember who 16:36:56 probably greensnark 16:37:23 welche spells hast du? 16:37:35 agony und animate dead? 16:38:05 btw, I like the draconian changes - including the dragon form thing 16:38:13 oops, wrong channel :-$ 16:38:19 lol 16:38:26 it still doesn't make the Dragon Form useful 16:38:34 is german for spell really spell 16:38:45 I know, but it's "fun" 16:38:52 dragon form is pretty awesome when you can cast it by the end of lair 16:38:56 and it is marginally useful, but not for a constant form 16:38:56 upsy: no, a German word would be capitalized, right? 16:38:58 dragon form has too low ac/ev to be useful 16:39:16 oneshotting everything is useful 16:39:37 and it has decent AC if you're a drac 16:39:40 it is absurdly strong, but very bad defense 16:39:46 sounds similar to ogres 16:39:47 (: 16:39:52 btw, in case anyone wants to create a nice webstatus of players: http://crawl.develz.org/cgi-bin/dgl-status 16:39:59 I recently bumped the damage a great deal, but it still doesn't warrant the spell level 16:40:03 live status 16:40:11 probably way, way too much 16:40:28 dragon form could always oneshot everything anyway 16:40:38 upsy: there's a good chance the etymology of english spell has germanic roots 16:40:46 it's definitely not worthwhile for anything but a draconian IMO 16:40:46 trample makes it awful though 16:40:51 and that ^ 16:41:14 you could potentially drown or go into lava because of it, among other things 16:41:19 nope 16:41:23 maybe it should let you breathe every turn, like dragons do :/ 16:41:24 trample doesn't allow that 16:41:24 unless it stops you from doing that 16:41:24 it'd be nice if it were single-school for everyone, or something 16:41:45 okay, well at least there's no drowning 16:41:52 but moving accidentally is still very bad 16:41:53 single school, you turn into a random dragon 16:42:04 what upsy said 16:42:18 scum for the dragon you want before engaging 16:42:20 random dragon would probably make it useless or at least too annoying to use 16:42:22 what about giving some GDR to the form? Like dragon armour 16:42:26 that'd be sort of annoying if you want a specific resistance (or at least, *don't* want a specific vulnerability) 16:42:30 galehar: +100 16:42:42 that also would be good 16:42:44 I don't think dragon form needed a damage buff 16:42:50 so imo revert that and add gdr 16:42:53 FR: quicksilver dragon form 16:43:01 galehar: let's undo some of the damage increase and give it large GDR 16:43:01 when was dragon form damage buffed? 0.9? 16:43:01 and remove trampling 16:43:03 Wensley: play a purple drac 16:43:10 1efa3626 by the way 16:43:17 not that I can choose! :) 16:43:26 kilobyte: yes 16:43:55 dragon form shouldn't give any defense at all, it's kind of the point 16:44:02 before, claws didn't work while in forms, after that commit they do. Dragon form grants claws 3. 16:44:19 st_: I want to become an ogre spell? 16:44:21 well, it should be that way anyway 16:44:39 well, claws 3 is just +6 damage 16:44:41 st_: well, it is weird why _dragon skin_ armour would be great but a live dragon not so much 16:44:43 kilobyte: wait, you buffed dragon form damage? 16:44:47 same as 6 strength 16:44:50 dragon form damage was already very good... 16:44:52 I guess bleeding also 16:44:57 (haha bleeding) 16:44:58 dragon form damage is about 80 16:45:09 it is crazy 16:45:19 I twoshot an orb of fire, although that was with chei 16:45:22 why wouldn't being a statue give you rF+++ rC+++ 16:45:25 giving dragonform a little more AC would be good 16:45:32 @??dragon 16:45:33 dragon (03D) | Speed: 10 | HD: 12 | Health: 70-110 | AC/EV: 10/8 | Damage: 20, 13, 13 | Flags: fly, !sil | Res: 06magic(64), 05fire++, 03poison, 12drown | Vul: 12cold | XP: 1357 | Sp: flame blast (3d24). 16:45:37 nobody was avoiding using it because of low damage yeah 16:45:44 Eronarn: rather, didn't bother decreasing the base when fixing a bug with claws as statue/lich that had a side effect of bumping dragons 16:45:55 monster dragons only have 10 AC but monsters and players don't use the same scale for such things 16:46:19 st_: statues don't have rF+++ rC+++ 16:46:21 @??statue 16:46:21 statue (158) | Speed: 10 | HD: 8 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 561. 16:46:28 @??stone golem 16:46:29 stone golem (158) | Speed: 7 | HD: 12 | Health: 91-124 | AC/EV: 12/4 | Damage: 28 | Flags: 11non-living | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 493. 16:46:34 unless they're golems i guess 16:46:35 monster dragons could use a bump of AC to fit theme 16:46:48 @??orange crystal statue 16:46:48 orange crystal statue (048) | Speed: 6 | HD: 10 | Health: 160 | AC/EV: 20/1 | Flags: 11non-living | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 150. 16:46:50 i also feel like if it's dual-school for non-draconians and single-school for dracs, dracs shouldn't get additional wizardry when casting it too 16:46:51 yay buffing monster dragons 16:46:59 @??silver statue 16:47:00 silver statue (168) | Speed: 10 | HD: 6 | Health: 150 | AC/EV: 15/1 | Flags: 11non-living | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 90. 16:47:01 @??orange crystal statue 16:47:01 orange crystal statue (048) | Speed: 6 | HD: 10 | Health: 160 | AC/EV: 20/1 | Flags: 11non-living | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 150. 16:47:12 it would be nice to get monster resists finally settled 16:47:18 so that they make a lick of sense 16:47:18 kilobyte: well, 10 AC is already quite a bit for a monster 16:47:32 @??iron golem 16:47:33 iron golem (108) | Speed: 7 | HD: 15 | Health: 119-151 | AC/EV: 15/3 | Damage: 35 | Flags: 11non-living | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 915. 16:47:35 they have trample now too 16:47:38 kilobyte: monsters get a lot higher damage than the player 16:47:39 which is annoying 16:47:40 vanilla statue having only rF+ rC+ seems wrong 16:47:48 @??roxanne 16:47:48 Roxanne (028) | Speed: 10 | HD: 14 | Health: 180 | AC/EV: 20/0 | Flags: 11non-living, spellcaster | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 2672 | Sp: crystal spear (3d32), iron shot (3d26), blink other close, b.magma (3d23), mystic blast (3d19), stone arrow (3d21). 16:47:53 so players should have higher ac to compensate 16:48:09 and it was me who added base statues, so it's not intentional but I simply failed to think about it 16:48:18 kilobyte: seems like it should be rF++ rC++ like all the others, yeah 16:48:39 maybe make all statue-y things get two dots fire/elec/cold, three in poison, and iron gets an additional elec dot? 16:49:00 @??gargoyle 16:49:01 gargoyle (159) | Speed: 10 | HD: 4 | Health: 12-32 | AC/EV: 18/6 | Damage: 10, 6, 6 | Flags: 11non-living, fly | Res: 06magic(32), 10elec++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 142. 16:49:03 @??molten gargoyle 16:49:03 molten gargoyle (059) | Speed: 10 | HD: 5 | Health: 16-39 | AC/EV: 14/7 | Damage: 1204(fire:5-9), 8, 8 | Flags: 11non-living, fly | Res: 06magic(40), 04fire+++, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 171. 16:49:26 there's also 16:49:28 @??iron troll 16:49:30 iron troll (10T) | Speed: 7 | HD: 16 | Health: 66-108 | AC/EV: 20/4 | Damage: 35, 25, 25 | Flags: regen | Res: 06magic(106), 05fire, 02cold | Chunks: clean/none/unknown | XP: 826. 16:49:34 not sure about 3 in poison... not much has 3 in poison 16:49:43 ??statue form 16:49:44 statue form[1/1]: Grants great AC (17 + earth/2), a 50% HP boost, and +2 Str, but makes the base action cost of an action 15 instead of 10, similar to the slow spell. Available slots: weapon, cloak, helmet. Provides rPois, rElec, rN+. Huge unarmed damage: base = unarmed_skill + 12 + str. In statue form, {stoneskin} adds more AC than normal. 16:49:53 elliptic: if anything's going to have 3 in poison it should be statues 16:50:12 @??wraith 16:50:12 wraith (16W) | Speed: 10 | HD: 6 | Health: 19-47 | AC/EV: 10/10 | Damage: 1313(drain) | Flags: 07undead, evil, see invisible, lev | Res: 06magic(56), 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 209. 16:50:20 most undead only has one 16:51:01 only matter for venom bolt right? so should statues be hurt by that 16:51:03 undead at least have differentiated, formerly-organic bodies; statues are just blocks of stone or metal 16:51:19 eronarn: wraiths don't have bodies 16:51:27 they do! they're just made of protoplasm :) 16:51:41 but yeah, incorporeal stuff would be another thing that might deserve 3 16:52:47 personally i would expect: nagas and the like + ("natural" resistance), corporeal undead and most demons ++ ("unnatural" resistance), statues and vapors +++ ("complete" resistance) 16:53:17 giving most undead ++ would hurt early VM quite a bit 16:53:34 yeah.. maybe only the skeletal ones? 16:53:34 yeah 16:53:40 zombies and wights are fleshy 16:53:42 to the point of being impossible to kill most things 16:53:49 that hav eit 16:53:49 change of formula? 16:54:03 or would that break things 16:54:14 alternately, VM has meph, it can deal with it :P 16:55:21 oh, by the way, can we remove rElec from mennas? 16:55:36 @??mennas 16:55:36 Mennas (15A) | Speed: 15 | HD: 19 | Health: 150 | AC/EV: 15/28 | Damage: 30, 20 | Flags: 08holy, spellcaster, see invisible, fly | Res: 06magic(202), 10elec++, 03poison, 04rot, 13neg+++, 08holy | XP: 6578 | Sp: confuse, silence, minor healing. 16:55:45 @??angel 16:55:45 i'd like to see relec go from angels, period 16:55:45 Angel (16A) | Speed: 15 | HD: 12 | Health: 85-123 | AC/EV: 10/20 | Damage: 25, 10 | Flags: 08holy, see invisible, fly, !sil | Res: 06magic(128), 10elec++, 03poison, 04rot, 13neg+++, 08holy | XP: 2087 | Sp: minor healing. 16:55:53 they already get less damage because flying 16:55:54 yeah, angels in general I guess 16:56:03 i wasn't sure whether to leave it on angels or not when i went through the rElec levels 16:56:05 unless there is some justification for it 16:56:11 -!- ZChris13 has quit [Ping timeout: 252 seconds] 16:56:16 angels live in the clouds! 16:56:21 they have to be okay with lightning! 16:56:22 @??daeva 16:56:22 Daeva (08A) | Speed: 10 | HD: 14 | Health: 99-137 | AC/EV: 10/13 | Damage: 25, 10 | Flags: 08holy, see invisible, lev, !sil | Res: 06magic(149), 03poison, 04rot, 13neg+++, 08holy | XP: 2897 | Sp: smiting (7-17). 16:56:30 mennas is scary :-() 16:56:36 doy: a lightning angel holy would be really cool but i don't see all angels as having it 16:56:40 doy: good justification for every flying creature having rElec++ :P 16:57:08 after rElec changes, about everything is vulnerable to it 16:57:15 @??greater mummy 16:57:15 kilobyte: ? 16:57:16 greater mummy (16M) | Speed: 10 | HD: 15 | Health: 184-211 | AC/EV: 10/6 | Damage: 35 | Flags: 07undead, evil, spellcaster, see invisible | Res: 13magic(immune), 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 9026 | Sp: demon, smiting (7-17), torment symbol, summon undead. 16:57:18 @??mummy priest 16:57:18 mummy priest (05M) | Speed: 8 | HD: 10 | Health: 54-77 | AC/EV: 8/7 | Damage: 30 | Flags: 07undead, evil, see invisible | Res: 13magic(immune), 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1387 | Sp: demon, smiting (7-17), torment symbol, summon undead. 16:57:20 @??mummy 16:57:20 mummy (15M) | Speed: 6 | HD: 3 | Health: 15-24 | AC/EV: 3/6 | Damage: 20 | Flags: 07undead, evil | Res: 06magic(20), 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 04fire, 08holy++ | XP: 18. 16:57:26 ah hah, still different 16:57:27 rElec+ is still 1/3 damage from elec 16:57:33 which is not very good 16:57:36 elec used to be balanced by doing mad damage but being ignored by a good deal of monsters 16:57:48 @??boris 16:57:48 Boris (05L) | Speed: 10 | HD: 22 | Health: 154 | AC/EV: 12/10 | Damage: 25, 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(322), 02cold, 10elec++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 7917 | Sp: iron shot (3d37), b.cold (3d32), invisibility, animate dead, destruction orb (8d17). 16:57:50 @??ancient lich 16:57:50 ancient lich (16L) | Speed: 10 | HD: 27 | Health: 83-132 | AC/EV: 20/10 | Damage: 2013(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(504), 05fire, 02cold++, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 10780 | Sp: b.cold (3d37), paralyse, greater demon, animate dead, iron shot (3d44), teleport self / b.draining (3d30), animate dead, .. 16:57:51 @?lich 16:57:51 lich (15L) | Speed: 10 | HD: 20 | Health: 57-97 | AC/EV: 10/10 | Damage: 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(293), 02cold++, 03poison | XP: 3776 | Sp: b.cold (3d29), paralyse, greater demon, animate dead, iron shot (3d34), teleport self / b.draining (3d24), animate dead, summon undead, throw frost (3d11), crystal spear (3d40) / b.fire (3d29), confuse, haste, b.dr.. 16:57:53 this too 16:58:14 kilobyte: rElec+ is enough to make you not use elec spells on stuff unless you really have no options 16:58:29 let's have skeletons be, consistently, c++, pois++, elec+ 16:58:31 or something 16:58:47 why elec+? 16:59:03 elliptic: no fleshy bits that can be burned away 16:59:20 I thought burning was fire :P 16:59:30 but you aren't suggesting giving them rF+... 16:59:57 i mean burned away by having current zapped through them. zombies are like corpses, skeletons are just bone 17:00:04 their bones may not even be touching directly 17:00:30 does bone conduct electricity? 17:00:54 well I didn't realize that the crawl notion of lightning was supposed to respect real-world physics 17:01:16 elliptic: it doesn't have to, but existing skeletal monsters often have rElec 17:01:26 often = bone dragon and what else? 17:01:27 -!- ZChris13 has joined ##crawl-dev 17:01:31 i don't see that we necessarily need to change that, but i do see that we should have resists be more consistent 17:01:35 liches are skeletal 17:01:38 i think skelewars also? 17:01:40 curse skull I guess 17:01:41 @??skeletal warrior 17:01:41 skeletal warrior (10z) | Speed: 10 | HD: 10 | Health: 55-75 | AC/EV: 15/10 | Damage: 25 | Flags: 07undead, evil, spellcaster | Res: 06magic(93), 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 812 | Sp: animate dead. 17:01:45 oh, guess not on those 17:01:46 liches don't have rElec 17:01:50 only ancient ones do 17:02:02 yeah, boris/ancient 17:02:34 this is a minor point anyways, i don't really care if relec is included in the package of resists - just that said package exists :P 17:03:03 stats that aren't intuitive suck 17:03:14 said package already exists and is rC+ rPois 17:03:18 you just want to make it a bit larger 17:03:51 elliptic: i don't like monsters that have bonus resists without justification beyond 'it will make them harder' 17:04:08 see ancient lich vs. lich 17:05:51 the justification there is that ancient liches have refined their undead bodies in a more advanced way 17:06:11 doesn't seem too much of a stretch to me, really... do you also object to them having twice the AC? 17:07:20 i think that's problematic, yeah 17:07:22 it isn't like "lich" is a specific species and ancient liches are members of that species 17:07:54 i can see them getting tougher over time, but on the other hand, 10->20 AC is a pretty big gap 17:08:20 that said, I think lich and ancient lich could be differentiated better and/or merged 17:08:28 give them different spell sets or something 17:09:10 ancient lich coming with a band of champions would be pretty terrifiying 17:11:28 i don't think the minor differences are the problem as much as the enormous similarities are 17:11:49 having ancient liches be nothing more than "liches, but harder" isn't very interesting 17:12:26 -!- ZChris13 has quit [Quit: ChatZilla 0.9.86.1 [Firefox 4.0.1/20110413222027]] 17:12:51 making them tougher is fine by me; i just want them to be more consistent while also being tougher 17:13:01 why? Having them be anything else than members of the same species with different skills/level would be strange. 17:13:16 +1 to Eronarn 17:13:26 -!- valrus has quit [Remote host closed the connection] 17:13:41 we manage to differentiate monsters in other species quite well 17:13:51 i don't see why that's an issue 17:14:35 we can definitely differentiate them better with just more HD, HP, and different spells 17:16:27 for example, we could give them random spells, from say 1d3+1 schools they've mastered with their prolonged life 17:16:31 shatternado liches! 17:17:50 or we could give them 'cheating' spells: like Dracolich Form, or Borg Other 17:25:00 kilobyte: wrt octopodes: are things sufficiently settled that it's worth prepping them for trunk? 17:25:25 hi 17:25:59 not sure what others think (especially dpeg), but I'm personally for giving them a chance 17:26:14 * kilobyte meows at due. 17:26:33 removing things is easy :p 17:28:12 nah 17:28:14 halflings 17:28:24 i like halflings :| 17:28:49 i don't like that people undid the attempts i made at differentiating them by making kobolds more like them. 17:28:56 spitted, roasted and fed to a pet dung worm 17:32:02 due: huh? what are you referring to? 17:35:15 Eronarn: i made quite a few tweaks to their apts and a variety of other things last year; someone promtly said "Great idea!" and applied those changes to kobolds as well. 17:35:19 i am whinging though 17:35:20 ignore me 17:36:04 most improvements to small races make sense for both 17:36:10 due: they have pretty different apts by now, though 17:36:18 ever since MarvinPA ruined crawl 17:37:22 hahu is the same as kohu basically 17:38:26 KoHu gets a crossbow now so not really 17:38:44 it hardly matters what weapon they get 17:38:54 kind of does 17:39:14 both do the same damage early game then they transition into short blade of trog with ranged support 17:39:31 when you play them perhaps 17:54:33 -!- LordSloth has joined ##crawl-dev 18:31:21 -!- MarvinPA has quit [] 18:31:31 -!- Guest89248 has quit [Read error: Connection reset by peer] 18:31:53 -!- Guest89248 has joined ##crawl-dev 18:37:17 -!- galehar has quit [Remote host closed the connection] 18:38:02 -!- edlothiol has quit [Ping timeout: 248 seconds] 18:45:49 -!- eternaljwh has joined ##crawl-dev 18:49:33 -!- MarvinPA has joined ##crawl-dev 18:52:31 -!- eternaljwh has quit [Remote host closed the connection] 18:56:46 -!- eternaljwh has joined ##crawl-dev 19:02:21 -!- ophanim1 has joined ##crawl-dev 19:04:42 -!- ophanim has quit [Ping timeout: 248 seconds] 19:07:11 -!- Ashenzari has quit [Ping timeout: 240 seconds] 19:07:46 -!- Ashenzari has joined ##crawl-dev 19:07:45 -!- The topic of ##crawl-dev is: Please try out Tiles online at http://crawl.develz.org/webtiles | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 19:09:30 -!- gvdm has quit [Ping timeout: 248 seconds] 19:10:01 hmm...where would I find the functions pertaining to Iskenderun's Orb of Destruction, its momentum, how it moves? 19:10:53 that's in one of mon-util or mon-stuff iirc 19:14:37 eternaljwh: alternately, poke kilobyte. 19:14:42 mon-project.cc mostly 19:16:54 it'd possibly be useful for a playerrace idea[s] I had, based around building momentum before hitting things, while being weaker if stationary. 19:18:52 that sounds horrible as a race 19:23:50 Being slow to start but able to accelerate beyond normal speed. Clearly some sort of move-past attack (and/or trample if heavy and high-speed) would be necessary. Having evasion/damage bonuses if attacking "forward" or to the side...part of what I see as the benefit to such a race is that corridors become worse and open spaces better. 19:26:26 03kilobyte * r589f31ec62f8 10/crawl-ref/source/dat/des/branches/temple.des: Make the temple of Zot rare. 19:26:37 03kilobyte * r28f0754262a4 10/crawl-ref/source/mon-data.h: Bump statue resistances. 19:30:40 -!- ophanim1 is now known as cakeanim 19:32:46 -!- Textmode has joined ##crawl-dev 19:34:45 yeah, all in mon-project.cc it seems, thanks. 19:35:36 eternaljwh: don't let eronarn discourage you, your idea is more interesting than octopodes :P 19:36:30 why are you doing that as a race instead of a spell or item? 19:37:07 Because my thought process was proceeding from lava orcs, substituting velocity for temperature. 19:37:28 Wensley: please be congenial. 19:37:34 Eronarn: likewise! 19:37:35 lava orc ability is relatively passive, and only kicks in during hard fights 19:37:51 this is something you'd have to be aware of all the time, if it gave a movespeed bonus 19:37:57 since even if something is offscreen, there might be something onscreen soon 19:38:56 (alternately, politely insult each other in ##crawl!) 19:41:08 Eronarn: I'm not sure exactly where your objection lies; higher velocities would probably best be modeled by having lower energy cost per tile rather than multiple-tile moves at a time. 19:41:50 eternaljwh: what does that have to do with you wanting to pay attention to your movespeed even when enemies aren't around 19:42:11 boulder beetle race? 19:43:27 -!- cakeanim has quit [Read error: Connection reset by peer] 19:43:46 So your objection is that you would need to micromanage movement in general and that would be bad? I can see why that would be a problem, as well as likely needing some significant tweaks in long-range travel pathfinding. 19:43:55 yes 19:44:07 -!- ophanim has joined ##crawl-dev 19:44:09 the idea sounds fine - i've wanted for a long while for there to be an Avalanche / Rockslide Form 19:44:17 (or boulder beetle, if those get changed) 19:44:29 but having it on all the time doesn't sound like a good idea at all 19:45:19 why not as an evocable ability? 19:45:28 (well, racially evocable ability) 19:45:40 passive would be annoying "you see here a giant bat! you begin to gain momentum!" 19:46:21 a speed-governor, basically? 19:47:56 Just to confirm -- the idea is that the more you move in one direction, or the longer you spend moving about, the faster you get? 19:48:11 But if you stand still (or attack) or change direction you slow down? 19:49:18 Basically. 19:51:09 Also that the faster you are moving, the more powerful your attack (to the front) would be. 19:52:59 Hm, so you'd not only have to store the current momentum but also the direction? 19:53:09 It would definitely be nice to have an on-screen indication. 19:54:10 Possibly using colour! 19:54:14 Indeed! 19:54:34 (As in, the grey areas of the screen will cause you to slow down, the lighter areas speed up/be better for you) 19:54:38 due: doppler effect! 19:54:49 Wensley: NYEEEEEEEEEEENG 19:54:50 I was thinking more of a green-to-red 19:55:04 ??roxanne 19:55:05 roxanne[1/3]: A unique earth mage who was fortunately turned into an immobile statue. Knows powerful earth conjurations and can blink you closer to her so that she can use them. 19:55:08 ??roxanne[2] 19:55:09 roxanne[2/3]: Roxanne isn't especially affected by {lrd} or {shatter} or a wand of {disintegration}. She is, however, affected by {silence}. She also cannot see invisible! Like all statues, she also doesn't regenerate. 19:55:12 Huh. 19:55:14 ??roxanne[3] 19:55:15 roxanne[3/3]: You don't have to put on the red light. 19:55:19 :) 19:55:26 haha 19:56:01 with green being in-front-of-speed-up, red being behind you and basically trying to brake, blue being neutral-speed-change-direction, yellow being braking-turns. 19:56:12 Let's place bets: whether or not "The Doppler effect" article on Wikipedia has a "the Doppler effect in popular culture" section mentioning that episode of the Big Bang Theory. 19:56:48 Oh my god, it doesn't! 19:57:07 due: [edit this page] 19:58:01 Wensley: It's against my religion to edit Wikipedia. 19:58:15 what religion is that? :) 19:58:22 I...wait, I think some statues do regenerate. 19:59:10 eternaljwh: make a mockup of this interface in mspaint 19:59:23 eternaljwh: note that blue and yellow and green are already used for stuff... not that this means you can't do it, but that it does have some clash 19:59:30 "and speaking of clash..." 19:59:42 The Clash? 19:59:48 Wensley: dueism! 20:00:07 Wensley: actually, I despise Wikipedia's back-biting, in-house politics and tendency towards gross stupidity. OTherwise it'sn ot too bad a resource. 20:00:08 Eronarn: blue and yellow and green floor mean things? ...well, yellow floor is TSO-aura. 20:00:11 I was expecting duddhism :P 20:00:32 eternaljwh: green is spores, blue is silence 20:00:42 (well, cyan, but mixing cyan and blue is icky) 20:01:26 also, this scheme would fare poorly when there were clouds, items, etc. around 20:01:41 Yeah, or monsters 20:01:43 Or berserk. 20:01:49 Or lantern of shadows. 20:02:07 though 20:02:09 who uses lantern or shadows? 20:02:11 ;) 20:02:56 whosoever dragged that one unique to TRJ to have them fight it out used it. I believe elliptic. 20:03:09 antaeus 20:03:18 yeah, that one. 20:03:39 Potential interesting, more complex fiblets being skimming/jumping over dangerous squares(water/lava) at high speeds, attacking to the side at lower bonus but not losing momentum (skirmish tactics in open spaces so you don't just go crash and then fight at the minor no-move penalty)) 20:04:14 assuming that the race, with momentum, moves faster than most monsters, perhaps the player could leave a ghostly afterimage or contrail in its wake to indicate speed and direction 20:05:31 Would be good, and actually naturally-easy to work in because decaying by game-time would mean longer-trail if you were going faster. 20:06:45 oh, and eronarn: I believe what you want is Iskenderun's Form of Destruction [tmut/conj] 20:07:17 heh 20:07:22 "race" brings on a whole new meaning! 20:07:23 i'd also proposed a Ball Lightning Form 20:07:38 where you exploded when you struck something, and then reformed in the middle 20:09:35 The problem with serious momentum would be that, then, actions that aren't moving are necessarily going to include motion attempts. 20:09:40 due: species, rather :P and yeah, it doesn't need to be a race, the code could work just as easily for spells (and monsters?) 20:10:53 [coding-problem-wise] 20:10:56 Wensley: ironic puns ftw 20:11:32 several of the name ideas were punny, probably the worst being velociraptor 20:12:06 wow that is a thing that will never, ever happen 20:12:10 cute, though 20:12:19 [velocity+being either a carnivorous bird or saurian] 20:12:29 velociorc! 20:12:35 Velorcity. 20:12:41 fr: replace kenku with velociraptors 20:12:51 btw it would be nice if reverting from dragon -> normal and losing the HP bonus wouldn't leave you with very little health if you weren't full 20:12:54 i think it used to be that way 20:13:02 but it was changed due to "abuse"? 20:13:11 yeah 20:13:30 forms and berserking aren't meant to be healing spells 20:14:03 Does it not leave you with the same HP proportion after changing back as before? 20:14:23 it does, but say you have 150/300 as a dragon 20:14:33 you'll have 75 as a plain character 20:14:34 which sucks 20:14:59 i guess you shouldn't be using forms if you can't maintain them anyway though 20:20:59 I guess it would be easier to [initially] implement as a temporary form spell because then you can just disable all non-move non-attack actions. 20:22:19 removing the need of considering momentum (and continuing on course/decelerating, etc) for said actions. 20:22:43 -!- upsy has quit [Quit: Leaving] 20:24:38 -!- valrus has joined ##crawl-dev 20:28:09 eternaljwh: the idea i had with avalanche form is that you would cast it and be able to move only in the three forward directions, and leave a trail of damaging clouds behind you, as well as being able to move through things (and drag/knockback stuff as you go, so it's kind of like a crashing wave) 20:29:22 Makes sense. 20:29:43 Where's _normalize(int, int), and where is trampling? Trampling is the only present involuntary player nonteleport movement I can think of. 20:30:09 siren mesmerizing 20:30:27 incoming tides 20:30:49 so behold 20:31:16 scrambling out of water :D 20:32:36 "You can't go out to sea!" 20:33:07 !source _normalize 20:33:15 aw 20:33:23 Lines pasted to http://paste.scsys.co.uk/101604 20:33:28 oh, there it is 20:34:11 hm, no #ifdef EUCLIDEAN 20:35:08 i'm rather shocked that EUCLIDEAN is a thing, personally 20:35:34 why? 20:35:38 I saw it in _move_player 20:35:53 which does the expected cost *= 1.4 20:36:21 doy: i didn't think anyone liked it enough to implement it 20:37:03 Eronarn: i'd like euclidean better than the current system 20:37:27 still think squarelos would be better, but you know 20:37:28 i wouldn't - the differing movecost would be hugely irritating to deal with 20:37:58 i'd much prefer squarelos to current, but i'd also much prefer current to euclidean because if we're going to make a radical change it should be to squarelos 20:38:15 does squarelos square all spell ranges and such too? 20:38:21 yes 20:38:22 yes, except for the ones where it's buggy 20:38:46 also halos and explosions (again, except where buggy) 20:38:47 LO aura looked to not include the diagonal in the 5x5, not entirely sure 20:39:15 i think that's from before i fixed it, nto sure though 20:41:44 -!- ZChris13 has joined ##crawl-dev 20:45:27 so uh, when you are something that requires a seperate butcher implement 20:45:37 and you try to butcher something while a creature is in view 20:46:00 it asks you for a yes or no dialog every time, while staying on your separate butcher implement (usually a knife) 20:46:16 this is Y or N only, with the exception being escape, which defaults to N 20:46:42 this is a bit annoying and I'd suggest using the ' weapon switch as a default Y 20:46:58 (i've been ogre-ing) 20:47:51 is there an analogous whereis-in-source bot command that says which file(and maybe L#) rather than retrieving the content and pasting it? 20:48:12 eternaljwh: use grep, maybe? 20:48:41 (not sure about your plaform) 20:48:50 I'm just browsing by html atm. 20:48:59 use grep, it goes so much faster 21:05:13 ...do {[stuff]} while (0); 21:05:48 useful for breaking I guess. 21:05:54 that's a common idiom for macros 21:06:58 -!- gvdm has joined ##crawl-dev 21:07:08 It was in do_trample 21:11:10 can you potentially trample an enemy into deep water on the turn your levitation ends and die? 21:11:27 Ah, finally I remember the last thing I needed to FR: silence by others displayed in status listing to the right of the main window, instead of just self-silence 21:12:55 if it hasn't already, FR: only display, under ?%, the lines pertaining to your race (or potential race for draconians); made partially obsolete by m* 21:16:02 [and that it now highlights your race at least] 21:18:16 stabwound: you can't trample enemies into deep water at all, i'm pretty sure 21:18:35 you can trample merfolk in water 21:18:41 ahh, hmm 21:18:57 and i'm guessing other water creatures 21:19:07 I'm just wondering if you could die because of it 21:19:12 LordSloth: I'm not sure there's a diferentiation 21:19:12 yeah, not sure 21:21:38 hmm... 21:27:47 -!- valrus has quit [Remote host closed the connection] 21:29:20 0.8 is a lot more challenging than 0.6 (and I'm assuming 0.7-- didn't really play it) 21:29:22 good job :P 21:32:38 any changes in particular that you think made 0.8 a lot more challenging? 21:32:54 the way monsters treat approaching you when out of LOS 21:33:05 Yes 21:33:08 I *love* that 21:33:08 ah, yes, the new ranged AI is great :) 21:33:23 that will probably kill me eventually 21:33:39 well apart from you can still abuse it 21:36:07 -!- elly has quit [Ping timeout: 246 seconds] 21:36:07 you can pillar dance ranged monsters from range because they change their route if you have a 2x2 block (or 2xsomething) 21:36:26 yeah i noticed that 21:36:38 they sometimes wander a completely different way too 21:36:41 or it seemed like that 21:37:32 Sometimes they refuse to turn the corner and wait for YOU to turn it, I think. 21:38:35 I don't think that's really so abusable 21:38:36 no they don't 21:39:02 elliptic: you can poisonous cloud and then pillar dance while they're in it with the right setup 21:39:21 well there are lots of ways of abusing clouds anyway :P 21:39:53 oh! 21:40:19 the ranged AI could probably use some tweaking but I really think it is much better than just charging at you 21:40:27 just remembered, trying to move into the edge-of-map lava on Hell Lair ending as Lava Orc did not seem to trigger any message for that it didn't let me go there. 21:40:36 centaurs/yaktaurs are a pain now 21:41:03 well, moreso than they used to be 21:41:17 centaur warriors are probably the hardest midgame monster which isn't unique 21:42:39 just had an ancient lich intentionally step out of LOS 21:42:43 gues it doesn't always work correctly :P 21:49:35 -!- casmith789 is now known as hypercas 21:51:02 -!- hypercas is now known as casmith789 21:51:47 -!- elly has joined ##crawl-dev 21:55:58 -!- unexpected has joined ##crawl-dev 22:08:55 What causes you to leave cloud trails? 22:09:49 xom 22:09:56 casting ring of flames 22:10:19 being an efreet (except you can't be an efreet) 22:10:20 you.duration[DUR_COLOUR_SMOKE_TRAIL] 22:10:25 that one would be xom 22:22:28 ...odd, it seems like it calls check_cloud_place with two too few arguments. 22:22:56 er, check_place_cloud 22:23:40 guess (std::string) name and tile arguments aren't needed for some reason. 22:23:52 they have defaults 22:23:57 < stabwound> can you potentially trample an enemy into deep water on the turn your levitation ends and die? 22:24:01 yes 22:24:28 that should probably be fixed 22:24:28 at least if i'm remebring the order properly 22:24:46 actually 22:24:49 heh 22:24:58 you really shouldn't be able to trample at all while levitating 22:25:12 doy: dragonform isn't levitation, but does end 22:25:31 i think 'won't trample when your only flight source is about to run out' is better 22:26:01 though the trample code in no way can take that into account right now 22:26:07 it just looks at whether the tile is habitable for you 22:26:08 I would really prefer if it were changed to a "skill" 22:26:18 what were? trampling? 22:26:21 like weapons of reaching 22:26:22 yteah 22:26:23 yeah 22:26:46 or at least have a choice not to use it if you don't want to 22:26:53 ctrl-move to not use it seems okay to me 22:27:07 is dragon form the only player-usable trample? 22:27:11 yes 22:27:14 right now, yeah 22:27:42 it would kind of be cool if massive 2-handed weapons could knock back 22:27:46 ah, question...is cloud duration in game turns or tenths of game turns? 22:27:47 as a skill 22:27:58 stabwound: i kind of want to have that one haste GSC unrand give trample while wielding it 22:28:02 i think that'd be cool 22:28:24 trample is bad for the player though. Why not just replace it with knockback 22:28:32 casmith789: trample isn't always bad for the player 22:28:37 it is mainly 22:28:40 and knockback, in practice, is not so good 22:28:44 it is if you can't predict it 22:28:53 and knockback would suck if it were random too 22:28:55 you normally position yourself so that you are in the best place before attacking 22:29:06 knockback would be bad for berserkers, if they're 1v1 22:29:11 yeah true 22:29:26 knockback is bad also because it either requires also coming with a stun, or the enemy just immediatley moving back into range 22:29:30 it would only be cool if it were a skill with cooldown or whateer 22:29:41 do you mean ability? P 22:29:42 :P 22:29:47 sure :P 22:29:47 skills are things you spend XP to train 22:29:48 -!- LordSloth has quit [Read error: Connection reset by peer] 22:30:08 maybe make it an ogre specialty 22:30:13 -!- LordSloth has joined ##crawl-dev 22:30:36 ogres are the only ones who use gscs 22:30:46 so you could make it a gsc specialty if you liked 22:31:34 one thing that's been discussed is having, separate from trample, overrun 22:31:51 overrun = able to swap places with something tiny, doing damage to it 22:32:09 casmith789: trolls 22:32:11 that's more fitting as a racial ability 22:32:17 trolls use unarmed though 22:32:24 that overrun thing sounds cool 22:32:31 but yeah it is more fitting as a racial ability 22:32:52 "then why don't monster ogres have trample" 22:33:08 (i don't think monster ogres should have trample) 22:33:20 doy: i don't think they should have trample, but overrun would be fine 22:33:26 since it would let them do stuff like squash rats in the way 22:33:30 they could have knockback :o 22:33:32 yeah, that's reasonable 22:34:05 stabwound: yeah, make them even easier to escape from! 22:34:06 (: 22:34:11 that's the idea :P 22:34:24 I'm surprised knockback hasn't been added to the game yet 22:34:29 it's kind of an obvious thing 22:35:07 dispersal was added instead 22:35:08 stabwound: it's really not - like i mentioned, it either has to come with stun, or enemies immediately just move back into range of you 22:35:20 which is disconcerting, kind of like how being trampled is 22:35:23 So, attempting to have a "speed trail" lasting 3 (10-speed) turns, looking like the player, I expect this to not be quite correct in several manners: 22:35:34 check_place_cloud(CLOUD_MAGIC_TRAIL, you.pos(), 22:35:36 3, &you, 0, you.color, "", you.tile); 22:35:54 well, I was thinking it would be useful for things like trying to escape through stairs, etc 22:36:37 eternaljwh: you probably don't want to use clouds 22:36:40 not really that useful for killing things 22:36:57 stabwound: that would require making it stun to be useful, or knocking back >1 square 22:37:31 why? 22:38:02 Eronarn: ...probably not, would want to add a type and add it to cloud_is_inferior if I were to so it would be overwritten easily, make sure it didn't obstruct visibility any, etc. 22:38:08 doy: if you knock something back one square only, for most enemies, it'll immediately move back into that square - so it's a free attack, sure, but not an attack that actually feels like a knockback 22:38:41 Eronarn: make it reset the monster's energy then 22:38:47 that's a stun :P 22:39:12 ah, i was thinking stun as in temporary confusion or something 22:39:15 speaking of, I can't find the cloudtype defines; they're in neither defines.h nor cloud.h 22:39:20 eternaljwh: you'd probably want it displaying as a monster, actually 22:39:23 i don't think a stun like that would be an issue though 22:39:36 eternaljwh: you should really learn how to use grep 22:39:46 it's not necessarily a problem, but it means that now knockback isn't just 'move an enemy away' but 'move an enemy away and stun the enemy' 22:40:05 and? 22:40:34 and that's a balance consideration - it doesn't mean we can't do it, but it's a factor to take into account 22:40:55 we don't have too many things that stun enemies, right now 22:40:58 freeze, holy word 22:41:04 ...i think that might be it 22:42:05 freeze stuns? 22:42:08 i thought it just slowed 22:43:12 yup! 22:43:14 it's quite obscure 22:43:19 weird 22:43:24 didn't know that either 22:43:24 you'll probably only ever notice it if you use it on a giant snail or something 22:43:25 What does it stun? 22:43:30 eternaljwh: enemies you hit with it 22:43:49 any? rC0 or worse? 22:44:03 not sure, lemme check 22:44:56 * eternaljwh downloads source code at your behests. 22:45:59 if (cold_res <= 0) 22:45:59 { 22:45:59 const int stun = (1 - cold_res) * random2(2 + pow/5); 22:45:59 mons->speed_increment -= stun; 22:45:59 } 22:46:35 double stun vs. cold vuln! 22:46:40 -!- valrus has joined ##crawl-dev 22:46:54 which probably means you can chain-freeze them with no risk 22:47:41 only if you are faster than they are anyway 22:47:57 power cap for freeze is 25 22:48:14 also, Eronarn, that's what IOOD uses for trailing. 22:48:39 yes, but that's much more cosmetic 22:54:09 Oh, right, in order to preserve the blur-trail as an interface-useful thing of "where am I pointed" 22:54:29 yeah. feel free to implement it using clouds, but it's not ideal 22:54:44 you'd probably want to use something else eventually 22:54:46 and having disturbances trailing behind you through other clouds would be great 22:54:57 ...sort of 23:02:54 is there a bug with extending a transformation spell's duration which doesn't actually do anything? 23:03:15 it's happened more than once- where the form is about to expire and I recast it, but it just ends anyway 23:03:24 never heard of that happening 23:03:42 recasting a form adds a LOT less to duration than the origina lcast 23:03:55 _You extend your transformation's duration. 23:03:55 This raw flesh tastes great. 23:03:55 Your transformation has ended. 23:03:58 sometimes it won't even bring it out of 'about to end' 23:04:10 I think when that happens, it is because the duration that was set is less than the warning point, yeah 23:05:00 it should probably be changed to avoid that or give the warning again or something 23:05:16 adding that little of an amount seems pretty dangerous though 23:05:27 did that add just a single turn? 23:05:45 I think so 23:05:52 two turns 23:05:54 the mechanics of what happens to duration when you recast a spell are fiddly and depend on the spell, iirc 23:06:02 would've ended that turn, but recast it, then started eating, then ended on the first turn of eating 23:06:30 it should definitely give the warning again at least 23:06:44 well, the light shows up properly 23:06:52 -!- LordSloth has quit [Read error: Connection reset by peer] 23:06:55 yeah, but there's a reason things like that have force_more 23:06:55 and the only warning you get is the light changing, isn't it? 23:06:55 (: 23:07:04 there isn't one the turn before you change 23:07:05 -!- LordSloth has joined ##crawl-dev 23:07:12 you get "your transformation is about to end", don't you? 23:07:18 i haven't played transmuters in a while 23:07:23 that's when the light changes, afaik 23:07:30 which is still some amount of turns before the endo 23:07:31 of it 23:07:44 sure, but it's something you can put a force_more on 23:07:56 which is the important part, really 23:08:09 the light certainly shouldn't convey information that you couldn't know any other way 23:08:20 if that's what is happening 23:08:21 if you recast it and the light stays dim then you know it'll expire soon still, right? 23:08:30 (i think that happens) 23:08:41 MarvinPA: sure, if you happen to know that, and are paying attention to the specific color of the lights 23:08:42 I didn't notice 23:08:51 yeah 23:08:52 that's asking a bit much i think 23:08:53 marvinpa: yeah, I think that's right... but doy is saying that you shouldn't have to worry about the light, and I agree 23:08:58 ah right yes, so do i 23:09:06 didn't follow the conversation properly :P 23:09:32 go back to casting cblink on your trogite in pan :P 23:09:46 wait, isn't there usually a "you feel this transformation won't last very long" message or something? 23:10:02 yes, we've already been over this 23:10:03 (: 23:10:08 haha 23:10:11 ok fine, i suck :P 23:10:59 oh, wait, no - "you feel this transformation won't last very long" is distinct from "your transformation is about to end" 23:10:59 don't you sometimes not get that message though? I forget how it works exactly 23:11:21 i think the former is if you cast it, and it is already below status light duration 23:11:29 rather than recast it 23:11:30 the whole thing is fiddly like I said... it probably also depends on whether you are extending by extension or extending by recasting 23:11:40 what's extension 23:11:43 oh right 23:11:45 :) 23:12:01 MarvinPA: a beloved feature that was cut by the horrible new developer that got added last version 23:12:07 hoho 23:12:39 extension was terrible, +1 to that horrible new developer 23:12:40 (: 23:12:57 I never used extension once 23:13:00 did we remove poly other yet, because remove poly other 23:13:19 I used extension once and it wasn't much fun 23:17:39 -!- unexpected has quit [Quit: ChatZilla 0.9.86.1 [Firefox 4.0.1/20110413222027]] 23:26:39 got the "about to expire" message -> casted it again -> it lasted 2 more turns 23:27:07 yeah, you get a very very minimal duration boost by recasting 23:30:19 03MarvinPA * r43ca6ed20e0a 10/crawl-ref/source/transform.cc: Show an expiry warning when recasting a form leaves it with low duration 23:30:34 there you go :P 23:30:45 :P 23:31:04 So why would you cast it to get that minimal benefit? 23:32:01 it's not that minimal, just a lot more random than the duration you get from initially casting it 23:32:10 I've recast spider form a fair amount, yeah 23:32:38 when you first cast it you have a base duration depending on the form plus some extra power-dependent stuff plus some minimum duration, i think 23:32:39 recasting blade hands is a good way to be careless and get a bad miscast, though 23:32:47 whereas when you recast it there's no minimum duration 23:35:10 -!- LordSloth has quit [Read error: Connection reset by peer] 23:36:59 recasting a flying/swimming form while in/over water seems like it'd be a pretty good idea d: 23:37:10 seems unintuitive 23:37:19 [two prior]