--- Log opened Tue Dec 13 00:00:01 2011 00:10 ۰۰-- Wensley [~Wensley@dynamic-acs-72-23-89-126.zoominternet.net] has quit [Quit: Leaving] 00:12 ۰۰-- MarvinPA [~MarvinPA@85.210.104.35] has quit [Read error: Connection reset by peer] 00:36 ۰۰-- evilmike [~evilmike@66.183.151.151] has quit [Read error: Connection reset by peer] 00:37 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 00:37 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Ping timeout: 276 seconds] 00:38 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 00:41 ۰۰-- agolden [~agolden@69.170.160.74] has quit [Quit: agolden] 00:44 ۰۰-- Pacra [~Pacra@c-68-44-35-89.hsd1.nj.comcast.net] has quit [Quit: This computer has gone to sleep] 00:49 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 252 seconds] 00:50 ۰۰-- moxian [~moxian@89.249.164.198] has left ##crawl-dev [] 00:59 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has quit [Ping timeout: 252 seconds] 01:01 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 01:08 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 01:09 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Read error: Connection reset by peer] 01:26 ۰۰-- DrPraetor [~kvirc@cpe-184-57-11-68.columbus.res.rr.com] has quit [Ping timeout: 244 seconds] 01:34 ۰۰-- dtsund [~detasund@WAREHOUSE-FOUR-NINETY-NINE.MIT.EDU] has quit [Ping timeout: 244 seconds] 01:58 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 02:17 ۰۰-- mikee_ [~test@209-6-146-94.c3-0.bkl-ubr1.sbo-bkl.ma.cable.rcn.com] has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 02:23 <+elliptic> You puncture the spider but do no damage. 02:23 <+elliptic> _The spider is poisoned. 02:23 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Remote host closed the connection] 02:23 <+elliptic> poisoning used to require doing damage 02:34 < st_> the venom learndb entry which I'm assuming was written before ucc says otherwise 02:34 < st_> just says "on successful hit" 02:39 <+elliptic> hm, I'll check it 02:39 <+elliptic> "successful hit" could mean "did damage" 02:40 < st_> yeah it's not entirely clear 02:40 < st_> I was just about to test it myself 02:49 <+elliptic> hm, I think what's going on is just that messages changed, maybe 02:49 < st_> for some reason it's pretty hard to get "but do no damage" meleeing a stone giant with a +0 knife of venom in 0.8 02:51 < st_> yeah hitting with a short sword is all no damages 02:52 <+elliptic> I'm guessing it just didn't previously give the no damage message if it poisoned the monster 02:52 <+elliptic> and now it does 02:53 < st_> I think now is better then? 02:53 <+elliptic> now is certainly less misleading at least 03:03 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 268 seconds] 03:16 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 03:27 <+|amethyst> I just pushed a branch mutation-forms with my work 03:27 <+|amethyst> The display is kind of ugly and could use some work 03:28 <+|amethyst> And most fake mutations aren't displayed correctly 03:28 <+|amethyst> It could also use some testing for correctness 03:30 <+|amethyst> I wanted to make the "*" and "+" flags a different colour, but that doesn't work for non-vampires because apparently Menu() can only do one colour per line of text 03:30 <+|amethyst> (vampires don't use Menu() because they have the ! screen) 03:31 <+|amethyst> s/Menu\(\)/Menu/g 03:40 ۰۰-- alefury [~alefury@rock.fkp.physik.tu-darmstadt.de] has joined ##crawl-dev 03:46 ۰۰-- jeanjacques [~jejacques@port-92-200-53-136.dynamic.qsc.de] has quit [] 04:13 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 04:14 <+Napkin> http://roguelikedeveloper.blogspot.com/2011/12/request-for-votes-ascii-dreams.html 04:14 < Henzell> Napkin: You have 1 message. Use !messages to read it. 04:15 <+Napkin> !messages 04:15 < Henzell> (1/1) Wensley said (2d 12h 8m 53s ago): getting the following error when trying to play a game of crawl from DGL: Error: unknown encoding "This option is for DGL use only." <-- is this a compilation problem? 04:15 <+Napkin> !Wensley where did you get that error? on CDO or on your local DGL? 04:15 <+Napkin> !tell Wensley where did you get that error? on CDO or on your local DGL? 04:15 < Henzell> Napkin: OK, I'll let Wensley know. 04:18 < ghallberg> I'm testing out a patch to always identify any armour which is not cursed/artefact/branded. 04:22 ۰۰-- edlothiol [~edlothiol@81-64-155-196.rev.numericable.fr] has quit [Ping timeout: 245 seconds] 04:23 < alefury> ? 04:24 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 04:24 < alefury> on sight? 04:24 < ghallberg> alefury: Yep, I hate having to wear every singel robe in orc. 04:24 < ghallberg> So I'm gonna see how it feels... 04:25 <+|amethyst> so if you find a non-embroidered robe that isn't identified, you know it's cursed? 04:26 < ghallberg> Hmm, didn't think of that. Guess I'd have to add embroidered to cursed stuff too. 04:28 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 240 seconds] 04:28 < alefury> nah, embroidered is fine. the point is, if its not embroidered/etc it never has a brand 04:28 < alefury> so if it doesnt id, you know its cursed 04:28 < ghallberg> Hmm okay. 04:29 < ghallberg> So... glowing stuff can't have brands? 04:29 < alefury> yes, it can 04:29 <+|amethyst> alefury: right, ghallberg is saying that if you add glowing/etc to cursed things, then you'll never have a plain item that's not IDed 04:29 < alefury> embroidered = embroidered, runed, glowing, anything i forgot 04:30 <+|amethyst> yeah, I was using "embroidered" to stand for any of those 04:30 < alefury> |amethyst: i dont get what you mean 04:30 < alefury> what would work is always giving the pluses of non-runed/etc items, no matter if they are cursed or not 04:31 < alefury> it would lessen the relevance of curses a bit 04:31 < ghallberg> alefury: The issue I had was cursed stuff with negative enchantments. 04:31 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 240 seconds] 04:31 < alefury> ah, true 04:31 < ghallberg> Yes this make sit less probable to wear cursed stuff. 04:31 < ghallberg> makes* 04:32 < alefury> i dont really have a big problem with trying robes, because if i want a branded one i only have to try on the embroidered etc ones anyway 04:32 < alefury> of which there are usually maybe 5-10 or so in orc, which is manageable 04:32 <+|amethyst> right now, plain = no brand, maybe cursed, maybe bonus/malus ; fancy = maybe brand, maybe cursed, some bonus/malus 04:32 < ghallberg> Manageable, but boring and annoying imo. 04:33 <+|amethyst> What ghallberg is suggesting: plain = no brand, not cursed, maybe bonus/malus ; fancy = as before 04:33 <+|amethyst> I think if you do that you should just make non-fancy items always +0 04:33 < alefury> ohhh. that sounds interesting. 04:33 <+|amethyst> then you have a safe option, but if you want something good you have to risk curses 04:34 < alefury> i dont know about forbidding negative enchantment 04:34 < alefury> -1 gloves are still better than no gloves (acid) 04:34 <+|amethyst> at most +0 then 04:34 < alefury> also they open up the option of enchanting your gloves 04:35 <+|amethyst> that way you could keep orcish weapons as -1,+0 sometimes 04:35 < alefury> i think having some variety in regular items is good. restricting them to +0 max is a bit harsh :/ 04:36 < alefury> btw, would this be for weapons, too, or just armor? 04:36 < ghallberg> My point was that you wear-id everything anyhow, so giving the information for free isn't really a problem. 04:36 <+|amethyst> if you don't have to worry about curses then, until you have a good brand, you should try on every good item 04:36 < alefury> i dont really see the point of restricting it to armor 04:36 < ghallberg> alefury: Atm, I'm doing it for armour. 04:36 <+|amethyst> err 04:36 < ghallberg> |amethyst: The emproidered (etc) items can still be cursed. 04:36 <+|amethyst> sorry 04:36 < alefury> weapons are harder to id and curses are slightly more interesting 04:37 <+|amethyst> I was forgetting entirely that it would be pre-IDed 04:37 <+|amethyst> true 04:37 <+|amethyst> you have to hit with the weapon to know its pluses 04:38 < alefury> |amethyst: can you add "fancy" to the item search thingies? 04:38 < alefury> for all fancy items? 04:38 < ghallberg> So a -2 cursed robe with no brand would be embroidered. But a -2 uncursed robe of no brand would be plain. 04:38 < alefury> would be nifty 04:39 < ghallberg> Anyway, this is just something I'm testing out, to see how it feels. I haven't even talked much to the devs about it. 04:39 < alefury> i frequently find myself wanting to search for all fancy items in a branch/on a floor 04:40 < alefury> ghallberg: i think something like this should be consistent for weapons and armor (even though weapons are harder to id). but it is a good idea in general. 04:40 < alefury> without consistency it would just be a bit weird imo 04:41 < ghallberg> But there's no consistency now. :) 04:41 < alefury> yeah, and i dont like it :P 04:41 < ghallberg> Well that's a whole other discussion then :P 04:41 < alefury> i would prefer id to get more consistent instead of less 04:42 < ghallberg> Now I need to study for finals, be back in two days or so :D 04:42 < alefury> "useless armor IDs for free" is much more different from weapon ID than "useless armor IDs on wearing" 04:42 < alefury> good luck 04:43 < ghallberg> It's not that different since wearing is (very close to) free. 04:44 < alefury> it feels very different 04:44 < alefury> have you played with ash? 04:45 < ghallberg> Well, we'll see what comes of this. I get your point :) 04:50 ۰۰-- monqy [~swell@pool-71-102-226-192.snloca.dsl-w.verizon.net] has quit [Quit: hello] 05:17 ۰۰-- Vandal [~Vigilant@cpe-65-185-156-241.woh.res.rr.com] has quit [Ping timeout: 248 seconds] 05:18 ۰۰-- Vandal [~Vigilant@65.185.156.241] has joined ##crawl-dev 05:40 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 05:55 ۰۰-- ais523 [~ais523@unaffiliated/ais523] has joined ##crawl-dev 05:59 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has joined ##crawl-dev 06:17 ۰۰-- st_ [s@cpc10-stre5-2-0-cust69.1-1.cable.virginmedia.com] has quit [Ping timeout: 252 seconds] 06:48 ۰۰-- syllogism [syllogism@88-148-181-130.bb.dnainternet.fi] has joined ##crawl-dev 06:53 ۰۰-- DrPraetor [~kvirc@cpe-184-57-11-68.columbus.res.rr.com] has joined ##crawl-dev 07:02 ۰۰-- MarvinPA [~MarvinPA@85.210.104.35] has joined ##crawl-dev 07:02 ۰۰-- mode/##crawl-dev [+v MarvinPA] by ChanServ 07:08 ۰۰-- ainsophy_ [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 07:08 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Read error: No route to host] 07:10 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has joined ##crawl-dev 07:14 ۰۰-- DrPraetor [~kvirc@cpe-184-57-11-68.columbus.res.rr.com] has quit [Ping timeout: 252 seconds] 07:16 ۰۰-- Pingas [~Pingas@40.181.34.95.customer.cdi.no] has joined ##crawl-dev 07:20 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 244 seconds] 07:23 ۰۰-- edlothiol [~edlothiol@81-64-155-196.rev.numericable.fr] has joined ##crawl-dev 07:23 ۰۰-- mode/##crawl-dev [+v edlothiol] by ChanServ 07:36 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has quit [Remote host closed the connection] 07:38 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has joined ##crawl-dev 07:42 ۰۰-- Fangorn_ [~anonymous@fl-71-55-185-4.dhcp.embarqhsd.net] has quit [Ping timeout: 240 seconds] 07:47 ۰۰-- Fangorn_ [~anonymous@fl-71-55-185-4.dhcp.embarqhsd.net] has joined ##crawl-dev 07:59 ۰۰-- Ragdoll [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has joined ##crawl-dev 08:18 ۰۰-- timecircuits [~Adium@c-69-143-143-136.hsd1.md.comcast.net] has joined ##crawl-dev 08:22 ۰۰-- Cryp71c [~Cryp71c@adsl-065-013-247-238.sip.bna.bellsouth.net] has joined ##crawl-dev 08:22 ۰۰-- mode/##crawl-dev [+v Cryp71c] by ChanServ 08:24 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 08:29 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 244 seconds] 08:29 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 08:52 ۰۰-- timecircuits [~Adium@c-69-143-143-136.hsd1.md.comcast.net] has quit [Quit: Leaving.] 08:55 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has quit [Ping timeout: 252 seconds] 09:03 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 09:23 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 240 seconds] 09:36 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 09:36 ۰۰-- ainsophy_ [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Read error: No route to host] 10:03 < Henzell> Unstable branch on crawl.akrasiac.org updated to: 0.10-a0-2693-g1243efd (32) 10:05 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Remote host closed the connection] 10:16 ۰۰-- Pacra [~Pacra@c-68-44-35-89.hsd1.nj.comcast.net] has joined ##crawl-dev 10:25 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 10:25 ۰۰-- evilmike [~evilmike@66.183.151.151] has joined ##crawl-dev 10:26 ۰۰-- mode/##crawl-dev [+v evilmike] by ChanServ 10:26 <+evilmike> the channel logs linked to in the topic aren't being updated any more 10:27 <+Zaba> evilmike, I believe Ashenzari did the logging, and he's down since 2011-12-08 10:27 <+evilmike> ah, that's when the logs stop 10:29 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Read error: Operation timed out] 10:33 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 10:34 < alefury> allegedly Ashenzari runs on doy's VM 10:35 < alefury> but he doesnt seem to be around 10:37 < ais523> nailed to the sky, presumably 10:42 < alefury> i meant doy :P 11:13 ۰۰-- evilmike [~evilmike@66.183.151.151] has quit [Read error: Connection reset by peer] 11:31 ۰۰-- dtsund [~detasund@WAREHOUSE-FOUR-NINETY-NINE.MIT.EDU] has joined ##crawl-dev 11:32 ۰۰-- dpeg [~dpeg@dis.angband.pl] has joined ##crawl-dev 11:32 ۰۰-- mode/##crawl-dev [+o dpeg] by ChanServ 11:32 <@dpeg> hi 11:34 < alefury> hi. interesting tavern threads today :) 11:39 <+Cryp71c> alefury, ? 11:39 < ghallberg> alefury: Stop pulling me away from studying >.< 11:39 < alefury> well, not majorly interesting 11:39 < alefury> https://crawl.develz.org/tavern/viewtopic.php?f=8&t=3360 11:39 < alefury> https://crawl.develz.org/tavern/viewtopic.php?f=8&t=3358 11:40 < alefury> and a slightly older one: https://crawl.develz.org/tavern/viewtopic.php?f=17&t=3342 11:43 <@dpeg> !seen kilobyte 11:43 < Henzell> I last saw kilobyte at Tue Dec 13 04:14:20 2011 UTC (12h 29m ago) saying right now it does nothing but check for vampires on ##crawl-dev. 11:46 <@dpeg> alefury: good idea on jellies 11:50 <@dpeg> kilobyte: I am fine with Octopodes being postponed to 0.11 for release, but I hope they're merged as soon as possible, for testing. 11:53 <+elliptic> why would octopodes be postponed? 11:54 <+Cryp71c> There is some question as to their (super) early deathrate. Many have complained it is too high, involving less skill and more chance. 11:54 <+elliptic> I don't see the point, personally... constriction will need some balancing of course, but that's not a big deal 11:54 <+elliptic> Cryp71c: uh, by "Many" you mean one person 11:54 <+elliptic> DrPraetor is pretty crazy about it 11:54 <+Cryp71c> elliptic, perhaps, clearly it was enough to ripple through and gain traction. 11:55 <+Cryp71c> I can't speak to their strength or weakness, though, my playtesting of them is extremely limited. 11:55 <+Cryp71c> On my games though, I didn't have much more of an issue getting past the first few dungeon levels than with any other race I regularly play. 11:55 <+elliptic> I haven't heard anyone agree with him when he comes onto IRC and makes grandiose claims about octopodes without any support for them 11:55 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 11:55 <+elliptic> it is a classic example of "I haven't managed to win one, therefore they are hard" as far as I can tell 11:56 <+elliptic> and being hard is fine anyway, we have other hard species 11:57 <@dpeg> elliptic: I am worried about Snake, not about Oc. 11:57 <+elliptic> dpeg: I don't think kilobyte was suggesting delaying octopodes until 0.11 in his c-r-d post, by the way... doesn't read that way at all to me 11:57 <@dpeg> elliptic: even better. Personally, I don't care about the precise version, it's all the same to me... as long as the content comes :) 11:58 <@dpeg> I also think that Oc is very popular, so we get lots of splats by, um, more incompetent or let's say impatient players. 11:58 <+elliptic> dpeg: right, snake balance is more worrisome 11:58 < ghallberg> dpeg: Let's say inexerienced :) 11:59 <+elliptic> however snake is easy enough relative to shoals currently that there is quite a lot of room to make it more dangerous without being out of line 12:01 <+elliptic> dpeg: on a different topic, I've been thinking a bit about the following idea: currently we track the number of times a player casts each spell, and this information is available in dumps (if people enable it). Maybe we should track other similar information? 12:02 < alefury> imo it should be enabled by default btw. its awesome info. 12:02 ۰۰-- ais523 [~ais523@unaffiliated/ais523] has quit [Remote host closed the connection] 12:02 < alefury> tells a lot more about the history of the character than the whole damn note log 12:02 <+elliptic> for instance, number of scrolls read, number of times hitting a monster in melee, number of ranged attacks made, and so on 12:03 < alefury> would be a great addition to dumps imo 12:04 <+elliptic> I don't think these details should necessarily be default, since this isn't nethack... I don't think we want to encourage people to care about conducts like not reading scrolls 12:04 < alefury> its not about conducts, its just very useful info imo 12:04 <@dpeg> elliptic: yes, absolutely for tracking stuff 12:05 <+elliptic> but I don't see anything wrong with tracking it either... could be useful data for testing, and it has some potential for tournaments possibly 12:05 <@dpeg> I think it can be used to make gods more interesting. 12:05 < alefury> also it would be somewhat useful data for analysis, and for that it needs to be on by default 12:05 < blueDave> would it also help to know how low hp/mp goes and how often? 12:06 < blueDave> ie how close to the brink do people play 12:07 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has quit [Quit: leaving] 12:07 < alefury> possibly also: bars of mp spent, bars of hp spent? would be nice to know how casty i am per level 12:08 <+elliptic> alefury: well, I was thinking of also having the most basic of these numbers be logfile fields... i.e. those would be available to us even if they aren't in the dump 12:09 < blueDave> and for checking the effectiveness of food reform, what's been consumed, how much nausea, etc? 12:09 <+elliptic> there are obviously ways of getting really detailed about the data that is collected, but I'm pretty sure we don't want to force that on people 12:09 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has joined ##crawl-dev 12:09 < alefury> that sounds useful, but that is something that might actually strongly enable weird conducts 12:09 <+elliptic> blueDave: sometimes data like that has been included in dumps during trunk for a brief while 12:09 < alefury> because then you could filter !lg for them, which doesnt work with dumps 12:10 <+elliptic> if we ever want data on a specific new feature in trunk, we can add something to dumps temporarily... this has been done 12:10 ۰۰-- ghallberg [~gustaf@h206n2-g-kt-d1.ias.bredband.telia.com] has left ##crawl-dev [] 12:10 < alefury> tbh i dont think weird conducts are a problem at all, if people like them they can play them, whats wrong with enjoying crawl in your own weird way? 12:10 <+elliptic> I was thinking of more permanent stuff, for stable versions... and I'm not sure we want to force any very detailed data into players' morgue files then 12:11 <+elliptic> alefury: they wouldn't necessarily be sequell fields... not all logfile fields are currently recognized by sequell 12:11 < alefury> on by default != forced 12:11 < alefury> ah, i didnt know that 12:12 < blueDave> easy enough to capture data always, but only write it if the option is turned on 12:12 < blueDave> as long as a few kb of data isn't significant 12:13 <+elliptic> anyway, I don't feel particularly strongly about the "weird conducts" thing... just thought I'd bring it up and point out that simple data (like total number of spells cast) can be collected unobtrusively if we are worried about this 12:13 < blueDave> and a few instructions in the pathlength, of course 12:13 < alefury> i usually look at my own morgue files because im actually interested in the spells by level section. and i would also do so for other stuff like that. most people dont even know about that option, and its too cool to let it rot in obsurity imo. 12:15 <@dpeg> I'd like a lengthy file that makes Trog speak differently if you had a career as a caster, as an example. 12:16 < alefury> repent or face my wrath! :P 12:16 <+elliptic> dpeg: could be nice, yeah... I guess this is sort of like the plan for making Dg more flavorful? 12:17 < alefury> elliptic: you mean in that its not going to happen anytime soon? :( 12:17 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has quit [Quit: leaving] 12:17 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has joined ##crawl-dev 12:17 <+elliptic> well, just collecting some very simple data should be a lot easier than doing flavorful things with it :) 12:17 < alefury> what happened to Dg btw? wasnt mumra working on it? 12:17 < Eronarn> elliptic: tension would be very good 12:18 < Eronarn> to track 12:18 <@dpeg> mumra has a working patch, it just needs content 12:18 <@dpeg> I didn't have time for a while, when I had, I couldn't track mumra and his patch down :( 12:18 <@dpeg> would be a shame to lose this stuff 12:18 <@dpeg> !seen mumra 12:18 < Henzell> I last saw mumra at Wed Dec 7 18:08:40 2011 UTC (5d 23h 10m 1s ago) parting ##crawl with message chanpart. 12:18 <@dpeg> if you see him, please ask for the link to his patch 12:19 < Eronarn> like a reasonable compromise would be: highest tension level attained, for each XL 12:19 < alefury> try !tell? 12:19 <+MarvinPA> i think it's in a branch on his gitorious account 12:19 <+MarvinPA> i checked out the boulder beetle branch from there to have a look at it, and i think i saw demigods there too 12:19 <@dpeg> alefury: did that, as well as an email 12:19 <@dpeg> MarvinPA: wonderful... can you check if it is still there? 12:20 <+elliptic> eronarn: well, that's the sort of thing that wouldn't be of interest to most players, since they wouldn't have any clue what various numerical values of tension mean (at least, I don't :P) 12:20 <+elliptic> collecting data like that for a while in trunk could be good though certainly 12:20 < Eronarn> elliptic: well i don't either which is why i'd like to collect it :) 12:24 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 12:25 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 12:27 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Read error: Connection reset by peer] 12:28 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 12:29 ۰۰-- Ragdoll_ [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has joined ##crawl-dev 12:29 <+SamB> Eronarn: lol 12:29 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 240 seconds] 12:30 ۰۰-- alefury [~alefury@rock.fkp.physik.tu-darmstadt.de] has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 12:30 <+SamB> ... do you guys like how I stole the screenshots for crash dumps? 12:32 ۰۰-- Ragdoll [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has quit [Ping timeout: 252 seconds] 12:49 < CIA-54> edlothiol tiles-monster-info * rb7ff298762cb /crawl-ref/source/directn.cc: Fix broken mlist targetting. 12:49 < CIA-54> edlothiol tiles-monster-info * r9ebd270cf6ea /crawl-ref/source/ (directn.cc mon-info.cc mon-info.h tags.cc): Don't store and save two_weapons and no_regen in monster_info, since they just depend on the monster type. 12:50 <+edlothiol> SamB: ... you stole the screenshots? 12:50 <+SamB> edlothiol: from morgues, yeah ;-) 12:52 <+edlothiol> kilobyte: the problem with player-based monster_info::pos isn't just having to convert back... it's actually completely useless for monsters that aren't currently in view, since their pos will be relative to the location the player was at when he last saw the monster 12:52 <+edlothiol> kilobyte: that just wasn't a problem so far because pos was never used for monster_infos outside the view 12:54 ۰۰-- Ragdoll_ [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has quit [Quit: Up, up and away!] 12:54 <+edlothiol> |amethyst: I think you can have colorful lines in menus if you set MF_ALLOW_FORMATTING and use color tags 12:54 ۰۰-- Ragdoll [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has joined ##crawl-dev 12:56 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has quit [Ping timeout: 244 seconds] 12:57 <+SamB> iirc help text is presented in what are technically menus? 12:58 <+edlothiol> yeah 12:59 ۰۰-- ussdefiant [~chatzilla@S010678cd8e7ca058.ed.shawcable.net] has joined ##crawl-dev 13:01 * SamB wants to change the religion and description screens to do likewise 13:03 <+|amethyst> edlothiol: testing... is there any reason not to do that on a menu that is created from a formatted_string ? 13:03 <+|amethyst> s/a menu/every menu/ 13:05 <+|amethyst> no, it has the same problem I was seeing before: only the last colour is used 13:05 <+edlothiol> |amethyst: compare e.g. with the inventory menu (which uses multiple colors in the headings)? 13:05 <+edlothiol> SamB: yeah, that would be good 13:07 <+edlothiol> SamB: also, nemelex's deck stacking ability uses custom printing :-/ 13:07 ۰۰-- the_glow [~the_glow@host86-174-152-159.range86-174.btcentralplus.com] has left ##crawl-dev [] 13:14 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 13:14 <+edlothiol> oh, mutation display already uses a formatted_scroller 13:15 <+edlothiol> yeah, then MF_ALLOW_FORMATTING won't help, I think 13:16 <+edlothiol> (or rather, shouldn't even be necessary?) 13:20 <+|amethyst> it seems that it takes the formatted_string entries, joins all the text together, and takes the colour from the last tag that appears 13:23 <+edlothiol> oh wait, it doesn't use a formatted_scroller... I was looking at the wrong menu 13:28 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 13:36 ۰۰-- st_ [~s@cpc10-stre5-2-0-cust69.1-1.cable.virginmedia.com] has joined ##crawl-dev 13:37 <+edlothiol> |amethyst: you could use a formatted_scroller like this: http://pastebin.com/nnD6fwZ3 although there may be implications I haven't thought about 13:38 <@dpeg> !seen evilmike 13:38 < Henzell> I last saw evilmike at Tue Dec 13 16:13:48 2011 UTC (2h 24m 55s ago) quitting with message Read error: Connection reset by peer. 13:40 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has joined ##crawl-dev 13:51 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 14:08 < CIA-54> dolorous * r8c70d9d48593 /crawl-ref/source/religion.cc: Remove obsolete comment, as monster::upgrade_type() is used elsewhere now. 14:08 < CIA-54> dolorous * rbafccbf6c3c3 /crawl-ref/source/mon-grow.cc: Add indentation fix. 14:08 < CIA-54> dolorous * r0b1556c6a121 /crawl-ref/source/ (godabil.cc mon-place.cc mon-place.h): Fix Fedhas' turning zombies into skeletons. 14:08 ۰۰-- agolden [~agolden@69.170.160.74] has joined ##crawl-dev 14:14 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 14:25 ۰۰-- agolden [~agolden@69.170.160.74] has quit [Quit: agolden] 14:26 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 14:26 ۰۰-- agolden [~agolden@69.170.160.74] has joined ##crawl-dev 14:30 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 240 seconds] 14:39 <+kilobyte> dpeg, elliptic: I wasn't suggesting delaying octopodes, but the branching. As in, let's have a ban on new major features like planned, but give constriction some time to stew up, rather than trying to cherry-pick major balance changes. 14:40 <+kilobyte> 0.11 must be in late July/early August but 0.10 has no such constraints 14:41 <+kilobyte> having 6 months between releases is just as good as 5 months between 0.9 and 0.10 then 7 between 0.10 and 0.11 14:43 < Eronarn> did someone address the octos being able to breathe underwater while xformed thing? 14:44 < Eronarn> because it came up but i didn't see a commit for it (i may have just missed it though) 14:45 <+kilobyte> not me at least 14:46 <+kilobyte> can't check it right now, got to go 14:50 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 14:52 < CIA-54> dolorous * r637aa4309742 /crawl-ref/source/mon-place.cc: Adjust monster speed in downgrade_zombie_to_skeleton(). 14:55 <@dpeg> kilobyte: good to have you here! Sounds sensible to me. 15:09 ۰۰-- Ragdoll [~Ragdoll@53518A17.cm-6-2c.dynamic.ziggo.nl] has quit [Quit: Up, up and away!] 15:15 <+|amethyst> I don't think it has been addressed... I am not doing so currently in mutation-forms but something should probably be done 15:16 < Eronarn> |amethyst: figuring it out is kind of tricky because statue/lich form can't go into water for other races, but clearly shouldn't depend on having functional lungs 15:17 < Eronarn> also, there's grey dracs: they don't need to breathe 15:19 ۰۰-- Danei [~Danei@d14-69-62-62.try.wideopenwest.com] has joined ##crawl-dev 15:19 <+|amethyst> in my branch grey drac unbreathing is lost in forms 15:20 < Eronarn> that makes sense for the forms that change shape, but not really for lich/statue/blade hands 15:21 <+|amethyst> right, lich/statue/blade/appendage are exempted from all of this 15:21 <+|amethyst> but you're right that swimming for octopode/merfolk statues/lich needs some thought 15:22 <+MarvinPA> merfolk are sort of weird since their swimming is a transformation itself, i guess 15:22 < Eronarn> i'm tempted to say that we should just give unbreathing - including the water part - to any statues 15:22 <+MarvinPA> so you could argue that they can't swim while in statue/lichform 15:22 <+|amethyst> statues and lich get unbreathing, but that doesn't affect swimming 15:23 <+|amethyst> MarvinPA: you could also argue that, since the form with a tail is their natural form, they shouldn't be able to walk on land in e.g. lichform 15:23 < Eronarn> MarvinPA: that came up, and the problem with that is that the tail form is treate... yeah 15:23 <+MarvinPA> heh, right 15:24 < Eronarn> lich could be justified on the grounds that they're skeletal, unlike the fleshy player undead 15:24 < Eronarn> so being wet isn't as big of a deal to them 15:25 < Eronarn> if we extended unbreathing-swimming to liches/statues, and merfolk/octo kept their better water maneuverability on top of that, this would all be relatively settled yeah? 15:26 < CIA-54> elliptic * r5360f35cb1a3 /crawl-ref/source/melee_attack.cc: Tweak shield penalties for unarmed. 15:26 < CIA-54> elliptic * r3327f64a63cf /crawl-ref/source/dat/lua/autofight.lua: Prevent autofight from acting if you are confused. 15:28 ۰۰-- agolden [~agolden@69.170.160.74] has quit [Quit: agolden] 15:29 ۰۰-- agolden [~agolden@69.170.160.74] has joined ##crawl-dev 15:30 ۰۰-- evilmike [~evilmike@66.183.151.151] has joined ##crawl-dev 15:30 ۰۰-- mode/##crawl-dev [+v evilmike] by ChanServ 15:41 ۰۰-- alefury [~galefury@B4115.karlshof.wh.tu-darmstadt.de] has joined ##crawl-dev 15:42 <+|amethyst> should draconians keep their AC in statue form? scales mutations do 15:42 <+|amethyst> currently draconians do not 15:44 <+|amethyst> likewise nagas 15:44 < Eronarn> if we're blocking armor from giving ac in statue form, scales certainly shouldn't, and neither should draconian ac 15:44 < Eronarn> (personally i think all those should give AC in statue form :P) 15:48 <+|amethyst> I'm not about to make armour give AC for statues :) 15:49 <+|amethyst> I guess that would make iridescent scales useless for statues, but all the others still partially useful 15:49 <+|amethyst> that's kind of tricky 15:50 <+evilmike> speaking of form AC, I think it would be good to redo the formula for dragon form AC 15:50 < Henzell> evilmike: You have 1 message. Use !messages to read it. 15:50 < Eronarn> iridescent? what do they do? 15:50 <+evilmike> right now it's pretty unusual. For non-draconians it depends on fire magic 15:50 <+evilmike> for draconians I dunno how it works 15:50 <+evilmike> fire magic doesn't matter too much - even maxed out your AC will be horrible. But that's where you get it from :P 15:51 < Eronarn> evilmike: i kind of think it should just not be a fire magic spell; it could use the higher out of (X) schools and be a dragon of the appropriate type, or something 15:51 <+MarvinPA> i'd still vaguely like to just make dragon form pure tmut for everyone 15:51 <+MarvinPA> just a matter of figuring out what breath weapon/resistance to give to non-dracs in that case, yeah 15:51 <+|amethyst> Eronarn: pure AC 15:51 ۰۰-- blabber [~tobi@p3EE3A319.dip.t-dialin.net] has quit [Quit: leaving] 15:51 < Eronarn> could make it elemental and be ice, fire, earth=iron, air=lightning 15:52 <+evilmike> that's reasonable, just pure tmut and become a dragon of [highest elemental skill] 15:52 < Eronarn> of course then you'd have to deal with there not being a tmut/air spell (add sky beast form) 15:52 <+evilmike> default to fire 15:52 < alefury> hm, or actually dualschool tmut/highest element :) 15:52 < alefury> although that would probably be an implementation nightmare 15:52 < alefury> also, interface 15:52 < Eronarn> alefury: Transmutation/{Elemental} would be reasonable 15:52 <+evilmike> yeah a spell that changes its schools depending on your skills is... a difficult idea 15:53 < alefury> breath weapon power could depend on the elemental school though 15:53 < Eronarn> a bigger question with elemental dragonform would be the resistances 15:53 < Eronarn> @??storm dragon 15:53 < Gretell> storm dragon (D) | Speed: 12 | HD: 14 | Health: 86-130 | AC/EV: 13/10 | Damage: 25, 15, 15 | Flags: fly, !sil | Res: magic(93), cold, elec+++, drown | XP: 3216 | Sp: b.lightning (3d19). 15:53 <+evilmike> another thing about dragon form - it gives GDR but sets your AC to single digits. That's really weird 15:53 < Eronarn> @??iron dragon 15:53 < Gretell> iron dragon (D) | Speed: 8 | HD: 18 | Health: 104-132 | AC/EV: 20/6 | Damage: 25, 25, 25 | Flags: sense invisible, !sil | Res: magic(168), fire, cold, poison, drown | Chunks: contaminated | XP: 2319 | Sp: metal splinters (3d30). 15:54 < alefury> the gdr is a recent addition 15:54 <+evilmike> I mean, isn't GDR a lot more useful with high AC levels? the amount it gives you seems to barely matter 15:54 < Eronarn> evilmike: unfortunately crawl dragons don't really have much AC for whatever reason 15:54 < alefury> yeah, GDR works only up to half your AC i think 15:55 <+evilmike> that's right 15:55 < Eronarn> hmm, actually 15:56 < G-Flex> yes 15:56 < G-Flex> I think 15:56 < Eronarn> what about making dragon form just be a four-in-one spell? 15:56 < Eronarn> you can choose when you cast it 15:56 <+evilmike> I dont like being prompted for stuff 15:56 < Eronarn> it can still draw off of skill for the breath weapon, but that way it has usefulness in multiple situations 15:56 ۰۰-- dtsund [~detasund@WAREHOUSE-FOUR-NINETY-NINE.MIT.EDU] has quit [Ping timeout: 244 seconds] 15:57 < alefury> oh no! that might actually make it competitive with necromutation! 15:57 < alefury> prompts are bad, though :( 15:57 < alefury> default to last chosen, give abilities to change element? 15:58 < Eronarn> that could work... or one of z/Z casts with a prompt, the other autocasts 15:58 <+MarvinPA> the main point of it is the crazy damage anyway, the breath weapon and resistance are fairly minor 15:59 < Eronarn> MarvinPA: yeah but the damage is already figured out :P 15:59 < Eronarn> whereas this is quite flavorful but not 15:59 <+evilmike> I dont care about the flavour, I just find the defense aspect weird. GDR but hardly any AC, and the AC you get is based on fire magic. 15:59 < Eronarn> @??ice dragon 15:59 < Gretell> ice dragon (D) | Speed: 10 | HD: 12 | Health: 73-110 | AC/EV: 10/8 | Damage: 17, 17, 17 | Flags: cold-blooded, fly, !sil | Res: magic(48), cold++, poison, drown | Vul: fire | XP: 1228 | Sp: cold blast (3d24). 15:59 < Eronarn> @??fire dragon 16:00 < Gretell> unknown monster: "fire dragon" 16:00 < Eronarn> what are they called now 16:00 <+evilmike> monster stats don't matter imo 16:00 <+evilmike> they're just called dragons still 16:00 < Eronarn> @??dragon 16:00 < Gretell> dragon (D) | Speed: 10 | HD: 12 | Health: 73-110 | AC/EV: 10/8 | Damage: 20, 13, 13 | Flags: fly, !sil | Res: magic(64), fire++, poison, drown | Vul: cold | XP: 1357 | Sp: flame blast (3d24). 16:00 < Eronarn> weird, didn't ice dragons used to have more AC than dragons 16:00 <+evilmike> ice dragon armour gives more AC 16:00 <+evilmike> dunno about the monster 16:02 <+evilmike> @?ice dragon 16:02 < Gretell> ice dragon (D) | Speed: 10 | HD: 12 | Health: 73-110 | AC/EV: 10/8 | Damage: 17, 17, 17 | Flags: cold-blooded, fly, !sil | Res: magic(48), cold++, poison, drown | Vul: fire | XP: 1228 | Sp: cold blast (3d24). 16:03 < Eronarn> what about just dropping the skill component from AC entirely. do the same for spider form, imo 16:03 < Eronarn> having AC based on elemental skills only really makes sense for like... ice/statue 16:04 ۰۰-- monqy [~swell@pool-71-102-226-192.snloca.dsl-w.verizon.net] has joined ##crawl-dev 16:10 < CIA-54> elliptic * rcf8115f9c34a /crawl-ref/source/melee_attack.cc: Increase the number of offhand punches by 33%. 16:18 ۰۰-- syllogism [syllogism@88-148-181-130.bb.dnainternet.fi] has quit [] 16:26 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 16:30 ۰۰-- the_glow [~the_glow@host86-174-152-159.range86-174.btcentralplus.com] has joined ##crawl-dev 16:31 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 276 seconds] 16:40 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has joined ##crawl-dev 16:40 < G-Flex> Eronarn: spider form has variable AC? 16:40 ۰۰-- Cryp71c [~Cryp71c@adsl-065-013-247-238.sip.bna.bellsouth.net] has quit [Quit: Leaving] 16:42 ۰۰-- ainsophyao [~ainsophya@h175-177-004-046.catv02.itscom.jp] has quit [Remote host closed the connection] 16:48 ۰۰-- Pingas_ [~Pingas@40.181.34.95.customer.cdi.no] has joined ##crawl-dev 16:49 < Eronarn> G-Flex: it used to 16:49 < Eronarn> not sure if it still does 16:49 < G-Flex> weird if it does 16:50 < G-Flex> what is/was it based on? 16:50 < st_> for the dragon form elemental thing the problem I see is that you would never never want to use the fire/ice ones because they give you a weakness 16:50 ۰۰-- Pingas [~Pingas@40.181.34.95.customer.cdi.no] has quit [Ping timeout: 240 seconds] 16:50 < st_> iron would be by far the best 16:50 ۰۰-- petete [~quassel@190.190.173.140] has joined ##crawl-dev 16:50 <+evilmike> the iron dragon form could be slightly slow 16:50 <+evilmike> storm dragon form would be problematic though 16:50 < Eronarn> G-Flex: poison magic 16:51 < Eronarn> also, iron dragon doesn't fly, so there's that 16:53 < Eronarn> (also you could buff iron dragon melee damage) 16:53 < Eronarn> also argh i hate crawl monsters 16:53 < Eronarn> @??iron dragon 16:53 < Gretell> iron dragon (D) | Speed: 8 | HD: 18 | Health: 104-132 | AC/EV: 20/6 | Damage: 25, 25, 25 | Flags: sense invisible, !sil | Res: magic(168), fire, cold, poison, drown | Chunks: contaminated | XP: 2319 | Sp: metal splinters (3d30). 16:53 < Eronarn> @??iron golem 16:53 < Gretell> iron golem (8) | Speed: 7 | HD: 15 | Health: 118-152 | AC/EV: 15/3 | Damage: 35 | Flags: non-living | Res: magic(immune), fire+++, cold+++, elec+++, poison+++, drown, rot+++, neg+++, torm | XP: 915. 16:53 < Eronarn> @??iron troll 16:53 < Gretell> iron troll (T) | Speed: 7 | HD: 16 | Health: 68-116 | AC/EV: 20/4 | Damage: 35, 25, 25 | Flags: regen | Res: magic(106), fire, cold | Chunks: poison+contam | XP: 826. 16:54 < Eronarn> @??iron gargoyle 16:54 < Gretell> unknown monster: "iron gargoyle" 16:54 < Eronarn> @??metal gargoyle 16:54 < Gretell> metal gargoyle (9) | Speed: 7 | HD: 8 | Health: 28-62 | AC/EV: 20/4 | Damage: 19, 10, 10 | Flags: non-living, fly | Res: magic(64), elec++, poison, drown, rot+++, neg+++, torm | XP: 205. 16:54 < Eronarn> @??iron devil 16:54 < Gretell> iron devil (4) | Speed: 8 | HD: 8 | Health: 28-62 | AC/EV: 16/8 | Damage: 14, 14 | Flags: demonic | Res: magic(64), hellfire, cold, elec++, poison, rot, neg+++, torm | Vul: holy++ | XP: 324. 16:55 < Eronarn> am i missing any 16:56 < Zannick> @?? iron imp 16:56 < Gretell> iron imp (5) | Speed: 8 | HD: 3 | Health: 9-24 | AC/EV: 6/8 | Damage: 12 | Flags: demonic | Res: magic(12), hellfire, cold, elec++, poison, rot, neg+++, torm | Vul: holy++ | XP: 40. 16:59 <+evilmike> @??iron giant 16:59 < Gretell> the iron giant (C) | Speed: 10 | HD: 22 | Health: 220 | AC/EV: 18/2 | Damage: 60 | Flags: !sil | Res: magic(117), fire, cold, poison, drown | Chunks: contaminated | XP: 7793 | Sp: iron shot (3d37), iron elementals. 16:59 <+evilmike> @??iron elemental 16:59 < Gretell> iron elemental (E) | Speed: 6 | HD: 12 | Health: 86-130 | AC/EV: 20/2 | Damage: 40 | Flags: non-living, !sil | Res: magic(immune), fire+++, cold+++, elec+++, poison+++, drown, rot+++, neg+++, torm | XP: 1086 | Sp: iron shot (3d24), slow, metal splinters (3d27). 17:01 < Eronarn> i'd really like to see this stuff be systematic :( 17:03 <+evilmike> iron dragons and iron trolls are the only of these you'll even see that often 17:03 <+evilmike> most of those are just vault monsters or summons 17:03 < Eronarn> evilmike: they aren't the only examples by any means though 17:03 < Eronarn> @??statue 17:03 < Gretell> statue (8) | Speed: 10 | HD: 8 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: non-living | Res: magic(immune), fire++, cold++, elec++, poison++, drown, rot+++, neg+++, torm | XP: 561. 17:03 < Eronarn> @??roxanne 17:03 < Gretell> Roxanne (8) | Speed: 10 | HD: 14 | Health: 180 | AC/EV: 20/0 | Flags: non-living, spellcaster | Res: magic(immune), fire++, cold++, elec++, poison++, drown, rot+++, neg+++, torm | XP: 2672 | Sp: crystal spear (3d32), iron shot (3d26), blink other close, b.magma (3d23), mystic blast (3d19). 17:03 < Eronarn> @??stone golem 17:03 < Gretell> stone golem (8) | Speed: 7 | HD: 12 | Health: 93-123 | AC/EV: 12/4 | Damage: 28 | Flags: non-living | Res: magic(immune), fire+++, cold+++, elec+++, poison+++, drown, rot+++, neg+++, torm | XP: 493. 17:03 <+evilmike> yes, I know 17:03 < Eronarn> oh hey, someone fixed roxanne, that's cool at least 17:04 <+evilmike> crawl has plenty of boring monsters, its just that most of these examples are rare ones. I think effort should be focused on the ones that are actually common (eg porcupines) 17:04 < Eronarn> evilmike: porcupines should just be cut :P 17:05 <+evilmike> spines can supposedly be given to monsters now, so they might actually have a point 17:05 < Eronarn> evilmike: only if they only show up early game. by lair they're irrelevant, and there's other spiny monsters (frogs, at least) 17:06 <@dpeg> early porcupines would be good to show spininess to players 17:06 <@dpeg> so when players get killed by spiny frogs they know what caught them 17:06 < G-Flex> that is not a bad idea 17:06 < Eronarn> they should definitely be cut from the lair list, though, or at least not be super common there 17:06 < Eronarn> right now they're just replacing what used to be rats 17:07 <@dpeg> (similarly to how there should be an early constricting snake -- it doesn't have to do a lot of damage, it should show the mechanic) 17:08 < Eronarn> someone should go make constriction work for leeches 17:08 <@dpeg> leeches is a bit different 17:10 < Eronarn> yeah, but similar enough that we at least have a starting point 17:10 < Eronarn> @??giant leech 17:10 < Gretell> giant leech (w) | Speed: 8 | HD: 6 | Health: 33-57 | AC/EV: 5/15 | Damage: 20(vampiric) | Flags: amphibious, evil | Res: magic(24), drown | Vul: holy | Chunks: contaminated | XP: 87. 17:10 < Eronarn> right now they have the low speed, but end up faster than you in water, which is how they catch up to bite you even if you move 17:10 <@dpeg> which is fitting, right? 17:11 <@dpeg> why is the Vul: holy? 17:11 < Eronarn> dpeg: i envision them attaching. like a reverse constriction 17:11 < Eronarn> because of the (vampiric) 17:11 < Eronarn> (attached leech: loses EV, but is hitting each turn and healing itself by doing so) 17:11 <+|amethyst> I posted an implementable for crawling corpse/macabre mass tiles 17:12 ۰۰-- Pacra [~Pacra@c-68-44-35-89.hsd1.nj.comcast.net] has quit [Quit: This computer has gone to sleep] 17:13 < G-Flex> this is a really stupid question but what exactly is an "implementable" 17:13 <@dpeg> Eronarn: I'd say their vampiric is a "natural" kind, but what the heck :) 17:13 <@dpeg> G-Flex: if it's coded decently, we'll take it 17:14 < G-Flex> ah 17:14 <+|amethyst> G-Flex: a bug on mantis, posted by a dev, asking for someone to code (or in this case, draw) something 17:14 < Eronarn> dpeg: we had this issue before with komodo dragons being hated by Zin 17:14 <@dpeg> |amethyst: not just bugs, also new features! 17:14 < Eronarn> for example, my recite code tried to exclude them without specialcasing them... i can't recall if i succeeded 17:14 * dpeg ponders who deserves more remorse: Zin or the komodo waran 17:15 <+|amethyst> s/bug/issue/ 17:16 <@dpeg> The very first one was on SF (back then we didn't call them Implementables but tagged them with \o/) when zipcode delivered the slime god is astoundingly short time 17:17 < Eronarn> still no spider god, though 17:17 < Eronarn> or undead reformist god! or gold god! or door god! 17:17 <@dpeg> no plan for one! 17:18 <+evilmike> I posted an implementable for a whole bunch of floor/wall tiles and got about 2x more than I asked for in like 2 days 17:18 <+evilmike> it was pretty impressive 17:18 <@dpeg> evilmike: :) 17:18 < Eronarn> btw, someone do Ring of the Octopus King before .10 freeze :( 17:18 ۰۰-- Zannick [~mick@unaffiliated/zannick] has quit [Ping timeout: 248 seconds] 17:18 < Eronarn> it'd be nice to get it in at th same time as octos... 17:18 <+evilmike> although, there is another one I posted for a tricky feature I'd like to see, which has sadly died :P 17:18 ۰۰-- Zannick [~mick@unaffiliated/zannick] has joined ##crawl-dev 17:19 <@dpeg> gold god has to wait for last parts of price reform (nrook has left, so I gotta do it alone, no idea when); spider god has no design as far as I know; undead reformist and door god need details 17:19 < Eronarn> door god has a proposal! it's just bad 17:19 <@dpeg> well, a proposal the devteam could get behind :) 17:20 <@dpeg> jpeg likes the door god a lot but no idea if she'll have any time for that in the next year 17:20 <+evilmike> what are the last parts of the price reform? 17:21 <+evilmike> to me, the major problem with prices currently is just that some items can be unaffordable (without scumming) 17:21 < G-Flex> like randart pearl dragon armours? :P 17:21 <+evilmike> the traditional crawl way of solving this would be to use a stepdown on shop prices 17:21 <@dpeg> heck, I even forgot... got to check the change log... we have done scrolls, potions, jewellery and randart properties 17:21 <@dpeg> evilmike: sounds good to me 17:21 < Eronarn> eeew stepdowns 17:22 <@dpeg> evilmike: would you help out with prices? It's not like I'm not stumbling in the dark anyway. I could use a torch! 17:22 <@dpeg> ah, we also did wands 17:22 <@dpeg> food should be easy, miscellaneous items can be done quick 17:23 <+evilmike> dpeg: sure, although I think item prices are mostly good right now 17:23 < Eronarn> can we just cut misc items? we've been waiting for them to have alternate uses for like 5 versions at least 17:23 <@dpeg> decks 17:23 < Eronarn> i mean the bad ones 17:23 <@dpeg> ah, sure 17:23 <+evilmike> do misc items even show up in shops? Maybe I just gloss over them 17:23 <@dpeg> yes, they do -- at hilarious prices! 17:24 <@dpeg> and implement new ones as they go in... seems good 17:24 < Eronarn> there's persistent argument against removing the stone, especially now that there's febe, but who seriously even uses it nowadays 17:24 <@dpeg> Matthew Zelgadis (second generation dev, gone for a while) had this awesome idea of teleport anchor item 17:25 <@dpeg> Eronarn: it was scummed until 0.7 or so, iirc 17:25 <@dpeg> heteroy, naturally 17:25 <+evilmike> crawl thinks misc items are good, so they mostly serve the purpose of balancing vault loot :P 17:25 < Eronarn> air, fire, is there even a water one i forget what it is if so - all terrible 17:25 < Eronarn> lantern of shadows is mostly for stupid ziggurat tricks 17:25 <+MarvinPA> the lantern is pretty useful in lots of places 17:25 < Eronarn> orbs are lol 17:26 <+evilmike> I like the latern of shadows 17:26 <+MarvinPA> one of the better misc items by a long shot, imo 17:26 < Eronarn> yes 17:26 < Eronarn> but it's still not great 17:26 < Eronarn> i don't think it should be cut, but the game wouldn't be hurt much other than zigs if it were 17:26 <+evilmike> it has a few other uses 17:26 <@dpeg> Abyss, as I learned from Haran 17:27 < Eronarn> evilmike: if we keep stuff just because it has some uses, then stuff just accumulates forever :P 17:27 < Eronarn> one thought: we could just make the lantern into an unrand! 17:27 < Eronarn> (which would justify buffing it) 17:27 <+evilmike> you're talking about an item that is actually decent though. Unlike say, box of beasts 17:27 <+evilmike> which is unquestionably useless, except when you want to block a corridor 17:28 < Eronarn> evilmike: i wouldn't advocate cutting it by itself, but if we're axing a lot of misc items, we might want to not have it be the only one left 17:28 < Eronarn> (there's some argument for the orbs but i think it's a pretty weak one) 17:28 <+evilmike> what orbs? 17:28 <+MarvinPA> orb, singular 17:28 < Eronarn> oh, did seeing get cut? 17:28 <+MarvinPA> yup 17:28 <+evilmike> crawl did once have multiple orbs in version 2.something, instead of runes 17:28 <+evilmike> oh, you're talking about crystal balls 17:28 < Eronarn> then energy should go too :P 17:28 <+MarvinPA> oh right yeah 17:29 <+MarvinPA> balls, not orbs 17:29 <+MarvinPA> ball, not orb* 17:29 <+evilmike> crystal ball of energy would be sad to see cut 17:29 < Eronarn> evilmike: powergamer 17:29 <+evilmike> it's gone through a lot of changes and is actually usable without being a pain in the ass 17:30 <+MarvinPA> it's somewhat reasonable now, yeah 17:30 < Eronarn> my question would be, out of staff of power and orb of energy, is it justifiable to have both? 17:30 < Eronarn> i don't feel that this is the case 17:30 <+MarvinPA> i assume you mean staff of channeling? 17:30 < Eronarn> yes 17:30 < Eronarn> i always get those names mixed up 17:30 <+evilmike> staff of channeling is a completely different effect 17:30 <+MarvinPA> the two are very different 17:30 < jle> cboe has Side Effects, channeling does not. 17:30 < jle> Aside from the hungering, anyway. 17:31 <+MarvinPA> reliable but slow versus high-risk, high-reward 17:31 < Eronarn> they are different, yes, but they are both wielded items that use the same skill to regain MP when they're evoked 17:31 < Eronarn> i don't feel that having them both adds much value over just having one 17:31 <+evilmike> ball of energy is a large mp gain with risk attached. Channeling is a risk-free low amount of mp with a food cost 17:31 < Eronarn> (adds much value to the game - i've crtainly played characters who used both) 17:31 <+evilmike> they also complement each other, which I think is interesting 17:31 < Eronarn> if by interesting you mean powerful :P 17:32 <+evilmike> both 17:32 <+evilmike> powerful combinations are fun 17:33 < Eronarn> yes, but i'd rather they be a bit more organic than 'find the two +MP evokables and they'll complement each other' 17:33 < Eronarn> anyways, other than ball of energy and shadows there's nothing where there's even dispute, right? 17:34 <+evilmike> the only thing I would change is make channeling be an over-time effect similar to the regen spell, maybe with the condition that you have to stay still 17:34 <+evilmike> this is only to reduce keystrokes though 17:37 <+evilmike> I think the disc of storms is better than most people give it credit for. This is for somewhat... cheaty purposes though 17:37 <+evilmike> (it makes water) 17:39 <+evilmike> the rElec condition makes it really annoying to abuse that feature though 17:49 <+evilmike> hmm, I should clarify, I meant that I used it once as a merfolk. More of a dumb gimmick, but amusing. Also fun way to clear groups of monsters in an open area 18:00 < CIA-54> |amethyst mutation-forms * r05cf1571411b /crawl-ref/source/ (chardump.cc mutation.cc mutation.h): Use a formatted_scroller for the mutations screen (edlothiol). 18:00 < CIA-54> |amethyst mutation-forms * r8d5145c052a2 /crawl-ref/source/ (mutation.cc output.cc player.cc): Make scales not provide AC for statues. 18:00 < CIA-54> |amethyst mutation-forms * rcdf1a03f46f6 /crawl-ref/source/ (mutation.cc mutation.h player.cc): Mark scales as partially suppressed in statue form. 18:00 < CIA-54> |amethyst mutation-forms * r1073b0dc0e76 /crawl-ref/source/mutation.cc: Display the 'A' screen legend properly for vampires. 18:00 < CIA-54> |amethyst mutation-forms * r544ce0395792 /crawl-ref/source/mutation.cc: Be more careful about marking mutation status. 18:00 < CIA-54> |amethyst mutation-forms * rf23f1d581045 /crawl-ref/source/ (7 files in 2 dirs): Merge branch 'master' into mutation-forms 18:02 <+|amethyst> Did mantis just go down? 18:04 <+elliptic> it seems up now 18:04 <+elliptic> though it was very slow to load 18:11 <+SamB> so, downish then? 18:13 <+|amethyst> it seems to be better now 18:26 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 18:31 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 240 seconds] 18:33 ۰۰-- agolden [~agolden@69.170.160.74] has quit [Quit: agolden] 18:38 ۰۰-- ainsophyao [~ainsophya@wl003j.ecc.u-tokyo.ac.jp] has joined ##crawl-dev 18:43 ۰۰-- dtsund [anon@WAREHOUSE-ONE-TWENTY-FOUR.MIT.EDU] has joined ##crawl-dev 18:48 < CIA-54> |amethyst * r50c5e14329cf /crawl-ref/source/ (dat/descript/features.txt directn.cc): Avoid doubled articles on features, and fix descriptions. 18:52 <@dpeg> very nice, |amethyst 18:52 ۰۰-- MarvinPA [~MarvinPA@85.210.104.35] has quit [Ping timeout: 240 seconds] 18:52 <@dpeg> btw, do you know that it's awkward to get a pipe on a German keyboard? :| 18:53 ۰۰-- MarvinPA [~MarvinPA@85.210.104.35] has joined ##crawl-dev 18:53 ۰۰-- mode/##crawl-dev [+v MarvinPA] by ChanServ 18:55 <+|amethyst> how do German unix sysadmins live? 18:57 <@dpeg> US keyboards :) 19:18 < CIA-54> elliptic * r2562c6e83120 /crawl-ref/source/melee_attack.cc: Remove a "magic number" from unarmed attack delay. 19:19 ۰۰-- Wensley [~Wensley@dynamic-acs-72-23-89-126.zoominternet.net] has joined ##crawl-dev 19:20 < CIA-54> |amethyst * r81dea6aead7c /crawl-ref/source/describe.cc: Capitalise and add a full stop to item/monster description titles. 19:29 ۰۰-- Pacra [~Pacra@c-68-44-35-89.hsd1.nj.comcast.net] has joined ##crawl-dev 19:34 < CIA-54> |amethyst * rd000b4d720a4 /crawl-ref/source/itemname.cc: Don't confuse the obsolete conjurations book with the current one. 19:35 <+|amethyst> hm... I had really thought there used to be a description for "The open sea" but apparently I was mistaken 19:35 <+|amethyst> Perhaps it could use to, to explain why you can't fly over it 19:36 <+|amethyst> s/use to/use one/ 19:36 <@dpeg> yes, let's make one 19:37 <+|amethyst> the wife is calling me to dinner, so be thinking :) 19:37 < Eronarn> Nothing but endless wind and waves, and not a lighthouse in sight. You'd be lost beyond all hope in short order - better not risk it. 19:37 <@dpeg> |amethyst: dig in! 19:37 <+|amethyst> Eronarn: I like 19:37 <+|amethyst> bbiab 19:37 <@dpeg> Eronarn: that's good, although Mf and Oc might still wonder why they're out of business :) 19:39 < alefury> can you print "you dont want to go there" on trying to enter endless water? 19:39 <@dpeg> alefury: yes, would also work 19:39 < alefury> hm, although telling the player what he wants is... kind of stupid 19:39 < Zannick> Beyond here, the riptide is too strong. You would never return. 19:40 < Eronarn> Zannick: flying 19:40 < Zannick> The riptide is in the air, too! 19:40 < Zannick> :O 19:40 < Zannick> *magic* 19:41 <+MarvinPA> well there's already the "why would you want to do that" canned message, seems like it'd fit just fine 19:42 < Wensley> "the ferocious winds and tides of the open sea thwart your progress" 19:42 < Henzell> Wensley: You have 1 message. Use !messages to read it. 19:43 < Wensley> or maybe just "you seem to strike an arbitrary invisible wall" 19:50 < Zannick> "Are you sure you want to leave the dungeon?" 19:51 < Zannick> and if they say Yes, they have escaped 19:51 < Zannick> but uh, not with the orb 19:52 < Zannick> with the orb it wrenches them to the opposite side of the map :7 19:54 < Wensley> ha 19:54 < Wensley> toroidal shoals 19:55 < alefury> btw, i think octopode zombies dont have a tile 19:55 < alefury> as in placeholder 19:56 < alefury> and the disturbances caused by invisible enemies could maybe use a tile too, although the placeholder looks okay in that case 19:58 ۰۰-- casmith789 [~casmith78@cpc1-king8-0-0-cust530.perr.cable.virginmedia.com] has quit [Ping timeout: 252 seconds] 19:59 < Wensley> do any devs ever check the merge requests on gitorious, or I should I make a mantis for each merge request? 20:00 < alefury> i think MarvinPA checks them? im not sure though. 20:01 <+|amethyst> it would be nice if the CIA hooks reported those 20:01 < Wensley> I thought they used to 20:01 <+|amethyst> as it is you get messages for commits to existing branches, but not for the creation of a new branch (such as merge-requests/N) 20:01 <+|amethyst> you may be right 20:02 < CIA-54> |amethyst * r552f289c2d1e /crawl-ref/source/mon-act.cc: Don't ID polearm brands on reaching attacks. 20:02 < Wensley> was that one right there? 20:03 <+|amethyst> that was a commit to master, which is an existing branch :) 20:03 < Wensley> are you a committer now? 20:04 <+|amethyst> Yes, I was admitted to the devteam a week or so ago 20:04 < Wensley> oh sweet 20:04 < Wensley> congrats 20:04 <+|amethyst> thanks 20:04 < Wensley> now commit my terence patch :) 20:04 <+|amethyst> after I finish up with these bug fixes 20:04 <+|amethyst> I'll look at it 20:04 < Wensley> thanks 20:05 < alefury> spoken like a true dev :) 20:05 < alefury> "later" :P 20:06 < alefury> i was wondering about that dragon slaying thing 20:07 < alefury> i never made the connection to reaching though 20:07 ۰۰-- agolden [~agolden@c-71-198-250-8.hsd1.ca.comcast.net] has joined ##crawl-dev 20:12 < CIA-54> |amethyst * r3bf4d2dca2af /crawl-ref/source/ (dat/descript/features.txt main.cc): Add description, improve message, for open sea (Eronarn, Wensley). 20:13 ۰۰-- Pingas_ [~Pingas@40.181.34.95.customer.cdi.no] has quit [Read error: Connection reset by peer] 20:16 <+|amethyst> Wensley: I'm not sure what I think about that :) 20:16 ۰۰-- ainsophyao [~ainsophya@wl003j.ecc.u-tokyo.ac.jp] has quit [Remote host closed the connection] 20:16 < Wensley> |amethyst: I'll make changes if you give feedback :) I really do believe that it's a change for the better without being too out there 20:17 < Wensley> the AF_MUTATE really doesn't proc very often 20:17 < Wensley> like maybe once every 25 hits or something 20:17 <+|amethyst> I'm more concerned that this makes him even weaker 20:17 < Wensley> yeah 20:17 <+|amethyst> since he won't have armour or weapons 20:17 < Wensley> I initially had him at even less hp 20:17 <+|amethyst> also, I'd prefer to keep the name "Terence" 20:17 < Wensley> aw :( but he's so lumpy 20:17 < Wensley> nah that's okay :P 20:17 <+|amethyst> well, I guess "Crazy Yiuf" is precedent 20:18 < Wensley> the fragility thing was something I was worried about 20:18 < Wensley> but I was afraid that if the battle was prolonged then the devs would be even more concerned about excessive mutation 20:19 ۰۰-- ainsophyao [~ainsophya@wl003j.ecc.u-tokyo.ac.jp] has joined ##crawl-dev 20:19 < Wensley> however, I am all for giving him his 10 ac back and then giving him a handful of hitpoints 20:20 <+MarvinPA> seems like it'd just make him a lot easier to take out from range, especially with no AC 20:20 < Wensley> how much ac did terence's armor give him 20:21 ۰۰-- moxian [~moxian@89.249.164.250] has joined ##crawl-dev 20:21 <+|amethyst> 1/6 ring mail, 1/2 scale mail, 1/3 chain mail 20:21 < Wensley> where are those probabilities at? 20:21 <+MarvinPA> it's scale usually i think? 20:21 <+|amethyst> mon-gear.cc 20:21 < Wensley> ah, that's a new file to me :P 20:21 <+|amethyst> search for TERENCE 20:21 <+MarvinPA> also looks like you didn't stop mon-gear from trying to give him a weapon/armour 20:21 < Wensley> ha 20:22 < Wensley> I'd be happy to make further refinements and test them as long as I know that it isn't going to be rejected out-of-hand (as I was fearing) 20:22 <+MarvinPA> so 6 ac usually, anyway 20:23 <+|amethyst> Even with the changes we discussed, I'm not comfortable committing it myself without getting feedback from some more senior devs 20:24 <@dpeg> what is the proposal? 20:24 <+|amethyst> dpeg: turn Terence into a pulsating lump 20:24 < Wensley> dpeg: turn terence into a weak pulsating lump, the biggest change of which is giving him an AF_MUTATE attack 20:24 <+|amethyst> https://gitorious.org/crawl/crawl/merge_requests/20 20:24 <@dpeg> does he have speech? 20:25 < Wensley> dpeg: yes, the same terrible terence speech as ever, although I removed one where he references his teeth 20:25 <+|amethyst> Once an utterly unremarkable human adventurer, Terence was no stranger to mockery and derision. Haunted by self-doubt, his life was to be forever changed by his fateful discovery of a wand of polymorph; more importantly, though, his body was to be forever changed as well. He had sought to transform himself into something fierce, say, a dragon, or a catoblepas. Fate, however, is rarely so kind. 20:25 <@dpeg> current Terence is a bore, granted, but an early mutator will make players quit and start again, I am afraid 20:26 < Wensley> dpeg: that's part of my hesitation, but is it any worse than yiuf's staff? 20:26 <@dpeg> yes, I think so 20:26 < Wensley> dpeg: in my testing, the mutation attack very rarely went off 20:26 <@dpeg> because you know you will face Yiuf 20:26 <@dpeg> it is a deliberate action 20:26 < Wensley> true 20:27 < Wensley> I'd be happy to make some terence vaults 20:27 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 20:27 < Wensley> mostly I just feel like the early game deserves a rich tapestry of interesting uniques, and that improving terence is superior to removing him 20:28 <+|amethyst> also, have you tested him with Jiyva? 20:28 < st_> is a pulsating lump interesting in any way though? 20:28 < Wensley> |amethyst: are you likely to find an altar before d:2? 20:28 <+|amethyst> you can find one as early as D:2 20:28 < Wensley> |amethyst: but how likely is that 20:28 < Wensley> not sure of the weights 20:29 <+|amethyst> not very, but out of a few thousand games I've encountered one that early at least two or three times 20:29 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Read error: Operation timed out] 20:29 <+|amethyst> also, you might bypass him and encounter him on the way back up 20:29 < Wensley> are mutations scummable with jiyva? can't say I've ever used him 20:30 <+|amethyst> I was talking about the 'fellow slime' aspect 20:30 < Wensley> ah 20:30 < Wensley> hmm 20:30 < Wensley> I'll try that out 20:30 <+|amethyst> including speech etc 20:30 < Wensley> how does dissolution react to jiyva followers? 20:31 <@dpeg> Wensley: I think a mutator unique can be interesting, but I'd add these provisions: better not in the very early game & give some decent loot. For example, if the guy can mutate at range, he could deliver 1-3 potions of cure mutation. 20:31 <@dpeg> Wensley: peaceful 20:31 <+|amethyst> what if you made him speed 9? 20:31 <+|amethyst> I guess nagas would still have to worry 20:31 <@dpeg> |amethyst: not good! 20:31 <@dpeg> it should be a threat 20:31 < Wensley> dpeg: I was considering increasing terence's xp value as a substitute for loot, although I really don't understand the xp modifier stat 20:32 < Wensley> really this is just something I whipped up in five minutes, I really want terence to be at least somewhat improved for 0.10 20:33 <@dpeg> Interesting slow monsters: Gastronok, Grinder, jellies, casters in general. Boring slow monsters: worms, snails etc. Slow unique who can only mutate in melee = boring. 20:33 < Wensley> dpeg: interesting slow monsters = catlobes?? 20:33 <@dpeg> catoblepas are great, yes. 20:33 < Wensley> :) 20:34 <@dpeg> put otherwise, any slow monster should have a good excuse for being slow 20:34 <@dpeg> a melee mutating attack is not good enough 20:35 <@dpeg> lorimer had this insane idea once... let me recall 20:35 < Wensley> dpeg: if you're totally set against a mutator unique in the early game I'll try to think of something else to make terence more unique 20:35 ۰۰-- jeanjacques [~jejacques@port-92-200-53-136.dynamic.qsc.de] has joined ##crawl-dev 20:35 <@dpeg> You have a unique which spawns in ten copies, say. When you encounter one, it is always awake and runs away. If awake, they seek each other, and they are stronger in packs. 20:36 < Wensley> ha 20:36 < Wensley> maybe I will make terence spawn in a band of terences 20:36 <@dpeg> :) 20:36 <@dpeg> Wensley: my issue with an early mutator is that it'll just make our weaker-minded players quit (they already do after /poly incidents) 20:36 < Wensley> the perils of experimenting with translocular magics 20:37 <@dpeg> oh, and if they feel strong enough (say a band of five), they search for you, of course 20:37 <+|amethyst> dpeg: what if, to compensate, you make /polymorph not generate early? 20:37 < alefury> Wensley: beware the bands spawning in walls bug 20:37 < Wensley> or, how about we leave terence as a jelly, but make him split off into more terences as he gets hit, like a poor man's royal jelly 20:37 <@dpeg> |amethyst: didn't that already happen? 20:37 <+|amethyst> oh, did it? 20:37 <@dpeg> I am fine with it, for the record. 20:37 <@dpeg> elliptic did some early game wand changes, iirc 20:38 ۰۰-- dpeg [~dpeg@dis.angband.pl] has quit [Quit: zzz] 20:38 <+elliptic> wasn't me :) 20:38 <+|amethyst> polymorph isn't on the high-tier list 20:38 < alefury> i thought that was only the big boomsticks 20:38 < alefury> but there may have been other changes 20:38 <+elliptic> reading back over the conversation, I think terence is fine, personally 20:38 <+|amethyst> Wensley: one game-logical thing: it's "wand of polymorph other" and you can't use it on yourself 20:39 <+|amethyst> Wensley: so maybe mention potions of mutation instead 20:39 < Wensley> |amethyst: ha, perhaps 20:39 ۰۰-- alefury [~galefury@B4115.karlshof.wh.tu-darmstadt.de] has quit [Quit: ChatZilla 0.9.87-2011111804 [Firefox 8.0/20111104165243]] 20:39 < Wensley> if anyone has any other suggestions of what monster to base a polymorphed terence on, let me know 20:39 <+elliptic> I mean, is terence really much less interesting than, say, jessica? 20:39 < Wensley> (giant spore???) 20:40 <@due> unique giant spore, needed! 20:40 < Wensley> at least with jessica I will sometimes immediately walk away if she is still sleeping because she is potentially a threat at range 20:40 <+elliptic> a lot of chars can't take on terence on D:2 either 20:40 < Wensley> I'd still say that doesn't make him unique or interesting 20:41 <+elliptic> he offers different threats from any other unique that early 20:41 < Wensley> what level does edmund start appearing at 20:41 < st_> personally I dislike the "interesting" early uniques 20:41 < st_> it's pretty tiring to get them all the time 20:41 <+elliptic> his flavor could certainly be more interesting but from a gameplay standpoint I don't think he needs anything weird 20:41 < Wensley> I'd be fine just giving him some better flavor 20:41 <+|amethyst> terence is 2-3, edmund 4-9 20:42 < Wensley> although I'd still say a melee unique on level 2 really isn't all that interesting, even if he is quite dangerous 20:44 <+elliptic> it isn't like melee uniques get more interesting as you get deeper 20:44 < Wensley> at least as you get deeper it is possible to increase their threat non-linearly 20:45 <+elliptic> I mean, ignoring flavor I think terence is far better than donald 20:45 < Wensley> ha 20:45 <+elliptic> or maud 20:46 < Wensley> this is true, but I'm focusing on terence right now because early uniques are more visible 20:46 < Wensley> especially to newer players, who will spend all of their time in the early game 20:46 <+elliptic> and even if straightforward melee uniques aren't the most exciting, it would be strange if we didn't have any 20:47 < Wensley> true 20:48 < Wensley> still trying to think of some non-elaborate way to make him slightly more mechanically interesting without resorting to "give him a net" or something lame like that 20:48 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has quit [Ping timeout: 268 seconds] 20:49 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has joined ##crawl-dev 20:49 < Wensley> wonder if there is a way to guarantee that some sort of cloud trap will generate near him 20:50 <+elliptic> cloud traps on d:2 are not very exciting 20:51 < Wensley> are they really exciting anywhere, though 20:51 <+elliptic> it should be doable though 20:52 < Wensley> I don't think I've ever hit a cloud trap when an enemy was around 20:52 < Wensley> in that light, guaranteeing a cloud trap near terence (that won't one-shot you) would be the most exciting use of cloud traps in the game 20:57 ۰۰-- HangedMan [63e6725f@gateway/web/freenode/ip.99.230.114.95] has joined ##crawl-dev 20:58 < Wensley> what if, instead of giving you some damage evasion, shroud of golubria had a chance to blink away anyone who hit you 20:58 < Wensley> with the same caveats about breaking under damage 20:59 < moxian> maybe it should better blink you? Marksmen would love that. 21:00 < HangedMan> so it changes from making a statue get hit even less to chasing them down 21:00 < Wensley> HangedMan: what are you talking about 21:00 < CIA-54> |amethyst * r606724e4fe5d /crawl-ref/source/melee_attack.cc: Allow walls to protect rock worms again. 21:01 < HangedMan> the only time I've bothered to use shroud was with statue form, where the damage evasion was effective with 50 ac and plate armour gdr and ever so unfortunately blinking away things sounds less fun for statue form 21:01 < Wensley> I don't think shroud of golubria is designed to be used by anyone who is capable of having 50 ac 21:02 < HangedMan> heh 21:02 < HangedMan> I was wondering why it was easy to tab through zigs 21:05 <+elliptic> was this while statue form was broken to use str instead of str/3 21:05 < HangedMan> what if a perfectly legit ida ds with rough black scales happens to pick up shroud with such huge ac, is that more or less palatable 21:05 < HangedMan> it was using str/3 21:05 <+elliptic> shroud with huge AC isn't particularly broken afaik 21:05 <+evilmike> Wensley: I could see 50 ac characters using shroud in some cases 21:05 * HangedMan shrugs 21:05 <+elliptic> a single shroud still prevents the same amount of damage, regardless 21:05 <+evilmike> it's useful against ugly thing packs and in slime 21:05 <+elliptic> it is a bit better than that against monsters with special damage (like ice beasts, say) 21:05 <+elliptic> yeah 21:06 < Wensley> elliptic: what I meant was that if you're facing monsters against which 50 ac is necessary, the shroud should be breaking immediately (as I understand it) 21:07 < Wensley> what if I gave terence a single kraken tentacle 21:07 < HangedMan> @??tentacle 21:07 < Gretell> tentacle (w) | Speed: 17 | HD: 12 | Health: 39-58 | AC/EV: 5/7 | Damage: 29 | Flags: amphibious, cold-blooded, lev | Res: magic(immune), drown | XP: 0. 21:07 <+elliptic> wensley: well, it uses the AC-reduced damage value 21:08 <+elliptic> because the shroud is under your armour 21:08 < HangedMan> under your stoneskin 21:08 < HangedMan> under your scales 21:08 < HangedMan> ... 21:08 <+elliptic> yes 21:09 <+elliptic> it doesn't necessarily make the most sense, but I didn't want it to be awful on AC chars 21:09 < Eronarn> Wensley: make lumps constrictors? :) 21:09 < Eronarn> they are all gooey 21:09 <+evilmike> I think a relatively limited use of constriction would be good. Just like how only a few things have trample 21:10 < Wensley> hm, true, terence could be the first unique to benefit from constriction (is that even in the game yet?) 21:10 < Wensley> I could just give him tentacle arms 21:10 < Wensley> flavorwise 21:10 < HangedMan> ...what insane experiments are you doing with him 21:12 < Wensley> Terence the octopode shouts! 21:12 < Wensley> Eronarn: how does constriction work? could it be flavormade to just be "this guy has sticky appendages and you are stuck to him"? 21:13 <+evilmike> constriction is supposed to be for stuff that actually wraps around and constricts you 21:13 <+evilmike> not just "being sticky" 21:14 < HangedMan> mildly reminded of the creepypasta involving a giant, massive ball of hooks that inexorably draws people in to be horribly mamed, though 21:14 < HangedMan> combine spines and constriction, even better 21:15 <+|amethyst> The porcupine comes along for the ride! 21:15 < Eronarn> aizul as a constrictor snake makes sense 21:15 <+evilmike> yeah 21:15 < Eronarn> keep enemies there until help arrives 21:17 < Eronarn> hmm, what about giving pulsating lumps regen 21:17 < Eronarn> and renaming regeneration to cigotuvi's regeneration of course :) 21:17 < Eronarn> @??pulsating lump 21:17 < Gretell> pulsating lump (J) | Speed: 5 | HD: 10 | Health: 36-72 | AC/EV: 2/6 | Damage: 13(mutation) | Flags: sense invisible | Res: magic(40), poison, asphyx | XP: 52. 21:18 < Eronarn> then the troll 'you feel a lump in the pit of your stomach' message will finally make sense~ 21:19 < HangedMan> I kicked around the idea of pulsating lumps gaining the properties of different form spells to get transmuter representation in, or atleast for a unique 21:20 < CIA-54> dolorous * r5ec793c40d94 /crawl-ref/source/ (effects.cc effects.h): Add formatting fixes. 21:20 < CIA-54> dolorous * rc871c3205f14 /crawl-ref/source/godabil.cc: Clean up fedhas_fungal_bloom(). 21:31 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 21:32 < CIA-54> |amethyst mutation-forms * r8db3429d246d /crawl-ref/source/ (10 files in 2 dirs): Merge branch 'master' into mutation-forms 21:33 <+|amethyst> I think mutation-forms is probably close to ready to go into master... the display is somewhat better now thanks to edlothiol 21:33 ۰۰-- bhaak [~bhaak@84-74-150-154.dclient.hispeed.ch] has quit [Ping timeout: 240 seconds] 21:34 ۰۰-- jeanjacques [~jejacques@port-92-200-53-136.dynamic.qsc.de] has quit [Ping timeout: 252 seconds] 21:38 <+evilmike> Are cloud traps considered to be non-buggy yet? 21:38 <+evilmike> they still have the ultra high 40% chance for testing, I'm wondering if they still need it 21:39 <+elliptic> they also still affect players instantly, which wasn't intentional, but maybe it is okay 21:39 <+MarvinPA> they've been toned down a lot 21:39 <+elliptic> reducing the chance is probably fine 21:39 <+|amethyst> is it intentional that the cloud trap vaults are not transparent? 21:39 <+MarvinPA> and i don't think they're buggy anymore 21:39 <+evilmike> the comment is a bit vague regarding chance: 21:39 <+evilmike> # Currently, each type uses CHANCE: 40%. 21:39 <+evilmike> # This means that you can expect one trap (of any type) per level. 21:39 <+evilmike> # For testing purposes! 21:40 <+evilmike> I'm wondering if I should remove the CHANCE line and just let them be placed by weight. That would make them much, much rarer though 21:41 <+evilmike> It really gives no hint as to what the "intended" chance/weight is 21:41 <+MarvinPA> some of them could really do with reduced weight or being mainly just used in vaults 21:42 ۰۰-- ainsophyao [~ainsophya@wl003j.ecc.u-tokyo.ac.jp] has quit [Remote host closed the connection] 21:42 <+MarvinPA> like, confusion and poison don't do anything 21:42 <+evilmike> could give those ones tags (like trap_cloud_confusion) or whatever, that would let them be placed using SUBVAULT: 21:42 <+evilmike> probably the easiest way to enable them to be used in vaults, that I can think of 21:43 < HangedMan> well, confusion is a nice less painful way to introduce the general cloud trap concept without it immeadiately threatening you 21:43 <+MarvinPA> also annoying to rest off when there's zero actual threat 21:43 <+evilmike> yeah 21:44 <+MarvinPA> early ice/fire traps are very tame now so they're fine enough as an introduction anyway 21:44 <+evilmike> and you have to use short rest until the cloud goes away, since it blocks long rest 21:44 < HangedMan> could an early fire trap kill a mummy? 21:44 < moxian> on that note petrification cloud is nice, as it insta-rests you 21:44 <+MarvinPA> (those are also probably better in vaults, but at least have item destruction to make them relevant otherwise) 21:44 <+MarvinPA> oh, petrify is another that's bad outside vaults, yeah 21:45 <+MarvinPA> HangedMan: i doubt it, it's only ever going to be a single turn of flamecloud damage 21:45 < HangedMan> 'k 21:47 ۰۰-- bhaak [~bhaak@84-74-150-154.dclient.hispeed.ch] has joined ##crawl-dev 21:47 <+evilmike> poison traps aren't as bad as confusion and petrification ones 21:48 <+evilmike> poison is like.. the dart trap of cloud traps 21:48 <+|amethyst> then confusion is like the net trap of cloud traps? 21:48 <+evilmike> something like that. although net traps provide nets, which is really their main use 21:52 <+|amethyst> I think I'll go ahead and push this to get player feedback after CDO updates tonight 21:53 <+evilmike> push what? 21:53 <+|amethyst> the mutation-forms cleanup 21:53 <+MarvinPA> oh also, is there a tavern topic for the roguelike of the year thingy? should say we'll put MD back in if we win or something 21:53 <+evilmike> what if crawl wins 21:54 <+MarvinPA> :( 21:54 <+MarvinPA> pretend it was a typo and we meant MB, and bring back megabats 21:55 <+|amethyst> oh, hm... pushing an already-existing commit onto master apparently doesn't trigger CIA either 21:55 <+MarvinPA> hm, looks like dungeons of dredmor has the lead, i've not heard much favourable about that from crawl players but i guess maybe it's more accessible for non-hardcore people? 21:55 <+MarvinPA> never actually got around to picking it up 21:56 <+evilmike> its a newbie roguelike, yes 21:56 < CIA-54> dolorous * r4f2e4ea45164 /crawl-ref/source/mon-abil.cc: Remove unneeded blank line. 21:56 <+evilmike> terrible balance, terrible interface, terrible gameplay, good graphics 21:56 < CIA-54> dolorous * r5c9866e7d0f0 /crawl-ref/source/ (mon-abil.cc mon-util.cc): Consider queen ants and bees female, and properly use pronouns for the latter. 21:56 <+MarvinPA> haha 21:57 <+evilmike> really, though. It has a bad interface that's way too mouse-centric, and lacks (or at least lacked when I played it) crucial features like the ability to rest more than one turn 21:57 <+evilmike> also you regenerate hp over time but there's no food system, some stuff is painfully overpowered while other stuff is weak, etc. Also my favourite part: your attacks are all animated so everything goes really slow 21:58 <+MarvinPA> heh 21:58 < Henzell> MarvinPA: You have 1 message. Use !messages to read it. 22:01 ۰۰-- mikee_ [~test@209-6-146-94.c3-0.bkl-ubr1.sbo-bkl.ma.cable.rcn.com] has joined ##crawl-dev 22:06 ۰۰-- Pacra [~Pacra@c-68-44-35-89.hsd1.nj.comcast.net] has quit [Quit: This computer has gone to sleep] 22:27 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 22:28 < CIA-54> dolorous * r97e400739dfb /crawl-ref/source/monster.cc: Block berserk for paralyzed, petrif(ying|ied), and sleeping monsters. 22:32 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Ping timeout: 252 seconds] 22:34 < CIA-54> evilmike * rb9a50c801f3a /crawl-ref/source/dat/des/traps/cloud_traps.des: Reduce frequency of cloud traps. 22:37 < Henzell> localhost the Grappler (L13 TrBe) ASSERT(smc) in 'mon-util.cc' at line 1114 failed on turn 30514. (Lair:8) 22:40 <+|amethyst> !lm localhost crash -log 22:40 < Sequell> 1. localhost, XL13 TrBe, T:30514 (milestone): http://crawl.akrasiac.org/rawdata/localhost/crash-localhost-20111214-033732.txt 22:42 <+|amethyst> Monster 'DEAD MONSTER' (0, 0) [midx = 214] currently acting: 22:42 <+|amethyst> this one from do_trample 22:44 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Read error: Connection reset by peer] 22:45 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 22:48 < CIA-54> |amethyst * r75be98b28b78 /crawl-ref/source/ (travel.cc travel.h): Avoid "Found one items." 22:48 <+|amethyst> oh... that was an 0.9.0 crash 22:49 <+evilmike> wow, you can play 0.9.0 online still? 22:50 ۰۰-- jeanjacques [~jejacques@port-92-200-73-235.dynamic.qsc.de] has joined ##crawl-dev 22:52 <+|amethyst> apparently CAO has 0.9.0 and not 0.9.1 22:54 <+evilmike> !lg * src=cao x=v 22:54 < Sequell> 886678. [v=0.10-a0] HangedMan the Insei (L3 DsTm), worshipper of Sif Muna, slain by Grinder on D:3 on 2011-12-14, with 147 points after 2045 turns and 0:06:44. 22:54 <+evilmike> !lg * src=cao v=0.9.0 22:54 < Sequell> 50876. firemonkey the Miscreant (L1 KeSt), got out of the dungeon alive. on 2011-12-14, with 20 points after 14 turns and 0:00:46. 22:54 <+evilmike> I wonder if that actually worked.. 22:54 <+evilmike> !lg * src=cao v=0.9.0 x=v 22:54 < Sequell> 50876. [v=0.9.0] firemonkey the Miscreant (L1 KeSt), got out of the dungeon alive. on 2011-12-14, with 20 points after 14 turns and 0:00:46. 22:54 <+evilmike> huh. 22:55 ۰۰-- valrus_ [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has quit [Remote host closed the connection] 22:59 <+|amethyst> !lm localhost crash x=src,v,cv 22:59 < Sequell> 1. [2011-12-14] [src=cao;v=0.9.0;cv=0.9] localhost the Grappler (L13 TrBe) ASSERT(smc) in 'mon-util.cc' at line 1114 failed on turn 30514. (Lair:8) 23:01 <+|amethyst> I'm looking at 5035: You can see poison wearing off on submerged enemies and it's not really that simple 23:02 <+|amethyst> it's not that you can see the effect on submerged enemies, it's that the enemy might become un-submerged just long enough to see the message but not long enough to actually appear on screen 23:02 <+|amethyst> I guess I should post that as a note on the bug report 23:03 ۰۰-- valrus [~valrus@c-98-232-108-145.hsd1.wa.comcast.net] has joined ##crawl-dev 23:04 ۰۰-- HangedMan [63e6725f@gateway/web/freenode/ip.99.230.114.95] has quit [Ping timeout: 258 seconds] 23:07 ۰۰-- ainsophyao [~ainsophya@wl003j.ecc.u-tokyo.ac.jp] has joined ##crawl-dev 23:14 < CIA-54> dolorous * r65244ca79523 /crawl-ref/source/ (3 files in 2 dirs): Since PRONOUN was changed to PRONOUN_SUBJECTIVE, use the same name elsewhere. 23:14 < CIA-54> dolorous * rb0b78c73bc8c /crawl-ref/source/dat/database/monspeak.txt: Remove unneeded blank lines, and one apparently erroneous %%%%. 23:17 <+|amethyst> hm 23:22 < CIA-54> |amethyst * r84a3c5b9d4a0 /crawl-ref/source/dat/database/monspeak.txt: Correct the case of a few speech pronouns. 23:25 <+SamB> dolorous: if that %%%% was at the end, that may actually be a good place to have one 23:26 <+|amethyst> it wasn't at the end, but it was separating a section header comment from the entries 23:26 <+SamB> ah 23:26 <+|amethyst> it wasn't the only such occurrence 23:27 <+|amethyst> I assume the empty-but-for-comments sections are skipped by the parser, but I haven't checked 23:27 <+|amethyst> also, I don't know if dolorous can hear you since ashenzari is down 23:27 <+SamB> aren't all ants (excepting only drones) female? 23:30 < CIA-54> dolorous * ra05707687748 /crawl-ref/source/dat/des/traps/cloud_traps.des: Add spacing fix. 23:31 <+|amethyst> biologically, yes, but grammatically they're usually inanimate 23:42 < CIA-54> |amethyst * r2f7fd8bd08f9 /crawl-ref/source/mon-util.cc: Comment fix. 23:46 < CIA-54> dolorous * r1be08f3805fa /crawl-ref/source/dat/database/monspell.txt: Properly use @reflexive@ in a few more places. 23:46 < CIA-54> dolorous * r50612a70418f /crawl-ref/source/dat/database/wpnnoise.txt: Remove unneeded blank lines. 23:46 < CIA-54> dolorous * r9e1a77e7e1c0 /crawl-ref/source/dat/database/wpnnoise.txt: Fix misformatted line. 23:49 <+|amethyst> "LET'S FONDLE THE w:1 SPERM WHALES, FONDLE THEM!" 23:51 <+|amethyst> oh, I guess that would actually have given just "BUG, WEIGHT AT END OF ENTRY" 23:51 <+|amethyst> LET'S FONDLE THE BUGS AT END OF ENTRY, FONDLE THEM! 23:52 ۰۰-- RichardHawk-HOHO [~RichardHa@a91-156-239-33.elisa-laajakaista.fi] has quit [Quit: Whatever bitches, I have to jet so see ya Ill seeya later about doing that thing tomorrow. [She gave a wave and left heading towards the library.]] 23:54 ۰۰-- chexuma [~chexuma@68.168.163.26] has quit [Quit: leaving] 23:55 ۰۰-- chexuma [~chexuma@68.168.163.26] has joined ##crawl-dev 23:56 < CIA-54> dolorous * r54e01a36806f /crawl-ref/source/dat/database/wpnnoise.txt: Fix apparently misplaced @Your_weapon@. 23:56 < CIA-54> dolorous * r6318c25dec6f /crawl-ref/source/dat/database/wpnnoise.txt: Remove a few more unneeded blank lines, and fix a few comments. --- Log closed Wed Dec 14 00:00:03 2011