00:02:49 Unstable branch on crawl.develz.org updated to: 0.10-a0-2410-gfde24eb (32) 00:08:58 03SamB * r302122d87cd3 10/crawl-ref/source/ (describe.cc directn.cc): More capitalization fixes. 00:16:52 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-2411-g302122d 00:18:29 -!- Brannock has quit [Ping timeout: 244 seconds] 00:20:30 -!- ainsophyao has joined ##crawl-dev 01:55:10 -!- ainsophyao has quit [Remote host closed the connection] 02:15:26 -!- ainsophyao has joined ##crawl-dev 02:23:25 -!- kilobyte has quit [Ping timeout: 240 seconds] 02:24:23 -!- kilobyte has joined ##crawl-dev 02:30:32 -!- ainsophyao has quit [Remote host closed the connection] 02:31:16 -!- the_glow has joined ##crawl-dev 02:42:05 -!- monqy has quit [Quit: hello] 03:25:18 -!- edlothiol has joined ##crawl-dev 03:41:06 -!- Ragdoll has joined ##crawl-dev 03:48:40 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 04:17:11 Halfling's innate mutation resistance applies to potions of gain foo (https://crawl.develz.org/mantis/view.php?id=4984) by absolutego 04:32:56 -!- jeanjacques has joined ##crawl-dev 04:44:20 -!- alefury has joined ##crawl-dev 04:56:05 -!- ainsophyao has joined ##crawl-dev 05:42:50 -!- due has quit [Quit: leaving] 05:47:53 -!- petete has quit [Remote host closed the connection] 05:52:57 -!- Jude has joined ##crawl-dev 05:53:04 -!- Jude is now known as due 06:06:59 -!- syllogism has joined ##crawl-dev 06:20:56 -!- dtsund has quit [Ping timeout: 260 seconds] 07:20:19 -!- varsovie has left ##crawl-dev 07:20:57 -!- varsovie has joined ##crawl-dev 07:26:52 -!- Cryp71c has joined ##crawl-dev 07:33:40 Morning 07:33:41 Cryp71c: You have 3 messages. Use !messages to read them. 07:33:46 !messages 07:33:46 !messages 07:33:46 !messages 07:33:47 (1/3) |amethyst said (7h 43m 17s ago): !lm soul crash 35 -log If the attacker dies upon damaging the defender (e.g. from mummy curse), it is not safe to call attacker->damage_type(). Probably that should be stored in a member the way damage_brand is 07:33:47 (1/2) |amethyst said (7h 41m 44s ago): also, if decapitate_hydra() returns true but the attacker is dead, handle_phase_damage() should probably return false 07:33:47 (1/1) |amethyst said (7h 40m 34s ago): that does mean that the damage brand won't go through if the attacker dies, though 07:35:07 Eronarn, was thinking about what you said yesterday, I don't think delaying the killing of a monster will solve all the issues surrounding an attacker / defender dying in the middle of the code (invalidating certain effects and checks, similar to what amethyst is describing) 07:57:25 -!- varsovie has left ##crawl-dev 08:20:15 I just had a meeting with the new usability project team ("KiSS"). They will work on the tutorials. They did a premilinary evaluation of the current tutorial, and will post it somewhere soon. 08:21:15 Keskitalo: woo :) 08:24:19 Indeed! :) 08:25:17 It sounded and felt like the project will go well. 08:26:48 Anyone familiar with the vault des files explain one question I had off the bat..in evil_forest (http://paste.scsys.co.uk/163526) why are : and ; used for floor when you could just use . like everywhere else? 08:27:26 It's coloured different with the COLOUR liners 08:27:28 lines 08:28:04 ah, I see..and the lava, why is it included in the color? (isn't lava always red?) 08:28:13 -!- valrus has joined ##crawl-dev 08:29:06 You probably mean the '1' 08:29:17 not 'l' 08:30:29 ah, derp. 08:31:10 -!- st_ has joined ##crawl-dev 08:31:24 And monsters are just the order of the #s? 0 is the first MONS, 1 is second, etc. 08:32:15 <|amethyst> 1 is the first MONS:, 0 is a normal monster for the level 08:32:52 <|amethyst> (and 9 and 8 are random OOD monsters) 08:33:10 Cryp71c, what |amethyst said; also note that MONS: a, b, c is the same as MONS: a \n MONS: b \n MONS: c 08:33:59 |amethyst, so what if you want more than 7 types of monsters in a vault? 08:34:06 you use KMONS 08:34:15 Zaba, so having them all in one line doesn't form an OR-type logic? 08:34:23 Cryp71c, no, that's what / is for 08:34:43 ah, gotcha. 08:34:46 Never done any vault stuff 08:34:47 thanks! 08:35:17 <|amethyst> docs/devel/levels/syntax.txt has more info 08:35:27 <|amethyst> (and the other files in the same directory) 08:37:15 Does the / square contain both the portal and an item? 08:37:28 Since it's both in KFEAT and KITEM 08:37:34 <|amethyst> yes 08:38:19 And the Gs? 08:38:52 <|amethyst> granite statue 08:38:53 Gs are statues 08:38:56 Ah 08:43:22 03kilobyte * r8c5e5a4a92bb 10/crawl-ref/source/decks.cc: Don't assume any numeric values of deck rarity enums. 08:43:22 03kilobyte * r97cfd074a8ac 10/crawl-ref/source/item_use.cc: Fix the netted launcher penalty doing nothing. 08:43:23 03kilobyte * r66ea30cc5441 10/crawl-ref/source/ng-wanderer.cc: Convert FeWn with invalid weapon skills to unarmed. 08:43:23 03ghallberg * r5e557b70aafc 10/crawl-ref/source/ (item_use.cc potion.cc potion.h): Sparkling fountain of Poison should show up as cause of death. 08:43:23 03kilobyte * rac21c3906896 10/crawl-ref/source/ (enum.h main.cc player.cc player.h): Reform felid lives; give information when you'll get a next one. 08:43:24 03kilobyte * r229f60c5ea74 10/crawl-ref/source/ (enum.h food.h itemprop-enum.h): Axe a number of useless comments about enum values. 08:43:24 03kilobyte * rd78438e2ce57 10/crawl-ref/source/dat/des/ (branches/lair.des builder/food.des): Attach nutritional labels to old food vaults. 08:43:24 03kilobyte * rf5799552b478 10/crawl-ref/source/dat/des/ (branches/lair.des builder/food.des): Make the strawberry field a field, drop porridge from the owner's cottage. 08:43:25 03kilobyte * r00275a64eb24 10/crawl-ref/source/dat/database/quotes.txt: A quote for Ice Storm. 08:43:25 03kilobyte * r13907ac78360 10/crawl-ref/source/rltiles/dc-mon/undead/skeletons/skeleton_toad.png: Robsoie's adjustment to his skeletal toad tile. 08:43:35 03kilobyte * rd596e63861a7 10/crawl-ref/source/ (11 files in 3 dirs): roctavian's tiles for Trove, Bazaar, expired Ice Cave, WizLab. 08:43:38 03kilobyte * r7979e89c51e3 10/crawl-ref/source/dat/des/builder/food.des: Attach nutritional labels to hangedman's food vaults. 08:49:30 kilobyte, been busy? :P 08:53:20 with non-Crawl stuff; these commits are mostly a flush of what was rotting on my disk. Still got to rebalance food vaults, and so on. 08:53:40 Tutotrial messages that define colour tags to hilight certain words lose the tutorial colouring after the closing colour tag. 08:56:25 -!- ncampion has joined ##crawl-dev 08:59:12 -!- valrus has quit [Remote host closed the connection] 08:59:18 Tutorial message colouring is lost when colour tags are used (https://crawl.develz.org/mantis/view.php?id=4985) by evktalo 09:00:32 03kilobyte * r99dfa2b44934 10/crawl-ref/source/potion.cc: Less castrated sheep in comments, please. 09:14:40 vault syntax is on the wiki too 09:14:54 its a lot more readable in that format imo 09:15:59 https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps 09:16:20 in case Cryp71c and ghallberg are wondering about more stuff 09:28:47 -!- ortoslon has joined ##crawl-dev 09:30:16 is dumb smiles stepping into my conjured flames and dying intended to anger Jiyva? 09:31:52 Unstable branch on crawl.akrasiac.org updated to: 0.10-a0-2424-g99dfa2b (32) 10:04:22 -!- Brannock has joined ##crawl-dev 10:11:46 -!- ais523 has joined ##crawl-dev 10:31:57 kilobyte: "average players" aren't reaching XL28, so the cap didn't affect them :P however I won't object to the lack of a cap if there is feedback on how close you are to the next life 10:32:28 which I know you added, but I just tested it and it looks buggy: "If you died right now, you'd get an extra life in 0.-1 levels worth of XP." 10:33:50 (this is with an XL 28.01 char who just regained a life) 10:33:53 -!- MarvinPA has joined ##crawl-dev 11:24:46 -!- monqy has joined ##crawl-dev 11:31:14 -!- blabber has joined ##crawl-dev 11:36:10 -!- MarvinPA_ has joined ##crawl-dev 11:37:21 -!- MarvinPA_ has quit [Read error: Connection reset by peer] 11:39:11 -!- MarvinPA has quit [Ping timeout: 255 seconds] 11:41:00 -!- MarvinPA has joined ##crawl-dev 11:42:02 -!- Karagy has left ##crawl-dev 11:54:47 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 12:07:33 -!- edlothiol has quit [Quit: leaving] 12:09:56 -!- casmith789 has quit [Quit: Leaving] 12:15:13 -!- casmith789 has joined ##crawl-dev 12:21:46 -!- varsovie has joined ##crawl-dev 12:29:26 nuc the Cutthroat (L12 SpEn) ASSERT(smc) in 'mon-util.cc' at line 445 failed on turn 2515. (D) 12:33:15 lol @ castrated sheep commit :) 12:37:04 !lm nuc crash -log 12:37:04 No milestones for nuc (crash). 12:37:13 !lm nuc sprint crash -log 12:37:13 1. nuc, XL12 SpEn, T:2515 (milestone): http://crawl.akrasiac.org/rawdata/nuc/crash-nuc-20111130-182925.txt 13:19:30 -!- blabber has quit [Quit: leaving] 13:25:34 -!- ainsophyao has quit [Remote host closed the connection] 13:26:37 Cryp71c: AT_CHERUB causes a crash due to no verb as well; it should have been replaced by an appropriate attack for one of the heads. 13:28:04 Cryp71c: dfe1758b had this line: 13:28:11 attk.type = static_cast(random_choose(AT_HIT, AT_BITE, AT_PECK, AT_GORE, -1)); 13:32:24 oh, I see: fight.cc line 185 picks an attack type but melee_attack redundantly queries it again 13:40:08 kilobyte, mons_attack_spec really aught to handle AT_CHERUB being re-picked from that list, not the combat code, imo. 13:40:16 But if you want it in melee_attack, I can move it. 13:41:17 at least picking it in that place is useless, attack type is queried only to check for AT_NONE, AT_SHOOT and friends 13:41:36 (and in truth, melee_attack:124-133 would fall into that argument as well, but it was less potential arguing if I just added it in the manner it is now) 13:41:39 yeah, definitely. 13:41:40 it's due's code not mine, and I really can't think of a reason for him to prefer a particular placement 13:43:11 k, I'll move the appropriate stuff. In cases of skipped attacks (attk.type == AT_NONE) (and the dummy code below that in fight) should that be let into the melee_attack code, which then checks for it (and exits)? 13:46:57 probably, yeah -- but don't ask me, I haven't really looked at the rewritten code 13:50:41 k, sounds good to me. That's what makes the most sense, but that doesn't necessarily mean its good code organization. 13:52:07 let's see, is one of us doing an overhaul of this code to make it actually resemble something nicer than winME's source? 13:52:38 this is exactly the time to organize it the way you think would be best :) 13:53:12 :P 13:55:47 Level annotations for uniques aren't removed on death. (https://crawl.develz.org/mantis/view.php?id=4986) by argonaut 14:09:27 -!- petete has joined ##crawl-dev 14:09:54 Yeah, ME's code must be an insane mix of NT and 3.1 and who-knows-what ... 14:25:18 -!- Pacra has quit [Read error: Connection reset by peer] 14:26:37 hmm, it would be nice to be able to drop, say, 7 aum of darts 14:37:08 03elliptic * r0d56aa731012 10/crawl-ref/source/melee_attack.cc: Fix monsters getting permanently labeled as helpless (Mantis 4986). 14:37:11 03elliptic * rfb910549e225 10/crawl-ref/source/melee_attack.cc: Don't clear stab_bonus inside the aux code. 14:39:26 elliptic, ..wierd, could've sworn I fixed that allready.. (the permanently helpless)...I must have never commited it... 14:39:30 my bad.. 14:39:37 Cryp71c: your fix didn't handle everything 14:39:42 oh ok 14:39:46 missed one instance, in the aux code 14:39:54 Ah, right. 14:39:57 thanks 14:41:28 ooh nice, tried like everything but not auxes :p 14:42:39 I'm not sure exactly which messages should use "helpless" but the current status seems okay for now 14:45:57 kilobyte: have you looked at the felid "0.-1 levels" bug I mentioned earlier? I was going to fix it myself but then I couldn't figure out what was going on. I did notice though that it looks like you.attribute[ATTR_LIFE_GAINED] probably gets zeroed whenever you lose a level by draining, though, which might cause other problems... 14:46:39 (like, people getting drained on purpose to regain a life sooner) 14:49:51 -!- Wop has quit [Ping timeout: 248 seconds] 15:04:09 ah, fixed a hour ago, pushing 15:04:19 03kilobyte * raf59dbecf5e5 10/crawl-ref/source/ (main.cc player.cc): Fix the display of XL checkpoints after 27. 15:04:22 03kilobyte * r74ecc0291b0e 10/crawl-ref/source/dgn-overview.cc: Don't list portals back to the Vestibule on ^O. 15:04:31 by draining? good catch 15:08:15 03kilobyte * r63f921021a04 10/crawl-ref/source/ (misc.cc player.cc): Clear the felid life gain blocker only on death, not on draining. 15:08:25 03kilobyte * rb0425c440e20 10/crawl-ref/source/melee_attack.cc: Remove an useless calculation. 15:10:19 elliptic: monster minotaurs are supposed to retaliate too, right? 15:10:32 now with ucc in they can 15:10:37 kilobyte: ideally they would, but it isn't currently coded, yeah 15:10:43 I mean, we can let them 15:10:50 right, should be much easier now :) 15:11:24 -!- greatzebu has joined ##crawl-dev 15:12:29 at least to make them retaliate to the main attack; retaliating to player auxes would be harder and probably a bad idea (not good for auxes to be negative) 15:13:12 -!- Wop has joined ##crawl-dev 15:13:36 rotfl... a fun bug, fortunately harmless: be a felid in dragon form. Die. Butcher your corpse -> dragon hide. 15:13:50 should I fix this one 15:14:13 do you leave a felid corpse that turns into a dragon hide or a dragon corpse 15:14:31 dragon corpse 15:15:03 the behavior of shapeshifters suggests that you should leave a felid corpse...but I like the "bug" behavior 15:15:33 player_mons() seems to have no other non-UI uses... 15:15:46 if you polymorph a monster and then kill it then it doesn't return to the original form though 15:15:54 (I hoped to code minotaur retaliation by strictly REMOVING code only :p) 15:17:04 kilobyte, let me know how much you have to do to do monster minotaur retaliation...it'll give me a sense of success (IAOI I disregard all the crashes, unintended changes, bugs, and wierd behavior that ucc caused) 15:18:48 :P 15:19:40 if we had a virtual function that returns the species as a monster enum, we could make retaliation use _almost_ no special casing 15:19:59 slaying and mutation[MUT_HORNS] mostly left 15:20:26 hrm no, in lich form player_mons() returns MONS_LICH 15:21:42 @??minotaur 15:21:43 minotaur (04H) | Speed: 10 | HD: 13 | Health: 52-92 | AC/EV: 5/7 | Damage: 35, 20 | Res: 06magic(52) | Chunks: 07contaminated | XP: 1382. 15:22:03 kilobyte, would <3 to unify player species and monster enums...or else have monsters also use species? Idk..some symmetry there would simplify lots of stuff I would imagine. 15:22:27 kilobyte: might be better to make monster retaliation damage just be 1d20 anyway 15:22:39 -!- casmith789 has quit [Remote host closed the connection] 15:24:56 elliptic: retaliating to an aux has 50% chance 15:25:06 or a second attack of a monster 15:26:50 kilobyte: I'm just not sure we want stuff like horns to have possibly negative consequences for the player 15:27:18 er, obviously not 15:27:25 except horns on enemy minotaurs :) 15:27:43 -!- Wop has quit [Ping timeout: 248 seconds] 15:28:15 it might be okay though, and it would be more symmetric 15:28:19 not sure... 15:28:42 symmetric way would be removal of multiple retaliation 15:29:13 makes sense I think... shouldn't matter if it's a hydra attacking you 15:29:26 but you only get a chance to retaliate on a miss 15:29:45 and more attacks means more misses means more chances, even if you aren't allowed to retaliate more than once in a round 15:32:30 so what should I do? Choices: 1. if you get hit, no retaliation on subsequent attacks -- so only the first one allows retaliation; 2. special-casing players. 15:33:40 I prefer 1, but retaliation is your baby. 15:34:06 oh, before e1dcbbaf there was a cap on one retaliation, there is none currently 15:34:45 option 1 means that only the main attack matters, if you are also capping at one retaliation 15:35:18 is that what you meant? 15:35:41 yeah -- no retaliation on auxes, both player and monster ones 15:37:24 sure, do that... should also be really simple to code, since you just need to remove " || coinflip()" on line 403 of melee_attack.cc 15:38:02 (the player aux code doesn't go through handle_phase_dodged() currently) 15:40:40 just noticed, current version of melee_attack doesn't have allow_unarmed, has that broken the player's aux unarmed attacks again? 15:42:06 -!- Cryp71c has quit [Quit: Leaving] 15:44:23 trying to track down which commit removed it 15:45:00 -!- ortoslon has quit [Ping timeout: 260 seconds] 15:46:17 wtf... I'm close (but not adjacent) to a minotaur, keep shouting... and the damn bastard doesn't want to wake up 15:46:24 wizmode, all skills at 27 15:49:03 blueDave: I cleaned up the aux unarmed code a bit, which included removing allow_unarmed 15:49:29 kilobyte: I've tried to reproduce that before but failed... 15:49:43 kilobyte: where are you (and the minotaur)? 15:50:16 hmm, I was forcing that flag on for octopodes and nagas, to drive the constriction code 15:50:38 -!- alefury has joined ##crawl-dev 15:50:58 I'll try to figure out another way in the current setup then ;) 15:51:00 2 north 1 west from it 15:51:24 kilobyte: I meant branch 15:51:33 since ambient noise could have something to do with this 15:52:00 current master 15:52:07 ah, Vestibule 15:56:49 still can't reproduce 15:57:54 bluedave: melee_attack::_extra_aux_attack() is the main place that decides whether you can use a given aux 15:58:32 -!- Vandal has quit [Read error: Operation timed out] 15:59:43 -!- Vandal has joined ##crawl-dev 16:00:32 the argument is_base tells whether the attack came from your UC skill (for punch/kick/headbutt); if it didn't, then you need to have the appropriate mutation 16:00:36 right, but doesn't even reach there unless fights_well_unarmed returned true, where for constriction the design was to make it intrinsic 16:00:52 no, it reaches there 16:00:53 so I bypass that check and set the base attack to my new UNAT_CONSTRICT value 16:01:29 can't seem to reproduce the sleeping when being shouted at thing either, hrm 16:01:39 was working great, till the code cleanup ;) 16:02:15 -!- Pingas has quit [Read error: Connection reset by peer] 16:02:17 thanks, that helped me remember where to adjust to the cleanup 16:02:47 blueDave: for a brief time after UCC, you needed to pass the check in fights_well_unarmed() to get any aux attack... but that was a bug :) 16:03:36 kilobyte: I might have run across that sleeping thing too, but don't remember the circumstances 16:05:18 kilobyte: something that might or might not be related: if you cast a noisy spell (like lightning bolt) with a wizard command, then it won't wake up the monster until your next regular action 16:05:42 this isn't really surprising though 16:07:16 I used regular shout (as a felid, so meow) 16:07:46 -!- Lohen has joined ##crawl-dev 16:08:19 noise 12, like for other races 16:08:26 one_chance_in(20) ? " (and be thought a fool)" : ""); 16:08:27 -!- syllogism has quit [] 16:08:31 I never noticed this :) 16:08:35 -!- Vandal has quit [Ping timeout: 252 seconds] 16:08:50 I've had that message 16:08:54 dammit, effective_attack_number is always -1 for players :( 16:09:21 that could probably be changed to 0, I guess? 16:10:49 think it uses -1 because it's referencing a 0 relative array 16:11:17 can't test 0 for none that is 16:12:26 I can't seem to find where auxes get called from 16:14:00 handle_phase_end() for some reason 16:14:04 unless you mean something else 16:14:30 ghrm, it's a part of a single attack :( 16:14:42 yeah, of course ideally that will be fixed sometime 16:15:12 kilobyte: anyway, you shouldn't need to touch anything about auxes if minotaurs aren't retaliating against them 16:17:22 the minotaur retaliation is coded as a player action only, right? 16:17:37 you.species == SP_MINOTAUR 16:17:38 right now it is, but kilobyte is working on making monster minotaurs do it also 16:17:47 ah, ok 16:17:48 gotcha 16:18:05 -!- timecircuits has joined ##crawl-dev 16:25:06 hayenne (L13 MuSu) ASSERT(smc) in 'mon-util.cc' at line 1123 failed. (D (Sprint)) 16:25:16 -!- Ragdoll has quit [Quit: Ik ga weg] 16:25:26 -!- hayenne has joined ##crawl-dev 16:25:30 elliptic: how high STR and DEX are monster minotaurs supposed to have? 16:25:38 if (5 * you.strength() + 7 * you.dex() > random2(600)) 16:25:55 My CDO game just silently crashed, is there any way to get additional information? 16:26:02 kilobyte: why not use ev and hd? 16:26:22 hayenne: Go to your morgue directory and find the latest crash file. 16:26:28 thanks due 16:26:29 !lg hayenne crash -log 16:26:29 Unknown selector: verb 16:26:35 kilobyte: uh, how about 20 or 25 for each 16:26:35 !lm hayenne crash -log 16:26:36 5. hayenne, XL13 SETm, T:22190 (milestone): http://crawl.develz.org/morgues/trunk/hayenne/crash-hayenne-20111025-162136.txt 16:26:39 hayenne: --^ 16:26:45 Or it reports hjere so. 16:27:10 25 October, does not seem like my latest game though 16:27:23 !lm hayenne sprint crash -log 16:27:24 5. hayenne, XL13 MuSu, T:9874 (milestone): http://crawl.develz.org/morgues/trunk/hayenne/crash-hayenne-20111130-222453.txt 16:27:26 that's it 16:27:27 275/600 chance 16:27:30 Oh, Sprint crash. 16:28:14 oh, thanks elliptic 16:28:15 kilobyte: what is that? 20 str and 25 dex? I meant 20 str and 20 dex or 25 str and 25 dex 16:28:43 hayenne: the crash is known, by the way 16:29:00 ah, ok 16:29:01 20/20 is 40% chance, 25/25 is 50% 16:29:06 yeah 16:30:09 -!- ais523 has quit [Remote host closed the connection] 16:33:51 grrr (L13 TrTm) ASSERT(!src_pos.origin()) in 'mon-behv.cc' at line 919 failed. (Lair:8) 16:34:00 !lm * crash -log 16:34:01 1926. grrr, XL13 TrTm, T:20184 (milestone): http://crawl.develz.org/morgues/trunk/grrr/crash-grrr-20111130-223339.txt 16:36:49 Huh. 16:36:57 That wasnt an evil_Forest crash was it? 16:39:55 grrr (L13 TrTm) ASSERT(!src_pos.origin()) in 'mon-behv.cc' at line 919 failed. (Lair:8) 16:40:47 !lm * crash -log 16:40:47 1927. grrr, XL13 TrTm, T:20437 (milestone): http://crawl.develz.org/morgues/trunk/grrr/crash-grrr-20111130-223943.txt 16:44:09 ghrmdammit... KILLED_BY_MONSTER: Demolished by a minotaur ... wielding headbutt 16:44:16 haha 16:44:26 * due wields headbutt furiously! 16:44:31 KILLED_BY_BEAM is "from afar" 16:44:47 check how exploding spores do it? 16:44:48 and adding a new kill type needs messing with 678789454 places 16:44:57 KILLED_BY_SPORE 16:45:02 oh. 16:52:28 -!- Wensley has joined ##crawl-dev 16:57:43 -!- alefury has quit [Ping timeout: 244 seconds] 16:59:01 -!- evilmike has joined ##crawl-dev 17:00:38 kilobyte: I've been working on a holy pan level (finally). Mostly finished a TSO section. I'm thinking of maybe splitting this into two or three large floating vaults instead of an encompass vault. Maybe uniq_foo them if it's supposed to be a once-a-game thing 17:01:06 only problem at the moment, is that large vaults (and encompass) dont seem to work well in pan. Get a lot of "bad vault place" stuff, even with encompass vaults. I've never seen that in other branches 17:04:17 evilmike: I thought everyone forgot about it, so I started with a subvault way 17:04:26 don't have a lot done, though 17:04:46 subvaults have potential 17:06:11 the TSO section I made contains the seraph, a lot of 'A' monsters, ophans, and paladins. I also have ideas for a zin section with some of the weirder holies, boss there would be a silver star. To me that feels like two totally different maps though 17:06:44 -!- Wop has joined ##crawl-dev 17:06:59 oh yeah another problem - if i make a zin themed vault/section, the holies still cause TSO wrath :P 17:07:04 my one has four large structures with a yard in between 17:07:05 even silver stars 17:08:15 anyone know how to get back to a gdb prompt when running tiles under it? in windows... 17:08:37 I added Elyvilon's retribution recently, Zin could get there too 17:08:47 blueDave: alt-tab? 17:08:54 <|amethyst> blueDave: in Unix ctrl-c does it 17:09:00 one thing that could be nice is being allowed to define, say, "angel god:Zin" 17:09:11 you can do this with monsters already, it mostly changes the message for Smite 17:09:34 alt-tab gets to the window but no prompt, ctrl-c doesn't seem to do anything 17:09:55 <|amethyst> does ctrl-break do anything? 17:09:59 the reason I asked, out of the blue it spiked 2 CPUs to 100% 17:10:51 hm, those crashes by grrr seem to be because melee is sometimes creating noise at (0,0) 17:12:07 -!- hayenne has quit [Quit: There is no dark side of the moon really. As a matter of fact it's all dark. The only thing that makes it look light is the sun.] 17:12:49 <|amethyst> handle_noise(defender->pos()) 17:12:55 <|amethyst> if the defender is dead... 17:13:01 yeah 17:13:40 evilmike: yiou can't already? 17:13:45 probably we should not be ignoring SIGINT for tiles? 17:14:09 due: "angel god:Zin" works, in that if it somehow picks up smite (or torment or something) it will smite you via zin 17:14:11 but the wrath will be TSO 17:14:54 Ahhh 17:15:03 Probably because Zin wrath hasn't been implemented yet 17:15:24 and we forgot a "break" somewhere? 17:15:42 oh, I might as well ask: what do spirits do? 17:15:52 do they just run away from you and nothing else? 17:16:13 they make you drunk, duh 17:17:03 SamB: True story, I've been testing the hypothesis all night. 17:19:13 -!- blueDave has quit [] 17:20:35 evilmike: funny coincidence... I started working on a holy vault today. I just finished a layout I'm happy with and I looked over at irc and read that 17:20:46 heh 17:20:59 Three of them now? 17:21:01 one thing I have been thinking... perhaps the "holy pan level" could work as a holy portal vault that shows up in pan? 17:21:40 I think being a portal vault would address some of the issues with having this sort of thing in pandemonium (eg being dumped into a random part of the level) 17:21:49 on the other hand it would be really easy to miss unless the portal was repeatable 17:22:35 well, I'm not really sure what people's ideas are for introducing holies to crawl, I'm not sure why they are in pan in the first place 17:24:05 the idea is that they've established a foothold in some sort of holy war, and you just stumbled across their territory 17:24:21 at least, that's how I see it. Perhaps holy pan levels could have a special message to hint that 17:24:45 I also made my TSO thing as a walled fortress, to reflect that idea 17:25:55 -!- bhaak has quit [Ping timeout: 260 seconds] 17:27:24 anyway here's what I currently have. Completely untested, probably going to redo parts of it. Really just a first draft http://pastebin.com/PdFVxhda 17:27:34 -!- bhaak has joined ##crawl-dev 17:28:04 The wall was the last part added, and I'm not happy with it. It makes it look too much like cerebov lives there. 17:28:30 -!- blueDave has joined ##crawl-dev 17:29:12 yes that was my first thought seeing it 17:30:19 I don't like smiters behind glass 17:30:27 it's getting overused 17:30:35 yeah 17:31:09 03Cryp71c * r965a83c03eb7 10/crawl-ref/source/ (fight.cc melee_attack.cc mon-util.cc): Fix AT_CHERUB and reorganize some attack skip code 17:32:17 03SamB * rb502127d4f35 10/crawl-ref/source/ (cio.cc hiscores.cc): A couple of comments I stashed ages ago and just found. 17:33:08 hm serephs will have a pretty huge HP pool 17:33:17 seraphs 17:34:51 yeah 17:34:56 it's supposed to be a boss 17:35:04 this level won't have a pan lord 17:35:43 are we planning for a holy pan lord? sounds an exciting prospect 17:36:37 well, not a pan lord actually 17:37:29 |amethyst: do you know of any reason why having inflict_damage() clean up dead monsters is important for special damage? it seems like changing that solves some of the problems with the monster dying early; I just can't tell whether there was a reason for this 17:38:03 st_: I have given a lot of thought to this, and I think it's just a bad idea to mix demons and holies on the same level... 17:38:33 for example, I had an idea of a zin prison where a pan lord is behind a silver prison... you kill some angel warden and it is released, and tries to kill you. Sounds cool, except the pan lord will be allied with the angels :P 17:38:38 it just doesnt make sense 17:39:06 do they cooperate, or just all try to kill you ? 17:39:13 yeah they cooperate 17:39:14 well I mostly just meant a & that is a holy guy 17:39:19 crawl doesn't really have monster infighting 17:39:41 "the" holy guy 17:40:50 hm, the random spells would have to draw from non-evil ones 17:41:11 I'd also use an 'A' glyph instead of a &, since & is just traditionally for demons and stuff 17:42:10 dewalled tso temple: http://pastebin.com/DZcwHjrM 17:42:15 I think this could work as a subvault 17:45:10 having a subvault for each god sounds like a good idea 17:45:30 -!- greatzebu has quit [Quit: greatzebu] 17:45:52 ely would be hard to design one for. At least the loot is easy to figure out 17:46:27 have hers be a bathhouse :P 17:46:30 loot-wise I'm thinking, TSO: good weapons from enemies, and a bunch of |. Zin: cure mutation?. ely: healing stuff 17:46:54 evilmike: also, Zin's walls (created by the "imprison" ability) are made of silver 17:47:18 kilobyte: yeah, the zin temple would have silver walls (renamed metal) 17:47:29 in my version they're lightgrey with stone recoloured white... which is quite misleading 17:47:36 right 17:47:47 for ely, another would be a pasture or something with apis and perhaps a few holy swine 17:47:57 Could also add a "healer" vault monster, I dunno 17:49:44 holy swine are supposed to be turned involuntarily... so not sure about that 17:50:00 my version has sheep mixed with apises, probably bad 17:50:31 human name:healer n_rpl spells:heal_other 17:50:40 holy swine were dumb when they were added, and are still dumb 17:50:45 just remove them 17:50:51 Eronarn: uhm, porkalator 17:51:20 kilobyte: demon -> hell hog is a stupid nethackism 17:51:27 we shouldn't add a new monster just to keep it in place 17:51:46 dpeg liked that so too late :p 17:51:46 and even if you want to keep that it doesn't mean that As need to be able to be turned into hogs 17:53:59 FR: heck freezes over 17:54:15 kilobyte: renaming a human still doesn't make it holy. a cheap way would be a renamed palaind 17:54:17 paladin* 17:54:30 "heck" as in Gehennom, or hell in general? 17:54:51 evilmike: why does a human need to be holy 17:55:01 due: paladins are supposed to have that sacrifice thingy, right? 17:55:04 oh, unless you mean the god thing 17:55:14 if it's a healer of ely, in an ely themed vault, being holy is important, because it should turn neutral if you're with a good god 17:55:15 but that should be something vault-able anyways :P 17:55:16 Eronarn: yeah 17:55:21 if it's not holy... it will just attack you 17:55:42 should be a matter of the monster's god not species, I guess 17:55:58 good idea 17:56:00 daevas of Xom... 17:56:07 yeah 17:56:21 i was thinking you meant the holy holiness 17:56:24 rather than the holy flag 17:56:48 some spells are funny when they are cast using the "wrong" god. eg, yred-enslave a berserker monster, and it will use Yred's Hand 17:56:54 we could get rid of the whole MH_HOLY thing 17:57:01 evilmike: that's a bug :P 17:57:42 that's not even the best (worst) bug related to enslaving berserkers. If you want one to use BiA, you need to enslave it after it uses berserk, as far as I know 17:58:18 03kilobyte * rf347a0535d7a 10/crawl-ref/source/ (6 files in 2 dirs): Turn seraphs into real monsters, they were broken by cherub changes. 17:58:31 03kilobyte * rd022172a3516 10/crawl-ref/source/ (hiscores.cc melee_attack.cc ouch.h): Retaliation from monster minotaurs. 17:58:31 03kilobyte * rff8a508e8bfb 10/crawl-ref/source/ (20 files in 5 dirs): An bunch of missspelings. 17:58:56 kilobyte: i think doing stuff with more flags and less holiness would be good 17:59:08 @??earth elemental 17:59:09 earth elemental (07E) | Speed: 6 | HD: 6 | Health: 33-57 | AC/EV: 14/4 | Damage: 40 | Flags: 11non-living | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 84. 17:59:36 having an 'elemental' holiness would be bad, but a flag for elemental creatures would be good 18:01:22 what's BiA on non-troggites supposed to do? 18:01:44 fail as an invalid choice before they even attempt to attempt it :P 18:01:45 Yred is one of few gods where there's an actual answer for that question :p 18:01:54 probably best, yeah 18:02:15 free BiA is massively overpowered 18:02:44 you can do sillier things with enslave 18:02:55 my favourite currently is to let a high hp enemy pick up a rod of demonology and then enslave it 18:02:56 i wonder if maybe trog monsters shouldn't be able to use their abilities while magically enslaved 18:03:51 this would be a good time to add in a way to tell which of a monster's abilities are provided by a god, of course :P 18:04:01 Eronarn: as in, the spell/wand, or being a disembodied soul? 18:05:19 kilobyte: the former; however, the latter should probably set the thing's god to Yred 18:05:36 (and if you abandon, it should turn on you!) 18:05:54 kilobyte: "if (!x_chance_in_y(5, 5))" 18:05:59 was this intentional 18:06:02 'how could you make me suffer', etc. 18:06:05 elliptic: doh, yeah, for testing 18:06:16 -!- alefury has joined ##crawl-dev 18:06:50 Eronarn: abandoning makes all Yred's servants turn on you already 18:07:47 I wonder if the Yred's hand thing is really a bug. The monster spell is coded so it's basically just "Hand" of whatever god the monster is following. So, whoever made that probably had weird cases like Yred enslavement in mind 18:08:30 evilmike: it's a bug in the snese that only hand of trog is a thing :P 18:11:43 -!- casmith789 has joined ##crawl-dev 18:14:46 -!- jeanjacques has quit [] 18:16:17 03elliptic * r4101fbbc31ae 10/crawl-ref/source/effects.cc: Fix inconsistent noise levels for commands. 18:16:27 03elliptic * r03be1b6437b2 10/crawl-ref/source/melee_attack.cc: Don't clean up dead monsters in combat until handle_phase_killed(). 18:18:05 that commit *hopefully* fixes most of the crashes we've been getting recently without creating more 18:18:19 03elliptic * r48a291ede99f 10/crawl-ref/source/melee_attack.cc: Fix monster minotaurs retaliating 100% of the time for testing. 18:19:27 cool 18:19:52 updating CDO might be a good idea, if it isn't happening automatically in a few hours (I can never remember which days are update days) 18:29:00 -!- timecircuits has quit [Ping timeout: 244 seconds] 18:29:03 -!- timecircuits1 has joined ##crawl-dev 18:34:38 -!- Cryp71c has joined ##crawl-dev 18:34:40 elliptic: I thought that was every day 18:35:01 4 days a week iirc 18:35:18 was the cao thing fixed (just curious)? 18:35:20 CAO was every day when its autoupdating was working, I think 18:35:26 not sure whether it is now 18:35:34 i noticed it was updated recently, wondering if it was automatic or manually done 18:35:55 my OgWn got about a month's worth of updates in one go 18:37:39 looking at logs, it seems that CAO is autoupdating at around 9:30 in whatever timezone the logs are in 18:40:17 evilmike: here's my first draft http://pastebin.com/VKJKirWc there isn't really any theme or thought behind it more than "big temple with holies in it" 18:40:37 cool 18:42:00 I think it would be fine to have more than one holy vault. If it's to be a once-a-game thing, just tag them all with uniq_holy_pan 18:45:28 this one has the same problem I was having with "bad vault place". Someone will need to add support for encompass vaults to pan... 18:45:43 definitely seems there's a lot of potential for holy monsters making cool situations, shame they will be so overpowering towards undead/demonic guys though... 18:46:08 yeah I just used &L 18:46:49 making the holy pan thing a portal vault would solve a lot of problems. Shame it would also add problems :P 18:49:05 middle area has two pearl dragons at once. that's scary 18:49:06 being dropped inside of vaults in pan is kind of a problem too, though it does provide danger/memorable times 18:50:04 everyone has stories about being dropped in view of hellion island 18:50:09 i think its good 18:50:22 pan is boring enough already 18:50:23 or dropped in the middle of it, for us lucky few 18:51:24 yesterday elliptic and I talked about how ghosts in pan should follow you like ignacio, instead of just deleting as soon as you go through a portal. That would be another small way to make pan better, imo 18:52:17 sometimes i am sad crawl doesnt have sound 18:52:23 it has.... sound support 18:52:24 * alefury is listening to the jamestown soundtrack 18:52:37 http://www.youtube.com/watch?v=2Jkorg2xnYI 18:52:57 eww 18:53:16 well, i dont really mean sound, i mean awesome music 18:53:36 technically, letting people just listen to their own stuff is the best solution 18:53:41 okay the MGS sound effect was pretty funny 18:53:42 but... jamestown soundtrack! 18:55:27 people can already listen to their own stuff :P 18:55:35 Palladion the Sorcerer (L27 DsCj) ASSERT(smc) in 'mon-util.cc' at line 1123 failed on turn 140081. (Tar:7) 18:55:46 i know. no background music is the second best solution imo. 18:55:51 awesome background music is better 18:56:02 slightly less than awesome background music is worse 18:56:23 getting into a doomrl situation with sound is the absolute worst 18:56:42 yeah, i havent played that, but watched youtube vids. 18:57:30 doomrl uses sound well in my opinion... but the problem is it's the one rougelike where blind players have an advantage over deaf players 18:57:34 sound as a gameplay element works well in some games, like first person shooters 18:57:56 but anything turn based should avoid it imo 18:58:03 doomrl also has the advantage of using the sounds from doom, which just happened to have extremely good sound effects by video game standards 18:58:16 although the plasma gun still gives me headaches 18:58:23 sound for flavor (that you can switch off) is always great 18:59:10 but as a gameplay element it only works in an action packed real time game imo 18:59:40 fortunately doomrl is perfectly playable with no sound 19:00:14 from what i saw it does seem to provide a significant gameplay advantage 19:00:49 elliptic, thanks for your continued bulk of fixes 19:01:01 elliptic: playable? Maybe in new versions... 19:01:27 I haven't played doomrl in ~3 years... but at that time sounds were pretty damn vital 19:01:31 well, crawl is playable in auto skill mode, but manual mode does provide a significant advantage... 19:02:01 depending on playing style 19:02:16 speaking of skill modes.. I think focus should be disabled by default. I might be in the minority on this though 19:02:20 crawl is also playable without spoilers, to pick a more extreme example 19:02:36 I just think that skill focus makes the interface more complicated, without actually giving much to you. Also, some players misunderstand what focus even does 19:02:38 Doom2, MAP06. Every single door, every single switch has a different sound. 19:03:01 try playing with someone who doesn't know that :p 19:03:12 i prefer focus mode, i use focus in nearly every game 19:03:22 it is especially important in auto mode, to train little used skills 19:03:46 and in manual mode it allows for enough fine tuning to just forget about the skill screen for a looong time 19:04:02 I think focus can be alright, (though, I don't use it). I just think it is mostly unnecessary, and can be confusing 19:04:03 without focus i would have to switch stuff on/off a lot more 19:04:10 ??focus 19:04:10 focus[1/3]: IT DOES NOT INCREASE YOUR TOTAL XP 19:04:16 wtf? 19:04:17 ^^ this seems to come up a lot 19:04:24 why are people stupid? 19:04:31 alefury, you guys are talking about "auto" ? 19:04:35 people seem to think that if you "focus" a skill you get more xp into it. You sometimes see people playing with all their skills focused 19:04:42 which is exactly the same as not using focus at all 19:04:48 oh, the '*' 19:05:11 well, those people dont understand how crawl works at all 19:05:52 lesson 1: if, taught by previous gaming experience, you see an obvious way to try and abuse a feature, don't. it wont work. 19:06:19 unless you're ragdoll 19:06:24 all the abuses are very obscure, so trying to abuse something that is actually documented, like focus, is totally in vain 19:06:54 focus is documented, right? 19:06:55 right? 19:07:03 as far as I know 19:07:04 such abuses tend to work in most games 19:07:46 thats one of the things that sometimes makes me smile when playing crawl 19:08:00 kneejerk reactions, taught by other games that do stupid shit 19:08:01 alefury, people think they can abusive not because they can't find documentation on it, but more likely just haven't bothered to look it up. 19:08:05 oh well, I can see the reason for having focus enabled by default. it's certainly not the worst default option... 19:08:15 that award goes to pickup_mode 19:08:34 pickup_mode? 19:08:56 when you pick up items, there are few different ways of doing it. the default is to prompt you for each item on that square, basically 19:09:13 the best option is to set pickup_mode = multi, which will give you a nice menu 19:09:30 mhh, it tends to work that way in tiles anyway 19:09:33 by default 19:09:41 kilobyte: I've never used sound in doomrl and I have a pretty high rank (would probably need to start playing nightmare! to get it much higher) 19:09:41 when using mouse controls 19:10:20 kilobyte: I don't know what older versions were like though 19:11:05 evilmike: I don't think I've ever tried setting pickup_mode to something 19:12:48 elliptic: basically, you know what monsters to expect, at what distance and which direction 19:12:58 the default mode is "single", which lets you access a menu, but otherwise prompts for everything in the stack 19:13:13 it just seems objectively worse than going straight to the menu 19:13:15 need headphones for direction, and it won't let you distinguish up from down 19:14:12 evilmike: single is sort of convenient for when you just want to pick up the top item quickly 19:16:17 about focus, it mainly just feels like an unnecessary complication to me in something that is already pretty complicated 19:16:40 but I can't tell whether new players actually have a problem with it 19:16:58 i think almost all people who dont edit the settings files would prefer focus as the default 19:17:03 elliptic, it does complicate it and while its not -completely- necessary, it is rather useful. Perhaps enabling focus is an option (off by default, if its complicating new users)? 19:17:10 and imo thats what should matter for default options 19:17:34 Cryp71c: well, it is an option, and it is on by default 19:17:48 I can't tell whether it being complicated is a problem 19:18:29 it's convenient, but indeed can confuse newbies 19:18:30 03kilobyte * r570cf5fdba28 10/crawl-ref/source/ (14 files in 3 dirs): roctavian's tiles for Spider Nest's floor. 19:18:52 its not complicated, its just different from old versions 19:19:07 perhaps, right 19:19:07 alefury: more complicated than not having focus! 19:19:31 yes, but like i said, i think most people who dont edit their settings files would strongly prefer focus as the default 19:19:48 and people who do edit their settings can edit their settings and get rid of focus 19:20:21 alefury: that may be true (that most people who don't edit their settings files would strongly prefer focus), but I'm curious what makes you think that? 19:20:25 <|amethyst> isn't having to turn skills on and off regularly in order to get the distribution you want also complicated? 19:20:42 focus is very useful, and people like control 19:21:23 also, i think most people who dont use focus do so because they are used to not having it 19:21:29 I wouldn't call it useful :P but you are right that people like control... I often see people asking for even more control 19:21:31 not because focus is useless 19:21:32 the way I play, I usually don't feel the need for focus. I just have it disabled, so it's no big deal for me 19:21:54 I usually only have one skill on. Sometimes 3, at most. When I do have multiple skills I tend to be fine with them training equally 19:21:55 alefury: actually, most people who don't use focus do so because they are only training one skill at a time anyway 19:21:57 keep in mind that even if players wouldn't want focus by default, but learning / searching / wanting to turn it off in the options is a much better option than having it off by default, requiring users to notice it on some other occasion they're already in the options file. 19:22:03 like i said, i use focus in every game 19:22:06 and then it really is useless 19:22:09 i usually have at least 5 skills on 19:22:15 So even if its used by the minority, that still may not be a convincing reason to turn it off by default. 19:22:23 unless im trying to get something working asap 19:23:47 -!- edlothiol has joined ##crawl-dev 19:23:51 I'd say that's the case for every one of my characters, up until around mid-lair 19:23:58 alefury: just out of curiosity, would you like to have an "anti-focus" setting in the skill menu also? 19:24:03 no 19:24:16 i am content with the amount of control i have 19:24:28 and do you use auto or manual? 19:24:31 and every time i just want to switch something off, having focus turned on stings a little 19:24:42 manual mostly, because it saves time for me 19:24:54 in auto i have to check if everything is working according to plan 19:25:05 in auto i set things up once, then check back when i actually want to change something 19:25:13 *manual 19:25:33 auto strikes me as being there for new players who don't fully understand skills. Seems good to me 19:25:57 evilmike: that's what its intended purpose was! 19:26:07 "do a reasonable thing" 19:26:13 i have played with auto, and it was okay, but i needed focus to get some exp into skills i want but rarely use 19:26:14 does anyone know how well auto works for that? I personally haven't heard much feedback 19:26:26 it failed to be good enough for advanced players to use it though 19:26:40 (not hearing much feedback about auto might be a good thing, not sure) 19:27:04 kilobyte: I think it will always fail at that... there will always be a point where human control will be superior to whatever the game thinks is best 19:28:11 I for one have never seen someone complain about auto mode 19:28:14 it seems to be working as intended. 19:29:02 i think the fact that manual exists removes any complaints about auto 19:29:08 if you know enough to complain, you'll use manual 19:29:09 not "always": an automated mode might be better at calculating an optimal way, beating any but most knowledgeful micromanagers 19:29:15 we're not there yet, though 19:29:56 maybe try asking |blade|, who is now on irc. i think he started playing fairly recently (in .9), so he might be able to provide useful feedback from a newbie point of view. 19:30:06 no idea if hes currently on though 19:31:35 kilobyte, I found auto suiting my needs pretty well except for when I wanted to start branching out into activities I wasn't using a whole lot (eg, casting as a fighter) 19:31:54 for which I'd focus spellcasting, for example..check back later and find that not near as much xp was getting put in because...well..I wasn't REALLY spellcasting. 19:31:57 focus can help with that 19:32:07 But I'm not sure that's a problem, its just what auto does. 19:32:29 focus ensures some exp to go into a skill 19:32:30 Cryp71c: oh, so it's not as bad as I thought 19:32:32 when I want to get spells usable, I turn off everything but the magic skill(s) 19:32:35 alefury: turning all your skills off except the skill helps more 19:32:49 the way I see it, you want to get the spells usable as quickly as possible, so doing anything with focus is a bit wasteful 19:32:49 yeah, but i dont like doing that 19:32:53 better off using manual in that case 19:32:59 (which i usually do) 19:33:01 well, it is equivalent to manual then 19:33:25 if you have only one skill on 19:33:30 fuzzy skill levels are great 19:33:35 focus is good for: "I want a bit of T&D, and I'm afraid I'll forget to turn it off before it sponges too much xp" 19:33:58 alefury: yes, partial skill levels is one of the best 0.10 things, in my opinion 19:34:07 the best, by far 19:34:15 evilmike, that's not how I use it though..for some of the fighters who I know I want to cast with, I turn on spellcasting (non-focused, manual mode) and let xp trickle in so that it starts to train up without me falling behind on my critical (fighting) skills 19:34:16 have you tried playing .9? 19:34:33 I really, really love manual mode and focus, because it really is a "set and don't worry about it for a while" feeling. 19:34:39 while at least trying not to waste lots of exp? 19:34:44 yeah 19:34:50 So, take that for what its worth (an experienced, non-good player) 19:34:56 but 0.9 was a HUGE improvement over 0.8. I victory danced a lot 19:35:05 yeah, definitely 19:35:07 and I also experienced the 0.8 phenomenon of getting a 2 million xp pool 19:35:15 not complaining about .9, just .10 is so much better 19:36:09 the skill system feels actually finished 19:36:20 alefury: smooth skills are less of a big deal if you were training skills one at a time anyway 19:36:23 shame galehar is away, he's made so many awesome changes to the crawl interface, skill system, etc 19:36:26 still very nice of course 19:36:53 alefury: also, I think skill training restrictions still need some work 19:36:57 why would i train skills one at a time with smooth skills? there are situations where it makes a lot of sense, but often it just doesnt matter and is tedious. 19:37:03 but we are definitely getting a lot closer to finished :) 19:37:12 the *only* thing I'd like to see different is a modifier key I can hold off to quickly toggle stuff on-off (non-focused) 19:37:14 alefury: because usually there is one skill you care about most 19:37:17 (eg, shift) 19:37:25 at first i was a bit pissed by training restrictions, but they dont really get in the way imo 19:37:29 s/hold off/hold on 19:37:44 the skill training restrictions seem good to me aside from a few corner cases 19:38:00 I like that, for example, I actually have to use a sword if I want to train long blades 19:38:11 you dont, you only need to carry one 19:38:21 really? I guess I missed that 19:38:22 you need to wear a shield or armour, though 19:38:33 training restrictions could use some work to be more consistent and get in the way even less, IMO 19:39:29 well, one option would be removing them after level 1, because then the biggest issue (what skills are displayed) is moot anyway 19:39:48 i dont think thats really needed, but it would make them get in the way less 19:40:39 Shields are the only skill the restrictions do something 19:40:55 armor too 19:41:00 alefury: that's not good, we don't want arbitrary cutoffs at L1 of a skill 19:41:07 when you want to switch to dragon armor as a caster 19:41:21 -1 EV armour has about no effect on casting 19:41:34 elliptic: well, use whatever cutoff is used for displaying skills by default 19:41:35 kilobyte: right, I'd make the restrictions do nothing at all 19:41:46 if thats .1 skill levels, make that the condition 19:41:56 what i meant is, whenever its displayed anyway, drop the restriction 19:42:13 make it so you just have to carry a shield or weapon (no worries about swapping) 19:42:19 and make armour always trainable 19:42:56 alefury: there's a huge difference between default display and gameplay 19:43:17 imo the whole point of skill restrictions is display of level 0 skills 19:43:28 everything else could go out the window and i wouldnt miss it 19:43:42 i wouldnt mind being able to train everything in m* 19:43:58 but im fine with the status quo 19:44:03 it also strikes me as a way of idiot-proofing the system (only let you toggle skills that can do something for you) 19:44:06 it very rarely gets in the way for me 19:44:07 alefury: the whole point was eliminating victory dancing, really 19:44:16 these other things are just nice side-effects :P 19:44:42 well, yeah, im just assuming victory dancing to be gone. im quick to forget unpleasant things. 19:44:43 elliptic: what does that have to do with the restrictions? 19:45:00 SamB: otherwise you'd have to display all skills 19:45:13 or force people to do m* all the time, which is really not good 19:45:31 SamB: in 0.9, you had to victory dance to get up to 1 in a skill 19:45:44 and only then could you turn it on (or off) 19:45:52 okay, so it's like what alefury said 19:46:01 the point is display of L0 skills 19:46:13 i mean restrictions could handle m display, but not training 19:46:14 and yes, I remember 0.9 19:46:18 I actually played that for a while 19:46:36 that wouldnt force people to use m* any more than the current restrictions force them to do weird shit to train certain skills 19:46:41 which is rare 19:46:47 alefury: that was considered, yeah 19:47:13 I like his idea 19:47:25 I also like the idea of making them not buggy 19:47:34 i am truly indifferent towards it 19:48:59 the main drawback of something like what alefury suggested is early-game, with people doing weird things like raising necromancy in preparation to worship kiku and get a necromancy book gift 19:49:26 that's something that the restrictions do a good job of preventing, since there isn't any "weird shit" you can do to get around that 19:49:34 yeah, there definitely are disadvantages 19:49:41 hence the indifference 19:49:48 in general I'd be fine with either system, yeah :) 19:50:06 there are wierd things you can do about that 19:50:14 though they might be highly scummy 19:50:20 so scummy nobody would set out to do them 19:50:26 SamB: are you referring to the bug with storing up xp 19:50:44 is there a way to do that without mastering a skill? 19:50:50 no, I was thinking more like finding randomly placed books with necro spells 19:50:55 <|amethyst> alefury: yeah 19:51:00 alefury: I think you can do it with skill restrictions 19:51:08 <|amethyst> alefury: just turn off everything but staves then drop your only staff 19:51:13 yeah 19:51:13 oh, okay 19:51:29 I'm not sure what the best way is of dealing with that sort of thing :( 19:51:41 no point with training necro before going Kiku 19:51:46 if you can train something, switch something on and print a message 19:51:53 Sif Muna, on the other hand... 19:52:08 kilobyte: huh? much more reason to train necro before kiku than before sif 19:52:21 you don't get piety for training necro if you weren't worshipping sif at the time 19:52:23 wait, sif likes you to have already learned stuff ? 19:52:32 now that you can train spellcasting, the requirement to know a spell is not that needed 19:52:36 i think gifts are weighted 19:52:41 yeah, sif requires a memorized spell to worship 19:52:41 sif gifts i mean 19:53:10 kilobyte: true, though it is flavorful and keeps new players from choosing a poor god 19:53:15 elliptic: because you couldn't get any piety otherwise before 19:53:20 hmm right 19:53:49 kilobyte: yeah, I thought you mean before going sif, since I was talking about before going kiku (so that you can cast stuff in your first gift as soon as you get it) 19:53:53 umm, you still cant get sif piety without a spell, right? 19:54:03 or does sif reward training spellcasting? 19:54:08 alefury: you can train spellcasting always, so sure 20:01:24 -!- HangedMan has joined ##crawl-dev 20:03:41 good night 20:03:43 -!- alefury has quit [Quit: ChatZilla 0.9.87-2011111804 [Firefox 8.0/20111104165243]] 20:04:11 Palladion the Sorcerer (L27 DsCj) ASSERT(smc) in 'mon-util.cc' at line 445 failed on turn 144232. (Coc:7) 20:04:45 hmmm, looking at the nutritional labels attached to my food.des vaults, some of their averages seem quite low compared to the suggested 20k of nutrition for normal/herbivore 20:04:54 do they need more food? 20:06:52 -!- ncampion has quit [Read error: Connection reset by peer] 20:07:20 -!- ncampion has joined ##crawl-dev 20:11:27 -!- Velocijacktor has joined ##crawl-dev 20:11:38 Alright so I just finished adding a new race to the game 20:11:45 But everytime I press dungeon crawl mode the game just exits 20:11:49 It works on every other mode though 20:12:02 Any suggestions? 20:14:25 <|amethyst> !lm rune=decaying x=avg(xl) 20:14:25 5 milestones for |amethyst (rune=decaying): avg(xl)=14 20:14:26 <|amethyst> doh 20:14:46 Velocijacktor, no experience adding races, you on a windows system? 20:14:56 Yeah I am 20:15:05 I've placed races on top of other races, but never clean added one. 20:15:06 <|amethyst> tiles? 20:15:11 Yeah, tiles. 20:15:15 <|amethyst> run it from a terminal 20:15:18 Velocijacktor, are you running the compiled crawl.exe or are you running it from the cmd prompt? 20:15:26 I tried both 20:15:29 One was with msysgit 20:15:32 And the other was the crawl.exe 20:15:36 <|amethyst> then you should get an errror message 20:15:44 <|amethyst> probably some assert failing 20:15:46 If you run it from msysgit, the window should remain open with an error message. 20:15:52 It doesn't give me one 20:15:54 That's why I'm confused 20:15:54 yeah, its likely an assert on the size of the species enums or something. 20:16:03 or from cmd.exe, if it's not tiles 20:16:14 Velocijacktor, run it from the cmd prompt (not msysgit) 20:16:15 But that's why it's confusing me. It's working on the other modes. 20:16:51 Velocijacktor, so it works when you compile for / run in ascii? You're missing some tile art for your race? 20:16:55 <|amethyst> have you tried a debugger? 20:17:09 No, it's working for dungeon sprint and zot defense in tiles mode. 20:17:10 <|amethyst> he means sprint and zotdef work 20:17:14 But it's not working in crawl mode. 20:17:56 Velocijacktor, you can try to use gdb, its included in msysgit, I think... 20:18:10 Yeah I'll give it a shot 20:18:18 Open up msysgit, and open up a cmd window prompt, navigate to the location of your crawl.exe in the cmd prompt 20:18:22 and type in ./crawl.exe & 20:18:35 it should give you [#####], that number is the process id, go back to msysgit and type in 20:18:50 gdb -pid ##### 20:19:02 So if it's on my desktop what would I type in? 20:19:08 If you've done it right, gdb will load and give you quite a few messages about loading symbols from crawl.exe 20:19:24 Velocijacktor, the crawl.exe is on your desktop? you on windows 7 or XP? 20:19:37 I got it I got it I got it. 20:19:41 It was a corrupted save. 20:19:46 From when I had the wrong source code 20:20:33 Man that was weird though 20:20:39 It must've just been a compiling error 20:23:11 Nice! 20:23:13 I like this race 20:23:16 It's based on Aztec warriors 20:23:20 I combined Jaguars and Eagles 20:23:58 so what distinguishes them? 20:24:50 Well I'm trying to figure out a good balance 20:25:03 But I wanted to make them a high invocations race with decent combat skills but very little magic skills 20:25:08 Basically I wanted to make them THE zealot race. 20:25:35 Following actual Aztec tradition... throwing spears, polearms, clubs, small swords, light armor, dodging and necromancy from human sacrifices. 20:25:39 kind of sounds like a more focused hill orc 20:25:47 Yeah, sort of. 20:25:47 oh, light armour 20:26:07 And also polearms haha. 20:26:10 sounds neat, you should make a devwiki page 20:26:10 Aztecs loved spears. 20:26:17 Yeah I think I probably will. 20:26:21 The sprite is real cool looking too. 20:26:48 Because you know the two types of warriors were Eagles and Jaguars. So I made an "Eaguar", it's a jaguar with a beak and tailfeathers and a crest of eagle feathers on the chest. 20:28:29 Another real cool idea I had. 20:28:38 Was a Revenant, that was essentially the "lost souls" of adventurers. 20:28:52 So all you could play was wanderer, but you had all the aspects of undead and you could float over water and you had real high EV. 20:29:49 a race restricted to one class seems off 20:29:58 I know, that was the problem I had with it. 20:30:03 It was complete luck. 20:32:20 I also did Wood Orcs and Dark Elves 20:33:51 There are way too many elf races though 20:34:00 But Wood Orc is something I would like to go back to and try to polish 20:34:27 wood orc, the exact opposite of lava orc 20:35:40 ^ 20:35:41 FR: wood orcs, take DoT in ghenna 20:35:50 Well I wanted a dexterity version of Hill Orcs. 20:36:23 I think merfolk feel similar to hill orcs in this sense.. good hybrids, but focused on ev, and their magic is ice instead of fire 20:36:33 more magic-y than hill orcs though 20:37:06 Yeah, I would agree. 20:37:11 I also wanted to do Elf-Orc 20:37:15 But I didn't like how the aptitudes turned out 20:37:58 -!- medgno has joined ##crawl-dev 20:38:00 I had an idea for a tiger race too. 20:38:08 I was going to make them warrior-monks. 20:38:11 But I couldn't figure out a broad enough aptitude style. 20:38:28 felids are probably enough :P 20:38:57 Lol 20:39:05 They look nothing like felids 20:39:20 The "Tigris", the species name, sprite is one of my favorite sprites I've ever done. 20:39:25 I just mean in the sense that we already have a playable cat 20:39:33 They're more half-cat half-man. 20:39:36 Then just cats. 20:39:37 Felid are just cats. 20:39:55 note, if you really like the tile, it could be used as a monster 20:40:03 Yeah I know 20:40:07 Just make them Tigris Monks 20:40:23 in fact, I can think of one instance where someone made a really good tile and a monster was created for that 20:40:39 The main problem I had with the tigris, was that quarterstaves are awful for melee. 20:40:42 Are links allowed here? 20:40:45 although, this isn't exactly a normal occurrence 20:40:48 yes 20:41:07 which monster was that? 20:41:15 hellephant 20:41:18 hah 20:42:13 The hellephant is so cool looking. 20:42:18 Man I want to stop sucking at crawl haha. 20:42:27 I should stop trying to dev stuff for it and start trying to play it more. 20:42:37 http://imgur.com/a/vIQ5n#0 20:42:44 They're zoomed in a lot so you have to click to see the actual sprite. 20:43:12 It goes from tigris to tigris to eaguar to jaguaris to revenant. 20:45:15 -!- ussdefiant has joined ##crawl-dev 20:46:48 03dolorous * r2060d210c1c0 10/crawl-ref/source/describe.cc: Remove unnecessary spacing. 20:48:07 I might find a way to give tigris a damage bonus with quarterstaves 20:48:18 But remove the ability to use any other weapon except thrown and their fists. 20:48:19 just give them lajatangs 20:48:28 Those are way too rare to be reliable though 20:48:35 oka! trog! 20:48:42 Still rare lol. 20:48:56 Plus you would still have to fight your way up to (probably) midgame. 20:49:32 The other problem though isn't just damage. 20:49:38 It's the fact that they're all caster stats. 20:50:18 enhancer staves 20:53:07 What do you mean? 20:53:10 -!- mikee_ has joined ##crawl-dev 20:56:25 03dolorous * rb8af32b82672 10/crawl-ref/source/dat/descript/monsters.txt: Tweak wording. 20:57:40 -!- ainsophyao has joined ##crawl-dev 20:57:47 Velocijacktor: that kind of arbitrary boost/restriction should probably be avoided 20:58:16 crawl already gives you a mechanism to do that sort of thing: aptitudes. if you want to make a race that favours staffs, give them a high staff apt and poor apts for everything else 20:58:28 No but I mean with actual stats on the staves. 20:58:43 Like, even with a high aptitude, the actual staves are still crap for melee. 20:59:00 staves (except for the plan staff weapon) are decent weapons 20:59:14 quarterstaves are good, lajatangs are better 20:59:33 Well I've only run across caster stats 20:59:43 i have no idea what you mean by "caster stats" 20:59:57 <|amethyst> enhancer staves you mean? 21:00:13 <|amethyst> s/enhancer/magical/ 21:01:24 Yeah 21:01:32 I mean like, it's always staves of ice or staves of channeling. 21:01:37 It's never like a +3, +4 staff. 21:01:48 quarterstaffs is what they used to be 21:01:54 ??quarterstaff 21:01:54 not quite 21:01:54 quarterstaff[1/2]: A fast and accurate stick that you hit things with. Damage: 7. Accuracy: 6. Delay: 120. Double handed. If you use a quarterstaff with a shield, the base damage is halved. Though anyone with a hand-and-a-half weapon, no shield, and unarmed skill can still punch, quarterstaves allow it even if you're a spriggan (for whom QS are two-handed). 21:02:00 enhancer staves weren't double-handed 21:02:07 quarterstaves are and were 21:02:09 right 21:02:19 So does that mean they can be viable for melee? 21:02:19 03dolorous * r528468f73951 10/crawl-ref/source/dat/descript/monsters.txt: Add preliminary description for spriggan bakers. 21:02:24 FR: a different name for the base "staff" weapon to avoid confusion 21:02:27 "cane" or "walking stick" or something 21:02:45 quarterstaff is a viable early-mid game weapon 21:02:52 That's the problem 21:02:57 I'm trying to design the species all around 21:03:12 <|amethyst> "hanbo" ? 21:03:21 lajatang is the upgrade, that's the top-tier staff weapon 21:03:40 Aren't they ridiculously hard to get? 21:03:40 also, note that a quarterstaff is base damage *10* in trunk, not 7. this is a pretty big deal 21:03:45 Oh shoot 21:03:46 is there a point to staves being double-handed? does anyone actually use a quarterstaff or lajatang with a shield? 21:03:47 I didn't see that 21:03:54 <|amethyst> ??quarterstaff[2] 21:03:54 quarterstaff[2/2]: 10/3/130 in trunk. 21:03:54 evilmike: did delay go up? 21:03:54 why are you trying to design a species around a specific weapon 21:03:56 don't do that 21:04:02 yeah that's a terrible idea 21:04:04 ??quarterstaff 21:04:05 quarterstaff[1/2]: A fast and accurate stick that you hit things with. Damage: 7. Accuracy: 6. Delay: 120. Double handed. If you use a quarterstaff with a shield, the base damage is halved. Though anyone with a hand-and-a-half weapon, no shield, and unarmed skill can still punch, quarterstaves allow it even if you're a spriggan (for whom QS are two-handed). 21:04:05 I'm not 21:04:07 130 is good 21:04:13 It's one of the two or three weapons that I'm designing it around 21:04:20 okay, delay went up by 10 but damage by 3, that's pretty significant. 3 less acc bonus but who cares 21:04:23 I'm trying to keep it to chinese martial arts weapons. 21:04:25 Velocijacktor: that's almost as bad 21:04:25 okay you missed the point of that entirely 21:04:32 hint: chinese martial arts used swords 21:04:37 and other things! 21:04:37 the quarterstaff change also makes priests have one of the best starting weapons :P 21:04:40 because they weren't stupid 21:04:41 Short swords, not long swords 21:04:47 define "short sword" 21:04:50 there were some really big chinese swords 21:04:54 also spears 21:04:57 also polearms 21:05:03 Spears are polearms lol 21:05:04 also anything else real people would use, because they wanted to win 21:05:08 There were very few chinese swords though 21:05:11 no axes, at least 21:05:18 There were no maces and no axes 21:05:23 Velocijacktor: I doubt they had "no maces" 21:05:33 also: swords are overrepresented in western-themed fantasy as well 21:05:56 no axes is pretty common historically also 21:06:07 At any rate 21:06:10 I doubt many axes were really used in combat anywhere 21:06:20 except when necessary because they were a tool at hand or whatever 21:06:21 I think I'm scrapping the tigris idea anyway because of all the beast races that have come out recently. 21:06:30 G-Flex: there are a few... but not many 21:06:33 I really would like to do the Dark Elves, but there are way too many elves already. 21:06:40 of course if you're going for hollywood-style "martial arts" then you're right I suppose 21:06:55 Velocijacktor: I would advise against creating any race that has associations with prior, especially recent, popular fantasy 21:06:55 I'm thinking about doing Wood Orcs, but that would require a lot of lore-stretching. 21:07:07 or D&D 21:07:08 i would advise against creating any race 21:07:19 you clearly haven't thought about what a race is supposed to add to the game 21:07:21 It's not like I'm submitting it lol 21:07:29 I'm doing it to practice coding and also for fun 21:07:30 oh, go nuts then 21:07:40 make an elephant race 21:07:44 with an extra ring slot on the trunk 21:07:53 A race is supposed to add a different approach to the game that isn't already there. 21:07:54 I think pole-axes were fairly widly used in warfare 21:07:54 I know that. 21:07:57 I'm not trying to do that. 21:08:04 evilmike: like halberds and things? sure 21:08:22 I really want to work on my own roguelike, but roguelikes are huge projects, at least one of a decent calibur. 21:08:27 <|amethyst> evilmike: poleaxes aren't axes in crawl though :) 21:08:46 there are a few axe-polearms 21:08:47 evilmike: yes but you don't wield them like axes at all 21:08:48 crawl does have halberds, those are basically axe+spears 21:08:54 crawl has lochaber axes 21:08:55 <|amethyst> and bardiches 21:09:01 lots of choppy polearms exist 21:09:06 yep 21:09:16 Velocijacktor: roguelikes aren't huge projects 21:09:19 go make a 7DRL or something 21:09:27 I mean decent sized ones. 21:09:31 All the 7DRL's are pretty small 21:09:43 I have an idea for a leveling system that would take a while, at least if I wanted it to be well rounded. 21:10:49 7D? 3D would be hard enough! 21:11:12 ^ha 21:11:24 <|amethyst> SamB: well, five of the dimensions are rolled up really small... 21:11:28 I want to approach a more classical styled talent system 21:11:49 And I would make the game more skill based (think WoW, LOTRO, NWN2...) meaning actually pressing skill buttons, then auto-attacking and tactics. 21:11:53 More like a full on hack n slash. 21:12:00 But still with the roguelike formula. 21:13:22 I don't know that WoW design principles would transfer very well 21:13:28 to a turn-based tile-based game 21:13:34 It's not literal WoW principles lol. 21:13:38 I don't know how to explain it clearly. 21:13:51 I guess I'm trying to make a faster paced roguelike. 21:13:56 spelunky and the binding of issac come to mind for such 21:14:09 Binding of Isaac was a huge letdown for me. 21:14:31 Dang new Total War clan packs. 21:14:32 MUST BUY. 21:14:37 crawl is already pretty fast-paced in the sense in which a turn-based game can be 21:14:50 messing up a single turn can cost you your life pretty easily 21:15:13 I suppose 21:15:21 I really need to get back into Unity designing. 21:15:26 <|amethyst> doesn't that mean you should play slowly, then? 21:15:28 C++ is horrid to code in compared to how easy it is. 21:15:29 depends on what you mean by "fast-paced" I guess 21:16:09 |amethyst: yeah, in my mind right now "fast paced" could mean either "every little thing counts so gameplay is very volatile" or "you can play it without taking much time to think between actions" 21:16:10 -!- the_glow has quit [Read error: Connection reset by peer] 21:16:21 I would say the latter. 21:16:23 But I don't want it to be mindless. 21:16:46 Same thing with some hack n slashes like Torchlight. 21:16:49 Like when World of Warcraft was still a game, you had to think about what you were doing but it was still pretty fast. 21:18:47 it also wasn't turn-based 21:18:54 I know 21:19:03 that's the challenge in mixing in the RL formula. 21:20:45 Card games are a really great way to work on game design skills 21:20:48 I should probably do that, too. 21:22:30 -!- medgno has quit [Quit: Quitting] 21:23:02 Capitalization error in description of monsters' wielded weapons (https://crawl.develz.org/mantis/view.php?id=4987) by dolorous 21:25:41 -!- Velocijacktor has quit [Quit: Page closed] 21:40:27 FR: do better animation for returning 21:44:53 -!- Cryp71c has quit [Quit: Leaving] 21:45:13 then the missile going to hit dude, then flying back to you? 21:45:23 what more do you want, dramatic zooms and slow motion abuse 21:46:04 *curves* 22:02:57 ??returning 22:02:58 returning[1/2]: A brand that makes the weapon return to its owner's hand when thrown. It is not guaranteed to work, and requires some Throwing skill to work at all; 3 levels gives a failure chance of 14%, while 27 gives 3%. When thrown by an enemy, fails to return something like 1 time in (HD+3). Based on some quick testing, Portaled Projectiles will not return. 22:04:03 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:21:32 -!- Cryp71c has joined ##crawl-dev 22:35:59 -!- Wensley has quit [Ping timeout: 248 seconds] 22:53:01 -!- Cryp71c has quit [Quit: Leaving] 23:06:14 -!- edlothiol has quit [Ping timeout: 252 seconds] 23:33:39 well this looks kind of dumb: 23:33:46 You draw a card... It is the Sage. You feel studious about Invocations. 23:35:41 usually sage cards are slightly helpful. and sometimes that happens. 23:36:05 the best thing you can do is draw sage again. the #1 use for sage cards is to counter other sage cards 23:37:09 but, I mean, why would Nemelex's cards do that? 23:37:35 it's like if trog gave you a spellbook, only even *less* useful 23:38:35 cards effects can range from extremely useful, to questionable, to pretty much the worst thing possible 23:38:53 for example, on my last nemelexite i got a trog wrath card while clearing zot 5, and had to deal with being surrounded by berserk giants 23:39:09 on the same game, i got a fire giant summoned on like d:3 23:40:02 couldn't we do bogus skills like "interior decorating" instead ? 23:41:07 (not that we should have such things as actual skills, just that that would be a more amusing kind of dud ...) 23:41:23 I do think that sage cards need to be rethought given the current skill system 23:41:59 they used to be much more exciting, when skills were harder to train 23:42:32 most of the sage effects I got on my last nemelex game were skills I actually wanted, so it was still kind of useful (due to the xp bonus) 23:44:17 the xp bonus part of it just duplicates experience card 23:45:01 (except far less good unless you are clearing a zig or something) 23:45:20 it also isn't good that you can rest off sage 23:45:30 maybe treat it more like a manual? 23:45:44 yeah resting off Sage is really bad 23:47:04 yeah, making sage work for a given amount of xp instead of a given amount of turns would be good 23:48:17 one thing that might make them more interesting is if the xp bonus is increased to be more significant, but the skill is weighted towards ones you have low skill in 23:48:42 the idea being to encourage you to branch out based on what sage you have 23:48:48 not sure whether this would really work though 23:48:57 elliptic: would it at least pick ones that are trainable ? 23:49:33 picking ones that are trainable would be bad... the optimal strategy would be to make as many unwanted skills untrainable before drawing sage 23:49:52 err, I mean *only* picking ones that are trainable 23:49:53 or, well, train them anyway ? 23:49:57 yeah, I was thinking that it shouldn't depend on trainability, but rather some measure of not being useless 23:50:11 like, no invocations with non invoc gods, no spell skills with trog 23:50:35 I thought decks were a Nemelex thing 23:50:39 how else can you get Sage ? 23:50:52 non-nemelex chars can find decks and draw from them too 23:50:53 <|amethyst> you can find decks lying around 23:51:04 a *few*, I guess ... 23:51:20 <|amethyst> usually there are at least a few in elf:5 for example 23:51:23 oh 23:51:24 they are mainly a nemelex thing, but there has been some movement towards making that a little less exclusive 23:51:27 <|amethyst> just by chance 23:51:27 * SamB doesn't get that far 23:51:35 by which I mean that you can identify them to learn the top card 23:51:45 I mostly find them on Nemelex altars 23:51:45 (and then draw that card and repeat) 23:53:41 nemelex altars would be the most common early source of decks (it's an overflow vault, iirc) 23:54:00 but when you get to deeper levels, you tend to find decks, particularly as loot in vaults 23:55:02 nuc the Cutthroat (L12 SpEn) ASSERT(smc) in 'mon-util.cc' at line 445 failed on turn 2517. (D) 23:55:17 I dont really know how the game chooses what a good item is (it thinks a box of beasts is good loot), but legendary decks fall under that from what I can tell 23:56:40 misc items in general are a bit over-represented in vault loot, possibly 23:56:48 or alternatively under-represented in the rest of the game 23:57:49 -!- MarvinPA has quit [Ping timeout: 260 seconds]