00:01:02 -!- MarvinPA has quit [Read error: Connection reset by peer] 00:01:57 Unstable branch on crawl.develz.org updated to: 0.10-a0-1305-g4f2d919 (32) 00:03:21 -!- casmith789 has quit [Read error: Connection reset by peer] 00:03:57 -!- raskol has quit [Read error: Connection reset by peer] 00:04:03 -!- casmith789 has joined ##crawl-dev 00:04:13 -!- bmh has joined ##crawl-dev 00:04:20 -!- raskol has joined ##crawl-dev 00:07:58 -!- valrus has joined ##crawl-dev 00:13:28 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-1305-g4f2d919 00:24:26 -!- jeanjacques_ has joined ##crawl-dev 00:28:41 -!- valrus has quit [Remote host closed the connection] 00:43:22 -!- Keskitalo has joined ##crawl-dev 00:43:35 good morning 00:43:47 good morning :) 00:44:16 Keskitalo: I fixed the bug you pointed out. I was only correctly dealing with poison for non-melee sources 00:45:29 bmh: thanks, i'll try out your new patch when i get the chance 00:47:02 Thanks! I'd still like to make it more interesting than a raw 90% chance, perhaps incorporate regen rate 00:48:03 -!- Pacra has quit [Quit: This computer has gone to sleep] 00:49:17 moin! 00:49:35 nice to see Europe waking up when I'm getting ready for bed 00:49:43 crawl is a "follow the sun" outfit! 00:52:38 hehe 00:59:38 -!- bmh has quit [Quit: bmh] 01:03:58 -!- raskol has quit [Read error: Connection reset by peer] 01:04:22 -!- raskol has joined ##crawl-dev 01:05:45 !tell kilobyte The Spider portal vault is meant as just a testbed for the branch, so it can go as the branch is implemented. We can think about repurposing the maps somewhere else later. 01:05:46 Keskitalo: OK, I'll let kilobyte know. 01:07:25 especially the maps by 7hm and mumra :) 01:25:57 -!- ainsophyao has joined ##crawl-dev 01:51:45 -!- evilmike has quit [Read error: Connection reset by peer] 02:04:05 -!- raskol has quit [Read error: Connection reset by peer] 02:04:25 -!- raskol has joined ##crawl-dev 02:10:33 -!- syllogism has joined ##crawl-dev 02:10:45 -!- Zaba has quit [Ping timeout: 255 seconds] 02:12:04 -!- Keskitalo has quit [Quit: leaving] 02:15:27 -!- Zaba has joined ##crawl-dev 02:21:45 Unstable branch on crawl.akrasiac.org updated to: 0.10-a0-1305-g4f2d919 (32) 02:52:56 -!- dtsund has quit [Read error: Operation timed out] 02:55:14 -!- ainsophyao has quit [Remote host closed the connection] 03:03:07 -!- monqy has quit [Quit: hello] 03:03:51 -!- raskol has quit [Read error: Connection reset by peer] 03:19:19 -!- ainsophyao has joined ##crawl-dev 03:19:51 -!- raskol has joined ##crawl-dev 03:27:19 -!- Pacra has joined ##crawl-dev 03:30:42 -!- Pacra has quit [Client Quit] 03:40:36 -!- ainsophyao has quit [Remote host closed the connection] 03:41:46 -!- ainsophyao has joined ##crawl-dev 03:58:10 -!- ainsophyao has quit [Remote host closed the connection] 04:03:54 -!- raskol has quit [Read error: Connection reset by peer] 04:13:00 -!- Wensley has quit [Ping timeout: 258 seconds] 04:19:57 -!- raskol has joined ##crawl-dev 04:21:47 -!- blabber has joined ##crawl-dev 05:06:39 -!- alefury has joined ##crawl-dev 05:08:13 hi 05:08:34 the targeting display seems to be broken in windows tiles 05:09:30 maybe its related to recent webtiles changes? 05:09:51 everything looks like its smite targeted, theres no yellow shading to show the projectile path 05:19:01 Targeting display broken (no yellow shading) (https://crawl.develz.org/mantis/view.php?id=4754) by Galefury 05:19:08 -!- syraine has quit [Ping timeout: 244 seconds] 05:28:00 -!- Pingas has joined ##crawl-dev 05:32:20 -!- ixtli has quit [Quit: Computer has gone to sleep.] 05:33:54 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Organize your IRC] 06:03:48 -!- raskol has quit [Read error: Connection reset by peer] 06:04:08 -!- raskol has joined ##crawl-dev 06:10:31 03kilobyte * rbdc6d141efbe 10/crawl-ref/source/Makefile: Don't split the "greet" spam. 06:10:41 03kilobyte * r5222aba20020 10/crawl-ref/source/dat/des/test.des: Update the "feat_test" vault. 06:10:41 03kilobyte * r2db17388c3dc 10/crawl-ref/source/tilemcache.cc: Add weapon attachment for 4/5 of tiles added in c20d067c. 06:34:58 -!- Pingas_ has joined ##crawl-dev 06:37:39 -!- Keskitalo has joined ##crawl-dev 06:37:54 -!- Pingas has quit [Ping timeout: 258 seconds] 06:48:13 -!- ainsophyao has joined ##crawl-dev 06:59:29 -!- RichardHawk has joined ##crawl-dev 07:04:09 Game froze after triple drawing legendary card of experience (https://crawl.develz.org/mantis/view.php?id=4755) by Tonfa 07:04:13 -!- raskol has quit [Read error: Connection reset by peer] 07:04:14 -!- raskol has joined ##crawl-dev 07:15:08 -!- Torokasi has joined ##crawl-dev 07:41:48 -!- Brannock_ has joined ##crawl-dev 07:46:20 -!- krel has quit [Ping timeout: 252 seconds] 07:46:26 -!- krel has joined ##crawl-dev 07:46:26 -!- Mu_ has joined ##crawl-dev 07:57:03 -!- st_ has joined ##crawl-dev 08:03:53 -!- raskol has quit [Read error: Connection reset by peer] 08:04:14 -!- raskol has joined ##crawl-dev 08:09:15 -!- MarvinPA has joined ##crawl-dev 08:36:10 !tell bmh It would be nice to get 90% res for poison clouds too. I tried just removing the immunity check in clouds.cc, but the player and monsters (if resistant) then receive damage in poisonous clouds, just not the poison status. 08:36:11 Keskitalo: OK, I'll let bmh know. 08:38:48 !tell bmh _actor_cloud_damage in cloud.cc probably just needs a case for CLOUD_POISON. 08:38:48 Keskitalo: OK, I'll let bmh know. 08:44:39 !tell bmh Actually, _actor_cloud_immune could return true 90% of the time, or _actor_cloud_damage could reduce the damage by 90% (but then it'd be nice to add some kind of "partially resist" message. And this just for the player. 08:44:40 Keskitalo: OK, I'll let bmh know. 08:44:50 spam spamity spam 08:55:26 !tell bmh We still want the poison suspectibility mutation too -- mentioning just in case it would change the code for 90% resistance. 08:55:26 Keskitalo: OK, I'll let bmh know. 08:58:27 -!- blabber has quit [Remote host closed the connection] 09:01:33 -!- edlothiol has joined ##crawl-dev 09:03:49 -!- raskol has quit [Read error: Connection reset by peer] 09:04:07 !tell bmh _actor_cloud_immune is used (indirectly) for travel, so returning true for 90% time is a bad idea. oops. (spam enough already?) 09:04:07 Keskitalo: OK, I'll let bmh know. 09:04:17 -!- raskol has joined ##crawl-dev 09:19:26 -!- bmh has joined ##crawl-dev 09:19:26 -!- bmh has quit [Changing host] 09:19:26 -!- bmh has joined ##crawl-dev 09:19:56 treasure trove portal doesn't accept what should be valid (requests +3 dragon armor, won't accept +5 dragon armor artefact) (https://crawl.develz.org/mantis/view.php?id=4756) by petzl 09:23:42 -!- Torokasi has quit [Ping timeout: 258 seconds] 09:25:23 -!- valrus has joined ##crawl-dev 09:37:19 Should troves accept items that are strictly better than those that it asks for? 09:37:20 bmh: You have 5 messages. Use !messages to read them. 09:38:39 zounds Keskitalo, enough messages? :) 09:39:59 hehe :) 09:40:08 I'm going to leave clouds alone for the travel reason 09:41:02 What should a rP- mutation actually do? 09:43:40 -!- Sequell has quit [Ping timeout: 260 seconds] 09:45:00 -!- Sequell has joined ##crawl-dev 09:46:27 -!- Textmode has joined ##crawl-dev 09:50:09 <|amethyst> what does poison vulnerability do to ants etc? 09:53:44 browsing the source quickly, it looks like it modifies poison beam damage 09:54:11 <|amethyst> ah, it also increases the damage from poison itself 09:54:24 <|amethyst> in apply_enchantment 09:54:41 That wouldn't make for a particularly interesting mutation. 09:56:10 <|amethyst> in addition to 1 + 50% chance of 1d(poisonval+1), you also get 2d(poisonval)-1 09:56:47 -!- valrus has quit [Remote host closed the connection] 09:56:51 <|amethyst> so about 5 times as much damage on average 09:57:11 ??rF 09:57:13 resistance[1/2]: Fire and cold deal 50%, 33%, 20% with positive resistance or 150% with negative resistance. Negative energy deals 66%, 33%, 0% with positive resistance. Acid deals 50% with rCorr. 09:57:22 ??resistance[2] 09:57:23 resistance[2/2]: Monster resistances. Fire and cold: negative: 1.5x melee, 2.0x ranged; +: 1/2x; ++: 1/5x; +++ or hellfire: 0x. Elec and poison are the same, except +: 1/3x, ++: 1/6x, +++: 0x. 09:57:57 |amethyst: turning poison into something hilariously deadly is probably a terrible idea. 09:59:28 <|amethyst> hm 10:01:19 <|amethyst> for level 1 poisoning you go from 0.75 damage on average to 1.75 10:02:49 <|amethyst> for level 2, from 1 damage to 4 10:03:03 <|amethyst> err, from 1 to 3 10:03:18 <|amethyst> yeah, that would be bad on low-level players 10:03:46 -!- raskol has quit [Read error: Connection reset by peer] 10:03:50 <|amethyst> but what's a low-level player doing with rP- ? 10:04:22 -!- raskol has joined ##crawl-dev 10:04:43 <|amethyst> It doesn't have to be a mutation, though there's been talk about a rP- enchantment-type effect, and it could be interesting on randarts 10:04:44 |amethyst: dying. swiftly. 10:05:12 <|amethyst> s/enchantment/enchantment or halo/ 10:05:17 -!- blabber has joined ##crawl-dev 10:05:22 rP- on players doesn't sound like something that can ever be fun or interesting, only frustrating 10:05:30 but that might be just me 10:05:54 <|amethyst> I thought one problem with poison now is that it is irrelevant past the early mid game 10:06:17 Snake can still poison you to death. 10:06:24 03dolorous * r0e360740f189 10/crawl-ref/source/dat/descript/monsters.txt: Remove a gender reference from the deep elf blademaster description. 10:06:28 <|amethyst> if there are creatures who give you temporary rP, around poisoners, that could make it more relevant 10:06:34 03edlothiol * rd264d1f036ed 10/crawl-ref/source/directn.cc: Fix the targeting beam not showing up in Tiles (#4754). 10:06:34 03edlothiol * r67b72ca73f68 10/crawl-ref/source/cio.cc: Show the targeting cursor in Webtiles. 10:06:37 -!- Wensley has joined ##crawl-dev 10:07:20 the problem with poison is that it's too relevant if you don't find rP and mostly irrelevant if you don't 10:07:34 Zaba: rP- as a halo effect might be non-frustrating, just make it remove rP+ and nothing else 10:08:09 err, irrelevant if you _do_, of course. 10:08:55 bmh, maybe 10:09:08 bmh: give it to green deaths 10:09:47 Eronarn: I enjoy killing players, but not that much. 10:09:55 or maybe a kind of imp, which they summon - 'sickly imp' 10:10:13 <|amethyst> you could make rP- on players just decrease the likelihood of reduce_poison_player 10:10:19 <|amethyst> in effect increasing the duration 10:10:45 <|amethyst> but, more importantly, cancelling rP+ 10:11:45 <|amethyst> hm... but that might be a little too much like multiple levels of rP 10:12:11 <|amethyst> "one level to prevent 90% of poison, two levels to prevent 90% of poison while a poison moth is in view" 10:13:01 <|amethyst> I guess the question there is whether it should be possible to overcome the temporary rP- enchantment with multiple rP+ items 10:13:47 Eronarn: dpeg had floated the idea of a mutation that randomly boosts or reduces magical abilities. Does this sound good or bad to you? 10:14:18 bmh: if it's just a per turn chance of switching, bad, because you can just not start fights until your magic is strong 10:14:58 i thought it was to reduce spell success but increase spell power 10:15:16 MarvinPA: oh. That's much simpler (and less scummy) 10:15:24 yeah, i kinda like it 10:15:28 that doesn't sound mutation-y tbh 10:15:35 <|amethyst> and the opposite mutation too? 10:15:36 seems like more of a staff effect 10:15:49 <|amethyst> or are we still talking random 10:15:52 i think it's much more interesting as something you can't just opt out of easily, though 10:21:56 -!- Pacra has joined ##crawl-dev 10:25:02 bmh: is the poison patch in? what's the percentage of resistance? 10:27:29 Wensley: it's written and on mantis. 90% 10:27:41 has anyone else looked at the hive portal vault patch? it seems kinda cool, bee larvae upgrade to killer bees by eating things and the queen sends bees berserk at you 10:27:49 bleh, I reiterate that 90% sounds like a completely arbitrary number :) 10:27:55 Wensley: I agree. 10:28:08 might be worth pushing and trying although i don't think the old hive vaults work very well for it 10:29:29 -!- Varsovie_crawl has left ##crawl-dev 10:29:35 -!- valrus has joined ##crawl-dev 10:30:23 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:30:26 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:30:28 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:30:33 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:30:39 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:31:30 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:31:32 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:31:33 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:33:12 Poison suspectibility could make the level of poisoning higher when the player gets poisoned, instead of directly increasing the damage (especially the immediate damage from poison arrow, curare or clouds). 10:33:30 That would lead to taking longer to get rid of the status by waiting, which would be a bit annoying. 10:34:28 i think level and duration of poison are tied together at the moment too, so it might not be easy to have same duration/stronger poison 10:34:53 unless of course bmh wants to rework it all :P 10:35:21 MarvinPA: oh sure, I don't have a job or anything :-P 10:35:26 * bmh starts work tomorrow 10:35:26 heh 10:35:52 And yeah, 90% is arbitrary. 10:36:08 Rather than a 90% cutoff I would prefer to use a function that accounts for regeneration rate 10:36:46 Hell, we could discard all the randomness involved in "A scorpion bit you, try to poison the player" and make every attack be a poisoning attempt 10:37:09 Then set rP0 to confer non-zero resistance and have a single consistent block of code instead of this spaghetti mishmash. 10:38:03 I might like that, but at the same time we'd have to reduce the severity of each poisoning attack, since early players would be annihilated by snakes 10:38:30 bmh: inconsistent with all other resistances, but actually sounds tempting. Would simplify stuff. 10:38:32 kilobyte: You have 1 message. Use !messages to read it. 10:38:57 on the other hand, sometimes it is fun to go toe-to-toe with an early snake and feel the tension of hoping you don't get poisoned 10:40:32 Wensley: he said "poisoning attempt", not "poisoning and then doing partial damage" 10:44:38 kilobyte: yeah, I agree with the inconsistent bit, but I've been on a push to make things in crawl more continuous (ex. skill levels) 10:44:47 <|amethyst> hm, but then you'd have the same chance of avoiding a snake's poison as a sea snake's 10:46:42 kilobyte: What if we split poison into two axes -- duration and potency. That way small snakes could never push you into super-red poison, but could extend the duration of such a poisoning 10:47:42 <|amethyst> hm, how would you specify that in an attack, though 10:47:56 <|amethyst> the duration I mean 10:48:12 standard duration, variable strength? 10:48:21 <|amethyst> hm 10:48:28 <|amethyst> that could work 10:48:33 -!- Torokasi has joined ##crawl-dev 10:48:53 <|amethyst> though I was thinking it would be neat to have early monsters with extremely low duration POISON_NASTY 10:49:05 <|amethyst> early-ish 10:49:24 <|amethyst> but a standard duration is much simpler 10:49:43 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:49:48 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:52:25 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:52:32 He's going to keep doing that, I imagine. 10:52:34 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 10:57:25 hmm, +10% power per level for the wild magic mut seems kinda low, even at level 3 that's less than a single enhancer 10:57:47 -!- ais523 has joined ##crawl-dev 10:57:53 might try it at 20% per level, since that's pre-stepdown also 10:59:21 wild magic? 10:59:26 yes 10:59:30 is it intended for ds or is it a general mutation? 10:59:34 sounds really cool 11:00:00 i think just as a general mutation, the idea is it's -spell success +spell power 11:00:31 very cool 11:00:34 then again DS could do with more double-edged muts... 11:00:41 would need to be more carefully balanced then, though 11:00:56 yeah i just wondered if it was aimed for ds since i've heard people talking about them needing more caster focused mutations 11:01:22 powered by pain was one such 11:01:59 there's some other interesting ideas on the wiki actually, one fairly nice one is a boost to spellpower the lower your hp is 11:02:28 MarvinPA: That sounds tedious. 11:02:38 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 11:03:11 <|amethyst> that sounds more like a PbP replacement 11:03:23 it was proposed as a PbP counterpart 11:03:30 "Spellpower boost based on the percentage of hp remaining as a counterpart to powered by pain – in this case taking damage increases the strength of your spells but doesn't guarantee that you have the mp to cast them." 11:03:46 -!- raskol has quit [Read error: Connection reset by peer] 11:03:50 might be cool with a similar effect for melee 11:04:30 having mutations that are too melee or spellcasting focused could prove an issue i think 11:04:33 * bmh watches buki play 11:04:42 could be extended to a general berserker-y thing maybe, yeah 11:04:43 remaining or lost? 11:04:55 PbP? 11:05:05 for the spell boost thingy 11:05:07 i guess the problem with that one is that it really is entirely useless for non-casters, PbP has a few uses at least 11:05:18 yeah 11:05:21 gs, hybrids 11:05:25 a boost to both damage and spell power? 11:05:34 oh, should be percentage lost i imagine, just looks like a typo 11:05:55 -!- blabber has quit [Ping timeout: 260 seconds] 11:06:33 FR: Allow spectators to view inventories and other informational screens during gameplay :) 11:06:51 -!- blabber has joined ##crawl-dev 11:07:13 bmh: we have that! next time you're spectating, use "m hey open your inventory" 11:07:22 :-P 11:08:28 bmh: imagine that would be a cool feature for webtiles especially 11:08:48 that's something I plan to implement :) 11:08:50 pity there isn't a trunk build on webtiles or i'd play more on it 11:08:59 edlothiol: cool! 11:09:01 yes, I think it might only work in webtiles :P 11:09:01 many other things to do before that, though 11:09:27 edlothiol: i stopped playing webtiles because i had stability and lag issues a while back 11:09:31 edlothiol: so how does one go about watching webtiles ttyrecs? 11:09:35 has any of that been adressed? 11:09:57 Wensley: currently, you can't. it will be possible in trunk/0.10 11:10:07 I see 11:11:02 Xiberia: that depends on what you mean by "a while back" 11:11:52 wtf? I just ran into a vampire on D:1 11:12:20 That's OOD with a vengeance. 11:12:23 edlothiol: 2-3 weeks i believe 11:14:06 not much change since then... are these lag issues only on webtiles? how's your ping to CDO? 11:14:43 yeah i play regularly on cdo console without any issues 11:15:03 i had really bad issues with firefox where it would just freeze up and i had to reload the page to play 11:15:17 then i switched to chome, which worked fine for a few weeks 11:15:31 now i freeze up on chrome as well however 11:15:51 freeze up during loading, or while playing? 11:15:58 while playing 11:16:08 the recurring pattern seems to be while aiming something 11:16:14 when the tile highlighting appears 11:16:38 then it just freezes 11:16:48 if i try to reload it usually just goes black 11:17:00 takes 4-5 tries befeore it refreshes properly 11:17:34 what's your username? 11:18:25 getserious mostly i believe 11:19:38 <|amethyst> !lg * place=d:1 killer=blue death -tv 11:19:38 4. Pancakes, XL1 OgCK, T:232 requested for FooTV. 11:19:46 <|amethyst> oops, wrong channel 11:19:51 -!- raskol has joined ##crawl-dev 11:22:16 Xiberia: It's very possible that the freezing bug is fixed 11:23:38 -!- monqy has joined ##crawl-dev 11:24:37 at least, according to the logs you haven't played since I've fixed a bug very similar to what you describe 11:24:40 edlothiol: cool 11:25:05 maybe i'll try playing a bit on webtiles again once i'm done with my current game 11:25:28 ok, let me know if it still freezes 11:27:33 will do 11:32:24 -!- jeanjacques_ has quit [] 11:32:48 -!- blabber has quit [Remote host closed the connection] 11:34:29 If we were to implement rP- aura, how would we convey this information to the player? 11:52:14 could have a new status light, "Frail" 11:53:35 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 11:59:40 bmh: Having had to look at the code :) I too think the idea of every hit poisoning, and rP0 really being a foo% chance to resist, would simplify things nicely. 12:00:18 03MarvinPA * rcede1ecd76ab 10/crawl-ref/source/ (5 files in 2 dirs): Remove the unused teleport-at-will and throw frost/flame mutations and their abilities 12:00:22 Keskitalo: what would we do about poison beams? 12:00:28 03MarvinPA * ra045af5444c9 10/crawl-ref/source/ (enum.h mutation-data.h spl-cast.cc): Wild magic mutation: each level decreases spell success but increases spellpower 12:00:30 <|amethyst> should the % depend on the strength of the poison? 12:00:42 MarvinPA: you++; 12:00:46 There's a rPois status light, -rPois status light would work. "Frail" conflicts with the mutation. 12:00:51 :) 12:01:10 bmh: You mean the direct damage from them? Same question is for the direct damage from poison clouds. 12:01:22 Keskitalo: nah, I mean the poison probability 12:02:09 Ah, they have 100% chance now, right. 12:02:42 (as do the clouds :)) 12:02:55 <|amethyst> as does POISON_NASTY I believe 12:03:44 -!- raskol has quit [Read error: Connection reset by peer] 12:03:58 Too many different systems all over the code. :P 12:03:59 -!- raskol has joined ##crawl-dev 12:04:26 Keskitalo: Perhaps we could have a grand unified theory of resistances! 12:04:35 one code path >> many code paths! 12:04:59 bmh: is >> > >? 12:05:23 Wensley: If we're talking exit codes, that's a 0. If we're talking binary it's a 1. 12:06:30 only if one code path is unsigned, though 12:06:56 bmh: I've put like week of coding into reducing level types from three to one. It turned out to be like an order of magnitude bigger project than I imagined, but the amount of silly hacks revealed/removed is just mad. 12:07:20 kilobyte: you mean removing multi-level resistances across the board? 12:07:22 kilobyte: Tasks like that always are :-\ 12:07:33 over 2000 lines of code removed -- and not in huge blocks but as single lines scattered all around 12:08:06 kilobyte: Ooh, that sounds awesome. 12:08:18 Wensley: no, BRANCH_*, LEVEL_*, portal vaults 12:08:26 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:08:35 dammit, I wish he would stop crashing. 12:08:36 oh wow, awesome 12:08:51 what's that assert, did his entry vault spawn outside the level boundaries? 12:08:57 kilobyte: speaking of portal vaults -- how much work is it to add a new barebones portal? 12:09:28 bmh: A new portal vault? Just a des file. 12:09:47 Keskitalo: I want to make a portal with chaos clouds instead of walls. 12:10:01 oh, that's just a bunch of lua -- duh :) 12:10:03 bmh: what if every wall in the abyss was a chaos cloud 12:10:10 until kilobyte implements his plan of killing level_type dead, at which point we'll have to declare each portal vault as a branch :P 12:10:17 Wensley: The thought has crossed my mind 12:10:33 would make tornado an interesting abyss strategy 12:10:37 Wensley: I can make an abyss vault like that. 12:10:44 make it huge! 12:11:00 Zaba: yeah, you'll have to add a BRANCH_ enum and an entry in branch-data.h 12:11:58 recompile cycles when tweaking portal vaults or indeed adding new ones is something we're missing a lot right now ;p 12:11:59 (How dangerous are chaos clouds?) 12:12:30 Zaba: on the other hand, you can refer to the branch in C++ code at your leisure, and can do portal vaults with not a single line of code in either C++ or lua other than the enum+entry. Just DEPTH:Bedlam and you're set. 12:14:02 Zaba: right, I admit, you'll have a whole compilation cycle after adding a new portal vault branch. Which you do once-twice per year, while one in two commits already costs that. 12:14:50 tweaking vault layouts wouldn't require a whole recompile, would it? 12:15:05 Wensley, fortunately, no 12:15:15 phew 12:15:25 Wensley: lua layouts not at all, C++ layouts -- a single file + link unless you change headers 12:15:41 kilobyte, I still wonder what you'd set the branch to for ad-hoc portal vaults created using &P 12:15:49 those that don't normally generate in a branch of their own, like 'layout' 12:16:01 which still make sense together with &P for testing purposes 12:16:35 &P _already_ requires you to answer two questions, one for the branch, one for map 12:16:51 well, no, it doesn't ask for the branch, but a tag 12:17:00 which need not correspond to a branch 12:17:02 "Destination for portal (defaults to 'bazaar')?" 12:17:16 then it asks for a bazaar map 12:17:16 yes, and I can enter 'layout' which is not a branch 12:17:56 Zaba: heh, just tried it -> crash 12:18:06 Wensley: CLOUD_SILENCE? :) 12:18:09 I do it all the time 12:18:33 no crash. 12:18:37 bmh: ooh, that sounds interesting 12:18:42 choking clouds! 12:18:53 ERROR in 'dungeon.cc' at line 2545: No maps or tags named 'layout_delve', and no backup either. 12:18:57 or, asphyx clouds :P 12:19:15 Wensley: like calcifying dust? :) 12:19:16 kilobyte, you enter just 'layout' on the first prompt 12:19:20 exactly 12:19:42 kilobyte, because that's the tag 12:19:45 -!- valrus has quit [Remote host closed the connection] 12:20:17 03dolorous * r5caa1a9db473 10/crawl-ref/source/abl-show.cc: Fix indentation. 12:20:41 and jeez, 'no maps or tags named foobar' is such a descriptive error message 12:21:06 Zaba: there exists a map by that name... 12:21:22 it never really tries to pick a vault by name, only by tag 12:21:30 ow -- evilmike is evil -- evilmike_abyss_exit_mutagenic 12:21:39 it prompts for a name later -- only in wizard games 12:21:49 it does that for naturally occuring portals, too 12:22:22 all &P does is create a portal that points to the tag you enter at the prompt 12:23:13 <|amethyst> hm, and inside a layout portal, downstairs go to other layouts, while upstairs and all hatches go back to the portal 12:23:16 in other words, the other functionality that I missed is being able to ask for a tag the next time a level is generated 12:23:39 -!- dtsund has joined ##crawl-dev 12:23:48 |amethyst, yeah, stair behaviour is weird that way 12:24:08 (with a side effect of silly stair behaviour (not nice) and no monster generation (nice)) 12:25:23 I guess it can be replicated as a variant of &^R -- regenerate the level you're on but asking for a tag instead. So you'd be able to do that both in a portal vault, for the same behaviour as currently, or on a normal level. 12:26:40 is there some other functionality of &P I missed? 12:35:38 oh, case in point. Be in Pan, enter a portal vault, try to exit. You land on D:1 with "Ouch, no portal vault exit point!" 12:36:43 kilobyte, I understand the motivation behind killing level_type and indeed support it, the only thing I don't like is the inflexibility with branches that it introduces 12:38:50 it just would be nice if we didn't have to sacrifice anything to get rid of that mess 12:40:36 oh bleh -- bug! iron grates block clouds 12:42:28 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:43:01 Zaba: I wouldn't want to kill any functionality, of course... but I don't understand what flexibility you're talking about 12:44:42 it's the same flexibility that lets us redefine properties of monsters in vaults instead of hardcoding every monster definition, except applied to branches 12:44:55 the only thing I see is adding a new portal vault _type_ (like, adding, say, "Ruins" rather than a new map for an existing portal vault), which requires a recompile... which is damn minor 12:45:22 just like for monsters, you can redefine a few properties but face a brick wall if you want to change something else 12:45:51 -!- Torokasi has quit [Ping timeout: 248 seconds] 12:46:12 Iron grates block spreading clouds (https://crawl.develz.org/mantis/view.php?id=4757) by brendan 12:46:42 kilobyte, indeed. It would be nicer if such redefined monsters were first-class. 12:46:58 -!- evilmike has joined ##crawl-dev 12:47:24 -!- bmh has quit [Quit: bmh] 12:47:28 likewise it'd be nice if portal vault "branches" as we have them now were first-class without hardcoding :P 12:48:50 I've been convinced that *that* would probably be overkill at this point 12:49:15 there are so many more kinds of monsters, you know? 12:50:08 is there some flavour reason that nessos has animate dead? 12:50:09 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:50:16 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:50:18 it seems really weird and unfitting and he barely ever gets to use it anyway 12:50:29 MarvinPA: none I can think of 12:50:34 that is really weird. also, crawl's nessos isn't even that accurate to the story 12:50:36 it's sort of weird, but also hilarious 12:50:47 buki (L1 MuNe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:50:49 the mythological one had toxic blood, nessos should by all rights drop a hcl corpse :P 12:50:56 because you never expect it, and it's so out of the blue when it happens 12:51:14 evilmike: let's give all centaurs hcl 12:51:19 well when it does happen it just means he's blocking off his line of fire to you :P 12:51:21 Sounds like someone's resizing his terminal mid-game 12:51:27 Zaba: having no first and second class branches is exactly my point... together with removing code duplication 12:51:32 -!- bmh has joined ##crawl-dev 12:51:32 -!- bmh has quit [Changing host] 12:51:32 -!- bmh has joined ##crawl-dev 12:51:45 -!- bmh has quit [Client Quit] 12:51:52 dtsund: no, he can't even get past the char select screen, and deleting his save doesn't help 12:52:01 Zaba: Ziggurats for example instead of calling a function to set depth, hold it itself which causes no end of problems 12:52:12 kilobyte, I understand, that is why I'm ultimately in support of the plan 12:52:19 Hm. Is he playing on a nonstandard terminal size? 12:52:26 Wensley: maybe he's confused his shell about the size of his terminal! 12:52:41 having all branches first-class, even without being able to create them dynamically, is better than having two classes of them 12:52:43 SamB: but it only crashes when he plays trunk, he can play older versions just fine 12:52:57 so unless there's some new assert for min termsize 12:53:02 Zaba: heck, we could even have BRANCH_FIRST_LUA 12:53:30 Zaba: except that I very recently removed the same thing for colours due to bugs and useless complexity :p 12:53:41 buki (L1 OpVM) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:1) 12:53:42 kilobyte: well, colors are different 12:53:47 there weren't many free 12:54:37 kilobyte, it's more of a problem for monster redefinitions, because making _all_ the vault-custom ones first-class by hardcoding them would be madness 12:54:52 even though that's what's been happening lately 12:55:33 if a vault monster is interesting, I think it makes sense to upgrade it to first-class to be used elsewhere :D 12:55:52 Wensley, yes 12:55:57 Wensley: MEGABATS 12:55:59 if it's interesting outside the vault 12:56:01 <|amethyst> in an ideal world you could create first-class monsters without recompiling, but I'm not sure how that would interact with saves 12:56:39 |amethyst, pretty badly, I imagine 12:56:50 |amethyst: a monster isn't really interesting if it has no custom code 12:56:54 <|amethyst> yeah, unless you serialize the monster definitions too 12:56:57 but then, having different classes of monsters might end up interacting pretty badly with one's sanity 12:56:58 <|amethyst> kilobyte: lua I was thinking 12:57:10 Wensley: there are a lot of vault monsters which are basically quasi-uniques.. can't see how those would benefit from being used outside their vaults 12:57:22 <|amethyst> but there aren't the hooks for that now I guess 12:57:25 evilmike: killtracker for example 12:57:38 oh, that 12:58:24 evilmike, the problem is that vault-redefined monsters are a hack, they don't really fit into the system 12:59:58 from that stem all the issues, which get fixed for the most common cases, but which are probably lurking in huge numbers for less common ones 13:01:26 Zaba: to be fair, such issues would probably still exist even if such monsters were not a hack! 13:01:50 that makes sense. I recall the madness with corpse names (gnoll corpse of gnoll shaman) 13:01:51 SamB, yes, but their cause wouldn't be the fact those monsters are a hack 13:02:07 so basically this would lose us a scapegoat 13:02:25 it would lose us a source of bugs 13:02:57 do you have any idea what that would do to our quotas? 13:03:12 no 13:03:43 -!- raskol has quit [Read error: Connection reset by peer] 13:03:46 well, it would make it a lot harder to hit them, that's what! 13:04:01 but it'd also reduce the need for hitting them 13:04:03 -!- raskol has joined ##crawl-dev 13:04:15 * SamB doesn't think Zaba gets the joke 13:04:43 I deferred getting the joke for a time when I am less sleepy :P 13:17:09 -!- dpeg has joined ##crawl-dev 13:17:50 is there any point in troves requiring the item to be identified? 13:17:56 yes 13:18:05 otherwise you can use the trove to id items 13:18:07 the only result I see is a very confusing message 13:18:43 id and lose 13:19:12 dpeg: is that really so much of an issue? 13:20:00 items that could be possibly unidentified: potions of healing, heal wounds, cure mut, scrolls of blinking, acq and id, wands of hasting and healing 13:20:53 practically, cure mut is the only one of those that might plausibly be unIDed past the early game, if the player owned it 13:21:07 unless players were deliberately trying not to ID things 13:22:52 hmm, actually, it might happen for potions on a mummy or wands on a felid 13:27:21 but should that be penalized? 13:27:23 troves that demand potions on mummies are pretty amusing... healing or heal wounds are pretty easy to id though, since they're common. Usually it's just a free trove 13:27:38 unless you're a mummy of nemelex 13:29:02 maybe you should just have to fight some rats if you guess wrong 13:29:20 it worked for LttP! 13:29:37 had to look for a wand of hasting after having sacced everything... 13:29:38 !lg . win race=fe god=nemelex xobeh 13:29:39 1. KiloByte the Eviscerator (L27 FePa), worshipper of Nemelex Xobeh, escaped with the Orb and 3 runes on 2011-02-21, with 1311626 points after 167011 turns and 17:42:01. 13:30:53 kilobyte: well, random shop items could have unidentified duplicates 13:31:24 but I agree with you that there isn't much point in requiring identification 13:31:31 elliptic: just checked the log... I remembered wrong, the wand I finally found came identified from a bazaar 13:32:01 currently wand troves always ask for a highly charged one 13:32:17 03MarvinPA * r20382255809c 10/crawl-ref/source/mon-spll.h: Adjust a lot of emergency spells 13:32:17 03MarvinPA * r80109d8837f4 10/crawl-ref/source/mon-cast.cc: Don't let monsters cast Regen while under DDoor 13:32:17 03MarvinPA * r3d2659eb4912 10/crawl-ref/source/mon-cast.cc: Allow monsters to cast their emergency spells at a higher HP threshold, but have them choose it a bit less often 13:32:18 03MarvinPA * rf14abfc00503 10/crawl-ref/source/mon-spll.h: Remove Animate Dead from Nessos 13:32:18 03MarvinPA * r34b472649b53 10/crawl-ref/source/mon-spll.h: Give Mnoleg Malign Gateway 13:32:21 and it is highly unlikely for one to start that highly charged 13:32:27 oh right 13:32:40 you could recharge everything but that has pretty little point 13:33:01 so this is mainly relevant for a mummy who brings potions to the trove 13:33:32 back, children in bed now 13:33:34 I care mostly about the misleading message, though 13:33:40 honestly it would be good if certain trove options didn't happen for certain races anyway 13:33:46 yeah, the message is awkward 13:34:40 MarvinPA: good changes, thanks. Also for wild magic, didn't expect that one at all :) 13:34:52 too bad, trove code is in lua, which makes it a bitch to run such checks :p 13:35:15 dpeg: was nice and easy to implement and i liked the idea, so why not :) 13:37:00 elliptic, kilobyte: feel free to change troves. Just wanted to say that we had some reason for the current status. Doesn't mean it was a very good reason, of course. 13:37:46 ah, I think the point was that you can recharge a wand, try it, recharge some more etc. 13:39:21 not really compelling, though 13:39:44 mutations that sound good to me: fumes (the fog variant), -acc, hydrophobia (slow drinking), tripping, extra legs for Ce, +healing from potions, mana regen, and, blowing my own horn, evolution 13:39:55 Whoo no more teleport self on Asmodeus.. although, that did make it easier to grab the rune. ;) 13:40:36 Keskitalo: sound all good to me. What about casting from HP? 13:41:00 speaking of slow drinking, would it be worthwhile to change blurry vision to a mutation that makes you read slowly? 13:41:10 failing to read scrolls is amusing but it tends to just be extra keystrokes for a lot of stuff 13:41:38 Extra legs could resist trample and give a higher chance of unarmed attacks! 13:42:02 I wonder if 3d2659 makes bears berserk more often (which would be good). 13:42:16 yeah I asked about that too 13:42:21 in ##crawl though) 13:42:22 ( 13:42:52 the emergency spell threshold was changed to 1/3 hp instead of 1/4. So, it will, right? Or is there something really weird about bears? 13:42:55 Keskitalo <--> kilobyte 13:43:11 evilmike: yeah but with a halved chance 13:43:17 evilmike: sounds good to me 13:43:18 oh, I see 13:43:42 -!- Zaba has quit [Ping timeout: 260 seconds] 13:44:09 evilmike: failing to read lets you decide whether you want to retry, which might be important tactically 13:44:14 kilobyte: I promised to put approved-of mutations to the top. I'll use your list? 13:44:40 Maybe they should just have a chance of berserking whenever they take damage. 13:44:42 but yeah, it might be simpler to take more time 13:45:19 dpeg: I can't tell you which ones you like 13:45:23 Any opposition to "cast partially from HP" mutation? 13:45:48 kilobyte: "approved of" = by us, not just by me 13:45:52 would be brutal on a deep dwarf 13:46:51 i'm not opposed to it necessarily, although it reminds me i'd quite like to have makhleb invocations be cast from hp instead of mp (and then remove his mp-on-kills, and maaaaybe increase his hp-on-kills a bit if necessary) 13:47:09 it'd fit with his new bloodshed/mortification/etc theme! 13:47:56 and also means he could lose the mp-on-kills but still be pretty good for casters since using invocations would leave them with all their mp to cast with still 13:48:07 MarvinPA: good points 13:48:09 MarvinPA: it would make him mostly worthless on most chars 13:48:21 how so? 13:48:28 what I like about the mutation is that it's good or bad depending a lot on the circumstances 13:48:41 meleers only... no much point on conjurers 13:49:00 I'd instead get rid of Vehumet's MP for kills for, well, being redundant with Makhleb! 13:49:03 well like i said, they'd be able to conjure just fine and would also have an extra pool from which they can use invoc 13:49:28 Vehumet could get a stronger discount 13:49:34 perhaps even a lot stronger 13:50:12 mp fits veh a lot better imo, and makhleb is already by far and away the best conjurer god, a little less appeal for them seem fine to me 13:50:30 seems* 13:50:40 really, though... Veh fits nothing better as he has no theme at all 13:50:58 my #1 candidate for a deicide or a _thorough_ overhaul 13:51:19 * dpeg claims that Okawaru has as little theme as Vehumet. 13:51:20 veh would also be improved by the gifting implementable, would focus him a lot better on destruction 13:51:36 MarvinPA: ah, I really hope that Thasero soldiers on on that one 13:51:42 since he loses the weird summoning thing and gains appeal for characters that weren't initially conjurers 13:51:45 yeah, me too! 13:52:26 FWIW I like the HP idea for Makhleb, and I enjoy playing Veh conjurers (the implementable looked good). 13:52:29 dpeg: "god of war" is one of main archetypes in RL pantheons 13:52:41 dpeg: I thought okawaru's theme was weapons and stuff 13:53:11 greater demons is such a ridiculously strong invocation that makhleb will never be worthless to anyone regardless of anything else 13:53:31 and hp-from-kills is a ridiculously good passive, also 13:53:40 kilobyte: I agree, I just think that Okawaru is quite bland (it did get better with your changes, so okay, perhaps Vehumet is now leader among the theme-less) 13:54:08 (also invocations from hp nerfs DD of makhleb just a little, which can't be a bad thing) 13:54:36 -!- Zaba has joined ##crawl-dev 13:54:42 speaking of Okawaru... I really want that "piety for quality not quantity" thingy I tried before 0.9 release 13:55:08 part of me really feels like elephants shouldn't be able to follow you up stairs 13:55:08 the healing would probably still outpace it but hopefully it would be a noticeable downside 13:55:21 kilobyte: yes, that'd be useful for god diversification in general 13:55:24 however, in my tests, any formula without a hard-coded boost on small levels had almost no piety on XL1-7 13:55:35 and looking around I found the culprit 13:55:46 do you remember the chart on http://angband.pl/tmp/monster-tiers-by-xl.png ? 13:56:08 no, and I cannot click it from there :( 13:57:02 almost everything counts as "trivial" when on low XL, except 1 when everything is "easy" and 2 which has 50:50 split of trivial/easy 13:57:20 and yet those trivial monsters keep having the most kills 13:57:53 -!- valrus has joined ##crawl-dev 13:58:16 orcs, kobolds, hobgoblins... 13:58:17 -!- Torokasi has joined ##crawl-dev 13:58:39 kilobyte: you were using xp? 13:58:48 Ash tier formula 13:59:00 I think one thing I hate the most about Crawl is the variance in monster performance. 13:59:07 which is xp for monster compared to xp to level 13:59:22 kilobyte: could use this formula with a summand (xp + FOO) 13:59:28 A goblin with a good weapon makes you explode. Ancient liches can be dumb and just do nothing and die, or the RNG hates you and they paralyze you and summon. 14:00:08 I'd rather the average performance for monsters raise if it removes the far ends. 14:00:28 Not that I'm good now, but when I was newer I got warned by my friend who played more about certain monsters I just killed with no problem. 14:00:42 I didn't really know that the worst case was so, so mucn worse than I imagined. 14:00:52 tier is mostly: sqrt(monster_xp / sqrt(xp_to_level)) 14:01:12 though keep in mind that the reason all the wimpy monsters have all the kills is because most players don't get past the early sections 14:01:46 if you calculate monster deadliness in terms of the numbers of players who have died to the monster vs. the number of monsters who have died to the player, you get a much more reasonable breakdown 14:02:06 kilobyte: that is fine... for piety purposes you could add a constant 14:02:33 Fyren: occasionally we do reduce variance but in general it is good thing to have 14:02:42 and this includes extreme outliers 14:03:02 I don't think extreme outliers are healthy at all. They promote paranoid/defensive play. 14:03:32 to me it's just a different source of OOD 14:03:43 -!- raskol has quit [Read error: Connection reset by peer] 14:04:05 -!- raskol has joined ##crawl-dev 14:04:07 kilobyte: if you use the Ash formula with summand, wouldn't that mean a lot early on and nothing later? 14:05:12 dpeg: the very reason for the Okawaru change is to add nothing for popcorn 14:06:15 kilobyte: you can also make the summand depend on piety. Give something for piety <15, less for <30, nothing later on. 14:08:02 dpeg: my point is, it's the tier formula what is broken 14:08:32 dpeg: it marks almost nothing as dangerous on early levels which is an outright lie 14:09:07 so I'd look for ways to improve the basic formula so both Okawaru and Ash can be improved 14:09:08 kilobyte: "broken" is a strong word, it works quite well later on. Agree it can take adjustments, of course. 14:09:18 "later on", exactly! 14:10:01 actually, you don't have lots of Ash piety early 14:10:10 are tiers used for much else? 14:10:12 yes 14:10:28 (yes to not noticing it early with Ash for lack of piety) 14:10:38 ... doh, indeed. Descriptions, monster panel, etc. 14:11:06 ie, it's n00bs who get hurt by being told the monster is trivial! :p 14:11:13 * kilobyte tickles dpeg's weak spot :p 14:12:13 * dpeg cringes in pain. 14:12:22 * dpeg cringes in vain. :) 14:12:27 ??+Rage 14:12:28 rage[1/1]: Are you interested in the {amulet of rage}, the {berserker rage} spell, or just being {berserk} in general? +Rage is evocable. *Rage activates randomly on attack. 14:13:42 hrm, I have no data other than the aggregates :( 14:14:03 the "ashtier" tool on git, at most 14:18:16 kilobyte: of course, the monster panel currently has no chance to take monster equipment into account (items have no influence on xp) 14:19:23 MarvinPA: Vampiric Draining for the deep elf death mages is really nice :) 14:19:30 I find the panel mostly useful for telling me when to run away 14:19:39 if you're talking about the color coding 14:19:54 dpeg: that's why monsters have their xp set mostly manually 14:20:02 Ideally it would mention mention weapons ("reaching", "glowing sword") etc. 14:20:25 gnome [wand of death] 14:20:29 I'd kind of like if it wouldn't start bunching up monsters unless it ran into space limits, too 14:21:02 !seen galehar 14:21:03 I last saw galehar at Mon Oct 10 23:39:36 2011 UTC (5d 19h 41m 27s ago) quitting with message Remote host closed the connection. 14:21:07 :( 14:21:45 Can't get detailed description of God at altar (https://crawl.develz.org/mantis/view.php?id=4758) by nubinia 14:21:45 -!- bmh has joined ##crawl-dev 14:21:45 -!- bmh has quit [Changing host] 14:21:45 -!- bmh has joined ##crawl-dev 14:22:38 what the? 14:22:42 elliptic: you rock! 14:22:57 still commenting :) 14:24:18 yes, I noticed 14:24:38 Was about to clear up the page, you make it a lot easier for me. 14:24:54 will do TDHS then 14:26:13 random observation: blizzard demons don't spawn normally in cocytus 14:26:26 they probably should, though 14:27:48 -!- bmh has quit [Quit: bmh] 14:28:25 -!- Keskitalo has quit [Quit: leaving] 14:28:42 evilmike: sounds strange indeed 14:31:38 oh 14:32:04 I think I'm going to replace "Make dart trap" with "Make dummy" or somesuch 14:32:39 the purpose of the dummy being more-or-less to keep bats off the orb while you run a quick errand 14:33:32 I thought that was what plants were for once you get them 14:33:38 and the dart traps are useful 14:33:42 -!- Zaba has quit [Ping timeout: 255 seconds] 14:34:07 elliptic: yeah 14:34:31 not so yeah about dart traps 14:34:31 really? 14:34:32 they make surviving early game in zotdef much easier, at the cost of getting a sapling a little later 14:34:54 plants do exactly what that dummy would 14:35:02 hmm. 14:35:19 all my zotdef games start by making four dart traps because otherwise you are likely to die unless you are a strong melee char 14:35:22 except deities kinda dislike allowing normal allies to die 14:35:27 casters just run out of MP 14:35:44 elliptic: oh, yes, they do 14:35:56 I was wondering if there was anything we could do about that 14:36:00 dart traps 14:36:04 they don't die if you use dart traps 14:36:06 :) 14:36:26 I really think very-early game is needlessly awful for some combos 14:37:24 it could probably safely be toned down a bit in general, yeah... like halve the number of monsters in the first wave or something 14:37:31 also, plants are tricky to relieve of duty... 14:37:55 * kilobyte hands SamB an axe to weed the plants. 14:38:09 dieties are REALLY thrilled by that 14:38:56 okay, how about instead of that, some kind of ability that allows you to "dismiss" an adjacent zotdef minion and take its place 14:42:33 -!- Zaba has joined ##crawl-dev 14:42:37 -!- bmh has joined ##crawl-dev 14:42:37 -!- bmh has quit [Changing host] 14:42:37 -!- bmh has joined ##crawl-dev 14:43:28 * SamB isn't sure he won't shun bmh now 14:44:08 hm? 14:44:44 now that I've seen your cloak! 14:45:00 ok? 14:45:27 okay, okay, I know ... 14:45:35 not all FSF members are as crazy as RMS ... 14:45:49 RMS is the good kind of crazy 14:46:01 he overdoes it at times 14:46:04 kilobyte: In addition to his good crazy, he is also bad crazy. 14:46:15 Once he asked me to buy him a train ticket because "the government is tracking [him]" 14:46:26 he has brain farts sometimes but in the general he far more insight than most 14:46:37 but your example... yeah 14:46:44 that's the "bad crazy" 14:46:48 I'm still annoyed about them about GFDL invariant sections and cover texts... 14:46:49 ah, paranoia tainting one more mind 14:47:53 Hah, casting from HP got the elliptic stamp of approval! :) 14:47:59 Most of the FSF employees I've met are fairly normal. 14:48:20 He fights for a good cause, we're lucky he's not a religious fanatic instead. 14:48:24 Are grates supposed to block spreading clouds? 14:48:42 bmh: don't think you can run anything on lunatics alone (compare Khmer Rouge). Having the head honcho be a lunatic is nothing unusual, for an understatement. 14:48:55 bmh: I don't really know, else I'd have responded. 14:48:57 and about making too many design decisions based on wanting to make things difficult for proprietary software 14:50:00 ghallberg: yeah, it is fortunate that his overall goal is fairly unambiguously good 14:50:23 bmh: it makes little sense 14:50:36 flavour-wise 14:50:46 SamB: +1. The whole of GFDL was a disaster. A license that on a literal reading forbids using a key to lock your server room. 14:51:08 kilobyte: wow 14:51:17 I wasn't even talking about the DRM-related parts 14:51:30 those parts are probably invalid... 14:51:32 I hate the advertising clause of GPL3, too... (even though I consider GPL3 to be quite an improvement over GPL2, though) 14:51:43 what's the clause? 14:52:02 except the "upgrade" to AGPL, that is.... which outright breaks copyleft as it leads to a trivially non-free license 14:52:22 upgrade? 14:52:34 * SamB wonders if that's legal 14:52:36 kilobyte: Yeah. I won't use the GPL3 due to the AGPL escape clause. 14:52:58 if it says on the tin "GPL2+", does that really mean you can use AGPL? 14:53:06 5d 14:53:15 -!- valrus has quit [Remote host closed the connection] 14:53:27 If it says GPL2+ can you repackage it as GPL2? 14:53:39 point 14:54:29 So the AGPL is non-free? 14:54:49 SamB: no according to Stallman, somehow 14:55:02 I don't trust stallman for these decisions 14:55:07 The worst example of the AGPL I've seen is iText. 14:55:10 I only really trust Debian 14:55:18 iText was originally MPL and then dual licensed at MPL/LGPL. 14:55:20 They're even more fanatical 14:55:25 it forbids you to use the code in anything that doesn't have a networked interface capable of sending large files 14:55:31 but somehow also more pragmatic! 14:55:34 Then the author got caught cheating on his taxes and flipped out at the Belgian government and relicensed it as AGPL. 14:55:48 Then he threatened to sue anyone distributing the old version of iText as LGPL/MPL. 14:56:05 bmh: hah! 14:56:25 SamB: plus, although his code works, it really sucks and he doesn't understand how to use the builder pattern. 14:56:25 bmh: eh... how many people did immediately point out he can't do that? 14:56:28 dpeg: okay, done commenting on the page :) 14:56:44 kilobyte: A few? 14:57:03 kilobyte: sure he can do that 14:57:11 he just can't WIN with a sane judge 14:57:25 SamB: doh, you're right 14:58:13 Plus no one I've spoken to is willing to buy a commercial license from the guy because he bases the pricing on how many clients you have (!?) 14:58:14 assuming it still counts as suing when the judge throws out your initial petition after 5 minutes... 14:59:17 bmh: as a FSFite, you might have a clue. Would this work? "you can use this software under the terms of GPLvX, or, at your option, any other version released by the FSF other than AGPL" 14:59:40 bmh: strictly more permissive than "GPLvX", strictly less permissive than "GPLvX+" 15:00:01 kilobyte: no idea. Are we relicensing crawl… again? 15:00:16 kilobyte: I'm pretty sure you can ... but it may be GPLv3-incompatible 15:00:27 bmh: no, but thinking about some software of mine 15:00:52 also I don't think a judge would actually consider the AGPL to be version of the GPL 15:00:52 SamB: how come? It gives strictly more permissions than "GPLv3 only". 15:01:07 kilobyte: The GPLv3 entails a "you can link this against AGPL code" clause. 15:01:25 elliptic: awesome, will collect everything. Is this implementable-worthy? 15:01:30 hi. any thoughts about replacing levitation by flight everywhere? https://crawl.develz.org/tavern/viewtopic.php?f=8&t=2856 15:01:52 kilobyte: the AGPL upgrade clause doesn't apply to GPLv3-only? 15:02:36 kilobyte: What do you mean by "doesn't have a networked interface capable of sending large files?" 15:02:38 All versions of LGPL allow switching to a corresponding version of the GPL, don't they? 15:02:43 dpeg: well, you may have noticed I didn't make very many positive comments :P but there are definitely a few ideas that have potential, and if a mutation has no comments on it by anyone then I thought it was okay but wasn't excited enough by it to support it 15:02:43 You don't need to distribute source from the exact same server. 15:04:14 SamB: I won't use the LGPL because of that clause :-\ 15:04:25 bmh: eh ? 15:04:34 SamB: The LGPL -> GPL transform. 15:04:54 mostly only the FSF actually *does* that, though, afaict... 15:05:00 SamB: Though I was thinking of taking the LGPL version of iText, and relicensing it as GPLv2 to make it incompatible with the AGPL version of iText :) 15:05:05 -!- dtsund has quit [Ping timeout: 260 seconds] 15:05:42 personally, I'm a fan of using BSD-style licenses whenever possible 15:05:58 I've been using CC0 and Unlicense. 15:06:23 For the most part, I don't want credit/blame for the code I write :) 15:06:25 (though not BSD licenses themselves, due to the need to put in an organization...) 15:08:11 -!- dtsund has joined ##crawl-dev 15:10:47 Is there any balance motivation for preventing mummies from transforming? 15:11:24 afaik undead not being able to transform is just about the flavor 15:12:05 HIghlevel books went all screwy (https://crawl.develz.org/mantis/view.php?id=4759) by Kyrris 15:12:33 alefury: I am not sure, otherwise I'd have spoken up. Having two levels is kind of nice. Of course, we could distinguish Lev from Fly in other ways. 15:12:56 according to Wikipedia, the GPLv3 doesn't *actually* permit relicensing under the AGPLv3 15:13:03 alefury: for example, if levitation was good enough to cross lava/water but not to reliably move 15:13:11 it looks like that's true, too 15:13:45 SamB: It permits linking. 15:14:01 mhh, adding an interesting distinction between lev and flight might be even better than removing lev 15:14:33 my reading is that "you can link GNU GPLv3- and GNU AGPLv3-licensed code together, and you can distribute the result" 15:14:59 but learning the side effects of levitation is not exactly straightforward currently, and as i said in the tavern post i think the current side effects are not interesting 15:15:13 so something should be done 15:15:23 (and that the AGPL's requirements concerning availability of source code would still apply) 15:15:55 (but that all the GPL'd source code is still GPL'd, and all the AGPL'd source code is still AGPL'd) 15:16:32 alefury: I agree that (not) being able to pick up stuff is a bad way to distinguish them 15:16:44 theres also inability to take downstairs 15:16:58 i think its very flavorful, just bad gameplay 15:17:04 alefury: a little more relevant, yes 15:17:33 flight should (does?) get a dodge bonus? 15:17:44 does not unless you are a kenku 15:17:45 I don't think so 15:18:00 -!- hayenne has joined ##crawl-dev 15:18:06 Hi 15:18:11 hello 15:19:11 I cannot understand why my attack speed with a hammer (delay 130%) is 'above average', but with a flail (delay 150%) is 'average'. M&F skill 11 15:19:23 heavy armour DDBe here 15:19:47 oh, wait. nevermind - just got it 15:19:51 :-D 15:20:26 Is Jiyva meant to be a viable god in Zot Defence? 15:20:27 because it's speed and delay are 1/ the other? 15:20:33 er 15:20:35 s/it's/ 15:20:38 I was thinking of levitational movement as very slowly (think half ordinary movement speed) -- ain't easy to float on nothing, after all. You'd get across things as now, but you wouldn't want to fight with it. 15:20:47 bmh: the first win in zotdef was with jiyva, actually 15:21:01 very different version then, but still 15:21:01 dpeg: oh, another good idea 15:21:09 elliptic: I love Jiyva, but he eats my oklobs. 15:21:19 elliptic: I nearly won ZD in an older version, but it kept crashing 15:21:42 My current strategy is to take Nemelex and entomb the orb. 15:22:12 bmh: wow. evil. 15:22:40 alefury: It's a pain. You can either try to survive long enough as a warper or slug it out until you get teleport from the dungeon. 15:23:07 of course it's a pain, but pretty hard to lose if you pull it off, right? 15:23:20 I don't know if Boring Beetles appear. 15:23:26 also, didnt teleport self get removed? 15:23:37 did it? :( 15:23:41 Yes. 15:23:42 also, nemelex gives teleport 15:23:45 deck of escape 15:23:49 ha :-) 15:25:11 ??deck of escape 15:25:11 deck of escape[1/1]: Non-oddity cards from here are 50% from the {deck of transport}, 50% from the {deck of emergency}. Sacrifice armour. 15:27:35 alefury: if tele self is gone, how do you get the loot rooms? 15:27:55 i have been wondering how to get in there 15:28:03 didnt play much zotdef 15:28:24 alefury: guess I'll reply with my lev idea on forum 15:28:39 ??control teleport 15:28:40 control teleport[1/1]: Spell which gives {teleport control} for a brief period. L4 ench/tloc, found in Control and Spatial Translocations. 15:31:22 alefury: The other trick is to entomb the monster corridors 15:32:21 that kind of stuff should probably be prevented. something like "no tomb card in zotdef". 15:32:30 :( 15:32:36 Fedhas is banned from ZD, isn't he? 15:32:37 why ? 15:32:48 I don't think anyone is banned? 15:32:56 water? 15:32:58 SamB: Fedhas can make deep water. 15:33:15 Hmm. 15:33:28 You think just because you could crash zotdef with that you can't do it? 15:33:29 Is the robe that makes water also banned? 15:33:48 Or does that only come on the cloud guy? 15:34:01 my favorite ZD bug was getting XP from killing your own oklobs. 15:34:03 Fedhas' abilities are either redundant or problematic 15:34:18 I used to make hedges of oklobs and spores and pop 'em for a few thousand XP 15:34:53 also -- all Zot Defence layouts are not created equally. There's only one that I want to play on. 15:35:13 so, what happens if you ask for an altar to fedhas? 15:35:50 SamB: Don't know, I'll give it a try 15:39:10 why does zotdef even pick random layouts...? It seems like it would be better to do it the sprint way... after all you can just quit/restart until you get the map you want 15:39:33 -!- syllogism has quit [] 15:40:06 evilmike: oh, yeah 15:40:09 true! 15:40:32 how can we do that without hardwiring them? 15:40:40 do it sprint style? 15:40:50 sprint doesn't hardwire them either? 15:40:53 excellent! 15:40:57 make it sew! 15:42:20 evilmike: That's what I do. I startscum until I get the layout I want. 15:44:07 evilmike: make an implementable about it! 15:44:43 I think only devteam members have rights to post implementables 15:45:01 evilmike: I believe this is the case. 15:45:03 well, I mean, write something up on the wiki 15:45:10 (wtf is the difference between an implementable and a patch?) 15:45:10 oh, sure 15:45:20 and then give me a link to it 15:45:22 in implmenetable is a request for a patch I think 15:47:50 alefury: another ZD trick is to play as an Orc. Since powers are tied to XL, it pays to have a low Exp. 15:48:21 bmh: how do you avoid dying too soon? 15:48:41 SamB: That's the hard part. If I can survive to the point at which I get a god, I'm typically good for a while. 15:49:13 see, that's what I'm talking about wrt. the early game! 15:49:34 A lot of it is luck. If you get 'easy' tough monsters, it'll be easy 15:49:34 heh. i dont really like zotdef :/ . generally i either get bored or some situation i cant possibly cope with comes up. 15:49:50 If the rng decides to throw a orc warrior with a pole arm at you, you're dead. 15:49:55 yeah 15:50:03 alright, I added the idea to this page 15:50:04 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:variants:zotdef 15:50:11 evilmike: cool 15:50:30 I *knew* making that page was a good idea! 15:50:34 I cant seem to make new sprint maps appear on the menu by just adding new des files, so maybe this is actually hard coded... 15:50:44 Why is Hill Orc flagged as unusable? 15:51:00 bmh: I didn't flag anything as anything yet... 15:51:09 SamB: on the wiki 15:51:28 well, that's just one newb's opinion 15:51:42 namely, me a short time ago 15:51:52 feel free to edit! 15:52:09 Spriggans are useless because they starve to death. 15:52:15 ah 15:52:27 oh, that reminds me of another idea I had... 15:52:37 No hunger clock on ZD? 15:52:41 no! 15:52:46 though that might be good, too. 15:53:10 bmh: try a spriggan! 15:53:21 kilobyte: Why? I'm bad enough at ZD. 15:53:40 showing a race/background as non-viable from the get-go if all its combos are considered such 15:53:43 bmh: let's say their hunger in ZD works a bit differently 15:54:05 for e.g. wanderer 15:54:10 and I think octopode? 15:54:31 kilobyte: can you tell me so I don't need to dive the source? 15:54:36 kilobyte: what, do they have no hunger there ? 15:54:45 that reminds me! 15:54:50 we need a manual section! 15:55:11 bmh: ZD spriggans are fast but weak mummies 15:55:21 kilobyte: beautiful! 15:55:29 bmh: and since you hardly ever fight yourself, they're one of better races 15:55:49 kilobyte: feel free to take the red pen to that wiki page! 15:56:00 I probably have all kinds of misconceptions 15:57:20 probably it would be better to cross out and explain things I got wrong, though! 15:57:22 how exactly "movement speed" is much less useful? You so often have to check other areas or run after a monster who got through, and the Teleport power comes damn late. 15:57:45 kilobyte: that's why I put that disclaimer at the bottom! 15:57:53 I generally use a troll monk 'cause they can survive the early game 15:57:57 I don't know shit, evidently 15:58:31 SamB: standard dev attitude. You get used to and then over it. 15:59:14 SamB: dpeg is referring to programming generally, not just crawl :) 15:59:45 dpeg: DIDN'T THEY READ THE DISCLAIMER? IT WAS VERY CLEARLY MARKED! 16:00:06 actually, maybe I *should* have used all caps for it 16:02:03 -!- jle_ has quit [Ping timeout: 245 seconds] 16:03:41 -!- raskol has quit [Read error: Connection reset by peer] 16:03:57 -!- dtsund has quit [Quit: dtsund] 16:04:13 -!- raskol has joined ##crawl-dev 16:04:23 I'm not sure how to deal with your turrets either killing everything instantly later on -- or everything falling nearly instantly 16:06:10 I mean, earlyish you quite often have monsters break through but it's manageable. Later, not so much. 16:06:36 ok, this is silly. Zot Defence just threw a crocodile at me. I'm XL:2 16:06:44 bmh: yes, that IS silly 16:06:55 depends on the map, though... the standard one has it the most pronounced, some others allow gauntlets 16:07:08 if you can figure out how to make it stop throwing such OOD stuff in at such low levels, please tell me! 16:07:18 kilobyte: which one is standard? 16:07:53 Disclaimer: never won ZotDef myself, max XL 17... 16:08:03 SamB: regular Zot as on Zot:5 16:09:15 kilobyte: yes, but you've clearly been playing longer! 16:09:51 old versions... 16:09:56 kilobyte: oh, you mean the first map? 16:10:12 aND SORRY ABOUT FORGETTING cAPSlOCK. 16:10:19 heh 16:10:32 yeah 16:10:33 the "JIS wide" bit was enough, thanks ;-P 16:12:44 kilobyte: I wish I had an earlygame bot for ZD 16:13:00 bmh: what would you have it do ? 16:13:21 please report each thing as a bug! 16:13:30 SamB: build traps, oklob saplings and kill stuff 16:13:37 oh 16:13:52 It's sort of dull to go through the same motions until the game spawns a crocodile and kills you. 16:13:58 okay, that doesn't quite sound like a bug per-se 16:14:01 less bottable than the regular game, I think 16:14:08 the crocodile, though, does 16:22:28 OOD Monsters in Zot Defence (https://crawl.develz.org/mantis/view.php?id=4760) by brendan 16:38:16 -!- dpeg_ has joined ##crawl-dev 16:39:02 !tell elliptic Worked through the mutation wiki page (couldn't be bothered to clean up the last two sections). Would you have a look at the top two sections (approved and ambivalent)? Thank you! 16:39:04 dpeg_: OK, I'll let elliptic know. 16:40:17 oh, you misinterpreted what I meant about the hydrophobic one :) 16:40:17 elliptic: You have 1 message. Use !messages to read it. 16:40:31 I was suggesting 15/20/30 aut, not three times that 16:41:42 elliptic: oops :) would you correct? 16:41:46 sure 16:41:52 I wondered that 30 aut should be default quaffing time. 16:42:29 -!- HangedMan has joined ##crawl-dev 16:42:57 elliptic: I like mutations that make staple tactical options (potions, teleports) a little worse. Still usable, but may change your order of preference. 16:45:11 regarding the -TELE mutation: a way to make it double-edged might be to make the teleports take less time but fail sometimes. could be interesting with a low failure chance. 16:45:50 alefury: I replaced that proposal with longer time for teleport to kick in 16:46:27 ah. code for that is already in for abyss i think, so should be fairly easy to implement. 16:46:45 also sounds like a good idea 16:47:19 alefury: it is an example of my comment to elliptic 16:47:20 dpeg_: I fixed it and also made the blurry vision entry a little clearer. about the others, susceptible to poison shouldn't be in the "won't make it in" category since I know a decent number of people like it 16:47:38 elliptic: feel free to move mutations up or down 16:47:49 I got bogged down by the sheer number :) 16:48:32 SamB: you need to make an Implementable on the Mantis tracker, not on the wiki! 16:48:46 I just wanted to comment against the idea of it being a simple rPois- that can be cancelled out with one item or brought to rPois+ with two items... some version of the idea might be good 16:48:48 dpeg_: I know I need to do that too! 16:49:22 SamB: ah, sorry then. Was trying to make sure you get an audience (which you will on Mantis). 16:49:56 dpeg_: I like the slower teleports idea, by the way 16:51:03 -!- chrisoelmueller has joined ##crawl-dev 16:53:17 elliptic: I hoped so. I propose it once a year or so =) 16:54:04 -!- dpeg has quit [Quit: Lost terminal] 16:58:20 -TELE could give a partial resistance to banishments 16:59:47 dpeg_: no need to apologize for telling me something I already know, especially when you had no way of knowing without being able to spy on me and/or see the future ;-) 17:02:28 Stealth and T&D skills should probably be marked as useless... 17:02:36 is there ANY use of either? 17:02:43 Zot Defence: player should choose map, not RNG! (https://crawl.develz.org/mantis/view.php?id=4761) by SamB 17:02:46 kilobyte: in what ? 17:02:52 Zot Defence? 17:03:05 T&D is useful if you want to steal ammo from traps... 17:03:49 -!- raskol has quit [Read error: Connection reset by peer] 17:03:56 Stealth is certainly totally useless if you are anywhere near the orb, and I'm not sure it's not completely useless, true. 17:04:16 -!- raskol has joined ##crawl-dev 17:04:44 monsters are always awake and never target you unless you're adjacent 17:04:55 Ash speaks?? 17:05:05 (oops, misread that) 17:05:30 kilobyte: adjacent to what ? 17:05:52 to them 17:06:11 er ... what about ranged weapons ? 17:06:22 spells ? 17:06:38 yay Gastronok's hat... of MR... of course -4, with that amount of oklobs you can't expect armour in better quality 17:06:54 spells are damn nice if you can get a book 17:07:07 I meant, if the monsters have them 17:07:08 like, Meph and Freezing Cloud 17:07:31 I've definitely had them throw darts at me! 17:07:40 monsters are already awake 17:07:51 yeah, I know 17:08:23 how do abilities get marked useless? 17:08:55 abilities are simply not shown, skills are set in is_useless_skill() 17:08:56 er, *skills 17:09:08 you can't even train them, though 17:09:23 kilobyte: Do you use xmonad? 17:09:26 for merely dubious ones it's probably better to just disable them at start 17:09:41 kilobyte: yeah 17:09:43 ('cause your terminal is a weird size) 17:09:49 bmh: no. 17:09:55 bmh: gnome-terminal 17:10:02 xmonad is a WM 17:10:07 not a terminal 17:10:17 bmh yeah but you mentioned terminal 17:10:25 you configure it by writing a Haskell program 17:10:35 at least, that's how it worked back when I took a look 17:10:44 as Gnome3 landed in unstable, I guess I'll have to look for an usable window manager :( 17:11:16 xmonad is one of those "tiled" window managers, at least in typical configurations 17:11:48 with no overlapping top-level windows 17:12:11 I don't ever use non-maximized ones (ok, except for Gimp) 17:12:44 kilobyte: some work on TDHS, more to come later 17:13:26 I think the window manager I'm currently using is baked into Xming 17:13:55 (though I believe it is nevertheless a client) 17:16:06 open door mimics block los 17:16:11 kilobyte: Spriggans are awesome in Zot! 17:16:12 after they are identified 17:16:22 alefury: odd! 17:16:43 I didn't know monsters did that... 17:18:17 kilobyte: btw, my nauseous mail was too long, as usual. Could you make something out of it? 17:18:21 only door mimics do 17:20:33 dpeg_: didn't get any somehow... 17:20:38 huh 17:20:40 sabotage! 17:21:09 Ah, I kept for reading it once more. (Only do that for important ones! :) 17:22:50 open door mimics block LOS after they are identified (https://crawl.develz.org/mantis/view.php?id=4762) by Galefury 17:23:03 -!- Fyren has quit [Ping timeout: 258 seconds] 17:24:22 kilobyte: how do I avoid killing myself with ice statues? 17:25:00 put them in a place where the clouds won't hit you? 17:25:35 kilobyte: hmm, I'm hesitant to touch the "useless" aspect without talking to galehar... 17:26:03 Is there a warning in their description about the clouds? 17:26:07 there should be! 17:28:13 -!- Pacra has quit [Quit: This computer has gone to sleep] 17:28:18 -!- Fyren has joined ##crawl-dev 17:28:28 dpeg_: so, do you think we have a good enough design for nausea? 17:29:08 kilobyte: yes 17:30:11 kilobyte: it will make the brown/white distinction more interesting (than 0.9 or food reform). Often, it will not matter much but for food users (rage, spells), it will. 17:30:39 And these target audiences who can take a little thinking. 17:32:21 -!- ainsophyao has quit [Remote host closed the connection] 17:32:58 There will be some outraged feedback postings about players who dies from starving + nausea. Just need to be strong then for a bit -- this is quite like dying from berserk misuse (dying during the slow period). 17:33:05 -!- Textmode has quit [Quit: Ex-Chat] 17:34:04 i still think letting people eat permafood at greatly reduced nutrition would be good 17:34:08 i haven't seen a detailed proposal but i imagine it'd be pretty hard to starve from it anyway 17:34:17 for april fools, we should remove death ;-) 17:34:17 MarvinPA: yes, you have to go for it 17:34:32 ??ice form 17:34:33 ice form[1/1]: +20% HP, rF-, rC+++, rPois. Melds all armour except cloaks, but gives 5-12 AC (and has synergy with {ozocubu's armour}). 12+UC base damage with freezing brand. Players in ice form can float through water, but get no aquatic bonuses and can't reach submerged items. Found in Book of Changes, L4 ice/tmut. 17:34:48 kilobyte: ah-ha! I can just run around in ice form all game and spam ice statues in the orb chamber 17:34:54 if you eat a chunk at near starving and it makes you nauseous, i guess you'll probably be starving by the time it wears off, but not dead? 17:35:10 alefury: no, it works better with the strict rules. Two instances: when I suggested giving Sp herbi (it's some time ago :), Erik replied that herbi 2 might suffice, in order to be kind. But Sp works better (gameplay and interface) if you know in advance that meat is not for you. 17:36:10 true, but i think this is a different situation 17:36:35 alefury: Similarly, if you know that nausea can starve you, the choice of whether to eat the brown chunk at Hungy with all your spells at honeycomb is clear: don't! If you could eat permafood at starving+nausea, you'd perhaps eat the chunk first, and the permafood then -- at much worse satiation! So we're protecting some players (you? :) from themselves. 17:37:29 well, theres always outliers, and death to starving is not really fun 17:37:31 MarvinPA: that depends on the Nausea duration (which should have some variance, imo). In any case, there are !healing and !Hw to help out. 17:37:38 ah right yeah, that too 17:37:38 think of the poor people with zerkitis 17:37:45 no, don't! 17:37:48 :) 17:37:51 :) 17:38:11 how does !hw help? 17:38:14 alefury: death to starving is actually much better than death to trap, say, because you can react. 17:38:15 it doesnt usually cure things 17:38:23 alefury: my bad, sorry 17:38:42 If you're a Sp w/o anything, you can still dash around. 17:38:43 also i don't think berserkitis can even trigger now when you're very hungry or worse 17:38:48 MarvinPA: yes 17:39:10 alefury: stop being the SPD all the time and pull a Franz Josef Strauss sometimes! 17:39:33 -!- Zaba has quit [Ping timeout: 255 seconds] 17:39:53 sorry, im too young and uneducated for franz josef strauss references 17:40:21 whippersnappers 17:40:41 hunger traps 17:40:42 I've explained in a pretty long email why no-regen is a lot worse (as a food effect! not in general) than no-eating. If you insist, I can put it up somewhere. 17:41:25 i agree that no-eating is good, i just think in this case the strict rule is not good 17:41:43 I have given you a bunch of resons :( 17:42:09 i think resource drain is a better punishment for screwing up in the food game than death 17:42:31 * dpeg_ gives up 17:42:37 so i think being able to heal nausea with !healing is good, and i think expending permafood to not starve would also be good 17:43:08 well, you dont need to convince me. :) 17:43:16 but thanks for trying 17:43:18 I cannot, even if I try. 17:44:01 alefury: you are aware that brown chunks always give nutrition? 17:44:15 yep, liking it very much in my current trunk game 17:44:53 if sickness gets changed to nausea, what happens to the sickness effect from certain enemies melee attacks? 17:45:09 should stay as sickness imo (also from casting haunt) 17:45:12 that works fairly well as sickness anyway 17:45:41 no regen in combat is obviously more relevant than no regen out of combat! :P 17:45:54 Sick is a good tactical effect. Eating chunks is mostly non-tactical, that is all. 17:46:02 should definitely stay 17:46:28 alefury: that's why eating a brown chunk cannot kill you on its own (this depends on satiation level and Nausea duration but generally it'll be okay). You have to rely on spells/rage to fuck yourself up. 17:47:02 starving could be made to take longer if it turns out to be a problem 17:47:44 -!- dtsund has joined ##crawl-dev 17:48:05 -!- Zaba has joined ##crawl-dev 17:48:29 Does anyone recall if DCSS 0.1 spriggans could actually eat chunks? And for what effect? I know that we changed their rules but forgot all details. 17:49:08 -!- Lohen has quit [Ping timeout: 245 seconds] 17:50:29 -!- Vandal has joined ##crawl-dev 17:50:52 -!- Pacra has joined ##crawl-dev 17:51:44 -!- ixtli has joined ##crawl-dev 17:56:55 We should add a free power to Zot Defence to remove a dungeon feature 17:58:21 03edlothiol * r642a6a636ce3 10/crawl-ref/source/Makefile: Fix the static file generation for Webtiles in the makefile. 17:58:31 03edlothiol * r57a555350629 10/crawl-ref/source/webserver/ (5 files in 3 dirs): JSONify the Webtiles client-server protocol. 17:59:27 -!- ais523 has quit [Ping timeout: 248 seconds] 18:03:42 -!- raskol has quit [Read error: Connection reset by peer] 18:04:18 03galehar * rca5e20ff4a57 10/crawl-ref/source/mon-util.cc: Don't close open door mimics (#4762). 18:04:23 hey 18:09:10 -!- dpeg_ has quit [Quit: zzz] 18:18:28 -!- valrus has joined ##crawl-dev 18:19:05 he lives? 18:19:44 -!- raskol has joined ##crawl-dev 18:22:18 03edlothiol * reedcb7b427f0 10/crawl-ref/source/webserver/ (process_handler.py ws_handler.py): Webtiles: Fix the player counting as a spectator in the count. 18:23:54 ??crusade 18:23:55 crusade card[1/2]: If power level >= 1 a check for every monster in range will be made, and if HD*35 < random2(power) you will either charm or enslave the monster. This only works on living monsters which are not uniques, not magic immune and will not be enraged by your god. This card will also give the effect of abjuration (even if the power level has not been met). 18:24:07 ??crusade[2] 18:24:07 I don't have a page labeled crusade[2] in my learndb. 18:24:51 ??crusade card[2] 18:24:51 crusade card[2/2]: If you have something that can drain monsters, you can potentially convert some of the high-HD monsters by draining them to reduce their HD (though this may not always work) before using Crusade. Though risky, a purple draconian annihilator on your side can be well worth the trouble. 18:27:53 hope I can manage an azurejellycrusadescumming game before 0.9 goes out of style 18:28:19 03SamB * r4c020e17ac49 10/crawl-ref/source/ng-setup.cc: Zotdef: Disable training of Stealth and T&D by default. 18:28:29 03SamB * r875206980a30 10/crawl-ref/source/crash-u.cc: Update an #else comment. 18:28:39 edlothiol: does it include terminal-based watchers in the count? 18:29:51 SamB: nope. as far as I understand it, DGL counts spectators via shared memory, and there's no way I'm trying to interface with that 18:30:11 seriously? 18:30:13 shared memory? 18:30:39 * SamB thought that was only used for *bulk* IPC 18:31:32 I would have expected unix sockets, personally... 18:31:49 yeah... I'm lucky the normal game listing just uses files 18:31:56 @??brown ooze 18:31:56 brown ooze (07J) | Speed: 10 | HD: 7 | Health: 24-52 | AC/EV: 10/1 | Damage: 2508(acid:7d3) | Flags: sense invisible | Res: 06magic(65), 03poison, 08acid+++, asphyx | XP: 244. 18:32:38 kilobyte: how do you like that? 18:33:09 why do brown oozes have 10 ac 18:35:33 -!- ainsophyao has joined ##crawl-dev 18:37:21 HangedMan: that question sounds familiar 18:38:29 I think I asked it over on the other channel once a long while ago? 18:38:37 unfortunately, this is not because there is a comment in the source :-( 18:39:19 -!- hayenne has quit [Read error: Connection reset by peer] 18:39:41 monsters are silly 18:39:47 @??lightning spire 18:39:48 lightning spire (11{) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 1/15 | Flags: 11non-living, !sil | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 28 | Sp: b.electricity (3d6). 18:40:08 15 ev for an immobile thing 18:41:10 it looks like Fedhas is available in Zot Defence 18:41:40 did that change when the altars were made non-random? 18:41:46 Looks like it. 18:43:49 Patches welcome! 18:43:50 apart from flooding the mob corridors, Fedhas is sort of useless 18:44:07 ??fedhas 18:44:08 fedhas[1/7]: Abilities: decomposition - turns corpses in LOS into skeletons, turns zombies into skeletons (or destroys them), destroys ghoul genus monsters for piety gain, causes toadstools to grow; evolution - turn plants or fungi into stronger species. upgrading fungi costs piety, upgrading plants costs fruit 18:44:22 how is a giant wall of oklobs firing through each other useless 18:44:36 HangedMan: flying monsters? 18:44:51 I think Nemelex is a better choice, regardless 18:44:51 acid spit still hits those fine 18:44:58 *flooding*, though, is liable to crash the game... 18:45:13 fedhas was supposed to be disabled because giant acid wall was completely broken or something 18:45:19 SamB: why's that? pathfinding? 18:45:32 zot defense is already supposed to purposefully crash, so 18:45:35 HangedMan: are there any aquatic slimes? 18:45:54 that's what the player character actually hitting things is for 18:45:58 also burning bushes 18:46:00 zot defence deliberately crashes when pathfinding totally fails, yeah 18:46:29 earlier, it would do this even in the Bazaar! 18:47:21 so you would get ridiculous crashes like "monster plant failed to pathfind" 18:47:36 hehehehehe 18:47:37 (well, Grandpa is the one who got them, mostly) 18:49:25 does someone want to play Zot Defence for me? I'm sick of the early game. 18:50:27 -!- ainsophyao has quit [Remote host closed the connection] 18:52:06 how about zipping the player straight to level 5 or 6? 18:52:12 does that sound like a bad idea? 18:52:33 It would make a lot of characters playable. 18:52:40 The hunger clock should also be removed. 18:52:57 yeah, making a lot of characters playable was the goal! 18:53:18 hmm, do we still need spell hunger? 18:53:52 ZD dumps a TON of corpses on you. 18:53:57 It's just tedious to butcher. 18:54:00 true 18:54:16 also potentially injurious 18:54:18 03dolorous * r884e849f2ae5 10/crawl-ref/source/zotdef.cc: Add formatting fix. 18:54:19 03dolorous * reaf46629f1d3 10/crawl-ref/source/zotdef.cc: Make zotdef_create_altar() properly filter out unavailable gods. 18:55:53 I remember somebody wanting force_butcher 18:56:36 If we're turning off the hunger clock, I would recommend decreasing the corpsing rate to make necros and nemelex worshippers non-invincible 18:56:51 also, DK 18:57:45 also wz and su if they get lucky with shadow imps 18:57:55 but now it hurts stalkers 18:57:58 ! 18:57:58 can someone please write the minutes up on the wiki page after you figure out what the plan is ? 18:58:46 then I'll make an implementable and assign it to galehar or something ;-) 18:58:51 SamB: Minutes? We don't follow parliamentary procedure here. 18:59:09 well, a summary of what the plan is, anyway 18:59:29 no hunger clock buffs berserkers 18:59:36 etc etc 18:59:47 HangedMan: There are corpses everywhere 18:59:48 they still have the slow/etc, though 19:00:00 Any reasonably successful Zot character should be seated on a throne of skulls. 19:00:07 heh 19:00:22 I think they've a hard enough time just keeping up that food is kind of a distraction... 19:01:50 well, put what you come up with on https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:variants:zotdef and I'll see what I can do about getting it done! 19:03:40 -!- raskol has quit [Read error: Connection reset by peer] 19:07:01 Is there any way to stop fellow slimes from eating your zot toys? 19:10:18 03dolorous * r542e0392d3d5 10/crawl-ref/source/mon-data.h: Give lightning spires the same low EV as curse skulls, since they're immobile. 19:11:09 yay 19:11:59 -!- bmh has quit [Quit: bmh] 19:15:56 does anyone know where the staff of wucad mu evocation is handled in the source? 19:16:33 ive tracked it to "evoke_func", but i dont know what file that is in 19:16:51 (also i dont actually have the source but am using gitorious, so i cant search :( ) 19:19:51 -!- raskol has joined ##crawl-dev 19:22:25 alefury: _WUCAD_MU_evoke in art-func.h 19:22:58 Also _wucad_miscast in the same file. 19:23:19 thanks 19:24:03 how is that a .h file? 19:25:35 -!- bmh has joined ##crawl-dev 19:25:36 -!- bmh has quit [Changing host] 19:25:36 -!- bmh has joined ##crawl-dev 19:29:26 -!- bmh has quit [Client Quit] 19:31:03 -!- Pingas_ has quit [Read error: Connection reset by peer] 19:38:19 03edlothiol * r635623522ae1 10/crawl-ref/source/webserver/ (4 files in 3 dirs): Webtiles: Get rid of the last non-JSON client->server message. 19:40:41 -!- bmh has joined ##crawl-dev 19:40:41 -!- bmh has quit [Changing host] 19:40:41 -!- bmh has joined ##crawl-dev 19:40:59 rather than banning Fedhas from ZD, why don't we just stop rain from blocking the path to the orb? 19:42:09 -!- bmh is now known as bmh_away 19:49:12 or just have more aquatic enemies 19:50:03 bmh_away: what exactly other abilities are you going to leave? 19:50:12 uhm, oklobs? mushrooms? 19:50:57 giant oklob wall, yessss 19:57:19 -!- monqy has quit [Ping timeout: 248 seconds] 20:30:48 -!- ainsophyao has joined ##crawl-dev 20:38:55 zotdef food reform (https://crawl.develz.org/mantis/view.php?id=4763) by SamB 20:43:06 -!- Wensley has quit [Ping timeout: 260 seconds] 20:45:38 oh, something we could start on towards https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:variants:zotdef#map_selection right now: 20:46:00 right up the DESC: lines 20:46:05 s/right/write/ 20:47:55 they seem too abstract to give actual names, except for the first one (the hall of zot one) 20:48:32 maybe the best would be to just name them "Zot Defence I", "Zot Defence II", etc... 20:49:32 personally I think the maps should be made a lot more different 20:50:13 if they are going to be offered as options 20:50:58 currently the main difference between them is that one is much easier than the others 20:51:34 Hmm. 20:53:57 is the easy one the one where it just has a single path to the orb room? 20:54:29 I haven't played enough zotdef games to know much about winning it 20:54:46 the one with all stairs close together definitely is most easiest 20:55:09 -!- Pacra has quit [Quit: Leaving] 21:03:12 -!- HangedMan has quit [Ping timeout: 265 seconds] 21:03:40 -!- raskol has quit [Read error: Connection reset by peer] 21:03:56 -!- raskol has joined ##crawl-dev 21:06:14 actually, sprint does pick up new maps 21:07:31 you have to tag them "sprint", of course 21:07:38 and you also have to give them DESC lines 21:09:38 evilmike: the easy one is the fake zot:5 one, with all the stairs close together 21:09:49 since you can basically kill everything as it appears 21:10:10 makes sense 21:10:30 it looks like there's a 5th zotdef map that isn't used because of pathfinding issues, it's also really crude looking, but very different from the other 4 21:10:39 you surround the stairs by a ring of bushes/plants and help yourself when things get rough 21:12:17 the one with a columned hall and a chokepoint doesn't allow surrounding them as they come 21:12:35 -!- MarvinPA_ has joined ##crawl-dev 21:13:02 the one with a diamond-shaped orb room has the stair room too wide to fit in LOS and shooting range 21:13:32 and the one with many paths is outright useless 21:14:11 can sign that 21:15:10 personally I'd say we should just use some version of the fake zot:5 layout (maybe actually add in the rest of zot:5) and scrap the others 21:15:16 evilmike: yeah 21:15:20 -!- MarvinPA has quit [Ping timeout: 255 seconds] 21:15:29 I added that second comment line 21:16:09 since I tried it and discovered it ran into pathfinder suckage... 21:16:44 evilmike: if you'd like to take a whack at reshaping it to not do that to the monsters, well, please do! 21:16:49 or perhaps spreading the stairs could be good, it'd make the zot:5 one consistent with the two other ones with a single fighting area 21:18:29 kilobyte: we don't need this to be TOO hard 21:18:42 there aren't exactly a lot of veterans complaining that it's too easy, etc.! 21:19:22 SamB: I mean, if we standardize on the zot:5 one, all maps would need to have all stairs together 21:19:24 kilobyte: having all the stairs together is the key feature of the zot:5 one that makes it far easier than the others, yeah... enlarging that map a bit and separating the stairs was my suggestion 21:19:39 but I don't see much point in giving people a choice 21:19:41 ah. 21:19:48 why not ? 21:20:56 I've discovered that the main obstacle is that you'd really want to factor together the corresponding parts of tutorial and sprint... 21:21:14 and retag the tutorial-beginnings to use the gametype name, probably 21:21:18 -!- MarvinPA_ is now known as MarvinPA 21:21:53 they aren't particularly well differentiated, as I've said... we can't even seem to give them names aside from the zot:5 one 21:22:34 well, sure, I'm not saying we shouldn't scrap most of these! 21:23:01 though I think it would be awesome if we could make zotvault5 work 21:24:03 kilobyte: is there some way I can search for all vaults with a given tag interactively? 21:26:22 SamB: regarding the problem with monsters finding their way around glass... the main thing I think is just not to use glass 21:26:33 aww 21:26:50 monsters just really suck with glass... octagon levels can get pretty funny when the pillars are glass 21:28:09 so we leave that one perpetually commented out, then ... 21:28:23 Alright, I think I've forgotten how to compile this for Windows. 21:28:32 that one looks a ton harder than any of the others anyway 21:28:32 dtsund: there's instructions 21:28:34 in INSTALL.txt 21:28:36 "The 'pcre' directory exists, but the makefile is missing!" 21:28:51 er. 21:29:02 -!- alefury has quit [Read error: Connection reset by peer] 21:29:03 I've seen that one before 21:29:05 dtsund: look at git-submodule(1) on your *nix machine 21:29:13 or something 21:29:24 look for stuff about that in INSTALL.txt, maybe 21:29:26 I think it happened when I tried to compile it with the contrib folder empty 21:29:40 anyway, you need to get those contribs actually checked out somehow 21:30:37 There's nothing in the INSTALL.txt about that, and git submodule update didn't help 21:31:15 there's a download on crawl.develz.org that has it, it's 0.9 but you should be able to just get the needed stuff from there 21:31:18 that's what I do, anyway 21:31:28 evilmike: I'm not compiling Stone Soup, though. 21:31:32 dtsund: I think you need the "--init" command the first time 21:31:38 wait, what ? 21:31:45 they come in non-stone-soup ? 21:31:46 oh, crawl light 21:31:55 oh, that 21:31:55 SamB: Variant. 21:33:03 I was going to say, I was pretty sure that versions 4 and earlier were not in git ;-P 21:33:17 Hadn't updated my Windows binary since switching repos, and figured it was high time to do so. 21:33:27 the oldest version of crawl I know of to still be available is 3.3.0 21:33:36 I've never been able to track down anything older than that 21:37:01 elliptic: your input will go further if you record it on https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:variants:zotdef 21:37:47 okay 21:38:18 and I really do think we should get some other decent maps... 21:38:57 -!- Torokasi has quit [Ping timeout: 255 seconds] 21:52:20 03SamB * r73ffefda7eda 10/crawl-ref/source/dat/des/zotdef/zotdef.des: Zotdef: Name the "good" map, for use in a possible map-selection menu 21:54:00 SamB: I do think (as I just wrote on the wiki) that the menu might help to motivate mapmakers to create maps with more flavor 21:54:41 so if we are sure we want multiple maps in the long run, I guess we might as well get the menu working now 21:56:27 like I said, we'll probably want to factor together the relavant parts of sprint.cc and tutorial.cc first... 21:56:49 it doesn't look like there's much, though 21:57:29 mostly of it seems to be in newgame.cc 21:59:26 getting zotvault into the Sprint menu was as simple as adding the tag "sprint" to it 21:59:40 (after adding that DESC: line, I mean) 22:03:38 -!- raskol has quit [Read error: Connection reset by peer] 22:03:59 -!- raskol has joined ##crawl-dev 22:04:25 -!- ainsophyao has quit [Remote host closed the connection] 22:09:34 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 22:16:45 -!- st_ has quit [Ping timeout: 255 seconds] 22:28:13 -!- dtsund has quit [Quit: dtsund] 22:30:15 03dolorous * r89de59a66c6e 10/crawl-ref/source/abl-show.cc: Properly handle Yred's placeholder abilities wrt Invocations training. 22:52:19 -!- mikee_ has joined ##crawl-dev 22:53:26 -!- ainsophyao has joined ##crawl-dev 23:03:37 -!- raskol has quit [Read error: Connection reset by peer] 23:04:02 -!- raskol has joined ##crawl-dev 23:04:10 03dolorous * rdc18acb09c04 10/crawl-ref/source/abl-show.cc: Add formatting fix. 23:24:48 -!- syraine has joined ##crawl-dev 23:24:51 'f' - fire missile - not creating throw trails (https://crawl.develz.org/mantis/view.php?id=4764) by XuaXua 23:30:49 bring back hive 23:31:08 i have a more articulate way of putting this, but that is the most succinct manner 23:36:15 -!- bmh_away is now known as bmh 23:54:19 !tell kilobyte I think it's reasonable to strip down Zot Defence. It isn't crawl after all -- it's a tower defence game using some of crawl's mechanics. 23:54:20 bmh: OK, I'll let kilobyte know.