00:02:05 why don't all three stairs show up in my vault when I designate them to show up? 00:02:29 Does Nausea cause stat drain? I don't know if it's supposed to 00:03:55 heteroy: did you make sure to use } ] and )? 00:04:06 you can't use 3 }, for example. 00:04:23 ( { and [, but yes 00:04:23 also, > is for escape hatches (you can have as many of those as you want) 00:04:41 i want everyone to enter in the same room 00:04:54 are you placing the vault on d:1? 00:04:58 Moose the Thaumaturge (L10 DEIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 12248. (D:9) 00:04:59 d:2 00:05:24 dunno then. can you upload it to pastebin? 00:05:46 further complicated by using serial vaults 00:06:06 try parallel or USB 00:06:19 :/ 00:07:04 http://pastebin.com/aj3vXkyy 00:07:10 thanks, looking at it now 00:07:21 the bottom two make up the level entries 00:07:55 neither of those are guaranteed to be placed as part of the serial vault 00:08:16 they seem to generate as a seperate serial 00:08:23 but on the same level 00:09:07 oh yeah, just noticed 00:09:46 i'm going to make a couple edits and see if it works, give me a few mins 00:10:16 oh it might be only doing one serial or the other. 00:12:31 it's strangely inconsistent 00:16:09 if you're ok with only having one entry map, there's a very easy way I know of to solve this 00:16:22 I guess that would be okay 00:17:45 something like this: http://pastebin.com/0wAtu2w2 00:19:20 thank you. did you mix up where it's supposed to be coubt=1/count=2? 00:20:31 oh wait... i see what happened 00:20:35 no, that thing I pasted there will place the three stair map on d:2, and then try to place two maps tagged "swampy" 00:20:45 you're going to want to do this with one serial vault anyway, not two 00:23:04 you can do this: 00:23:04 inspector071 the Magician (L11 DsVM) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 9008. (D:8) 00:23:12 hook("post_place", function() 00:23:12 dgn.place_maps{tag="swampy", count=2} 00:23:12 dgn.place_maps{tag="swampyent", count=1} 00:23:12 end) 00:23:21 but that won't guarantee the 3 stairs vault 00:24:16 I don't understand why not if it's supposed to be pulling 1 from "swampyent" and all it has is a 3 stairs vault 00:24:52 because it can try to place a vault and fail 00:31:18 what I know mostly comes from experimenting with serial vaults myself though, there are other people who can tell you exactly what's going on. But I _think_ your options are to either do it the way I put on pastebin, or just allow that sometimes you won't get one of the entries 00:36:59 heteroy: on further testing, this seems to work quite well: http://pastebin.com/NB7aasfu 00:39:54 (from experimenting, it's pretty hard to get it to fail to place one of those stair vaults, unless i make them extremely big) 00:39:59 wow thanks. i wonder how often it works and how often the level is built without desinated vaults. 00:40:51 I was trying to make some big regular non-entry serial vaults and they would make the generator hang and rarely be placed... 00:41:40 yeah, keepig them small is a good idea 00:41:49 -!- Keskitalo has joined ##crawl-dev 00:42:00 do you build crawl from source? if you do, you might want to enable debug mode (make debug) 00:42:15 you'll get a _ton_ of spam and the game will be unplayable, but it tells you if stuff gets rejected 00:42:41 no i was just dling the precompiled version 00:47:13 well, the version i put there seems to work often enough that it's not worth worrying about. one weird thing is, sometimes it puts two stairs instead of 3. no idea why, sorry 00:47:31 yeah that was especially wierd to me 00:47:42 no worries. thanks for the 00:47:45 help 00:49:31 -!- RichardHawk has joined ##crawl-dev 00:51:39 no problem. sorry for coming up with like 5 different solutions, my way of solving problems sometimes involves blindly stumbling around until something works 00:52:28 it seems like everything that has to do with making content for this game requires a ton of trial and error 00:54:52 making normal vaults isn't too hard. serial vaults are trickier 00:57:26 Does sickness still exist in Trunk btw? 00:57:33 Like, from various monster attacks? 00:58:05 yes 00:58:23 only sickness from eating contaminated chunks was changed into nausea 00:58:55 Okay 01:03:44 I just realized that sickness is somewhat dangerous if you have a fast metabolism or cast a lot 01:03:47 because you can't eat at all 01:04:17 -!- valrus has quit [Remote host closed the connection] 01:05:04 you mean nausea :P 01:05:10 and you can eat at starving 01:05:57 still, it means potentially becoming starving in the middle of a fight if you don't rest it off somewhere 01:07:12 Yeah X3 01:07:17 So it doesn't let you die 01:07:39 Also it reverses the idea of eating contaminated chunks at very hungry and clean at hungry 01:08:00 Because if you get nauseous while eating at very hungry you'll be at very hungry/near starving before you get rid of it 01:19:59 -!- Brannock has quit [Ping timeout: 276 seconds] 01:23:28 -!- Pacra has joined ##crawl-dev 01:53:58 -!- monqy has quit [Quit: hello] 01:58:14 elliptic: Many thanks for the blog comments 02:08:05 I'm thinking of posting a comment (mainly to try to help dispel "dpeg vs the world" thing) but I haven't thought of anything yet that wouldn't be incendiary :) 02:13:25 -!- Mottie has quit [Ping timeout: 258 seconds] 02:20:53 -!- dtsund has quit [Quit: dtsund] 02:22:22 um, so, some more mantis weirdness. still have updater status, except when i view item 4849 (and only that item, as far as I can tell). also, that one found its way to my email inbox for some reason, and i can't find that one on the normal listings 02:23:09 and by "only that item" i mean i have developer status when viewing it, and updater status on every other page. this part at least is consistent 02:26:14 I noticed when I changed your status, that it didn't change "evilmike (updater)" in the notes you had posted (but it did change in the Manage panel). I assumed there was some sort of delay. 02:26:39 I could try to poke around a bit later, but I'm not sure if I'll find anything dpeg didn't already try. Napkin's in transit from Poland, isn't he? 02:27:00 not sure 02:29:25 deleting cookies didn't help either, also tried using a different browser, so I doubt it's on my end 02:29:40 the thing with 4849 is the weirdest part 02:46:17 anyway to make an inanimate gold statue? 02:47:55 yeah. you can rename features and give them different tiles and colours and stuff. i'll make an example if you want 02:51:16 evilmike is suspiciously helpful for being evil.. oh well, there's probably some nefarious ulterior motive to that 02:51:28 some have theorized that mikee is actually the evil one 02:51:46 hmm. which one of you has the goatee? 02:52:07 i'm currently beardless 02:52:40 considering recent events it is appropriate to shave, yes 02:54:58 evilmike's plan is to build up a solid reputation founded on years of helpfulness 02:55:07 and then he is going to start blatantly lying to people, and they will believe him 02:55:41 there are people on SA convinced that moon trolls exist. not my doing though 02:55:47 i wonder who came up with moon trolls. hmmmmm 02:55:59 must've been a non-evil person 02:56:21 heteroy: http://pastebin.com/AkES5jdQ 02:56:49 man these blog posts are so bad 02:56:57 i can't believe there are almost 100 of them 02:57:08 is there a place to find the woo thanks 02:57:08 (blog comments i mean) 02:57:12 oy 02:57:18 yeah at this point everything that can be said has been said, more comments just make it go in circles 02:57:21 forgot i had a half typed message 02:57:22 i'm not going to post there 02:57:26 heh 02:58:49 I'm being careful to restrain myself from replying to specific comments 02:59:09 I'm unlikely to say anything beyond what I have already 02:59:18 Yeah, I was thinking of not really addressing the flamers, but clarifying some of the stuff for those others who happen to read throguh the mess.. 02:59:58 elliptic probably said it all already though. 03:00:35 I think the best action would be to find some cool new thing to make a blog post about and distract the angry mob a little 03:01:31 claim to have buffed something people like 03:01:39 I've been playing an Ely summoner, and was thinking of writing a bit about that. I didn't think of taking screenshots while playing, I was thinking of figuring out the ttyrec business. 03:02:08 not sure if "Ely summoner" qualifies as cool though ^_^ 03:02:37 i think it's cool 03:03:24 !messages 03:03:24 (1/1) dpeg said (7h 12m 22s ago): There is this idea to autoinscrible loot from portal vaults like so: white potion {ossuary}. Can we do this with lua? (Not sure whether lua or additional des syntax code is better for this.) 03:03:30 Hi due! 03:04:04 mikee_: are you suggesting lying about buffing things 03:04:29 -!- valrus has joined ##crawl-dev 03:04:50 !tell dpeg I don't think it can be done with Lua, but we can add additional des syntax code for it somewhere. It would need a bit of C++ work, but not too much. 03:04:50 due: OK, I'll let dpeg know. 03:05:23 mikee_: currently people don't like anything except MD though 03:05:29 so this is hard 03:06:01 they used to like tornado 03:06:26 elliptic: "this too shall pass" 03:06:26 possible headline: Tornado Damage Buffed Against Orc Priests 03:06:46 ooh, well, we have a branch with a tornado buff in it already! 03:07:08 we could just merge it into master... ;) 03:07:12 I still think you need to expedite HE removal so you can point to comments and say "see, we listen to our players." 03:07:36 evilmike, well a more realistic suggestion would be to exaggerate a buff =P 03:07:51 Fyren: I disagree 03:07:52 so. recent chei buff (new ability) 03:08:00 that's a good choice too 03:08:04 Fyren: we do not actually do things just because players have yelled loud enoguh 03:08:13 That's the joke. 03:08:28 evilmike: the new ability is apparently a bit rough at the moment 03:08:45 chei changes in general could be a good blog entry though 03:08:59 i've been spectating st_, yeah 03:09:04 Yeah, a Chei post would be nice. 03:09:55 due: People sarcastically suggested HE be removed to be consistent or suggested HE should have been removed instead going by their understanding (or lack thereof) of MD reasoning. 03:10:02 The joke being to remove HE to piss them off more. 03:10:17 And then telling them you did what they wanted. 03:10:30 we could do s/Ke/Te/ to distract people 03:10:30 And this all got even funnier with an explanation, I'm sure. 03:11:04 elliptic: I agree 03:11:11 Te? 03:11:16 Tengu. 03:11:23 Tenguuuu! 03:11:39 hmm. 03:11:44 whatever :D 03:12:05 "Kenku" is directly from D&D. 03:13:28 due, autoinscribing loot from portal vaults.. um.. I'm not sure how that'd work with stacking? 03:13:53 i think people only want that for unstackable stuff 03:14:01 eg, equipment/weapons/jewellery 03:14:24 dunno why else you'd want that kind of inscription 03:15:13 Zaba: how do inscribes work for standard stacking? 03:15:31 I'm not really sure why you would want the inscription for anything, really 03:15:55 if you inscribe a potion, then pick up another of its kind, you have 2 inscribed potions 03:16:02 I think 03:16:12 (well duh, that makes sense) 03:16:18 that's how tried by monster and such work 03:16:23 I'm slow >_> 03:18:20 Uninscribed things go into the first inscribed stack in your inventory. 03:18:31 The same item with different inscriptions stay separate. 03:19:26 i have done some manual inscriptions with portal loot but i admittedly was doing spoilery things 03:35:19 i wish i could designate the colour/name of items in a vault 03:37:34 why would that ever be a good idea? 03:38:19 it's a themed vault, the item name/colour could be set to fit a theme 03:39:13 it would be an interface kludge 03:39:32 you can give randbooks names. I think that's the only case where that's possible 03:39:51 I can only think of two cases where that's used 03:40:32 (also the only places where that sort of thing is justified) 03:55:00 I hate miscoloured items, in console at least. 03:56:13 I once found an item that was coloured black (somehow) 03:56:34 Robes from wights that look like cloaks are my nemesis :D 03:56:41 wraiths? 03:56:45 something like that. 04:03:38 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? Visit #hydrairc on EFNet] 04:14:05 03evilmike * r5ceb0ce87531 10/crawl-ref/source/dat/des/ (branches/vaults.des variable/mini_monsters.des): Fix Lemuel's jelly drop vaults. (uh oh) 04:14:05 -!- alefury has joined ##crawl-dev 04:21:55 evilmike: you bastard! :p 04:21:55 kilobyte: You have 1 message. Use !messages to read it. 04:22:42 haha 04:24:35 hey guys 04:24:35 Napkin: You have 4 messages. Use !messages to read them. 04:24:52 Hi Marc! :) 04:24:59 Eino :) 04:25:02 How's it going? 04:25:14 did evilmike's status get fixed yet? 04:25:24 I was having some *really* weird issues earlier 04:25:39 i couldn't take a look yet 04:25:47 was talking about it about 2 hours ago 04:26:46 ah, someone added you as "updater" to the dcss project previously in a non default way 04:27:21 which was overriding the system-wide setting of "developer" 04:27:25 try again now, evilmike 04:27:41 works, thanks 04:28:08 what about this item: https://crawl.develz.org/mantis/view.php?id=4849 ? 04:28:18 I cant see it on the main listing, and it randomly found its way to my email 04:29:13 the guy filed it on the wrong project ("Mantis") 04:29:34 select "move issue", evilmike 04:30:00 oh, didn't see that. thanks 04:31:53 ahhhh 04:35:57 no problem, quite difficult to see if you're not used to it 04:36:13 after you move the issue, could you please update the version/branch information, evilmike? 04:36:25 otherwise it'll not show up properly in the stats 04:39:37 oh, sure. updated 04:39:54 I picked 0.10, benraven didn't really suggest whether it was trunk or stable 04:50:56 webtiles are 50/50 04:51:12 the server.py is from trunk, the game itself is 0.9 04:51:29 so 0.10 is correct :) thanks! 04:54:17 Request for new floor tiles (pandemonium, dis, tartarus), and wall tiles (pandemonium) (https://crawl.develz.org/mantis/view.php?id=4853) by evilmike 04:55:24 napking <3 04:56:00 due! :) 04:57:19 goddamn crypt is annoyoig 05:00:22 theres a lot of high ac stuff there, fighting stuff with a quickblade (even a +9 one) tends to be painful 05:00:53 yes 05:00:54 i know 05:01:00 I don't go there if I worship Trog, you don't get piety. 05:01:07 I want the loooot 05:01:32 dont you still get piety from skele warriors? 05:02:05 @??skeletal warriors 05:02:05 unknown monster: "skeletal warriors" 05:02:07 yeah 05:02:09 @??skeletal warrior 05:02:09 skeletal warrior (10z) | Speed: 10 | HD: 10 | Health: 54-76 | AC/EV: 15/10 | Damage: 25 | Flags: 07undead, evil, spellcaster | Res: 06magic(93), 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 813 | Sp: animate dead. 05:02:14 and vampires 05:02:20 and necrophage corpsees 05:02:26 oh, heh :) 05:02:33 not a huge amount of piety 05:02:44 Liches? :D 05:03:15 and nceromances! 05:03:20 ghallberg: just boris so far 05:03:22 motherfucking boris 05:04:21 I was of the opinion that skeletal warriors' Animate Dead wasn't a spell but an intrinsic ability, but that lost out I suppose. (small thing anyway) 05:06:38 HEY COOL, antimagic is awesome on liches :) 05:07:17 antimagic is a great brand. Also, it's antimagic, not antispellcaster. Pretty much anything magical is affected 05:07:26 I don't even really need to berserk normal liches 05:08:25 hey, Napkin, did i ever report that i have to press l or r twice to get the menu on CDO? on CAO it works flawlessly. w and q also just work on CDO. 05:08:51 s/the menu/the entry fields that those keys are supposed to trigger 05:09:01 should I have an orange name on the tavern now? 05:12:37 yay tedium joy 05:14:03 yeah, we've been hunting that bug without any success yet - we can't even reproduce it properly 05:14:05 bhaak: 05:14:21 apart from the keymappings missing on CAO, of course 05:14:25 Napkin: unicode stuff? 05:14:28 no idea 05:15:54 i bet it's the same bug, that once cause a black screen when connecting and only showing the menu after a key 05:15:54 *caused 05:15:55 remember that one, due? 05:15:55 i think you and me did some changes to hunt that down 05:16:09 oh, maybe not you - well, i don't know anymore 05:16:18 too long ago 05:16:45 hm 05:16:49 not me, I doin't think 05:20:12 -!- Ragdoll has joined ##crawl-dev 05:20:19 alright, so, broken you say 05:20:22 -!- syraine has joined ##crawl-dev 05:22:04 atleast thats a fair assumption to make 05:22:04 testing it right now, in debug mode 05:22:04 Ragdoll, what was it 05:22:04 alright, first problem: the weight is way too damn high 05:22:04 can you relink? 05:22:04 http://pastebin.com/cMweaVgC 05:22:04 yes, weight is too high 05:22:04 it's probably easier if you ignore weight and use PLACE: D:2 (this will practically guarantee it on d:2) 05:22:13 are you using debug mode? 05:22:13 CHANCE: 100% is also good 05:22:16 Weight is a little too high 05:22:18 ah. i wanted to eb extra sure i got it. thats all 05:22:21 9,999,999 05:22:32 it was the perfect plan 05:22:45 Ragdoll, the orc with the chaos spear is horribly dangerous 05:22:46 Ragdoll: if you're using debug mode, &L is good too 05:22:53 whereas the other two are moderately trivial 05:23:21 Ragdoll: with the weight issue fixed, the rest seems to work 05:23:43 no 05:23:44 excellent. trying to place things now in a des file 05:23:51 you need to l_uniq it 05:24:04 er, actually, just uniq_yiuf 05:24:10 there should be instructions in the unique.des file on exactly how to do it 05:24:14 I think purgy is a good example 05:24:27 my advice, from when I was tinkering with vaults 05:24:32 Ragdoll: also, the second MONS line is unused 05:24:36 get an existing vault from a trunk .rar 05:24:40 open it 05:24:42 then edit it 05:24:45 you need a 2 somewhere in that vault if you want the orc to be placed 05:25:14 (Otherwise there is a chance of placing a secondary vault for a unique -- without that unique in it. This is fine for transparent single-square vaults, but not Yiuf's.) 05:25:39 yeah, the original vault should get uniq_yiuf 05:25:42 and the new one 05:26:16 do i want a orc to be placed though 05:26:36 And the depth needs to be the same as the currnet Yiuf one. 05:28:15 yes, true. im still attempting to test this ingame though. didnt think of just vault placing it with wizard mode 05:28:15 one problem with the orc is it might be about as strong as yiuf himself (a bit weaker, I suppose) 05:28:15 chaos is dangerous, though 05:28:15 which orc? 05:28:15 oh, that 05:28:15 the orc you define in the MONS line 05:28:15 sorry about that, you can ignore that. it was reference for branding 05:28:24 last i checked yiuf does not have orc buddies 05:28:32 Orc buddies are a bit out of place. 05:28:36 gnoll buddies are fine, though. 05:28:41 Napkin: interesting, under cygwin, I see that it does it too, but i see also that it refreshes the screen. maybe a ctrl bit stuck somewhere? 05:28:44 also, I think you can just use "MONS: orc ; club ego:chaos | dagger ego:chaos | spear ego:chaos" for this kind of thing - no need to have 3 orcs 05:29:20 alright. ingame i am unable to find the vault with &L 05:29:33 what I like to do is name vaults I'm testing L 05:29:41 then I just need to hit &L and L again 05:29:50 where do i place the vault, just to be sure? 05:29:58 in the folder that is 05:29:58 please figure it out, bhaak :D 05:30:04 evilmike: Yeah, you should be orangified there, but I suppose someone needs to flick another swtich on the forum side. I'll check.. 05:30:08 i can't reproduce it though, unfortunately 05:30:15 Ragdoll: just stick it in any des file 05:30:19 Napkin: pff :-) 05:30:23 Ragdoll: don't create a new des file though, that doesn't seem to work 05:30:27 neither putty nor gnometerminal show that behaviour here 05:30:55 why doesn't creating a new des file work? 05:31:08 for some reason the game won't recognise it. need to recompile or something 05:31:13 no. 05:31:13 really? 05:31:17 no, it shouldn't 05:31:19 should just work 05:31:19 I've had this problem before 05:31:21 Hmm, I possibly don't have admin rights in the Tavern. 05:31:36 was it a new .des file or a new client .lua file? 05:31:45 I was trying to add a new sprint map 05:31:52 probably not, Keskitalo 05:31:55 map wouldn't show up in the menu - also wasn't able to find it with &L 05:32:02 alright, sweet, it works now 05:32:08 it was requested to keep permissions separately 05:32:09 Hm 05:32:19 I'm going to test this again - see if I can reproduce it 05:32:20 just tested, it picks up a new des file with no external intervention 05:32:27 Napkin: make sure not to give me forum rights,I will go ban people ;) 05:32:34 hehe 05:32:41 how are the mods doing their jobs? 05:32:54 no, I am just despotic like that! 05:32:56 you know me :0 05:32:58 *:) 05:33:02 Zaba: hm, ok. I guess whatever I was getting was some other issue 05:33:05 hehehe 05:34:46 !vault dat/des/builder/uniq_crazy_yiuf_cottage 05:34:47 Couldn't understand /des/builder/uniq_crazy_yiuf_cottage 05:34:57 !vault /des/builder/uniq_crazy_yiuf_cottage 05:34:58 Couldn't understand /des/builder/uniq_crazy_yiuf_cottage 05:35:05 but but 05:35:18 !source dat/des/builder/uniques.des 05:35:21 Lines pasted to http://paste.scsys.co.uk/156277 05:35:24 good enough :P 05:35:25 oh right. 05:36:22 add uniq_yiuf to your vaults tags. That will also get added to the original yiuf vault, to make sure only one of them ever gets placed in a game 05:37:21 evilmike: I just did your evil halls map 05:37:31 nice 05:37:39 will do. 05:37:42 that's part of a set of 5. there's still a 6th I want to make (yred) 05:37:46 it was pretty easy at XL5 05:37:48 er 05:37:48 27 05:38:07 yeah, the monster set is highly based on depth, so the d:19 set should be easy at that point 05:38:22 lots of deep elf annihilators 05:38:40 did you get a unique? you can get nikola or frederick I think 05:38:44 yeah 05:38:46 nikola 05:38:52 haste+stab :) 05:39:21 hmmm 05:39:32 the fire room there is just a practical joke 05:39:49 you could use it as a weapon, possibly. 05:41:13 -!- jle_ has joined ##crawl-dev 05:41:53 so, regarding orange name on tavern, an admin needs to do that right? That means either napkin or danr 05:44:08 hmm, what "orange name"? 05:45:48 -!- Zaba has quit [Ping timeout: 245 seconds] 05:45:49 devteam members (at least ones that post there) get orange names on the tavern 05:46:15 ah, that's something danr did 05:46:22 it would be a bit useful; I just made a post officially asking for new tiles for pan/dis/tar 05:46:28 could you send him an updated list? 05:46:43 I could send danr a message, sure. he hasn't been around for a while though 05:47:07 send it to me then (napkin@develz.org) 05:47:14 i'll post it in the moderation board 05:47:23 oh actually, he still visits (last visit Friday, 28th October 2011, 21:29) 05:47:26 so I'll message him 05:47:31 roger :) 05:50:33 -!- Zaba has joined ##crawl-dev 05:56:04 Hmm, is WebTiles pretty much It Just Works for players, now? 05:56:22 No need to have a specific browser version or fiddle with security settings? 05:56:57 Or specific browser? 05:57:05 -!- heteroy has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.23/20110920075126]] 05:57:06 often both 05:58:16 ??webtiles 05:58:16 webtiles[1/3]: Play with tiles on cdo: http://tiles.crawl.develz.org. Use Chrome 4+, Firefox 6+ or Safari 5 for easiest access. Also works in Firefox 4/5 and Opera 11, but you have to change the browser's settings. 06:00:20 Ah, ok, that hasn't changed. Thanks! 06:04:11 webtiles seems to work really well for most people. People sometimes complain about latency though 06:05:08 usually such folks are on the wrong side of the pond 06:05:14 I know there was someone interested in setting up an american server, can't remember who though 06:06:32 with local tiles hardly ever working, though, it is tempting to have local webtiles 06:06:51 what does make WEBTILES=y do locally? 06:07:52 you'd need to install a bunch of things and patch python-tornado, but it mostly works 06:08:14 as in: works but doesn't hide some parts that make sense only on a server 06:09:56 with such huge ping times one gets over the loopback interface, though, the reason webtiles uses websockets no longer applies, though 06:10:49 so it would be doable to drop all python and tornado stuff, serving http either directly from Crawl or from a tiny helper process 06:11:23 and it would work with any browser with Canvas (ie, any other than Dillo, Amaya or IE <=8) 06:13:49 It's an interesting idea. Webitles is almost ahead of local tiles in terms of features, by the sounds of it 06:14:06 I think the major thing it still lacks is mouse support 06:14:47 Duvessa don't go berserk when Dowan is killed (https://crawl.develz.org/mantis/view.php?id=4854) by Scalding Steam 06:18:15 -!- ais523 has joined ##crawl-dev 06:19:00 * due yawns 06:21:50 how do i make the chance of a vault appearing higher 06:21:54 or, well, guaranteed= 06:22:10 CHANCE: 100% usually works. or you could use PLACE: wherever 06:23:52 chance±100% didnt work, oddly enough 06:24:19 Keskitalo: which browser did you try? and did you have to change settings? 06:24:30 Ragdoll: try using PLACE 06:25:52 did. that worked! 06:29:47 -!- stabwound has quit [Read error: Operation timed out] 06:32:23 -!- stabwound has joined ##crawl-dev 06:33:57 evilmike± http://pastebin.com/LBgftXQZ 06:34:05 nice +- 06:34:18 yes, somehow. :p 06:34:30 uh, is that a chaos branded stone 06:34:34 i dont think that works 06:34:36 Napkin: It seems to have worked for me recently without me needing to do anything, looks like my Firefox is up to version 7 on my own Ubuntu. Probably the work machine also has updated Firefox. 06:34:41 it does 06:34:44 andit is awesoe. 06:34:51 what the hell do you do with it? bash things? 06:34:56 cool 06:34:59 throw. it works 06:35:02 Ragdoll, looks nice, but it's a bit too large 06:35:08 Napkin: My work colleaque had 4.0.1 but got it working with the security block option in about:config. 06:35:09 thats what i feared 06:35:29 oh god I forgot how deadly firecrabs are 06:35:29 dele the Covered (L3 DsFi) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 1733. (D:2) 06:35:29 so the info of ?? webtiles is correct, tight? 06:35:29 I WROTE THESE :S 06:35:29 Yeah, looks so. 06:35:29 awesome :) 06:35:42 there is also a category about this in the "how to play online" page in the wordpress 06:35:50 just in case you need it again 06:36:06 dele the Covered (L3 DsFi) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 1203. (D:2) 06:36:27 I'm asking because we might run a webtiles server in our project at work. :) 06:36:35 heh 06:36:43 for when is it planned? 06:36:53 Testing in spring, deployment next autumn. 06:37:01 ah, good 06:37:09 The colleaque complimented how light it was to register btw. 06:37:14 until then we should have cleaned up the installation procedure a bit 06:37:30 otherwise, you know how to contact me :) 06:37:41 evilmike: chaos branded ammo/thrown items work just like being hit by a chaos weeapon as far as i can tell 06:37:43 :) thanks 06:37:52 Ragdoll: well, that's really interesting 06:38:05 yeah, i think at least for now, spambots are not interested in websocket connections ;) 06:38:22 i know because very rarely xom likes to chaos brand darts being held by some monsters 06:38:22 now I wonder if chaos ammo is overpowered :P 06:38:29 heh, cool 06:38:31 hence the easy registration 06:38:45 heh :) 06:38:50 haha yeah. 'stone' genrates about 35 stones though. any way to make that smaller? 06:39:03 yeah 06:39:13 the number of registered users also exploded since webtiles on CDO 06:39:35 What sort of a server configuration you need to run a webtiles server btw? 06:39:36 Ragdoll: try something like stone q:10 06:39:40 im all for infinite supplies of chaos stones but i dont think everyone would agree 06:39:46 but test it... this might do 10 stacks of stones for all I know 06:40:41 well, the webtiles server process itself takes very little cpu thanks to tornado 06:40:48 so, all that matters is crawl itself 06:41:00 which is like.. 20mb+ per game 06:41:26 more than one core would be nice, but not necessarily required 06:41:38 20mb RAM that is? 06:41:52 I'm clueless, so forgive me if I ask dumb questions :) 06:41:52 sorry, yes, ram 06:41:59 millibits, really? :d 06:42:24 Zaba is being pernicious about your capitalization 06:42:32 but, at the moment it's very tricky to setup, since webtiles on CDO uses dgl a lot 06:43:18 its userdb, its scripting capabilities to initialize a player (configs, morgue folder, etc) 06:43:23 evilmike: You see here 12 runed stones 06:43:31 -!- Torokasi has joined ##crawl-dev 06:43:40 there is a mode without dgl - but i think it doesn't do authentication at all - not entirely sure 06:43:44 could be enough for you guys though 06:44:11 "You throw a stone of chaos. Thekobold suddenly stops moving! 06:44:34 the db would be mysql? 06:44:47 Ragdoll: here's something else to consider - if it's always chaos branded, then it's a minor spoiler when unidentified. I don't have a problem with this kind of spoiler, but I think some people do. 06:44:51 dgl is using sqlite, Keskitalo 06:44:53 The kobold goes berserk 06:45:02 ok 06:45:04 kobold went indeed berserk. 06:45:08 then invisible. 06:45:15 lol 06:45:19 Ragdoll 06:45:23 HaCK with runed stones 06:46:35 just let me know and i could set it up for you, Keskitalo 06:46:35 Xom should just brand all your weapons with chaos 06:46:35 randomly 06:46:35 still paralysed though so all was well. evilmike: is it possible to place identified stones of chaos then? that would solve problems 06:46:35 as i said - a bit tricky 06:46:35 this is all new tech 06:46:36 okay, elf is awesome with antimagic 06:46:43 "get it going" was the most important thing so far, Keskitalo 06:47:26 Ragdoll: yes. ident:type will do it, I think 06:47:46 Ragdoll: the other option is to randomly place stones of another brand, but that breaks the theme 06:50:09 -!- edlothiol has joined ##crawl-dev 06:51:22 so how would i place this? ITEM: hammer,stone,stone ego:chaos q:10 ident:type ? 06:52:41 You need to use KITEM 06:53:04 ident:type works 06:53:14 i tried it out just now. sweet 06:53:19 I think you can do that with ITEM 06:53:27 the documentation says that, anyway 06:53:31 evilmike: hm, possibly then 06:53:53 as for the vault size, can it be excused if i were to place for example some gnolls 06:53:58 Ragdoll: also, minor point, you should put spaces after the commas 06:54:04 just for readability 06:54:15 oh, alright, will do 06:54:33 Ragdoll, it's not about having to be excused, it's more about how often you want your vault to be successfully placed (and to appear in the game as a consequence) 06:55:07 ah, of course. 06:55:09 the smaller the unique vault the better 06:55:24 and yes, it's a vault for an unique monster, so concentrate on _that_ 06:55:37 you /could/ still uniq_yiuf them but have it as a sepaate, floating vault in the same range 06:55:42 that means it may get normally placed 06:55:47 as if it were a vault with a unique 06:55:56 according to the standard vault rules instead of using the special unique rules 06:56:04 well, you can't do that, since placement of uniques happens way after placement of the primary vault 06:56:22 why not? 06:57:10 the only thing special about unique-monster vaults is how they get chosen (by their tag) 06:57:29 what's to prevent me adding a random floating map that is uniq_yiuf? it won't place with unique rules, but if it places, the othe rmap will be vetoed 06:58:48 well, yes 06:58:48 without the place_unique tag 06:58:48 ah, I see what you mean now 06:58:48 well, that'd be pretty strange :P 06:58:48 why? :) 06:58:48 it neatly bypasses the issues nicely 06:59:09 Ragdoll, also, you should randomize the trees with (n)subst/shuffle/etc. instead of manually 06:59:34 yeah, i was planning to look into that, including random fungy arround 06:59:53 due, would be easier to just make the vault smaller :P 07:00:21 br: the % screen shows three pips for rA when you can only get one normally (or so ##crawl tells me) 07:00:33 it should probably only display three pips for races/situations that can get it 07:00:41 it used to only show one, then got changed 07:01:05 woudnt shuffle ruin a tree line though? as in visibility, or even being able to pass the trees? 07:01:26 Ragdoll: just shuffle the outer edge 07:02:00 the way I would do it is add a T character around the border, then SUBST: T = t. 07:02:06 so half of them become floor, half trees 07:02:38 alright 07:03:43 I am goijng to sleep 07:04:46 befoire i end up with my comma key embedded in my nose 07:04:46 goodnight kind crawl folk 07:04:46 good plan 07:04:46 goodnight 07:07:54 so T woudnt always be a tree, hmmm 07:09:12 SUBST: T = t. means "replace each T with either a t or a ." 07:09:23 for _each_ T, not all together 07:11:07 right. 07:11:07 it's a good technique if you want to say, have the edge of the forest be random. better than doing it "by hand" 07:11:07 this is true. placing random t's didnt require much thought though 07:11:16 they're "random" only once 07:11:30 that is very true. 07:12:15 that's like having a 'coinflip' function always return 'false', because that's what the programmer got when they flipped the coin :P 07:13:50 you sound like this isn't how many programmers do code 07:14:12 Napkin: thanks for the kind offer, though you shouldn't be doing our work, at least without compensation :) 07:14:13 just because many people do that doesn't make it a good thing 07:14:32 reality hurts :-) 07:15:15 (sorry for the break - I'm trying to work from home and watch the kid at the same time :)) 07:15:34 (hehe, no worries :)) 07:16:42 Napkin: we do have our users logged in before they start playing, so the no-dgl thing might indeed be enough 07:16:42 or at least, we have put something in between ourselves 07:16:42 yeah 07:16:55 I'll ask edlothiol how exactly the non-dgl mode works and let you know 07:17:00 ok, great! 07:17:24 We are planning to get a student project (that i'll participate in as a student as well) to do the major part of the work 07:17:57 oh, cool 07:18:22 sounds like this former playtesting is growing nicely :) 07:18:34 *playtesting-only project 07:18:37 added a new portal vault idea https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults#demon_pit 07:18:45 heh, yeah :) although I'm not working at the same department that I study in, actually! 07:18:57 going to go to bed now, but it's something to think about. unless there's a serious flaw with the idea i'll probably make a project out of it 07:19:14 but having the usability project done helps 07:19:23 :) 07:19:30 evilmike: reminds me of doomrl. cool! goodnight. 07:19:35 Napkin: there's also a new usability project coming, if you didn't hear about that yet 07:19:37 good night 07:19:42 evilmike: cheers! 07:19:48 -!- evilmike has quit [Quit: sleeeep] 07:19:58 busy busy busy! 07:20:06 oh, i did - not sure where i caught it though :) 07:20:52 and i think that's awesome! 07:20:55 :) 07:21:17 what "front-ends" of crawl will you suggest? 07:21:35 -!- syllogism has joined ##crawl-dev 07:22:30 is webtiles mature enough, without mouse & inventory? 07:22:30 There's also a question about content.. it's probably not optimal to bash our users with the full DC game. My idea would be beginner-level Sprint maps. 07:22:30 but sprint is weird... 07:22:39 -!- dpeg has joined ##crawl-dev 07:22:48 carefully designed map should do the trick nicely, Keskitalo 07:22:51 moin dpeg! 07:23:31 most of the complexity comes after the first few D levels, which new players mostly dont survive 07:23:33 !tell evilmike Many, many thanks for fixing Lemuel's jelly vault. I always had the nagging feeling that something is wrong. A vault like this should be mentioned from time to time by players. Now it will! 07:23:33 Napkin: Local tiles.. but we could also get a separate team to test webtiles (usability testing is a course that I should do, so..) 07:23:34 -!- Ragdoll has quit [Quit: Page closed] 07:23:35 dpeg: You have 4 messages. Use !messages to read them. 07:23:35 dpeg: OK, I'll let evilmike know. 07:23:48 hi dpeg!' 07:24:14 Hi all 07:24:17 -!- Cryp71c has joined ##crawl-dev 07:24:20 03Cryp71c 07unified_combat_control * r7cddb25685ec 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Remove prevoiusly-removed melee_attack method and some whitespace 07:24:21 03Cryp71c 07unified_combat_control * rcf80bcf1b56e 10/crawl-ref/source/ (melee_attack.h mon-enum.h): Remove another previously-removed method 07:24:21 03Cryp71c 07unified_combat_control * r2cefd04b1800 10/crawl-ref/source/melee_attack.cc: Fix double-damage in mons vs player combat 07:24:21 03Cryp71c 07unified_combat_control * r6f905f06817c 10/crawl-ref/source/ (melee_attack.cc player.cc): Fix crash on @ 07:24:21 03Cryp71c 07unified_combat_control * rd07646d5e02d 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Inline the cotents of the wasp_paralyse_defender function 07:24:21 03Cryp71c 07unified_combat_control * rc36e68e8c699 10/crawl-ref/source/melee_attack.cc: Simplify some poison-related output 07:24:24 -!- Pingas has joined ##crawl-dev 07:24:27 I'm pitching webtiles to our project at work, I'm not sure if you heard about it already 07:24:29 well, not sure it's mature enough, Keskitalo 07:24:31 The blog is still going haywire :O Thanks to elliptic for posting along. 07:24:39 no, i haven't - tell me? 07:24:42 Keskitalo: no, I didn't. awesome! 07:24:43 Cryp71c: whooo commit flood \o/ 07:24:44 That was awesomely coordinated. Its like me joining pushes my commits :P 07:24:50 Also discussion usability testing a bit 07:24:57 Cryp71c: Indeed! 07:25:04 Cryp71c: <3 07:25:07 hax0r, Cryp71c! 07:25:25 Oh noes! They've figured me out! NOw my awesome winrate is esplained! 07:25:34 hehe 07:25:48 what is that project about at work, Keskitalo? 07:26:01 (sorry, i don't remember what department you were working in) 07:26:19 Napkin: There's a slight scheduling problem; the project course group will be improving tutorial at the same time the usability testing course should already do testing. Thus, testing webtiles instead in the usability testing, while perhaps suboptimal, is better for the schedule. 07:26:41 ahhh 07:26:43 true 07:26:51 Napkin: I'm not completely sure about how much I'm allowed to spill the beans :P 07:27:01 hehe 07:27:23 omg, blue sky and sun in warsaw today! 07:28:49 after almost a week of fog 07:28:49 of course on my last day... *grummel* 07:28:49 and the project course group already agreed on crawl? 07:28:52 yeah, that's settled 07:28:58 terrific! 07:31:16 yes! 07:31:19 ah, here's the project: http://www.sportscience.fi/featured-articles/articles/mopo-study-activates-youth-northern-finland 07:32:23 !messages 07:32:27 (1/4) Cryp71c said (1d 17h 34m 57s ago): in case I forget, wanted to mention that the UCC branch is coming along nicely, most of basic combat works well, some race-specific stuff is likely still broken, but for the most part it looks good. 07:32:31 !messages 07:32:31 (1/3) Cryp71c said (1d 17h 33m 42s ago): its not a perfect conversion, just FYI..there may be inadvertent changes to how some things work, which I've minimized. 07:32:31 !messages 07:32:31 (1/2) FFLaguna said (12h 30m 16s ago): Anything you want 07:32:31 !messages 07:32:31 (1/1) due said (4h 27m 40s ago): I don't think it can be done with Lua, but we can add additional des syntax code for it somewhere. It would need a bit of C++ work, but not too much. 07:32:48 due: around? Shall I open an implementable on this one? 07:32:56 okay, I need to look after the baby now - cheers! 07:33:00 bye! 07:35:03 ciao Eino! 07:36:19 -!- Mu_ has joined ##crawl-dev 07:36:51 -!- syllogism- has joined ##crawl-dev 07:40:03 -!- syllogism has quit [Ping timeout: 255 seconds] 07:44:26 92 comments by now! 07:46:51 -!- ais523 has quit [Ping timeout: 248 seconds] 07:47:19 -!- stabwound has quit [Read error: Operation timed out] 07:47:34 respectable! 07:51:18 -!- stabwound has joined ##crawl-dev 07:55:30 -!- dpeg_ has joined ##crawl-dev 07:56:12 -!- ais523 has joined ##crawl-dev 07:59:44 -!- RichardHawk has quit [Ping timeout: 276 seconds] 08:00:53 -!- ais523_ has joined ##crawl-dev 08:00:57 -!- ais523 has quit [Disconnected by services] 08:00:58 -!- ais523_ is now known as ais523 08:04:58 -!- dpeg has quit [Quit: Lost terminal] 08:06:00 -!- alefury has quit [Read error: Connection reset by peer] 08:09:39 argh 08:10:22 could someone do a cdo update by any chance? i fixed a bug that was making the player get paralysed at random when monsters on the other side of the map trigger zot traps 08:10:38 haha 08:10:39 except i forgot it wasn't pushed to cdo yet and nearly just died :P 08:10:39 ouch 08:13:44 MarvinPA: I tried chei today 08:13:55 and the new ability 08:14:00 oh cool, any thoughts? 08:14:02 -!- Ragdoll has joined ##crawl-dev 08:14:21 i have a feeling it might be a bit unreliable 08:15:13 yeah: it's really similar to step from time, since monsters seem to just wander after using it, which as you said makes it unreliable 08:15:48 on it, MarvinPA 08:16:12 hmm, maybe i'll see if i can make them not forget where you are when it's active 08:16:17 Napkin: thanks! :) 08:16:28 well, they don't always wander, but it seems frequent especially with packs (they spread out) and in open spaces 08:16:52 yeah, definitely some of the times i used it, it worked just fine and things would approach you 08:16:53 also there's some weirdness with monsters being fleeing after using it 08:17:25 Unstable branch on crawl.develz.org updated to: 0.10-a0-1686-g5ceb0ce (32) 08:17:25 also monsters can walk past you (I forget the flavour of it) 08:18:21 -!- greatzebu has joined ##crawl-dev 08:18:28 flavour is supposed to be that you're messing up the flow of time, admittedly somewhat just tacked on to try and get the desired gameplay effect :P 08:18:34 I think the fact you can use it as an escape mechanism is more pressing 08:18:47 ah, if stuff wanders away from you? 08:18:58 since it's instant you can use it multiple times until you get a good setup 08:19:40 the problem is Chei's theme is all messed up and is similar in way to Lugonu 08:20:22 He really should have tloc abils but that's Lugonu's thing even though she's supposed to be the corrupter 08:21:15 so Lugonu is the cool space god and chei is a lame time god :P 08:21:22 heh, yeah 08:22:00 st_: why is Chei's theme all messed up? 08:22:53 well, perhaps he is as intended by whoever proposed him... but I view him as a god of space/time, instead he is the god of slowness 08:23:05 He is a god of slowness. 08:23:20 well okay then 08:23:35 that doesn't appeal to me in any way 08:23:42 I am not saying abilities or theme are perfect but that was the plan. 08:23:43 i always thought the time theme was cooler too, really 08:24:00 like, time and patience 08:24:06 yes that is good 08:24:24 MarvinPA: I just don't think that space+time should come into the picture. Chei's not Einstein. 08:24:42 i imagine chei to be a slug. 08:25:49 <|amethyst> He sounds more like a stoner 08:27:32 He used to have a "good time" theme, with piety for being full :) 08:30:40 )= 08:30:43 That was good 08:30:46 Piety for eating 08:30:52 Eat food, be happy 08:31:18 By the way, I suicided my OpSt when I converted to Chei and realized that there was a new system 08:36:49 no more hat abuse 08:37:21 I had the Hat of Pondering. 08:37:35 Also teleportitis and CTele 08:38:30 MarvinPA, mainly it's that forms also suffer speed malus 08:38:45 oh, that was ages ago wasn't it? 08:38:52 Yes, I don't know 08:38:55 and also works as a buff 08:39:13 !lg . opst xl=11 x=cv 08:39:13 3. [cv=0.10-a] Xenene the Slicer (L11 OpSt), worshipper of Cheibriados, slain by PlasticMars' ghost on Lair:1 on 2011-10-14, with 11566 points after 16752 turns and 2:20:17. 08:39:50 It wasn't the piety 08:39:59 It was the fact that spider form was delay 14 08:40:43 as it should be, yes :P 08:42:20 Hey, Darren Grey said something sensible on the blog. 08:42:37 I wonder what I'd do if Linley posted there and said "Oh no, not the Mountain Dwarves." :) 08:42:43 I read that... 08:42:51 -!- alefury has joined ##crawl-dev 08:43:05 I think the main qualm was something along the lines of, "Who cares about Greek myths." 08:43:21 syraine: no, there is a recent comment by Darren 08:43:45 (I get them in my email -- I don't check the page every few minutes :) 08:44:05 It supports you! 08:44:10 yes! 08:44:11 Good on it, you were taking tons of flak. 08:44:23 I am grateful that elliptic wrote there, twice. 08:44:34 Oh, I see it. 08:44:47 I skimmed over the particularly long posts. My personal opinion is neutral shading to surprise. 08:45:04 I thought that you'd just give Mountain Dwarves unique mechanics and remove helm and boot slots from minotaurs. 08:45:25 I.E. give them hooves and horns like a bull, and give Mountain Dwarves something like trample immunity. 08:45:49 In German, we have the metaphor of "turning a midge into an elephant" 08:46:09 <|amethyst> is that like turning a mountain into a molehill? 08:46:13 <|amethyst> err 08:46:16 The other way. 08:46:19 -laughter- 08:46:21 <|amethyst> making a mountain out of a molehill, sorry 08:46:24 making a mountain out of a molehill, yeah 08:46:26 heh 08:46:29 ah, good to know 08:46:46 also nicely alliterated 08:47:52 People liked Mountain Dwarves. There aren't any races that have that fantastic armour aptitude with that great shields aptitude, as well as fantastic durability and non-terrible stats, versatility and the ability to be powerful evokers. 08:48:20 except for minotaurs and hill orcs :P 08:48:30 Minotaurs now. They share some of those aptitudes. 08:48:31 Some comments somewhere made me wonder if Mi could profit from a feature like this: if sufficiently wounded, he attacks all surrounding opponents at once. (Or a milder version: attack the target plus random adjacent enemies.) Strict advantage; no drawback implied. I think this could capture the bull-like sentiment. 08:48:47 But mainly I believe it was the combination of high Evocations with high Armour and Shields. 08:48:51 dpeg_, that sounds interesting. 08:49:03 No. It was the removal of a cliche species. 08:49:12 s/removal/rename/ 08:49:17 Er... 08:49:23 I mean that was why they liked it... 08:49:24 =P 08:50:03 I like some of Dan's posts. 08:50:40 dpeg_, btw, kilo's new abom-forming stuff is a player-spell, right? 08:51:08 Cryp71c: yes, the implementable is for a rework of twisted resurrection 08:51:10 it's a redesign of an existing spell, not a new one, if you mean twisted resurrection 08:51:42 <|amethyst> yeah 08:51:54 -!- greatzebu has quit [Quit: greatzebu] 08:51:57 <|amethyst> though I could make it usable as a monster spell I guess 08:52:32 could be interesting in orc 08:52:48 True, but that’s because there’s so little to minotaurs. They are a dumb race that patrol labyrinths, with no speech or culture or creations. As an adventuring race they leave much to be desired. As a role-playing race they feel particularly shallow (for those that like an element of role-play to their computer RPGs). 08:52:52 -quotes- 08:52:57 I second this. 08:53:11 I believe Darren Grey also noted that there is one myth that has Minotaurs. 08:53:16 Minotaur*. 08:54:05 I'd appreciate new orc guys to add variety to orc:4 vaults 08:55:14 <|amethyst> Every nine years, nine men come into the house so that I can free them from all evil. I hear their footsteps or their voices far away in the galleries of stone, and I run joyously to find them. 08:55:19 <|amethyst> The ceremony lasts but a few minutes. One after another, thet my ever having to bloody my hands. 08:55:28 <|amethyst> "The House of Asterion" 08:55:44 <|amethyst> err 08:55:53 <|amethyst> s/thet/they fall, without/ 08:57:20 syraine: I don't care. The minotaur has a full story, with Perseus, Ariadne and whatnot. It is a well-known story (cf. "House of Leaves"). 08:57:50 And Dan wrote some lines that are completely off the mark. 08:58:02 He also wrote some good ones, too. 08:58:22 Thorbardin, Moria. 08:58:45 syraine: You are an Asperger who's only meaning in life is to make a good game horrible. Crawl will only be good once you are gone. 08:59:01 To give you a taste how it feels. 08:59:02 That is one statement. 08:59:17 Keeping a calm and level head is important with these things. It's not all roses. 08:59:21 -!- Pacra has quit [Quit: This computer has gone to sleep] 08:59:31 I read each of his comments, and although some were repugnant, they were not all horrible things. 08:59:35 This is not a statement, it's a personal attack. 08:59:40 taking someone like that seriously is not really necessary 08:59:43 yes 08:59:47 especially for the one being personally attacked 08:59:55 There were some that were genuinely helpful. 09:00:06 I mention it specifically because by the end, there were no attacks. 09:00:17 I was so close to add this: "May I suggest that from now on, the rest of this discourse is conducted by those with brains larger than a grape?" Could stop myself though :) 09:00:17 I believe the initial statement was in great anger. 09:00:37 I have sympathy... =). 09:01:11 -!- Mottie has joined ##crawl-dev 09:01:16 But just look at Darren Grey's comment that I quoted. 09:01:36 If we're looking at the modern mythos, minotaurs have myths that are in a stack of books taller than a library. 09:02:03 Yes, the change is controversial, perhaps risque. So what? It does not challenge the fundamentals of Crawl. Go play another game if MD are so dear to you, or fork. It is a midget compared to other changes. 09:02:07 They're creatures of honor that swear vengeance, expert in the use of long weapons and light armour. 09:02:30 I am neutral. Except that I feel that removing things is a last resort. 09:02:42 No, removing things is crucial to good design. 09:02:46 removing things is an important part of development, yeah 09:02:46 dpeg_: people disagreeing with you doesn't mean that you're right, fyi 09:02:52 depends on how many things are there remaining 09:02:54 Minor things, yeah. 09:03:07 But major things should be changed, or it's a total waste. 09:03:26 removing things is only an important part of development to the extent that it needs to be on the table as an option 09:03:44 removing stuff for the sake of removing stuff is as bad as adding stuff for the sake of adding stuff 09:03:58 You have all that, all that unique flavor in the articulation of the data. And it's gone. Removing things that are stupid is okay. 09:04:25 But something that was just, really, 'similar'... 09:04:25 We have removed so far: one background (Th), six species (Gn, El, GE, HD, MD, OM), one branch (Hive), one school (Div), a number of dungeon levels (Elf, Lair, Vaults), spells (Amnesia, Tomb) etc. 09:04:40 elliptic did a pretty good job of summing up the reasons why removal instead of change was chosen, too 09:04:43 yes 09:05:02 I don't deny his reasons one bit. 09:05:07 dpeg_: most of those removals are for very different reasons though 09:05:21 amnesia and tomb and div weren't removed because they were too close to minotaurs 09:05:40 15:03 < syraine> But major things should be changed, or it's a total waste. 09:05:43 -!- ais523 has quit [Read error: Connection reset by peer] 09:05:46 Yeah. 09:05:49 giant toads were removed because they were too close to giant frogs 09:05:58 The bit I don't agree with is subtle. 09:05:58 damn, I forgot to list monsters and items 09:06:01 likewise with various reduntant weapons recently 09:06:02 dpeg_: "one background"? 09:06:05 redundant* 09:06:12 Radical changes? 09:06:17 This was the crux. 09:06:18 kilobyte: couldn't be bothered to come up with the full list 09:06:23 That 'radical changes' were needed to differentiate MD. 09:06:36 I just made a proposal to make Mi more Mi-like. 09:06:39 paladin is the only other one i can think of, all the other removed backgrounds have since come back i think? 09:06:40 dpeg_: ah, ok. The list here is long :) 09:06:41 oh, and reaver 09:06:48 hey, sorry guys 09:07:11 dpeg_: why sorry? I'm not complaining they got removed. 09:07:16 MarvinPA: yeah, and people hated both of those role removals even though they had some very good reasons behind them 09:07:30 7469473369734 spells, too 09:07:31 the MD removal has way less justification than the paladin or reaver removal 09:07:35 Pa is not the same. 09:07:38 Yeah. 09:07:49 Pa is Fi with a god. 09:07:52 Tomb of Doroklohe was overpowered. 09:08:05 a god that's useless early on, too 09:08:06 kilobyte: also the problem of TSO being a starting god 09:08:24 Paladin was a Fighter with The Shining One, as I was just ninja'd to over five sentences. 09:08:34 well, Pa is Fi with a god, MD is Mi with a helm. i dont see the big difference. 09:08:38 HoMM IV (strategy game) was recently released. I think it is decent. The major gripe players had (leading to flamestorms) was about an aesthetic detail: the town screens are not as beautiful as before (but more practical). The devs gave in and now there are old-style town screens as an option. 09:08:41 Reaver was like Stalker, a 'what?' role. 09:08:41 alefury: :D 09:08:52 alefury: i think you mean Mi is MD without a helm 09:08:59 dpeg_, VI 09:09:03 syraine: yes 09:09:03 homm4 was recently released? 09:09:07 sorry 09:09:09 lol, homm4 09:09:15 no, it's just a mistake, I get you 09:09:32 * dpeg_ needs to take a course in Roman counting. 09:09:42 What you're saying is that the developers conceded and gave both options. 09:09:59 I am saying that they had to, because it is a commercial game. 09:10:03 The way that they conceded was player pressure, which is a bad road. 09:10:18 dpeg_: perhaps you should stop acting like your taste is correct 09:10:23 you like greek myths, great 09:10:26 How can taste be correct? 09:10:26 keep minotaur in the game 09:10:40 that doesn't mean that MD should be removed 09:11:17 what i dont get is why crawl players are so emotional about this 09:11:21 Subtle changes, right down to changing eight characters in a .patch, would make MD differentiated. 09:11:21 if it comes down to a matter of pure flavour then why shouldn't the personal preference of the developers be a factor in decision-making? 09:11:31 a large number of people are quite vocal about their like for MD; there are strong historical and cultural reasons to keep MD around; there are more ways to change Mi than to change MD, so cutting MD makes less sense 09:11:31 they are sort of the ones doing all the work 09:11:36 MarvinPA, that was not the reason. 09:11:40 players are often right. But 90% of complaints are: "why did you remove/nerf X which was my favourite thing because it was so overpowered" 09:11:43 It one man's taste vs another man's taste. I am fine with some players loving the MD flavour a lot more than the Mi flavour. Fine. But someone has to make a decision and we won't run a poll on the tavern about it. If a dev would have lobbied for MD, we'd have discussed it out. 09:11:45 The reason was said to be that they weren't differentiated. 09:11:45 characters die all the time. at first that hit me pretty hard, now i dont care that much anymore. 09:11:56 MarvinPA: but it's not pure flavor, and a cut isn't even necessary so it's not like it had to happen and it was just doing this instead of a coinflip 09:11:57 crawl players should be used to dealing with (virtual) loss 09:12:02 Hell, I'd choose MD simply because I find a bunch of +2 apts across the board to be silly. 09:12:23 Right down to Minotaurs having the highest Staves aptitude because they are Good At Melee Fighting. 09:12:23 < alefury> what i dont get is why crawl players are so emotional about this 09:12:35 lack of differentiation was a reason to remove one of the three, yes, flavour was the reason it was MD that went 09:12:40 perhaps you shouldn't try to 'get' it and should just accept that people care about their hobbies 09:12:48 (also nicely summarised in elliptic's comment) 09:12:50 all of this was succintly explained by elliptic, btw 09:12:56 heh 09:13:09 I kind of think that "lack of differentiation" is a lame argument. 09:13:15 MarvinPA, elliptic went in favor of (I asked) Minotaur because MD was very similar to HO. 09:13:39 !apt md 09:13:40 !apt hill orc 09:13:41 MD: Air: -2, Armour: 3!, Axes: 2!, Bows: -2, Charms: -2, Conj: -1, Xbows: 1, Dodge: -1, Earth: 2, Evo: 1, Exp: 130, Fighting: 2!, Fire: 2!, Hexes: -2, Ice: -2, Inv: 0, Long: 0, Maces: 2!, Nec: -3*, Poison: -2, Polearms: -1, Shields: 2!, Short: 1, Slings: -1, Splcast: -3, Stab: -2, Staves: -1, Stealth: -3, Summ: -2, Throw: -1, Tloc: -2, Tmut: -1, Traps: 1, Unarmed: 0 09:13:41 HO: Air: -2, Armour: 1, Axes: 2!, Bows: -1, Charms: -1, Conj: 0, Xbows: -1, Dodge: -2, Earth: 0, Evo: 0, Exp: 100, Fighting: 2!, Fire: 0, Hexes: 0, Ice: 0, Inv: 0, Long: 1, Maces: 1, Nec: 0, Poison: -1, Polearms: 1, Shields: 1, Short: 0, Slings: -1, Splcast: -3, Stab: 2, Staves: -1, Stealth: -2, Summ: 0, Throw: 0, Tloc: -2, Tmut: -3, Traps: 0, Unarmed: 1! 09:13:47 Axes. 09:13:49 Armour. 09:13:58 Folks, the reactions were so hostile that we won't revert. I can make this more precise: if someone does s/Mi/MD/ at this state, I quit. 09:14:00 No one ever thought that HO would be removed. 09:14:03 imo continuing to remove MD after this outcry would be like, i don't know, removing HP bars as an option because you think they are too distracting 09:14:04 Having one extra race on the selection screen is not the same as having too many similar weapons, armours, spells w/e. 09:14:19 dpeg, that's totally okay. 09:14:23 I'm done. 09:14:24 It doesn't affect gameplay negatively. 09:14:27 There is no point in discussing the past. 09:14:37 Dpeg has made an utterly valid reply. 09:14:54 I am offering a way to make Mi more interesting. Others have an idea for a new dwarf type (which I don'T find so bad). 09:14:56 dpeg_: i'd rather have you quit than have you exert veto power by threatening to quit over something you've stated shouldn't be a big deal 09:15:05 fuck your pride 09:15:12 Eronarn, seriously, it does not matter about that 09:15:20 Eronarn: this is why you won't be dev. If my fellow devs oust me, I'll go. 09:15:21 It's just caving to mass pressure is horrible 09:15:25 the terrorists do not, in fact, win if you go back on a decision 09:15:50 Eronarn, precedents are set when the judge rules habeas corpus. :( 09:16:29 Regardless of dpeg's emotion on it, the decision is no more or less valid than if he was stone-calm. 09:16:29 do you not understand how absurd it is for you to *threaten to quit* over this when you regularly say that i'm too inflexible in supporting X or Y feature? 09:16:38 It seriously does not matter at all. 09:16:50 I had horrible ideas, and some of them made it into the game (first Zin, Shoals were premature, rune shop, food reform, AC debacle and some more). I am not perfect and I am backing down all the time. This time, I don't see a reason to do so. 09:17:04 Honestly I'm with Eronarn here, this decision seems just to be a matter of pride, the only reason they got removed was a sense of MINOR aesthetics. 09:17:11 The reaction was so violent. 09:17:21 syraine: 'caving to mass pressure is horrible' just isn't true, it is a game, if people are not having fun this should absolutely be a reason to reconsider what you are doing 09:17:42 you don't have to design everything based around public reaction but you should at least pay attention to it 09:17:54 Eronarn, but it's a game that is still fun without MD, and if it is a game where you can bully the makers into caving if you are mad enough 09:18:02 That's... that's a bit off 09:18:07 syraine: aaaaaa this slope is so slipperyyyyyyyyy 09:18:12 Caving to player pressure is bad when it comes to important decisions, when it is a pointless decision why can't we just humour them? 09:18:12 Yes! 09:18:14 This is my feelin' 09:18:18 Slipperyyy 09:18:37 Slippery slopes are a myth, it's about taking the right fights. 09:18:39 If you have a counter to it, I will concede, duh 09:18:48 ghallberg: even for important decisions, it's at least worth seeing what their complaints are. like, maybe a spell is really broken, but besides it being powerful they just plain liked the flavor/effect - so try and nerf it rather than remove it 09:18:58 Mi rather than MD is something I like (my personal taste). No dev seemed to like MD enough to speak out the other way so that's it. The name of the species is not crucial, I wouldn't fight for Mi like I did for other features. However, after the reactions there is absolutely no way of going back. 09:19:40 The only reason there is no way back is because you are demanding there is no way back. 09:19:43 dpeg_: Why can't we just admit that removing MD the way it was done wask kind of stupid? 09:19:52 syraine: stepping back on this issue does not determine whether we will step back on future issues; in fact, this would be a good situation to admit 'okay, we screwed up - let's try and have a better way to get player feedback so we don't accidentally mess with something players love' 09:19:59 because it wasn't? 09:20:06 Folks, I don't want the blog equivalent in ##crawl-dev. 09:20:21 dpeg_, seems calm and conversational. 09:20:23 dpeg_: I'm trying to keep away from that. 09:20:34 Eronarn, if this can be done, I bow. 09:20:47 I made my point clear, others did as well. There is no point in going on. There is point in talking about new species or changing what's in trunk. Also: constriction. 09:20:56 It's just that your described manoeuvre is dpeg's. 09:21:01 syraine: all it takes to write an apology post is some humility and a keyboard 09:21:05 Yep. 09:21:19 Insolong as it contains your condition that this does not mean that you will bow. 09:21:27 luckily there's nothing to apologise for so nobody needs to waste time worrying about that and we can all go on with our lives 09:21:30 That you will cave in on some other issue. 09:21:51 * dpeg_ would really like to go on with his life. There is this article waiting for attention. 09:22:05 There should have been warning. 09:22:12 syraine: perhaps, yes 09:22:14 It was not exquisitely handled. 09:22:16 Perhaps. 09:22:18 syraine: don't think of it as caving, think of it as not being in the ivory tower of gamedev 09:22:28 syraine: in hindsight, absolutely 09:22:41 I feel like Aquarius. 09:22:45 -smile, softly.- 09:22:51 syraine: also, it'd be more prudent to have a change like together with a new, exciting feature (e.g. Spider). 09:23:03 Stick and carrot. That's delightfully amoral. 09:23:08 But alright. 09:23:10 I love how you guys do that a lot, yeah. 09:23:11 Divide and conquer, yes .) 09:23:27 My final point in this: Removing MDs was unneccesary, yes the game is a smidge better for it, but it wasn't handled well. It seems the devs agree that it's not gonna be reverted, but I think we should l 09:23:29 I'm all ready to go "OMG nerf" but then I go "SHINY!" instead. 09:23:31 dpeg_: the decision is still bad even if you make some good ones at the same time 09:23:34 should try to learn something from it. 09:23:41 you do not, actually, have to make bad decisions! 09:23:46 But it'd remind people that there is a lot more to the game than this one removed feature. 09:23:58 Either way, unless there's someone who will step forward. 09:24:04 evilmike also made a good point that it's a lot easier to see the bigger picture when looking at the changelog for an entire release 09:24:08 The argument is immaterial. There are no ivory towers. 09:24:09 as oposed to just one change in isolation 09:24:25 opposed* 09:24:31 The argument has validity, that is. 09:24:52 MarvinPA: there is no 'bigger picture' for cutting out MDs, it's not like they are going to be replaced with cooler dwarves any time soon 09:24:56 It is perfectly valid: but arguing it is ridiculous if the opposition cannot act. 09:25:10 all i remmeber from crawl versions is marvinpa nerfs! 09:25:12 HD were removed early, DD came several versions later 09:25:27 MarvinPA: is the crusher of dreams 09:25:30 As a reflavor/balance of Gn 09:25:32 Ragdoll: :( 09:25:36 dpeg_: But no one cared about HDs? 09:25:41 dpeg_: DD are cool, but people don't consider them a dwarf because they do not actually play anything like MD 09:25:44 This was early. 09:25:44 ghallberg: oh, some did! 09:26:05 syraine: the situation is not symmetrical. I don't really know what those guys mean by "community-driven development" but it's probably not how I'D interpret it. 09:26:09 mummies are just humans in bandages but i guarantee that people would be pissed if you removed humans 09:26:13 Anyway, is anyone very adamant about the current Hu? 09:26:15 vanilla races are good to have 09:26:16 Slope Dwarves! 09:26:20 I was thinking of doing something with it. 09:26:27 Plains Dwarves? 09:26:35 plain Dwarves? 09:26:38 mummified dwarves 09:26:38 (jk) 09:26:42 Pit Dwarves. 09:26:42 Dwarves. 09:26:42 Ragdoll: +1 09:26:43 Dw 09:26:45 DwHu 09:26:47 Dorfs. 09:26:48 ghallberg: :p 09:26:48 * dpeg_ admits he eats dwarves for breakfast. 09:27:03 dpeg_: perhaps you should reinterpret it? maybe it would help you to understand why players are so hostile to you (hint: it's because you show utter disdain for them) 09:27:05 dpeg_: aren't they tough and stringy? 09:27:10 ghallberg: Like increasing everyone's apts by 1 so humans seem better? :P 09:27:24 (Visible apts, I should say) 09:27:24 kilobyte: dwarf stew! 09:27:42 jle: Nah I was thinking they are adaptable, so they get boni from racial gear. 09:28:16 adaptability in abilty form. ability to change stats minorly somehow 09:28:23 An experience aptitude of a flat 90. 09:28:42 Write an apology post for it. 09:28:55 For Mountain Dwarves. 09:29:28 Eronarn: this is pretty silly. I am the one who opened DCSS for many. I always encourage players to take part. (Vaults, speech, now the descriptions task force.) "Utter disdain", huh? 09:29:32 ghallberg: Sure. Were you thinking of touching their apts? After I learned that a 0 apt is basically awesome I enjoy humans a lot for that. 09:29:46 dpeg_, he means in terms of changing the game. 09:30:01 dpeg_: 'always'? hahahahano 09:30:03 syraine: yes, good ideas get into the game all the time. 09:30:10 Your philosophy is that the developers should not be pushed, right. 09:30:10 Eronarn: yes, always. 09:30:15 jle: No, I'm not experienced enough to meddle in aptitudes, I don't understand them. 09:30:17 more like 'a small amount of the time, when it agrees with me' 09:30:44 This can possibly be perceived as autocracial. 09:30:45 B0rsuk made a very hostile personal attack on me on the wiki (which due immediately deleted) but I went and took b0rsuk's good idea and promoted it. 09:30:47 can we move the useless insults out of ##crawl-dev please, thanks 09:30:52 MarvinPA: yes, thanks 09:31:07 I really shouldn't defend myself. 09:31:16 ##crawl-rant 09:31:23 yes, you should instead go admit that you're wrong about MD 09:31:31 Although vitriol, Eronarn says something that is not, utterly, invalid. -bemused...- 09:31:41 people are so emotionally attached to MD, it's crazy 09:31:52 It's true that changes aren't open to any kind of debate. 09:31:59 I seriously don't think Eronarn gives a damn. 09:32:11 People are emotinally attached to the removel of MDs as well. 09:32:13 Mountain Dwarves or not, it's no issue to him, correct me if I am wrong here. 09:32:27 Yet he is arguing for this simply because of the way in which it was done and the reasons. 09:32:42 yeah, i don't actually care about MDs; what i care about is that this decision was completely botched 09:32:46 note that dpeg also encouraged players to come up with other ideas and suggestions or code for a potential new melee race in the future, that sounds like encouraging participation to me 09:32:55 but more importantly, now that a mistake has been made, there is zero effort to understand that it even was a mistake, or how to avoid it 09:33:09 jle: been trying my hand in vault making. getting a sense of scale is hard :p 09:33:22 Ragdoll, stop playing tiles? :P 09:33:39 Ragdoll: You made the Fance Cottage earlier? 09:33:39 But the question of whether Mountain Dwarves THEMSELVES should be -removed- was made as void, as null, as the essence of the ghost. 09:33:46 yes 09:33:51 'omg those players are so crazy/mean! writing all those comments!' is not the right reaction to a large number of players actively disagreeing with what 'should' have been an inconsequential thing 09:33:54 zaba: not playing tiles! 09:34:01 Ragdoll: It turned out to be a Mansion? :D 09:34:04 Ragdoll, then what's the problem with scale? Should be 1:1 :P 09:34:14 Ragdoll: Your first vault should be something like the official xomscumming loot room imo. 09:34:32 yes yes but i made a fine room, but it was deemed too big. then i made it smaller but its rather sad now 09:34:34 Ragdoll: your first vault should be filled with storm dragons behind grates. 09:34:36 jle: haha true 09:34:46 Wait, grey draconian zealots. 09:34:59 Ragdoll: Is your vault somewhere on the internets? 09:35:01 i mean there are two ways to think of this: A) if you had known players liked MD this much you would not have touched them B) even if you had known players liked MD this much you still would've removed them 09:35:03 And it should be 1x1 apart from that. 09:35:11 if A, then all that is stopping you is pride 09:35:14 hang on 09:35:29 Also I joined ##crawl-rant if anyone wants to rant but not offend anyone too badly. 09:35:31 Eronarn, cause and effect linkage plzz 09:35:32 if B, then there's also a boatload of arrogance 09:35:51 jle: http://pastebin.com/dW2REr8X 09:36:06 Possibly they made the choice then couldn't suddenly decide to go 'Oh, how thoughtless, we accidentally removed one of the most popular races.' 09:36:10 this is the last version though, i liked the previous one but i dont have it by the hand right now 09:36:35 Eronarn, so are you upset with the removal of MD or the process through which the decision to remove MD was arrived at, your statements seem to give conflicting possibilities. 09:36:49 this one i tried to make more compact but urrgghh 09:36:51 Cryp71c, the latter, previous messages clarified. 09:37:07 Cryp71c: both (not because they're MD, though, but just because it's a poorly justified decision) 09:37:09 syraine, I read them, thank you. However his present statements indicate the former. 09:37:34 Cryp71c, I don't see how. They used the description of popularity. 09:37:40 Nothing was said about the author. 09:38:01 Popularity does not necessarily mean I enjoy it. Hinduism is popular. 09:38:14 hipster 09:38:15 :P 09:38:19 :F 09:38:49 Jle, are there a ton of people in ##crawl-rant 09:38:54 yes 09:39:03 a heated discussion is going on right now about birds and their chirping 09:39:18 Ragdoll: Is that ten stones of chaos in the other room? 09:39:24 about 10, yes! 09:40:10 by making everything compact the vault is reaching unreadablity. im thinking of reverting back to the mansion 09:40:26 Ragdoll 09:40:36 Set floor, walls, et cet to the same as in ASCII 09:40:46 Readability doesn't seem important to me, as long as it works. 09:40:52 lol 09:40:58 perl devs would hate you 09:40:59 im fine with the #,t, and .'s 09:41:07 Ragdoll, use a better font? 09:41:15 i do 09:41:35 Eronarn, at least in the case of a, I'm tempted to say that discussion is irrelevant. crawl dev's have made hugely unpopular decisons in the past (albeit together, typically and not quite as unpopular as the MD is turning out to be), though B certainly seems like a legitimate point 09:41:39 im using consolas 09:41:40 Then again I assume small vaults generally are not modified often. 09:41:59 I didn't follow the MD removal discussion so I can't comment on what sort of concensus was reached by the devs as a whole on the matter. 09:42:02 new game: Vault Golf 09:42:06 i used yiuf's room as reference. that thing is complex god damn 09:42:22 Cryp71c: popularity is just one aspect, though 09:42:35 a lot of the unpopular decisions that have been made have been ones that had strong balance reasons behind them 09:42:56 "megabats" 09:43:07 cryp71c: nobody raised any objections, several devs voiced support 09:43:09 the reason looking at popularity in this decision should be so important is that *nothing else* affecting the decision is important 09:43:31 Eronarn, a lot, sure..but we've removed races and jobs before that were unpopular, not for balance reasons, but because their niche was too small or various other reasons which wouldn't typically compare to balance. 09:43:48 s/that were unpopular/that turned out to be unpopular 09:43:48 Paladin 09:44:12 was like a miniature version of MD 09:44:13 elliptic, how long did the discussion go on, if you don't mind me asking? 09:44:22 there's also a good comment by elliptic on the blog that's been mentioned a good half-dozen times already that nicely summarises the gameplay reasons for removal 09:44:25 A normal length? (it wasn't unusually short or anything, as it?) 09:44:25 Cryp71c: yeah, and even those had better justifications for removal - like reaver (which still had a lot of supporters, but they weren't as vocal as MD) 09:44:42 Eronarn, strength of vocality is irrelevant. 09:44:43 zaba: i think the problem lies wanting to surround the vault in a minmum amount of 2 layers of trees, which makes it too big. tried to make ti smaller but the cottage looks horrible and you can see trough the trees 09:44:56 popularity has some weight, perhaps. 09:44:59 But not much. 09:45:00 it was mentioned with bigger vaults theres less aof a chance of it to be placed, but i dont think i can get around this with this kind of vault 09:45:02 -!- greatzebu has joined ##crawl-dev 09:45:07 Cryp71c: i'm not saying popularity should have a ton of weight - just some 09:45:12 cryp71c: well, removal of MD was in the air for weeks... it isn't like we suddenly decided to do it one afternoon and went ahead 09:45:16 right now, it is being completely ignored, intentionally 09:45:19 Cryp71c: it was spread out a bit. the individual discussions i was there for werent especially long. 09:45:28 elliptic, right, that's what I wanted to be sure before I formed an opinion on the matter, having not followed the original discussions. 09:45:30 ... The night I heard about it was the night before it was cut, elliptic. 09:45:46 Torokasi, are you on the mailing list? 09:45:46 Cryp71c, strength of vocality is difficult 09:45:46 and honestly I thought it to be a joke when it came up then due to being so sudden. 09:45:48 Zaba, others: I want a wiz command to view every place on the map (ie, &{ with items, monsters, tile flavours, clouds, what not). Would it be better to preserve &{ for exploration reasons, or is it not worth even the ~10 lines it takes? 09:45:54 it'd been discussed on a good number of seperate occasions in here, yeah 09:45:54 I am not, no. Did not know there was one. 09:46:17 mm 09:46:18 Protip 09:46:20 i am on the mailing list and i check this channel at least once a day and i didn't hear about it until recently 09:46:26 The majority of players are not on the mailing list 09:46:28 likewise, i thought it was a joke when i first heard of it 09:46:41 Also many of them are not in ##crawl-dev 09:46:53 thank god for that :) 09:46:58 <3 09:47:11 Yet surprisingly, a very large number of them were affected by Mountain Dwarves being removed 09:47:18 -amusement.- I wonder why... 09:47:30 -!- Brannock has joined ##crawl-dev 09:47:42 kilobyte, I'd just extend &{.. and if it turns out the extended info gets in the way too much, split it off 09:48:10 syraine, ok I'll say this once because I'm sure several other devs are thinking it. If you want to participate in a serious discussion, you'll have to drop the 14 year old attitude and refrain from snarky remarks. 09:48:33 Cryp71c, I'm not making snarky remarks. 09:48:41 syraine, furthermore, WRT players being in mailing lists or being in ##crawl-dev...that's largely irrelevant, what matters is whether or not DEVS are on the mailing list or in ##crawl-dev. 09:48:48 And it's bold of you to be so hostile. -dry- 09:48:49 Eronarn: the individual discussions were pretty short, maybe 20 minutes of people occasionally saying something regarding MD/Mi. so pretty easy to miss. i know about two occasions where it was discussed (also Ha removal in the first one), there may have been a few more. 09:48:54 We aren't talking about developers. 09:48:57 We're talking about players... 09:49:55 making the decision shows being out of touch with players - that's bad, but it's fixable 09:50:07 the problem is not doing anything once it's been highlighted just how out of touch with players you are 09:50:43 If you believe my behaviour is immature, you let me look like an idiot. If you start by saying something impolite, I don't have to make a comment about your behaviour. 09:51:03 syraine, the direction of development of dcss is left to developers, we take input from players and listen to whats popular, what's unpopular, what's balanced or unbalanced..but at the end of the day, it is a developer which decides to take action..and their action is peer-reviewed by other devs. 09:51:18 Cryp71c, this is what Eronarn is speaking about, isn't it. 09:51:24 And it's irrelevant to what I was saying. 09:51:30 I was noting one specific item. 09:51:33 peer review doesn't generally include veto threats fyi 09:51:41 Eronarn, veto threats? 09:51:57 Cryp71c: dpeg said that he would quit if the decision were reversed 09:52:01 That players were not aware of the change for the reason that no players are usually on the mailing list or in the channel for Developers. 09:52:24 "input from players" also generally doesn't involve personal abuse and insults 09:52:27 Cryp71c, I suppose you agree. 09:52:29 well I certainly hope that he doesn't quit even if the decision is reversed, but I haven't heard any devs indicate a desire to reverse the decision 09:52:58 so it is hard to see why it would be reversed 09:53:09 indeed 09:53:19 That's what I was saying. If there's no one who is going to argue for keeping it, why is there any point. 09:53:40 -!- nooodl has joined ##crawl-dev 09:53:55 You could set up a deadline for players to create a number of proposals. 09:53:56 syraine, Not being aware of why a change was made prompts for a question, but what we're hearing at present are not questions, but "zomg zomg zomg md were removed" rage. 09:54:11 (for the most part) 09:54:21 Cryp71c, you are not dealing with the discussion we're having right now, I take it, when you say that? 09:54:23 I was. 09:54:30 Cryp71c: change, all else equal, is itself a negative and should be treated as such 09:54:31 Maybe that was where we had this difficulty in communication, then. 09:54:35 marvinpa: for the xomscumming vault, how frowned upon is a guarnteed robustness ring, score the frowning on a number 1-10 09:54:40 change is only good to the extent that it lets conditions be different in a *better* way 09:54:45 umm 09:54:56 where does this vault generate? and does it have nasty stuff in it? 09:55:02 i think there's already a themed robustness vault 09:55:08 it has a mummy in it. and yes, there is 09:55:25 D:24 :P 09:55:44 Mummy needs to hold a wand of fire. 09:55:52 i was thinking of a rod myself 09:55:54 is it a greater mummy at least? :P 09:56:01 ....im not sure :P 09:56:06 Rod of Destruction [ice] 09:56:08 lol 09:56:10 <|amethyst> Eronarn: I don't know, that optimisation strategy gets you stuck in local maxima 09:56:21 i'd say it's probably best to keep unrands with just their themed vaults 09:56:23 Eronarn, I would agree, I think, with your statement, but what I'm unsure of is that the removal of MD qualifies as such. 09:56:25 thought so 09:56:37 as a alternative, how about 500 or so acquirement level items neatly stacked? :P 09:56:41 haha 09:57:00 that would definitely get a good few frowns :P 09:57:04 Is there a ratskin cloak one 09:57:09 |amethyst: no, you can always look for the possibility of very large changes - this is just a comment on people not liking change unless it brings something better 09:57:31 oh and ofcourse the 30000 acquirement scrolls :p 09:57:38 "people don't like change" isn't the same as "change is bad" 09:57:41 make it contain Maurice 09:58:26 im thinking that each tile has a item, like 1 armour, 1 wand, 1 ring, etc 09:58:31 MarvinPA, if you give popularity too much weight, one could certainly perceive it as such...which seems to be the issue with most players...removal of MD was hugely unpopular, ergo...its bad, ergo..QQ insues. 09:58:36 MarvinPA: change is not valuable for the sake of change; change is valuable for improvement. change without improvement is *bad design* 09:58:38 1 30376 gold :p 09:59:05 of course some changes aren't going to have the effects you expected, but that is a different issue 09:59:22 Cryp71c, your logic is flawed. 09:59:29 Eronarn, Some changes - which don't contain obvious improvement - are still improving the overal direction of the game, though 09:59:33 In my belief, anyways... 09:59:47 Cryp71c, then they contain improvement. 10:00:06 syraine, well, yes..it depends on how deeply you're examining a certain "change" for improvement. 10:00:24 It just doesn't change what he is putting forward. 10:00:29 <|amethyst> syraine: it's entirely possible that, taken alone, A is bad and B is bad, but that A + B is good 10:00:30 From a shallow perspective, the removal of MD didn't ADD anything, but only removed form the game. But on a deeper level, its removal may make room for something else. 10:00:39 |amethyst, yesh. 10:00:49 But you see, that is a 'may' 10:00:53 |amethyst: yes, but that's a case for waiting to do A until you can do B 10:00:54 There is nothing there -right now- 10:01:01 syraine, I wasn't changing what he was stating, just ensuring that when he considers his statement, he considers it on a sufficientlly deep manner, imo. 10:01:03 Therefore the net gain... is not. 10:01:24 mm, in order 10:01:33 I'll note that removing MD didn't come by itself... there were other commits that went along with it, changing Mi and HO 10:01:40 |amethyst, A+B in this situation? 10:02:13 MD is gone? 10:02:17 Haha. 10:02:19 <|amethyst> if you mean gameplay, what elliptic said 10:02:20 Cbus, it is. 10:02:28 syraine, ahh "nice" 10:02:35 -!- jeanjacques has joined ##crawl-dev 10:02:37 <|amethyst> flavour, B hasn't happened yet 10:03:18 Cryp71c, isn't it that Mountain Dwarves being removed is negative? Isn't that the sum? 10:03:23 syraine, waiting for B to be done before replacing A with B isn't always a sufficient reason not to remove A. 10:03:24 marvinpa: oh oh greater mummy with silence? too much? :P 10:03:39 And in concatenation, that the way it was removed is faulted after? 10:03:41 well then it couldn't cast, surely :P 10:03:54 maybe greater mummy with my spelllist? :P 10:03:54 greater mummy with silence and a rod 10:03:58 Cryp71c, in what situation. 10:04:00 what was your spell list? D: 10:04:20 http://crawl.develz.org/morgues/0.9/xomscumming/morgue-xomscumming-20110905-165025.txt 10:04:56 butterflies and poly other sounds like a good one 10:04:57 :P 10:05:13 do monsters use projected noise? 10:05:27 Ragdoll, nope, player-only spell I believe. 10:05:59 thought so. i saw just now that i can add hd:50 hp:999999 to a normal mummy for example 10:06:06 Polymorph Other on a Butterfly creates a friendly creature 10:06:16 @??butterfly 10:06:17 butterfly (05b) | Speed: 25 | HD: 1 | Health: 3-8 | AC/EV: 0/25 | Flags: fly | Res: 06magic(4) | Vul: 09poison | XP: 0. 10:06:19 But the creature is under permanent confusion 10:06:25 i havent seen this used that much in general, any reaosn why? 10:06:32 syraine, wierd, do you get a creature @ or near HD:1 ? 10:06:42 Cryp71c, Cigotuvi's 10:06:55 Cast that then cast Polymorph Other 10:07:39 @??pulsating lump 10:07:39 pulsating lump (05J) | Speed: 5 | HD: 10 | Health: 36-72 | AC/EV: 2/6 | Damage: 1309(mutation) | Flags: sense invisible | Res: 06magic(40), 03poison, asphyx | XP: 52. 10:07:56 elliptic: your idea is solid though. greater mummy with silence and a rod of summoning. 10:09:02 Cryp71c, you get HD:10 monsters 10:09:04 i.e. merfolk 10:09:22 syraine, yeah, was thinking about it. How high does Cigo's power get up to? 10:09:27 100? 10:09:34 Hmm. 10:09:37 I will check! 10:09:39 ??cigotuvi's degeneration 10:09:39 cigotuvis degeneration[1/2]: Level 5 Transmutation/Necromancy spell. Requires line of fire, checks magic resistance, only works on natural monsters. Turns enemy into a {pulsating lump}, which means not only that you don't get the original monster's exp, but that you'll get mutated if it hits you. 10:09:40 Let's see. 10:09:47 ??cigotuvi's degeneration[2] 10:09:47 cigotuvis degeneration[2/2]: Naturally, you SHOULD cast this on every monster worth less than 52 XP, if you have the spell hungerless. Actually, just use Polymorph Other on them. 10:09:55 Wizmoding 10:09:57 ??polymorph other 10:09:58 polymorph other[1/7]: Changes monsters into other monsters, likely to be harder, but without equipment. When used on players by monsters, it causes bad mutations 9 times out of 10, or otherwise a random mutation, which can still be bad. You can't use it on yourself. 10:10:15 syraine, want to see the effectiveness on a HD > 15 monster with average MR. 10:11:44 -!- Pacra has joined ##crawl-dev 10:12:18 Cryp71c, stone giant 10:12:19 hmm 10:13:24 @??stone giant 10:13:25 stone giant (15C) | Speed: 10 | HD: 16 | Health: 65-107 | AC/EV: 12/2 | Damage: 45 | Res: 06magic(85), 12drown | Chunks: 07contaminated | XP: 2025. 10:14:33 Cry71c 10:14:40 Cryp71c. 10:14:42 * 10:14:46 It did it first shot 10:15:02 27 all skills 10:15:16 -!- Textmode has joined ##crawl-dev 10:15:24 then I converted it into a merfolk 10:15:26 Well, yeah I figured as much..try it with 15 in all skills, that's still pretty generous. 10:15:43 and what's your int at? set it to like 22. 10:15:56 erm, nvm re int 10:16:01 doesn't affect spell power 10:16:12 it's at 34 10:16:14 but mm 10:16:54 it took two shots 10:17:49 -!- ainsophyao has joined ##crawl-dev 10:18:04 hrm, that may be something to look at, it doesn't seem TOO high priority, albeit it is somewhat gamey 10:18:15 @??giant eye 10:18:15 unknown monster: "giant eye" 10:18:17 @??giant eyeball 10:18:18 giant eyeball (16G) | Speed: 3 | HD: 3 | Health: 9-24 | AC/EV: 0/1 | Flags: lev | Res: 06magic(12), asphyx | XP: 3. 10:18:27 since it costs 9 MP 10:18:33 it is not an issue 10:18:56 Oh..it seemed like you were mentioning it because you felt it wasn't balanced. 10:19:02 did someone say gamey 10:19:05 :P 10:19:16 ill get right on that 10:19:19 Moose the Chiller (L3 DEIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 1849. (D:2) 10:19:20 Cryp71c: Isn't your spell power scaled directly with int? 10:19:27 I was mentioning it thanks to MarvinPA... 10:19:31 ??spell power 10:19:31 spell power[1/5]: (Spellcasting/2 + 2*avg school skill) * INT divided by 10 * (1.5 ^ enhancer count). Now halve the part over 50, halve the part over 100, halve the part over 150, and plain cap at 200. Negative enhancers use 0.5, not 0.66. 10:19:41 once again marvinpa is to blame 10:19:49 jle, not sure..the learndb would certainly suggest it does scale w/ int 10:20:01 I recall a discussion LONG ago to chagne that, but I'm unsure as to whether it was ever put in place. 10:20:01 what did i do? 10:20:08 change* 10:20:33 MarvinPA: Got your name mentioned, and Ragdoll pounced. :P 10:20:44 s/name/nick 10:20:53 i cant help it :P 10:29:40 spellpower certainly depends heavily on int 10:30:52 la - - 10:31:39 -!- syraine has quit [Quit: _You draw a card.] 10:39:58 elliptic, so what ever happened to the discussion of having int affect non-power (hunger, success) and skills affecting power? Just never got enough support? 10:40:03 (I really rather liked the concept) 10:40:15 I never heard that 10:40:47 hrm...it was back before I disappeared, maybe 5 months ago? :P 10:40:55 maybe more. 10:41:06 -!- RichardHawk has joined ##crawl-dev 10:41:38 I don't really see the appeal to such a change 10:41:56 it would mean that all chars would max out power at the same place (27 skills), for instance 10:42:22 and I'm not sure whether you meant to stop skills from affecting success 10:42:31 but that seems weird too 10:42:38 Moose the Thaumaturge (L9 DEIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 9106. (D:9) 10:43:38 so that nausea crash seems to be on CAO... would be good to get that updated sometime 10:44:27 -!- nooodl has quit [Quit: Leaving] 10:45:26 Ragdoll (L19 VpBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed. (Vault:1) 10:45:58 there, you get it gamey 10:47:29 are there any plans to remove felids? 10:47:54 im not aware of any 10:47:57 elliptic: I think that proposal was at least in part mine; good point about power capping at skills 10:48:16 does anyone actually like felids? 10:48:42 I do; I'm not terribly fond of the extra lives, but have to admit I find raising your own corpses very funny. 10:48:47 I liked felids until I learned that they continue to gain extra lives after xl 27 10:49:20 i'd like to change their lives to make a bit more sense too, yeah (although i probably still wouldn't play them) 10:49:30 i always hated felids 10:49:45 weaker than everyone else but you get extra lives? 10:49:50 super mario meets roguelike 10:49:56 they seem pretty boring, but i have little experience with them 10:49:56 elliptic: Idea behind the plan was to make it clearer which thing to raise affects what in the spellcasting, and also to differentiate high int/high spellcasting/high skill casters more. 10:50:12 It's on a pretty hypothetical basis, though.. 10:50:18 elliptic, someone supposedly fixed a nausea bug, not sure if that's the same as on CAO. 10:50:47 Mmmm super mario roguelike 10:50:47 cryp71c: yeah, it was fixed, CAO just isn't currently autoupdating 10:50:53 so the version there is a few days old 10:52:49 One thing I really found myself enjoying about Felids - and I enjoy the same thing on Octopodes - is the lack of slots. You can just ignore so much equipment.. the information load is much lesser. :P 10:53:02 Ragdoll (L19 VpBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed. (D:14) 10:53:15 Keskitalo, yeah, sometimes I like that, sometimes I don't 10:53:19 it makes for very mindless play 10:53:27 (which is why they bot so easily, I guess...or used to anyways) 10:53:51 There's less choices, yeah. I think the option for that is nice. 10:55:00 -!- ais523 has joined ##crawl-dev 11:00:23 keskitalo: yeah, definitely a nice option to have 11:00:24 felids probably need a rebalance -- after 0.9 nerfs their winrate fell by half 11:00:32 FeBe deserved that, though 11:00:58 Too easy even for average players? 11:01:05 kilobyte: what do you think about changing extra lives to appear on L4,7,...,25 again? 11:01:12 (and not thereafter) 11:01:39 elliptic: uhm, bad idea. The worst that I hate are races made for 3-runers but not 15. 11:02:09 uh, no other race gives you bonuses at discrete points of xp well after XL 27 11:02:11 kilobyte, I don't think you can't 15-rune on a 9 life felid...I'm not even sure it'd be terribly difficult. 11:02:15 I've 15-runed with felids 11:02:31 Is there a way to !lg the winners of felids and count the number of death-milestones they had? 11:02:45 no other race requires a resource that stops coming at a certain XL 11:02:54 kilobyte: they don't "require" extra lives 11:03:00 there's your problem, right there 11:03:08 think of lives as of potions of healing or scrolls of id 11:03:13 no 11:03:14 I won't 11:03:20 because they aren't anything like those :P 11:03:54 just remove the extra lives 11:03:58 make it a challenge race 11:04:00 to be fair, the benchmark for whether or not something is doable by players shouldn't be "can elliptic do it?", because elliptic can do basically anything 11:04:08 greatzebu: sure 11:04:09 greatzebu: exactly! 11:04:15 that's not the benchmark we're using though 11:04:17 !won * fe urune=15 11:04:18 * (fe urune=15) has won 63 times in 64 games (98.44%): 16xDEFE 6xHEFE 5xDSFE 4xMuFE 4xNaFE 4xSEFE 3xKeFE 2xDGFE 2xDsFE 2xFeCr 2xGhFE 2xMDFE 1xDDFE 1xDgFE 1xDrFE 1xFeAE 1xFeFE 1xFeGl 1xFeMo 1xFeSk 1xMfFE 1xOgFE 1xOpFE 11:04:21 that's not just me 11:04:21 just saying :) 11:04:29 oh, those are FE 11:04:33 !won * crace=fe urune=15 11:04:33 * (crace=fe urune=15) has won 7 times in 7 games (100.00%): 2xFeCr 1xFeAE 1xFeFE 1xFeGl 1xFeMo 1xFeSk 11:04:40 still not just me (one was) 11:05:04 kilobyte: think of extra lives as being like gaining mhp at levelup 11:05:05 9 lives should be plenty 11:05:09 you stop doing that, too 11:05:13 7 full wins in two releases 11:05:17 greatzebu: also, I'm proposing something that is a strict buff 11:05:23 mhp doesn't get used up 11:05:41 neither do extra lives unless you DIE 11:05:53 mhp can be used up in various ways 11:05:56 mhp can be reduced permanently in a few ways, too, yeah 11:06:08 or potions unless you get hurt 11:06:16 that's the whole idea: a very weak race that does splatter often but can continue 11:06:18 if you die then you failed and you should be punished appropriately for it, yeah 11:06:33 9 lives by xl27 would indeed be pretty much a strict buff 11:06:49 kilobyte: think of DD and MP, then 11:07:05 you don't keep on getting more MP after xl 27, no matter how much you use up recharging 11:07:10 so 3 life cap removed, but no more extras after 27? 11:07:24 alefury: this has nothing to do with 3 life cap 11:07:33 anyway I have to leave now, can't keep arguing :) 11:07:37 alefury: that would seem sensible to me, it's how it used to be 11:08:10 elliptic: in a typical game, you get more scrolls of recharging than you use maxMP, and hundreds of potions 11:08:40 and Spc/Invo rises all the time rather than hitting a wall 11:08:49 I think the problem is people get hung up on felids "dying" 11:09:42 You could replace it with them having nine times as much mhp. If they ever drop below 1/9 they are teleported somewhere else and given their mp back. 11:09:58 oh, and their new max hp is dropped accordingly, 11:10:33 (and then when it drops 1/8, and so on) 11:10:48 that'd be horrendous to code but would mean it's not "dying" every time 11:10:58 that sounds damn confusing 11:11:08 SamB: but functionally equivalent 11:11:19 actually, it's even more confusing, because you don't start with 9 lives 11:11:31 I mean, the UI sounds horrible 11:11:33 so it would be an absolute bitch to code 11:11:39 and it would be thoroughly confusing 11:11:41 -!- elliptic has quit [Ping timeout: 240 seconds] 11:11:47 Would felids be overpowered with humanish hp and no extra lives? 11:11:48 but, on the other hand, it would mean you're not "dying" 11:12:02 i'm not sure why they can't just be balanced around getting x extra lives (one every three levels being a nice simple method of doing that) 11:12:23 which would stop people who complain about them "dying and therefore must be punished" 11:12:34 because when yuo have lives, using them is a valid tactic 11:12:42 or how removing the post-xl27 lives that you have to scum xp to reach would be a problem 11:12:43 it's like having potions, or scrolls 11:13:03 sure, they're an innate resource of the race then 11:13:04 or we could just not listen to the silly people who talk like that? 11:13:14 MarvinPA: additional lives every 3 levels, capped at 9 at xl27 would seem to be the original design decision 11:13:26 i thought that's what it was in the very beginning, yeah 11:13:29 <+MarvinPA> if you die then you failed and you should be punished 11:13:29 appropriately for it, yeah 11:13:59 your punishment being that you've lost one of your important resources for good, yes 11:14:05 AH, then I agree with that 11:14:07 * SamB adds MarvinPA to /ignore ;-P 11:14:18 i don't mean extra crazy things on top of that :P 11:14:26 then I apologise 11:14:32 np :) 11:14:35 Do the extra lives post-27 get harder to reach each time, like the original 9? 11:14:41 but retract the "you failed" 11:14:47 jle: yes 11:14:57 I honestly believe extra lives after xl27 is a bug 11:15:10 so you have to scum loads and loads to get them, eventually 11:15:19 I assume it's to do with you gaining "virtual levels" in the background 11:15:23 Or do zigs I guess. 11:15:33 Though that's the same thing. :P 11:15:33 phyphor: not a bug. 11:15:34 I think the "life every 3 levels" plan makes sense and is more player-friendly 11:15:57 it's also a lot easier to understand than gaining lives according to some strange stepdown function, yeah 11:16:03 alefury: if a cat ends up with more than 9 lives it's not how it was originally intended so ... 11:16:53 phyphor: it's just a really cool cat ;-P 11:17:29 though maybe instead of XP, additional extra lives should be got through feats of dering-do 11:17:47 isn't that what XP measures? 11:17:50 does console crawl have really poor behavior on terminal resizes on all platforms, or just macs? 11:18:02 greatzebu: all 11:18:03 essentially you can gain nearly 3 levels from killing, say, Grinder or Sigmund 11:18:10 or slowly by lots of little kills? 11:18:37 SamB: Arguably you're a pretty cool dude several times over once you reach level 27. 11:18:46 jle: hmm 11:19:02 So exp sort of makes sense even if it's not tied directly to what actually happens. 11:19:09 phyphor: what i mean is that extra lives past 27 were coded on purpose. it's intended and therefore not a bug. 11:19:09 thanks SamB, I was looking into https://crawl.develz.org/mantis/view.php?id=4852 and not sure if the behavior I was seeing was a platform-specific bug or general bad behavior 11:19:27 not saying it's good or bad, just that it is not a bug. 11:19:30 And anyway, all other racial abilities come into play based on exp. 11:19:31 phyphor: what "original design decision" are you talking about? Please tell me. 11:19:34 until recently I was unaware it was present on Windows, but it is 11:19:54 the other platforms all use curses so it should be no surprise that they all share it 11:20:44 we may have recently enabled asserts in all builds, which would have introduced the crashing into releases 11:21:00 SamB: there's a rare repeating assert on CDO 11:21:08 related to resizing somehow 11:21:26 ah, exactly this one 11:21:37 kilobyte: if you resize your terminal to a smaller size at the "wrong time", it happens 11:21:40 s/CDO/both servers/ 11:21:53 regardless of platform, as it turns out 11:22:28 an interesting thing: there are two SIGHUP handlers 11:22:35 -!- ainsophyao has quit [Remote host closed the connection] 11:22:41 one done by Crawl, one by newer ncurses 11:22:48 oh? 11:23:11 not sure how they play out, and which one actually wins 11:24:03 I thought we were talking about a crash that occurs in platform-neutral code after the console module detects a resize at a time when the other code wasn't expecting one ? 11:25:00 which it does with SIGWINCH on *nix, and that other mechanism on Windows 11:25:10 hmm right 11:25:55 -!- ais523_ has joined ##crawl-dev 11:26:08 -!- ais523 has quit [Disconnected by services] 11:26:10 -!- ais523_ is now known as ais523 11:26:19 also I think on Windows we could veto it, or control when it happened 11:29:55 we do that on Unix too 11:30:30 -!- monqy has joined ##crawl-dev 11:30:44 you can't do much in a signal handler... and even reentrancy aside, it could happen at a bad time Crawl-wise 11:31:02 so all resizes should be in the input loop 11:31:27 hmm 11:31:58 there are two code paths: 1. checking the flag after a command (if the signal happens when Crawl is busy), 2. doing it outright in the signal (if it happens when Crawl is awaiting input) 11:32:45 perhaps we be more careful about which times we do it when crawl awaits input ? 11:33:47 oif, it does resizing from the signal handler when curses code is running... not safe 11:34:47 seems like handle_sigwinch should just set the flag 11:35:08 err, nevermind 11:35:54 the same sort of thing is probably needed in the win32 code 11:36:02 if not already present 11:36:31 that'd be a deadlock or a fandango on core, though, rather than the assert failure 11:37:23 hmm, I think it was the menu system that objected ? 11:37:24 the crash here comes while resizing from the signal handler 11:37:40 oh, really? 11:37:49 looks like menu wasn't up 11:38:02 0x00617b91: getch_with_command_macros() + 833 11:38:02 0x00630661: _input() + 1153 11:38:03 0x00632281: _launch_game() + 689 11:53:22 -!- Ragdoll has quit [Ping timeout: 265 seconds] 12:02:15 03SamB * r0929d55bd3cf 10/crawl-ref/source/Makefile: Makefile: Accept additional linker flags in EXTERNEL_LDFLAGS 12:04:51 * SamB is playing with --incremental 12:05:41 too bad ld.bfd doesn't support it :-( 12:12:15 !tell evilmike I like the Demon Pit idea --- I've had a similar serial vault idea in mind. Using the many demons while they're still actually interesting is definitely a good thought. 12:12:15 Keskitalo: OK, I'll let evilmike know. 12:24:07 03MarvinPA * rb02ace6524ea 10/crawl-ref/source/mutation.cc: Adjust Demonic Guardians a bit 12:24:07 03MarvinPA * rfc9bade85da7 10/crawl-ref/source/fight.cc: Make Foul Stench trigger more often 12:26:14 !tell elliptic Currently, power and success of spells are effected by: Spc, school skills, Int. The idea is to reduce interaction. (See "stats" wiki page.) 12:26:15 dpeg_: OK, I'll let elliptic know. 12:41:59 -!- Ragdoll has joined ##crawl-dev 12:42:09 why does every randart ring contain dam now? 12:42:30 As you read the scroll of identify, it crumbles to dust. K - the ring of Xympirgh {Fire Dam+4} _T - the ring "Goluup" {rF+ Dam+3 MP+9} As you read the scroll of identify, it crumbles to dust. _X - the ring of Iliynom {+Lev Dam+5} 12:43:13 just to mock you with the fact that +dam was nerfed :P 12:43:51 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 12:44:40 no kidding :P 12:48:06 03dolorous * r1c0cd4cb3943 10/crawl-ref/source/dat/database/monspeak.txt: Add punctuation fix. 12:49:32 -!- MarvinPA_ has joined ##crawl-dev 12:52:06 -!- blabber has joined ##crawl-dev 12:52:07 03edlothiol * r8d3935e40790 10/crawl-ref/source/webserver/ (4 files in 3 dirs): Disallow starting a game while another is running for the same user in Webtiles. 12:52:17 03edlothiol * r084c9fffc7f4 10/crawl-ref/source/ (10 files in 4 dirs): Webtiles: Various layout fixes and JS cleanup. 12:52:59 -!- MarvinPA has quit [Ping timeout: 252 seconds] 13:08:51 -!- MarvinPA_ has quit [Read error: Connection reset by peer] 13:10:13 -!- MarvinPA_ has joined ##crawl-dev 13:21:49 -!- blabber has quit [Read error: No route to host] 13:28:56 -!- stabwound has quit [Read error: Operation timed out] 13:31:42 -!- stabwound has joined ##crawl-dev 13:31:42 -!- stabwound has quit [Changing host] 13:31:42 -!- stabwound has joined ##crawl-dev 13:34:10 Good god work has been busy today! 13:34:17 Feel like I'm missing all sorts of discussion 13:35:04 on the other hand, no one has said anything in about an hour 13:35:23 so it should be easy to catch up 13:36:31 -!- blabber has joined ##crawl-dev 13:38:13 Cryp71c: We went through the whole MD thing again... 13:38:31 ghallberg: when ??? 13:38:55 oh, I know 13:39:29 All day ? :( 13:40:49 we could come up with a joke dwarf race with those initials 13:41:13 SamB: mountain dwarf? 13:41:26 if you're doing that, may as well go the whole way and give it the same name too 13:42:20 Misbehaving? Maurading? Muttering? 13:42:43 Murderous Dwarf 13:42:56 Meth Dwarf 13:43:17 Mesmeric Dwarf 13:43:39 http://www.bellaterreno.com/art/scottish/scottishredcaps.aspx 13:44:56 -!- ais523 is now known as ais523\unfoog 13:45:11 -!- stabwound has quit [Read error: Operation timed out] 13:46:34 -!- stabwound has joined ##crawl-dev 13:46:35 -!- stabwound has quit [Changing host] 13:46:35 -!- stabwound has joined ##crawl-dev 13:49:38 -!- blabber has quit [Quit: reboot] 13:52:06 -!- blabber has joined ##crawl-dev 13:59:18 -!- Textmode has quit [Ping timeout: 260 seconds] 14:03:56 Abilities which cost something permanent should default to capital letters (https://crawl.develz.org/mantis/view.php?id=4855) by ion_frigate 14:08:34 I was thinking of making some sort of matrix for all the races and what niches they fill. 14:09:04 I think having one "clean" race for each niche would be a nice base and then have mor gimmicky races expand on that. 14:10:00 we might want to have more than one for the niche "good for beginners" 14:10:37 where beginners includes at least all those players who have not won 14:17:00 ghallberg, what result this time 14:17:01 I was thinking niches like "stabber" "hybrid" "tank melee" 14:17:48 Cryp71c: Well, maybe me and Eronarn got our point across a little more. We don't care about MDs but the whole thing was badly handled. Other than that, regular serving of grief and silly stuff. 14:17:59 From both sides, don't want to cast any blame there. 14:18:28 * SamB votes for more silly and less grief 14:19:46 dpeg_, I see your !tell to elliptic above, so we're still loosely planning on separating what spc, school skill, and int contribute to? 14:19:52 ghallberg, gotcha, thanks. 14:20:57 guys 14:21:04 it has come to my attention that there is a lack of edible corpses in abyss 14:21:21 edlothiol: about locks: you can check filesystem locks on the save file. This one can't go stale -- at least in the meaning that the Crawl process is still there. 14:21:38 Ragdoll: yeah, hell hounds should lose corpses again 14:21:50 why arent there more corpse dudes though 14:22:09 so not all branches are the same 14:22:09 i recall a elephant/hellephant rune vault, and based on thought i was under the assumptions that there were somehavens of food spots 14:22:43 my vpbe is not doing well right now :p 14:22:44 kilobyte: hm yeah, I mainly imitated dgamelaunch there... that may be a better (crawl-specific) solution 14:22:53 some potions of blood thrown around woudnt hurt 14:22:55 on a related note, I think it's sort of regrettable that none of the post-endgame areas have any corpses 14:23:20 although I need the separate lockfile anyway to signal to DGL that a game is running 14:23:33 there's tactical food vs strategic food. If there any edible corpses in an area, people will focus their playing on making as much use of them as possible. 14:23:35 I guess it nominally increases the difficulty, but not in a very interesting way 14:23:58 greatzebu: with no edible corpses, there's no micromanagement of hunger level 14:24:01 vampires are pretty limited to kiku/makh only though for extended 14:24:45 im not pretty much stuck in pan/abyss due to forgetting abyss no longer brings you out of pan 14:24:59 naga spotted 14:25:04 charggee 14:25:05 -!- MarvinPA has joined ##crawl-dev 14:25:25 kilobyte: I'm not sure I follow your point. Do you think the main game involves a lot of micromanagement of hunger levels? That's never been my feeling. 14:26:11 -!- Ragdoll_ has joined ##crawl-dev 14:26:23 -!- Torokasi has quit [Ping timeout: 258 seconds] 14:26:25 i gues carrying naga corpses is a substitute for potions of blood 14:26:44 all that impure blood clogging up my vials, vampires will have none of it 14:27:35 -!- MarvinPA_ has quit [Ping timeout: 256 seconds] 14:30:28 -!- Ragdoll has quit [Ping timeout: 265 seconds] 14:31:42 arbitrarily not being able to bottle poisonous blood is silly, yeah 14:37:41 ghallberg: one issue is that there is not necessarily a right way to come up with niches 14:38:04 Eronarn: I guess :(/ 14:38:08 like, 'caster' is pretty broad - are mf good casters? no, unless you're one of the kinds of caster they're good at, in which case yes 14:38:12 I'm just being idealistic 14:38:35 ghallberg: well, i don't think it's impossible or anything, and i do like the idea of doing it systematically - but i just think in practice it would be quite hard to get people to agree 14:38:39 Eronarn, eventually, those sorts of generalizations will exist for monsters 14:39:09 I really want the niches to be pretty big. So no "melee focuse fire hybrid" 14:39:37 ghallberg: i think a tagging system might work better, and then you can do clustering based on tags 14:39:55 I just want it to be clear that there is some "simple" race for each of [tank, stabber, hybrid, archer, caster] 14:40:09 THen if you want more specifics you'll have to get into the more complicated races. 14:40:15 Eronarn: Hmm maybe 14:40:33 like, to be a good fire caster, you should have some combination of decent int, decent fire apt, decent mp, etc. 14:40:35 ghallberg: caster is kind of over-broad 14:40:44 just looking at apt won't tell you that 14:41:27 it also lets you account for stuff like DD, who can't do certain things their apts might indicate, because of their noheal 14:43:42 btw, the 5 niches you have would be good for something D&Dish but don't make much sense for crawl - for example, UC+dodge+tmut is one kind of hybrid but so is armor + earth magic and so is dodge + ice magic 14:43:51 and they play very differently 14:44:25 i dont think considering ranged as some basic archetype works 14:44:45 no new player can do that the way ammunition works right now 14:44:50 probably not, yeah 14:45:57 i really think we should go for tome's ranged combat model - unlimited basic ammo 14:46:00 it is much, much more fun 14:46:15 Sounds good. 14:46:27 no 14:46:28 slings kind of have that in stones 14:46:30 fletching skill! 14:46:43 also, facebook integration 14:47:05 facebook integration actually isn't that bad of an idea 14:47:08 if we can make it work securely 14:48:05 especially if we plan to do achievements at any point 14:48:08 03dolorous * rfc78b5dd25e8 10/crawl-ref/source/dat/des/entry/small.des: Add wording fixes. 14:48:15 Eronarn, thatd be cool 14:48:18 I'd +1 that 14:48:19 My classifications would be for new players, to make it easy to find a species ehich has approximatly the right playstyle but not too many gimmicks. 14:49:01 ghallberg: what about something more like ADOM's starting interview? 14:49:20 Eronarn: haven't seen that 14:49:20 there, it affected char stats, but it could easily be some forking tree where you answer questions like 'How do you dispatch your enemies?' 14:49:31 -!- Ragdoll_ is now known as Ragdoll 14:49:52 ghallberg: it asked you questions like 'your parents treated you... a) harshly (-int, +str) b) as a favored son (-str, +cha)' etc. 14:50:05 except there the stats were hidden and not all options were equally good and other problems 14:50:51 I'm testing now :P 14:57:07 Well maybe, but I don't want it to lead to all possible species. 14:57:18 Just a few simple to understand ones. 15:00:51 ghallberg: it should really lead to combos, not species... a species alone doesn't say much 15:01:03 Eronarn: Yeah 15:01:10 and if you have combos included, you can easily have 10+ good newb options 15:01:16 Absolutely 15:01:21 That sounds like a cool plan 15:01:24 Humm 15:01:48 Cryp71c: re: spells: I think the idea to sort out input variables for succes/power/hunger better is a good plan, yes. 15:02:58 dpeg_: Sounds like a good plan. 15:03:01 questions could be things like "How do you regain your fighting strength?" a) divine favors [ely or makh], b) stealing from others [nec or makh], c) I never lose it in the first place! [trog or oka] 15:03:56 That's not really a starting choice though+ 15:03:57 ? 15:03:57 We are trying to make the startup screens as quick as possible. 15:04:16 dpeg_: I'm thinking about a more hand holding version for new players only. 15:04:43 ghallberg: i think there's something to be said for including hints towards what god that combo usually takes, for new players 15:04:50 obviously you don't give them the god, though 15:04:53 Hmm yeah maybe 15:04:56 Ofc 15:05:07 dpeg_: Just idle thinking. 15:05:23 Idle minds are Xoms playthings. 15:07:09 dpeg_, for what its worth, imo, fewer things interacting with each particular item, but different items affecting different things is my perspective on it. So casting success could be school & spc, power / range could be spc and school (or just school), and hunger could be int / spc 15:07:29 Thought this kind of approach might devalue one stat over the others (in the example I typed up, int) 15:07:33 s/thought/though 15:09:34 Cryp71c: yes, that is one approach. There's a wiki page (search for "stats"). 15:09:56 Cryp71c: my main beef is with minor parameters. They are there, but somehow negligible. Either remove them or make them noticeable. 15:10:14 dpeg_, any examples of minor parameters? 15:10:57 Cryp71c: Spc in power? 15:11:00 Cryp71c: the last time this came up, i was in favor of using spc as an 'efficiency' stat: decrease hunger, decrease noise, increase your MP, increase your spell slots 15:11:09 people would still train it if it did only those things 15:11:12 Cryp71c: Str and Dex for weapon damage 15:11:14 ah, noise...and mp...forgot about that. 15:11:19 dpeg_, yeah I've noticed the str / dex stuff. 15:11:22 i think casting generally isn't too bad an offender 15:11:23 in my combat rewrite. 15:11:29 compared to melee, yeah 15:11:58 then the question would be how to figure out strength, range, duration, success using int and schools 15:12:04 dpeg_, while we're briefly touching on stats and melee combat, I wouldn't be adverse to seeing str provide more in the ways of constitution-type buffs (whether its hp or minor gains in resists) 15:12:11 Though..resists probably don't make much sense. 15:12:57 Eronarn, I'm not sure I like quite such a specialized methodology, where spc is the ONLY efficiency stat, but something with fewer total contributions would be good. 15:13:00 My thoughts for a starting screen is asking people what style of game they want to play, e.g. do you want melee or magic or range. Do you want to be big and tough or small and nible and so on. 15:13:16 Cryp71c: I once toyed with the idea (before galehar went and redid HP from XL and Fighting) of HP being governed by Str (full effect) and Dex (half effect). 15:13:22 Cryp71c: int currently affects spell hunger; it could keep that, and maybe affect noise too 15:13:34 It doesn't matter if you dont' get a full choice by going through that menu if you can drop out and pick race/class lke you can now 15:14:16 dpeg_, hehe...not sure if I'd be quite so gung-ho as to support HP being governed only by Str / Dex :P 15:14:22 It'd be easier to tie that in with the other work suggested about picking "archetype" ombos 15:14:38 But yeah, would also love to see str / dex have a MUCH MUCH larger impact on melee combat (and ranged too, if it doedsn't already factor in much) 15:14:42 Eronarn: we discussed Spc in power many times -- it only sounds good, but then leads to everyone taking a few ranks in every low-level spell. That's nearly free with end-game xp, yet would be needed to cast those. Currently, we assume that an archmage with 27 Spc can cast cantrips of other schools without effort. 15:15:25 Keskitalo: I have doubts about metal tiles in Dis I just committed 15:15:38 -!- Torokasi has joined ##crawl-dev 15:15:45 Keskitalo: would you care to take a look? I have a concern they're too easy to take for brick. 15:16:08 03kilobyte * rfdc3c9bb603f 10/crawl-ref/source/ (30 files in 4 dirs): Denzi's tiles for Dis. 15:17:43 kilobyte: and as i said last time, it wouldn't be needed. you could: A) have a higher base success rate than right now B) have int affect success C) just ignore the supposed 'problem', because with the new XP screen you can just allocate your skills as you need them anyways 15:18:07 dpeg_, perhaps weapons could effectively have minimum str / dex values for being able to wield them non-clumsily, with values meeting or exceeding those minimum values by certain factors grant extra damage and to-hit, up to a certain cap...or something like that anyways. 15:18:48 Just a thought. 15:19:23 We can address when we undertake the unifying of player / monster combat mechanics...that seems to be an appropriate point at which we can address it. 15:22:51 -!- dtsund has joined ##crawl-dev 15:24:03 -!- Cryp71c has quit [Quit: Leaving] 15:44:28 -!- ainsophyao has joined ##crawl-dev 16:04:53 -!- dpeg_ has quit [Quit: Lost terminal] 16:18:53 -!- st_ has quit [Ping timeout: 240 seconds] 16:32:00 -!- dpeg has joined ##crawl-dev 16:32:03 !seen mumra 16:32:04 I last saw mumra at Tue Nov 1 20:45:31 2011 UTC (2d 46m 32s ago) quitting with message Ping timeout: 240 seconds. 16:32:31 !tell mumra Hi! My Firefox lost all bookmarks. Can you send me the link to the Demigod data again? Sorry, and thanks! 16:32:31 dpeg: OK, I'll let mumra know. 16:37:06 _You kill the mountain bat! 16:42:11 03kilobyte * rd7476aefb998 10/crawl-ref/source/godabil.cc: Recite: mark demigods as heretics in Zin's view. 16:43:12 You see here a mountain dragon corpse. 16:57:43 -!- ainsophyao has quit [Remote host closed the connection] 16:59:26 !seen Napkin 16:59:27 I last saw Napkin at Thu Nov 3 13:15:48 2011 UTC (8h 43m 39s ago) saying on it, MarvinPA on ##crawl-dev. 17:04:04 -!- stabwound has quit [Read error: Operation timed out] 17:05:08 -!- syllogism has joined ##crawl-dev 17:05:14 -!- syllogism has left ##crawl-dev 17:06:36 -!- blabber has quit [Quit: schluss für heut] 17:06:37 -!- stabwound has joined ##crawl-dev 17:09:28 -!- Ragdoll has quit [Ping timeout: 265 seconds] 17:10:11 03SamB 07unified_combat_control * rb546ac8b9edf 10/crawl-ref/source/Makefile: Makefile: Accept additional linker flags in EXTERNEL_LDFLAGS 17:10:24 -!- ainsophyao has joined ##crawl-dev 17:22:46 -!- alefury has joined ##crawl-dev 17:24:18 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:24:37 what 17:24:37 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:24:49 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:25:09 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:25:35 free oklob, the new movement to let all oklobs roam free 17:26:05 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:26:21 Orb at 0,0? 17:26:44 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:26:55 yeah, the oklobs brought it there, then forgot again how to get to (0,0) 17:27:58 !whereis july 17:27:59 July the Bringer of Light (L21 HOFi), a worshipper of The Shining One, is currently in Bazaar after 6011 turns. 17:28:41 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:38:59 Oh right, all monsters try to move to the orb to either protect or steal it 17:39:05 So since it cant move... 17:41:07 yes 17:41:11 -!- RichardHawk has quit [Ping timeout: 252 seconds] 17:41:23 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:41:28 so how did an enemy oklob come to be ? 17:42:08 you can hit your own oklob 17:42:22 yeah 17:42:37 however, I wouldn't care about the monster's identity really, but at the target. They should never try to go to (0,0) 17:42:51 that's another good point 17:43:57 !nick July 17:43:57 No nick mapping for july. 17:43:58 No nick mapping for july. 17:44:19 !lm July type=crash -log 17:44:19 No milestones for July (type=crash). 17:44:29 !lm July zotdef type=crash -log 17:44:29 10. July, XL21 HOFi, T:6011 (milestone): http://crawl.akrasiac.org/rawdata/July/crash-July-20111103-224122.txt 17:45:17 oooh... it's in load_level(), possibly before _update_level_state() 17:47:00 July the Bringer of Light (L21 HOFi) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster oklob plant failed to pathfind to (0,0) (the Orb) (D:1) 17:47:33 I wish we could have that save file ... 17:47:56 actually, it's obvious now 17:48:27 load() calls handle_monsters() immediately, without waiting for the level to be fully loaded 17:48:41 er, it's load_level() now 17:48:54 oh 17:50:41 -!- greatzebu has quit [Quit: greatzebu] 17:50:44 there are other ways this can break. For example, if someone hits you with a weapon of chaos or tramples you into a shaft, you'll change levels again and _then_ down_stairs will continue processing for the old level. 17:50:52 was that bazaar related? 17:51:07 !whereis july 17:51:07 July the Bringer of Light (L21 HOFi), a worshipper of The Shining One, is currently in Bazaar after 6011 turns. 17:52:35 chessplaya (L12 DrAE) (Lair:2) 17:55:10 [Zotdef] Game crash while trying to exit bazaar. (https://crawl.develz.org/mantis/view.php?id=4856) by ocelot51 17:58:12 -!- syllogism- has quit [] 18:05:38 -!- evilmike has joined ##crawl-dev 18:18:04 -!- Blade has joined ##crawl-dev 18:21:51 A Blade! 18:22:02 * dpeg hopes for Dancing Blade. 18:22:29 I dance. 18:24:14 -!- Pacra has quit [Quit: This computer has gone to sleep] 18:28:39 -!- nooodl has joined ##crawl-dev 18:29:21 elliptic, MarvinPA: I vaguely recall one of you has a clue about delays involved in ascending/descending stairs. If so, could you comment on 4856? 18:42:42 -!- Wensley has joined ##crawl-dev 18:53:01 -!- edlothiol has quit [Ping timeout: 240 seconds] 18:56:30 -!- elliptic has joined ##crawl-dev 19:00:10 -!- ainsophyao has quit [Remote host closed the connection] 19:03:41 -!- HangedMan has joined ##crawl-dev 19:06:09 kilobyte: I don't understand that code well enough to know whether there is a reason for time spent ascending/descending stairs to be doubled like that, but I do remember noticing it when I simplified that code a bit a few months ago 19:08:38 is it possible that my commit back then created this issue by calling handle_monsters() even if you.time_taken = 0? 19:09:12 I don't understand what actually causes the crash 19:11:16 -!- Blade has quit [Ping timeout: 265 seconds] 19:16:07 -!- ais523\unfoog has quit [Read error: Connection reset by peer] 19:17:14 evilmike: Demon Pit idea is great! Any idea on layout? (Was simple for Sewer, and easy enough for Ossuaries with the mini-Tomb idea.) 19:17:50 dpeg: not yet. I've mostly just thought about the monster set and difficulty level so far. 19:19:09 -!- MarvinPA_ has joined ##crawl-dev 19:19:14 there's a lot that can be done with layouts though. i suspect they'd be more "ordered" than ice caves 19:19:27 (well, most ice caves) 19:19:48 dpeg: when you say power and success of spells are based on three things (spellcasting, spell school skills, and int), you are making things sound more complicated than they are 19:20:08 since spellcasting and spell school skills affect things in precisely the same way 19:20:36 dpeg: I think lava could be used in some. Also, I have an idea of a "summoner's lair" with a kobold demonologist or two (hopefully not too similar to the hellbinder wizlab). I wonder where kobolds live 19:21:03 that part of it isn't really any different from how fighting skill and weapon skill affect melee damage and accuracy in similar ways, for instance 19:21:42 honestly I think we should use int as a model for what the other stats should be like rather than messing with a spell system that seems to work quite well 19:22:41 elliptic: isn't Spc's value divided by four? I recall its effect on success (or power?) to be much smaller than those of the magic schools. 19:22:45 -!- MarvinPA has quit [Ping timeout: 260 seconds] 19:23:01 dpeg: sure, its effect is smaller... otherwise there would be no reason to raise spell school skills 19:23:50 evilmike: we could have "The Pit of the Nexoqec" etc. (for each 3 demon) 19:23:55 but, say, for a fire/conj spell... raising spellcasting by 2 is equivalent to raising fire by 1 19:24:03 this doesn't seem bad to me at all 19:24:25 (equivalent for success and power, that is) 19:24:44 my point is that the dependence on these three things is still extremely simple 19:25:14 int*(spellcasting+2*fire+2*conj) 19:25:18 dpeg: hmm.. that has potential. Not all 3's are equally tough though. And some 4's are nasty at low levels (sixfirhy is a lot scarier than the others) 19:25:40 evilmike: that is fine... can adapt 19:25:48 -!- Blade has joined ##crawl-dev 19:26:11 dpeg: basically I don't see the appeal of changing formulas that already work to be more complicated (which they will be, since there will be more of them) 19:26:41 elliptic: Int and Spc are so ... universal, that's what bothers me a bit. I will defer all judgement to you, though. 19:26:58 I think all of the other 4's would be good for tough enemies though. red devils might need to be given specific weapons, although early demon weapons might be a type of loot 19:27:12 I guess that's the question... do we want widely relevant skills and stats? 19:27:17 (they tend to be a good source of demon tridents when they normally spawn) 19:27:24 elliptic: yes, good point. We should make up our mind on that. 19:27:34 unfortunately, I have to go sleep soon :) 19:28:09 people have previously tossed around the idea of removing spellcasting and fighting from the game 19:28:57 but if they are present, at least with those names, I feel like it makes sense for them to be pretty widely relevant 19:29:02 I don't really like those ideas, myself. I guess I don't see what's wrong with having "generalist" skills. 19:30:17 (that was regarding the ideas of getting rid of fighting and spc) 19:32:33 about int being useful for everything spell-related and nothing else... I do like some of the ideas on that page about giving int some relevance for things like confusion and MR in general 19:32:54 generalist skills can be cool but they're at their best when they do stuff that is both unique and generally applicable 19:33:04 like right now spc giving slots and MP 19:33:55 that way anyone can use those skills, but the skills still feel different from training any other skill 19:34:19 eronarn: yes, a spellcasting skill that did nothing except function as 1/4 or 1/2 of every spell school would be boring 19:34:47 but I think having that *and* having a couple unique things as well is fine 19:35:34 I wouldn't like a skill that just gave slots and MP and nothing else, too 19:36:25 elliptic: it's not the worst option, for sure, but i think we can do better if we are willing to deviate from the current system 19:36:37 (and if we're not, why even discuss changing it?) 19:36:39 elliptic: I agree. But out of the four parameters (hunger, slots, power, success), Spc currently affects all. Wouldn't it be more interesting if it ignored one? 19:37:09 not really IMO 19:37:10 And I'd say the system works well for hunger and slots. 19:37:26 it would just make things more complicated, since I'd have to remember which one it doesn't affect :P 19:37:28 elliptic: suppose you can get success up on Spc and Int alone, but not power? 19:37:31 dpeg: i would really like to see spell noise included. it's a very minor effect for most characters, but it could allow for some fun archetypes to exist that can't right now 19:37:41 elliptic: nah, that is too lazy :) 19:37:52 Eronarn: that is also an option, yes 19:37:53 dpeg: that wouldn't work well because power is unimportant for so many spells 19:38:00 elliptic: another beef of mine 19:38:29 I just can't see what "spellcasting doesn't affect power" would really do to make casting spells more interesting 19:39:04 -!- Cryp71c has joined ##crawl-dev 19:39:11 I trust you. I'd have hoped it can make universal casting of all low spells less universal. 19:39:15 Cryp71c: Hi! 19:39:23 elliptic: if you just take it away, not much. but you can then look at the different spc racial aptitudes and see how those are affected 19:39:29 dpeg: I'd certainly like to make power more important 19:39:39 eronarn: hm? I have no idea what you are getting at 19:39:49 dpeg: that's no longer possible with the new XP system though 19:40:03 dpeg, yo 19:40:08 dpeg: why is it bad to let good spellcasters cast all low level spells ? 19:40:25 SamB, its not...they can do that presently 19:40:51 elliptic: like: spc no longer boosts power, which harms high-spc-apt casters relative to low-spc-apt casters 19:40:53 dpeg: I don't think it would do that much to help with universal casting of certain low-level spells because of how the skill system works 19:41:01 SamB: Spc gives the slots to learn them as well as the ability to cast them successfully. Perhaps not a problem. 19:41:18 yeah ^ :P was typing it all up but dpeg beat me. 19:41:42 I mean, flavour-wise, wouldn't it be more surprising if that wasn't possible ? 19:41:42 dpeg: there might be ways of making universal casting of certain low-level spells less attractive, but I think you'll need something more radical 19:41:53 multischool penalties! 19:41:54 like, make spells from new spell schools cost more slots 19:41:55 dpeg, one could argue that int should determine spell slots, at least partially, since - conceptually - it is intelligence that might yield better memorizations of spells. 19:42:04 elliptic: ah, I recall a discussion about this. 19:42:11 elliptic, that sounds interesting. 19:42:24 Cryp71c: yes, but you don't want to lose slots from temporary Int-3. 19:42:29 count the number of distinct schools in your spellset, that uses up a certain number of slots 19:42:32 dpeg, yeah, that could prove problematic. 19:42:50 what about multi-school spells? 19:42:56 dpeg: actually, it's been discussed to make the brain feed attack both be -int and lock out a certain spell's slot 19:43:03 say, first two schools are free, third and fourth cost 1 extra each, fifth and sixth cost 2 extra each, and so on 19:43:07 but it could also be feasible to make this just a property of any -int thing 19:43:16 Eronarn: but which one? 19:43:23 SamB, under most of the proposals for changes to the system, spells which involve more than one school would require more overall skill in both schools than present to yield the same power and whatnot as is presently achieved. 19:43:28 SamB: random (could be weighted random) 19:43:46 SamB, ohwait, I think I may have misunderstood your statement. 19:43:47 nvm. 19:44:05 or there could be other penalties... but I'd try to tackle the matter directly like that rather than indirectly (by changing success/power calculations to try to disincentivise it) 19:44:40 elliptic: I like that approach. It warrants the question: do we want to make casters a bit more specialised? 19:45:05 I am inclined to say yes because their versatility is huge part of what makes them so strong over everyone else. They can pay a bit... 19:45:09 i think specializing casters is a very good idea, they are quite strong right now 19:45:23 and casters who are already specialists won't be hurt much (and can even be buffed, depending on the specific changes) 19:45:28 yes 19:45:29 specialized casters did get a noticeable boost in the skill changes in 0.9 19:45:30 I think that would be the concensus amongst all the devs, and most players. 19:45:37 for example, the idea of making an Ice/Nec spell be 2:1 ice:nec for an ice-highest caster 19:46:04 but that's specialization at a higher level, not specialization of the sort "maybe I won't learn blink and rMsl this game" 19:46:47 elliptic: if we wanted to be cruel we could make the spell slot penalty be per-spell and based on how far your lowest skill is from your highest skill :) 19:46:54 Perhaps the diversity of your memorized spells somehow affects all spells? 19:47:01 eronarn: sounds too complicated... I don't think it should be skill-based 19:47:15 I think that it's normal to expect casters to learn low-level skills outside their specialties, and it probably shouldn't really be penalized other than having them not work as well as they could ... 19:47:16 because skills change, so then your spell slots would change... 19:47:29 skills can only go u- oh right ashenzari 19:47:35 (RUINS EVERYTHING) 19:47:54 eronarn: well, even with raising skills, the distance between your lowest and highest skill can go either up or down 19:48:41 SamB: the problem is that it's not easy to figure out how to make them not work as well 19:48:43 I'm also not sure it should be a spell slot penalty necessarily... but I do like the idea of giving some sort of penalty for having memorized spells using more distinct schools 19:48:44 I just watched zipcode have a blast with DS of Ash. 19:49:25 the spell slot thing was discussed at length in the tavern 19:49:29 not much came of it though 19:49:38 Eronarn: it should be because the relevant schools are weak 19:49:43 elliptic's idea is probably good, because its simple enough 19:49:45 elliptic: let's think this over for a while... not really urgent. At the same time, we can think about what we want from our stats. If you're familiar with the constriction proposal, I made Str useful there. 19:49:59 also, maybe save it for next release ? 19:50:07 SamB: the relevant schools are also weak for a low level character casting that spell as their primary skill 19:50:11 As far I see it, this is not 0.10 stuff. 19:50:23 dpeg: did you see I recently made the changes to make str/dex more relevant for aux attacks? (in place of UC skill) 19:50:41 dpeg, I think that "its not urgent" is why its sat idle for ...how long as this proposal been on the table? 19:50:48 they need testing, but these are steps in the correct direction I think 19:50:55 elliptic: yes, that was good 19:51:01 Cryp71c: years, like all the other proposals 19:51:11 elliptic, noooo! stop changing fight code : 19:51:12 :P* 19:51:18 elliptic: note that constriction is a bit like an unarmed combat move. I want Nagas with emphasis on Str to get a lot more out of it than caster nagas. 19:51:47 cryp71c: sorry :P I was just touching the aux code, and monsters don't have auxes, so hopefully that isn't as bad? 19:51:54 octo with 8 rings of str 19:52:00 constrict cerebov 19:52:02 elliptic, its not a huge deal, I just like the qq 19:52:39 dragonpode, constrict cerebov 19:52:43 elliptic, FYI, player aux is going bye-bye once I can figure out how to implement it in a similar fashion to monster code without destroying something or making something worse. 19:53:07 Eronarn: yeah, but I think a good caster with a different specialization should be *expected* to do as well or better than a newbie with that specialization 19:53:11 (they'll still exist, but I'm hoping to handle them like monster attacks...idk..maybe that's one thing that will remain player-specific and un-unified) 19:53:36 (the newbie being the character, you understand) 19:53:44 dpeg: oh, also I recently took a more detailed look at the ranged combat formulas, and we do have some interesting str/dex dependence there even if the formulas are pretty crazy in general 19:54:34 -!- edlothiol has joined ##crawl-dev 19:54:52 elliptic: great! Enough to distinguish Str and Dex as well? 19:55:05 ??launcher delay 19:55:23 launcher delay[1/1]: Base delay is reduced by (weapon skill) * (weighted combination of str and dex) / 62.5. Strength weights are sling: 1, bow: 2, longbow: 3, xbow: 8. 19:55:44 that formula is reasonably good I think 19:56:22 the launcher damage formula is pretty ridiculous, but it does have significant dependence on strength for bows and slings (and no dependence on stats for crossbows) 19:56:58 so for bows and slings, launchers currently use the idea that dex is for speed (and accuracy I think), str is for damage 19:57:26 Cryp71c: i actually feel that the current way of handling auxes isn't that far off from what it should be 19:57:36 I would think dex would be for *tracking* 19:57:41 i don't think we should have kenku getting 3 attacks per turn 19:57:45 whereas crossbows use mainly str for speed, and dex for accuracy still I think 19:58:05 eronarn: certainly not every turn 19:58:06 Eronarn, yeah the current code isn't bad, its just not the same as monster code. Kilo and I (mostly kilo) redid a lot of it just before I started the combat unification. 19:58:21 they currently do get 3 attacks some turns 19:58:26 Eronarn, do they still do that? based on the last time I looked at the aux code, it should bail out of the aux combat after the 1st successful aux. 19:58:57 (they get up X tries to hit with an aux attack per turn, but the first successful one should end aux combat) 19:59:06 Cryp71c: i haven't played in a while but it certainly used to be possible to get multiple auxes per turn 19:59:11 maybe that was just UC though 19:59:25 cryp71c: uh, it has always been possible to get multiple auxes I think... 19:59:41 anyways i think something good would be: everyone gets 1 attack, and then a second potential attack drawn from their possible auxes, regardless of how many auxes they have 19:59:58 and have UC included in that framework 20:00:00 elliptic: alright, thanks for that. Stats still need more thought, imo (Dex and Str, that is). 20:00:21 dpeg: well, it would definitely be good for them to have a significant effect on melee combat 20:00:35 regarding str and dex: I dont know what has come up so far, but I think dex is in a better place than str 20:00:50 they're both less important than int, but dex is significant for your ev at least, and feels like it matters 20:01:04 str is mostly just carry weight and (much less so) armour restrictions 20:01:21 evilmike: also ranged weapons 20:01:23 elliptic, I proposed earlier that perhaps certain weight-classes (or types, or something) of weapons have minimum str or dex (or both) requirements in order to wield them non-clumsily. 20:01:38 elliptic: ah. Well, ranged combat scares the hell out of me, especially after ??sling_damage 20:01:48 cryp71c: sharp breakpoints are bad 20:01:59 spoilery, just like the 3*EVP thing for armour 20:02:28 could fuzz them in some manner? linear scaling? 20:02:56 evilmike: hm, I had hoped the armour restrictions are strong enough to be felt. Didn't work? 20:03:06 dpeg: it works for very heavy armours 20:03:23 but medium armours (which I personally define as -2 or -3 evp) only require 6 or 9 str 20:03:48 webs should also use Str to break free 20:03:55 and 9 is practically the bare minimum you want anyway, or 8 (can't carry much with 8 though) 20:04:51 evilmike: yeah, changing the formula and making the penalties less abrupt would be good 20:05:26 -3 EVP armour should definitely require more strength than 9 to use effectively, GDA could probably require less than 27 20:05:36 one thing I do think is interesting is that on lower str characters I tend to avoid plate armour, even if I want to go AC eventually 20:05:46 because storm dragon armour gives the same ac but with a much lower str requirement 20:05:54 18 is enough to be significant sometimes, yes 20:06:13 I think GDA has a too high ev penalty as it is 20:06:20 ??gold dragon armour 20:06:20 gold dragon armour[1/2]: 11 ac -9 ev rF+ rC+ rPois 110 aum. Along with CPM, one of the heaviest heavy armours around. Remember, wearing/removing one is uninterruptible and takes forever! 20:06:23 ??crystal plate mail 20:06:23 crystal plate mail[1/1]: 14AC, -8EV, 210 aum. The most massive heavy armour. Resists corrosion. It can be generated on D:1 very rarely. Of course, you will splat every time this happens. 20:06:31 those stats don't make much sense to me 20:06:35 but then an example of 27 would be lost! 20:06:51 -!- Blade has quit [Ping timeout: 265 seconds] 20:06:51 First time was only something to get onwards, and the principle idea of tying Str into heavy armour usage seems to be of use. I'd be happy if you tweak the numbers. Me, I go sleep. 20:07:11 yeah the idea of using str there is a good one 20:07:23 brogue does this with weapons and armour 20:07:41 Stolen shamelessly from 4.1... if I remember correctly (only heard that 4.1 has requirements of such type.) 20:08:02 cryp71c: I think I see why you were confused about it bailing out of the aux combat code when it has a successful aux, since it bails out when player_aux_apply() returns true... but player_aux_apply() returning true actually means that the monster died, not just that the attack was successful 20:08:40 the code wouldn't work right if it bailed out then anyway, since it would mean that sometimes weaker aux attacks would mean that you wouldn't get stronger aux attacks with a higher enum value, and stuff like that 20:11:45 -!- dpeg has quit [Quit: zzz] 20:13:46 -!- MarvinPA_ is now known as MarvinPA 20:14:49 -!- evilmike_ has joined ##crawl-dev 20:15:17 -!- evilmike has quit [Read error: Connection reset by peer] 20:15:34 -!- evilmike_ is now known as evilmike 20:18:01 elliptic, on the upside, you have a significantly higher chance of hitting with an aux. 20:18:09 -!- dtsund has quit [Quit: dtsund] 20:18:14 cryp71c: compared with what? 20:18:24 currently the auxes are independent of each other 20:19:24 elliptic, at present, you loop through aux's trying to hit,starting from lowest enum to higher enum, right now multiple can hit, but if you left the logic as is but made it exit on first successful aux, you would have a higher chance of hitting with an aux compared to if you picked 1 aux at random, tried to hit with it, and exit regardless of hit / miss. 20:19:29 Not that the former is better than the latter. 20:19:38 right 20:24:03 making a vault; how do i make dudes asleep by default? i don't want everyone rushing in at once 20:24:46 asleep is the default 20:25:41 hmm. weird; i probably woke them up in testing 20:27:22 oh, wait, there's a hole in this wall 20:36:10 nooodl: did you read the vault documentation on the dev wiki? 20:36:26 it has answers to most vault-related questions 20:40:44 now sure how well-documented the monster syntax is, though 20:40:51 *not 20:40:53 good night 20:40:58 -!- alefury has quit [Read error: Connection reset by peer] 20:43:26 hm. i want to make Y and Z either both W, w and ., or l and . 20:43:38 SHUFFLE: YZ / w. / l.; SUBST: Y = W; SUBST: Z = W <-- does that look right? 20:43:47 there's probably a better way to do it 20:46:04 -!- FFLaguna has quit [] 20:46:47 your first sentence is hard to understand. The vault syntax you pasted here is valid though 20:47:05 you can also use SUBST: YZ = W for convenience (turn all Y and Z into W) 20:47:54 oh, yeah, that's better 20:48:22 shuffle is a bit tricky, I find. It's one of the last things I really learned how to use well. 20:49:01 this is nuts http://paste.pocoo.org/show/502626/ 20:49:44 -!- ainsophyao has joined ##crawl-dev 20:50:51 that's pretty impressive for a first vault 20:51:06 thanks 20:51:18 you will want to fill in those empty spaces with walls 20:51:19 i feel it's a bit too hectic... but it's fun 20:51:42 -!- Pingas has quit [Read error: Connection reset by peer] 20:51:59 the <> there are only hatches btw 20:53:56 right, i'd noticed. does it make sense to have stairs in a vault, though 20:54:04 -!- Blade has joined ##crawl-dev 20:54:25 sure, lots of vaults have stairs. And ambushes are fun 20:54:37 I'd probably only use the up-stairs though 20:56:52 http://paste.pocoo.org/show/502628/ <-- this better? filled in the spaces, moved the center part down a bit. also included: some minivaults i made before this 20:57:28 the small ones are not as good imo 20:58:20 hmm I think you made a mistake with nooodl_orcs_dogs 20:59:09 look at the order you have the you.absdepth() stuff 20:59:58 oh actually sorry, I'm dumb, ignore that 21:00:36 you had me looking at the comparisons for about a minute there :P 21:01:50 yeah this is what happens when i dont get enough sleep. Anyway, the thing you put on pastebin looks worth uploading to mantis. you cut off the header for the first map though 21:02:20 the only thing i'd like changed is those stairs 21:02:32 change the <> to {[ if you want a cool ambush 21:02:47 or can make it more random 21:03:15 another thing you can do is put an 8 in there somewhere. 9 is only 5 levels ood, 8 is seriously ood 21:03:20 -!- Cryp71c has quit [Quit: Leaving] 21:06:38 -!- mikee_ has joined ##crawl-dev 21:06:58 should i upload the minivaults too? 21:09:22 I would say, for the second minivault, don't use permarock 21:09:43 if you don't want people to dig, use stone or metal 21:12:32 -!- greatzebu has joined ##crawl-dev 21:15:49 -!- Torokasi has quit [Ping timeout: 255 seconds] 21:16:01 nooodl: you uploaded the large one with all that empty space 21:16:17 Generic large vault + minivaults (https://crawl.develz.org/mantis/view.php?id=4857) by nooodl 21:16:21 aw crap, that's the old one. 21:16:49 i'll delete it, just reupload (no need to post a new item) 21:20:33 fixed the permarock, too 21:22:26 -!- Torokasi has joined ##crawl-dev 21:23:53 i'm a moron, this version has <> instead of [{ :( 21:26:54 haha. just upload it again, it's ok 21:27:06 just use a different filename, and then the old one will be deleted later 21:33:44 -!- MarvinPA_ has joined ##crawl-dev 21:36:36 -!- MarvinPA has quit [Ping timeout: 252 seconds] 21:36:40 time for some sleep now! 'night 21:36:43 -!- nooodl has quit [Quit: Leaving] 21:39:34 -!- dtsund has joined ##crawl-dev 21:47:36 -!- Torokasi has quit [Ping timeout: 258 seconds] 22:00:11 -!- edlothiol has quit [Ping timeout: 260 seconds] 22:03:50 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:04:17 -!- medgno has joined ##crawl-dev 22:05:19 -!- stabwound has quit [Ping timeout: 260 seconds] 22:06:46 -!- ainsophyao has quit [Remote host closed the connection] 22:20:06 -!- MarvinPA_ is now known as MarvinPA 22:21:25 -!- Blade has quit [Quit: Page closed] 22:23:24 -!- medgno has quit [Quit: Quitting] 22:26:22 inspector071 the Stinger (L10 DsVM) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 8052. (D:8) 22:31:32 -!- stabwound has joined ##crawl-dev 22:44:37 -!- Fyren has quit [Ping timeout: 240 seconds] 22:45:28 -!- jeanjacques has quit [Ping timeout: 260 seconds] 22:50:12 Moose the Chiller (L4 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 1636. (D:2) 23:05:09 !tell elliptic been playing around with the new POG. the way it makes two portals now is great... much better than it used to be. it's a bit confusing when you wind up with multiple portals though. maybe when you enter a portal, both the entrance end exit should be deleted (rather than just the entrance)? dunno how that might affect balance 23:05:10 Maximum message length is 300 characters. Eschew verbosity, Gladys! 23:05:19 screw you henzell!!!! 23:05:40 oh well he'll probably get nick highlighted by that 23:05:48 evilmike: it's okay, I just got back to computer :) 23:06:01 I did consider making both entrance and exit go away 23:06:40 definitely that would be preferable in some ways, but it would also make the spell really strong for running away from monsters... since you could keep on using it 23:06:57 the problem I kept having is I'd enter a portal. this would leave one portal on the level (inactive). Then cast the spell again, which makes 3. at this point it's a bit weird. Maybe I just need to figure out a way to take advantage of it 23:07:51 maybe it can be tweaked somehow so that the "chain cblink strategy" wouldn't be possible though 23:08:06 I've been using it as an escape spell a lot. Cast it in a corridor when running from an ogre... either the ogre enters the portal close to me and teleports away, or I enter the portal and teleport away 23:08:14 I think this aspect of it is pretty neat 23:09:53 and that was sort of doable before... but I feel like having both portals appear on the same cast makes a huge difference 23:10:05 (in a good way) 23:16:46 I also should clarify, I like the multiple portals aspect. It's a little weird how you get two very close portals when you travel through one, and cast it again 23:19:11 well, deleting the exit portal is certainly an option 23:19:15 -!- greatzebu has quit [Quit: greatzebu] 23:20:13 another idea: what if two portals can never be close to each other? 23:20:49 so if you were standing on a portal and cast the spell, you would only get one new portal 23:21:19 that might just be too complicated though 23:22:32 Moose the Conjurer (L10 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 13523. (D:10) 23:23:48 if the rule is just "if you're standing on the portal" that seems simple enough... 23:24:09 anything beyond that becomes too complicated to quickly understand how it works 23:24:17 yeah 23:24:41 "if you're standing on the portal" is a bit special-casey for my liking, though, since it can only happen if you've just gone through a portal 23:24:46 -!- |amethyst has quit [Ping timeout: 256 seconds] 23:25:26 probably deleting exit portal is the best option... any thoughts about what I was saying about that making it easier to chain the spell several times in a row? I might be worrying about something that isn't really a problem 23:25:26 true 23:26:22 It's probably an issue. It's not quite chain cblink, but it's close to chain scblink I think 23:26:28 -!- |amethyst has joined ##crawl-dev 23:26:30 except without the glow 23:27:04 but, adding glow to the spell seems.. lazy somehow 23:28:00 I mean, it does take 2-3 turns and 4 MP each cast to move 6-8 squares 23:28:38 so it is more MP-efficient than cBlink, but a ton slower 23:28:59 and not as MP-efficient as semi-controlled blink 23:29:21 that's true 23:29:26 I mainly worry about that becoming the main use of the spell, though, since we already have effects like that 23:29:44 well, for me the most interesting (if not the most useful) aspect is how you can move monsters around 23:30:12 a glow cost for when the player travels through a portal would help a little. But like I said, it might be a bit of a lazy solution 23:30:27 yeah, I'd like to see it move monsters around a fair amount... even if players don't necessarily want it to :) 23:31:05 what I like is if you use it as an escape spell, you might get the close portal between you and the ogre. In that case, your escape can be teleporting the ogre, not yourself. 23:32:02 I was also considering trying to link the locations of the two portals somehow... by which I mean that it could try to put the near portal on the opposite side of you from the targetted portal 23:32:08 or on the same side 23:32:15 (but I think opposite is better) 23:32:39 opposite is a lot better, I think 23:33:44 the main issue with this, I think, is that there might well not be room there... 23:34:43 and also that making the spell more predictable has to make it stronger, at least for players who know the rules it uses 23:35:34 I think the way it's random now is fine. just if you want to make it less random, putting it opposite from the far portal is better 23:37:44 being random also lets it fail in a fun way, like this: http://i.imgur.com/OYmeU.png 23:37:56 (i targetted the spell past the rat which was adjacent to me) 23:38:13 yeah 23:39:45 hm 23:39:50 also those portals look like eggs 23:41:27 evening all 23:41:33 good evening 23:42:56 <|amethyst> !tell kilobyte The twisted res changes are coming along well. It works now, but needs the seek-others behaviour and a lot of cleanup (and descriptions, tiles support, etc). I was also thinking about making it available as a monster spell. 23:42:56 |amethyst: OK, I'll let kilobyte know. 23:43:08 I wonder how much the spell would be hurt if it wasn't smite targeted. Probably would be a gigantic unwarranted nerf 23:43:17 at least for now 23:44:00 only thought of this because brogue has a blinking effect that you need a clear line of fire for. it's powerful, but limited in an interesting way 23:56:44 03evilmike * rde6e92c0d863 10/crawl-ref/source/dat/dlua/ziggurat.lua: Add blizzard demons to ice zig levels. 23:57:17 -!- Wensley has quit [Ping timeout: 240 seconds]