00:03:14 Unstable branch on crawl.develz.org updated to: 0.10-a0-2521-gd0f13c5 (32) 00:18:58 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-2521-gd0f13c5 00:28:22 -!- ainsophyao has joined ##crawl-dev 00:35:53 -!- neunon has joined ##crawl-dev 00:44:43 -!- lorimer has quit [Read error: Operation timed out] 00:49:26 -!- lorimer has joined ##crawl-dev 01:06:16 Xom opening/closing doors messes up LoS. (https://crawl.develz.org/mantis/view.php?id=5008) by elliptic 01:09:00 fr xom messes up los oh wait 02:18:30 -!- monqy has quit [Quit: hello] 02:49:51 -!- Lohen has quit [Ping timeout: 252 seconds] 02:49:53 -!- Vandal has joined ##crawl-dev 03:00:24 -!- Pingas has joined ##crawl-dev 03:28:56 -!- Lohen has joined ##crawl-dev 03:29:08 -!- Vandal has quit [Ping timeout: 240 seconds] 03:42:13 -!- ais523 has joined ##crawl-dev 03:54:06 -!- ainsophyao has quit [Remote host closed the connection] 03:59:54 -!- syllogism has joined ##crawl-dev 04:02:50 -!- ais523 has quit [Ping timeout: 252 seconds] 04:07:08 -!- MarvinPA has joined ##crawl-dev 04:09:40 -!- Zaba has joined ##crawl-dev 04:12:28 -!- mikee_ has joined ##crawl-dev 04:38:30 -!- ais523 has joined ##crawl-dev 05:05:17 -!- edlothiol has joined ##crawl-dev 05:16:36 -!- dpeg has joined ##crawl-dev 05:19:04 -!- st_ has quit [Ping timeout: 252 seconds] 05:31:01 -!- ainsophyao has joined ##crawl-dev 05:34:27 -!- evilmike has quit [Quit: something happened] 05:39:43 -!- ais523 has quit [Ping timeout: 245 seconds] 05:43:41 -!- ais523 has joined ##crawl-dev 05:44:11 -!- absolutego has joined ##crawl-dev 05:49:43 -!- alefury has joined ##crawl-dev 05:56:26 xomscumming (L1 MuCK) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed. (Abyss (Sprint)) 06:05:40 -!- ais523 has quit [Remote host closed the connection] 06:06:41 -!- ais523 has joined ##crawl-dev 06:06:48 -!- ais523 has quit [Changing host] 06:06:48 -!- ais523 has joined ##crawl-dev 06:26:03 the artifact consumable thread on the tavern made me think 06:26:06 potion of evolution could be nice (as a regular rare potion) 06:26:19 it would simply give you the evolution mutation 06:27:34 usually more mutations than a potion of mutation, but skewed towards good, and delayed 06:27:34 would there ever be any point in having more than one? 06:27:34 evolution disappears after a while 06:27:34 hmm, in that case, I suspect the best use for the potion would be to drink it in Temple and hammer 5 for a while 06:27:34 well, its still likely to screw you over 06:28:05 because bad mutations can be very bad, and good mutation effects are often only situationally useful 06:28:27 which means they just mean you mostly need to switch jewelry less often 06:28:38 yep, but it's safer than getting a very bad mutation during conduct 06:28:42 *during combar 06:28:47 **during combat 06:28:55 well, evolution has safeguards against that 06:29:18 mutations get more likely as you gain exp 06:29:43 and there are no mutations if you just wait 06:30:27 (it only has a chance to disappear when it mutates you) 06:31:08 maybe it could even replace the potion of mutation 06:31:44 hmm, I was playing Dungeons of Dredmor recently, and its solution to the keeping-buffs-up-all-the-time solution is really nice 06:32:24 i tried playing dungeons of dredmore recently, but i randomly chose the vampirism skill and couldnt get chars off the ground, plus lack of autopickup, autoexplore and autofight pissed me off 06:32:24 aggressive buffs wear off after you make a certain number of hits that they affect; defensive buffs wear off after you're hit a certain number of times with things that they defend against 06:33:33 it does have autopickup, you can turn it on in the options; I agree that its controls are generally awful, though 06:33:33 you can also turn on collide-to-attack, I'm not sure why anyone ever thought leaving /that/ off by default was a good idae 06:33:33 *idea 06:33:33 hmkay, maybe ill take another look 06:33:33 my first impression was "id rather play crawl" 06:33:33 the controls are still awful even if you configure them correctly 06:33:59 it has some nice ideas, though, and it's quite reminiscent of Crawl in several ways; the major difference (and it's a very big one) seems to be that it's deliberately designed to encourage rather than discourage grinding 06:34:13 thats fucking stupid 06:34:18 no, just different 06:34:21 some people like grindy games 06:34:31 some people are fucking stupid 06:34:39 although i must admit i sometimes do like grindy games 06:35:41 i just think its stupid in a roguelike context 06:36:23 it makes sense if the action you repeat over and over is fun 06:36:47 it also has questionable balance decisions (in particular, one of the skill trees eventually gives unlimited cblink for no penalty but a timeout; it's generally regarded as the best one there) 06:37:10 i couldn't begin playing it 06:37:17 whereas a character I played just for messing about has no tele/blink sources and is struggling as a result (I had to burn three stony wands to survive a zoo at one point) 06:37:24 the first thing i look at is the interface and it seems undesirable 06:37:29 it is 06:37:44 mikee_: the interface is awful 06:37:52 orders of magnitude below vanilla NetHack, somehow 06:38:01 that's quite a feat 06:38:15 it can be configured to make it less awful, but it still stays awful 06:40:17 OTOH, some parts of a game being bad doesn't mean that other parts can't be good; there are some genuinely good ideas there 06:40:17 i guess this is often what happens 06:40:17 interface, at least, is easily fixable, although not so much in a closed-source game 06:40:21 (just compare AceHack with NetHack; I think AceHack's up there with Crawl, nowadays, and even beating it in several aspects which you'd never agree with me on) 06:40:43 i will use doomrl for my comparison 06:40:44 like giving players eye cancer 06:41:09 BlastHardcheese: I added the floorcolor option if you'd really prefer your view to be bland over being informative 06:41:22 it seems to be split around 50/50, so it's a good thing for an option 06:41:57 i think taking away health regen could be a stroke of genius for certain roguelikes 06:42:08 whose names rhyme with brawl 06:42:31 i think its way too late for that 06:42:45 yes it is not like anyone is going to start an implementable for it =P 06:42:50 mikee_: it's something I noticed in Pokémon Mystery Dungeon: "why is regular grindy combat so much more interesting than Crawl's? oh, it's because health regens slower than monsters spawn" 06:42:51 it might have made sense for, say, dcss 0.1 06:42:57 but it would surprisingly solve quite a few problems 06:43:16 healing is a nobrainer 06:43:17 whereas in Crawl you can't increase the spawn rate because then people would just grind 06:43:19 there is the anti-grinding aspect of course 06:43:30 and also the simple benefit of games not taking as long 06:43:44 something I've noticed is mostly unique to Crawl is the way that monster spawns work 06:43:49 but also there would no longer be trivial enemies 06:43:57 in Crawl, most of the monsters are already there on the map when oyu enter the level 06:44:02 mikee_: I made a wiki page for that... it is very long away, perhaps forever 06:44:12 yeah that is what i am thinking :| 06:44:27 i think the place for something like that is a fork 06:44:28 and you can clear a level out, and then spawns don't come quickly at all, until you hit the vastly out of depth mummy hunting squad 06:44:43 in most other roguelikes I know, a level is basically empty when you enter it, and monsters spawn over time 06:44:51 meaning that behind you is almost as dangerous as in front of you 06:45:43 the player mostly doesn't notice, but using a monster-detection ability in, say, NetHack or Pokémon Mystery Dungeon as soon as you enter the level, you'll see only one or two monsters in most cases 06:46:53 mikee_: it can be done... the choices might not even be worse than the one between round and square LOS. It does not a lot of thought before and testing after. Perhaps the idea will get some support. 06:47:33 what would the major way to regain health be, if not time? exploration? 06:47:44 dpeg, perhaps some of the people i persuaded to try doomrl will have feedback on how it's handled there 06:48:03 considering that we had like half of the dcss devteam in ##doomrl =P 06:48:06 mikee_: even doomrl plays with alternate ways to heal 06:48:06 doomrl effectively has health for exploration, by leaving common health pickups lying around 06:48:25 kilobyte, you mean health globes and such sources? or vampire 06:48:48 yeah i would think the drop rates of healing sources would have to be increased in dcss 06:48:55 or everyone will just play necromancer of makhleb 06:49:13 desktop dungeons has a beautifully simple "1 hp per square viewed" 06:49:23 AoImpatience (no stashing healing), AoMasochism (no healing except on level-up) 06:49:48 it'd possibly be too fast for Crawl, but has a number of positive effects (especially what'd happen to pillar dancing) 06:49:50 those are just challenge games with more difficult means to heal 06:49:54 ais523: for kills, for exploration, items, there are options 06:50:00 the wiki page compares some of them 06:50:19 but if your point is that even those challenges are doable, i agree 06:51:06 ais523: the DD approach has problems on its own (if you can re-visit levels) 06:51:07 dpeg: indeed 06:51:24 I still don't get why you can revisit levels in Crawl, it doesn't seem to help anything but make the game structure seem more logical 06:51:36 in DD, unexplored dungeon squares are an actual resource 06:51:42 one of the most important ones actually 06:51:42 yep 06:51:57 I'm kind of thinking of combining a good deal of recent ideas and trying a madly experimental race. 06:51:57 they're /the/ most important resource; second is undefeated monsters 06:52:02 exploring means paying for information, in a way 06:52:03 crawl's gameplay involves a lot of backtracking 06:52:11 exploring at full health and mana i mean 06:52:13 mikee_: and I don't see why that's a good thing either? 06:52:18 backtracking isn't interesting in Crawl 06:52:25 well i wouldn't say it is good but not having it may be bad 06:52:36 what would happen with shaft traps for example? 06:52:45 or avoiding most of d:2 because sigmund scared you off 06:53:13 i still think the right place for such a change would be a fork 06:53:30 mikee_: Pokémon Mystery Dungeon has shaft traps, they're one of the utterly scariest things there 06:53:35 i could suggest it for mcrawl 06:53:54 even if most of the active devteam joined the "new project", it would still be better than releasing it simply as a new dcss version 06:53:56 especially if they're hit by a party member other than the leader, as it eliminates them from the game entirely, with (in many dungeons) no way to replace them 06:54:02 that sounds harsh 06:54:13 (hitting one with the leader just forces you to the next level with no way to backtrack it) 06:54:14 i imagine people feel cheated when they hit one 06:54:25 not really, the game is full of freakishly deadly things 06:54:42 so wait, pokemon mystery dungeon is actually good? 06:54:50 it is, eventually 06:54:52 from what i am hearing maybe not =P 06:55:00 the game starts off far too easy, and stays that way until quite a bit after the final boss 06:55:08 but some of the postgame content is excellent 06:55:33 what i meant is, "a person who likes regular roguelikes can play these games for a while" 06:55:49 backtracking makes for more choices, not just for more boredom 06:56:02 djinn: no boots, demonic but neutral TSO-wise (like angels are good demons), no hunger, no mutations on yellow glow, hunger costs cause glow, immune to fire, X* cold damage, rF- rC+ (not an error -- items/etc), no MP (casting from hp), MP boosts heal HP, MP drain acts like antimagic on monsters, auto-lev+slow over water/lava 06:56:25 a typical Crawl solution would be to make this finite (like we did with Amnesia): "ticket to go upwards" 06:56:25 having the option of backtracking also makes some things trivial 06:56:25 cf the rune lock discussion 06:56:41 alefury: get someone else to complete the game for you and unlock a bunch of characters; then go to Zero Island South and play that yourself 06:56:55 and when leaving things for later becomes a nobrainer, that is not good 06:57:03 kilobyte: interesting 06:57:25 hm, im sure there are savegames around somewhere 06:57:28 it's independent from the rest of the game, apart from which Pokémon you play it with (you have to unlock the Pokémon in the main game, but you get a generic version of the Pokémon you use, with the same stats no matter what the main game's Pokémon's stats are) 06:57:52 do these games have all the pokemon? 06:57:55 alefury: there is less and less space for that. Being able/forced to decide between "fight now" and "skip" is good, in my opinion. 06:58:41 i like portal vaults, branch ends not so much 06:58:47 alefury: PMD2, the one I'd recommend (that is, Time/Darkness/Sky), has all the Pokémon implemented; all but 9 are available in-game, and all but 1 are available if you use cheat codes to get 8 of them 06:59:03 the last one was a limited-time offer sort of thing over wi-fi to try to persuade people to buy the game early 06:59:16 alefury, it's not a 'no brainer' though because there is a specific choice involved 06:59:24 (that is, intended cheat codes that are on Nintendo's website somewhere; it's all an event-pokémon sort of thing) 06:59:37 well, which version of "all" pokemon are you referring to? up to dpp? up to rse? gsc? rby? 06:59:38 actually, I think it might be more than 9, there are some Pokémon you can only find in the bonus dungeons 06:59:42 one does actually accept a cost when postponing a branch end for example 06:59:47 alefury: dpp in PMD2; rse in PMD1 06:59:56 wow, thats a lot of pokemon 07:00:00 yep, indeed 07:00:35 I imagine the game's balance would freak Crawl devs out for a while; pretty much every item in existence is overpowered by Crawl standards, but the game's all about consumables so it makes sense 07:00:54 if you find a really overpowered consumable, the reaction's "I hope I don't have to use this, but I know I will at some point" 07:02:01 overpowered consumables are fun, overpowered permanent items not so much (look at dota for example, not sure how bad it is in other moba/aos) 07:02:01 a better known example might be diablo 2 07:02:01 there are a few overpowered permanent items, but they're the rewards for the bonus dungeons, and (in the case of zero island south/east) can't be taken into them, only out of them 07:02:06 yes, consumables are much harder to unbalance than spells or other permanent thingies 07:02:19 zero island north is where you get to play with your overpowered permanent items; I'm glad they put something like that in 07:02:21 dpeg: i like the idea of artifact consumables 07:02:22 kilobyte: if you don't have time to implement it, please add your species to the wiki! 07:02:22 it's fun to play once or twice 07:02:34 alefury: I've not yet seen a worthwhile proposal, tbh. 07:02:46 (also the only zero island branch I've ever completed, and that was with a level 90 team and a bag entirely full of reviver seeds) 07:02:56 mhh, im writing a post in the thread, but im not sure its worthwhile, and its certainly not a full proposal 07:02:58 i don't get the idea of artifact consumables very well 07:03:17 how are they really artifact if you can use them up? 07:03:20 dpeg: it's merely a brainstorming stage yet 07:03:36 reviver seed = best item in PMD2; it fully resets all the character's reducing-over-time stats (nutrition, hp, pp, status), and triggers automatically from the bag if the character would die 07:04:08 and they give an interesting choice (use them as a sort of meta-HP bar, or trigger them deliberately to heal problems in many stats all at once) 07:04:12 mikee_: making certain consumables indestructable by ice/fire came up before 07:04:19 in the case of wands, no recharging would be interesting 07:04:36 for example, some of Eronarn's ideas in lava orcs are good but way too gameable (bonuses from boosting tension, leading monsters to lava, etc) 07:04:36 kilobyte: sure, but has potential, in my opinion 07:04:45 agree 07:05:08 dpeg: that's why I brought the idea up... it's way too vague for an implementation right now though 07:05:23 that's why I said wiki not Mantis .) 07:05:25 i will await further ideas i guess 07:05:42 but yeah simply indestructible potions and unrechargable wands don't interest me yet 07:06:23 I dislike Disney djinns, Islamic are better, yet I'd pick something still different 07:06:52 D&D djinns? not sure how close they are to islamic and disney 07:08:05 one of books I've read as a kid had djinns being made up of magic smoke, but somehow capable of producing viable offspring with humans -- so most real characters were half-djinns 07:08:05 theyre air themed and some can grant whishes, i dont really know much about them :( 07:08:05 I've read that too long ago to remember the author though :( 07:08:05 !seen elliptic 07:08:05 I last saw elliptic at Mon Dec 5 08:07:27 2011 UTC (5h 21s ago) saying (also I dont think it works) on ##crawl. 07:08:05 that sounds like an awful book 07:08:05 especially for a kid :P 07:08:05 Islamic djinni are "made of smokeless fire" 07:08:11 ohhhh, nice! 07:08:26 so theyre smart fire elementals? 07:08:36 (instead of smart air elementals) 07:08:45 alefury: no stress on reproduction, and I'm not speaking of kid drivel style books, just regular fantasy :p 07:09:19 could even have real legs 07:09:40 alefury: here's D&D djinn: http://www.d20srd.org/srd/monsters/genie.htm 07:09:42 the version I listed above doesn't have them, so they have to clumsily levitate in some places 07:09:56 which is the only way to cross water, even shallow 07:10:00 i suppose half-djinns are better than half-dragons 07:10:27 it would make sense if theyre fire themed 07:10:33 or even air themed 07:10:46 cant put airfeet in water 07:10:56 back (much) later 07:11:01 dpeg: bye! 07:11:05 and unstable ground might make levitating hard, depending on how it works 07:11:07 the D&D version seems air-themed but with some firiness too (such as the ability to speak fire-elemental-language) 07:11:25 i only know d&d from playing the baldurs gate games 07:12:02 which i love oh so very much 07:12:10 aha, it's djinn who are mostly air-themed, and efreet who are mostly fire-themed 07:12:19 yeah, and they dont like each other iirc 07:12:23 ais523: in D&D, that is 07:12:25 not really anyway 07:12:39 kilobyte: I'm talking about the D&D version, because someone asked 07:12:49 presumably so that Crawl can arbitrarily do the opposite 07:14:00 so it is going to be earth themed 07:14:01 water is also possible! 07:14:01 ice genie :) 07:14:01 in D&D, ice is a secondary element, air+water 07:14:01 ais523: :p 07:14:01 not that that makes a whole lot of sense 07:14:06 yeah 07:14:30 ice is cold water - air is often cold, and water is water 07:14:35 i have deciphered the formula 07:14:38 Islamic efreeti are regular djinni who are evil 07:14:53 kilobyte: i think your proposal could be cool as a very experimental race, but i have no idea how well it would actually work ingame 07:15:05 it has so much stuff, its hard to think through 07:15:10 maybe elaborate? 07:15:24 while djinni have fully free will, equally capable of evil, good or neutral acts 07:15:46 alefury: food is probably the most risky thing 07:16:03 i dont know how bad mutationless glow as a cost actually is 07:16:32 could cause miscast effects instead of mutating, with severity depending on glow level 07:16:42 if regular explosions arent harsh enough 07:16:46 the version I said has no mutations only on yellow -- but it may indeed be good to not have any whatsoever 07:16:49 ie, ghouls 07:16:59 well, if theyre demonic they cant mutate, right? 07:17:15 demons are all about mutations 07:17:28 i imagine demons as the opposite 07:17:33 perfect form 07:17:52 theme-wise you have no two 100% identical demons, humans with a drop of demonic blood (demonspawn) get tens of mutations, etc 07:17:53 ageless, and if they die they fade away instead of rotting 07:18:28 -!- jeanjacques has joined ##crawl-dev 07:19:39 i always imagine demons to come into being fully mature, and not age, and hardly capable of changing their views or even learning 07:19:54 i might be completely alone in this, though 07:20:07 oh heh, it's "djinni" that's singular, "djinn" plural. 07:20:14 now that's surprising 07:20:21 -!- Ragdoll has joined ##crawl-dev 07:20:46 hey, disney did it right 07:22:04 i view demonspawn mutations as the demon blood trying to bring you closer to your intended form 07:22:13 not randomly mutating you 07:22:50 using the fully anglicized version, "genie", is an option, but then, there are Grey Elves blocking the abbreviation 07:23:00 GE vs Ge 07:23:07 i like Dj though :) 07:23:17 add some to pan disco hall 07:23:20 or well, one 07:23:57 alefury: can't disagree with "which fiction is right" -- there's as many interpretations of demons as there are books 07:24:34 i dont think i have read a lot of books with demons, i know them mostly from games really 07:24:53 and usually there is little background 07:24:59 alefury: don't forget religions 07:25:18 i dont really know much about religions either 07:25:29 There are some interesting demons in the Malazan Book of the Fallen iirc. 07:25:38 i did read some of the bible, but not many of the parts with demons 07:26:03 it's mostly christian medieval tradition that has them 07:26:20 they had to make money somehow :) 07:26:29 somehow, the church tries to hide that it ever happened :p 07:27:42 many of the things in crawl agree with my view of demons. mainly the fixed hierarchy. 07:27:54 but really most of the stuff works 07:28:48 my mom studied theology (fortunately, after getting a real degree first) and has 967349867346 related books. I recently browsed those books looking for Christian angelic hierarchy, etc. Not a single word. 07:30:24 nice 07:30:53 apparently, if they were digital you could just grep them for "eyes"... 07:31:16 all dead trees, sadly 07:33:23 it's astounding how big parts of the Bible are totally dismissed by the church 07:35:11 and actually some make really good read... like, Solomon's or David's reign 07:35:41 the politics there are anything but honest or benevolent :) 07:37:46 -!- upsy has joined ##crawl-dev 07:37:54 hm, were those really official parts of the bible at some point? 07:38:01 no one bothers paraphrasing these stories into modern language so they're tiresome to read usually... but try the Brick Testament 07:38:02 or just related historic records? 07:38:20 alefury: uhm, that's most of the Old Testament 07:38:27 -!- Cryp71c has joined ##crawl-dev 07:38:49 is the christian old testament actually the same as the jewish torah or are there differences? 07:39:01 although even the very last NT book, the Apocalypse, has a bounty of Ezekiel-like myths too 07:39:43 Morning 07:39:50 no denomination agrees on which books are canon 07:40:03 alefury, there are some books in the old testament that are not in the Torah, but that's the same across different denominations, yes. 07:40:08 But more or less, they are the same. 07:40:09 right, of course 07:40:25 Torah = Pentateuch, the first five books; Judaism considers a lot of the rest canonical too but just not as important 07:40:41 actually i didnt even know there were multiple denominations of judaism 07:42:37 I guess you could call them denominations, though I've never heard jews refer to one another as what "denomination" they're part of 07:43:10 Typically they're just referred to as a specific type of jew, and when asking tend to phrase it as such; "Are you reform, or orthadox" etc. 07:44:03 well, with the long tradition of judaism and them being forcibly spread across most of the globe it only makes sense that there are multiple denominations 07:44:37 some like Kharaites or Samaritans are even questioned whether they count as Jewish or not (the former usually does, the latter usually does not) 07:46:04 -!- dtsund has quit [Read error: Connection reset by peer] 07:46:05 i like how "samaritan" is used as a metaphor for "helpful person" nowadays, when iirc in the bible it was used to evoke a "real asshole" stereotype 07:46:18 in the good samaritan story 07:46:33 language is funny 07:47:09 a different tribe, through most of the history this always implied "real asshole" :p 07:51:14 Well, that's why it was so special the Samaritan helped 07:51:21 that's kinda the point of the parable 07:51:33 yeah i know, but its not used that way nowadays in everyday language 07:52:35 well, not like i hear the word used every day, but someone said it recently and meant "really helpful person" and i thought "heh, funny" 07:52:40 -!- dtsund has joined ##crawl-dev 07:56:40 -!- upsy has quit [Quit: Leaving] 07:57:38 -!- ais523_ has joined ##crawl-dev 07:58:08 -!- mikee_ has quit [Ping timeout: 240 seconds] 08:07:00 anyway, potions of evolution? 08:07:11 i think they would make a good replacement for !mut 08:07:28 !mut sucks in many ways 08:08:18 ill write something on the wiki if i can find an appropriate page 08:10:03 alefury: what are they? positivt !mut? 08:10:33 just add the evolution mutation on drinking 08:10:49 hmm 08:10:54 which means a whole bunch of delayed muts, weighted towards positive 08:11:28 50/50 random/positive, not sure how many mutations on average 08:12:04 mutation is extremely likely to screw you over, this would only have a very significant risk of screwing you over, with significant payoff 08:12:11 also the delayed effect makes it harder to scum 08:12:20 -!- Textmode has joined ##crawl-dev 08:12:46 ah 08:12:59 I like it! 08:13:23 also you cant opt out of it once you get a set you like 08:13:53 (although you can currently put on an amulet of rMut to make evolution go away much much faster) 08:14:53 some tweaks would probably be needed (spawn rate, distillation, and maybe some tweaks to evolution), but i think it could be a nice improvement 08:14:54 oh wtf... it almost never goes away unless you wear rMut 08:15:06 well, it has a chance to randomly kill itself 08:15:28 which i think turns out to be about 10% too if you have a lot of mutations 08:15:49 might be 1/15, but i havent really thought about it 08:16:05 actually it might always be 1/15 08:17:53 -!- capablanca has joined ##crawl-dev 08:18:45 hm, ill just tack on a paragraph to the mutations wiki page 08:18:58 cant find a better place for it and dont want to make a new page 08:19:09 03kilobyte * rce399143efa4 10/crawl-ref/source/effects.cc: Fix reversed logic for rMut and Evolution. 08:19:55 oh, that makes sense 08:20:44 -!- capablanca is now known as mikee_ 08:23:38 may go away way too fast now, though 08:25:18 well, still probably about 7 mutations or so on average 08:25:44 (this is just a wild guess based on 1/10 + 1/15 chance to go away) 08:26:59 oh, 1/15 is too high i think, half the time i think the mutation is simply cancelled instead of removing something 08:27:07 so 1/10 and 1/30 08:54:35 [Sprint3] Random unreachable identified items in walls. (https://crawl.develz.org/mantis/view.php?id=5009) by Ragdoll 08:55:04 kilobyte: wrt lorcs: yeah, fighting in lava definitely needs to be nerfed; i was thinking maybe they need to be super-ponderous in lava and unable to attack out of it 08:55:16 and nerfing their heat aura to be radius 1 max 08:55:45 that way, fighting in lava is rarely going to be more effective than fighting outside of it 08:56:24 and taking a dip to max out your heat would require some time to get in and then out of the lava 08:57:17 added !evo to the wiki 08:59:37 Monsters with blink are randomly able to blink trough vetrified walls. (https://crawl.develz.org/mantis/view.php?id=5010) by Ragdoll 09:07:03 dont they have a zerksplosion? 09:07:52 that sounds like it would make lorc berserker pretty silly 09:09:05 nerfing heat aura radius would help with that of course 09:11:48 as long as it's tied to tension or something else easily gameable, I have trouble seeing how nerfing would help 09:13:50 with radius 1 you can still use it to effortlessly defeat any group of speed <=10 enemies -- get them into a big enough group to meet the tension requirement then run in a circle, pausing whenever the first one dies 09:17:17 i think the theme is incredibly awesome, though 09:17:29 would be great if it could be made to work in crawl 09:20:01 maybe it could be tied to dealing damage (relative to xl) 09:21:05 or work like DS passive freeze 09:21:06 or to monster exp*monster hp/monster max hp/exp for next xl 09:21:23 passive freeze is horrible though 09:21:30 mostly because it doesnt scale at all 09:22:02 neither does the fire aura currently 09:22:05 and just turning the heat gauge into a set of constant effects would lose much of the proposal and much of the awesomeness 09:22:07 (which can be changed) 09:22:10 also would dodge a lot of the problems 09:22:36 they could have passive aura only at max heat 09:22:44 then heat is still gameable 09:22:49 still problematic because of being gameable, yeah 09:23:07 just not as abusable for free speed-less kiting 09:23:42 hm, could be made to be awesome too 09:23:48 random explosions on taking damage at high heat 09:24:03 i mean rare, and big, with clouds 09:24:12 as in BOOM 09:24:21 I mean, unless your speed is >10 there is very few monsters you can kite, and if your speed is only slightly above 10, you have to tediously run a lot between every hit 09:24:58 explosions and clouds on damage rather than randomly I assume? 09:25:08 yes 09:25:26 would kill Beogh but could rock otherwise 09:25:31 something like 1 explosion per full bar of hp on average 09:26:20 and i meant on taking damage, but random, not every time 09:26:44 yeah, x_chance_in_y(damage_taken, you.max_hp) 09:27:09 the clouds might allow keeping up high heat through the battle, too, although clouds providing heat would be gameable with the flame cloud spell... 09:27:13 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 09:27:25 hrm right :( 09:27:56 I kind of wonder whether golemizing them could work 09:28:14 magma golem? 09:28:18 theme: if you're molten, hitting you could splash the lava 09:28:25 or just golem core goes boom? 09:28:39 overdrive etc 09:30:06 hm, so regular/magma golem depending on heat 09:30:15 but... orcs! 09:30:27 also there are a lot of good golem ideas already 09:30:34 including two proposals with patches 09:30:35 s/good // 09:31:13 few new species have worked without lots of tweaking 09:31:27 and between the two proposals there are a lot of things that could work well 09:32:12 its just that i cant tolerate the golem tavern thread anymore and skipped roughly the second half, and the implemented proposals only contain some of the stuff that was brought up 09:32:34 mostly skipping the bad stuff 09:32:44 s/bad/worst/ 09:35:30 xomscumming (L1 MuCK) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed. (Abyss (Sprint)) 09:51:58 -!- absolutego has left ##crawl-dev 10:08:14 -!- ais523_ has quit [Quit: Page closed] 11:05:57 -!- Wop has quit [Ping timeout: 252 seconds] 11:06:37 -!- mikee_ has joined ##crawl-dev 11:19:42 -!- Wop has joined ##crawl-dev 11:26:46 minmay the Eclecticist (L23 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 101538. (D:25) 11:36:00 minmay the Eclecticist (L23 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 103286. (D:26) 11:37:17 minmay the Eclecticist (L23 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 103577. (D:26) 11:40:14 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 11:41:17 -!- monqy has joined ##crawl-dev 11:53:31 -!- ZChris13 has joined ##crawl-dev 11:53:35 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 108539. (Vault:6) 11:55:04 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 108809. (Vault:6) 11:55:56 I think it's broken! 11:56:09 hopefully reproducibly borken 11:58:21 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 109976. (Vault:7) 11:58:30 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 109978. (Vault:7) 12:00:54 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 111099. (Vault:7) 12:03:07 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 111637. (Vault:7) 12:04:05 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 111096. (Vault:7) 12:08:34 looks pretty reproducible 12:17:30 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 113443. (Vault:8) 12:17:50 minmay the Eclecticist (L24 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 113440. (Vault:8) 12:19:35 Cryp71c: there are at least two bugs related to passive freeze 12:19:54 first, do_passive_freeze doesn't check that the defender is the player 12:20:31 second, do_passive_freeze should be called sometime later 12:20:36 at least after calc_damage() 12:20:45 there might be more that needs to be changed, I don't know 12:21:55 elliptic, k, I'll take a look...looks like he's running into it w/ autofight...I wonder if - like the earlier bug - it doesn't produce itself without it. 12:22:06 it isn't a matter of autofight 12:22:51 like, I glanced at the code and it is clearly wrong :P 12:22:57 Neither was the first bug, (I don't recall what it was with at this point, but I remember) it was 100% unreproducible when not using autofight. 12:23:19 Well, yeah...so was the first (a missing check on something, I remember that much) 12:23:30 check on defender/attacker atype* 12:24:08 that was just a matter of some uninitialized variable being used somewhere 12:24:11 that can do strange things 12:30:41 cloud spell targeting is not blocked by translucent stone walls (https://crawl.develz.org/mantis/view.php?id=5011) by doublep 12:30:57 elliptic, looking through this real quick...why does it need to be after calc_damage? 12:31:11 because the freeze message should come after the damage message 12:31:32 ah, that won't be until handle_phase_damaged (or thereafter) 12:31:44 Thanks, I think I've got it. 12:32:25 and also because calc_damage() didn't work right if the monster was dead already 12:34:34 minmay the Sorcerer (L25 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 118319. (D:27) 12:37:15 elliptic: heh, that report seems like a good excuse to fix smite targeted stuff going through walls 12:37:39 or a nice reminder aboout it, at least :P 12:37:51 sure :) 12:38:25 I don't know how easy it is to fix this sort of thing though, since effects seem to use all sorts of different targetters and checks for such things 12:38:54 so you'd have to track down things one at a time... sounds annoying 12:39:11 yeah, i imagine so :( 12:39:50 i might have a look into it later 12:40:27 spells that can go through walls: airstrike, clouds, olgreb? ... 12:40:32 firestorm 12:40:35 minmay the Sorcerer (L26 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 120315. (D:27) 12:40:36 maybe there isn't that much 12:40:38 haunt 12:41:33 'smiting' (also let's remove rod of smiting in the process) 12:41:55 well, smiting going through walls is probably okay 12:42:11 your god can affect things on the other side of a wall 12:42:13 yeah, if it's just beogh smiting 12:42:17 we should remove rod of smiting though 12:43:02 03Cryp71c * r44a7f41c77a9 10/crawl-ref/source/melee_attack.cc: Fix passive freeze timing & defender atype crashes 12:46:45 minmay the Sorcerer (L26 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 122565. (Zot:5) 12:47:21 -!- st_ has joined ##crawl-dev 12:53:58 minmay the Slayer (L27 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 125452. (Zot:5) 12:54:32 oh, player hellfire i guess too 12:54:54 minmay the Slayer (L27 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 125683. (Zot:5) 12:56:16 minmay the Slayer (L27 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 125884. (Zot:5) 12:56:41 hm, this "flash_monster_colour(mon, LIGHTBLUE, 200);" thing with passive freeze isn't working right 12:57:34 like, currently it just slows down combat without being visible 12:58:09 minmay the Slayer (L27 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 126549. (Zot:5) 12:58:09 Would anyone mind if default player/bot names in a different open source game is based on DCSS uniques? 12:58:29 MarvinPA: with player hellfire, we can turn it into non-smite targeted hellfire (like fiends have) and increase damage a bit, I guess 12:58:41 hm, could do 12:58:42 or decrease cost, or something like that 12:58:55 then it's just the same as dispater hellfire though :( 12:59:03 staff of dispater that is 12:59:33 except that people don't have to kill dispater to get it :P 12:59:48 heh, true 13:01:56 i suppose "hurl blasts of hellfire" being smite-targeted doesn't make much sense anyway 13:02:03 minmay the Slayer (L27 DsEE) ASSERT(smc) in 'mon-util.cc' at line 1405 failed on turn 127437. (D:12) 13:09:03 aw, if you get mesmerized by something and invis it, it tells you what it is 13:09:23 should this break mesmerization? (if you lack see invis) 13:10:52 flash_monster_colour() doesn't seem to work anymore (https://crawl.develz.org/mantis/view.php?id=5012) by elliptic 13:12:16 -!- ZChris13 has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]] 13:13:40 hm, is "there's something in the way" a good enough message for being blocked by a trans wall? that's what lrd uses 13:13:52 since it also is affected by trees 13:14:47 it'll do for now at least, i guess 13:18:13 -!- ainsophyao has quit [Remote host closed the connection] 13:18:28 -!- Lohen has quit [Read error: Connection reset by peer] 13:20:35 -!- Vandal has joined ##crawl-dev 13:21:33 old demonspawn hellfire capped out at 6d27 damage, converting it to regular hellfire makes it 3d30 with the same power 13:21:46 i guess both increase the damage and decrease the hp cost a bit? 13:21:50 MarvinPA: what about just having both call the same function, and having the function return what is actually blocking 13:22:06 (just use whatever is the first thing in LOS that blocks) 13:22:12 much friendlier to players 13:22:26 elliptic: huh, idea: 13:22:31 ring of no see invis! 13:23:00 elliptic: this is of course a good opportunity to try and get stuff on as few targeters/etc. as possible :) 13:23:30 -!- Lohen has joined ##crawl-dev 13:24:24 elliptic: wrt mesmerization: sirens should probably sing anyways, what else uses it? jory? 13:24:48 obsidian axe 13:24:56 -!- Vandal has quit [Ping timeout: 252 seconds] 13:25:24 I did think about the singing aspect, but if sight isn't important then why does breaking line of sight stop mesmerization 13:25:40 -!- gslarmour has joined ##crawl-dev 13:25:53 it makes no sense that a scroll of fog might break it but the monster going invis would not 13:26:07 -!- Vandal has joined ##crawl-dev 13:26:19 elliptic: yeah 13:26:26 that is a bug 13:27:03 sirens should probably be split into their own effect? (for example, silence shouldn't affect obsidian axe if it does currently) 13:27:41 -!- Lohen has quit [Ping timeout: 244 seconds] 13:27:48 well, that depends on how corny obsidian axes are 13:28:10 are they as corny as singing swords? 13:28:13 -!- gslarmour has quit [Read error: No route to host] 13:28:17 -!- gslarmour1 has joined ##crawl-dev 13:28:43 speaking of, the latter probably ought to sing about stuff that's actually happened to you ;-) 13:29:02 ... and somehow attempt to rhyme 13:29:08 SamB: we need an undead husk monster so we can stick them in a room with a death cob 13:30:27 -!- Vandal has quit [Ping timeout: 240 seconds] 13:32:14 hmm, ?/M is not capitalizing correctly 13:32:43 * SamB goes to investigate 13:32:47 back 13:33:21 * SamB stops to rebuild EVERYTHING 13:34:50 huh, well, at least it's cleaning up that code that I added a couple of comments to, a little 13:36:24 MarvinPA: oh, another wall-passing effect available to players: torment 13:37:30 probably fine to leave as is 13:37:38 hm, but kiku should be able to affect things through walls probably, yeah 13:37:44 oh and the scroll, but that's at least limited 13:37:48 -!- Vandal has joined ##crawl-dev 13:38:22 -!- Vandal has quit [Read error: Connection reset by peer] 13:38:23 slouch also, but that's really limited by piety 13:38:41 and makes sense that chei would be able to affect things through walls 13:39:16 also I thought slouch was altering the flow of time for you 13:39:19 -!- dtsund has quit [Ping timeout: 255 seconds] 13:39:27 not actually altering the way other things behaved 13:39:50 samb: you are thinking of step out of time 13:39:52 or something 13:39:55 oh 13:39:59 slouch does damage to monsters who are faster than you 13:40:04 ah 13:40:21 (why is it called slouch?) 13:40:50 good question 13:40:55 elliptic: I believe that Mi is fine (and Mi^Chei works pretty well, btw). But I am afraid that Ely piety is too scarce early on - what do you think? 13:41:16 I was thinking it did some kind of temporary matrix-style bullet-time thing 13:41:20 dpeg: I tested it out in my last game 13:41:43 for when you are not-quite-the-one, and still need to dodge bullets 13:41:43 it seemed pretty much fine, I think tweaking it slightly to make weapon-sacrificing work normally up to *** would be good but that's it 13:42:39 i just played with ely too. if you manage to get to lair it is even easier than before. 13:42:58 lair is a ton of ely piety, but that was always true 13:43:47 if you use healing a lot early greater healing becomes avaiable for the first few dangerous monsters 13:43:52 ooh, sling of evasion! 13:44:04 excluding the obvious mindless stuff 13:45:48 elliptic: cool, many thanks! 13:47:14 though the piety decay probably makes things harder if you run into trouble early on. rest a lot, use emergency self healing. 13:47:28 or just a few unlucky greater healing with too little invoc 13:48:52 so, why is cross-training still comparing floor(skill_level) ? 13:49:20 samb: hm, I thought that was fixed 13:49:25 was it? 13:49:37 certainly I remember complaining about that to galehar :P 13:49:47 it might well not actually have been fixed though, yeah 13:51:36 -!- Vandal has joined ##crawl-dev 13:53:31 -!- Vandal has quit [Read error: Connection reset by peer] 13:54:01 oh, hm, ely piety gain changes for weapon sacrifices weren't how I thought they were 13:54:17 also piety gain for missiles getting up to * is broken 13:54:55 as in, each individual missile (stone or dart even) gives 1 piety 13:55:04 so getting up to * is completely trivial 13:55:55 -!- Vandal has joined ##crawl-dev 13:56:43 oh hm, oops 13:56:47 that was probably my fault 13:57:28 it is okay, the old code looks broken also :P 13:57:34 oh, heh 13:57:37 as in, I can see why missiles gave far too much piety 13:58:08 (basically they gave 10 times as much piety as one would expect just looking at their value) 13:58:38 -!- Vandal has quit [Read error: Connection reset by peer] 13:58:58 your change meant that piety for missile sacrifices was broken only up to * rather than for the entire game :) 14:03:48 alright.. im getting an error when compiling crawl locally. running ubuntu 10.10. it used to work (i think its been since .6). the error is in libunix.cc.. im clueless :( 14:04:20 elliptic: heh, well that's an improvement at least :D 14:04:21 what's the error 14:04:57 blasthardcheese: there are 5 in function errors, and it closes with error 1 14:05:09 im trying to get pastebin up 14:05:55 http://pastebin.com/yqJTfXNH 14:06:33 -!- Pingas has quit [Read error: Connection reset by peer] 14:07:09 -!- Pingas has joined ##crawl-dev 14:07:32 ugh, wow, ely piety also seems to depend on identify status of the weapon 14:07:42 its crawl .9.1, the tar with deps 14:08:00 and installing it through synaptic works, just not compiling 14:08:13 gslarmour1: hmm, it might not be including a header file that it needs 14:08:27 that's easily fixed at least 14:08:48 -!- Vandal has joined ##crawl-dev 14:08:49 how can i fix that? 14:08:56 things with wch are the wide character functions/etc. for multibyte characters (Unicode) 14:09:56 are you building it with the crawl make stuff (I've never compiled crawl myself, I'm just going off my general programming knowledge) 14:10:33 im just extracting and running make in the source directory. my knowledge of linux is beginner at best 14:10:57 okay that's a yes, do you get any messages about header files not being found or something like that 14:11:06 -!- Vandal has quit [Read error: Operation timed out] 14:12:09 blasthardcheese: thats the only error output during make 14:12:10 I guess this also affected nemelex item sacrificing 14:12:37 i thought a dependency might be out of date, but they seem like theyre all up to date 14:12:52 and jiyva item slurping 14:13:35 gslarmour1: do you have libncursesw5-dev installed? 14:14:53 MarvinPA: what were your goals with changing ely weapon-sac piety? I'm considering just removing the value-based part of it totally once you get to *** or so 14:14:56 i dont 14:15:13 installing now 14:15:19 unholy/evil weapons can still give piety 14:15:21 the main goal was just to get rid of the tedious searching-for-every-missile 14:15:38 since they give so much piety (which was apparently a bug :P) 14:15:53 please do it in such a way that going below the threshold does not re-enable sacrificing 14:15:54 item piety was broken in so many different ways 14:16:05 gslarmour1: best to just do the command in INSTALL.txt under Prerequisites (Debian) 14:16:09 capping piety is good, for several reasons 14:16:30 that fixed it 14:16:33 -!- st__ has joined ##crawl-dev 14:16:39 dpeg: hm, you mean make it so that the value-based part of ely weapon-sac piety is gone once you've reached *** once, even if you drop under later? 14:16:46 that is easily done actually 14:17:11 elliptic: is that easily persisted, too ? 14:17:17 persisted? 14:17:24 you know, saved 14:18:07 you.piety_max[GOD_ELYVILON] saves it already :) 14:18:36 elliptic: yes. Don't want to encourage players to grind weapons if they fall below the threshold. Allowing limited saccing early on is okay, for theme, gameplay and interface. But it should at some point and never come back. (Evil weapons are always okay.) 14:18:42 ah 14:18:46 dpeg: sure, will do 14:18:53 -!- ais523 has quit [Remote host closed the connection] 14:19:07 03MarvinPA * r9e21c99142c0 10/crawl-ref/source/ (mutation-data.h player.cc): Don't reduce EV with slimy green scales 14:19:07 03MarvinPA * r7dd364dd4020 10/crawl-ref/source/ (5 files): Prevent casting some smite-targeted spells through transparent walls 14:19:08 03MarvinPA * rc7535c24eebd 10/crawl-ref/source/spl-damage.cc: Don't let toxic radiance go through walls either 14:19:08 03MarvinPA * rd5ebb7f6f549 10/crawl-ref/source/art-func.h: Make sceptre of Asmodeus success depend on evocations skill 14:19:10 03MarvinPA * rb3bdcba7053c 10/crawl-ref/source/abl-show.cc: Make Demonspawn hellfire beam-targeted, adjust damage, reduce hp cost 14:19:11 03MarvinPA * r02b6d3aef5fb 10/crawl-ref/source/dat/descript/spells.txt: Improve a few spell descriptions 14:19:19 right, i think removing rod of smiting is the main/only thing left now 14:19:21 <3 MarvinPA 14:19:22 -!- st_ has quit [Ping timeout: 255 seconds] 14:19:23 elliptic: I was just asking, in case you forgot about the need for the value to be saved 14:19:59 SamB: yeah... actually, you.piety_max is something I added a while back for tournament use, but I expected it would be handy for other things some day :) 14:20:00 i glanced at that briefly and it confused me a bit due to how the rod spells and stuff are all determined... it seems to be all based on the rod enums in weird ways 14:20:20 oh, *definitely* hold back in that case 14:20:32 so that one might take me a while to figure out how to do without breaking things, if someone else wants to have a go at it that'd be handy :P 14:20:32 I mean, just prevent random drops 14:20:47 btw, still playing my MiMo^Ch. The descriptions do not make it clear if Inv helps with Slouch apart from success (just as an example) -- should they? 14:21:04 MarvinPA: cool! 14:21:08 dpeg: they probably should make it clear 14:21:14 yes, I think so too 14:21:55 another thing not made clear from descriptions: would a dwarf who wants to cast be better off with elvish or dwarvish gear? 14:22:09 turns out, casting penalty-wise, elvish gear is better 14:22:35 yeah, racial penalties/bonuses are weird 14:22:36 but I only figured that out by source-diving! 14:22:40 the racial attributes are lackluster, yes 14:22:48 I'm not saying I think that's wierd 14:23:05 I just think it would be nice if there was some way to tell besides source-diving 14:23:06 the effects on casting success in armour are actually significant 14:23:15 SamB: try them on and look at your success rates? 14:23:22 er, and besides that 14:23:25 not sure what else you want 14:23:30 -!- st__ is now known as st_ 14:24:43 elven body mail is the only meaningful one, yes 14:24:45 well, I mean, surely one doesn't need to know that the racial bonus is 15 foo and the elvish bonus is 25 foo to figure this out! 14:24:50 MarvinPA: did you code partial screen flashes to go with the OTR thing, by chance? i really think that'd be a good effect to have for communicating this 14:24:58 not sure how feasible it is though, i haven't ever looked at the code that does the screen flash 14:25:09 of course, one should be informed that this only matters if there *is* a penalty 14:25:26 i didn't, could take a look at it but i'm not familiar with that code 14:25:31 -!- dtsund has joined ##crawl-dev 14:25:32 would definitely be a nice effect though, yeah 14:26:00 MarvinPA, elliptic mentioned earlier that the passive-freeze screen flash wasn't working anymore, I think. 14:26:12 Not sure what would've happened to them. 14:26:21 it isn't a screen flash 14:26:31 just a flash on the square of the monster 14:26:39 (and it doesn't happen any more, at least locally for me) 14:26:55 not sure whether this is somehow UCC's fault... yred mirror damage has the same problem 14:27:21 er, yeah..sorry, meant tile-flash 14:27:36 (of course, this whole thing only applies to the body slot anyway) 14:28:25 elliptic: likely it is related to the branch, but I wouldn't blame Cryp71c ;-) 14:28:49 merging that stuff across was not easy 14:28:54 * SamB tried it once 14:29:26 I mean, most of it is trivial, but a few things are not very trivial at all, you know? 14:29:39 by fault I didn't mean to blame... I'm just not sure whether this is recent at all 14:29:51 it could have been broken for a long time, since these are rare effects 14:30:12 I realize you hadn't actually said anything about blaming Cryp71c yet 14:31:12 but, we wouldn't want him to feel unloved because of percieved implications either, would we? 14:32:43 kilobyte: I like what you did with seen_context 14:32:45 mostly 14:32:47 -!- Vandal has joined ##crawl-dev 14:33:37 hmm, I guess it doesn't actually hurt to keep enums that are getting pulled into AppHdr.h anyway in enums.h, does it? 14:36:55 -!- Vandal has quit [Ping timeout: 244 seconds] 14:43:02 -!- Vandal has joined ##crawl-dev 14:44:19 * SamB migrates the templates from describe.h to their own file... 14:44:59 -!- agolden has joined ##crawl-dev 14:47:26 -!- Vandal has quit [Ping timeout: 252 seconds] 14:47:49 -!- Vandal has joined ##crawl-dev 14:48:25 03MarvinPA * r74e9989d9a62 10/crawl-ref/source/ (melee_attack.cc spl-cast.cc spl-summoning.cc spl-summoning.h): Don't allow abjuring through walls either 14:50:42 -!- Vandal has quit [Read error: Connection reset by peer] 14:50:54 -!- Vandal has joined ##crawl-dev 14:51:21 Entry vault submission - kraken feeding time (https://crawl.develz.org/mantis/view.php?id=5013) by nicolae 14:53:45 Two main ideas: 14:53:45 1) Showing new players a kraken, a cool monster they might not otherwise 14:53:45 get to see for some time. 14:53:46 2) Showing new players what happens to new players. 14:53:51 <3 <3 <3 14:54:46 sadist 14:55:04 -!- Vandal has quit [Ping timeout: 240 seconds] 14:55:23 bhaak: why? 14:57:11 -!- MarvinPA_ has joined ##crawl-dev 14:57:27 -!- ZChris13 has joined ##crawl-dev 14:58:43 dpeg: when you say stuff like that, i'm getting the image in my mind that you only punish new players in crawl because this is illegal: http://is.gd/bit602 14:59:32 -!- MarvinPA has quit [Ping timeout: 252 seconds] 15:01:04 -!- dpeg is now known as dbosch 15:01:24 bhaak: what I quoted was from nicolae's description for his new kraken vault -- not my words 15:02:01 but worth 3 <3 :) 15:02:15 03elliptic * rb7df13cefefe 10/crawl-ref/source/godprayer.cc: Elyvilon weapon sac piety changes. 15:02:23 03elliptic * rbc53466e36e3 10/crawl-ref/source/godprayer.cc: Fix item sacrifices using the unidentified value for unidentified items. 15:02:31 dbosch: you don't look like dpeg ... 15:02:36 -!- dtsund has quit [Ping timeout: 240 seconds] 15:03:12 well, at least, your name doesn't 15:03:14 * dbosch sacrifices bhaak to Kikubaaqudgha. 15:03:32 it's a different color and a different length! 15:03:40 -!- Vandal has joined ##crawl-dev 15:03:57 * bhaak doesn't believe in Kikubaaqudgha 15:04:10 "You will all be baked and then there will be cake." 15:04:24 dbosch: that's, uh, GlaDoS 15:04:27 the cake is a lie! 15:04:42 bhaak: but there was a picture and everything! 15:04:43 -!- dbosch is now known as dpeg 15:05:02 I still have no clue what glados can *do* with the cake, though 15:05:15 SamB: hm, I have it from Kingdom Rush :) 15:05:33 from what ? 15:05:39 SamB: the picture is just a bait 15:06:22 bhaak: the part about glados providing cake to anyone besides herself was a lie, sure 15:06:37 -!- Vandal has quit [Read error: Operation timed out] 15:06:51 the cake is a lie but the potato is real 15:07:07 uh, dude 15:07:11 what potato !?! 15:07:58 you didn't play portal 2? :-) 15:08:03 not yet 15:08:21 I do not in fact posess the requisite equipment, personally 15:08:39 when life is promising you cake, all you get is potatoes :) 15:09:23 anyway, only a moron would trust glados 15:09:57 a couple of inter-level trips will show you clearly that she's deranged 15:10:52 or at least being censored by *something* in such a way that she would soon become so 15:12:15 you know, it looks really wierd when vaults overwrite passages from the main layout with walls ... 15:12:36 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- \o/] 15:16:02 -!- alefury has joined ##crawl-dev 15:16:09 * SamB <3 stabbing jellies 15:16:53 d - the ring of Free Expression {Hunger Stlth--} 35 gold 15:17:06 that's a silly item to sell! 15:17:14 apropos? 15:17:16 just playing: BROB "High Tension" 15:17:42 I dunno if it's apropos, but why would anyone try to sell that? 15:17:50 free speaking artists are hungry and visible from afar 15:18:19 i was mostly thinking about demonstrations 15:18:27 loud and hungry, and meant to be seen 15:20:01 * SamB sorta wishes R accepted < and > 15:22:14 -!- ais523 has joined ##crawl-dev 15:29:54 hmm 15:30:09 stash tracking could do better with artefacts... 15:33:35 ? 15:33:51 ^Fartefact 15:34:05 or search for any of the properties 15:34:48 in particular, it thinks that there are two of the same artefact right now 15:35:12 did it get picked up by a monster, which you then killed, refinding the artefact? 15:35:43 i guess that could be fixed, but im not sure it would be worth it 15:36:41 yes, of course that's what happened ;-) 15:38:02 -!- evilmike has joined ##crawl-dev 15:39:48 -!- Cryp71c has quit [Quit: Leaving] 15:40:49 well, it could have 15:41:42 there arent a lot of ways to move items out of los 16:01:33 morning 16:04:00 hi due! 16:04:56 dpeg: I finally plaed twilight struggle! :) after hjaving owned it for a few weeks 16:05:00 dpeg: it's really, really, really good! :D 16:05:23 good to know :) 16:17:28 hmm, I see that smite targeted spells through glass are no longer supposed to work. I'm going to edit a few vaults to reflect this (a few will have practically unkillable monsters) 16:17:44 -!- Pingas has quit [Read error: Connection reset by peer] 16:18:31 evilmike: It should work through trees, though. 16:18:57 I just looked at the commit message, haven't actually seen how it works in practice 16:19:06 Well, refrig is blocked by trees. 16:19:12 I'm not thinking of trees anyway... just transparent stone that should become transparent rock (diggable) 16:19:23 evilmike: see also sprint 16:20:54 Eronarn: which maps? I don't have a whole lot of experience with sprint 16:24:10 -!- Pacra has joined ##crawl-dev 16:24:37 not sure if any of them are affected 16:24:43 but several do use glass walls in one way or another 16:24:53 just want to make sure it doesn't get forgotten 16:25:31 I'll take a look at the des files, at least 16:29:13 ... why would smite not work through glass? 16:29:25 SamB: nerf nerf nerfity mcnerf 16:29:27 smite works, but smite targeted spells dont any more 16:29:34 well, they can't be called that then 16:29:35 DUH 16:29:43 rename rename rename 16:29:44 sorry, the name is stuck :P 16:29:52 I insist 16:29:55 i think... yeah, it's kinda stuck there now. 16:30:06 what could it be changed to anyway? 16:30:08 but if smite isn't smite-targetted, that is BAD BAD BAD 16:30:26 what was the necessity for the nerf anyway? 16:30:46 i think it was mostly because you could spam cloud spells through glass 16:30:49 two choices: revert nerf, or rename targetting 16:31:19 third choice: come up with new type of targetting, change those spells to use that 16:31:28 <|amethyst> the change only affects player spells, right? 16:31:47 pretty sure, yeah 16:31:47 which cloud spells? 16:31:49 minmay the Magician (L2 MuCK) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 1641. (Abyss) 16:31:57 due: the only cloud spells... freezing and poison cloud 16:31:58 'lrd targeting' 16:31:59 done 16:32:41 "remove glass" thanks 16:32:44 no 16:32:58 evilmike: are smite-targetted? huh! who knew! 16:33:08 I thought it was firestorm, freezing cloud and ice storm. 16:33:08 due: everyone who uses those spells :P 16:33:09 I just finally got glass to work in that zotdef map 16:33:33 fire storm uses it yeah, also haunt, lrd, abjuration, and probably stuff I'm forgetting 16:33:33 evilmike: I hardly ever play -- let alone casters ;) 16:33:48 why not just nerf the cloud spells? 16:33:58 lrd, haunt and abjuration being targettable through glass is okay, iun my opinion 16:34:09 I don't think lrd is okay 16:34:18 well, haunt and abjuration, at least 16:34:37 it's supposed to be, like, phonon-based, isn't it? 16:36:01 i... have no idea? 16:36:06 "IT's Magic!(tm)" 16:36:19 please don't revert all of a sudden -- ask the committer at least 16:36:25 haunt had the same problem with cloud spells 16:38:16 03evilmike * r6e2063911a9a 10/crawl-ref/source/dat/des/ (branches/hells.des branches/zot.des variable/float.des): Replace some translucent stone with translucent rock/grates in vaults. 16:39:28 wait, this distinguishes between rock and stone ? 16:39:36 that sounds awfully confusing 16:39:52 are those even different colors ? 16:40:22 (in the transparent variety, I mean, obviously) 16:40:49 rock is diggable, stone is not 16:40:59 and yes, the terminology is confusing 16:41:22 it's also bad with glass, since translucent stone is the same colour (and tile) as translucent rock, but one is diggable and the other isn't 16:41:32 it's not the terminology so much as the "why does it make a difference to these spells"? 16:41:46 yeah, I know rock and stone are different normally 16:41:48 because some walls should be diggable and some shouldn't be 16:41:52 AI of Intelligent Creatures should leave Clouds (https://crawl.develz.org/mantis/view.php?id=5014) by XuaXua 16:41:54 and that they both have trans- varieties 16:42:38 and I'm okay with all that ... but I think it's time to make them visually distinguishible if other spells are going to care, too 16:43:02 rock and stone are distinguishible if they are normal walls. The translucent types are both cyan though, it's bad 16:43:11 <|amethyst> I don't think the "smite"-targeted spells ] 16:43:21 luckily, for rock, there is an alternative (iron grates) which are blue, and behave almost the same way as translucent rock 16:43:22 <|amethyst> I don't think the "smite"-targeted spells care about rock vs stone 16:43:29 yeah its just digging 16:43:53 <|amethyst> feat_is_opaque(f) || feat_is_wall(f) || f == DNGN_TREE || f == DNGN_SWAMP_TREE 16:44:13 the point for the change to those vaults was to allow the player to use dig to access the monsters 16:44:29 evilmike: ah! 16:45:48 so some spells have been nerfed but the vaults have been unnerfed :O 16:46:30 The player had too few options to deal with them :P 16:46:52 yesyes :) 16:46:54 I think if a monster is behind glass it should have a way of getting out (this includes the player using digging/disint) 16:48:42 SamB: "smite" (the beogh ability) still works through transparent walls, as do a few other god abilities (slouch, torment) 16:48:46 also I might have missed one or two, I was going entirely on memory there 16:49:05 most of the spells that changed were way too abusable to be allowed to work through glass, though 16:49:06 MarvinPA_: yes, that's why I'm arguing that the targetting type needs renaming 16:49:08 can't exactly grep for stone 16:49:10 I'm not sure adjusting vaults was really necessary (plenty of chars had no wall-penetrating spells...) but it is probably a good idea anyway 16:49:20 well smite is only an informal name for it anyway 16:49:28 don't care 16:49:34 they're not defined anywhere as "smite-targeted" 16:49:34 we could use a better name for our use, yeah 16:49:38 other than by players 16:49:54 oh, you mean that that's not also used in the source anywhere? 16:50:04 yes 16:50:07 what *is* it called in the source? 16:50:23 <|amethyst> SPFLAG_TARGET, SPFLAG_TARG_OBJ, or SPLFLAG_GRID 16:50:30 nothing in particular 16:50:34 well, those i guess, yeah 16:51:00 it looks like SPELL_FIRE_STORM still uses targetter_smite? 16:51:20 fire storm is unique in other ways though 16:51:29 i think that's the name of the targeting thing that colours squares in 16:51:33 possibly 16:51:55 Mimic generated under a mushroom (https://crawl.develz.org/mantis/view.php?id=5015) by Varsovie 16:51:57 so i guess that could be renamed, if that's the case 16:52:17 * SamB would think the coloring would attempt to use the same rules as the actual spell effect, though applied to the player's knowledge rather than the world itself 16:52:33 targetter_smite is used for lots of weird things, it looks like 16:52:43 including fedhas plant creation 16:52:46 <|amethyst> MarvinPA_: is it intentional that monsters can cast those spells through transparent walls? 16:53:00 -!- MarvinPA_ is now known as MarvinPA 16:53:05 -!- syllogism- has joined ##crawl-dev 16:53:09 hm, i don't know really 16:53:17 -!- syllogism has quit [*.net *.split] 16:53:28 |amethyst: pretty sure they shouldn't be doing that unless those spells are *supposed* to work thus 16:53:29 monsters don't play nice with transparent walls in general... can't they blink through them? 16:53:43 monsters shouldn't be able to use spells through transparent walls if players can't 16:53:49 probably it'd be good to change all of that though, yeah 16:53:52 MarvinPA: they can also summon through walls 16:53:56 oh ugh, yeah 16:53:56 time for USC ? 16:54:08 -!- ais523 has quit [Remote host closed the connection] 16:54:33 anyway the important thing was removing gratuitous transparent wall abuse 16:55:21 anyway, it's important that if the monster spells are prevented from going through some types of walls, there be an easy way to query this programatically 16:55:25 cleaning up monster stuff for consistency/symmetry would be great too, but it doesn't lend itself to abuse unless you get them as allies 16:56:01 so that the monsters can figure out if they need to get around those walls before attempting to hurt their target 16:56:34 <|amethyst> maybe a new spell flag SPFLAG_TRANS_BLOCKS 16:56:41 -!- upsy has joined ##crawl-dev 16:56:58 SamB: this is already done for most conjurations... it isn't like they try to cast them when walls are in the way and waste turns doing so 16:57:45 dpeg: around? 16:58:07 <|amethyst> but e.g. airstrike does not currently need a tracer... it probably would 16:58:28 olgreb's not working through walls doesnt make sense 16:58:33 elliptic: well, I'm just saying that it is important that they can continue to avoid doing this 16:58:34 elliptic: yes! 16:58:55 SamB: yeah, changing monster code without breaking stuff will be tricky 16:59:02 dpeg: I realized a couple other things about ely piety 16:59:07 what is it? 16:59:17 olgreb's makes poisonous light (it doesnt affect invisibles for example), and light goes through glass 16:59:39 if there's already a nice way of specifying that a particular monster spell can't go through (whatever), which is already checked by the AI code, cool 16:59:44 (actually in reality only some light goes through glass, but who cares) 17:00:10 dpeg: first, if a player reaches *** with ely, then somehow goes down to no *s (for instance by converting to okawaru and then back to ely), they will have a tough time getting to * 17:00:42 dpeg: since they won't have pacification yet, so the only way will be sacrificing 15 unholy weapons 17:01:01 hm 17:01:15 dpeg: so should weapon sacrificing by value be re-enabled for purposes of getting to *? 17:02:19 not sure 17:02:52 note that there is also the workaround of converting to another good god, amassing piety, and then switching to ely 17:02:57 thematically, I always liked that you can usefully sacrifice standout weapons (randarts and evil ones) throughout 17:03:03 yes, aware of that 17:03:40 since there are few enough of those to count as not grinding, I'd be fine with having those exempt from the threshold 17:03:50 oh, you want randarts also? 17:04:13 (currently evil/unholy is exempt from the threshold) 17:04:56 finding 15 unholy weapons or randarts to give to ely still sounds like a pain to me for chars who want to rejoin ely, though, so I'm not sure it really helps much 17:05:58 alefury: this has already been discussed... light may go through glass, but there's no reason why the magical poison you put in the light would necessarily be able to go through 17:06:13 well, it goes through invisible enemies 17:06:46 <|amethyst> it goes through visible enemies too 17:06:56 well, that too 17:07:24 although that could be explained away by scattering or some crap 17:07:29 <|amethyst> anyway, "glass" and "invisible" aren't the same thing 17:07:40 elliptic: yes, randarts would be fine (depending on value) 17:07:42 and there is the plan of changing the green flash when you cast the spell to only illuminate the squares that are being affected, which should make this clear 17:08:07 just remove olgreb's? or does anyone actually use it? 17:08:14 dpeg: anyway, I'm more concerned about the other question I had 17:08:16 its a cool concept, but... 17:08:20 alefury: why remove it? 17:08:23 is there a way to get a redacted version of an item_def? 17:08:31 does anyone actually use it? 17:08:31 dpeg: so second question: what should be done with ely penance? 17:08:35 if not it needs changing 17:08:42 i used it once, it wasnt really useful 17:08:51 I am bad at penance. It always falls by the wayside :( 17:08:55 dpeg: currently there are just two ways of reducing ely penance: sacrificing weapons and meleeing monsters 17:09:06 (and having your attacks blocked) 17:09:42 sacrificing is awful 17:09:46 both of these are pretty scummy, but going and meleeing a slime creature or something for hundreds of turns is even worse than going around sacrificing weapons 17:09:52 yes 17:09:58 so I think we need a new way :) 17:10:12 there is this longstanding wrath overhaul proposal, which stalled, partly my fault 17:10:23 <|amethyst> could Ely penance, among other things, "eat up" healing from other sources? 17:10:33 <|amethyst> I guess that doesn't necessarily scale 17:10:39 |amethyst: I was considering something like that, yeah... not sure exactly how to make it work 17:10:53 What would be much more in spirit with Ely: reduce healing (tricky due to abuse, but at least healing sources are finite); healing the opposition 17:11:25 ??penance 17:11:25 penance[1/3]: With every god (not just yours), you have a penance number, which can be increased for long-term punishment. Every 20 turns, you have a 1/100 chance of taking retribution from a random god for which you are in penance; you then lose 1d3 points of penance for that god. 17:11:51 alefury: olgreb's has been buffed multiple times recently 17:12:06 hm, maybe ill have to give it another chance 17:13:31 the current penance mechanic is not good for reasons explained at https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:wrath 17:13:52 reducing penance should happen in actual gameplay, waiting should not help at all 17:14:02 dpeg: this isn't about wrath though 17:14:12 in other words, you should be encouraged to keep going, but you're in some way handicapped 17:14:12 ely wrath doesn't happen if you are worshipping a good god (such as ely) 17:14:15 true! 17:14:16 so waiting doesn't help at all 17:14:18 yes 17:14:34 it shares some of the problems, though 17:14:54 I wonder whether the situations in which you get ely penance (attacking a friendly or pacified monster) could just be replaced with larger piety loss 17:15:18 sounds good 17:15:41 could just do a one-time wrath thing 17:15:47 like dull the weapon you used for the attack 17:16:01 what about artefacts? 17:16:01 alefury: well, it is a lot more likely to happen with a spell 17:16:07 oh, true 17:16:16 like, a careless fireball and not noticing the warning prompt 17:16:19 manaburn then? 17:16:20 hmm, yeah, dulling a spell is totally unworkable 17:17:02 ely penance is much rarer than it used to be, I think, since you don't get it for death of an ally (you just lose piety) and spells and effects have better warnings 17:18:42 elliptic: yes, no reason to keep the penance 17:18:45 <|amethyst> miscasts for conjurations and SPFLAG_BATTLE spells? 17:19:08 <|amethyst> or is that too Sif-like? 17:19:31 <|amethyst> I guess that can't lower penance for the same reason it doesn't lower Sif penance 17:19:36 decreasing power for offensive spells would be a reasonable passive effect for ely penance 17:19:47 doesn't it lower sif penance? or was that removed 17:20:05 <|amethyst> I thought it was removed to prevent scumming 17:20:49 elliptic: how to make that scum-proof? 17:20:56 <|amethyst> yeah, beeee4e "Don't reduce Sif penance for miscasts" 17:21:17 well, it doesn't have to reduce penance to be a reasonable addition to ely penance after abandoning ely for an evil god 17:21:36 ely penance isn't really supposed to have harmful effects if you aren't worshipping evil 17:22:21 * dpeg is sad because stalling wrath overhaul keeps Lugonu pale and stale :( 17:26:54 -!- MarvinPA has quit [Read error: Connection reset by peer] 17:27:13 doesn't it prevent you from using ely abilities, though ? 17:27:17 -!- MarvinPA has joined ##crawl-dev 17:27:50 samb: well, yes... I meant if you aren't worshipping ely 17:27:56 ah 17:30:57 -!- Ragdoll has quit [Quit: Up, up and away!] 17:34:06 Shaijin the Grasshopper (L8 NaWr) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 940 failed on turn 6104. (D:7) 17:35:07 !lm * crash -log 17:35:07 1971. Shaijin, XL8 NaWr, T:6104 (milestone): http://crawl.akrasiac.org/rawdata/Shaijin/crash-Shaijin-20111205-233405.txt 17:37:08 !seen mumra 17:37:08 I last saw mumra at Sat Nov 26 06:41:45 2011 UTC (1w 2d 16h 55m 23s ago) quitting with message Client Quit. 17:37:37 hm, weird crash... probably something to do with passage of golubria since the player had just gone in one, but I'm not sure how that would be causing a display-related assert... 17:37:46 !tell mumra Hi! I wanted to add DG content, but lost the link when my browser ate all bookmarks. Can you send again? Thank you! 17:37:47 dpeg: OK, I'll let mumra know. 17:44:16 -!- Vandal has joined ##crawl-dev 17:54:32 03SamB * rf9e7e8007b83 10/crawl-ref/source/ (9 files): Split templates out of describe.h, to speed testing of changes to them. 18:17:27 * SamB should do a pretty-printer for CrawlHashTable soon ... 18:21:28 * SamB decides that soon == now 18:21:38 !coffee SamB 18:21:41 * Henzell hands SamB a pot of caffč breve, brewed by Sigmund. 18:26:39 (understand that I mean a Python pretty-printer, for use with GDB) 18:34:23 -!- Vandal has quit [Ping timeout: 252 seconds] 18:34:35 -!- Vandal has joined ##crawl-dev 18:53:50 -!- upsy has quit [Quit: Leaving] 19:07:46 -!- HangedMan has joined ##crawl-dev 19:26:59 -!- syllogism- has quit [] 19:30:08 okay, I've done CrawlHashTable proper... now "just" the value type... 19:32:53 -!- medgno has joined ##crawl-dev 19:34:50 SamB: oooh nice 19:35:52 well, that was actually the *easy* part 19:40:25 03SamB * r4993a36ee584 10/crawl-ref/source/crawl-gdb.py: GDB pretty-printer for CrawlHashTable proper. 19:41:32 -!- gslarmour1 has left ##crawl-dev 19:42:09 http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/ 19:42:18 this is rather interesting, although mostly well known 19:42:38 good night 19:42:44 -!- alefury has quit [Remote host closed the connection] 19:43:28 it is pretty fantastic, yes 19:51:50 -!- HangedMan has quit [Ping timeout: 265 seconds] 19:59:14 * SamB takes notes on a copy of the header about where/how each SV_ is stored in a CrawlStoreValue 19:59:25 (well, already finished, actually.) 20:00:55 -!- HangedMan has joined ##crawl-dev 20:03:11 so "took" 20:03:34 -!- ZChris13 has quit [Ping timeout: 244 seconds] 20:10:16 -!- ZChris13 has joined ##crawl-dev 20:30:24 -!- neunon has quit [Read error: Operation timed out] 20:30:26 somehow i get delayed teleport effects after clearing out zigs with my distortion quick blade 20:31:17 some effect probably does not work in the "weird" zig place and gets defaulted back to the player 20:32:14 (or not) forget everything i said 20:32:33 it was the mysterious wearing a tele ring effect -_- 20:46:45 -!- Wensley has joined ##crawl-dev 20:58:42 -!- jeanjacques_ has joined ##crawl-dev 21:01:59 -!- jeanjacques has quit [Ping timeout: 252 seconds] 21:02:02 -!- agolden has quit [Quit: agolden] 21:02:43 lol 21:04:06 -!- jeanjacques_ is now known as jeanjacques 21:07:04 -!- edlothiol has quit [Ping timeout: 240 seconds] 21:19:10 -!- Pacra has quit [Quit: Leaving] 21:21:35 -!- joosa has quit [Ping timeout: 244 seconds] 21:21:53 -!- joosa has joined ##crawl-dev 21:32:35 03SamB * re64909ba9058 10/crawl-ref/source/crawl-gdb.py: GDB pretty-printers for CrawlStoreValue and CrawlVector. 21:34:46 due: so, want to try it ? 21:38:55 hm? 21:38:59 sorry, at work :( 21:43:01 okay, but let me know if you've any trouble with it 21:43:33 also, the folks in #gdb should be able to help 21:55:09 is there any reason why local builds have character limits for submitting things into arena? 21:58:16 lazy coding, possibly 22:04:16 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:16:32 -!- ainsophyao has joined ##crawl-dev 22:21:27 -!- Wensley has quit [Ping timeout: 240 seconds] 22:36:09 -!- jeanjacques has quit [] 22:42:05 -!- Textmode has quit [Ping timeout: 252 seconds] 22:43:45 -!- ainsophyao has quit [Remote host closed the connection] 22:44:38 -!- dtsund has joined ##crawl-dev 22:54:43 -!- MarvinPA has quit [Read error: Connection reset by peer] 22:55:38 -!- Cras has joined ##crawl-dev 22:56:38 -!- dtsund has quit [Ping timeout: 240 seconds] 23:03:31 -!- Cras has quit [Quit: Page closed] 23:19:31 -!- dtsund has joined ##crawl-dev 23:29:40 -!- chukamok has joined ##crawl-dev 23:32:07 -!- SamB has quit [Ping timeout: 252 seconds] 23:38:08 -!- SamB has joined ##crawl-dev 23:43:52 How many Teleportation Rings do I need? (https://crawl.develz.org/mantis/view.php?id=5016) by XuaXua