00:00:41 Unstable branch on crawl.develz.org updated to: 0.9-a1-381-g9af8be5 (32) 00:01:18 -!- cesium has joined ##crawl-dev 00:07:56 Windows builds of master branch on crawl.develz.org updated to: 0.9-a1-381-g9af8be5 00:16:45 -!- Twilight has joined ##crawl-dev 00:17:11 -!- Twilight is now known as Guest92487 00:18:28 -!- Twilight-1 has quit [Ping timeout: 246 seconds] 00:57:30 -!- casmith789 has quit [Remote host closed the connection] 01:16:18 -!- edlothiol has joined ##crawl-dev 01:39:14 moin 01:50:05 -!- Twinge has joined ##crawl-dev 01:53:30 Artifact gourmand amulet not autoidentified, prints couisine message (https://crawl.develz.org/mantis/view.php?id=4105) by dazzle 01:58:18 -!- ophanim has quit [Read error: Connection reset by peer] 02:33:43 gaining fighting skill interacts strangely with rotted max hp (https://crawl.develz.org/mantis/view.php?id=4106) by st 02:51:17 -!- galehar has joined ##crawl-dev 02:59:39 -!- monqy has quit [Quit: hello] 03:03:20 -!- jarpiain has quit [Ping timeout: 240 seconds] 03:45:11 -!- st_ has quit [Ping timeout: 260 seconds] 03:45:18 -!- st_ has joined ##crawl-dev 04:08:59 -!- Excedrin has quit [Ping timeout: 244 seconds] 04:36:57 -!- syllogism has joined ##crawl-dev 04:56:17 galehar: I just removed robust/frail multiplying temp maxhp loss (rot); should this be the case for permanent gain/loss as well? These are: class hp, borgnjor's, Lugonu's self-abyssing. 04:57:24 yes, I think so. 04:57:26 with Borgnjor's, this is even more fun since Borgnjor has a percentage cost, then robust/frail is applied to what you lost by paying that cost again. 04:58:09 all of those should just be absolute numbers. No scaling. 04:59:52 not sure about class hp: should it be absolute as well? This depends whether we want to differentiate races more or less. 05:00:05 borg's could do with more of a cost anyway 05:00:15 so no great loss there :P 05:00:45 old starting hp is split between XL1 (5 hp) and class: Wz +3 .. Fi +10 05:05:35 scaling class hp could work. Will have to look at numbers. 05:13:38 ideas to nerf berserkers: 05:13:40 When berserked, you are always "mesmerised" by the closest monster. No berserk and run. 05:13:54 Apply the haste nerf to berserk (x1.5 speed instead of x2). This single change nerfs berserk, BiA, hostile berserk monsters and Trog's wrath. 05:16:07 galehar: Of those two I'd defimitely pick the haste nerf. 05:16:37 I liked the idea of a separate self-mez buff for crusaders, and zerk already has a lot of drawbacks. 05:16:50 you could also make slow work the way it used to, or have berserk's slowing be worse than regular slowing (give the status different colour or something) 05:17:03 right now a slowed spriggan moves with a delay of 0.9 05:17:04 1.5x speed sounds simple and good 05:19:04 and it'd make berserking and running pretty ineffective anyway, since it wears off so fast too 05:21:31 BiA are so powerful they could use another nerf on top of that 05:22:11 might during berserk is pretty damn powerful, too 05:23:07 and Trog's gifts could be degraded too... randarts you get from him are worlds better than ones from Okawaru 05:24:28 not allowing speed brand on them would probably help 05:25:26 battleaxes/exec axes of speed are pretty insane, and reducing speed brand damage doesn't affect them much 05:26:17 holy wrath is actually better than speed now 05:26:42 (where it is useful, of course) 05:26:56 but once it starts being useful, it stays so until the end 05:27:03 well, personally i don't think he should gift holy wrath (or distortion) either :P 05:27:41 what about a radical solution: all gifts are antimagic 05:28:57 hmm... i'd be tempted to suggest having it just be a permanent brand at max piety like tso/lugonu/kiku if that were to be the case 05:29:37 that might be a bit much though, dunno 05:32:20 or, to make Trog different: what about giving non-artifact weapons once your skill and piety reach certain levels? 05:33:03 hm, that does sound interesting 05:33:15 like, you'd get an antimagic hand axe at Axes 5 *** piety, an antimagic war axe at Axes 10 ***** piety, an antimagic broad axe at Axes 15 ****** piety. 05:33:19 definitely better than just throwing randarts at you like currently 05:33:28 yeah 05:34:52 I have a different plan for Okawaru, but I have some trouble crunching the numbers. 05:34:53 -!- galehar_ has joined ##crawl-dev 05:35:30 (as in, gifts mostly like currently, but triggered by quality not quantity of kills) 05:39:54 i assume ammo gifts would be unchanged? 05:41:50 not sure about those... but I'm certain about one thing: they're a pain in the ass 05:41:51 ammo gifts are sort of weird 05:41:51 I find them quite useful for stabbers, and the one ranged combat user I played also made good use of them 05:41:51 yeah, something's definitely not right when people actively avoid training a skill to avoid getting them 05:41:51 but otherwise they are rather annoying 05:41:51 kilobyte: are you suggesting to completely remove randart gifts and replace them with anti-magic branded weapons at certain skill levels? 05:41:51 you currently can't throw things much because once you hit 8 Throwing you're screwed with regard to regular gifts 05:41:51 I've been thinking about the piety/kill|sacrifice mechanic. Atm it's just x/kill|sac right? Not affected by HD or anything else? 05:41:51 galehar_: yeah, not sure when you got disconnected 05:41:51 like, you'd get an antimagic hand axe at Axes 5 *** piety, an antimagic war axe at Axes 10 ***** piety, an antimagic broad axe at Axes 15 ****** piety. 05:41:51 ghallberg: yeah 05:42:00 I'm looking at tying that to Ash tiers 05:42:25 that's quite radical 05:42:38 problem 1: they're uneven. http://angband.pl/tmp/monster-tiers-by-xl.png has a chart (data source: a few weeks of CDO trunk) 05:43:36 interesting how the current code considers most of what you fight at xl3-10 to be "trivial" 05:43:39 this might be actually true, though 05:44:47 about that, I was thinking of making this info public. Add a line in the description about how dangerous a monster is. 05:45:35 kilobyte, out of curiousity, what did you use to generate that chart? 05:45:38 and a warning for >= tough for newbies (with an option to turn it off). 05:47:15 instead of a warning, how about colouring the "so and so comes into view" message? 05:48:30 evilmike: what if monsters of different toughness come into view at the same time? 05:48:41 Zaba: for a few weeks, CDO spammed your notes with the following data: Killed monsters: 36 trivial, 21 easy, 14 tough, 0 nasty; 37 corpses 05:49:07 (just before your xl changed or before you died/won/quit) 05:50:41 galehar: color by most dangerous/formula for combining toughness 05:50:46 kilobyte, aha; and what did you use to make the image out of that data? 05:50:54 galehar: good point, i suppose the colour should go by the toughest monster in that case 05:51:14 it just seems natural to use the colours ashenzari uses for monster tiers 05:52:28 the raw data as an SQL table: http://angband.pl/tmp/tierdata.sql 05:55:06 Zaba: to be honest? I whipped up gnuplot but after several minutes of failing to recall the syntax I lamely did: psql crawl -A -c "select foo,bar,baz from tierkills"|sed 's/|/;/g' >tiers.csv then a few clicks in openoffice 05:55:19 ah, I see :P 05:55:45 which is faster for one-off charts, but doesn't work for things that needs to be autogenerated 05:56:18 idea from the forum: if you berserk and don't hit anything => piety hit (or penance?) 06:00:08 the berserk non-combat penalty can be brought back... it was bugged before, but it's a good idea 06:00:26 what was that? 06:01:14 trog penance means being surrounded by berserk trolls, ogres, etc 06:01:21 a bit excessive for just failing to hit something when berserk 06:01:42 right :) 06:02:03 but a piety penalty could be appropriate 06:03:35 galehar_: doing anything else than fighting and butchering (theme) used to cause rapidly increasing decreases to berserk duration 06:04:38 what can you do besides fighting and butchering? Walking? 06:05:40 mostly, yes 06:05:58 which is the problem since it allows abusing berserk for escaping 06:07:20 you can gain around ten squares distance... it would be then nullified due to slowing, but it gives you time to reach stairs and/or teleport 06:07:39 which can also be fixed by being mesmerised by the closest monster. 06:08:44 can be problematic if there's water in-between, or there's an orc sorcerer on one side and a zombie on the other 06:10:11 actually, we can again do both :p 06:12:02 we can prevent berserk if you can't reach any target. The other case is the whole point of the nerf. You can't always choose your target and have to go for the closest one. Which is thematic for berserk. 06:15:49 I thought this was the thing that crusader was going to get 06:16:59 st_: hmm, right 06:18:35 I think it would be tedious to play with anyway. it's like adding all the annoyance of limited spell ranges into melee combat 06:20:56 ??storm dragon armor 06:20:57 storm dragon armour[1/1]: A magical armour made from the scales of a lightning-breathing dragon. It is heavier than most dragon scale armours, but gives its wearer great resistance to electrical discharges. (heavy armour; AC 10, EV -5, insulation, 60.0 aum.) 06:20:58 maybe it would be better if it was some kind of pseudo-mesmerization that didn't restrict movement, but caused the berserk timer to run out a lot faster if you broke it 06:21:20 that's similar to how it used to work, except it won't count down faster as long as you move towards the enemy (or stay at the same range, i suppose) 06:21:23 -!- dazzle has left ##crawl-dev 06:28:13 evilmike: yes, good idea. If you walk away from enemies, duration gets much shorter. 06:45:35 Yeah, sounds reasonable. 06:49:09 -!- galehar_ has quit [Remote host closed the connection] 06:52:46 -!- jarpiain has joined ##crawl-dev 07:28:13 -!- Guest92487 has quit [Read error: Connection reset by peer] 07:29:13 -!- evilmike has quit [] 07:29:32 -!- Guest92487 has joined ##crawl-dev 07:55:17 -!- Cryp71c has joined ##crawl-dev 08:34:03 -!- gnsh has quit [] 09:14:45 my suggestion for a berserk nerf was 1.5x speed, but no decrease in actual turns 09:15:08 so berserk lasts as long as it does right now, but other stuff gets more actions against you while you're berserk 09:16:35 giving fatigue a penalty sounds like a good idea too, especially because we can then use it as a debuff 09:16:52 for example, a necro spell that's powerful but fatigues you 09:17:56 -!- Nexos has joined ##crawl-dev 09:19:17 hmm... odd... I have berserkitis 2 but I never berserk (after about 1000 turns). Seems like a bug, no? (not that I complain ;) ) 09:19:35 Nexos: clarity? Stasis? 09:19:38 and I've no stasis 09:19:51 clarity? does it help? 09:19:58 maybe a mutation 09:20:09 mutation, amulet, Ashenzari 09:20:33 I've clarity mutation, indeed. Is that new behaviour in 0.8? 09:20:43 or being a vampire 09:20:57 not sure if 0.8 or 0.7, but yeah 09:21:14 ok thx 09:24:43 I was eating lots of mutagenic stuff to get rid of it 09:24:55 Grinner the Insei (L4 NaTm) (D:2) 09:28:30 -!- Nexos has left ##crawl-dev 09:33:32 -!- elliptic has joined ##crawl-dev 09:37:03 currently, searching for ego returns only items with an identified ego. How about changing that so that it also returns items which can have an ego? Would be the same conditions as for colouring them blue. 09:37:30 I can't think of any reason you would be looking for ego items without also being interested in potential ones. 09:42:30 -!- edlothiol has quit [Ping timeout: 255 seconds] 09:45:47 sounds good... it's now totally impossible for egos to exist on plain items, right? 09:49:27 indeed. 09:51:48 03kilobyte * re692f36b90ea 10/crawl-ref/source/player.cc: Apply robust/frail before rot. 09:55:01 -!- edlothiol has joined ##crawl-dev 10:07:46 -!- ophanim has joined ##crawl-dev 10:41:46 -!- neunon has joined ##crawl-dev 11:02:32 -!- galehar has quit [Quit: Page closed] 11:22:34 -!- MattyDub has joined ##crawl-dev 11:22:36 -!- Flint has joined ##crawl-dev 11:22:47 hi guys, whats the name of the file that contains the object names on the source? 11:23:58 -!- MattyDub has left ##crawl-dev 11:25:27 guess nobody's here at the moment :( 11:26:32 Flint: is itemname.cc what you're looking for? 11:27:22 ring of magic protection 11:28:18 i want to add it to a recompilation for a forum contest 11:28:32 is the same, but just md fighter oriented, so it gives a couple of starting items 11:30:01 newgame_make_item(4, EQ_RING, OBJ_JEWELLERY, RING_PROTECTION_FROM_MAGIC); <- sounds correct? 11:31:01 im totally newbie edlothiol so not sure 11:31:29 ill try compiling that 11:32:15 Flint: what sort of forum contest? sounds interesting 11:32:35 nothing too fancy, iu dont even know if people will go for it 11:32:44 but i saw one made for Revolt xD so i think we have a chance 11:32:51 looks correct to me, but I don't know much about that part of the source either 11:32:58 basically best score with mountain dwarf fighter 11:33:02 in a determined time 11:33:31 is the easiest char for people to start, and if it works out, then a second contest with a wizard would be interesting 11:33:50 EQ_RING error :( 11:33:59 you'd get a bit of opposition to the idea that mdfi is the easiest character to start, most people would say that you're still thinking about 0.5 :P 11:34:33 i mean, for people who never ever touched the game 11:35:10 edlothiol: EQ_RING wont work but EQ_JEWELLERY sounds too weird, should i try anyway? 11:35:13 right, fighter might be easy for the first floor, but it gets significantly harder from there. trbe might be a better choice, although it limits you much more in the end game 11:35:23 has to be EQ_LEFT_RING or EQ_RIGHT_RING 11:35:49 with md fighter they can grab everything and equip it right away, wich is cool, and theyll have to find out evasion and other nice concepts 11:35:53 this game is so freaking difficult 11:36:00 oh i see ty edlothiol ! 11:36:04 haha, yeah :) 11:36:25 although I'd still suggest md gladiator to md fighter, actually 11:36:52 im gonna give that a try right away 11:38:53 -!- monqy has joined ##crawl-dev 11:38:57 gladiators get a buckler rather than a shield, which is better in the short-term, until you get your skill up, and their nets give them a good emergency button for either taking out powerful enemies or running away 11:40:08 sounds cool 11:56:50 -!- ophanim1 has joined ##crawl-dev 11:59:18 -!- ophanim has quit [Ping timeout: 250 seconds] 12:02:02 -!- st_ has quit [Ping timeout: 248 seconds] 12:05:39 ??Holy_scourge 12:05:41 sacred scourge[1/1]: A demon whip blessed by TSO. 0,13,11 12:05:50 ups sorry 12:06:48 !learn edit sacred_scourge[1] s/0,13,11/0,13,11 in 0.8-, 0,12,11 in 0.9+/ 12:06:52 sacred scourge[1/1]: A demon whip blessed by TSO. 0,13,11 in 0.8-, 0,12,11 in 0.9+ 12:07:58 -!- st_ has joined ##crawl-dev 12:08:10 newgame_make_item(5, EQ_RIGHT_RING, OBJ_JEWELLERY, RING_SLAYING);<- how can i make this a 1+1 slaying ring? 12:08:35 !learn edit trishula[1] s/15/15 (0.8-), 14 (0.9+)/ 12:08:36 trishula[1/1]: A blessed demon trident! Acc +0, Dam 15 (0.8-), 14 (0.9+), Delay 13, Hands 1.5. A trishula is a stylized Indian trident, prominent in Hindu mythology. 12:08:56 Flint: set plus and plus2 12:09:13 newgame_make_item(5, EQ_RIGHT_RING, OBJ_JEWELLERY, RING_SLAYING +2+2); <- like that? 12:10:04 newgame_make_item(5, EQ_RIGHT_RING, OBJ_JEWELLERY, RING_SLAYING, -1, 1, plus, plus2) 12:10:06 I think 12:10:17 see its declaration in ng-setup.h 12:10:53 searching 12:11:57 is the info for branding in the same file? 12:16:53 -!- upsy has joined ##crawl-dev 12:30:34 -!- hoody_ has joined ##crawl-dev 12:30:41 hey 12:31:07 can i get a mac tiles dev build newer than the one on the website? 12:32:34 you can try building a version from git yourself 12:33:25 i want to 12:33:31 but i failed last time 12:33:42 not sure what i did wrong 12:34:03 plus i have a 4-day-old kid on my lap and am typing one handed 12:34:10 you could pastebin the errors that you've had 12:34:13 which is slowing shit up 12:34:28 i think i dont understand whst prerequisites i need 12:34:42 i cant follow the instructions too clearly 12:39:05 -!- gnsh has joined ##crawl-dev 12:54:38 -!- ophanim1 is now known as ophanim 12:58:20 -!- cesium has quit [Remote host closed the connection] 13:10:05 -!- Wensley has quit [Ping timeout: 276 seconds] 13:19:23 Error in avg. spell school calculations for three-school spells. (https://crawl.develz.org/mantis/view.php?id=4107) by Caethan 13:29:20 -!- Twilight-1 has joined ##crawl-dev 13:32:09 -!- Guest92487 has quit [Ping timeout: 244 seconds] 13:32:57 -!- ophanim has quit [Read error: Connection reset by peer] 13:38:38 -!- Flint has quit [Ping timeout: 252 seconds] 14:22:42 -!- ortoslon has joined ##crawl-dev 14:48:01 -!- neunon has quit [Quit: Leaving] 15:00:13 -!- galehar has joined ##crawl-dev 15:23:03 -!- herself has quit [Read error: Operation timed out] 15:25:14 -!- herself has joined ##crawl-dev 15:30:30 -!- Cryp71c has quit [Quit: Leaving] 15:34:20 03galehar * rb28633707563 10/crawl-ref/source/spl-cast.cc: Fix a rounding error for 3 school spells in the spell power formula (#4107). 15:50:37 -!- syllogism has quit [] 16:07:20 -!- petete has quit [Remote host closed the connection] 16:50:08 sent a mail to crd with substantial rework ideas for nemelex and the good gods 16:50:49 Eronarn: I think green is a horrible colour -- purple is much better. 16:50:57 green...? for wyrms? 16:52:16 No, the bike shed. :p 16:54:10 due: huh? did you read the initial crd email that this is a reply to? the one where we're *removing a god*? :P 16:54:29 changes of that scale certainly aren't bike shed tier 16:55:13 no, it's an autoresponded to 'crd'. 16:55:15 *autoresponder. 16:56:58 i normally only skim it, but this one was long and interesting 16:57:34 Who's going? 16:57:43 Oh, Sif/Vehumet merge? 16:58:48 Eronarn: But I infinitely do like the "teaches you spells directly" thing for Sif. 16:59:35 due: i think it'd work really well... particularly if it occurs in high-tension situations where that spell would be useful 16:59:54 Yesss. 17:00:08 which also means, of course, writing rules for when spells are useful - which is something AI can make use of 17:00:11 if we want to torment the players 17:01:04 sif/vehumet merge really? maybe I should actually look at crd 17:01:07 since that sounds awful 17:01:52 (actually, I'm envisioning a monster that starts with no spells and learns ones based on what's going on in a fight, or gains resistances based on what's damaged it so far - that could be interesting.) 17:02:51 dpeg is really off base about sif vs vehumet IMO 17:02:54 they feel really different to me 17:03:31 i think they are different but not different enough. 17:03:46 elliptic: they do feel really different but i'm not sure that sif's different is good enough to remain a separate god 17:03:58 I don't like merging them unless we are adding another god with spellcaster appeal 17:04:22 elliptic: a long time ago, i made a kiku proposal, where you made dark pacts to gain abilities 17:04:31 well, merging them certainly opens the doorway or a totally different spellcaster god 17:04:32 i think this would make a cool (could be evil or not) summoning god 17:05:44 the original mechanic was that you had some order of possible pacts, which was slightly shuffled but on average came in a certain order (kind of like how DS mutations work); a pact would just sit there until you either accepted or rejected it, and then it would take a long time before another pact was offered 17:06:26 -!- evilmike has joined ##crawl-dev 17:06:50 the idea is that you end up with a few powerful, permanent abilities (for Kiku, it was for a max HP cost - need not be the same for a summoner god) 17:07:05 there are plenty of ideas floating out there that could work well for new gods... I'd prefer to see one of them developed fully *before* reducing spellcaster god variety by a large amount for no reason 17:07:17 that's reasonable 17:07:26 but it takes so long for anything to happen in crawl anyways that there's time for that 17:08:30 eronarn: that sounds like a potentially interesting god idea, though a max HP cost is a little blah 17:08:38 well, it fit a necromancy god very well 17:08:49 not so much for a summoner, there's no justification for that really 17:08:54 yeah 17:10:00 oh, sorry, I was confused and thought that dpeg wrote the initial e-mail when it was actually kilobyte 17:10:15 it could be that each pact comes with a cost: like a pact that makes your summon never time out, if it's the last summon you have, costs max MP 17:10:38 explanation of green contextual modifications of skills (https://crawl.develz.org/mantis/view.php?id=4108) by ISarunasI 17:11:27 elliptic: +1 to sif/vehumet merge as an opportunity for a new spellcaster god :) 17:11:29 or perhaps each pact you sign decreases your spell power for non-summ and increases it for summ - that could be interesting, having it be a really dedicated god 17:11:32 uh yeah, merging sif and veh seems weird 17:11:47 galehar: I'm not opposed to the idea eventually, but it sounds awful right now 17:11:55 well, it's certainly not happening right now :P 17:11:58 casters already don't have enough god variety 17:12:15 i'm also not sure how makhleb is suddenly a 'niche god' just for not providing mp on kills 17:12:35 MarvinPA: well, mp on kills was pretty powerful 17:12:58 yes, so is healing on kills and greater demons on demand 17:12:58 it makes makhleb much less appealing for conjurers at least 17:13:05 -!- Cryp71c has joined ##crawl-dev 17:13:27 i don't think there's anything wrong with makhleb no longer being the only extended endgame/ziggurat running choice 17:13:48 it's not a problem, but it is a thing 17:13:56 worth thinking about 17:14:24 also I think kilobyte is crazy about makhleb being "nearly strictly worse than TSO" in places where TSO is relevant... necromancy alone makes that nonsense 17:14:35 for example: what if makhleb boosted demon summoning via spells? 17:14:40 Evening 17:15:04 and TSO's healing on kills should be toned down anyway, so he won't be strictly better in that respect either 17:16:07 -!- galehar has quit [Remote host closed the connection] 17:16:33 MarvinPA: go read the good god thing i posted when you get a chance 17:17:05 trog gifting antimagic weapons only sounds a little weird to me 17:17:12 yeah 17:17:53 I'd rather see him brand a weapon with antimagic at ****** and not gift anything, if it comes to that 17:18:18 that's what i suggested earlier, yeah 17:19:05 elliptic, I agree with whoever said it in the e-mail that an at-will brand for yet another god seems...boring. 17:19:20 Not to mention redundent. 17:19:24 what about Hand of Trog making your weapon antimagic tempbrand too? that seems very flavorful 17:19:34 cryp71c: redundant with what? 17:19:34 Eronarn, yeah, that's what I was going to suggest, I think that sounds good. 17:19:58 elliptic, s/redundant/very similar to the other 3 or 4 gods that do at-will branding. 17:20:29 I agree there could be better ideas, I just think it would be better than kilobyte's suggestion of having fixed antimagic gifts 17:20:37 right, yeah 17:20:39 that sounds awful 17:20:44 elliptic, yeah I agree that sounds worse imo too. 17:20:51 Its like kiku, but with weapons :( 17:21:08 Hand of Trog giving antimagic still sounds good to me 17:21:08 kiku but with weapons that people won't use 17:21:18 hand of trog giving antimagic is interesting 17:21:34 You get HoT at what, **---- ? 17:21:46 So have it give regen at ** but at **** (or whatever) it gets the antimagic effect. 17:21:51 the 'oka makes your gear better' seems like it'd actually fit trog moreso for weapons, i think 17:21:52 it would be nice to be able to do away with gifts entirely i guess 17:22:06 Eronarn, trog improves weapons where oka improves armour? I can dig that. 17:22:13 like as you kill stuff with your trog gift it becomes deadlier 17:22:25 s/trog gift/weapon 17:22:29 and I'll +1 you 17:24:12 the tricky thing there is that if it works on any weapon that'd be weird; if it works on gifts only you miss a chunk of the game waiting for one 17:24:31 maybe kilo's tiered gift proposal could be adapted - trog gifts weapons, but how good the weapons are depends on piety 17:24:41 so you get handaxes and stuff early on (but no association with skill) 17:25:03 why would it be weird for it to work on any weapon? 17:25:16 any unbranded weapon at least 17:25:40 Yay for make debug -j2 17:26:17 hmm, well, one question would be - what's the method of improvement? 17:26:41 +1 damage, coinflip -1 acc up to a max of -5 acc? 17:27:10 (max of +5 damage above max enchantment) 17:27:18 idk. throwing numbers around dangerously. 17:28:11 for example, one proposal: all trog's gifts are randarts with special trog names (Ultraviolence!); trog can boost these if you slay spellcasters with them, giving a flavorful message about it absorbing the dead spellcaster's essence; this starts by boosting +'s but can rarely add troggish attributes to the weapon, such as +str 17:29:19 Eronarn: They coudl be "randarts" with only +acc/dmg to start even. 17:32:20 03dolorous * r5fc49e8bdf65 10/crawl-ref/source/mon-data.h: Give training dummies and salt pillars their own genuses. 17:44:35 -!- ortoslon has quit [Quit: bye] 17:48:57 -!- Cryp71c has quit [Ping timeout: 255 seconds] 17:55:52 Okawaru's gifting code goes haywire if you unequip your gloves and leave them in your pack (https://crawl.develz.org/mantis/view.php?id=4109) by PorkSol 18:28:52 -!- edlothiol has quit [Ping timeout: 250 seconds] 18:38:42 -!- edlothiol has joined ##crawl-dev 18:43:24 -!- edlothiol has quit [Ping timeout: 255 seconds] 18:57:53 -!- hoody_ has quit [Remote host closed the connection] 19:02:35 -!- bhaak has quit [Ping timeout: 276 seconds] 19:09:45 -!- bhaak has joined ##crawl-dev 19:27:49 -!- Twilight-1 has quit [Read error: Connection reset by peer] 19:28:09 -!- Twilight-1 has joined ##crawl-dev 19:51:21 -!- upsy has quit [Quit: Leaving] 19:57:17 -!- Wensley has joined ##crawl-dev 20:38:10 03kilobyte * r2fc6b868766b 10/crawl-ref/source/ (clua.cc externs.h hiscores.cc mon-util.cc monster.cc): Don't cast to longs literals that are not long. 20:38:17 03kilobyte * rb347036c9a3c 10/crawl-ref/source/acquire.cc: During armour acquirement, look at what was seen, not what is worn. 20:38:17 03kilobyte * rc154596e7369 10/crawl-ref/source/acquire.cc: Make slightly more readable. 20:46:46 Stair move assert (https://crawl.develz.org/mantis/view.php?id=4110) by Tiber 21:24:22 -!- evilmike has quit [Ping timeout: 250 seconds] 21:29:51 -!- evilmike has joined ##crawl-dev 21:40:09 -!- petete has joined ##crawl-dev 21:54:37 -!- Zaba has quit [Ping timeout: 252 seconds] 21:56:50 -!- petete has quit [Remote host closed the connection] 21:57:33 -!- hoody_ has joined ##crawl-dev 22:03:26 -!- Zaba has joined ##crawl-dev 22:36:54 -!- ophanim has joined ##crawl-dev 22:48:16 -!- Wensley has quit [Ping timeout: 240 seconds] 22:50:53 -!- Rejuxst has joined ##crawl-dev 23:01:16 ok 23:01:27 im trying to compile with xcode on mac 23:01:31 failing 23:01:43 not sure how to get dependencies 23:01:56 this is a fresh osx install with xcode 23:02:08 what i need to do to get tiles from source?\ 23:02:45 I'm a windows user, but for dependencies I downloaded this http://sourceforge.net/projects/crawl-ref/files/Stone%20Soup/0.8.0/stone_soup-0.8.0.tar.bz2/download 23:02:55 the deps are in the contribs folder 23:03:07 i have that 23:03:13 ill try that 23:04:46 The 'sqlite' directory exists, but the Makefile is missing! 23:04:46 Did 'git submodule update' work properly? 23:04:58 i get tht when building deps 23:21:27 dunno then, i'm sure someone can help you though. That download (or ones like that for past versions) always worked for me without any fuss 23:24:52 git submodule update --init, iirc 23:25:30 you need to run this from the crawl-ref folder i believe 23:36:09 03dolorous * ra9a1582686c4 10/crawl-ref/source/mon-data.h: Properly mark the Lernaean hydra as Z_NOZOMBIE. 23:36:19 03dolorous * r5037c73e30b3 10/crawl-ref/source/mon-util.cc: Fix naming of the zombified Serpent of Hell. 23:46:05 -!- elly has quit [Ping timeout: 250 seconds] 23:47:00 -!- elly has joined ##crawl-dev 23:52:58 why nozombie on the lernaean hydra?