00:00:56 Unstable branch on crawl.develz.org updated to: 0.11-a0-101-g160e00b (32) 00:01:43 -!- ussdefiant has joined ##crawl-dev 00:08:45 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-101-g160e00b 00:15:08 -!- ussdefiant has quit [Ping timeout: 244 seconds] 00:27:03 -!- mikee_ has joined ##crawl-dev 00:31:40 -!- ussdefiant has joined ##crawl-dev 00:53:40 -!- st_ has joined ##crawl-dev 01:03:18 -!- heteroy_ has joined ##crawl-dev 01:04:29 -!- heteroy has quit [Ping timeout: 240 seconds] 01:04:42 -!- heteroy_ is now known as heteroy 01:06:29 -!- Pacra has quit [Ping timeout: 240 seconds] 01:30:30 -!- ussdefiant has quit [Ping timeout: 252 seconds] 01:46:39 -!- ussdefiant has joined ##crawl-dev 01:55:07 -!- capablanca has joined ##crawl-dev 01:56:55 -!- mikee_ has quit [Disconnected by services] 01:56:57 -!- capablanca is now known as mikee_ 02:14:04 -!- syllogism has joined ##crawl-dev 02:29:21 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? Visit #hydrairc on EFNet] 02:36:53 -!- monqy has quit [Quit: hello] 02:42:27 -!- dtsund has quit [Quit: dtsund] 02:42:59 -!- iasov has joined ##crawl-dev 02:55:49 -!- syllogism has quit [Ping timeout: 244 seconds] 02:58:47 -!- syllogism has joined ##crawl-dev 03:18:08 -!- syllogism has quit [Ping timeout: 240 seconds] 03:23:55 No door in Zonguldrok with Fedhas (https://crawl.develz.org/mantis/view.php?id=5288) by mursu 03:25:32 -!- syllogism has joined ##crawl-dev 03:29:10 -!- alefury has joined ##crawl-dev 03:30:25 -!- elliptic has joined ##crawl-dev 03:37:27 -!- ussdefiant has quit [Ping timeout: 252 seconds] 04:02:30 -!- ussdefiant has joined ##crawl-dev 04:06:56 -!- ais523 has joined ##crawl-dev 04:43:09 -!- ussdefiant has quit [Ping timeout: 240 seconds] 04:44:29 in the new monty hall vault: 04:44:31 crawl.god_speaks("Xom", "You fell being treated like a plaything in one of Xom's riddles.") 04:44:37 s/fell/feel 04:44:59 Xom trascends mere grammar! 04:45:10 that sounds awkward even without the typo 04:45:14 yeah 04:45:14 somehow 04:45:43 how about "You feel like a plaything... 04:52:04 btw, whats the status of somehow including a link to the planned survey in offline versions of 0.10? 04:52:10 it sounds like a pretty good idea 04:53:48 ruined forever 04:54:00 ? 04:57:51 another option would be linking it on the downloads page, or even redirecting to the survey after the download is started 04:58:00 although that might be a bit too intrusive 05:02:38 -!- ussdefiant has joined ##crawl-dev 05:28:26 due: should we add immunity to fire to phoenixes? 05:29:22 kilobyte: definitely 05:30:02 If a phoenix was immune to fire how could it be reborn? 05:31:04 that's a good point, it should probably be healed by fire rather than resisting it 05:43:13 -!- ussdefiant has quit [Ping timeout: 252 seconds] 05:45:48 sixfirhies do that, except when elec damage is >= current hp, in which case they "explode in a shower of sparks" instead (just a message) 05:46:28 I wonder, perhaps that could damage adjacent stuff 05:48:58 there's never enough monsters that go in chain reactions -- but on the other hand, such gimmicks are NetHackish and somewhat spoilery 05:50:14 yes/no? 05:51:53 i didnt even know sixfirhies are healed by elec 05:52:52 kilobyte: "this monster explodes when it is killed, damaging adjacent monsters"? it's the sort of thing that could easily go in a monster description 05:52:56 a monster that shoots a lightning bolt at you when hit by anything might be cool, though 05:53:06 besides, I can only think of the one chain reaction in NetHack, involving gas spores 05:53:17 alefury: at the player, or at whatever damaged it? 05:53:17 imo such stuff should work for ranged attacks, melee has enough problems already 05:53:36 and right, in NetHack melee is better than ranged, so melee explosions work well 05:54:00 i dont know at what. at the attacker would certainly make more sense 05:54:12 at the player might be fun for summoners, though :) 05:54:31 03evilmike * rbeba2ada06c3 10/crawl-ref/source/dat/des/altar/xom_monty_hall.des: Improve wording in dk_xom_monty_hall. 05:56:18 when I was an university kid, a roommate was an avid Diablo player. And you could always hear him cursing when there was a "multi shot lightning enchanted" monster. 05:56:26 which it did what you suggest 05:56:59 if you attack an aligned priest (typically of Moloch) in NetHack in any way, you get the priest's god shooting lightning at you 05:57:15 typically by then you have an appropriate immunity, though, so it doesn't matter 05:57:23 and it's not unknown for the god to hit the priest by mistake 05:57:28 I mean, "lightning enchanted". "Multi shot" made any projectiles shot multiplied in a spread all around. Guess what happens when a monster had both qualities :p 05:57:38 classic D2 05:57:41 it had a dungeon full of those 05:57:47 umm, no 05:58:02 that could only happen on uniques, rarely. more often on super uniques because they get more stuff 05:58:20 that bug dungeon in the desert part of the game was full of lightning enchanted stuff 05:58:33 yeah, but not multishot 05:58:53 on difficulties that had any decent drops every hard monster had two randomly set attributes 05:59:06 no, only uniques... 05:59:12 also, not act bosses 05:59:45 fixed bosses had the attributes fixed, yeah 05:59:59 some of them were fixed for super uniques, but they also had random ones 06:00:09 and generally more stuff 06:00:28 i think 1 or 2 fixed, plus random extras 06:00:48 anyway, its so long ago that i played vanilla d2 06:01:10 i dont remember half the stuff :( 06:02:00 IIRC on the third difficulty every single named monster has two properties 06:02:10 regarding diablo, though, ive been playing a mod called median. it has a buch of rather inventive monsters 06:02:12 I mean, at least two 06:02:33 -!- ussdefiant has joined ##crawl-dev 06:02:36 -!- jeanjacques has joined ##crawl-dev 06:02:41 http://diablo2.diablowiki.net/Multi_Shot_Lightning_Enchanted 06:02:50 on the subject of crawl, if more "retaliation" type of effects are added, it would be good to focus on punishing ranged attacks rather than melee... reflection is good at this (my thinking is, most of the really nasty stuff right now tends to hurt melee characters) 06:03:08 very few monsters use reflection though 06:03:35 reflection's all over the place in NetHack 06:03:47 which makes it mostly useless as a monster defence, except to protect it from attacks, as the player has it too 06:03:50 heh, yeah. crawl's is a bit different though 06:03:57 since it's not 100% 06:04:00 so reflectible attacks just bounce back and forward until they go out of range 06:04:02 -!- MarvinPA has joined ##crawl-dev 06:04:32 death effects can also be interesting 06:04:33 in crawl, you actually have to block it with your shield in order to reflect it 06:04:43 im thinking ledas liquefaction on death or something 06:04:44 but also, more things are reflected than in nethack 06:05:21 would be nifty on a group of flying monsters 06:05:24 mud sprite or something 06:05:44 then again, the monster ideas wiki page is already huge :/ 06:05:52 what I'd do is look for a boring monster and replace it 06:06:50 mhh, thats another problem. every new monster makes the game more complicated. 06:06:50 maybe give it to clay golems, and say they melt into mud 06:07:30 well, the problem with leda 06:07:38 's is that it affects monsters too 06:07:48 if everyone is slowed it doesnt really make a difference 06:08:13 other on death effects could be nice though, or leda's combined with fliers 06:11:59 "crap golem" which brings a nice explanation for leda :p 06:13:13 alefury: is there any reason why all monsters have to be completely negative for the player? risk of the optimal strategy being to lure them somewhere? 06:14:45 crawl already does have "helpful" monsters. silent spectres are the biggest example, but if you're smart you can do stuff like use a rat in a corridor to block something nasty 06:15:00 i think a monster that casts static discharge when hit would be cool, but very bad for melee players and potentially useful to strong ranged attackers 06:15:05 the latter is a popular way to beat trog wrath 06:15:48 hmm 06:15:52 the problem with monsters that can be useful in some situations is that its hard to come up with something that melee chars can also take advantage of 06:15:59 immobile tactically useful monsters could be interesting 06:16:23 a sort of "pillar of leda" that collapses and liquefies the ground when attacked 06:16:25 of course everyone can throw darts, but actually killing most monsters before they reach you takes significant investment 06:16:36 encourages luring monsters to them 06:16:44 you can create a statue with perm_ench leda's I think... 06:16:49 which is frowned upon, although i dont see it as a huge problem 06:17:03 although, this shouldn't be used as a monster spell/effect, since it goes weird when you kill the monster 06:18:16 one idea for a beneficial monster that ive seen floating around is a holy stag that somehow uncurses items 06:18:37 hmm, surprisingly there's nothing like that in NetHack 06:18:57 and I think monsters don't even have the AI to read scrolls of remove curse there, I think that was added in AceHack 06:27:09 -!- ussdefiant has quit [Ping timeout: 240 seconds] 06:36:33 evilmike: a Xom altar idea: an X of five sheep, either behind a door or spawned outright. The central one starts with 1 hp, perm_ench:inner_flame perm_ench:sticky flame, and is placed first (so no other sheep gets to act). 06:36:51 heh 06:36:59 I suspect that would explode before the player finds it... 06:37:18 it would have to be triggered on you approaching 06:37:28 ah, yeah 06:38:07 might work for vehumet too. as a sort of advertisment. "follow me, and you too can make this happen..." 06:38:10 either the sheep drop from the ceiling, or are placed so you can see everything the moment you open the door 06:38:51 if a door is used, walls should drop, for the extra effect of sheep bleating running in panic in flames into four corners of the world 06:39:18 (sheep are currently the only monster with special sticky flame and fleeing effects) 06:39:39 always great fun to start a sheep fire 06:40:08 Vehumet could be nice with regular explosions, sheep of fire have Xom values 06:40:31 one thing i've thought for a while that would be really fun is if inner flame was "contagious"... where being caught in an explosion acts like inner flame is being cast on the monster (can be resisted normally) 06:40:39 dunno about balance, but it would allow for awesome chain reactions 06:41:48 it'd be nice to have dat/database/monflee.txt include cases for monsters other than sheep 06:42:25 huh, never knew about that file (or how empty it was) 06:42:30 sticky flame is special-cased to be contagious for sheep 06:47:41 -!- ussdefiant has joined ##crawl-dev 06:54:13 -!- ussdefiant has quit [Ping timeout: 248 seconds] 06:57:30 i think stuff like that should either be unimportant or mentioned in the monster description 06:57:37 important + really obscure = bad 06:58:02 like say, if you could make dragons flee by casting ice spells at them or something, that should be mentioned 06:58:48 alefury: it's almost like you think crawl isn't nethack! 06:59:30 i never played nethack, but yes, stuff like that is what i gather is often called "nethackish" 06:59:58 -!- evilmike has quit [Read error: Connection reset by peer] 07:00:24 at least with sheep the sticky flame thing is sort of hinted at 07:03:40 it also doesnt matter at all. its just a nice joke. a really nice one actually. 07:04:05 it would matter if sheep were dangerous 07:04:14 @??sheep 07:04:14 sheep (15Y) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 2/7 | Damage: 13 | Res: 06magic(12) | XP: 28. 07:04:23 !killsby sheep 07:04:26 158 games for * (ckiller=sheep): 2x elynaeandxom, 2x Nikinyo, 2x Johan, 2x FreeHugs, 2x phyphor, 2x dirge23, 2x sanka, 2x Lemuel, 2x BirdoPrey, 2x TGW, 2x splat, 2x MadDasher, BufferUnderpants, Leibowitz, btt, fleugma, Woebin, evaa, 78291, Radicchio, rabid, veisix, diablo, Yonder, Plucky, Elstrom, Nomi, Jubu, Honey, Lawman0, minced, minmay, Margery, Porost, Elynae, Nate, Archibald, sumonz, Chicken... 07:04:28 :) 07:04:44 !killsby yak 07:04:52 3499 games for * (ckiller=yak): 32x Nexos, 26x TGW, 23x mafalda, 22x 78291, 20x sorear, 19x NyaaKitty, 18x m1nced, 18x KiloByte, 17x Lemuel, 17x poop, 17x nmf, 17x murphyslaw, 16x crawlie, 16x IronRobin, 16x rob, 16x Ponce, 16x soul, 15x aristotle, 15x Temoid, 13x Johan, 13x BirdoPrey, 13x b0rsuk, 13x coweater, 12x splat, 12x Elynae, 12x Moose, 12x nogglebeak, 12x Stormfox, 11x valrus, 11x Miettel... 07:05:10 158 really isn't a lot 07:05:14 i guess theyre not completely harmless, but harmless enough 07:05:26 they're not completely harmless but not a very significant threat either 07:05:34 maybe if you're a weak character and let yourself get surrounded 07:05:45 can you have !killsby list categories, like race or class? 07:06:00 !killsby sheep s=class 07:06:00 158 games for * (ckiller=sheep): 2x elynaeandxom, 2x Nikinyo, 2x Johan, 2x FreeHugs, 2x phyphor, 2x dirge23, 2x sanka, 2x Lemuel, 2x BirdoPrey, 2x TGW, 2x splat, 2x MadDasher, BufferUnderpants, Leibowitz, btt, fleugma, Woebin, evaa, 78291, Radicchio, rabid, veisix, diablo, Yonder, Plucky, Elstrom, Nomi, Jubu, Honey, Lawman0, minced, minmay, Margery, Porost, Elynae, Nate, Archibald, sumonz, Chicken... 07:06:10 I thought there was a way to do oti 07:06:11 it* 07:06:13 no, you can do stuff with ckiller and !lg 07:06:27 use !lg * ckiller=sheep, not !killsby 07:06:29 !lg * ckiller=sheep s=class 07:06:29 158 games for * (ckiller=sheep): 21x Berserker, 13x Wizard, 13x Fighter, 10x Enchanter, 8x Conjurer, 8x Chaos Knight, 7x Necromancer, 7x Gladiator, 7x Transmuter, 6x Death Knight, 6x Monk, 5x Fire Elementalist, 5x Paladin, 5x Crusader, 5x Air Elementalist, 5x Stalker, 4x Earth Elementalist, 3x Summoner, 3x Wanderer, 3x Artificer, 3x Ice Elementalist, 3x Assassin, 2x Venom Mage, 2x Warper, 2x Hunte... 07:06:34 interesting 07:06:38 lots of berserkers 07:06:59 probably berserkers passing out, or getting slowed and becoming unable to run away 07:07:01 that's my guess 07:07:02 there are lots of berserkers 07:07:07 oh, fair point 07:07:18 !lg * ckiller=yak s=class 07:07:18 3499 games for * (ckiller=yak): 580x Berserker, 295x Fighter, 262x Wizard, 207x Necromancer, 173x Transmuter, 156x Ice Elementalist, 145x Crusader, 142x Monk, 141x Chaos Knight, 130x Assassin, 114x Conjurer, 114x Enchanter, 93x Hunter, 79x Paladin, 79x Air Elementalist, 78x Fire Elementalist, 77x Gladiator, 76x Stalker, 72x Earth Elementalist, 68x Venom Mage, 62x Summoner, 61x Priest, 44x Wanderer... 07:07:18 also sheep are easy to underestimate 07:07:21 as they come in packs 07:07:37 !lg * ckiller=death yak s=class 07:07:43 1379 games for * (ckiller=death yak): 202x Berserker, 114x Wizard, 103x Necromancer, 98x Fighter, 72x Transmuter, 71x Enchanter, 67x Earth Elementalist, 66x Ice Elementalist, 59x Conjurer, 58x Monk, 57x Fire Elementalist, 49x Crusader, 37x Chaos Knight, 32x Paladin, 31x Assassin, 28x Stalker, 27x Hunter, 26x Death Knight, 26x Venom Mage, 24x Summoner, 20x Air Elementalist, 19x Priest, 17x Wanderer... 07:07:53 yeah, similar enough distributions 07:08:12 !lg * place=lair s=class 07:08:27 22465 games for * (place=lair): 2819x Berserker, 2316x Wizard, 1507x Fighter, 1470x Transmuter, 1382x Necromancer, 1029x Enchanter, 996x Conjurer, 984x Ice Elementalist, 911x Chaos Knight, 817x Fire Elementalist, 813x Monk, 757x Crusader, 666x Air Elementalist, 640x Earth Elementalist, 621x Venom Mage, 589x Assassin, 507x Summoner, 449x Hunter, 442x Stalker, 394x Gladiator, 367x Paladin, 318x Prie... 07:09:13 !lg * place=lair s=race 07:09:15 22465 games for * (place=lair): 2494x Deep Elf, 1780x Spriggan, 1774x Demonspawn, 1663x Troll, 1548x Mountain Dwarf, 1125x Merfolk, 976x High Elf, 891x Deep Dwarf, 882x Minotaur, 836x Sludge Elf, 835x Mummy, 829x Kobold, 793x Naga, 599x Ogre, 596x Kenku, 582x Vampire, 581x Hill Orc, 461x Felid, 453x Human, 364x Demigod, 310x Halfling, 310x Centaur, 277x Ghoul, 208x Octopode, 138x Green Draconian, ... 07:09:40 !lg * s=class 07:09:44 1454040 games for *: 131431x Fighter, 119037x Wanderer, 114554x Wizard, 97104x Berserker, 75385x Enchanter, 72032x Transmuter, 67100x Necromancer, 66362x Chaos Knight, 58935x Crusader, 48759x Monk, 46170x Fire Elementalist, 43707x Conjurer, 40940x Assassin, 39927x Stalker, 38619x Ice Elementalist, 34964x Air Elementalist, 33550x Earth Elementalist, 31990x Gladiator, 31147x Priest, 28310x Hunter, 2... 07:10:52 what would be the earliest level where a sheep would be not terribly OOD? 07:11:02 @??sheep 07:11:02 sheep (15Y) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 2/7 | Damage: 13 | Res: 06magic(12) | XP: 28. 07:11:08 centaurs can appear on D:2 07:11:16 so i think sheep are okay from D:1 on 07:11:19 a sheep on its own isn't too bad 07:11:25 sheep packs in open spaces can be nasty 07:11:36 sheep packs in open spaces mean you run to a non-open space 07:11:47 there's four, they start damaged by the explosion, on fire and in panic 07:11:50 (centaurs are *terribly* ood on D:2) 07:12:01 so basically they cant do anything 07:12:09 unless you box them in before they burn to death 07:12:21 or they somehow survive the sticky flame and explosion 07:12:52 looks like there's only a 50% chance of contagion 07:13:52 make it D:3 should be fine imo, theyre speed 10 melee so if all else fails you can just go away 07:14:16 plus you can take advantage of the damage and just kill them quickly with some darts 07:14:56 i think worse stuff can even spawn on D:1 already, but no need to make it harder 07:15:55 @??ball python 07:15:55 unknown monster: "ball python" 07:16:00 ball python (03S) | Speed: 12 (swim: 60%) | HD: 1 | Health: 2-5 | AC/EV: 0/11 | Damage: 2, 303(constrict)(crush) | Flags: amphibious, cold-blooded | Res: 06magic(1), 12drown | XP: 1. 07:16:00 %??ball python 07:16:13 Error calling monster-trunk: 07:16:13 %??snake 07:16:17 oh right -.- 07:16:23 -!- Ragdoll has joined ##crawl-dev 07:16:27 adder (09S) | Speed: 13 (swim: 60%) | HD: 2 | Health: 6-16 | AC/EV: 1/15 | Damage: 508(poison) | Flags: amphibious, cold-blooded | Res: 06magic(8), 12drown | XP: 13. 07:16:27 %??adder 07:16:51 centaur (07c) | Speed: 15 | HD: 4 | Health: 12-32 | AC/EV: 3/7 | Damage: 10 | Res: 06magic(16) | XP: 112. 07:16:51 %??centaur 07:17:01 (these have bows...) 07:17:28 gnoll (08g) | Speed: 10 | HD: 2 | Health: 8-18 | AC/EV: 2/9 | Damage: 9 | Res: 06magic(8) | Chunks: 07contaminated | XP: 14. 07:17:28 %??gnoll 07:17:30 -!- ussdefiant has joined ##crawl-dev 07:17:32 these can have polearms 07:17:48 i guess gnolls are most comparable to sheep, and gnoll bands show up pretty early 07:18:08 -!- imi__ has joined ##crawl-dev 07:18:08 hi 07:18:16 I found this one: http://pastebin.ca/2110216 07:18:28 actually right now 07:18:46 early gnolls can be fairly dangerous, especially with new polearm reaching 07:18:51 https://crawl.develz.org/mantis/ 07:18:59 preferably attach crash log and save 07:19:16 bugs that arent absolutely trivial to fix should be reported on mantis so they arent forgotten 07:24:53 by the way, why is @?? not identical to %?? ? I thought the point of @?? was to give trunk monster stats (opposed to stable stats from @?), and %?? simply does this better. 07:29:55 what if I've forgotten my mantis username? 07:30:13 (actually, I'm not sure whether I have one) 07:32:33 hrm, the sheep never, ever survive the explosion 07:32:52 :( 07:33:28 imi__: just make a new one. also, its the same as your tavern username if you have one. and if you make an account, you also get a tavern account free of charge! 07:33:33 (and vice versa) 07:33:59 I could have been posting on the forums this whole time!?!?! 07:34:17 yeah, the shared login is an awesome piece of work imo 07:34:39 brb informing the public that player ghosts always have slower movement speed, so you can feel safe meleeing them 07:34:40 not sure if it also counts as a dev wiki account, but its quite likely 07:35:26 !learn add inner_flame Damage depends only on monster size: >= giant-sized 3d25 (radius 2), >= spriggan-sized 3d20, tiny 3d15. 07:35:26 inner flame[3/3]: Damage depends only on monster size: >= giant-sized 3d25 (radius 2), >= spriggan-sized 3d20, tiny 3d15. 07:35:37 -!- Cryp71c has joined ##crawl-dev 07:36:06 i think ive seen that line before 07:36:11 ??inner flame[2] 07:36:11 inner flame[2/3]: The sheep bleats in terror. The sheep explodes! 07:36:15 ??inner flame[1] 07:36:16 inner flame[1/3]: Turns monsters into explosions. Level 3 Fire/Hex. If it's not resisted, the target explodes upon death dealing 3d20 fire damage and leaving flame clouds behind. Giant and huge monsters deal more damage and have a radius 2 explosion. The explosion is as noisy as a mephitic cloud or fireball. 07:36:25 hm, weird. 07:36:55 also, holy crap, mephcloud is fireball level noisy? 07:37:11 I believe it's "very loud" 07:37:38 -!- Ragdoll_ has joined ##crawl-dev 07:37:47 inner flame is quite fun if you have a lot of rF and a lot of HP, and/or a reaching weapon and swiftness 07:38:35 what about AM? 07:38:43 if the central sheep has >1 hp, it doesn't go off immediately, but then it's a death trap unless you know to backpedal immediately 07:39:04 cant you just make a regular explosion with lua and fake the message? 07:39:15 G-Flex: I tried it in a game in the Shoals: hilarious, and overpowered. 07:39:18 very dirty, though :/ 07:39:47 tried what, exactly? 07:39:50 inner flame? 07:39:54 yeah 07:40:03 inner flame being overpowered in shoals sounds surprising/unlikely, although it would generate a lot of steam 07:40:16 -!- Ragdoll has quit [Read error: Connection reset by peer] 07:40:20 tends to suck in other areas since it's too hard to use safely reliably 07:40:35 yeah 07:40:39 you mean because Mf enemies have polearms? 07:41:11 Mf have polearms, snapping turtles have reach, harpies move back and forth 07:41:38 -!- Ragdoll has joined ##crawl-dev 07:41:39 crawl is so good 07:42:42 -!- ussdefiant has quit [Ping timeout: 272 seconds] 07:44:19 -!- Ragdoll_ has quit [Ping timeout: 245 seconds] 07:45:07 kilobyte: and steam clouds are at least potentially useful for LOS-blocking in some cases, although conjure flame works for that 07:48:01 https://crawl.develz.org/mantis/view.php?id=5289 07:48:07 -!- ussdefiant has joined ##crawl-dev 07:48:36 ASSERT(!did_msg) in 'spl-miscast.cc' at line 413 failed. (https://crawl.develz.org/mantis/view.php?id=5289) by toninno 07:49:04 I used fireball to set off the explosions (the character had an impressively bad luck with spellbooks: 5 total, up to D:24 Swamp:3 Shoals:5, no most basic spells), so they tended to go by 2-3 chained guys at once. 07:51:16 on Ilsuiw, I ran out of mana so the final boom went with a wand of draining: it killed one of inner flames, chain explosion got Ilsuiw from lightly damaged to near death, then the very same bolt of draining that started it finished her off 07:58:20 hrm, no idea how to get this altar right without duplicating huge chunks in lua 08:01:15 you could specialcase inner flame to do less damage on sheeps in xom altar vaults :P 08:02:01 also, i asked before, any news on that survey? 08:12:20 crawl/crawl-ref/source/dat/des/branches/pan.des:1735: bad spec: 'dngn_golden_statue' in 'dngn_golden_statue' 08:12:30 weird, why do I get this? 08:13:03 this line has been commited more than a month ago, and it used to work fine 08:13:58 kilobyte: don't chain explosions require a fair bit of turn/MP investment to inner flame so many creatures though? 08:17:16 G-Flex: you tend to be limited primarily by mana, so 3 MP per explosion is a lot better than fireballs or bolts. Base merfolk seems to be affected almost always, and even impalers somehow rarely resist. 08:17:30 @??merfolk impaler 08:17:30 merfolk impaler (08m) | Speed: 10 (swim: 60%; atk: 60%) | HD: 12 | Health: 68-99 | AC/EV: 0/18 | Damage: 26 | Flags: amphibious | Res: 06magic(48), 12drown | Chunks: 07contaminated | XP: 1072. 08:17:35 48 isn't that high 08:17:36 yeah 08:17:43 you make a good point 08:17:46 I had some fun the other day with inner flame in a killer bee nest. 08:19:29 that char had 12 Fire 0 Hexes, 25 int 08:21:50 -!- ussdefiant has quit [Ping timeout: 252 seconds] 08:22:49 galehar: dngn_golden_statue seems to work for me too 08:22:54 in current trunk 08:36:35 galehar: not as much fun as high-invoc recite against a room full of orcs 08:37:20 and in case anyone's curious, I tested recite against almost every unique pan/hell lord. Against most of them, it caused them to flee. It made Antaeus bleed and get sick. Cerebov got /confused/, which worked both times I tried. 08:44:27 (unfinished) exploding sheep altar (https://crawl.develz.org/mantis/view.php?id=5290) by KiloByte 08:49:01 kilobyte: never mind, I've figured it out. A shell alias I defined made it launch another version than the one I was expecting. 08:51:56 -!- ussdefiant has joined ##crawl-dev 09:02:15 03kilobyte * r04ebcf7b431d 10/crawl-ref/source/areas.cc: Don't redundantly regenerate agrid at the wrong time. 09:02:15 03kilobyte * r30e6f0852a23 10/crawl-ref/source/mon-data.h: Make phoenixes immune to fire. 09:02:16 03kilobyte * r135060c1364e 10/crawl-ref/source/dat/descript/monsters.txt: Document that sixfirhies heal (or explode) from electricity. 09:02:16 03kilobyte * rdc269313c00f 10/crawl-ref/source/dungeon.cc: Forbid eye-gouging ETC_FIRE floors in Pan. 09:02:26 03kilobyte * rab659f9b998b 10/crawl-ref/source/mon-stuff.cc: Don't use misleading "Monster resists." for failed swaps. 09:02:26 03kilobyte * r3323d154a499 10/crawl-ref/source/travel.cc: Fix a branch stair mimic info leak. 09:09:25 wizardry stacking is a bad joke: 74% fail with one ring, 66% with four. 09:09:47 would it be better to remove stacking outright, or improve it? 09:13:27 -!- joosa has quit [Ping timeout: 252 seconds] 09:13:43 i think it could safely be improved, because it can never get you reliable spells on its own anyway 09:14:23 and having the choice to stack it could sometimes be interesting 09:18:32 I'll put it on Mantis for discussion then 09:20:04 wizardry stacking is a bad joke -- remove? (https://crawl.develz.org/mantis/view.php?id=5291) by KiloByte 09:21:53 -!- imi__ has quit [Remote host closed the connection] 09:30:35 -!- ussdefiant has quit [Ping timeout: 248 seconds] 09:30:38 i thought stuff like that is supposed to be discussed on the wiki? 09:53:14 interesting thought: should monster lava orcs calculate the player's toughness as a tension analogue? 09:56:02 i think having them go boom near summoners would be interesting 09:56:30 lots of enemies ==> tension ==> boom ==> no more summons ==> no more boom 09:56:57 not so sure about player toughness 09:58:33 -!- MarvinPA has quit [Read error: Connection reset by peer] 09:58:34 having them scale could make them nice abyss monsters, and sometimes having a branch with them (instead of regular orc) could have interesting ramifications too 09:58:57 -!- MarvinPA has joined ##crawl-dev 09:59:26 because putting it off until later will make it less easier than it would without scaling 10:01:53 it would make lava orc vaults a little weird, though, and could be confusing 10:03:36 LOBe enemies would definitely be nice :) 10:03:51 the (player) lava orc tension display is pretty irritating last time I tried it 10:04:00 bugginess aside, it's strange for one race to have a different interface 10:04:25 -!- ussdefiant has joined ##crawl-dev 10:04:26 i never tried LO, but a simple status light would work well i think 10:04:45 using color and different words 10:04:50 yes 10:04:50 just like hunger 10:05:05 yeah, or any other status 10:05:12 that would almost definitely be sufficient 10:05:59 having something like cold --> cool --> warm --> hot --> boiling --> erupting or something could be better than just a color coded temperature light 10:06:10 G-Flex: i can definitely make the temperature bar be an option, and have it otherwise be a status light 10:06:14 just having a colored square in the status light bar might be even better though, more space for other stuff 10:06:14 some people like the bar 10:06:26 I don't see the purpose of the bar instead of the status light 10:06:41 the purpose of the bar is that it looks neat and people like it 10:06:52 is there a screenshot? 10:06:55 it makes the interface inconsistent from other races 10:07:01 this is (in my opinion) bad 10:07:08 lava orcs are different from other races 10:07:17 screws with the placement/layout of the interface elements 10:07:27 Eronarn: except it's unnecessary because a status light is sufficient 10:07:50 G-Flex: all it does is shift everything else down one 10:08:00 if you don't have to mess with the interface, it is probably preferable not to 10:08:17 a status light has a bit more consistency 10:08:26 because it goes where you expect such things to go 10:08:37 Eronarn: in addition to g-flex' concerns, theres also tiles 10:09:04 it's good to be able to *assume* consistency in case things change in the future as well 10:09:09 even if it wouldn't matter much in the short term 10:13:51 this is a much larger effect than vamp hunger, it makes sense for it to be a bar 10:14:02 (it also has more gradation than a status light) 10:17:53 -!- MarvinPA_ has joined ##crawl-dev 10:19:38 -!- Pacra has joined ##crawl-dev 10:20:02 alefury: http://imgur.com/Wu0R1 10:20:43 -!- MarvinPA has quit [Ping timeout: 248 seconds] 10:20:43 -!- MarvinPA_ is now known as MarvinPA 10:22:30 that is kind of neat 10:23:01 hmm 10:23:10 having a 0/0 MP bar should probably still print a bar, but just a grey one 10:23:12 it looks weird 10:23:52 definitely 10:24:30 the bar seems like it would be nice and potentially useful, but having different interface for one race opens a whole bag of potential problems 10:24:50 namely, everyone who ever changes the interface will have to consider that it has to work with lava orcs 10:24:55 its the same as beogh really 10:25:08 any changes to monster orcs need to consider beogh 10:25:28 -!- ussdefiant has quit [Ping timeout: 272 seconds] 10:25:40 http://imgur.com/a/r2r4I 10:25:46 that's the a screen / alt a screen 10:26:54 i plan to give beogish orcs protection from lava orc heat aura/blood splatter 10:26:55 could compensate by removing the space above the monster list, that would at least keep total number of lines in the top section the same 10:27:43 yeah... that code is all a mess, unfortunately 10:27:47 i didn't want to touch it too much 10:27:52 that, or come up with a reason to make them atheist and hijack the piety bar 10:28:14 nah, they're solid beoghites. beogh is the one who told the lava orcs to leave their home and conquer the surface world 10:28:17 still, different interface for one race is problematic 10:28:54 i think it should be pretty intuitive... it's just another always-there bar for that race 10:29:09 it would be like if there were a race that ust had magic, and no health. it'd be silly to print an empty bar 10:30:29 -!- elliptic has quit [Ping timeout: 240 seconds] 10:30:37 -!- elliptic has joined ##crawl-dev 10:31:33 yeah, but removing something causes fewer problems than adding something 10:32:22 anyway, the bar is kinda nice, i think a status light would probably be good enough, but it depends on how important knowing your exact temperature is 10:33:00 if you dont need the precision anyway, a status light would be cleaner i think. if you do, something is probably wrong with the race, but then the bar would be needed. 10:33:13 -!- dtsund has joined ##crawl-dev 10:33:51 alefury: if you look, you can see temperature highlighted because it has changed 10:34:06 the amount of change varies with the situation. it's rising that fast because it's an ogre on screen at XL1 10:34:15 a status light won't be able to display that 10:34:21 (this also applies to tension loss) 10:34:40 true, it would make this new mechanic a lot more intuitive 10:35:00 it'd be easy enough to make it an option, but i feel that the bar makes more sense as the default 10:36:05 is temperature simply correlated to tension, or is it more complex? 10:36:10 more complex 10:36:14 having both options sounds like a good compromise, and having the bar as the default seems like a good idea. if something breaks the default can just be switched then until a proper solution is found 10:36:26 G-Flex: stuff like berserking and bathing in lava also affect it 10:36:34 oh right 10:36:36 and probably a bunch of other stuff 10:36:36 i mean, it is correlated to tension, but if you suddenly teleport, your temperature will take a few turns to decay 10:36:40 I remember thinking that casting fire spells would affect it but it didn't 10:36:57 taking fire damage might have, though 10:37:10 i haven't actually coded the fire/cold damage change yet 10:37:14 not sure whether it's a good idea 10:37:20 I remember some things being a little buggy 10:37:26 like the skin melting/solidifying 10:37:30 but it was a long time ago 10:37:32 the whole mechanic can be gamed, which is a bit problematic 10:37:45 G-Flex: that's fixed, i totally redid how it is calculated 10:37:49 now it's actually stored as a float 10:37:50 for theme being hit by spells should definitely affect temperature, though 10:38:04 i was thinking of maybe tying it to taking actual HP damage 10:38:12 if you totally resist, it's not affecting you 10:38:23 Eronarn: that's kind of inconsistent though 10:38:29 being in lava doesn't damage you, but that raises your temperature 10:38:52 G-Flex: yeah but they're magically immune to lava swimming, they can still be hurt by stuff like magma bolt 10:39:25 but becoming magically immune (well, highly resistant) to a fireball is different? 10:39:30 i hope i get to try lava orcs in trunk at some point :/ 10:39:34 bye for now 10:39:40 you can obviously think of some way to justify it, but it seems unintuitive to me 10:40:00 G-Flex: i don't think there's a good answer... we don't want people casting throw flame on themselves to cause heat 10:40:08 right 10:40:10 (this is literally actually a thing that happens in tome) 10:40:36 or standing in flame clouds 10:40:36 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 10:40:39 that they conjured 10:40:54 that reminds me of the other thing with lorcs 10:40:58 they have their own lava blood thing 10:41:05 whereas ds recently got ignite blood 10:41:08 i don't feel either of them work great 10:41:13 I don't remember how the lava blood thing worked 10:41:16 how similar is it? 10:42:22 causes damage to things if a blood splatter lands in their square 10:42:28 no lasting effects 10:42:37 i was considering making it be sticky flame instead though 10:42:45 since blood splattering on stuff is rather rare 10:42:51 (and requires that you be hit hard) 10:43:27 probably it would be hilarious if you disint yourself, but i think that's good 10:44:48 -!- ZChris13 has joined ##crawl-dev 11:02:06 kilobyte: did you have anything in mind for the tournament announcement? I think the rules page at http://seleniac.org/crawl/tourney/12a/ is a reasonable thing to link to at this point 11:03:12 -!- alefury has joined ##crawl-dev 11:09:38 -!- ZChris13 has quit [Ping timeout: 240 seconds] 11:15:10 -!- ZChris13 has joined ##crawl-dev 11:19:38 -!- ZChris13 has quit [Ping timeout: 240 seconds] 11:22:09 Failure to eVoke Staff of Olgreb does not cost time (https://crawl.develz.org/mantis/view.php?id=5292) by XuaXua 11:33:35 -!- ussdefiant has joined ##crawl-dev 11:38:16 -!- dtsund has quit [Quit: dtsund] 11:45:40 crate the Bringer of Life (L20 HaWr) ASSERT(smc) in 'mon-util.cc' at line 1054 failed on turn 51311. (Swamp:1) 11:51:08 -!- blabber has joined ##crawl-dev 12:03:29 -!- ZChris13 has joined ##crawl-dev 12:11:02 -!- MarvinPA has quit [Read error: Connection reset by peer] 12:11:25 -!- MarvinPA has joined ##crawl-dev 12:20:13 -!- ais523 has quit [Remote host closed the connection] 12:24:09 -!- ussdefiant has quit [Ping timeout: 245 seconds] 12:25:40 -!- joosa has joined ##crawl-dev 12:28:51 -!- elliptic has quit [Quit: Leaving] 12:30:27 -!- ZChris13 has quit [Ping timeout: 252 seconds] 12:32:27 -!- elliptic has joined ##crawl-dev 12:39:39 -!- ainsophyao has quit [Remote host closed the connection] 13:02:02 -!- kilobyte has quit [*.net *.split] 13:02:02 -!- jle has quit [*.net *.split] 13:02:06 -!- jle has joined ##crawl-dev 13:02:15 -!- kilobyte has joined ##crawl-dev 13:10:39 -!- ainsophyao has joined ##crawl-dev 13:30:30 -!- ais523 has joined ##crawl-dev 13:32:18 -!- ussdefiant has joined ##crawl-dev 13:38:39 -!- ainsophyao has quit [Remote host closed the connection] 13:41:00 -!- jeanjacques has quit [*.net *.split] 13:45:35 -!- jeanjacques has joined ##crawl-dev 14:04:03 -!- blabber has quit [Quit: cu] 14:20:34 -!- ZChris13 has joined ##crawl-dev 14:39:42 -!- dtsund has joined ##crawl-dev 15:02:20 03galehar * r050182461a86 10/crawl-ref/source/ (skills.cc skills.h wiz-fsim.cc wiz-you.cc wiz-you.h): Properly update skill cost when changing skill level with the wizmode command. 15:04:59 -!- ussdefiant has quit [Ping timeout: 245 seconds] 15:11:24 -!- ZChris13 has quit [Ping timeout: 245 seconds] 15:17:26 -!- elliptic has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.26/20120128224517]] 15:18:42 -!- elliptic has joined ##crawl-dev 15:28:35 -!- ZChris13 has joined ##crawl-dev 15:36:29 -!- ussdefiant has joined ##crawl-dev 15:53:12 -!- jooosa has joined ##crawl-dev 15:56:14 -!- joosa has quit [Ping timeout: 245 seconds] 15:56:14 -!- jooosa is now known as joosa 15:56:20 03elliptic * r577a65dfc20b 10/crawl-ref/source/ (decks.cc decks.h): Make Nemelex no longer attempt to enforce "genuine" use of cards (fixes #2908). 16:10:58 -!- ussdefiant has quit [Ping timeout: 244 seconds] 16:18:34 -!- rejuxst has joined ##crawl-dev 16:18:51 -!- rejuxst has left ##crawl-dev 16:19:04 -!- rejuxst has joined ##crawl-dev 16:19:13 -!- rejuxst has left ##crawl-dev 16:23:56 -!- monqy has joined ##crawl-dev 16:33:43 -!- greatzebu has joined ##crawl-dev 16:36:24 -!- ussdefiant has joined ##crawl-dev 16:44:13 -!- Ragdoll has quit [Quit: Up, up and away!] 16:48:12 elliptic: on the uniques list, why do you classify Mara as "medium" but Jory, Ilsuiw, Xtahua as "hard"? 16:48:34 kilobyte: the criteria used are on the page 16:49:34 -!- MarvinPA has quit [Read error: Connection reset by peer] 16:49:40 strange to special-case Donald and Polyphemus but not the rest then 16:49:55 -!- MarvinPA has joined ##crawl-dev 16:50:21 where's the list in question? 16:50:28 donald and polyphemus are both pretty shallow, they just don't generate in D 16:50:34 http://seleniac.org/crawl/tourney/12a/unique-list.html 16:50:39 thanks 16:52:42 Ilsuiw can spawn on absdepth 13 too 16:54:23 kilobyte: I was trying to balance two goals for the lists... being reasonable and being not completely arbitrary 16:54:49 -!- ussdefiant has quit [Ping timeout: 248 seconds] 16:56:06 do you think using absdepth would be better? I didn't mainly because it pushed uniques like khufu and the lernaean hydra down to medium 16:56:37 * dtsund might borrow that list, with minor modifications 16:58:01 ...no, no, wait, that kind of doesn't match what I'd be doing with it. 16:58:10 I mean, depth has hardly any connection to the unique's difficulty 16:58:12 (what would you be doing with it?) 16:58:39 When I finally get the pandoora/difficulty thing, a few of the nastiest uniques won't be eligible for generation on the easiest 'difficulty'. 16:58:47 *thing implemented 16:59:15 -!- G-Flex has quit [Quit: Time for us to bug out.] 16:59:19 kilobyte: it correlates pretty decently with the strength of the uniques, I think... not with how likely they are to kill a player, of course (sigmund and grinder would be hard), but that's not what is relevant here 16:59:54 we could use 0.9 statistics instead, I suppose, though I'm not sure exactly what to look at 17:01:18 -!- Wensley has joined ##crawl-dev 17:02:14 kilobyte: actually, moving Mara to the hard group is easy... just change the depth cutoff 17:02:21 since Mara is the only unique who starts at D:18 17:02:31 -!- Wensley has quit [Client Quit] 17:02:36 -!- G-Flex has joined ##crawl-dev 17:03:03 Having been oneshotted by Xtahua before, I don't think "hard" is *entirely* unreasonable for him. 17:03:34 dtsund: rC-? 17:03:38 Not even. 17:03:41 Just a deep elf. 17:03:56 I mean, rF 17:03:57 yes, xtahua can be rather scary... though I guess maybe xtahua has a breath timer now? 17:04:09 !lg * killer=xtahua max=dam x=dam 17:04:09 222. [dam=151] Stathol the Backstabber (L18 SpEn), worshipper of Okawaru, blasted by Xtahua (blast of flame) on Vault:2 on 2010-05-26, with 199072 points after 77681 turns and 7:13:53. 17:04:11 still pretty scary 17:04:12 -!- Wensley has joined ##crawl-dev 17:04:13 @??xtahua 17:04:13 Xtahua (05D) | Speed: 10 | HD: 19 | Health: 133 | AC/EV: 15/7 | Damage: 35, 17, 20 | Flags: see invisible, fly, !sil | Res: 06magic(177), 05fire++, 03poison, 12drown | Vul: 12cold | Chunks: 07contaminated | XP: 5449 | Sp: flame blast (3d38). 17:04:24 even before the breath timer, he was any dangerous only with no rF 17:04:31 kind of like any other dragon 17:04:38 @??fire dragon 17:04:38 unknown monster: "fire dragon" 17:04:41 @??dragon 17:04:41 dragon (03D) | Speed: 10 | HD: 12 | Health: 73-110 | AC/EV: 10/8 | Damage: 20, 13, 13 | Flags: fly, !sil | Res: 06magic(64), 05fire++, 03poison, 12drown | Vul: 12cold | XP: 1357 | Sp: flame blast (3d24). 17:05:03 over 50% more damage with the breath 17:05:51 and much more melee damage, and 50% more health... 17:05:58 rF/rC has a property that the first level of the resistance has great significance, the next two hardly do anything 17:06:53 72 vs 46 damage: ~50% more 17:06:57 kilobyte: another reason for using depth, by the way, is that the whole point of the banner is that you need to have two uniques in the same place... 17:06:58 I wouldn't say "hardly do anything" 17:07:19 rF+++ is less than half the damage taken of rF+ 17:07:33 rF++ to rF+++ is about a 40% reduction 17:07:46 I wonder if the last one for that banner unfairly favors mages... 17:08:06 dtsund: I'm fine with that, it being a vehumet banner... 17:09:06 on a 100hp hit, you save 50 with the first level, 17 with the second 17:10:47 kilobyte: anyway I'll interchange ilsuiw and mara at least; any other suggestions? 17:10:56 since you can't resist physical (or rather, can't reasonably swap in this resistance), it's the absolute number that counts here 17:12:37 if you want to stick with depths rather than difficulty, the list is not outright wrong 17:14:50 I could change the names to deep/medium/shallow, I guess 17:15:18 this could work too! 17:15:35 that might make more sense, and maybe then just use min absdepth and not special-case anything? 17:19:26 -!- syllogism has quit [] 17:19:40 using averages for branch bases can be more realistic 17:19:56 -!- ussdefiant has joined ##crawl-dev 17:20:01 or not necessarily, looks like only the Lernaean Hydra would be affected 17:20:14 I considered that, but it didn't seem worth the complication, yeah 17:20:44 (Swamp has +10 minimal depth, +14 avg) 17:21:34 oh, right, dissolution was annoying also 17:22:13 since min absdepth for disso is just 16 17:22:25 Slime: +14 minimal, +17.5 avg 17:22:48 hmm right, Dissolution is in the Pan lord tier 17:26:19 okay, using averages for branch depths, deep is >= 18, shallow is >= 11 or 12 or 13 or 14 (doesn't matter much) 17:26:38 er, that's medium 17:27:43 do you have banner graphics as well? 17:28:24 not yet, Wensley has expressed some willingness to make them though 17:28:32 ah yes 17:28:34 I have ideas 17:33:47 could you do them using some kind of a template? 0.9 banners looked jarring with 2.5 different styles 17:34:58 some consistency for bronze/silver/gold banners would be nice, too 17:40:27 -!- ais523 has quit [Remote host closed the connection] 17:40:30 Napkin: there's some silly search box floating and covering the wordpress page 17:41:07 screenshot? 17:42:10 -!- HangedMan has joined ##crawl-dev 17:42:24 ah 17:42:36 maybe you mean the wordpress thingy itself? 17:42:42 go here, kilobyte: https://crawl.develz.org/wordpress/wp-admin/user-edit.php?user_id=18&wp_http_referer=%2Fwordpress%2Fwp-admin%2Fusers.php 17:43:12 and disable to show the "Admin Bar" "when viewing site" 17:43:24 defaults to on... 17:48:18 -!- rejuxst has joined ##crawl-dev 17:48:52 -!- rejuxst has left ##crawl-dev 17:48:57 -!- rejuxst has joined ##crawl-dev 17:49:02 -!- rejuxst has left ##crawl-dev 17:49:20 * kilobyte manages to get the cat off. 17:49:29 hehe 17:50:00 right, I thought it affects all users -- with just us it's not worth fixing 17:51:13 with my new fresh leg wound, I think it's time for trimming claws :p 17:51:25 :-O 17:55:26 for a moment i thought you said "nerfing claws" 17:58:24 ASSERT(m_ref_count >= 0) in 'tilemcache.h' at line 43 failed. (https://crawl.develz.org/mantis/view.php?id=5293) by forest 18:01:06 nerf claws, good idea 18:05:08 double the effect of bleeding and halve the base damage buff, *obviously* 18:06:00 not so sure, this new wound doesn't seem to bleed at all but it hurts :p 18:06:12 pain branded claws 18:06:22 (we really need something that has that) 18:06:33 tormentor (132) | Speed: 13 | HD: 7 | Health: 26-52 | AC/EV: 12/12 | Damage: 805(pain), 805(pain) | Flags: 05demonic, evil, !sil | Res: 06magic(56), 05fire, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 415 | Sp: pain (d11), torment symbol. 18:06:33 %?? tormentor 18:06:44 they're covered in hooks and spines and spikes and stuff 18:06:55 -!- G-Flex has quit [Quit: Time for us to bug out.] 18:06:55 you just don't notice the melee when they torment 18:07:21 8 damage, 0.000007 HD 18:07:30 hehehe 18:07:46 non-undead monsters have hd/2 necro skill, right? 18:08:01 case SK_NECROMANCY: 18:08:01 return ((holiness() == MH_UNDEAD || holiness() == MH_DEMONIC) ? hd : hd/2); 18:08:19 other than tormentors, i mean :P 18:08:28 i have a few ideas for things for yred but that has to wait for .11 now 18:08:59 ah, since this sep 2011 demons get it too 18:10:15 Eronarn: like, "no servitors before Lair"? 18:12:21 -!- G-Flex has joined ##crawl-dev 18:13:19 kilobyte: well, that really needs to happen for .10 imo 18:13:22 even if it means disabling servitors 18:13:52 how to get the golden courage banner? 4 runes before D:14? 18:13:58 oh, abyss 18:15:47 abyss or hell-lair 18:16:12 obviously a pan-lair vault is needed 18:16:22 good banners 18:16:40 the new 3-level system seems nice 18:17:30 HangedMan: there's an idea to grab the Mollusc Lord from pre-DCSS 1.1-2.7 and turn him into one of Lair:8 endings 18:17:42 mollusc lord?? 18:17:49 kilobyte: yes, I had a template that I was going to use for all of them, but I was pressed for time and elliptic insisted that I not bother :) note that all the 0.8 tourney banners were consistent! 18:18:04 mollusc lord? 18:18:07 Linley Henzell had problems getting him to work, but the difficulty looks just right for a Lair:8 pan lord 18:18:14 by that you mean octopus king, right 18:18:17 oh god 18:18:22 what is this madness 18:18:29 wensley: ping (see pm, in case you didn't) 18:18:33 lair:8 pan lord 18:18:34 beautiful 18:18:59 lair of beasts -> lair of the octopus king 18:19:05 orb of zot -> orb of the octopus king 18:19:08 garden 18:19:11 garden of the octopus king 18:19:31 marvinpa has a vendetta against beatles references 18:19:36 see also msh 18:19:43 Iron City of the octopus king 18:19:49 just a vendetta against useless spells 18:19:58 summon beatles 18:20:04 so when's cigovuti's being delegated to vitriol 18:20:16 buff pulsating lumps a lot 18:20:21 give them an infectious lumpify attack 18:20:24 "A violent and wrathful demon, Okawaru appears as a giant human covered in shining golden armour and wielding a huge twisted sword. " 18:20:26 make them insane when formed 18:20:35 so they attack everything 18:20:48 (in Cerebov's vault, wielding the Sword of Cerebov) 18:21:05 that would be so much better than the status quo 18:21:21 ps: cigotuvi's regeneration 18:21:39 cigotuvi's regeneration of the octopus king 18:21:43 how would lumps set in vaults or spawning naturally in slime be like 18:22:04 do lumps show up in slime? they shouldn't, really 18:22:12 i don't even think they should be Js 18:22:16 they're not jiyva-ish at all 18:22:51 possibly they shouldn't even exist! 18:23:39 my poor mutation-sewer material 18:23:57 I will have to make due with trying to see if an ugly thing is worse then a crocodile or purgy 18:24:30 HangedMan: i think there's room for a low level mutating monster. lumps are just awful though 18:24:44 low-level mutating monster = terence 18:24:54 did that actually happen 18:24:55 lumpy terence 18:24:57 no 18:24:57 sadly 18:25:00 ijyb with a wand of polymorph 18:25:01 good, it's dumb 18:25:05 ;_; 18:25:29 terence should be a skald 18:25:33 yes 18:25:36 give him shroud and repel missiles and regeneration 18:25:47 don't give him regen though. make regen nec/tmut 18:25:58 also make it balanced 18:26:06 also remove it from the game 18:26:19 healing should just be faster 18:27:20 also remove healing from the game 18:27:23 resting is stupid 18:27:23 Wensley: it should be a combat buff with a long lasting or permanent cost, rather than an out of combat convenience with no interesting cost 18:27:35 well that's fine then 18:28:05 permanent cost would probably be a bit much 18:28:17 also does this effect pbd 18:28:20 permanent costs 24/7 18:28:56 then 24/6 18:28:56 then 20/6 18:29:04 eventually you have destroyed time itself 18:29:11 by using step from time too much 18:29:34 elliptic: wand of polymorph giving bad mutations just doesn't make sense 18:29:41 yeah 18:29:52 if it's a wand of transformation, it should do that 18:30:11 otherwise, it should malmutate monsters 18:30:32 kilobyte: beastly could be a good approximation. lose a random slot for a while 18:30:40 rather than a permanent negative mut 18:30:52 HangedMan: i think ability damage could be a good cost 18:31:06 hm, like what 18:31:11 Eronarn: my idea would be a set of bad transformations. Pig, porcupine, jelly, tree, ... 18:31:45 jellyform sounds pretty badass 18:31:50 treeeeeee 18:31:50 porcupine: no spells, speed 10, hardly any melee, passive damage 18:31:53 eating items to heal, yes please 18:31:58 tree has -TELE, too 18:32:04 rot could work too 18:32:06 gasp 18:32:13 like a 50% chance of rotting 1 point every time you use the spell or something 18:32:17 89573485734985327895 AC though 18:32:23 good number 18:32:44 offer self-zapping so that somebody incredibly desperate could use the ac 18:32:45 jelly would have great hp, no EV or AC, slow, etc 18:32:48 kilobyte: having bad transforms would be good too, yes 18:32:50 or running 18:32:56 hedgehog, max speed but two hp 18:33:16 as long as they don't lead to instadeaths 18:33:19 but an invulnerability period while the first hp spills out as a heal wounds potion 18:33:19 catlobeform 18:33:27 also as long as what you can/can't do in the form is somewhat consistent across forms 18:33:33 the idea is to have the transformations bad enough so no one voluntarily self-zaps, but not too bad to be a death sentence 18:34:00 -!- jeanjacques has quit [Ping timeout: 265 seconds] 18:34:17 fishform 18:34:21 you can only flop around 18:34:34 but it ends quickly 18:34:47 crimson imp form, finally a source of blinkitis 18:34:57 imp would be good, because they can still wield weapons and attack 18:34:58 but lose their armor 18:35:13 giant spore form 18:35:45 i want to make a ball lightning form spell 18:36:03 when you explode, you reappear confused in the center 18:38:02 -!- greatzebu has quit [Quit: greatzebu] 18:43:19 Eronarn: back in 0.4 times before I became a dev, I had a proposal for an Imp race 18:44:36 start with size -2 (spriggan), size -1 by XL 4, size 0 by XL8, 1 by XL15, 2 by XL21, 3 by XL27 18:45:28 secretly sounds like the actual myth of spriggans having variables sizes 18:45:31 giant imps! 18:46:24 wensley: ping again 18:46:56 multiple subraces: crimson (rHellfire rC-, balrugish later on), ice (obvious), "chain devil" (no armour, great innate AC, slow -- sort of permanent statue form), etc 18:47:28 but then, too diverse a race is hard to balance, and we have demonspawn and draconians already 18:48:06 kilobyte: i think that would work well for an elemental race that can change its 'color' during gameplay 18:48:23 there's also the insect race proposal, where they start as larvae 18:48:50 start as a larva 18:49:00 three-kreen? (4 one-handed weapons or a combination) 18:49:07 turn into a chrysalis for 1,000 turns, then a soldier/worker version 18:49:26 then turn into a queen with five times normal movement delay and a summon swarm ability 18:49:40 kilobyte: i actually would like to do a four armed race some time 18:49:53 they'd need crazy disads though 18:50:01 two weapons, two gloves, four rings... 18:50:28 shields 18:50:34 wouldn't that result in them having a much larger than usual number of equipment slots 18:50:38 not sure how you'd fit that into the interface 18:50:48 wait isn't dual wielding supposed to be part of the do not do list 18:50:49 no need to have great disadvantages if they can't hit hard with each of the blows 18:50:56 they could have bad dexterity or an EV penalty 18:51:04 having four arms would make you pretty clumsy probably 18:51:25 i like the idea of them being a divine castout race 18:51:30 which the gods hate 18:51:35 HangedMan: that's because of 1. lots of coding effort, 2. hard to balance for regular races 18:51:49 wrath effects and such (since dg aren't getting those) 18:52:37 kilobyte: the vehumet banner stuff has been updated... I'm going to go sleep now and won't have time to do anything until tomorrow night, but if anyone wants to announce the tourney between then and now then they should do so 18:54:33 I'm an abysmal writer :( 18:55:46 Eronarn: four weak blows = executioner-like: stopped by AC badly 18:56:18 kilobyte: 'weak blows' don't really work like that in crawl though... unless you want to limit them to only using short blades 18:57:09 I mean, a proportional rather than additive penalty 18:57:49 where this race would really, really have problems is okawaru 18:57:59 double attacks + finesse... 18:58:39 I don't see a problem: it's just extra spam, relative power doesn't change 19:04:31 weaker blows wouldn't do anything about additive weapon brands 19:05:08 which are some of the best weapon brands, pain/elec/distortion 19:07:03 -!- alefury has quit [Remote host closed the connection] 19:07:38 pain can be scaled just the same, distortion may get its chance of proccing reduced 19:08:00 scaling pain? huh? 19:08:03 how would that even work 19:08:12 changing the brand and making it a race-specific thing are both bad ideas 19:11:00 if most of your blows are glancing, it makes sense to not do as much damage 19:11:17 (not that I'm even considering to do anything with that race myself...) 19:12:14 we should put development energis where they belong, anyways 19:12:17 (lava orcs) 19:13:49 hey, intriguing idea: efreet race, fire trail, wrathful or honorable or whatever so they cannot run away from enemies (like the obsidian axe effect) 19:14:33 -!- st_ has quit [Ping timeout: 256 seconds] 19:16:01 I think evilmike made a trial version of a simple rF+ rC- generic apts race like that except without the trail or running from enemies 19:16:15 also the obsidian axe is completely unusable 19:16:52 ugh, simple?? why would we want simple!! lavaoctonomes 19:17:52 nomes are kind of in a different tier from lava orc and octopode 19:18:04 lavaoctofelid, that'd be a much better statement 19:19:36 glacier dwarves... 19:20:33 bacon elves 19:20:52 one of the things i want to get into .11 is reverse saprovore for high elves 19:20:56 (screw races they make it harder to make it into great and greater players, new spell forever) 19:22:11 -!- jeanjacques has joined ##crawl-dev 19:22:38 Eronarn: the food reform was a failure, so let's make sure to not repeat that 19:23:39 !learn edit greatplayers[2] s/=OP /=MD / 19:23:40 greatplayers[2/3]: To see your unfinished races, check !lg * won race!=OM race!=GE race!=El race!=Gn race!=HD race!=MD race!=LO s=crace / @yourname ?:N=0 19:25:10 kilobyte: the food reform was done in a dumb way for dumb reasons. this is simple: high elves have a ton of changes that can be made to apts, and also the great flavor that they're effete / snooty / arrogant 19:25:33 giving them more food problems but a bit of something else to compensate is good 19:29:58 if done carefully, it could work 19:30:03 what do you have in mind? 19:30:35 what did you mean by "reverse saprovore"? 19:30:47 more trouble with contam chunks? 19:31:45 yes 19:31:52 and messages about how disgusting they find the dungeon's cuisine 19:32:46 not a large effect... and it should be available as a mutation too 19:32:47 beard elves 19:33:01 mountain elves 19:33:20 if we really want to play it up, we could then have sludge elves - the most degenerate elves - be saprovores 19:33:28 gentry elves 19:33:31 but that would mean nerfing them a bit 19:33:38 bonus skills in cruelty 19:34:25 which would be sap -1 high elf, sap 0 deep elf, sap 1 sludge elf 19:34:30 has some appeal 19:34:43 what makes sludge elf sludgey 19:34:49 he lives in the jungles 19:35:06 constant exposure to water has bloated his flesh 19:35:20 "degenerate" as in "as low as those no-good humans" seems enough to be looked down to me 19:37:08 Eronarn: sap -1 could double the contamination rate 19:37:29 i don't have the numbers, but i was thinking something along those lines, yeah 19:37:34 or perhaps add some basic so they can get nauseated by "clean" raw chunks 19:37:37 can still eat contam chunks, just more likely to be nauseous 19:37:54 i think being nauseous from clean chunks would be excessive, it's amuch more dramatic change 19:38:43 yes, clean should stay clean 19:39:06 if the chance stays low enough... 19:39:34 it's more the psychological aspect to players than the actual effect 19:39:55 heck: we could try making it nausea on 100% of contam chunks 19:40:02 eurgh 19:40:15 elf and orc, the new crypt 19:40:34 it'd be interesting + different, and they're the race most possible to justify this effect for 19:41:17 Eronarn: 100% contamination rate means you get 0 nutrition 19:41:38 what 19:42:10 kilobyte: huh? i thought it being contaminated still gave you nutrition even if it nauseated you 19:42:42 regular contaminated meat is 33% contaminated, not 100% 19:42:56 it does still give you nutrition, not enough to be worthwhile if you're getting nauseated 100% of the time though 19:43:30 MarvinPA: well, it at least buys time. so it's not totally pointless 19:43:41 it's just a hassle 19:43:51 you'd have to be a lot more careful, or rely on permafood 19:44:14 it sounds pretty annoying in general, though 19:46:02 -!- MarvinPA_ has joined ##crawl-dev 19:49:00 -!- MarvinPA has quit [Ping timeout: 252 seconds] 19:49:01 -!- MarvinPA_ is now known as MarvinPA 19:54:54 -!- medgno has joined ##crawl-dev 20:12:24 -!- MarvinPA_ has joined ##crawl-dev 20:14:35 -!- HangedMan has quit [Ping timeout: 245 seconds] 20:14:44 -!- elliptic has quit [Ping timeout: 245 seconds] 20:16:40 -!- MarvinPA has quit [Ping timeout: 276 seconds] 20:16:40 -!- MarvinPA_ is now known as MarvinPA 20:17:22 -!- jeanjacques has quit [Ping timeout: 265 seconds] 20:28:45 -!- elliptic has joined ##crawl-dev 20:31:28 -!- ainsophyao has joined ##crawl-dev 20:31:44 -!- ainsophyao has quit [Remote host closed the connection] 20:34:28 03kilobyte * re3dd58888ab0 10/crawl-ref/source/skill_menu.cc: Fix mangled display of antitrained skills. 20:34:35 03ldierk * rf00a62183120 10/crawl-ref/source/itemprop.cc: Prompt before wielding cursed staves and rods. Fixes Mantis 0005120 20:34:35 03kilobyte * rbd6ce3987b9a 10/crawl-ref/source/ (art-func.h evoke.cc): Fix the staff of Olgreb having a misleading no-MP fail message. 20:34:36 03kilobyte * r0e0478f02536 10/crawl-ref/source/art-func.h: Let Wucad Mu and staff of Dispater fail properly, not taking a turn. 20:48:56 -!- evilmike has joined ##crawl-dev 21:08:20 -!- Sequell has quit [Ping timeout: 245 seconds] 21:12:21 -!- Sequell has joined ##crawl-dev 21:21:46 regarding food discussion earlier: a while ago I thought the best "food reform" in crawl would be to just get rid of chunk eating for all non-carnivore characters. compensate by making permafood generation a bit less random, so it is "metered" (so you're guranteed to get it at a certain pace, and also more common). of course, such a change would be pretty radical 21:21:47 evilmike: You have 1 message. Use !messages to read it. 21:22:22 after thinking about it a lot, its just about the only way I can think of making the food system better (and less annoying), without the more extreme move of just removing food altogether 21:24:46 firestorm erryday 21:25:06 there's that idea of turning food costs into magic contamination 21:25:35 but after thinking about it, it doesn't sound like that good an idea if you look closer 21:27:59 eating chunks for non-carnivores has always been confusing to me 21:28:06 how badly would it impact berserkers, thoguh? 21:29:09 Gilihad the Covert (L10 NaWn) (D:9) 21:29:35 if permafood generation was adjusted, I suspect berserkers would still be playable 21:31:48 it may be hard to handle berserkers and conjurators without trivializing food for everyone else 21:32:34 yeah, it's far from a trivial change 21:32:34 there's no such problem with chunks as they spoil fast 21:33:53 my line of reasoning is that the problems with crawl's food system all stem from chunk eating, and I suspect that crawl light's "remove food" solution is too much (although it's interesting) 21:38:26 could just be me though. I've just never liked the whole aspect of chopping everything up, penalties for certain types of meat, using rPois to eat green chunks, etc. it's quite complicated for such an uninteresting gameplay mechanic 21:38:44 -!- ainsophyao has joined ##crawl-dev 21:39:20 -!- ainsophyao has quit [Remote host closed the connection] 21:40:49 there are two main purposes here: 1. having a clock on the game, 2. limitting use of berserk, rods and high-level spells 21:41:14 the clock thing just doesn't work at all when chunks are available, imo 21:41:23 permafood has the problem of accumulating if you don't need all of it, or manage to converve it 21:41:34 it only really applies to pandemonium (if you are very unprepared) and the abyss 21:41:50 chunks are not available all of the time, especially if you're resting a lot 21:42:03 maybe under a chunkless system, "perma"food could slowly decay over time? 21:45:02 -!- MarvinPA_ has joined ##crawl-dev 21:46:11 well, it's just a random idea anyway. I just can't think of any way to make chunk eating fun :P 21:47:46 -!- MarvinPA has quit [Ping timeout: 260 seconds] 21:47:46 -!- MarvinPA_ is now known as MarvinPA 21:50:44 intrinsics 21:56:44 -!- medgno has quit [Quit: Quitting] 21:57:14 tetris-knockoff chunk-eating minigame, where you have to guide the chunk into your stomach. chunk shape determined by genus and species of monster and chunk freshness. stomach shape determined by player race 22:01:22 Wensley: nah, make it work like the hacking puzzles in bioshock 22:04:57 -!- ZChris13 has quit [Quit: ChatZilla 0.9.88 [Firefox 10.0/20120129021758]] 23:59:56 -!- Wensley has quit [Ping timeout: 272 seconds]