00:00:42 Unstable branch on crawl.develz.org updated to: 0.10-a0-2013-gdc92e72 (32) 00:01:02 -!- valrus_ has joined ##crawl-dev 00:01:04 -!- valrus has quit [Read error: Connection reset by peer] 00:04:25 -!- ainsophyao has joined ##crawl-dev 00:07:40 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-2013-gdc92e72 00:22:47 -!- Cryp71c has quit [Quit: Leaving] 00:23:52 -!- Brannock has quit [Ping timeout: 240 seconds] 00:42:33 -!- Guest33522 has quit [Read error: Connection reset by peer] 00:42:52 -!- Guest33522 has joined ##crawl-dev 01:15:17 -!- st_ has joined ##crawl-dev 01:21:40 -!- Adam__ has joined ##crawl-dev 01:24:03 -!- jeanjacques has joined ##crawl-dev 01:24:23 -!- Aegrisomnia has quit [Ping timeout: 252 seconds] 02:17:31 -!- syllogism- has joined ##crawl-dev 02:20:28 -!- Twinge has quit [] 02:45:54 -!- valrus_ has quit [Remote host closed the connection] 02:46:40 !tell dpeg Very, very nice reply in the blog! imo that could be promoted to a blog post on it's own 02:46:40 Keskitalo: OK, I'll let dpeg know. 03:03:05 -!- alefury has joined ##crawl-dev 03:12:01 moin! 03:17:26 -!- syllogism- has quit [Ping timeout: 252 seconds] 03:17:46 -!- syllogism- has joined ##crawl-dev 03:20:07 -!- alefury has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]] 03:26:42 -!- alefury has joined ##crawl-dev 03:26:51 -!- alefury has quit [Client Quit] 03:28:04 -!- alefury has joined ##crawl-dev 03:41:36 -!- alefury has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]] 03:42:32 -!- alefury has joined ##crawl-dev 03:42:40 -!- dtsund has quit [Quit: dtsund] 03:56:21 -!- jeanjacques has quit [Read error: Connection reset by peer] 04:19:41 -!- joosa has quit [Write error: Broken pipe] 04:20:37 -!- joosa has joined ##crawl-dev 04:24:49 -!- Pingas has joined ##crawl-dev 04:40:19 -!- cosh has joined ##crawl-dev 04:44:07 -!- monqy has quit [Quit: hello] 04:46:16 -!- valrus has joined ##crawl-dev 04:50:27 -!- valrus has quit [Ping timeout: 245 seconds] 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.10-a0-2013-gdc92e72 05:05:55 -!- Ragdoll has joined ##crawl-dev 05:21:59 the requirement to have 1.0 Spellcasting to memorize spells... should it go away? 05:22:39 on one hand, it's pointless with manual training, and causes an unnecessary inconsistency with auto. And the price is almost none. 05:22:54 how about adding some miscast stuff when you fail at memorizing with less than 1.0? 05:23:04 no abyssing of course 05:23:19 does 1.0 need to be a breakpoint like that at all, especially with the smooth skill changes? 05:23:29 on the other hand, it's at least a tiny bit of investment that might be a bit noticeable at XL1-5 05:23:36 if a player is using spells with no skill he's going to miscast anyway 05:23:51 kilobyte: how reliably can a character cast a spell with 0 skill? 05:24:37 (a level 1 spell) 05:25:34 with 10 int, at Fair 05:26:54 hrm... then maybe some investment should be necessary, yeah, since it's a little odd (in my opinion) for a character to be casting spells successfully with absolutely no skill 05:27:12 (whether this is done through disallowing of memorization before spellcasting 1.0, or changing the success formula, or some other means is obviously debatable) 05:27:51 Bear in mind that with 0 skill, you seem to have 0 power even if you can cast it. 05:28:27 huh. interesting, although shouldn't that stop being true once a skill reaches 0.1? Or is there too much rounding for that to be the case? 05:28:30 ??spell power 05:28:30 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. 05:28:46 I don't know what datatypes are used here or anything 05:29:59 I guess you could still succeed at coronaing a rat or whatever some of the time, or magic darting a spore. 05:30:28 well, the difference between 0 spell power and some really tiny but positive amount is probably significant 05:33:16 Magic Dart does 1d(3+pow/5) damage 05:33:43 ah 05:33:45 can't see any damage spells without a constant term 05:33:49 good 05:34:01 what does the 1d function even do if you try to roll 1d0? 05:35:16 -!- edlothiol has joined ##crawl-dev 05:37:49 if I read this right, enchantments have a 74% chance to affect kobold or rats at 0 power 05:38:44 and then they last long enough for a typical fight at those levels 05:40:00 there are some useful level-1 spells aside from that, like beastly appendage 05:40:08 I doubt it would last very long, but long enough to kill things 05:40:22 then again, good luck finding that early enough that getting to 1.0 spellcasting matters 05:41:38 Breastly lasts exactly 100 aut at 0 power 05:45:38 breastly appendage should not be a spell. 05:46:20 so 10 average-length "turns"? 05:46:24 because of this too tempting misspelling? :p 05:46:40 or 7 moves of a naga, yeah 05:46:49 yeah 05:54:07 -!- jeanjacques has joined ##crawl-dev 06:00:40 -!- Pacra has quit [Ping timeout: 240 seconds] 06:31:31 -!- MarvinPA has quit [Read error: Connection reset by peer] 06:31:37 -!- MarvinPA has joined ##crawl-dev 07:31:48 -!- syraine has joined ##crawl-dev 07:31:56 ...Might I make a comment? 07:32:02 I just got a bee room on Lair:1. 07:32:31 I found some difficulty running from or killing a speed 26, damage 15 average pack of 20 creatures 07:33:05 (they were berserk) 07:33:48 you mean speed 30 07:34:04 beexecutioners 07:38:16 i'm not sure immolating yourself and then trying to out-berserk them particularly qualifies as trying to escape 07:38:56 I found some difficulty running from them whilst berserk 07:38:57 )= 07:39:22 yes, the difficulty was in pressing the keys to read teleport i imagine :P 07:39:31 If I read teleport, I'd die to bees 07:39:34 q_q 07:49:16 most characters at that point could survive a few turns 07:49:26 that said, bee rooms can be really really annoying 08:47:12 -!- valrus has joined ##crawl-dev 08:51:27 -!- valrus has quit [Ping timeout: 248 seconds] 09:04:24 the name is "killer bees" :p 09:07:13 kilobyte: the thing about bee rooms is that if your character is at a point where killer bees are at all dangerous, and can't just nuke them... you're in serious trouble with no way to do anything about it (if you don't have teleport/blink scrolls) 09:08:33 yes 09:08:37 particularly if they are berserk 09:08:58 imo adding berserking to killer bees was rather unnecessary 09:09:06 syraine: you still should have teleported :P 09:09:21 G-Flex, how would you know 09:09:24 the bees were berserk 09:09:28 because it's preferable to death 09:09:38 perhaps if I teleported, and did not go berserk 09:09:41 I would have lost 09:09:47 oh, you survived? 09:11:40 I think the problem isn't even so much the threat, it's that it's threat that's right on top of you immediately and you can't predict beforehand whatsoever 09:21:59 -!- Brannock has joined ##crawl-dev 09:38:49 berserk bees definitely makes fighting bee rooms more interesting, so that is good... the really early bee rooms are possibly a bit harsh though 09:39:20 I don't know how bee room generation works currently but I imagine that bumping the depth a little bit would be reasonable 09:40:29 Lair:1 09:40:31 :P 09:41:26 Lair:1 bee rooms are fine 09:41:41 the issue is the D:8 rooms or wherever the earliest possible one is 09:42:27 I found bee rooms to be quite dangerous even 09:42:53 the worst part is stumbling on one. with hive you knew not to go there unless prepared 09:43:14 -!- Zaba has quit [Ping timeout: 252 seconds] 09:43:24 this is a good feature of bee rooms and a bad feature of hive :P 09:43:30 maybe something that lets you know before opening the door? 09:43:55 this door is scrawled with warnings 09:44:13 then it becomes hive again 09:44:23 no, it becomes a room with a door =P 09:44:28 not really necessary so long as they don't show up too early, yeah 09:44:33 if you open it, it is up to you 09:44:34 (lair:1 isn't too early) 09:44:38 ??lair 09:44:38 lair[1/3]: Accessed from the main dungeon somewhere between levels 8 and 13. Eight levels deep. The lair is full of "natural" critters such as rats, snakes, and yaks. Two of the Swamp, Shoals and Snake Pit appear there, as well as Slime, and there is a relatively hard vault on Lair:8. The petting zoo of Crawl, if petting zoos had hydras. 09:44:46 I don't want to find a berserk pack of bees on D:i8 09:44:53 D:8* dunno about you 09:45:01 Lair:1 and D:8 aren't the same thing 09:45:04 It's certainly more dangerous than, let's say, a spiny frog 09:45:15 I already said "the issue is the D:8 rooms..." above 09:45:19 I agree 09:45:25 MarvinPA was saying it is not too early 09:45:26 |= 09:45:31 (lair:1 isn't too early) 09:45:32 i don't recall saying that 09:45:38 Lair:1 09:45:41 what triggers the berserking? 09:45:48 Queen bees cast it on a bee 09:45:50 <+elliptic> Lair:1 and D:8 aren't the same thing 09:45:53 i have not yet experienced beeserking 09:45:53 Berserk other 09:45:53 mikee_: queen bees essentially have the berserk bee spell 09:45:54 oh i see 09:45:56 Yeah, I got that 09:46:18 But Lair can be found and entered at that point 09:46:33 that is kind of cool 09:47:03 well i have not experienced it firsthand but it sounds pretty lethal potentially considering how ridic monster berserk is 09:47:15 -!- Zaba has joined ##crawl-dev 09:47:38 the queen berserk other is a decent mechanic. half filled bee rooms is my suggestion, retains all the current dangers, reduces tedium and maybe excessive piety gain. 09:47:51 and reduces the difficulty by half 09:47:52 yes 09:47:56 a 6x6 block of bees is a bit silly 09:48:14 jeanjacques: some sort of better cap on size would be good at least... you can get 8x11 bee rooms or something like that 09:48:17 changing the shape so it's not just a block (and it's easier for them to surround you) but reducing the sizes might be good 09:48:18 it's not like you can kill the queen bee 09:48:32 why not 09:48:37 it's at the back 09:48:47 the walls could 'explode' when you open the door 09:48:50 ok ignore me 09:48:54 mikee_: hehe 09:49:21 A simple change would be to make the queen bee like Pikel 09:49:28 goes to the front of the pack 09:49:36 queen bee already does push past other bees 09:49:38 give it reaching and pain? :P 09:49:39 the queen does push past- 09:49:39 yeah 09:49:41 it um 09:49:49 yes but it uses most of its turns to berserk 09:49:56 so it just stays there and zerks bees 09:49:59 -!- Wensley has joined ##crawl-dev 09:50:06 then get out of sight of it or kill it with wands or teleport away or a dozen other things 09:50:11 I've rarely seen the queen bee get to the front until I've killed a ton of other bees already 09:50:14 sounds about right, yeah 09:50:19 if a bee is berserk 09:50:22 it is hard to run away 09:50:34 running away from speed-35 monsters: kind of difficult? 09:50:35 it is particularly hard if you don't even try and instead immolate yourself, yes 09:50:35 nobody has suggested running away from bees 09:50:45 not sure why you keep saying this 09:50:51 get away 09:50:57 elliptic: someone suggested teleporting, which is a sort of running away 09:51:02 I mean get 09:51:03 yes, and teleporting works fine 09:51:05 or run 09:51:15 well, I stood there to plug the gap 09:51:23 I'd say that some characters are basically screwed if they hit a bee room without teleportation on hand 09:51:31 but that's few characters by lair 09:51:46 unless you ran out 09:51:51 G-Flex: if you don't have any teleportation by a certain point then you are likely to die, yes 09:52:06 I think 09:52:06 elliptic: except most threats you can at least respond to in another way, or avoid 09:52:11 bee rooms kind of explode in your face 09:52:11 it's more difficult than other things on Lair:1 09:52:18 G-flex: you can respond to bee rooms in other ways too 09:52:22 it's a room full of monsters that are hopelessly faster than you 09:52:29 well if you're not able to kill them 09:52:31 elliptic: most things, if you can't survive them, you can at least avoid them 09:52:32 your way is to run 09:52:35 i've found bee rooms to be overall a fair problem 09:52:40 bee rooms are fine 09:52:41 except for the ones with 88 bees 09:52:42 -shrug- 09:52:47 those are just retarded 09:52:49 I killed a room of that sort 09:52:59 By mephing my own square 09:53:04 then running off, holding five 09:53:07 then killing bees one by one 09:53:22 the really huge blocks of bees are kind of problematic they just get tedious, as well as extremely easy for anyone with cloud spells or similar 09:53:50 what bugged me about it was playing a hopr and losing my crew. I could have teleported but losing the friendlies is similar in feel to a caster forgetting a bunch of spells, or a melee dropping all the weapons 09:53:55 bee rooms offer a fairly unique threat 09:54:00 blueDave: uh, recall 09:54:04 if berserk ends up being a problem, maybe it would be a good solution to give them bear berserk if the queen is in sight? 09:54:12 yes 09:54:12 i don't know if that is even doable but just an idea 09:54:15 if you're only at *** ;) 09:54:19 at least then they would be low on hp 09:54:21 I'd like that, berserk rage as an escape slot 09:54:28 or on queen bee kill 09:54:33 wouldn't that just mean more bees go berserk and more reliably 09:54:37 yes 09:54:42 but I don't care about it being hard 09:54:44 but easier to kill while berserk 09:54:47 just the whole 'not being able to leave' 09:55:36 anyway currently bee rooms seem to start generating on D:8 if I understand rooms.des correctly 09:55:44 and they continue to generate forever 09:55:50 this seems silly 09:55:51 that's cool 09:55:59 I like bee rooms, they're amusing 09:56:16 rats generate for ages too :o 09:56:18 o=* 09:56:22 also kobold rooms really shouldn't still generate at d:14 09:56:24 some bad person removed hell bee rooms, if i recall =P 09:56:29 hell bee rooms are silly 09:56:36 but D: is a melting pot 09:56:47 i like to think of it as a salad bowl 09:56:51 I get it 09:56:53 |= 10:04:28 -!- Cryp71c has joined ##crawl-dev 10:09:25 Rar 10:10:00 -!- Cryp71c has quit [Quit: Leaving] 10:12:07 hmm 10:12:19 doesn't accuracy slaying work just like it used to before the slaying nerf? 10:13:07 yes 10:13:15 but it was scaled up on unrands anyway? 10:13:23 +8 from the fencer's gloves! 10:13:55 yeah... it does make stuff like thick gauntlets look better to have the two plusses be the same 10:14:01 true 10:14:24 so it didn't use the same formula before, right? 10:14:33 I'm quite sure it did at least for monsters. 10:14:48 kilobyte: hm? accuracy slaying didn't change 10:14:49 accuracy slaying always acted just the same as accuracy enchantment on weapons, i think 10:14:51 yes 10:14:59 but without Cryp71c's rewrite, monsters try to do the exact opposite as player :p 10:15:13 so fencer's gloves might get scaled back 10:15:25 s/might/may/ 10:16:07 well, I think things are probably fine as is 10:16:31 I would have mentioned something earlier if I thought there was a real problem with unrand accuracy boosts increasing 10:18:01 now that you guys are here: what with the requirement of having 1.0 Spellcasting to memorize spells? On one hand, it makes no sense with smooth skills and is trivial to overcome by switching to manual mode. On the other, it is a small cost, noticeable on XL1-5 or so. 10:18:27 it's in the 3.30 changelog but without an explanation 10:19:02 kilobyte: I want to remove that requirement 10:19:15 i wouldn't mind it going either, yeah 10:19:16 I don't think it is really that noticeable, since spellcasting 1 is useful anyway 10:19:33 I agree that it's not useful for anything. 10:19:34 as you said, it is contrary to the smooth skills philosophy 10:20:02 would let us clean out all the weird special casing for bad scrolls being marked as not useless if you have 0 spellcasting and so on, too 10:20:08 ok, removing 10:22:59 Is there any point in scrolls giving spellcasting if we remove that? 10:24:13 not really, but could leave it in for symmetry with fighting plants allowing you to get up to fighting 1 10:24:22 (but perhaps that should go as well) 10:24:36 surely that doesn't still exist 10:24:44 perhaps it doesn't 10:24:49 kilobyte: my only problem with the 1.0-spellcasting requirement going away is that level 1 spells are surprisingly castable with no skill whatsoever 10:25:09 ghallberg: is there any point in scrolls giving spellcasting skill at all now, with the new skill system? 10:25:15 (or plants giving fighting/weapon skill) 10:25:36 yes, presumably we are also removing scrolls training spellcasting 10:25:41 G-Flex: Uhm, no? That's what I was saying... 10:25:46 right 10:29:26 -!- Textmode has quit [Ping timeout: 252 seconds] 10:30:48 G-Flex: it's only Fair for level 1 spells with 0 skills 10:31:25 doh, forgot scrolls exercising it, thanks for the reminder 10:31:52 if plants are still special-cased to train fighting and weapon skills only up to 1 then we should change that too 10:32:09 my brain just kind of did a double-take remembering that stuff 10:32:09 either by removing the up to 1 restriction or by removing plant training at all 10:32:15 victory-dancing fighting on casters by hitting plants 10:32:38 elliptic: is that relevant for automatic mode? I never use automatic and it certainly isn't for manual mode, so I don't know 10:32:40 could make level 1 spells a bit harder to cast, and then introduce... level 0 spells! 10:32:46 hahaha 10:32:48 "summon butterfly" 10:33:18 "maybe summon butterfly" 10:33:20 G-flex: if it still exists then it would be an automatic mode thing, yeah... training by doing things means nothing in manual mode now 10:33:24 "sticks to stones" 10:33:36 sticks-to-other-slightly-smaller-sticks 10:33:37 "summon stone" 10:33:38 it isn't that important in automatic mode either though, I'd imagine 10:33:47 summon stone would be useful for sandblast :P 10:33:54 I don't really have a good picture of what players use automatic mode though 10:34:14 G-Flex: Nah, you'd just get gravel until power ***... 10:34:33 would it be useful to track how much time each player spends in automatic vs manual mode, and then output those stats as a percentage in character dumps? 10:34:48 i don't imagine anyone switches between the two, surely? 10:34:56 if you were to keep track of stats, you'd have to remember that automatic is the default 10:35:02 and will thus be represented a little more than is fair, probably 10:35:04 you'd switch to manual mode then realise there's no point using auto mode and never switch back 10:35:05 :P 10:35:10 MarvinPA: I agree, but we have no way of knowing! :) 10:35:34 aside from looking at rcfiles, but I assume anyone advanced enough to modify their rcfile is already using manual mode 10:35:42 I mean, the most important thing about automatic mode is how well it works for new players 10:35:52 and new players are probably less likely to play online 10:35:59 true 10:36:28 we'll have to implement opt-out offline data reporting 10:37:34 the automatic mode is supposed to "make a reasonable decision" 10:37:56 -!- ainsophyao has quit [Remote host closed the connection] 10:40:59 actually, I wonder if there's a point in excluding bashing plants from exercising skills 10:41:22 kilobyte: yeah, that's what I was thinking... seems like it should be fine for it to exercise them now 10:41:26 ... doh, (answering myself), XL1 wizards 10:41:36 but would you actually want it to, as an automode player? 10:41:39 oh right, stupid entry vaults 10:42:08 arguably entry vaults that require you to melee down plants are bad anyway though 10:42:11 maybe fedhas smites you for killing plants, that would be a good deterrent 10:42:15 and just in general, hitting lots of plants probably doesn't necessarily mean you want to hit enemies 10:42:44 although also yeah, i'm not a fan of vaults involving mass plant genocide either 10:44:13 later vaults often have plants, too 10:44:20 including items under plant in Lair 10:45:08 though if people are really spending a lot of time meleeing plants, maybe they actually *do* want to train melee up a bit :P 10:45:46 probably safest to just disable it from exercising though 10:46:01 disabled 10:49:22 !tell due Paladins don't have their sacrifice functionality yet, yet they're marked as finished. Is that intentional? Spirits kind of make no sense when spawned on the initial level generation (out of Zigs, that is). 10:49:23 kilobyte: OK, I'll let due know. 11:02:54 -!- syraine has quit [Quit: ChatZilla 0.9.87 [Firefox 9.0/20111116091359]] 11:03:25 -!- edlothiol has quit [Read error: Operation timed out] 11:05:34 -!- Adam__ has quit [Ping timeout: 252 seconds] 11:13:21 i wonder if crawl would really be a worse game... 11:13:27 if there were NO plants 11:13:40 YES! 11:14:20 maybe i am not being conscious of it, but i can't recall the last time i thought 'that was so interesting because of plants' 11:14:47 plants provide non-LOS-obstructing cover 11:15:08 that is destructible but not trivially so 11:15:32 they are mostly speedbumps to getting loot 11:16:00 loot being under/behind plants isn't really a problem except in extraordinary circumstances 11:16:17 and I've been in plenty of situations where they make combat more interesting because I can see over them, cast certain spells over them, but not immediately move past them 11:16:22 Autotravel has to be babied (https://crawl.develz.org/mantis/view.php?id=4918) by ion_frigate 11:16:24 it is a bit annoying with no benefit 11:17:10 these would be smite targeted spells only, no? 11:17:14 so I reject your notion that plants never make anything more interesting 11:17:21 or penetrating spells 11:17:28 ah 11:17:32 or spells with area of effect extending past them 11:17:39 also you have bushes, which work a bit differently 11:17:53 because they have near infinite hp/ac 11:18:02 as shrubbery 11:18:12 I just think that what I'm mentioning, plus whatever "flavor" benefit, is worth the occasional minor annoyance of them being in the way of something 11:18:31 mikee_: fedhas centaur altars are fun 11:18:41 I've only been significantly bothered by plants very few times, mostly if I'm a character who somehow can't destroy them 11:18:47 and there's loot under them 11:18:51 i could live without the benefit to reduce the annoyance, personally 11:18:54 and then it just becomes "oh well, I'll get that 17 gold later" 11:18:56 mikee_: although if we removed all water from the game I guess all the plants would die anyway :( 11:19:03 Wensley, heheh 11:19:08 an interesting side effect 11:19:10 mikee_: I think you're accentuating the negative a bit 11:19:13 most features aren't perfect 11:19:44 the game could always just not place loot under plants, or spawn plants on loot 11:19:48 my philosophy(?) is that gameplay should be smooth and efficient 11:20:15 having to stop and deal with non-challenging things that still demand your attention is bad 11:20:17 a videogame isn't a wristwatch, there are softer aspects of it 11:20:36 I wouldn't like OoD as much if it didn't blow enemies apart even though that doesn't have any real gameplay impact 11:20:37 i don't see why it can't have some similarities to wristwatches 11:20:43 sure it can 11:21:17 but in this case I don't think the problems are significant at all (except for things like those godawful bash-through-10-plants-to-get-through vaults) 11:21:31 and most of the problems that might be annoying can probably be dealt with without removing the feature 11:22:13 if loot weren't ever underneath plants (unless someone throws it there, I guess) then there would be extraordinarily few circumstances where plants would become irritating 11:22:18 i see the plant thing and similar issues sort of as having to solve a sodoku puzzle to unlock a vault 11:22:44 well I don't think needing to bash through a bunch of plants to navigate/enter/exit a vault is fun 11:22:47 it's dumb and aggravating 11:23:07 I might have only seen one of those vaults, but it was bad 11:24:57 plants are basically a terrain feature that works differently from other ones and as such can have interesting effects on gameplay/combat from time to time, and the only times I've ever really gotten annoyed at plants (aside from aforementioned kind of vault) are like the 1-2 times I've had a thing under a plant I wanted and couldn't get it right away 11:25:07 because of some weird combination of skills/equipment 11:28:23 -!- ais523 has joined ##crawl-dev 11:29:22 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- \o/] 11:30:30 -!- monqy has joined ##crawl-dev 11:38:20 -!- jeanjacques has quit [] 11:50:10 what if plants weren't blocking, but were more like a buffed shallow water 11:50:20 takes turns to pass through, during which you're vulnerable 11:51:18 sounds too similar to shallow water imo 11:51:27 would also be nice if herbivores could eat them, to offset the imbalance of chunks 11:51:34 are plants actually problematic enough to even be an issue 11:51:43 then Fedhas' thing would be kinda dumb 11:52:00 blueDave: well, who's an obligate herbivore except spriggans? and they have super-slow metabolism 11:52:13 and most permafood is plant-based 11:53:23 I haven' 11:53:44 i haven't gone far enough to discover whether it's renewable enough 11:54:28 does the supply eventually dry up entirely? 11:54:37 I've not had a whole lot of trouble finding food as a spriggan... 11:54:48 blueDave: eventually, the game just ends and you lose 11:54:50 blueDave: not really 11:55:05 so does it really matter what happens eventually? 11:55:10 SamB_: yeah, I usually watch my spell hunger as a spriggan but with the insane spellcasting apt that's easy 11:55:27 blueDave: you can even find permafood in abyss and pan, and for a spriggan a bread ration goes a very long way 11:55:42 (also keep in mind that abyss/pan don't have chunks anyway, at least not often) 11:55:44 my trouble has been with not getting killed 11:56:08 yes 11:56:16 eating plants is a bad idea, walking through plants is a bad idea 11:56:23 we have plants you can basically just walk through: they're called toadstools 11:56:23 I've always been amused that obligate herbivores can eat cheese 11:56:26 just biologically speaking 11:56:33 Eronarn: and shallow water 11:56:36 walking through plants is cool ... for Fedhas' followers 11:56:42 or obligate carnivores honey 11:56:52 honey is special 11:57:00 kilobyte: well, it's a little odd that anyone can survive on just honey, really 11:57:12 yeah, needz moar locusts 11:57:21 actually though, I'm not aware of any obligate herbivores in RL... (parasites being a bit different) 11:57:38 aren't there plenty of things that don't really eat anything but plants 11:57:58 then again, I've seen a youtube video of a cow nonchalantly eating a live duck 11:58:09 G-Flex: many of them occasionally eat insects, etc. iirc 11:58:14 yeah, probably 11:58:19 because there's not much reason not to 11:58:19 and many obligate carnivores occasionally eat plants 11:58:24 and protein is good 11:58:34 Eronarn: not for nutrition 11:58:47 for vomiting, I think? 11:58:48 felines eat plants very rarely and don't get much out of it 11:58:54 SamB_: yeah 11:59:11 I'm not even sure why, some kind of self-medication thing, or because cats are weird 11:59:12 cats use that if they need to get hairballs out 11:59:20 I've heard people say that their cats like certain types of fruit/vegetables 11:59:32 but then again some kids eat glue 12:00:06 kilobyte: they'll eat the stomach contents of their prey sometimes 12:02:35 heh, as a part of the "eating prey whole" part :p 12:02:52 cats a weird 12:02:59 a friend of mine has a cat that likes banana bread 12:03:03 not bananas, not bread, just banana bread 12:03:29 it's good stuff 12:03:57 it sure is 12:04:14 I was at my aunt's house and was eating tortilla chips and some kind of jalapeno cheddar dip 12:04:23 and their cat was sniffing around acting curious 12:04:35 I let him taste a bit of the dip assuming that he would be very put off by it, but he liked it, a lot 12:04:37 freaking cats 12:04:45 (it was pretty spicy) 12:05:56 once had a bowl full of salsa with some of those scoop tortilla chips in it, and one of my cats jumped up onto the table, grabbed the chip, and leapt away with it and put it down and started lapping up the salsa, all without spilling a drop 12:06:50 I suppose acting like cats are crazy for liking spicy things is a bit hypocritical 12:10:35 G-Flex: glue is more nutricious than you might think 12:10:47 probably 12:11:21 (depending on how nutritious you think it is to start with ;-) 12:12:11 -!- valrus has joined ##crawl-dev 12:12:17 -!- valrus has quit [Remote host closed the connection] 12:12:18 at least they put bitterant in antifreeze now... I think 12:12:23 -!- valrus has joined ##crawl-dev 12:13:29 -!- ZChris13 has joined ##crawl-dev 12:17:00 it's still cheese... cheese is pretty much the best cat food there is 12:17:18 be efficient; throw away mice from the food chain, this can go directly :p 12:17:36 cheese that still has any significant lactose probably isn't great cat food 12:17:53 nor will it provide very complete nutrition, and depending on the cheese might not be so easy on the digestive tract 12:18:59 you mean, with all the proverbs about cats and milk? 12:19:18 well, cats definitely like milk (or most of them do anyway) 12:19:24 not sure where the thing about cats and lactose came from, at least neither my kitten nor my sister's cats know about it 12:19:30 but a lot of them lose at least some of their lactose-tolerance and it still won't provide great nutrition 12:19:57 from what I know, most cats become lactose-intolerant 12:20:16 when I say "great nutrition" I should be saying "complete nutrition", but nobody's going to have their cats live on just milk 12:20:37 there is the chance that retention of lactose tolerance is easier if they continue to be given milk throughout life, though, and are never fully weaned off it 12:20:39 heh... googling around, I see that every single piece of advice claiming that milk is bad comes from the Whiskas company :p 12:20:42 <|amethyst> most people become at least somewhat lactose-intolerant 12:21:01 |amethyst: depends on ethnicity with regard to the statistics, but I mean significantly lactose intolerant 12:21:04 <|amethyst> but not northern europeans and their descendants 12:21:09 yes 12:21:33 hey, about weaning, tell my kitteh to wean off my arm/thigh/neck/whatever. Being suckled on in the middle of the night is annoying. 12:22:03 -!- valrus has quit [Read error: Connection reset by peer] 12:22:14 at any rate, plenty of cheese doesn't have a lot of lactose in it, especially if it's been cultured 12:22:20 -!- valrus has joined ##crawl-dev 12:22:50 curds don't have a ton of lactose to begin with 12:23:30 my body's fine with lactose, I just need scientists to engineer a way for me to metabolize capsaicin in my stomach so it doesn't bother me after I eat it 12:27:30 -!- valrus has quit [Remote host closed the connection] 12:34:40 -!- Pacra has joined ##crawl-dev 12:37:59 -!- Pacra has quit [Read error: Connection reset by peer] 12:39:01 -!- Wensley has quit [Ping timeout: 240 seconds] 12:42:43 -!- Guest33522 has quit [Read error: Connection reset by peer] 12:42:51 -!- Guest33522 has joined ##crawl-dev 12:58:04 -!- Twinge has joined ##crawl-dev 13:09:00 -!- valrus has joined ##crawl-dev 13:27:42 -!- Aegrisomnia has joined ##crawl-dev 13:31:04 -!- Adam__ has joined ##crawl-dev 13:32:59 -!- Aegrisomnia has quit [Ping timeout: 244 seconds] 13:52:51 -!- Adam__ has quit [Ping timeout: 276 seconds] 13:53:28 -!- ainsophyao has joined ##crawl-dev 13:58:24 03kilobyte * r0534696989cc 10/crawl-ref/source/ (main.cc mapdef.cc tilepick.cc): Fix several TAG_MAJOR_VERSION != 32 compile errors. 14:04:26 -!- valrus has quit [Remote host closed the connection] 14:07:03 -!- ZChris13 has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]] 14:07:32 -!- dtsund has joined ##crawl-dev 14:18:21 03kilobyte 07portal_branches * r9f03392bebac 10/crawl-ref/source/dat/des/portals/bazaar.des: Drop useless "bazaar" tags, fix epilogue. 14:18:32 03kilobyte 07portal_branches * r5b6b80ccc3ae 10/crawl-ref/ (385 files in 41 dirs): Merge branch 'master' into portal_branches 14:20:32 -!- Mu_ has joined ##crawl-dev 14:27:13 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 14:29:08 kilobyte: the trouble with your plan is that the mice just won't go away, and they keep eating the cheese 14:30:02 -!- Mu_ has joined ##crawl-dev 14:31:15 on a farm perhaps, but in a modern house a mouse can't survive long 14:31:53 yes, because a cat will eat it 14:32:31 or at least half of it 14:33:06 Now I'm mad at this game. 14:33:08 Stupid game. 14:35:46 -!- dpeg has joined ##crawl-dev 14:35:48 hi 14:35:48 dpeg: You have 1 message. Use !messages to read it. 14:35:54 !messages 14:35:54 (1/1) Keskitalo said (11h 49m 14s ago): Very, very nice reply in the blog! imo that could be promoted to a blog post on it's own 14:37:49 !tell Keskitalo Thank you! You can extract it, if you want. (Keith from 100Rogues and AURO also told me that it's good.) I won't do it myself, looks too much like hubris. 14:37:50 dpeg: OK, I'll let Keskitalo know. 14:39:17 !tell Keskitalo would you care to checkout wip-snake-floor, pound on &^R for a while and decide which of the floor[s] to keep and which to skip? 14:39:18 kilobyte: OK, I'll let Keskitalo know. 14:39:52 kilobyte: you made two largish (I think) commits, but for some reason the commit mails were empty. Is the branch stuff done? 14:40:29 no no, far from it 14:40:53 CIA has a bug with branch creation 14:41:17 and won't even show such commits in other branches 14:43:21 -!- the_glow has quit [Quit: Leaving.] 14:43:34 dpeg: I agree with Keskitalo and others, good post. 14:46:21 -!- Wensley has joined ##crawl-dev 14:46:30 ghallberg: merci! 14:46:43 kilobyte: did you have a chance to read my write up on the HS? 14:53:44 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 14:59:07 -!- Pacra has joined ##crawl-dev 15:03:50 dpeg: merci eh? You're confusing me with galehar again :) 15:10:33 ghallberg: spacibo! 15:11:07 dpeg: Now you're just making up words! 15:11:07 :D 15:11:21 I fell like removing slime creatures form the game, everyone ok with that? 15:11:34 They keep killing me when I'm tired... 15:12:20 ghallberg: we should have more monsters like slime creatures, yes. 15:12:27 :) 15:12:39 They really deal nasty damage as soon as they merge. 15:12:49 Got 2 hit KOd today. 15:12:51 ghallberg: they live up to expectations 15:13:08 Yep. 15:26:19 !seen MarvinPA 15:26:20 I last saw MarvinPA at Sat Nov 19 20:22:35 2011 UTC (1h 3m 44s ago) saying zxc on ##crawl. 15:26:35 ??famous last words[12] 15:26:35 famous last words[12/19]: hm, very large slime creatures are not that impressive 15:31:10 -!- cosh has quit [Ping timeout: 260 seconds] 15:31:39 d 15:31:40 Keskitalo: You have 2 messages. Use !messages to read them. 15:32:08 Keskitalo: ji 15:32:10 erm, hi 15:50:04 -!- edlothiol has joined ##crawl-dev 16:08:39 -!- valrus has joined ##crawl-dev 16:08:59 -!- valrus has quit [Remote host closed the connection] 16:28:02 Stuck after teleport (https://crawl.develz.org/mantis/view.php?id=4919) by krekling 16:30:23 -!- valrus has joined ##crawl-dev 16:30:41 -!- evilmike has joined ##crawl-dev 16:37:51 who here is the devious one that added shadow fiends to dis 16:39:42 I wasn't! 16:41:09 unflavorful :( 16:41:37 did we rename pit fiends yet 16:43:40 no 16:43:53 and why is it unflavorful to have one hell with a mixture of fiends? 16:43:57 to mountain fiend? 16:43:57 -!- valrus has quit [Remote host closed the connection] 16:44:07 Ragdoll: I'm pretty sure dis hell effects have always been able to spawn any fiend 16:44:56 im 100% sure i havent seen shadow fiends, i only seen it today watching elynae attempt to cling on to life in dis 16:45:35 i'd remember something as horrific as shadow fiends in dis 16:45:52 !lg * place=dis killer=~fiend s=killer 16:45:55 85 games for * (place=dis killer=~fiend): 36x an Ice Fiend, 35x a Fiend, 10x a Pit Fiend, 4x a Shadow Fiend 16:46:13 !lg * place=dis killer=shadow fiend s=cv 16:46:14 4 games for * (place=dis killer=shadow fiend): 1x 0.4, 1x 0.5, 1x 0.8, 1x 0.10-a 16:46:24 looks like they are just rare 16:46:50 elliptic: the fiends are pretty thematically linked to their hells; the fiend-spawning miscast is a bit weird but not really a problem (no moreso than the other problems of hell effects) 16:46:56 that might be true, but in the 3 minutes i watched elynae ive seen him get assaulted by 4 shadow fiends 16:46:58 pit fiends are really iron fiends with a bad name 16:47:02 no 16:47:20 pit fiends are really brimstone fiends who are worshipping chei 16:47:28 maybe just a coincidence, i hope so 16:47:34 @??fiend 16:47:34 unknown monster: "fiend" 16:47:39 what are they now 16:47:46 @??brimstone fiend 16:47:46 Brimstone Fiend (041) | Speed: 10 | HD: 18 | Health: 79-121 | AC/EV: 15/6 | Damage: 25, 15, 15 | Flags: 05demonic, evil, see invisible, fly, !sil | Res: 06magic(288), 05hellfire, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 4695 | Sp: hellfire (3d20), torment symbol, melee. 16:47:54 @??pit fiend 16:47:54 Pit Fiend (071) | Speed: 8 | HD: 19 | Health: 98-148 | AC/EV: 17/5 | Damage: 28, 21, 21 | Flags: 05demonic, evil, see invisible, fly, !sil | Res: 06magic(304), 05hellfire, 02cold, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4470 | Sp: hellfire (3d20), melee, torment symbol. 16:47:55 @??pit fiend 16:47:55 Pit Fiend (071) | Speed: 8 | HD: 19 | Health: 98-148 | AC/EV: 17/5 | Damage: 28, 21, 21 | Flags: 05demonic, evil, see invisible, fly, !sil | Res: 06magic(304), 05hellfire, 02cold, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4470 | Sp: hellfire (3d20), melee, torment symbol. 16:47:58 Ragdoll: one of the dis hell effects is "summon any demon" 16:48:10 so yes, just an iron version of one :P 16:48:11 that's probably the source of the shadow fiend 16:48:41 though did someone make them able to fly i could swear they didn't used to 16:48:45 maybe elynae just has the worst luck, then 16:48:51 -!- valrus has joined ##crawl-dev 16:48:52 probability of getting this amount of shadow fiends is quite low though 16:48:56 I'm all in favor of doing something with pit fiends (we could axe them, for instance), but I don't think we need to try for excessive "one fiend per hell" symmetry 16:49:10 it's also worth noting that the other 3 hells each have their own fiend as a hell effect, but dis is the only one with "any demon" instead of a specific fiend 16:49:16 elliptic: well it's already there apart from brimstone fiends spawning in dis 16:49:17 this is one of the reasons why dis is a lot easier than the other hells 16:49:22 and mechanically they're so similar the variety doesn't matter 16:49:39 evilmike: well, dis has more hellions and tormentors... I wouldn't call it easier than tar 16:49:56 I think tar can be as easy as dis, I usually find it a little harder though 16:50:10 depends on how much of an issue silence is for me 16:50:29 tar rune grab is easy with one of the vault, though 16:50:40 by far the most easiest hell rune grab 16:52:28 what about call it a slag fiend and replace hellfire with an AOE DOT rain of molten metal 16:53:10 can use magma damage, so part physical 16:53:25 -!- valrus has quit [Ping timeout: 260 seconds] 16:56:59 -!- cosh has joined ##crawl-dev 16:57:25 -!- cosh is now known as Guest29530 17:00:11 -!- HangedMan has joined ##crawl-dev 17:14:17 maybe elynae just has the worst luck, then 17:14:18 this 17:14:32 if you recall his ogre wanderer 15-runer about to get high score on picking up the orb 17:14:36 could've gotten a door vault too, I made the dis ones able to have any fiend 17:14:36 he had slow heal 3 17:14:40 died on the run up 17:15:52 nah, these were all hell effects, just a lot in a row 17:17:02 -!- Ragdoll has quit [Quit: Ik ga weg] 17:19:47 quick question 17:19:55 why are there 100x more doors in trunk 17:19:56 between rooms 17:20:05 door floor 17:20:31 Pacra: one of the layouts got doors added to it 17:20:38 layout_roguey I think it's called 17:21:41 evilmike: more than half of the levels generated in the dungeon, lair, and snake pits is covered in doors like this 17:21:51 heh, I understand the 'roguey' part 17:22:00 look at the maps. do they follow a "grid of rooms" type of layout? that's the one 17:22:14 it feels strange to institute a rogue sentiment in crawl 17:22:40 Targeting mode is now: hostiles Targeting mode is now: plants Targeting mode is now: buggy Targeting mode is now: any Targeting mode is now: enemies Targeting mode is now: friends 17:22:42 I thought the general rule was 'do the opposite of nethack' 17:22:44 what is the point of all this 17:22:50 I do enjoy the twisting cavern layout 17:22:59 but the roguey-layout? doesn't flow well 17:23:09 and way too many dungeon levels have it 17:23:30 I don't like that layout as much as some of the others either, since most of the levels with it feel pretty similar 17:23:47 it feels like playing crawl with nethack maps 17:25:16 its still a better situation than before, when the layout never had doors 17:25:54 it doesn't feel at all like nethack to me 17:26:34 nethack maps are really ugly 17:28:17 yes 17:28:49 the switch from "no doors" to "all doors" is drastic but I don't think it relates to Nethack (or Rogue, for that matter) 17:29:43 -!- st_ has quit [Ping timeout: 244 seconds] 17:33:04 -!- ais523 has quit [Ping timeout: 240 seconds] 17:34:36 fr nethack level 17:35:32 I think currently it is actually 50% doors 17:41:19 hmm, we really ought to include some sort of summary of who updated the manual when syncing from wiki ... 17:42:02 SamB_: please elaborate 17:42:47 dpeg: you know, in those "sync manual from wiki" commit messages, we should somehow include a list of who edited that wiki page 17:43:23 Pacra: yeah, in the next version, we're planning to have the players walk through rock/stone and be unable to walk through air 17:43:57 I thought those were what nomes did essentially :P 17:44:19 I think currently it is actually 50% doors 17:44:24 it's just a lot of doors ok! 17:44:59 pacra: think of it as a precursor to the forthcoming door god 17:45:12 you know, since nethack does it the other way round 17:47:08 if you prefaced it with 'crawl janus god' id have no complaint :P 17:47:11 -!- elliptic has left ##crawl-dev 17:47:20 -!- elliptic has joined ##crawl-dev 18:13:35 8 abyss vaults (https://crawl.develz.org/mantis/view.php?id=4920) by Claws 18:17:48 HangedMan: why do you use KMONS for most of those instead of MONS? 18:18:05 ...good question 18:18:41 KMONS can be useful, but for readability I'd suggest using MONS and then using numbers 1-7 18:18:54 what I usually do if I run out is use kmons for 8 9 0 and then move on to letters 18:19:10 mmmm 18:19:54 -!- dpeg has quit [Quit: Lost terminal] 18:20:46 those vaults look pretty good though, and I like the idea of using empty space inside them 18:21:14 it does have some nice effects 18:21:43 should I bother uploading a text file with mons instead of kmons for most of them or no? 18:22:45 if you want 18:22:56 -!- MarvinPA has quit [Ping timeout: 244 seconds] 18:23:58 -!- MarvinPA has joined ##crawl-dev 18:25:00 -!- Aegrisomnia has joined ##crawl-dev 18:28:22 -!- Wensley has quit [Ping timeout: 245 seconds] 18:36:29 -!- Pingas has quit [Read error: Connection reset by peer] 18:49:26 bug: octos get told their 'hands' are not bound on ash desc screen 18:54:42 Take a look at these hands. They're passing in between us. Take a look at these hands. These hands are not bound. 18:57:34 -!- valrus has joined ##crawl-dev 19:01:27 -!- Guest29530 is now known as cosh 19:02:42 -!- Cryp71c has joined ##crawl-dev 19:02:48 Evening 19:16:26 http://pastebin.com/eCGxPefH what am I screwing up in these vault definitions that's causing crawl to refuse to start up? 19:17:00 03dolorous * r7e7b7d859d47 10/crawl-ref/source/godpassive.cc: Properly use you.hand_name() in ash_describe_bondage(). 19:20:11 unknown monster: "KMONS: 7 = tarantella" 19:20:23 that's in hangedman_abyss_monster_moat 19:21:10 mmm 19:21:40 you also have other errors besides that, that's just the first one 19:22:05 and that vault's fixed 19:22:07 for example, this line is wrong: 19:22:07 KMONS: orange demon, red wasp / yellow wasp / bumblebee w:2, \ 19:22:11 you need MONS here 19:22:21 knew I was being sloppy with this 19:22:34 how'd you get that error report? 19:22:50 in hangedman_abyss_exit_choices you have an "alligator black mamba" 19:22:55 which unfortunately is not a thing 19:23:01 commas commas commas 19:23:37 and now they all work! 19:23:39 Those are just crash messages. Run crawl in a terminal 19:23:40 thanks 19:23:50 grr 19:23:56 more tiles_unreasons 19:24:02 even if it's tiles, open up a console (works with cmd.exe on windows) and type "crawl" 19:24:24 if the game crashes you'll get a message. debug mode is good too but you'll need to build crawl yourself for that 19:24:37 mmm 19:28:05 -!- Textmode has joined ##crawl-dev 19:28:40 -!- Cryp71c has quit [Ping timeout: 240 seconds] 19:29:05 -!- Wensley has joined ##crawl-dev 19:31:29 -!- syllogism- has quit [] 19:38:38 -!- cosh has quit [] 20:04:58 -!- alefury has quit [Quit: ChatZilla 0.9.87-2011111804 [Firefox 8.0/20111104165243]] 20:13:35 -!- medgno has joined ##crawl-dev 20:53:13 -!- valrus has quit [Remote host closed the connection] 20:55:04 -!- Pacra has quit [Ping timeout: 240 seconds] 21:04:36 -!- Pacra has joined ##crawl-dev 21:04:48 -!- HangedMan has quit [Ping timeout: 265 seconds] 21:19:18 -!- medgno has quit [Quit: Quitting] 21:34:00 -!- edlothiol has quit [Ping timeout: 244 seconds] 21:38:42 -!- HangedMan has joined ##crawl-dev 21:42:27 -!- valrus has joined ##crawl-dev 21:46:24 evilmike: um, I think you need to type "crawl | cat" 21:46:40 or "crawl 2>&1 | cat" 21:47:04 I've never had to do that 21:47:11 okay, fine 21:48:19 but I don't have a clue how you could get crash output on the console via stdout/stderr, when console handles are forcibly detached from stdout/stderr during process startup for GUI apps 21:48:35 so, thanks for hurting my head! 21:48:59 I just run crawl by typing crawl in mingw 21:49:06 (And thank you, Bill, for that brilliant move that actually wasn't likely your fault at all...) 21:49:08 and if it crashes, it puts everything in there 21:49:10 evilmike: is this under bash ? 21:49:22 yeah 21:49:32 that might make a difference, somehow 21:49:34 not sure how! 21:49:53 and anyway, I'm talking about tiles 21:50:07 non-tiles obviously is not a GUI app and therefore works fine 21:50:14 yeah I get that from running tiles from mingw :P 21:50:30 does it give you the stuff like you get in a crash- file on *nix ? 21:51:03 yeah. And it's quite useful because it never seems to be able to write a proper crash log... but the whole thing is in there so I can just copy/paste it 21:51:44 yeah, I never got around to investigating what's preventing it from writing that to a file 21:53:27 I suppose it's possible that tiles doesn't build as a GUI app? 21:54:00 I can run tiles normally by clicking the icon and all that... no crash info that way though 21:54:21 could debug mode have anything to do with it? 21:54:50 ... I think I would have noticed that in the makefile ... 21:54:54 not sure, though 21:58:02 it seems unlikely that linking in SDL can or would make a difference in what subsystem would be set in the .exe's headers 22:00:46 * SamB_ wonders why the --subsystem flag is i386-specific 22:01:15 * SamB_ would have thought that (say) NT on Alpha would also need it 22:04:54 -!- neunon has joined ##crawl-dev 22:04:54 -!- neunon has quit [Changing host] 22:04:54 -!- neunon has joined ##crawl-dev 22:05:26 oh, now I notice that whole section is called "Options Specific to i386 PE Targets", so I guess it's probably just a doc error 22:05:43 and that most of these flags are actually for *all* PE targets 22:23:29 -!- indspenceable has joined ##crawl-dev 22:25:27 -!- indspenceable has left ##crawl-dev 22:43:09 -!- Aegrisomnia has quit [Quit: Leaving] 22:43:53 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:55:03 -!- mikee_ has joined ##crawl-dev 23:07:14 !help send 23:07:14 !send: !send : Will send to 's game (this is a campaign promise). 23:11:04 late cloud traps are purpose built to make hill orc priests miserable 23:11:21 its pretty much impossible to get around them without one of your orcs setting them off 23:11:46 I'm still not really sure what cloud traps were supposed to accomplish 23:11:59 item destruction, or something 23:12:50 yeah I like item destruction but I am not keen on cloud traps 23:13:39 this is my first character where i've found cloud traps to be more than a minor nuisance... a single one could wipe out my army 23:22:44 maybe we should replace them with, like, item destruction traps 23:23:07 the proposed item destruction traps have problems too 23:23:28 -!- Wensley has quit [Ping timeout: 240 seconds] 23:23:29 well, yeah, but at least they would perhaps accomplish the goal? 23:23:44 I think the best thing is just to rely on enemies with attacks like sticky flame 23:24:34 we could put *them* in traps ;-) 23:24:53 I think traps that summon enemies are one of the few types that could work decently 23:25:25 they have those in, like, zelda 23:25:56 well, not ^ style 23:26:00 more & 23:26:15 The other traps I like are zot traps, teleport traps, and shafts. Maybe alarms, although those don't seem to do much 23:26:25 teleport traps are cool 23:26:29 (zot traps because enemies can use them against you) 23:26:48 shafts seem to be buggy atm? 23:26:56 what's buggy about them? 23:27:17 well, double-shafting doesn't seem to announce properly anymore ... 23:28:08 ... and X doesn't seem to allow you to skip over a shafted-past level 23:29:33 I know next to nothing about zot traps 23:29:40 cloud traps are just annoying, most of the time 23:30:00 other times they're also irritating 23:33:07 one thing about them is I now train T&D to 10 instead of 5, but more to avoid the nuisance than for actual survival purposes 23:34:24 yeah, that be against the Manifesto 23:34:39 arrr 23:34:57 it's worth pointing out that the traps are still super-common for testing purposes (chance 40% for each trap) 23:35:08 meaning you'll get several generating per level, usually 23:35:33 I've been raising T&D higher also but I think it is more a reaction to the skill changes than the cloud traps 23:36:19 the xp expenditure to raise T&D to 5-10 mid-to-late game is pretty low 23:37:35 previously you had to spend lots of time, both real and game, to raise it that high 23:37:35 -!- jeanjacques has joined ##crawl-dev 23:37:54 how did you even train T&D when victory-dancing was a thing? 23:38:01 just... kind of let it accumulate? 23:38:03 disarming/detecting traps 23:38:11 oh right, I remember disarming traps 23:38:29 tomb:2 was the best level for this because you could just search the trap rooms 23:38:30 you did ctrl-F trap and went and disarmed them and it was pretty pointless 23:38:42 yeah 23:38:47 note that you also needed to fill up your xp pool before this 23:39:00 speaking of tomb:2, does anyone actually do the second portion of tomb:1 in order to get to tomb:3 23:39:14 I do when I want the xp 23:41:16 aside from that though, it seems pretty unnecessary 23:41:32 so ? 23:41:44 well I don't know what the intended design really is there 23:41:56 ostensibly you're supposed to go back to tomb:1 and loop around to find the tomb:3 entrance 23:42:08 that's one route 23:42:09 but it's trivial to go straight from 1 to 2 to 3 23:56:21 -!- Brannock has quit [Read error: Operation timed out]