00:08:25 is anyone around who knows the monster generation code well enough to know how to prevent wyvern zombie 2.0 from appearing really early? 00:08:36 @??trapdoor spider zombie 00:08:37 trapdoor spider zombie (07z) | Speed: 13 | HD: 8 | Health: 53-86 | AC/EV: 1/5 | Damage: 16 | Flags: 07undead, evil | Res: 06magic(1), 02cold++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 494. 00:08:48 @??wyvern zombie 00:08:48 wyvern zombie (07Z) | Speed: 13 | HD: 5 | Health: 32-54 | AC/EV: 3/5 | Damage: 16 | Flags: 07undead, evil | Res: 06magic(8), 02cold++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 152. 00:09:23 they seem to appear slightly deeper than wyvern zombies used to, but they are also tougher and are racking up the kills 00:09:23 :( at trapdoor zombies 00:09:40 !lg * killer=trapdoor spider zombie s=cv 00:09:40 71 games for * (killer=trapdoor spider zombie): 40x 0.8, 19x 0.9-a, 12x 0.8-a 00:10:32 the problem isn't so much that they are overpowered as that nobody expects a 'z' to be dangerous on d:5 00:11:14 so whatever was done to wyvern zombies should probably be done to trapdoor spider zombies 00:11:39 @??wyvern 00:11:39 wyvern (04D) | Speed: 15 | HD: 5 | Health: 16-39 | AC/EV: 5/10 | Damage: 20 | Res: 06magic(20) | XP: 207. 00:43:12 -!- valrus has quit [Remote host closed the connection] 00:47:50 -!- ophanim has quit [Read error: Connection reset by peer] 01:02:43 -!- Wensley has quit [Ping timeout: 260 seconds] 01:48:39 moin 01:48:53 wow, trapdoor spider zombie is that much stronger than a wyvern zombie :-O 01:50:59 Napkin: you shouldn't play crawl before your third coffee!!! 01:51:16 oops.. busted! ;D 01:53:30 well, i'll hurry with the coffee then.. because work is all done already ;> 01:53:58 btw need to grab my first coffee at work ;) 02:17:27 -!- Chousuke has quit [Read error: Operation timed out] 02:18:21 -!- Chousuke has joined ##crawl-dev 02:35:13 moin 02:42:37 -!- galehar has joined ##crawl-dev 02:59:29 -!- casmith789 has joined ##crawl-dev 03:44:55 Any reason poisonous chunks are edible when you don't have rP? 03:45:05 eating them just poison eat and give no nutrition 03:45:21 making them unedible would avoid autopicking them up 03:49:48 and you would still autopickup with chunk-using spells memorised? 03:50:38 admittedly, I've used them before to try and identify rPois, but that's kind of dumb and gamey, so I would be glad to see it go 03:55:59 I can also mark them as useless (no autopickup) but still edible 04:00:44 or perhaps "bad" 04:01:29 (although with the colour overridden by food colouring, there is almost no difference between the two) 04:08:39 Did annything happen with the suggested food changes on the wiki? 04:13:02 we're waiting for vintermann's patch 04:13:53 Ah, have you heard anything from him lately? 04:14:07 nope 04:14:10 wan't to code it? 04:14:16 *want 04:14:55 Want too, but I've already got another project started + school, and soon a job. 04:15:27 I'm gonna do the "drop last item" patch when I have some time to spare. 04:15:44 about that patch: making chunks edible only at very hungry or at near starving is a bad idea 04:16:11 I was thinking of putting an implementable on mantis for drop last picked up 04:16:42 galehar: coding that is trivial, coming up with a good keybinding is not 04:16:59 D 04:17:07 (D)rop last picked up 04:17:51 oh :p 04:22:39 phase 2: for all commands who prompt (? for menu, Esc to quit), add "^ for last". If there's only one item in your "last picked up" list, use it. If there's several, show a menu with them. 05:38:24 -!- Guest85572 has quit [Read error: Connection reset by peer] 05:39:51 -!- Guest85572 has joined ##crawl-dev 05:45:21 -!- galehar_ has joined ##crawl-dev 05:45:21 -!- st_ has quit [Ping timeout: 250 seconds] 05:47:12 -!- monqy has quit [Quit: hello] 05:47:51 -!- Twinge has joined ##crawl-dev 05:48:49 -!- st_ has joined ##crawl-dev 06:00:42 -!- edlothiol has joined ##crawl-dev 06:16:07 03galehar * rb5aa34cd3bd2 10/crawl-ref/source/abl-show.cc: Reduce the cost of transfer knowledge from 25 to 20. 06:16:17 03galehar * r3c523af864b7 10/crawl-ref/source/misc.cc: Don't autopickup bad chunks. 06:16:18 03galehar * r0e17f0a1b593 10/crawl-ref/source/spl-cast.cc: Don't rip the corpse if the skeleton can't be animated. 06:16:18 03galehar * rfe6e5b833bdd 10/crawl-ref/source/stuff.cc: Fix escape not cancelling partial pickup. 06:16:18 03galehar * rcf41ff416154 10/crawl-ref/source/godpassive.cc: Reduce Ashenzari skill boost for low level skills. 06:25:20 galehar: a little bug with ashenzari skill boost: a skill with training turned off is still the usual grey even if it is being boosted 06:25:25 this is confusing 06:26:25 I'll try using blue / light blue and see how it looks 06:26:32 thanks for the feedback 06:37:25 it's a bit hard to tell between light blue and blue, but it's still better this way. 06:42:05 03galehar * r8aa418be83f6 10/crawl-ref/source/skills2.cc: Skill menu: show enhanced disabled skills blue. 07:00:19 -!- galehar_ has quit [Remote host closed the connection] 07:10:14 elliptic: wow, i really can't help noticing hell effects happening every 20 turns now you pointed it out :( 07:14:14 -!- galehar has quit [Ping timeout: 252 seconds] 07:19:52 -!- galehar has joined ##crawl-dev 07:23:52 MarvinPA: a crapload of things happen on a 20 turn tick 07:23:58 like, all god stuff 07:24:12 yeah 07:28:29 now you have to randomise it ;) 08:01:00 -!- valrus has joined ##crawl-dev 08:04:18 what about this card: the Orb. level 1: orb of energy, level 2: IOOD, level 3: several IOODs equally spaced around you 08:04:33 deck of destruction, obviously 08:05:48 sounds cool, more fun stuff in destruction would definitely be a good thing 08:06:31 and multiple ioods would be very fun :) 08:07:06 kilobyte: Yeah, sounds nice! 08:16:47 -!- galehar_ has joined ##crawl-dev 08:16:56 -!- galehar has quit [Ping timeout: 252 seconds] 08:17:41 -!- galehar_ is now known as galehar 08:18:06 do we still have orbs of electricity? 08:18:46 mixing one or two with the mutltiple OOD could be fun 08:18:53 level 3 spark card gives them, yeah 08:20:36 or maybe we don't need yet another card that can harm the player in deck of destruction. 08:21:53 -!- Keskitalo has quit [Ping timeout: 276 seconds] 08:22:21 -!- Keskitalo has joined ##crawl-dev 08:35:28 the Blade card could use the new brands... and also a removal of the DUMMY_CRUSHING hack 08:36:59 should chaos be affixable? Xom would love that... 08:37:20 it might be too powerful, though. A cause of YASD, though. 08:39:01 can blade cards give you any unaffixable brands at the moment? 08:39:35 ah, it can do pain and distortion 08:57:00 -!- valrus has quit [Remote host closed the connection] 09:08:39 -!- Textmode has joined ##crawl-dev 09:12:53 cyan color tag close ignored for throwing (https://crawl.develz.org/mantis/view.php?id=4078) by XuaXua 09:17:55 Windows does not refresh when pending user entry (https://crawl.develz.org/mantis/view.php?id=4079) by XuaXua 09:25:40 -!- Zaba has quit [Ping timeout: 250 seconds] 09:30:10 -!- Zaba has joined ##crawl-dev 09:40:27 -!- ais523 has joined ##crawl-dev 09:41:09 -!- edlothiol has quit [Ping timeout: 255 seconds] 09:43:02 Cross-skill penalization maintained at equal levels (https://crawl.develz.org/mantis/view.php?id=4080) by XuaXua 09:48:23 -!- ophanim has joined ##crawl-dev 09:49:50 MarvinPA: solution is to turn off show_game_turns :P 09:50:00 heh 09:56:32 anyone have an idea what should be done about trapdoor spider zombies? 09:57:43 could just make them big like wyverns etc? 09:58:22 there's a lot of monsters with big zombies and a comment saying something like "will be changed to small when the zombie spawn code doesn't use size anymore" or something like that 09:58:29 so i guess the non-lazy solution would be to actually fix the zombie spawning code :P 10:01:18 wow, I hadn't realized how many monsters were like that 10:02:10 6 monsters, to be precise 10:03:46 elliptic: that reminds me, do you think it would be interesting to have game_turns in morgue? And maybe also use this value for speed runs in tournament? 10:03:59 using it in speedruns doesn't work because spriggans 10:04:17 having it in morgue could be interesting, not sure 10:04:53 (spriggans are already the best speedrunners, and they get a large advantage for game_turns) 10:05:32 ok 10:07:10 if you have show_game_turns on, does game_turns currently also replace player turns in the % screen? in the morgue file? 10:09:36 it doesn't replace player turns on % or E 10:09:56 not sure whether it should 10:22:05 -!- ortoslon has joined ##crawl-dev 10:22:44 -!- ais523_ has joined ##crawl-dev 10:22:50 -!- ais523 has quit [Ping timeout: 248 seconds] 10:22:55 -!- ais523_ is now known as ais523 10:35:19 I just tried out the new cloud targetting for the first time, and I found it really hard to play with... I have a suggestion or two though 10:35:31 who was working on that, kilobyte? 10:37:58 first, there is the bug that you can't center clouds on yourself (it just says "You can't see that place." so I assume this isn't intentional) 10:38:02 -!- ais523_ has joined ##crawl-dev 10:38:23 -!- ais523 has quit [Ping timeout: 276 seconds] 10:38:27 -!- ais523_ is now known as ais523 10:39:16 this is because cell_see_cell thinks that cells can't see themselves... I'm not sure whether this should be changed or whether it should just be fixed in targetter_cloud::valid_aim 10:39:52 i think kilobyte was working on it, yeah 10:40:06 elliptic: it used to work, not centering clouds on yourself is a regression 10:40:10 second, it is really hard to tell where the cloud is currently centered when targetting with it 10:40:31 since monsters in the area of the cloud are highlighted just like the center of the cloud is 10:40:48 my proposed suggestion: highlight the center square a different color (maybe red) 10:40:50 yeah, making it easier to see the centre would be great for clouds and firestorm 10:41:02 it's definitely a little awkward currently 10:41:12 all my playtesting currently has been with poisonous cloud, by the way 10:41:36 someone already complained about this for firestorm. While I can't think of downsides of the mechanics, the display needs work. I just added lightmagenta because the old targetter had magenta. 10:42:07 03kilobyte * r581c504a60e9 10/crawl-ref/source/ (decks.cc spl-wpnench.cc): Make the Blade card less likely to do nothing. 10:42:12 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:fire_storm_targetting 10:42:12 03kilobyte * rf5de1579996e 10/crawl-ref/source/ (dat/descript/items.txt item_use.cc): Handle attempts to affix chaos (random) and antimagic (not allowed). 10:42:12 03kilobyte * r22068ca7bf23 10/crawl-ref/source/decks.cc: Add new brands (antimagic and chaos) to the Blade card. 10:42:19 third, it is a little strange that you can't center clouds on squares that already have clouds 10:42:29 you used to be able to do this 10:42:32 elliptic: this one was buggy and abusable 10:43:00 really? mainly I just find it more annoying 10:43:10 it either failed silently, taking your mp and time, or allowed you to extend range 10:43:43 so what should it do if you attempt that? 10:43:46 this is related to my fourth complaint, which is that squares with clouds in them are greyed out by the targetter... which makes it really hard to see monsters in them 10:43:51 not sure what to do about that exactly 10:44:29 kilobyte: IMO it should try to expand into adjacent empty squares 10:45:42 really the current behavior would be fine though if not for the display issue I just mentioned 10:46:02 it doesn't help that in ascii, greyed out clouds look exactly like walls 10:46:07 even the old targetter grays out things of range, so this is consistent (not sure if there's an easy way to do this better... you can escape out, though, or move the cursor to look) 10:46:43 eh? Not anymore in 0.8, that's why they're paragraph signs. 10:47:21 0.7's state -- using the same glyph for 1. walls, 2. clouds, 3. explosions was totally broken 10:47:39 oh, I guess that's my rc doing it 10:48:03 no, wait 10:50:04 as far as I can tell, using the default rc and putting char_set = ascii means that clouds are # 10:51:55 so I'm not sure what you are talking about... isn't § just a unicode thing? 10:52:04 bleh, then that needs to be fixed too... you have clouds all over the place, usually near walls 10:52:34 § is the default, chosen because it is present in crippled charsets as well 10:52:53 well, I found § impossible to play with in swamp 10:52:55 there are many better alternatives, but few safe ones 10:53:58 in the font I use, ະ looks awesome 10:54:58 I think I'd have the same problem with that that I do with §... looks more like an item than a feature 10:56:01 but yeah, currently playing with cloud targetting with § and that makes the greying out significantly better 10:56:12 perhaps 0 ? 10:56:45 or & (more intrusive though, there's many Pan lords but only one orb) 10:57:06 & sounds like a bad idea :P 10:57:21 the orb could be good though 10:57:51 anyway, main interface improvement I see to cloud targetting would be making the center square a different color 10:58:55 a colour other than magenta, I guess 10:59:11 or we could rethink the display from scratch 10:59:43 as I suggested earlier, I think red might work... it just needs to stand out from the magenta that will surround it 10:59:50 magenta and grey 10:59:57 beams need to be moved to the new system too, so we can show bounces and explosions 11:00:14 but cloud fixes first 11:01:20 -!- edlothiol has joined ##crawl-dev 11:01:50 (got to go, though) 11:05:16 should people be able to hit themselves with a reaching weapon? 11:05:44 currently they can't, and the message is "You cannot see that place." 11:06:00 it seems somewhat entertaining if they could though :P 11:08:26 again, cell_see_cell() 11:08:36 kilobyte: if you do rethink the targetting display from scratch, it would be nice to have a way to show how many times a cell is hit by a bouncing beam. 11:08:43 shouldn't be able to IMO, but the message needs fixing 11:08:57 really going, though :( 11:14:01 I would fix it but I can't think of a good message for it :/ 11:21:21 -!- syllogism has joined ##crawl-dev 11:24:42 -!- blackpenguin has quit [Ping timeout: 248 seconds] 11:29:36 -!- galehar has quit [Quit: Page closed] 11:34:49 -!- Zaba has quit [Ping timeout: 258 seconds] 11:45:40 -!- Zaba has joined ##crawl-dev 11:50:06 03elliptic * rb5c65f9898af 10/crawl-ref/source/mon-data.h: Make trapdoor spider zombies large. 11:50:16 03elliptic * r95ca36af4ba6 10/crawl-ref/source/target.cc: Fix self-targetting. 11:50:49 -!- upsy has joined ##crawl-dev 11:53:43 Tutorial says you need a sharp weapon to butcher (https://crawl.develz.org/mantis/view.php?id=4081) by Galefury 11:58:24 -!- ortoslon has quit [Read error: Connection reset by peer] 11:58:44 Tutorial example for dropping things when burdened doesn't work properly with new autopickup defaults (https://crawl.develz.org/mantis/view.php?id=4082) by Galefury 12:12:49 -!- ais523 has quit [Read error: No route to host] 12:13:16 -!- ais523 has joined ##crawl-dev 12:34:22 -!- monqy has joined ##crawl-dev 13:02:22 elliptic: re those weird experience values, does it seem reasonable to make terence HD 2 (18 experience)? 13:02:29 also to reduce edmund's xp a bunch 13:02:36 sounds fine 13:02:43 is edmund's xp really that high? 13:02:46 @??edmund 13:02:47 Edmund (05@) | Speed: 10 | HD: 4 | Health: 44 | AC/EV: 0/10 | Damage: 6 | Res: 06magic(21) | Chunks: 07contaminated | XP: 211. 13:02:50 double sigmunds 13:02:54 sigmund's* 13:02:59 edmund is more dangerous than sigmund 13:03:13 I guess I'd be fine with reducing edmund xp to 150ish 13:03:23 early game xp is strange in general though 13:03:26 pikel is still worth a lot 13:03:30 mm, yeah 13:03:49 still, no reason not to make a few changes that seem clear 13:06:07 i think edmund's XP is fine 13:06:21 he's more lethal in a straight up fight than sigmund, for many characters 13:06:28 @??sigmund 13:06:29 Sigmund (08@) | Speed: 10 | HD: 3 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: 06magic(12) | Chunks: 07contaminated | XP: 104 | Sp: throw flame (3d5), confuse, invisibility, magic dart (3d4). 13:06:31 only if you refuse to run away 13:06:40 if anything, boost sigmund's XP 13:06:50 @??ogre 13:06:50 ogre (07O) | Speed: 10 | HD: 5 | Health: 17-38 | AC/EV: 1/6 | Damage: 17 | Res: 06magic(20) | Chunks: 07contaminated | XP: 119. 13:07:24 early on, the 100+ XP monsters feel very noteworthy since they have a good chance of raising you a level... i think this is good, it gives players a sense of accomplishment 13:08:16 also i don't think we should XP value things based to a great degree on how hard they are to run away from, tbh 13:09:28 not convinced edmund is much more dangerous to fight than an ogre 13:09:30 running away from dangerous stuff is its own reward; the stuff you want to run away from should reward you well if you actually do fight it 13:10:11 elliptic: i'd say he's more consistently dangerous, but ogres are more likely to kill you in 2 hits 13:10:25 a lot of ogres you kill without even getting hit, that almost never happens for me with edmund (barring stuff like poison kiting) 13:10:32 ogres are consistently likely to kill you in 2 hits 13:10:41 edmund is not 13:10:42 ogres might not hit though :) 13:10:47 Eronarn: or twoshotting him with giant rocks? 13:10:55 okay, make that two swings, not two hits :P 13:11:20 what i meant is that if a fight with an ogre goes badly you lose fast, but if it goes well, you win fast (lower AC, EV, and HP) 13:11:22 anyway I don't really care much about edmund xp 13:11:27 terence xp just seemed silly though 13:11:35 didn't he have like 4 or something 13:11:41 6 13:11:44 -!- eith has joined ##crawl-dev 13:11:47 6 -> 18 13:11:49 -!- eith has left ##crawl-dev 13:11:51 that's a lot bettert 13:11:53 edmund 211 -> 160-something 13:12:07 03MarvinPA * rf20cf39d6c2a 10/crawl-ref/source/mon-data.h: Increase Terence exp, decrease Edmund exp 13:12:14 Edmund is weak sauce, right 13:12:28 kilobyte: he's not actually weak, he just doesn't have anything fancy other than a random flail 13:12:52 about the two issues we talked about two hours ago: I thought about them quite a bit on the way 13:13:09 targetting crosshair: using red sounds good, but it's not enough 13:13:53 all the exp values are programmed in? I thought you used some kind of formula 13:13:58 there are three different states that need to be conveyed: "[near] certainly affected", "possibly affected" and "never affected" 13:14:14 casmith789: there's an XP multiplier value that all monsters have 13:14:20 casmith789: it does, i tweaked the xp modifiers 13:14:37 casmith789: there's a formula, but then the results are tweaked by hand anyway, giving the same results as if the formula didn't exist 13:14:48 the formula is sort of weird, yeah 13:15:10 kilobyte: aren't you already displaying those three states? 13:15:13 the difference is: being in range of a clear beam, being in range of a beam but behind another monster you may mis, and being in or out of range but behind a monster you will always hit (magic dart, enchantments, etc) 13:16:10 kilobyte: add combining unicode and you can display a targeting reticule :D 13:16:19 oh, you are thinking about changing the interface for regular beams like IMB or whatever too? 13:16:29 that doesn't really seem necessary for me 13:16:31 elliptic: in console yeah (light magenta/magenta/dark gray), in tiles not, and in console if we make the crosshair red then being unhittable should be shown somehow 13:17:07 for regular beams: the code yes, display maybe 13:17:12 kilobyte: what about spells that explode into clouds, like mephitic cloud? that way, being on the square behind a monster who would typically be hit could also be relevant 13:17:37 kilobyte: why does the crosshair being red matter for the rest of this? seems independent to me 13:17:47 there are very few spells which have a problem with being hard to target 13:17:50 (the old code has no way to represent bounces or explosions without adding even more hacks, the new one can be given an arbitrary function and thus is extensible) 13:18:10 cloud spells maybe, lrd is unintuitive and can catch people out especially on green crystal 13:18:24 ais523: yeah, this is "always affected" since mephitic is deterministic 13:18:24 oh boltbouncing I guess 13:19:19 is the new targeting thing toggleable? 13:19:48 there is no need to change the display -- the new code can use AFF_MAYBE in all places; just I'm pondering changing this since it does tell people something they might have not known 13:20:26 Eronarn: by ':'? Not yet, but that's an obvious thing. It does nothing but show the crosshair, and thus mostly redundant with red crosshair. 13:24:59 kilobyte: i wonder if ? would work better? help on which squares might be hit by the spell 13:36:32 woh... red crosshair looks damn good, and leaves no doubts even in presence of things like orbs of fire (red *) 13:44:04 ps, make orbs 0 13:45:39 also orbs reminds me, kilobyte: are you totally against having OOD be able to miss stuff/occupy the same space as stuff? i think it would make the spell a lot more fun and intuitive 13:46:06 sounds like an interface nightmare 13:46:32 elliptic: not any more than clouds are, and it has the trail too 13:46:41 IOOD is much more dangerous than clouds 13:46:52 clouds won't one-shot you if you forget about them (usually) 13:47:20 clouds can be quite dangerous on low level characters... the main difference here is that most clouds don't move, and ioods do 13:47:49 yes, a cloud with a monster in it isn't very dangerous 13:47:53 the only reason for such a change would be allowing it to miss the way handwaved misses are done 13:48:09 huh? not sure what you mean there 13:48:34 current way actually shows you why it missed 13:48:58 iood not missing is great 13:49:01 it's not as good generally since it leaves no way for the evasion stat, but for a single spell it's ok 13:49:14 I mean not missing if it hits your square 13:49:46 iood is a big ball of energy whereas other spells can miss due to the fact they are a lot smaller 13:50:36 casmith789: i disagree: it works differently from most other projectiles in a way that doesn't really enhance the flavor, it means the inertia effect kicks in far less often in any meaningful way, and it means the spell has to be balanced for a higher level because it autohits 13:50:54 it doesn't autohit 13:51:00 in fact it misses often 13:51:05 it autohits if it actually hits the square, i mean 13:51:09 (and they don't block) 13:51:14 exactly 13:51:36 it's just a different miss to other spells 13:52:01 i'm not saying it's not different, i'm saying i don't like the way in which it is different 13:53:22 -!- syllogism has quit [] 14:05:16 -!- blackpenguin has joined ##crawl-dev 14:13:24 -!- ophanim is now known as schoolanim 14:24:19 !tell napkin @whereis and @dump seem to be case-sensitive now (they weren't before)... any chance this could be fixed sometime? 14:24:19 elliptic: OK, I'll let napkin know. 14:26:15 -!- Gretell has quit [Remote host closed the connection] 14:26:23 -!- Gretell has joined ##crawl-dev 14:26:24 @whereis napkin 14:26:24 Napkin: You have 7 messages. Use !messages to read them. 14:26:24 Napkin the Necromancer (L17 KeNe), a worshipper of Kikubaaqudgha, is currently on D:15 after 62902 turns. 14:26:45 i'd prefer is someone would rewrite it though 14:27:03 *if 14:45:49 Napkin: thanks 14:54:39 Requesting a check before weapon-swap via wield (https://crawl.develz.org/mantis/view.php?id=4083) by XuaXua 15:07:26 -!- Excedrin has joined ##crawl-dev 15:14:25 -!- bmh has joined ##crawl-dev 15:14:33 -!- bmh has quit [Changing host] 15:14:33 -!- bmh has joined ##crawl-dev 15:15:25 phew -- morphing abyss is coming along! 15:16:10 I've removed reliance on the RNG 15:26:17 Can someone point me to the timer/random chance that the abyss gets regenerated? 15:31:48 (found it) 15:32:16 looks like abyss_teleport in abyss.cc gets called when you teleport within the abyss 15:32:19 oh okay yeah 15:32:21 :P 15:32:38 ack, no I didn't 15:32:46 MarvinPA: that gets triggered when the player translocates. 15:32:53 right 15:32:57 I can't find where it gets called just by chance 15:33:32 which is called from _decrement_durations in main.cc (when you teleport normally), and from _player_reacts (random abyss shifts) 15:34:10 wonderful. That's a pretty hacky implementation. 15:34:17 yeah 15:34:33 i want to make it so stasis doesn't stop the abyss from regenerating 15:34:43 ugh. That's broken. 15:34:53 but because abyss regeneration works like this, it's a lot more effort than i'd hoped :P 15:35:28 I can just change it to invoke the regenerate abyss code directly. 15:35:50 that'd be cool, yeah 15:36:44 -!- ais523 has quit [Remote host closed the connection] 15:37:21 calling abyss_teleport(true) looks like the easy way to do it 15:38:17 -!- evilmike has joined ##crawl-dev 15:39:01 MarvinPA: https://gist.github.com/1001236 15:39:47 That gives a 1/600 chance of restructuring the abyss, a 1/600 chance of just bouncing the player around the existing abyss, and a 1/10 chance of just subtly adjusting the existing abyss 15:40:06 nice 15:40:15 (where abyss_morph remains to be written) 15:40:35 is your abyss stuff still up on a server somewhere? i've yet to try it 15:40:46 ssh://crawl:crawl@ch4n.org 15:41:28 that's current as of yesterday, but I'm rewriting everything to bypass the RNG 15:44:28 Is there an easy way to ask for the number of walkable tiles surrounding &you? 15:46:26 Morphing carries some chance of entombing the player. I consider this to be a very bad thing. 16:06:08 03kilobyte * r59b0d88986c9 10/crawl-ref/source/skills2.cc: Don't mark mastered skills as antitrained. 16:06:09 03kilobyte * r1ddc249f0180 10/crawl-ref/source/directn.cc: Allow toggling hit prediction with ':' in new targetting modes. 16:06:09 03kilobyte * r61784bc4b2af 10/crawl-ref/source/directn.cc: Make the crosshair in new targetting modes red. 16:06:09 03kilobyte * r68bb35ff76ad 10/crawl-ref/source/viewchar.cc: Change clouds in 7-bit ASCII to '0'. 16:08:11 -!- herself has quit [Read error: Operation timed out] 16:10:41 -!- herself has joined ##crawl-dev 16:33:50 This abyss morph strategy is a little weird. 16:48:10 0?! 16:48:12 ewww 16:48:48 if we're going to use 0 for anything, put spores/orbs on that, and use * for clouds 16:50:16 -!- elly has quit [Ping timeout: 250 seconds] 16:50:24 http://pastebin.com/LNpyuMSt <-- the bottom one looks way better to me, personally 16:55:16 Treat Stairs back to dungeon as explored for purposes of Autoexplore (https://crawl.develz.org/mantis/view.php?id=4084) by XuaXua 16:57:28 Eronarn: I agree 16:58:02 MarvinPA: it turns out that my abyss morphing is rubbish. 17:01:28 :( 17:04:48 there's only one solution: more code 17:06:40 -!- bmh has quit [Quit: bmh] 17:08:18 -!- elly has joined ##crawl-dev 17:18:08 03galehar * r567ea3da614d 10/crawl-ref/source/spl-cast.cc: Autopickup the chunks after animate skeleton. 17:35:49 -!- schoolanim is now known as ophanim 17:38:08 -!- Guest85572 has quit [Read error: Connection reset by peer] 17:38:21 03MarvinPA * rca4329165546 10/crawl-ref/ (docs/options_guide.txt settings/runrest_messages.txt): Remove some inappropriate default runrest_messages, add examples to options_guide 17:38:24 -!- Guest85572 has joined ##crawl-dev 18:03:10 -!- kilobyte has quit [Ping timeout: 248 seconds] 18:03:55 -!- kilobyte has joined ##crawl-dev 18:12:34 -!- upsy has quit [Quit: Leaving] 19:46:50 -!- Rejuxst has joined ##crawl-dev 20:01:38 -!- valrus has joined ##crawl-dev 20:30:59 -!- valrus_ has joined ##crawl-dev 20:45:45 -!- ZorbaBeta has quit [Read error: Connection reset by peer] 20:46:00 -!- ZorbaBeta has joined ##crawl-dev 20:55:30 -!- Rejuxst has quit [Quit: ChatZilla 0.9.86.1 [Firefox 4.0.1/20110413222027]] 21:10:33 -!- edlothiol has quit [Ping timeout: 255 seconds] 22:28:28 -!- Wensley has joined ##crawl-dev 23:14:47 -!- MarvinPA_ has joined ##crawl-dev 23:14:50 -!- Wensley has quit [Ping timeout: 252 seconds] 23:15:43 -!- MarvinPA has quit [Ping timeout: 240 seconds] 23:22:00 -!- Textmode has quit [Ping timeout: 250 seconds] 23:43:43 moin 23:44:20 btw, Kiku's "Receive Corpses" is kinda useless now after that last nerf 23:45:33 being in vaults 2 with necromancy at 16.. and receiving a single snake is just a complete waste of turn 23:46:07 well, one turn doesn't really say much 23:46:10 that might be an outlier 23:46:19 i didn't see what the nerf actually changed 23:46:35 yeah, thought so 23:47:33 -!- Wensley has joined ##crawl-dev 23:47:49 i'm playing kiku a lot and this happens all the time 23:47:53 apparently sometimes receive corpses fails to give you any corpses at all even 23:48:56 i may have use that ability too excessively before the nerf - but now, in my opinion, it's not work it anymore at all 23:49:04 *not worth 23:49:52 that does sound bad, what was actually changed in the nerf? 23:52:34 the amount of corpses was reduced from 1+1-8 to 0+0-4 23:53:10 and the amount is based on necromancy skill instead of evocations, what I thought was a great change, but somehow just works terribly 23:54:55 off to work o/ 23:55:03 really first stuff was switched from invocations to necromancy, which was a buff... and then it was clearly overpowered, so it got nerfed then, but the nerf was far too large :( 23:55:54 it is a tricky thing to balance because there are different possible valid uses for the corpses... sublimation, animate dead, twisted resurrection, etc 23:57:44 eating :( 23:58:22 yeah, I only didn't mention that because its validity is rather more questionable :P 23:58:30 perhaps it could end up with some amount of points, big corpses are X>1 points, and small corpses are 1 point 23:58:53 so if X were 5, you could get 1-4 small, 1 big, 1 big + 1-4 small, etc. 23:59:40 maybe X of 5, 1d(Piety/10) + Nec/5 ?