00:00:19 -!- ainsophyao has joined ##crawl-dev 00:02:44 Unstable branch on crawl.develz.org updated to: 0.10-a0-2298-gb151db1 (32) 00:06:04 03dolorous * r6b1ec80b309c 10/crawl-ref/source/ (6 files): Add utility function is_giant_club_type(); use it for giant club special cases. 00:18:36 Incorrectly uncapitalized messages when objects fall through shafts (https://crawl.develz.org/mantis/view.php?id=4939) by elliptic 00:20:43 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-2299-g6b1ec80 00:41:18 moin 00:41:55 doooh.. stupid sleeping! did i really miss the greensnark again?! 00:47:51 looks like (: 00:55:00 -!- cosh has joined ##crawl-dev 01:00:33 I posted an update / questions on constriction to c-r-d but it gave a "moderated list" response 01:02:57 that's because it's a moderated list! 01:02:58 :D 01:03:14 main question is, does anyone want to look at the work in progress to see if I'm going at all in the right direction? 01:10:07 -!- Pacra has quit [Read error: Connection reset by peer] 01:10:18 -!- Pacra has joined ##crawl-dev 01:32:10 03evilmike * r48d548079f32 10/crawl-ref/source/dat/des/branches/abyss.des: Remove a problematic abyss vault. 01:39:00 -1 headed hydra... (https://crawl.develz.org/mantis/view.php?id=4940) by Twilight 01:40:00 that's a great bug 01:40:06 03elliptic * rba6737dae85b 10/crawl-ref/source/ (l_crawl.cc l_you.cc): Add two clua functions. 01:40:10 03elliptic * r5cee717882cf 10/crawl-ref/source/skills.cc: Fix Mantis 4779. 01:43:48 <3 01:43:53 I want an infinity-headed hydra. 01:44:14 -!- ainsophyao has quit [Remote host closed the connection] 01:47:53 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 01:50:23 -!- Twilight-1 has joined ##crawl-dev 01:53:46 -!- dtsund has quit [Quit: dtsund] 01:56:31 -!- syllogism- has joined ##crawl-dev 01:58:56 -!- ainsophyao has joined ##crawl-dev 02:02:52 I'm compiling a fix for the hydra bug 02:11:16 Surr (L19 SpHe) ERROR in 'melee_attack.cc' at line 955: Invalid attack flavour for noise_factor (Elf:3) 02:14:53 Surr (L19 SpHe) ERROR in 'melee_attack.cc' at line 955: Invalid attack flavour for noise_factor (Elf:3) 02:16:47 Surr (L19 SpHe) ERROR in 'melee_attack.cc' at line 955: Invalid attack flavour for noise_factor (Elf:3) 02:18:08 03elliptic * rb3af42db767b 10/crawl-ref/source/melee_attack.cc: Kill petrified 0-headed hydras. 02:23:35 !lm * crash -log 02:23:35 1894. Surr, XL19 SpHe, T:55379 (milestone): http://crawl.develz.org/morgues/trunk/Surr/crash-Surr-20111125-081645.txt 02:24:23 Surr (L19 SpHe) ERROR in 'melee_attack.cc' at line 955: Invalid attack flavour for noise_factor (Elf:3) 02:30:54 -!- Pacra has quit [Ping timeout: 240 seconds] 02:34:57 -!- jeanjacques has joined ##crawl-dev 02:37:25 for that noise factor thing, I think the "die" needs to be replaced with a noise_factor=100 02:48:10 -!- Wensley has quit [Read error: Connection reset by peer] 02:49:59 -!- Wensley has joined ##crawl-dev 02:53:29 -!- mikee_ has joined ##crawl-dev 02:54:59 -!- evilmike has quit [Read error: Connection reset by peer] 03:02:41 on second thought, not that simple. it falls through to another assert later 03:03:43 -!- Wensley has quit [Ping timeout: 248 seconds] 03:08:08 -!- monqy has quit [Quit: hello] 03:17:18 -!- ainsophyao has quit [Remote host closed the connection] 03:30:29 -!- Karagy has joined ##crawl-dev 03:30:53 hi, all 03:32:05 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:square_los 03:35:41 though most of that discussion is over a year old. i have no idea how crawls actual los code works? 03:46:28 seems to euclidean, of course. 03:52:17 For hex grid variand, inmho, the fourth problem - displaying multiline descriptions. It can looks not very ugly only with interlaced strings. 03:53:00 not sure what descriptions have to do with LOS 03:53:00 kilobyte: You have 1 message. Use !messages to read it. 03:53:18 there are no strings anywhere in the play area 03:58:35 but impossible to draw hex (i.e. half-shifted strings) on one part of console and non-shifted strings on another console part. I.e. choice for hex greed for LOS automagically cause problem for other displayed data (descs, messages, e.t.c.) 04:02:35 these areas don't have any overlap, so I don't see what the problem would be 04:04:10 you can take a look for example on Zugz' version which used spaces, or my mockup of using CJK "fullwidth" (double width) 04:04:14 http://angband.pl/tmp/hexcjk.png 04:08:16 Hmm. I miss realisation variant via horisontal interlasing for standart font. Ok. Looks very fine. Good aspect ratio. 04:19:26 -!- st_ has joined ##crawl-dev 04:29:04 !tell evilmike evilmike_butchery = <3 04:29:04 kilobyte: OK, I'll let evilmike know. 04:33:05 -!- alefury has joined ##crawl-dev 04:35:15 -!- edlothiol has joined ##crawl-dev 04:50:03 evilmike_entry_teleporters seemingly traps people (https://crawl.develz.org/mantis/view.php?id=4941) by KiloByte 04:51:11 -!- ais523 has joined ##crawl-dev 05:00:00 The pool & plants & trees serial vaults are really nice. 05:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.10-a0-2279-g75c1e25 05:08:06 -!- cosh has quit [Ping timeout: 240 seconds] 05:11:30 -!- cosh has joined ##crawl-dev 05:21:43 Ghoul @ text about rotting is misleading (https://crawl.develz.org/mantis/view.php?id=4942) by Kyrris 06:08:57 -!- MarvinPA has joined ##crawl-dev 06:27:49 -!- ais523 has quit [Remote host closed the connection] 06:29:01 -!- ais523 has joined ##crawl-dev 06:29:18 -!- cosh has quit [Quit: HydraIRC -> http://www.hydrairc.com <- s0 d4Mn l33t |t'z 5c4rY!] 06:32:59 -!- ais523 has quit [Read error: Operation timed out] 06:34:16 -!- ais523 has joined ##crawl-dev 06:53:48 Monsters get renamed to "helpless X" when confused (https://crawl.develz.org/mantis/view.php?id=4943) by st 06:55:05 -!- Ragdoll has joined ##crawl-dev 07:28:29 Message colouring is broken in some places (https://crawl.develz.org/mantis/view.php?id=4944) by st 08:05:56 -!- edlothiol has quit [Read error: Operation timed out] 08:12:24 -!- ais523 has quit [Remote host closed the connection] 08:14:54 -!- Wop has quit [Ping timeout: 240 seconds] 08:34:48 message_colour options no longer seem to work (https://crawl.develz.org/mantis/view.php?id=4945) by st 08:53:24 Kal (L21 NaIE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 09:05:58 any people with wordpress account to do a sanity check? http://crawl.develz.org/wordpress/?p=2048&preview=true 09:16:24 what is it about? 09:16:31 (no wordpress account) 09:19:51 (no sanity) 09:20:22 seems to be 404-compliant 09:20:39 hm, i thought that was just due to me not having a wordpress account 09:21:03 also, due is a pretty crappy nick regarding accidental highlights 09:22:21 hmhmh, hmh. 09:24:43 by beats that by a huge factor :p 09:25:04 Beastly Appendage (https://crawl.develz.org/mantis/view.php?id=4946) by tehsnarf 09:25:21 alefury: I uplifted dpeg's comment from MD removal blog post comments 09:25:36 I'm also preparing the UCC playtesting post 09:27:51 do you have cryptics thingy? 09:27:52 i don't think it's really worth making a whole new blog post for MD stuff 09:28:03 -!- Wop has joined ##crawl-dev 09:28:14 yeah, it kind of died down, just let old wounds heal 09:28:23 it'll just spark off more silliness, the comment was good but doesn't really need to be a new post imo 09:31:01 03kilobyte * r87c7dc77d8a1 10/crawl-ref/source/status.cc: Show ghoul rot speed on '@'. 09:31:11 03kilobyte * r55d9acdcb7b8 10/crawl-ref/source/traps.cc: Revert _nocap from items falling down shafts. 09:31:12 03kilobyte * r06fddc4da4de 10/crawl-ref/source/dat/descript/backgrounds.txt: Change Transmuter short description -- no messing with potions anymore. 09:31:12 03kilobyte * r6aee135ec504 10/crawl-ref/source/enum.h: Fix an off-by-one error that dissallowed loading saves with Beastly Appendage. 09:31:19 alefury: Yeah 09:32:42 MarvinPA: I don't really care for more angry comments myself either, but it's interesting game design stuff from Crawl development point of view, that I hope we had more posts on the blog about. 09:34:15 03dolorous * r0c41ac5da872 10/crawl-ref/source/traps.cc: Fix pluralization for multiple-quantity objects' falling through shafts. 09:43:08 But yeah, I can see timing/placement being awkward. 09:43:28 du's nick only highlights when it is at the beginning of a line (or so i am told) 09:44:09 thats neat 09:44:12 -!- Pingas has joined ##crawl-dev 09:44:29 my alternative solution is to refer to him as du when he is not present 09:57:46 -!- ainsophyao has joined ##crawl-dev 10:08:04 -!- ais523 has joined ##crawl-dev 10:12:53 unbelievable 10:13:14 30AC and i feel like a XL1-char against those yaks... 10:13:38 and my attack speed is above average 10:13:43 that's the deal here? 10:17:09 ??why 10:17:09 why[1/4]: Because Crawl hates you, that's why. 10:17:27 xl1-char against yaks? You mean, they kill you in one hit? 10:19:52 napkin: combat maths could still be messed up because of UCC in some way or another, though it hasn't seemed far off at least in my current game 10:28:23 -!- Twilight13 has joined ##crawl-dev 10:29:47 -!- Twilight-1 has quit [Ping timeout: 244 seconds] 10:43:16 -!- blabber has joined ##crawl-dev 10:53:40 -!- Zaba has quit [Quit: brb] 11:06:48 -!- Cryp71c has joined ##crawl-dev 11:07:10 Morning 11:07:10 Cryp71c: You have 1 message. Use !messages to read it. 11:07:14 !messages 11:07:14 (1/1) elliptic said (1d 9h 59m 43s ago): Currently you get no message when you try to hit an invisible monster and miss. 11:09:23 !tell Cryp71c fix monster vs plant combat that occurs out of line of sight (messages are fouled up) 11:09:34 Cryp71c: OK, I'll let Cryp71c know. 11:09:39 !tell Cryp71c also fix combat messages vs invisible monsters when you're missing them. 11:09:39 Cryp71c: You have 1 message. Use !messages to read it. 11:09:39 Cryp71c: OK, I'll let Cryp71c know. 11:10:50 http://crawl.develz.org/wordpress/playtesting-combat-code-refactoring 11:11:12 Hello Cryp71c, see if that post is all right? 11:12:56 Looks good, thanks kesk 11:12:56 Cryp71c: You have 2 messages. Use !messages to read them. 11:16:41 evening 11:21:09 Cryp71c: I just uploaded a patch for this bug https://crawl.develz.org/mantis/view.php?id=4932 11:26:10 ChickenMan (L10 HEWz) ASSERT(smc) in 'mon-util.cc' at line 1405 failed. (Orc:1) 11:27:02 blueDave, that will remove the error and whatnot, but will not fix what could be the underlying issue. 11:27:31 ranged combat shouldn't use melee_combat, its all handled elsewhere, so if a ranged attack somehow gets in there, it should error out. 11:30:44 Some collateral kills are not attributed properly (https://crawl.develz.org/mantis/view.php?id=4947) by dolorous 11:33:30 -!- Wensley has joined ##crawl-dev 11:38:32 so I'm hearing it mentioned in a few places that 0.10 is going to be finalized soon? that would certainly be enough pressure to get me to stop playing skyrim for a few weeks :P 11:39:32 -!- casmith789 has joined ##crawl-dev 11:41:24 the statues are the only things that currently have WEAPON_ONLY so maybe they're not special cased properly upstream 11:41:41 blueDave: thanks for the constriction work! 11:42:26 I just hope it works, seeing the ucc difficulties makes me nervous 11:43:47 I'm not a good enough player to playtest up to where kraken and tentacled monstrosities are relevant ;) 11:44:30 tweaking for balance is a separate matter really, don't worry about that 11:45:08 putting trunk builds on the servers gives a huge amount of free playtesting :) 11:47:49 monstrosities are pretty boring right now anyways, if they become too powerful it's a better starting point 11:49:36 -!- Pingas has quit [Quit: Leaving] 11:49:42 give monstrosities the rolling-boulder momentum 11:50:06 -!- Pingas has joined ##crawl-dev 11:58:59 Eronarn, that reminds me, would like for monstrousness to be more interesting...like changing the player size to large or something. 11:59:16 Something that actually changes how you play rather than "oh, yay, lots of body slot muts" 11:59:25 -!- Karagy has left ##crawl-dev 11:59:27 xomscumming (L1 MuCK) ERROR: range check error (-1 / 80) (D (Sprint)) 11:59:38 but that's not very important...I'll do it sometime later down the road. 11:59:56 it changes how you play by essentially forcing an unarmed combat build now 12:00:09 "oh, yay, now I can't dodge for shit" if it's make you large 12:00:28 yeah, being large doesn't really do much other than block you from doing things 12:00:54 jeanjacques: not really... claws are the only aux mut that actually benefits from UC skill now 12:00:59 though i guess with the aux attack changes and if claws are not one of the muts that has changed 12:01:10 and you might not get the claws early 12:01:24 yeah, i gotta fix that too...mutation scheduling is quite silly atm. 12:01:30 Or at least, has a chance to be. 12:01:51 tentacles constricting would be good, but focusing on just making it work at all to begin with :P 12:01:59 I think marvinpa has already done a fair amount of tweaking to mutation scheduling so you might want to talk with him 12:02:07 Perhaps not a size change. Idk... 12:02:28 a size change is thematically cool but doesn't make any sense given how size actually works in crawl 12:02:41 elliptic, k, thanks...all I know is that the scheduling is still quite odd...players (not regularly, but not rarely either) getting 2nd levels of tier2 muts before they get out of single-digit levels. 12:02:58 Cryp71c: I think losing three armour slots and getting lots of extra melee attacks (or other things) is plenty of change 12:03:02 Eronarn, yeah, my concepts tend to run the "what's cool thematically" rather than what's useful in crawl. 12:03:26 they already feel a lot different from other DS 12:03:43 hrm, k. I can understand that. 12:03:45 -!- Zaba has joined ##crawl-dev 12:04:01 what about giving them some +stat mutations? 12:04:06 since now those affect auxes a bunch 12:04:25 possibly monstrous things: stealth penalty, something to do with berserk, meat eating.. 12:04:27 giving them a little extra str/dex could be reasonable, yeah 12:04:58 mikee_, I could dig a change to their carnivorousness, or combat bonuses for not fighting in corridors or something. 12:04:59 do different auxes get str/dex weighted differently? you could give them, say, 5 points in proportion to what their auxes favor 12:05:04 (eg, more than 2 monsters adjacent) 12:05:06 since DS are str/dex balanced by default, yeah? 12:05:34 Eronarn, yeah, they're fairly evenly stat balanced in general, but all auxes utilize the same str/dex weighting system, I think. 12:05:34 "combat bonuses for not fighting in corridors" sounds like a bad idea to me... they shouldn't be that different from other DS 12:05:48 we don't want to encourage people to scum for them or to quit them 12:05:50 elliptic: it could be a good idea for an aux mut, which they might be more likely to have 12:06:02 but yeah, not something monstrous specific 12:06:06 right, it just shouldn't be something unique to monstrous 12:06:13 I don't think monstrous should give anything unique 12:06:15 elliptic, yeah, that would be quite a significant change...that concept might work better across the board for fighter-types 12:06:53 BTW, where have weapon effects gone? There were several proposals which were interesting, diversified weapon types, and gave cause for non-corridor fighting... 12:06:58 another thing: does monstrous give 'free' scales? that would be a thing to consider, since they lose so much AC 12:06:59 Was all that put on delay until post-rewrite ? 12:07:17 Eronarn, they get more mutations than non-monstrous DS, but all Ds should have 1 complete set of scales 12:07:25 So, no..they don't get extra scales. 12:07:30 Cryp71c: people never agreed on any of them other than reaching for polearms (implemented) and constriction (will be implemented) 12:07:37 (constriction is a weapon effect in spirit) 12:07:51 elliptic, whip-constriction, or tentacle-constriction? 12:08:05 well, snakes and such will get it too 12:08:08 right 12:08:09 not whips 12:08:11 k 12:08:51 I'm still convinced that intuitive, interesting weapon effects could be beneficial to crawl 12:08:58 certainly 12:09:05 everyone agrees about that pretty much :P 12:09:11 hehe 12:09:18 but actually coming up with weapon effects that would work well is another matter 12:09:26 So conceptually, we agree, but when it comes to realistic implementations..not so much 12:10:35 the issue is that weapon effects should ideally be completely passive and almost never harmful 12:10:51 using the precedent of short blades and stabbing i suppose 12:11:38 polearm reaching fails the "completely passive" criterion but autofight helps a bit with that at least 12:11:56 (and reaching already existed and wasn't going away) 12:12:34 one idea that I think has a fair amount of support and satisfies these criteria is having axe attacks sometimes hit multiple adjacent monsters 12:13:05 elliptic, yeah, I like that, and addresses corridor fighting. 12:13:16 however it doesn't have a concrete proposal yet afaik 12:13:34 what are these supposed to be based on? stats only? 12:13:36 dual-wielding is a whole other issues, but I think that has potential as a non-quickblade short blade possibility. 12:13:42 no dual wielding 12:14:01 alefury: ideally, yeah... currently reaching doesn't depend on anything, but that should change at some point 12:14:12 am i the only person who doesn't care about fighting in corridors 12:14:19 mikee_: no 12:14:20 Eronarn, out of curiosity, what's your issue against DW? 12:14:37 Cryp71c: i don't think it would work in crawl; it's tricky to get right in other games 12:14:38 it doesn't bother me either, but I also don't mind adding effects that only work in more open areas 12:14:47 yeah 12:14:51 people will still use corridors most of the time, no matter what we do 12:14:53 I don't mean to say that I dislike corridor fighting 12:15:02 because it makes sense that being surrounded by stuff is bad 12:15:08 once you add it it's almpost impossible to remove it but we haven't ever gone and added it 12:15:13 but I think there should be effects or benefits to encourage players (at least to sometimes) to fight out of corridors. 12:15:30 Eronarn, well....except elven blademasters 12:15:32 :P 12:15:40 autofight has apparently been the feature that has most accomplished that =P 12:16:31 there are also some ideas of making mace-type weapons ignore or partially ignore AC but I'm not really a fan, at least by itself 12:16:40 it makes sense, but doesn't seem very interesting 12:16:51 its equivalent to raising damage 12:16:56 no? 12:16:59 alefury: except against stuff like slimes 12:17:05 who don't have much/any AC 12:17:16 yes, monsters have very different amounts of AC 12:17:22 higher base damage weapons are better against high ac monsters 12:17:23 i did a brief mental list of stuff that could fit the criteria you mentioned earlier and that was one of them 12:17:35 elliptic: i think the problem with stuff like that is that mace skill includes all kinds of weapons 12:17:37 so raising damage while keeping damage per time the same will make ac matter less 12:17:42 like whips should actually be the opposite of that 12:17:46 of course to hit or speed would have to be adjusted too 12:17:47 eronarn: you'd want to split off whips, yeah 12:17:52 and give them a different effect 12:17:54 but that's fine 12:18:10 but theres no need for introducing a new mechanic to make weapons differ in usefulness against high and low ac targets 12:18:14 i think having to consider ac for weapons is a good thing in general 12:18:46 guys, i am getting very tired of pressing mbbccddeeffgghhiijj, could there atleast be a possibility that i can macro to m 12:18:50 i did a big list of possible weapon effects on a wiki page, even if you don't like the other stuff i wrote that might be useful 12:19:00 The problem I see is that some players avoid entire trees of weapons -unless they run acros an absurd randart- because they're inferior to other weapon types. 12:19:14 Ragdoll, can't you just edit your rc to start with manual mode? 12:19:23 then its still bcdefghij 12:19:38 i don't suppose there's an option to help with that too 12:19:40 Cryp71c: huh? 12:19:45 I have no idea what you are talking about 12:19:51 -!- Zaba has quit [Ping timeout: 258 seconds] 12:20:00 people use all weapon types currently 12:20:15 nope. it would help a lot if i could simply make a macro that allows m 12:20:24 yeah, the "only m&f is good" thing is just tavern bullshit 12:20:38 some people there just love their dwhips 12:20:39 i would like to just start the game in the m screen with everything turned off 12:20:46 tavern is dumb never listen to it ever 12:20:51 mikee_, that might be nice. 12:20:54 nah, tavern is okay 12:21:05 just some people are silly 12:21:07 to be fair it's just as bad as irc 12:21:18 only in different areas, i guess :P 12:21:33 irc is pretty bad 12:21:33 fewer bad jokes, more bad advice 12:21:37 evidence: this discussion!! 12:21:37 evilmike thinks polearms are the best class at the moment and I sort of agree... but they aren't enough better that people don't use the others 12:22:34 re: ds mut scheduling, i think the removal of breath weapons might have been partly to blame for some of the cases where you can be getting multiple levels of t2 muts really early? 12:22:36 just keep nerfing the best kind of weapon every version so that a) nobody knows what is best b) the game gets harder 12:22:49 since it means there's only the one t1 mut 12:23:05 Eronarn: well, polearms are best currently because they got crazy buffs in 0.10 so far :P 12:23:22 reaching attacks could be slower than normal? 12:23:27 MarvinPA: the tier system in general probably needs to be rethought 12:23:40 that would also help a bit with kiting issues 12:23:49 alefury: I like the idea better of reducing accuracy for reaching attacks 12:24:10 yeah, could maybe do with some tweaks. the only things i've changed have been removing/adding muts and changing mutation tiers, haven't ever changed how the scheduling itself works 12:24:32 what about guaranteeing at least one level of every facet before starting on level 2? 12:25:03 we don't really want too many guarantees, and I think early level 2 tier 2 muts are fine 12:25:06 well, restricting it that heavily would be pretty boring 12:25:15 Yeah early tier2 muts are fine 12:25:17 I'd put some sort of restriction on getting level 3 too early though 12:25:27 mhh, that can get pretty silly 12:25:31 the issue is when you start getting higher levels of tier2 muts (or even t3 muts) too early 12:25:33 i think it's fine for it to be pretty heavily random like it is currently, but yeah, that 12:25:33 -!- Zaba has joined ##crawl-dev 12:25:35 -!- Zaba has quit [Changing host] 12:25:35 -!- Zaba has joined ##crawl-dev 12:25:40 I've gotten robost 2 on a monstrous DS by level 7 or 8 or so 12:25:47 uh... why is that a problem? 12:25:55 elliptic, s/robust/any other t3 mutation 12:25:58 yes? 12:26:09 passive freeze in single digit levels was silly 12:26:09 i once had demonic guardian by sewer 12:26:11 it was great 12:26:18 demonic guardian 3* 12:26:23 alefury: right, level 3 of some of the muts are pretty ridiculous early on 12:26:47 ??tier 12:26:47 I don't have a page labeled tier in my learndb. 12:26:48 just weighting things a bit more heavily away from giving you level 3 of a facet until later might do the trick 12:26:50 ??mutation tier 12:26:50 I don't have a page labeled mutation_tier in my learndb. 12:27:40 Cryp71c: its a Ds thing. 12:27:42 ??facet 12:27:42 facet[1/1]: A "family" of Demonspawn mutations that are related and are gained together over time. Added in version 0.7. Check {ds mutation rules} to see how they work. 12:27:43 The t3 facets are kind of boring too, come to think of it. 12:28:07 freeze and hellfire are t3 now i think 12:28:13 alefury, I'm intricately familiar with the DS and mutation stuff :) I was seeing if the learndb had any entries specifying any of the tiered muts 12:28:17 so I didn't have to open up the source 12:28:23 a bit less so now that passive freeze and hellfire are t3 ones, yeah 12:28:36 Out of the 5 or 6 t3 facets, those are the only interesting oens. 12:28:44 but robust/rN/torment res definitely aren't as exciting as spines and demonic guardian and so on 12:29:03 i dont see the problem 12:29:13 limiting the boring mutations to only one is fine, right? 12:29:18 Also, is hellfire useful now? it used to be weak vs most monsters. 12:29:29 alefury, its not problematic, maybe..but its not desirable either. 12:29:57 it's pretty good iirc 12:30:06 since it actually ignores monster ac and rf now 12:30:19 people use staff of dispater sometimes, so hellfire mut should be okay 12:30:19 and costs less hp than it used to and does a ton of damage and is smite-targeted 12:30:20 k good 12:30:34 yeqa used to be super terrible 12:30:44 checked AC, fire-res, cost a ton of hp, and was beam targetted. 12:30:44 yuck. 12:32:51 omg @ tome4 12:35:38 Auto explore! 12:36:02 -!- monqy has joined ##crawl-dev 12:36:39 apart from that, i shouldn't comment more.. 12:39:58 Napkin: is it horribly awful? 12:40:14 well, no, not exactly 12:40:37 but would i be programming it, i wouldn't call it beta 12:41:34 there's an option to make part of the interface bigger - background image doesn't stretch or resize, just stays black 12:42:03 the new part stays black 12:42:42 -!- Twilight13 has quit [Read error: Connection reset by peer] 12:43:09 option to increase font-size - doesn't increase interface areas; results in stuff can't be read 12:43:54 Not a bug in a way. 12:44:03 healthbars of PC and NPC hidden behind 2.5D graphic.. since.. beta28 at least 12:44:13 i didn't call it a bug 12:45:45 yeah, it has plenty of stuff that needs polish 12:46:07 i really didn't like this new version, there are outstanding major bugs from the last one 12:46:36 -!- Twilight has joined ##crawl-dev 12:47:02 -!- Twilight is now known as Guest68372 12:47:59 And still lot unbalanced. 12:48:38 -!- varsovie has left ##crawl-dev 13:14:51 -!- blabber has quit [Quit: leaving] 13:23:31 !tell varsovie http://crawl.develz.org/other/gource-varsovie.avi 13:23:31 Napkin: OK, I'll let varsovie know. 13:24:44 monsters get permanent renamed to helpless if you stab them and they survive? 13:25:18 saw it in two different cdo trunk games 13:25:19 i think they get renamed to that if they are stab-able? 13:26:04 something like that happened at some point, but was fixed. looks like ucc rebroke it 13:26:14 or maybe it broke it in a different way :) 13:27:35 -!- varsovie has joined ##crawl-dev 13:27:44 yeah, i think it's on mantis 13:29:32 yeah, I was going to figure out the best way of fixing it but I got tired of fixing UCC stuff 13:30:20 it looked like it happens if you fail a non-guaranteed stab, because the "helpless" prop is only removed inside the code path for a successful stab 13:30:59 ugh it hits it but does no damage 13:31:15 it doesn't seem particularly worth playing trunk at the moment :P 13:31:27 :( 13:32:33 I did play a full game under UCC and didn't notice anything hugely off with melee damage/accuracy, so maybe that much is mostly okay now 13:32:48 well, it looks to me like its going to be ready and bugfixed in time for 0.10 13:32:57 so merging it now was probably a good idea 13:33:08 more time in trunk = better 13:33:12 alefury: does it? not all bugs are obvious 13:33:25 thats why more time is better 13:33:34 well, i don't know when the aim for 0.10 is 13:33:35 sure, but I really wish we had waited for 0.11 13:33:46 besides, i think if nobody notices in two months, its probably not a major bug 13:34:11 I would have suggested that if I had had time to look at UCC before it was merged 13:34:36 MarvinPA: soon, according to the wiki 13:34:42 i think 15/12 and 15/1 13:34:56 right, which doesn't seem great if we're still planning on having constriction on top of all the ucc stuff 13:34:56 15/1 13:35:10 I'm pretty sure we said january. 13:35:59 well, you could push it back 13:36:10 seems like 0.9 only just came out :P 13:40:04 I have no say in any of this but I think testing a bit with UCC now, a week or so, and then deciding if it's time to revert is the est course of action. 13:40:26 s/revert/postpone 13:48:59 -!- blabber has joined ##crawl-dev 13:53:30 whatever happens, 0.10 is certainly going to be better than 0.9 :) 13:53:43 Most def. 13:58:43 -!- edlothiol has joined ##crawl-dev 14:12:24 -!- varsovie has left ##crawl-dev 14:17:16 -!- Ragdoll has quit [Quit: Ik ga weg] 14:17:45 -!- edlothiol has quit [Ping timeout: 276 seconds] 14:18:11 -!- edlothiol has joined ##crawl-dev 14:21:07 "→" is a funny-looking disturbance ... 14:21:55 ↓←→ 14:23:36 -!- dtsund has joined ##crawl-dev 14:25:36 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 14:30:39 -!- edlothiol has quit [Ping timeout: 248 seconds] 14:32:37 -!- edlothiol has joined ##crawl-dev 14:36:53 -!- edlothiol has quit [Ping timeout: 252 seconds] 14:39:40 -!- Pacra has joined ##crawl-dev 14:39:52 ??spell power 14:39:53 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. 14:40:36 tome actually added a thing that we might want to look at for inspiration 14:40:46 ??spell 14:40:46 spell[1/1]: ?/s 14:40:58 ??miscast 14:40:58 miscast[1/1]: Failure to cast spells causes various generally nasty things to occur, becoming nastier with spell level and spell failure. Miscasts come in severity 0,1,2,3; 0 is always harmless. See { miscast}. 14:41:06 apparently, it had spellpower->spelldamage stepdowns 14:41:12 ??spell successs 14:41:12 I don't have a page labeled spell_successs in my learndb. 14:41:15 ??spell success 14:41:16 spell success[1/1]: Success rate adjectives: useless 0%, terrible 0-5%, very poor 5-30%, poor 30-50%, fair 50-70%, good 70-80%, very good 80-90%, great 90-95%, excellent 95-99%, perfect 100%. 14:41:20 it moves all of those into direct spellpower stepdowns 14:41:31 * SamB was looking for the formula ... 14:41:41 ??spellcasting 14:41:42 spellcasting[1/2]: Skill, you need this to cast spells. If you don't know any, reading scrolls is close enough to gain the skill. (it will take (12 to 25) * (10 / int) * (2^(-apt/4)) scrolls, more if you don't have a full enough xp pool) 14:41:51 ??spellcasting[2] 14:41:52 spellcasting[2/2]: Gives you an extra 2 spell slots per level in spellcasting. Raising your spellcasting also gives you more MP, lowers {spell hunger}, and slightly boosts {spell success} and {spell power} for all spells. 14:42:00 so the stepping down takes place at the stat level rather than the spell effect level, and it's shown via colored tiers 14:42:06 it makes it way more obvious how it works 14:42:25 e.g., equipping a +10 spellpower item might only give you +7 spellpower if it crosses a tier transition 14:42:51 SamB: the formula is in spell power[1] ... 14:42:58 the 'halve the part over 50' is the stepdown thing 14:43:02 ??spell power 14:43:02 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. 14:43:27 wait, I already saw tthatr 14:43:32 that is the spellpower formula 14:43:34 was looking for success rate formula now 14:43:44 there isn't a formula per se 14:43:50 and it was for unrelated reasons! 14:43:57 it checks your spell success number vs. a 3dlargenumber die 14:44:38 the success value has a formula but it's affected by more stuff than power 14:44:51 and it doesn't directly translate into percentages 14:45:38 * SamB is trying to rewrite the description for Spellcasting 14:46:20 spell success is basically just a function of spell level and adjusted spell power 14:46:44 where adjusted spell power means you don't count enhancers but you do count wizardry 14:46:46 or something like that 14:47:00 -!- alefury has joined ##crawl-dev 14:47:07 or actually probably wizardry enters the computation somewhere else 14:47:46 elliptic: wizardry, brilliance has a bonus beyond just the int boost iirc, wielding no vs one vs two handed weapons, armor, shield, 14:47:49 anyway the spell power formula is the only place skills and intelligence enter the computation 14:47:51 probably some more stuff 14:47:57 eronarn: right, right, there are extra factors 14:48:05 I meant the base 14:48:13 two-handed weapons affect spell success? 14:48:17 not any more 14:48:21 oh 14:48:26 also they never did, i thought 14:48:37 well, weapons with high base delay did, or something like that 14:48:38 just weapon speed afaik 14:48:40 or rather, they did but not because they were two-handed 14:48:41 yeah 14:49:00 i take it that weapons of speed don't still increase spell success then :P 14:49:07 they never did afaik 14:49:11 well, decrease less 14:49:18 it was just a penalty for base delay over 140 or something 14:49:21 it used base delay, I believe 14:49:24 there was definitely some code for that somewhere 14:49:27 i ran across it once 14:49:36 well it is certainly gone now :P 14:49:39 yes, i removed it :P 14:50:02 that's good then! 14:51:09 ??success rate 3 14:51:10 success rate 3[1/1]: Without wizardry bonus: skills_rate = 35. With ring of wizardry: skills_rate = 20. With staff of wizardry: skills_rate = 17. With ring and staff of wiz: skills_rate = 14. 14:51:48 ??success rate[2] 14:51:48 success rate[2/4]: These entries describe the required skills to get a spell's success rate up to 55%. Try ??success_rate_N to get information on success rate of level N spells. Skill_rate is 3*Spellcasting + 2*Intelligence + 12*(Average of skills in spell schools used by that spell). 14:52:07 nobody ever finds those entries 14:56:01 * SamB steals something part of a comment in vehemut_supports_spell for the description of Conjuration 14:56:29 thasero is still gone, right? 14:59:04 does spellcasting actually have any *impact* on scroll reading? 14:59:52 no 15:00:39 was there any verdict on dropping the spellcasting requirement for learning spells and removing scrolls training spc? 15:01:09 alefury: that was done 15:01:11 !learn edit spellcasting[1] s/Skill, you need this to cast spells. // 15:01:11 spellcasting[1/2]: If you don't know any, reading scrolls is close enough to gain the skill. (it will take (12 to 25) * (10 / int) * (2^(-apt/4)) scrolls, more if you don't have a full enough xp pool) 15:01:32 hmm. 15:01:52 huh, must have missed the commit 15:01:55 Spider form unarmed attack type is not bite, but punch (https://crawl.develz.org/mantis/view.php?id=4948) by hayenne 15:02:07 !learn edit spellcasting[1] s/.*/Skill, helps you to learn and cast spells./ 15:02:08 spellcasting[1/2]: Skill, helps you to learn and cast spells. 15:04:00 anyone feel up for coding something cute for .10? 15:04:02 !learn del spellcasting[1] 15:04:03 Deleted spellcasting[1/2]: Skill, helps you to learn and cast spells. 15:04:19 the second entry says everything you need to know now 15:04:21 ??spellcasting[1] 15:04:21 spellcasting[1/1]: Gives you an extra 2 spell slots per level in spellcasting. Raising your spellcasting also gives you more MP, lowers {spell hunger}, and slightly boosts {spell success} and {spell power} for all spells. 15:05:08 i'd like Ring of the Octopus King to get in, but i'm very busy lately and don't want to go find out how to add unrands 15:05:40 -!- MarvinPA_ has joined ##crawl-dev 15:06:30 -!- Pacra has quit [Ping timeout: 240 seconds] 15:07:45 -!- MarvinPA has quit [Ping timeout: 244 seconds] 15:07:49 !learn add spell_success see {success_rate[2]} 15:07:50 spell success[2/2]: see {success_rate[2]} 15:16:59 Naga in spider form has no poison vulnerability (https://crawl.develz.org/mantis/view.php?id=4949) by hayenne 15:20:05 -!- chrisoelmueller has joined ##crawl-dev 15:22:09 -!- |Blade has joined ##crawl-dev 15:22:46 -!- Mu_ has joined ##crawl-dev 15:34:19 -!- MarvinPA_ is now known as MarvinPa 15:34:23 -!- MarvinPa is now known as MarvinPA 15:37:02 Elrohim the Ninja (L27 SpEn) (D:15) 15:38:31 03dolorous * rbbe0e39934e0 10/crawl-ref/source/mon-cast.cc: Comment fix. 15:38:51 -!- evilmike has joined ##crawl-dev 15:58:17 03evilmike * r7482a9b90ce0 10/crawl-ref/source/dat/des/entry/small.des: Rework an entry vault. 15:59:51 -!- varsovie has joined ##crawl-dev 16:02:47 -!- |Blade has quit [Ping timeout: 265 seconds] 16:06:02 -!- ainsophyao has quit [Remote host closed the connection] 16:07:50 -!- MarvinPA_ has joined ##crawl-dev 16:10:23 -!- MarvinPA has quit [Ping timeout: 252 seconds] 16:18:04 -!- jeanjacques has quit [] 16:48:56 -!- st_ has quit [Ping timeout: 260 seconds] 16:52:45 we should do our own terminate handler sometime ... 16:59:41 yeah 16:59:42 * due agrees. 17:05:08 you know who else did his own terminate handler 17:06:13 due: code ring of the octopus king :( 17:06:16 03dolorous * r86190c397973 10/crawl-ref/source/xom.cc: Comment fix. 17:06:16 03dolorous * ra671622c383d 10/crawl-ref/source/spl-summoning.cc: Simplify. 17:06:16 03dolorous * r2a51ae0b756b 10/crawl-ref/source/spl-summoning.cc: Reorder a few stickable weapon entries. 17:07:35 -!- MarvinPA has joined ##crawl-dev 17:09:39 -!- MarvinPA_ has quit [Ping timeout: 252 seconds] 17:11:28 -!- lorimer has quit [Quit: be-root] 17:12:33 BlastHardcheese: who? 17:12:56 !tell cryp71c staff damage messages are happening twice: The orc convulses in agony! You hit the orc. The orc convulses in agony! The orc is severely wounded. 17:12:57 elliptic: OK, I'll let cryp71c know. 17:13:11 From the way he put the question, I'm expecting the answer to be "Hitler." 17:13:36 King George IV 17:15:12 Hah. 17:17:13 -!- lorimer has joined ##crawl-dev 17:19:31 is dig supposed to be able to work in the abyss? 17:19:37 yes 17:19:43 on rock 17:19:51 just gives me the "rock liquefies and sinks out of sight" message and then has no effect 17:20:02 on trunk, if you want to watch 17:20:06 cao 17:21:07 hm... well, maybe you got unlucky and morphing filled that square immediately after you dug it? 17:21:33 here, see that? 17:22:17 03dolorous * ref104d30ffaf 10/crawl-ref/source/xom.cc: Clean up Xom's snakes to sticks a bit, and allow creation of javelins. 17:22:31 awesome 17:22:36 whaaaaat? snakes to sticks? 17:22:54 -!- Twinge has quit [] 17:24:13 alefury: it's a xom effect 17:25:38 that sounds so cool 17:26:09 i think you mean 'xom sounds so cool' 17:29:35 s/sound/i/ 17:30:25 -!- MarvinPA_ has joined ##crawl-dev 17:32:04 -!- MarvinPA has quit [Ping timeout: 244 seconds] 17:33:38 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :)] 17:34:30 elliptic, thanks, I have some time tonight I think, I'll include that in my list 17:34:30 Cryp71c: You have 3 messages. Use !messages to read them. 17:41:30 -!- Pacra has joined ##crawl-dev 17:50:16 03dolorous * r0da95277d9b4 10/crawl-ref/source/xom.cc: Remove the #ifdefed-out naga-to-wood-golem snakes to sticks routine. 17:55:45 player wood golems! >.> 17:57:18 -!- varmin has quit [Ping timeout: 240 seconds] 17:57:24 -!- edlothiol has joined ##crawl-dev 17:57:51 -!- HangedMan has joined ##crawl-dev 17:58:43 -!- Guest68372 has quit [Ping timeout: 258 seconds] 18:02:22 -!- varmin has joined ##crawl-dev 18:07:53 Dig gives misleading messages in the abyss (https://crawl.develz.org/mantis/view.php?id=4950) by Wensleydale 18:09:52 -!- |Blade has joined ##crawl-dev 18:10:35 -!- Lohen has joined ##crawl-dev 18:10:54 -!- Wensley has quit [Ping timeout: 240 seconds] 18:10:54 -!- Wop has quit [Ping timeout: 240 seconds] 18:11:18 -!- Vandal has quit [Ping timeout: 240 seconds] 18:12:55 -!- Wensley has joined ##crawl-dev 18:13:07 Elrohim the Ninja (L27 SpEn) (D:15) 18:13:29 wat 18:19:05 -!- |Blade has quit [Ping timeout: 265 seconds] 18:26:21 -!- Brannock has joined ##crawl-dev 18:26:39 -!- Wop has joined ##crawl-dev 18:34:29 -!- ais523 has quit [Remote host closed the connection] 18:43:30 -!- syllogism- has quit [] 18:49:06 Wop the Nimble (L11 FeMo), worshipper of Cheibriados, got out of the dungeon alive., with 10829 points after 19459 turns and 1:23:32. 18:49:21 (punct) 18:57:37 -!- MarvinPA_ is now known as MarvinPA 19:18:21 03SamB * r9c5eed2c567f 10/crawl-ref/source/dat/descript/skills.txt: Update some skill descriptions for recent changes related to smooth skills. 19:18:29 03SamB * r84e627ab23b4 10/crawl-ref/source/directn.cc: Zap some incorrect uppercasing in _base_feature_desc(). 19:27:50 -!- blabber has quit [Quit: gn8] 19:28:59 as minmay has just noted in ##crawl, rod condensation shield using ice magic skill kind of defeats the purpose of it on a rod 19:35:12 that is a good point 19:40:44 well, there's precedent for evocables looking at magic skills (summon elemental) 19:52:18 03dolorous * r4c44ea955436 10/crawl-ref/source/dat/database/miscname.txt: Fix inconsistency in one SHT message; all the others are in present tense. 19:52:28 03dolorous * ree7814640c83 10/crawl-ref/source/dat/descript/skills.txt: Remove apparently erroneous comments. 19:52:29 03dolorous * rc498c6efbb70 10/crawl-ref/source/dat/descript/skills.txt: Add spacing fix. 19:54:09 Isn't there also precedent of no one really using any of those? 19:57:38 well, before they were ultra nerfed by making present elementals lower effective elemental skill for the calculation, air elemental fans were pretty cheap 19:58:07 currently yeah there's not much of a reason to use them 19:59:52 dolorous: those weren't erroneous, those were spelling words that were missing from the dictionary! 20:13:12 -!- ainsophyao has joined ##crawl-dev 20:13:23 -!- ainsophyao has quit [Remote host closed the connection] 20:19:59 -!- alefury has quit [Ping timeout: 244 seconds] 20:26:20 -!- alefury has joined ##crawl-dev 20:29:04 RE: evokables: misc item overhaul has been a topic on the devwiki for ages and ages 20:30:16 yup 20:30:53 but actually doing that, that's implausible 20:36:34 Just brought it up because "other items are like that" isn't persuasive regarding condensation shield on rods. 20:39:03 Fyren: well, I'd personally prefer to just remove rods altogether :P 20:39:41 stone of earth elementals and air elemental fan have been used tons in the past, too 20:39:55 so you were wrong about that 20:41:30 lantern of course being silly 20:42:01 currently nobody uses condensation shield from a rod, so buffing that could be good... except that I don't think we really want every char using a two-hander with decent evoc who finds a rod of warding to use it 20:42:20 use it for condensation shield in every fight, that is 20:42:28 I think that misc items could occupy a cool niche applicable to all playstyles if some sort of coherent strategy was created for balancing them 20:42:54 all playstyles besides felids 20:43:15 wensley: there has been some discussion of this... I think keskitalo might have written something up about it somewhere 20:44:27 basically: doing unique things = good (rather than duplicating lots and lots of spells), being only finitely reusable = good 20:48:00 yes, I remember putting a bunch of misc item ideas on the devwiki page where the theme was either something unique or a replication of some high level spell, but with very limited durability 20:48:13 I think that might actually have been the reason I registered for the devwiki 20:49:04 oh, are all the ideas of objects that you can destroy for an effect yours? 20:49:10 some of those looked pretty interesting 20:49:35 elliptic: My knowledge of Crawl doesn't go back to before 0.8. I don't really care much for "in the past" rather than now. 20:49:42 in general I think what needs to happen with misc items is that we need to pick some of the best ideas on that page and get someone to implement them 20:50:02 Basically, as said, something useless is not good. Making something stay useless because other things are currently useless sounded like what you said. 20:50:25 Fyren: no, my point was just that having an evoc item use a magic skill doesn't make it useless 20:50:42 If things should be simplified, you could get one evo item out of all the different elemental ones. 20:50:46 the elemental items are useless because they received huge nerfs 20:50:52 So you get less useless junk. 20:51:03 the elemental items aren't very good, yes 20:51:32 really, I don't particularly care what happens with rod-based condensation shield... I was just making an observation 20:53:21 also, there's no reason why condensation shield has to be a rod spell at all... removing it is also an option 20:55:09 Another defensive option on a rod would be nice, but anything is better than useless. 20:55:26 I don't see any reason to remove it ... 20:56:06 I suppose the basic question here is "why do rod spells use spell school skills"? 21:04:07 I think only condensation shield does... 21:04:17 unless I'm forgetting something 21:04:36 I think the reason it uses ice magic is because the formula is based on your ice skill, rather than spellpower 21:04:49 there are a bunch of spells that do that, it can be a bit weird (eg ac from dragon form depending on fire magic) 21:05:08 poison magic and spider form 21:06:06 -!- elliptic has quit [Ping timeout: 240 seconds] 21:08:11 -!- alefury has quit [Quit: ChatZilla 0.9.87-2011111804 [Firefox 8.0/20111104165243]] 21:08:49 Left click attack causes application to close (https://crawl.develz.org/mantis/view.php?id=4951) by Vinterriket 21:13:14 -!- elliptic has joined ##crawl-dev 21:16:16 about condensation shield, it also depends on your intelligence 21:16:57 as I understand it, the idea is that your power in casting the spell affects duration, but then your ability to move the ice around to block attacks depends on your raw skill with ice magic and your intelligence 21:17:25 -!- edlothiol has quit [Ping timeout: 260 seconds] 21:29:06 elliptic, lol...I think condensation shield is the arguement destined to never end. 21:29:41 it is certainly a weird spell if that's what you mean 21:33:58 Well, its just constantly been up for debate, Idk if some sort of final power / functionality has been reached or what..but even as far back as when I first joined dev, it's function and strength have been under constant debate. 21:40:13 -!- Wensley has quit [Ping timeout: 240 seconds] 21:54:52 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:58:28 elliptic, does non-broken (eg, non-ucc) crawl provide any messaging at all for combat ocurring 100% out of sight (I know it gives some combat messaging if you can see one party, but not both)? 21:58:48 no messages for melee 21:59:36 a couple spells cause messages (you hear an explosion), but that's all 22:01:21 <|amethyst> is it intentional that the rMsl effect of repulsion 3 doesn't affect ammo traps? 22:02:19 |amethyst, yes, although it still might be something to consider, the mutation hasn't ever worked for traps. 22:02:35 |amethyst: does regular rMsl affect traps? 22:02:42 seems like a clear bug if so 22:02:59 <|amethyst> elliptic: yes, and intentionally so 22:03:16 |amethyst: okay, sounds like the mutation should be changed then 22:03:19 <|amethyst> elliptic: repel_turns * 10 is explictly added to your dodge roll 22:03:21 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:03:43 <|amethyst> what number of turns should permanent rmsl count as? 22:03:53 hm, that's really weird 22:04:04 when not dealing with traps, it doesn't matter what duration rMsl is at 22:04:17 the duration really shouldn't matter for traps either 22:05:09 <|amethyst> the cap is +10 (100 deciturns) 22:05:33 also repel_turns * 10 sounds ridiculously high anyway 22:05:42 <|amethyst> oh, right, +100 22:06:39 Alrighty, that ones done. 22:06:42 !messages 22:06:42 (1/3) Cryp71c said (10h 57m 3s ago): also fix combat messages vs invisible monsters when you're missing them. 22:09:03 |amethyst: that formula looks utterly ridiculous to me... trap_hit probably won't ever even make it to 100, and the rMsl boost maxes out at 1000, right? 22:09:36 and there isn't any randomization in the comparison between trap_hit and your_dodge 22:09:50 <|amethyst> except for dex 22:10:19 <|amethyst> oh, I missed that the cap is in turns, not deciturns 22:10:28 <|amethyst> so yeah, +1000 22:10:30 so if you have repel missiles with at least a few turns left, you are basically immune to missile traps 22:10:36 even if you have EV -5 22:11:30 I guess at max trap_hit is around 150, actually 22:11:40 elliptic, know what pre-ucc vs invis messages looked like? "You swing at something? ? 22:11:59 Cryp71c: I don't remember, sorry 22:12:18 np, I'll just rollback to the old commit 22:13:43 |amethyst: my suggestion for changing that would be to give rMsl a separate 1/2 or 2/3 chance of protecting you from the trap, instead of affecting your_dodge, and make the mutation do that also 22:14:22 <|amethyst> what should happen with the status light? 22:14:30 <|amethyst> should having the mutation make it always-on or always-off? 22:14:54 always-on IMO 22:14:59 <|amethyst> in a different colour? 22:15:44 that might be good, yeah... maybe white, like lev from boots of lev 22:16:57 this should really be standardized 22:17:03 you know, a different color for permanent effects 22:17:09 (if it isn't already) 22:17:51 -!- HangedMan has joined ##crawl-dev 22:19:10 <|amethyst> would it be better to have the message say "is deflected" or "is repelled" instead of "misses you"? 22:19:23 doesn't it already say that 22:19:25 <|amethyst> if it's because of the spell 22:19:34 elliptic, oddly enough, when I roll back to the pre-ucc merge, I crash when missing an invisible butterfly... 22:19:34 <|amethyst> it currently says "misses you" no matter why it missed 22:19:35 "you repel the " or "the is repelled" already happens 22:19:45 <|amethyst> not from traps 22:19:45 at least the spell 22:19:50 oh 22:19:54 yeah, I meant monster missiles 22:21:07 |amethyst: might as well use something similar to the message from monster missiles, yeah 22:22:04 also if rMsl mutation doesn't currently give the same message as rMsl spell for monster missiles then it should 22:22:40 <|amethyst> traps are the only place where they differ 22:22:42 <|amethyst> afaict 22:23:19 that's good :) 22:24:24 odd 22:29:06 !messages 22:29:06 (1/2) elliptic said (5h 16m 10s ago): staff damage messages are happening twice: The orc convulses in agony! You hit the orc. The orc convulses in agony! The orc is severely wounded. 22:30:08 Cryp71c: if it isn't clear there, the desired messages would just be "You hit the orc. The orc convulses in agony! The orc is severely wounded." 22:30:54 elliptic, know how to create a staff of pain in wizmode? 22:31:05 &o| doesn't recognize staff of pain as a weapon type 22:31:11 staff of death 22:31:32 &%"staff of death" 22:32:19 I didn't check whether any other staves are affected too 22:32:55 -!- MarvinPA has quit [Read error: Connection reset by peer] 22:43:36 it'll be across the board, g'night 22:43:40 think I've got it 22:48:06 -!- Cryp71c has quit [Ping timeout: 240 seconds] 23:04:54 -!- |Blade has joined ##crawl-dev 23:09:34 -!- |Blade has quit [Ping timeout: 265 seconds] 23:10:16 -!- |Blade has joined ##crawl-dev 23:19:56 Elrohim the Ninja (L27 SpEn) (Zot:5) 23:27:33 -!- Pingas has quit [Read error: Connection reset by peer] 23:39:18 -!- |Blade has quit [Quit: Page closed] 23:52:23 -!- Aegrisomnia has joined ##crawl-dev