00:02:35 -!- ainsophyao has quit [Ping timeout: 260 seconds] 00:21:16 -!- ToBeFree has joined ##crawl-dev 00:50:31 atrodo (L16 FeCj) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (39,48) (the Orb) (D:1 (ZotDef)) 00:53:20 -!- ToBeFree has quit [Remote host closed the connection] 00:57:42 -!- ctair has joined ##crawl-dev 01:01:09 Unstable branch on crawl.develz.org updated to: 0.11-a0-443-gbaaa34d (32) 01:05:32 -!- ToBeFree has joined ##crawl-dev 01:08:51 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-443-gbaaa34d 01:11:18 -!- ais523 has joined ##crawl-dev 01:39:17 -!- nfogravity has joined ##crawl-dev 01:43:32 -!- nfogravity has quit [Ping timeout: 246 seconds] 01:48:08 -!- GreatOrbOfEyes has quit [Ping timeout: 240 seconds] 01:51:04 -!- Dixbert has quit [Ping timeout: 272 seconds] 01:52:50 -!- Dixbert has joined ##crawl-dev 01:57:02 -!- dtsund has quit [Quit: dtsund] 02:03:20 -!- ToBeFree has quit [Read error: Connection reset by peer] 02:41:24 -!- evilmike has quit [Quit: something happened] 03:16:02 -!- st_ has joined ##crawl-dev 03:30:49 -!- monqy has quit [Quit: hello] 03:41:52 -!- ctair has quit [Quit: ChatZilla 0.9.88.1 [Firefox 10.0.2/20120215223356]] 03:52:39 -!- GreatOrbOfEyes has joined ##crawl-dev 04:11:49 -!- GreatOrbOfEyes has quit [Ping timeout: 265 seconds] 06:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-426-g733b69e 06:24:04 -!- phyphor has quit [Ping timeout: 260 seconds] 06:34:07 -!- phyphor has joined ##crawl-dev 06:54:28 -!- ainsophyao has joined ##crawl-dev 07:04:01 -!- capablanca has joined ##crawl-dev 07:05:07 -!- capablanca is now known as mikee_ 07:09:15 -!- syllogism has joined ##crawl-dev 07:13:33 -!- HangedMan has joined ##crawl-dev 07:17:55 -!- jeanjacques has joined ##crawl-dev 07:17:58 -!- ais523 has quit [Remote host closed the connection] 07:19:09 -!- ais523 has joined ##crawl-dev 07:44:57 if I do x = hash(&x, 4) % GXM; is there a risk that x doesn't change? (x is an int) 07:49:11 Make it x2 and compare them? 07:51:34 hmm. I can also run it for all possible values of x and see for myself :) 07:57:40 -!- alefury has joined ##crawl-dev 08:00:16 depends on the hash used, of course 08:01:09 ah, there's a 32 bit hash named literally hash() (and a few others by other names) 08:06:59 yes, I was thinking of using the one already in the code 08:07:55 that a... novel idea 08:08:02 s/that/that's/ 08:08:41 I want to use it for hatch destination. The current code often puts you in corners and against walls. 08:13:40 -!- ais523 has quit [Ping timeout: 244 seconds] 08:14:27 -!- ais523 has joined ##crawl-dev 08:17:01 uh, this one may be not the best idea -- people will know the destination beforehand 08:17:27 unless there's some secret secure data point included in the hash 08:18:05 no, because the initial destination is random 08:18:33 but we can't make sure it's a valid one since the destination level isn't in memory (or hasn't been generated) 08:18:35 galehar, congrats on your high winrate in the tournament 08:18:41 thanks :) 08:20:00 kilobyte: the current code does a distance iterator from the initial random dest until it find a valid cell. 08:22:25 so if the initial destination is in the middle of nowhere, the player will end up against a wall. Which happens often, especially in orc. 08:22:39 -!- G-Flex has quit [Ping timeout: 245 seconds] 08:36:09 -!- Ragdoll has joined ##crawl-dev 08:44:17 -!- ainsophyao has quit [Remote host closed the connection] 08:53:38 -!- Danei has quit [Ping timeout: 240 seconds] 09:02:12 i added a bunch of mantis relations regarding band placement 09:02:30 i used 5412 as the starting point because it is the most general of the reports 09:02:57 should i resolve the (older) duplicates or just leave them open? 09:05:32 hm, ill just resolve them, way too many open duplicates otherwise 09:09:11 wow, plenty of band complaints 09:09:22 btw, i missed any duplicates that dont show up when searching for "band" or "wall", so there may be more 09:09:43 all that's left is one asking for vaults placing an explicit "band" to actually bloody place more then one member 09:09:48 its a pretty old issue, its explained in one of the older reports 09:10:22 only the main monster is placed explicitly, the rest is simply spread around, potentially seperated by walls, and potentially inside walls (inside walls is only possible in vaults i think) 09:10:33 fun 09:11:19 afaik vaults placing bands works, but sometimes members will spawn in walls 09:11:28 so it is not exactly encouraged 09:11:28 yeah, that makes sense 09:11:35 how come none of the issues is the one I explained the cause of this bug in? (I can't seem to find it myself, too) 09:11:49 i think its the one with the ziggurat entrance 09:11:51 because the vault grids are applied sequentially, they end up in walls placed after the band placement, I guess 09:12:03 thats only bisection, though 09:12:09 -!- Pacra has joined ##crawl-dev 09:12:13 not wallmonsters 09:12:33 ah, and due explained it 09:12:36 the thing is, as the vault is placed, all squares go sequentially. "foo band" will spill to unused close spots, which are still floor. 09:12:54 heh yeah, didn't notice your line Zaba :p 09:13:08 and neither of us got around to fix it yet... 09:13:37 the band bisection issue is also not good, maybe they could be solved in one go? 09:14:18 there two are unrelated though 09:14:41 cant check for bisection before walls are actually placed, so not entirely unrelated 09:14:42 (except that if the band is placed before walls, knowing whether it's bisected is not possible yet) 09:14:46 yeah 09:15:08 bisection could be fixed by using a floodfill or something to find the spots 09:17:43 would it be hard to just put the walls before the monsters? 09:18:50 no, it'd just need two passes 09:19:15 hmm, actually, it's a bit more complex if there's more than one monster 09:19:34 also, random band monsters are often separated by walls too. I was thinking of adding a check to band member placement to make sure they can walk up to their leader. 09:19:56 MONS: tiamat band, bat; MAP; 12; ENDMAP 09:20:07 a draconian will be placed where the bat should be 09:21:10 kilobyte, they'd flow out outside the vault then 09:21:35 IIRC the bat will fail to place instead 09:21:45 (not sure though) 09:30:40 kilobyte, no, the bat does get placed 09:31:41 floodfill after wall placement sounds pretty reasonable. spilling out of the vault is needed for unique bands 09:32:21 alefury, yes, nobody is trying to remove the spilling 09:40:14 -!- ais523 has quit [Ping timeout: 244 seconds] 09:43:48 Zaba: also (unrelated), this: https://crawl.develz.org/mantis/view.php?id=3838 09:44:15 although i think you said connectivity is not your thing 09:45:38 yeah, that code is rather cryptic to me 09:46:37 there's an explanation for why vaults are opaque (by default) in dungeon.cc:857-890 09:46:55 it's been there since eternity, though 09:54:14 <|amethyst> Hm 09:55:31 <|amethyst> any potential problems with marking all the 1x1 vaults as transparent? 09:55:52 all the unique ones are already transparent 09:56:03 (that is, those placing unique monsters) 09:57:34 <|amethyst> yeah; there are also 1x1 vaults for cloud traps, branch entries, altars, shops, ... 09:57:35 crypt_curse_skull isn't 09:57:46 would be better to tag those transparent explicitly 09:57:50 statue_in_the_mist 09:57:59 <|amethyst> that's what I was thinking 09:57:59 or actually 09:58:19 <|amethyst> right now, if there's a cloud trap, you're guaranteed to be able to leave the level without stepping on or disarming it 09:58:20 it would indeed be better to just make it not required somehow 09:58:51 aren't cloud traps actual traps now, not vaults 09:59:07 or did they just get names and a not-a-tile 09:59:53 <|amethyst> they got their own type, but they're still placed by vaults 10:00:34 it'd also be a good idea to deduplicate the code in cloud trap definitions 10:01:29 or unify it with regular trap code 10:03:37 well.. you could say that about any use of vaults for not-really-vaults :P 10:03:57 crypt_curse_skull 10:05:16 <|amethyst> 1x1 vaults should be safe from the problems mentioned in dungeon.cc ; 2x1 or larger might not be (unless they're all-passable or all-impassable) 10:05:57 |amethyst, well, then it might make sense to make them implicitly transparent 10:06:37 -!- ainsophyao has joined ##crawl-dev 10:11:16 another idea: what about three different vault types: passable, opaque, run-a-floodfill 10:11:46 <|amethyst> with "passable" for those that have walls etc that are removed by lua? 10:12:08 the problem mentioned in that big comment is only a quirk of the connectiveness check 10:12:15 |amethyst: yeah 10:12:42 it compares only the number of disconnected areas, which is never supposed to be enough 10:15:01 -!- ToBeFree has joined ##crawl-dev 10:15:37 maybe -that- needs to be fixed 10:17:09 <|amethyst> yeah... then the default can be "run a flood fill", and only a vaults with lua tricks need to be marked transparent or opaque 10:24:47 Napkin: when you get a chance, could you change trunk to be the default option in CDO console again? thanks! 10:32:38 yeah, I noticed I'm playing a lame uncool version on D:10 10:33:11 pah 10:33:35 vaults with walls on their edge in slime can end up having staircases be generated next to walls 10:34:57 HangedMan: there's precisely 0 vaults in Slime 10:35:12 (not counting Dissolution and the final map, of course) 10:35:22 well yes I am trying to make vaults for slime 10:35:54 also that altar vault that's just a square with the altar in the middle can appear in slime 10:37:14 that's a bug then -- it will try to be placed in all inappropriate places that can spawn at that depth 10:38:12 NAME: basic_altar 10:38:12 CHANCE: 5% (Lair, Slime, Vault, Crypt) 10:38:37 ah, explicitely listed, that's ok then 10:39:51 -!- nfogravity has joined ##crawl-dev 10:40:37 said wip vaults in question: http://pastebin.com/KuZgMFJC 10:44:07 I wonder if it'd make sense to allow renamed lava 10:44:20 quite a bunch of messages to change, though 10:44:48 small chance of wondering why in the world is there a lava fish in this hyperacidic slime 10:45:03 or rather how does it survive as... you polymorphed it or something 10:45:40 good point 10:47:04 actually, can one polymorph anything into liquid-only creatures 10:49:13 <|amethyst> if it's on water, I think so... return (monster_habitable_grid(new_mclass, current_tile)); in _valid_morph 10:50:07 just polyed a harpy: -> raven, -> lava worm 10:50:37 hmm, so you could end up with a giant eyeball turning into a lava jerk 10:53:16 -!- ainsophyao has quit [Remote host closed the connection] 11:00:09 -!- ainsophyao has joined ##crawl-dev 11:00:18 -!- ainsophy_ has joined ##crawl-dev 11:00:18 -!- ainsophyao has quit [Read error: Connection reset by peer] 11:01:07 <|amethyst> hm... so I have a patch to make 1x1 vaults implicitly transparent, but it doesn't seem to make much of a difference to the number of hatches 11:01:17 <|amethyst> usually they seem to come from the placement of larger vaults 11:01:58 something about @s 11:02:16 nothing to do with @s 11:04:31 -!- ais523 has joined ##crawl-dev 11:05:13 all @s do is make the vault get connected with corridors 11:05:28 which, in case the vault is considered opaque, have no impact on connectivity 11:05:36 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-443-gbaaa34d (32) 11:09:58 whats wrong with simply checking connectivity after vault placement? 11:10:23 and marking only vaults that change terrain after placement as non-transparent? 11:11:40 <|amethyst> it does that; it's just that it only goes by the number, not identity, of the connected components 11:11:53 so how is that a problem? 11:12:25 <|amethyst> see the example around dungeon.cc:870 11:12:30 if you do *all* the connectivity checking after the level is finished 11:12:40 <|amethyst> that would work, but 11:12:45 not just some safety check involving number of disconnected components 11:12:51 <|amethyst> if you find it's not connected, does that mean you redo the whole level? 11:12:57 <|amethyst> rather than just retrying the vaults? 11:12:59 then you can place hatches 11:13:32 but yeah, i can see how that might be bad 11:13:43 maybe check twice 11:13:47 |amethyst, at the moment it redoes the whole level if a vault happens to break connectivity 11:13:55 <|amethyst> oh, that's right 11:14:15 <|amethyst> I knew it happened if ruination breaks connectivity 11:14:32 check once, redo level if not connected, place vaults, do the full connectivity check again, place hatches in disconnected areas 11:15:16 -!- ais523 has quit [Ping timeout: 246 seconds] 11:15:23 -!- MarvinPA has quit [Ping timeout: 272 seconds] 11:15:42 (this would be faster than completely rebuilding the level and avoid the problem mentioned in dungeon.cc) 11:17:31 slower whenever connectivity wasnt broken i guess 11:19:21 -!- PoopBridge has quit [Quit: Ømega script v0.9.7 :: http://omega.neeq.net/ :: "Fool me once, shame on you. Fool me twice, shame on me !"] 11:21:00 maybe i should worry less about this, i dont even know what definition of connectivity crawl uses 11:21:17 i would probably use "must be able to reach a downstairs from every upstairs, and must be able to reach some kind of stairs from every point" 11:23:59 <|amethyst> more like "every disconnected region must contain a stair" and "some downstairs must be connected to upstair I" 11:24:34 ah, numbering the upstairs is better, and explains why i have never heard about some weird things that could happen with my definition 11:24:55 also my definition doesnt handle branch entrances, connecting them to upstair I makes sense 11:27:04 that definition allows for completely disonnected dungeon parts, though (as frequently seen in orc). it guarantees access to all branch ends, though, which is enough. 11:27:59 <|amethyst> there are some more rules than those for interlevel stuff 11:28:11 <|amethyst> e.g. orc 11:30:13 there frequently are parts of orc and slime that cant be reached without dig or teleport 11:31:00 which is a little weird imo, but not a real problem as long as you cant get trapped and can always reach the end (which you can in my experience) 11:31:13 yes, such parts always have hatches 11:35:26 or stone stairs that can reach to another identical disconnected room 11:35:47 hatches can do that as well, of course 11:36:15 <|amethyst> # Transmuting into tiny pieces is Conj not Tmut. 11:36:20 <|amethyst> what abount sandblast then? 11:37:39 i dont really see how disintegrate is conj anyway 11:37:42 you dont conjure anything 11:37:47 imo its a hex :) 11:38:15 that, or a transmutation 11:38:49 making it show up with conj instead of hex/tmut in greps is probably good, though 11:39:28 as long as its not player-castable 11:39:39 stupid great orbs of eyes 11:39:53 whats stupid about them? 11:40:36 btw, is there going to be a tourney recap? 11:40:58 there was one last time 11:42:07 -!- ainsophy_ has quit [Remote host closed the connection] 11:51:31 alefury: we should brag about the increase in players, yes 11:54:23 :) 11:56:12 -!- MarvinPA has joined ##crawl-dev 11:56:58 -!- blabber has joined ##crawl-dev 11:57:48 alefury -- you conjure energy to blow shit up 11:58:09 when i cast disintegration thats not what i do :P 11:58:45 disintegration does that on an atomic level! it's not a focused reconstruction like tmut 11:59:01 -!- Zappman123 has joined ##crawl-dev 11:59:17 I assume/hope that's what kilobyte meant, yes... it isn't really transmutation, just blowing something up with raw energy 11:59:17 03elliptic * rdb326ebe0465 10/crawl-ref/source/religion.cc: Eliminate wrath dilution. 11:59:25 note also that disint requires line of fire 11:59:29 elliptic: why does it check MR? 11:59:51 Hello, I require the help of an admin. Are there any ones available at the moment? 12:00:05 Napkin: ^^ 12:00:18 also elliptic i watched your last game, really really nice ninja 12:00:24 alefury: that's a good question though, might make more sense as a hex 12:00:27 if he doesnt react, hes not around, but he reads the backlog 12:00:28 <|amethyst> Zappman123 needs to make a webtiles save available for bug reporting 12:00:28 nfogravity: thanks 12:01:07 nfogravity: the part where I didn't notice I was confused and ended up teleporting back into the zot vault wasn't so good :P 12:01:31 i think of hexes as being more like things that bind to the energy that you have. they feed on something that has an existence in itself and modify it, same with charms 12:02:07 <|amethyst> I think of hexes as being mind-affecting, but there are some exceptions 12:02:50 <|amethyst> I guess more exceptions than examples, never mind 12:02:58 regarding arcane marksman, i really don't think it's not in the flavour of charms to be able to hex an arrow 12:03:11 er, not in the flavour of hexes 12:03:36 nfogravity: AM is definitely open to adding a new spell or two 12:03:49 the problem is coming up with a good one 12:03:53 did you read my ranged combat proposal? 12:03:59 no, where is it? 12:04:02 returning brand 12:04:21 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:combat:rc#ranged_overhaul_for_11 12:04:37 kilobyte and others offered a lot of good comments 12:04:48 why is it that i like ranged combat in adom but not in crawl? 12:05:05 i think it might just be an interface reason 12:05:23 i've tried playing a bunch of ranged to figure out why it isn't fun 12:05:32 nfogravity: infinite ammo is really not good 12:05:38 the ammo management and the mulching, etc. 12:05:49 the targeting could be a lot better too 12:05:58 why not, elliptic? 12:06:11 elliptic: would probably make it more fun, though. could lower damage from infini-arrows to compensate. 12:06:11 past early game you have virtually infinite ammo anyway 12:06:11 it makes it completely costless for any melee guy to wander around holding a bow and shoot arrows at anything while waiting it to get to melee range 12:06:16 lowering damage doesn't help 12:06:30 you can already do that with darts 12:06:49 it is already a problem, yes 12:06:51 people already can do that, elliptic. they just don't 12:06:56 yes they do :P 12:07:05 it's something that (is and) would be balanced solely by annoyance 12:07:11 between darts, stones, clubs and spears, theres usually enough throwable stuff to do this already 12:07:20 which is too much of a trend already 12:07:28 balancing by annoyance is not good, right? 12:07:34 i think it's horrible 12:07:35 alefury: darts are very weak and the other stuff weighs a lot 12:08:09 like I said, costless aside from a single slot for a launcher and the weight of that 12:08:11 not good 12:08:21 the weight and inventory slots are not a huge issue early on. im not saying carry 20 spears, maybe 3 or so and use darts to fill in the blanks. 12:08:53 unless it actually takes skill to use a bow. the damage output from ordinary stones is super low 12:09:22 finite resources are good. I don't think ammo existing is a problem if it all stacks 12:09:24 elliptic: counterexample: magic dart for characters that dont spam higher level conjurations. 12:09:35 and it's pretty reasonable to be able to huck pebbles at monsters until they come into range 12:09:35 if there is too much ammo, that can be reduced 12:09:41 alefury: it costs MP 12:09:48 hopefully you have something better you can do with your mp 12:09:48 what part of costless do you not understand 12:09:49 not an issue if you dont cast spammy spells 12:10:09 also a spell slot and can't be used in heavy armour without serious skill investment 12:10:24 for the average HESk its free 12:10:39 ... 12:10:43 also you get like 7 of these max vs. anything that's not slow and thus pointless to kill 12:10:58 probably you would want to spend some of those 7 turns casting a buff or something 12:11:11 mikee_: same for free arrows 12:11:18 whereas a MiFi has nothing else to do with turns 12:11:48 and has a shitton of carrying capacity by virtue of being an mifi 12:11:51 so it's a nonissue for him anyway 12:12:09 nfogravity: I've run out of stones using a sling on everything 12:12:15 ammo isn't infinite currently and this is good 12:12:27 what if arrows or w/e did absolutely nothing without weapon skill 12:12:47 elliptic: it is not purely good, there are good sides and bad sides. 12:12:48 mikee_: that would help, though it is a bit strange 12:12:58 it could be less than absolute 12:13:18 we could have ranged weapons have horrible accuracy penalties at very low skill 12:13:22 hitting things with a bow is hard. maybe tie it to hit rate instead of damage? 12:13:30 i was thinking of hit rate, yes 12:13:38 seriously, try shooting a bow. its hard 12:13:44 why are we gimping ranged to make it more fun again? 12:13:54 if you are making launchers this horrible at low skill then how are AM or Hu supposed to be any good 12:14:04 st_: so we can give players infinite free +0 arrows 12:14:15 some other qualifier, maybe 12:14:26 personally I'm fine with the way ranged combat is 12:14:48 elliptic: accuracy could be the same as now at 5 skill or so. also they could start with some decent arrows (that always mulch) 12:15:03 giving them some +5 arrows should let them hit stuff 12:15:12 +5 might be a bit much i guess 12:15:14 having invisible +0 arrows and also non-invisible +5 arrows sounds really weird to me 12:15:43 yeah, i think we should remove ammo enchantment entirely (which was also casmith's ideas) 12:15:44 elliptic: thats what the proposal is about, really. branded arrows are finite and always mulch, crappy arrows are infinite. 12:16:00 also, everyone becomes nessos 12:16:01 hm also i like ranged in doomrl, despite a 100% mulch rate there 12:16:02 in favour of, yeah, what you say 12:16:20 i think those are the main points 12:16:33 maybe ammo should always mulch, but there should be a fuckton of it 12:16:55 Forgive my uninformed question, but is it currently possible to play ranged without any use of melee at all (or perhaps, rather the investing in any melee skills)? 12:16:56 that just means lots of going back and forth to get more arrows that you couldnt carry 12:16:59 just remove ammo enchantment entirely. I've never heard of anyone who uses autopickup complain about picking it up, just about having too many different types 12:17:24 they could be weightless or almost weightless then 12:18:05 what if 12:18:23 elliptic: to me, its annoying but not complain-worthy 12:18:34 arrows always mulch, they abound on the ground, and are tracked like gold 12:18:35 i tolerate it, but i dont like it 12:18:44 you pick up 55 arrows your arrow count goes up by 55 12:18:47 mmm like gold 12:18:52 and when you wield a bow you get bow (713) 12:19:27 still has the mifi problem but sounds better 12:19:37 elliptic: the more annoying part is enemy shooters, they clutter the floor with crap i dont need 12:19:59 mikee_: why would a mifi not train a ranged weapon? 12:20:09 alefury: shield 12:20:17 why would a mifi use a shield? 12:20:18 because he has other things to do or doesn't like ranged combat 12:20:27 i have never once trained a ranged weapon, for example 12:20:27 alefury: uh, they start with one and shield skill 12:20:36 and i have played plenty of melee 12:20:36 and yeah, plenty of other stuff to train 12:20:45 well, early on its fine, not a lot of early 2h weapons 12:20:48 well, not like fi's shield is very useful anyway 12:21:11 i don't know the game as well as you guys, but it seems to me that the core principle of balance involves WHEN you can train your relevant skills, right? 12:21:12 weapon skill, fighting, armour, dodging, evocations 12:21:18 mikee_: i usually avoid it too, because swapping is annoying 12:21:24 possibly invo 12:21:24 even with ' 12:21:27 if there were really 0 annoyance for ranged.... i might train it 12:21:28 nfogravity: I have no idea what the core principle of balance is :P 12:21:33 maybe not, but maybe so 12:21:45 how about 'a' core principle 12:22:30 -!- galehar has quit [Ping timeout: 248 seconds] 12:22:35 i think the core principle of crawl balance is "if it doesnt break the game, every dev can mostly do whatever he wants (within reason), using their own core principle of balance" 12:22:39 if you have to train 6 points of bows before you can do enough damage for it to be meaningful, that's 6 points away from other stuff. and if we weight hunter/am starting skills strongly in that direction 12:22:49 <|amethyst> I thought it was "Nerf or nothing" 12:23:08 there isn't 0 annoyance for any combat option and there never will be 12:23:32 |amethyst: the classic response to that is "but we gave +2 starting HP!" 12:23:33 -!- ais523 has joined ##crawl-dev 12:23:40 +3 actually :P 12:23:41 then we strongly reward ranged characters for continuing with range, and strongly discourage non-ranged characters from picking it up unless they're willing to put a lot of effort into it 12:24:01 which necessarily makes them less effective at the other shit they wanted to do 12:24:05 6 skill is very little investment after early game, fyi 12:24:12 oh right. and that compensates for just about every other nerf in the last 2 versions. (im entirely serious) 12:24:15 and starting a char with 6 skill in something is a bit weird 12:24:35 i understand. i'm not saying start with 6 12:24:44 but look at how, say, FE often plays now 12:24:51 "if you have to train 6 points of bows before you can do enough damage for it to be meaningful" 12:25:02 st_, what do you mean? 12:25:03 starting AM should be able to do meaningful damage 12:25:10 doesn't tabbing with some melee weapon involve 0 annoyance 12:25:20 no, because item destruction 12:25:22 level 1 monsters don't take meaningful damage to die 12:25:23 sometimes theres a bush and you cant tab 12:25:46 Zappman123: did someone help you? 12:25:54 and if you train just bows through d1 you should be able to be a bowman by d2 12:25:58 Napkin: No,not yet 12:26:09 Napkin: he needs someone to look at his webtiles save since apparently he has a missing branch 12:26:10 if you have a starting bump from your class 12:27:52 as for later, we make damage ramp up over increasing skill. yeah in the late midgame as an mifi you have skill points to spare to get a bow working, but is it worth it to do a few damage to these high-ac monsters before you have to swap back? 12:29:03 nfogravity: currently damage already ramps up over increasing skill :P 12:29:16 also delay 12:29:24 exactly, we'd just have to figure out how to balance those numbers 12:29:33 they are already sort of balanced though 12:29:57 so why doesn't every mifi use bows in the lategame, given that skillpoints are pretty flexible for them? 12:30:02 removing ammo enchantment would mean they arent anymore 12:30:05 because crossbows are better 12:30:11 or crossbows :V 12:30:25 because people like shields, and because swapping is annoying 12:30:41 I don't like the idea of explicit numbers of investment required because I thought magic numbers were being phased out 12:30:42 also, they dont need it, wands are fine for the few situations that absolutely require ranged combat 12:30:48 ok 12:31:06 those aren't hard-and-fast numbers, hangedman 12:31:09 what's your account name, what version of crawl, Zappman123? 12:31:13 yes, later on people are strong enough that they can usually do whatever they want... no need to optimize every aspect of play 12:31:28 Napkin: Account is Zappman123 and Im playing 0.10 12:31:37 I'm much more concerned about early game (like lair and before) 12:31:45 save your game, please, Zappman123 12:31:54 Napkin: Done 12:32:07 since there every little bit matters and ammo is scarce and this works decently currently 12:32:11 understood, elliptic. i do like the tracking basic ammo like gold idea 12:32:29 I don't think this is necessary if basic ammo all stacks 12:32:50 ok, Zappman123, done 12:33:04 it's really tedious, elliptic. and it very harshly penalizes low-str characters 12:33:04 Napkin: Do I still have to file a bug report? 12:33:18 using slings as a HaEE, as i found out, is a miserable thing 12:33:23 nfogravity: what part of it is tedious? I'm confused 12:33:39 low-strength chars are supposed to have low carrying capacity 12:34:22 a few reasons 12:34:30 like, it is good if Strength actually *does* something 12:34:32 ME3 does a neat thing with weight/carrying capacity btw. not relevant at all to crawl, unfortunately. :/ 12:34:45 str already does do something, elliptic 12:34:56 right now it strongly augments launcher damage 12:34:58 prevent you from dying? 12:35:07 nfogravity: yes, and it means you have to decide whether to carry 150 sling bullets 12:35:16 please do, Zappman123 - unless someone in here said he took care of it already. otherwise it won't get fixed. here is your save: https://crawl.develz.org/saves/dumps/Zappman123-fa280cc-120312-1833.cs - you can't load it, but the devs can. mention it in your bug-report, please. 12:35:47 nfogravity: I'd still like to hear the "a few reasons" why early-game launcher use is tedious 12:35:51 i don't see why high-strength characters should have that be a nonissue 12:35:56 Napkin: Ok, thank you for your assistance 12:36:02 Zappman123: you will probably get a fixed save once someone looks at it (if its broken and fixable) 12:36:12 I've run out of carrying capacity on str 20+ chars too 12:36:27 (usually because of javelins) 12:36:29 or well, not sure if that would work with an online game 12:36:59 alefury: Where would I get the fixed save from? 12:37:27 it's tedious because when you're autoexploring, every time you see something your eyes have to go to the console, right? so you're processing every time you pick up a +0 arrow. it's the same reason henzell makes ##crawl difficult to read 12:37:45 nfogravity: mostly swapping, and that ammo is not free (cf. your argument why a minimum cost for spells is bad: you actually have to think about wheter to use ranged combat for every single enemy) 12:37:48 henzell makes ##crawl difficult to read? :P 12:37:54 also, this was directed at elliptic 12:37:58 sure you can just scroll past it, but picking up lots of ammo vastly decreases the signal to noise ratio 12:38:23 Zappman123: right, thats why im not sure if that would work for an online game. for broken local games it usually gets attached to the mantis issue. 12:38:31 kilobyte, are you in? Zappman123 is missing a branch in his save.. or something like that. 12:38:47 elliptic: do you know the command to "fix" that if possible? 12:39:17 i think so, elliptic. it's very difficult to have a conversation in crawl like the one we're having here (not just because of henzell, of course, but that's an example of why) 12:39:26 nfogravity: how about an option to not stop on picking up ammo then? This was the case in some trunk version at one time 12:39:43 gold did or does it too 12:39:56 you already can, can't you? 12:40:07 there's a whole bunch of explore_stop settings, at least 12:40:17 alefury: well, nothing in this proposal helps with swapping, which I agree is annoying... you have a point about having to think about whether to use it, but I think that is better than never having to think about whether to use it 12:40:28 st_: that sounds reasonable, if it isn't already possible 12:40:50 greedy_pickup_smart: Similar to greedy_pickup, but tries to be 12:40:50 smart about it, meaning only stopping for items which aren't 12:40:50 similar to any you already have in your inventory. 12:40:53 Napkin: I don't know, but I'll take a look at the save to see whether it is actually missing a branch 12:41:02 that looks like it'd do the trick 12:41:07 <|amethyst> elliptic: I can't find the elf stairs 12:41:08 you have that one off in your rc file, marvin 12:41:11 ok, cool, i posted the link 12:41:12 do you remember why? 12:41:13 <|amethyst> even with wizard mapping 12:41:22 i like stopping whenever i pick something up, personally 12:41:28 i agree with nfogravity about Henzell btw. the botspam is very annoying. i really wish the learndb and !lg were on non-spammy bots. 12:41:29 elliptic: https://crawl.develz.org/saves/dumps/Zappman123-fa280cc-120312-1833.cs 12:41:35 plus i don't use ranged combat 12:41:42 exactly 12:42:05 i like stopping too, and i wouldn't mind it at all if i stopped every time i picked up a stash of arrows 12:42:13 and removing ammo enchantment still sounds like the best improvement to me 12:42:15 because that's useful information 12:42:17 for swapping, we could use something like Angband? 12:42:30 announcing stuff is useful, but i usually don't need it. maybe seperating all the non-learndb bot stuff into another channel would be good 12:42:31 best/simplest 12:42:43 !lg too 12:42:43 No games for too. 12:42:54 thanks Sequell 12:43:23 not sure about !lg actually, its no worse than people like me writing in short lines, really. 12:43:31 |amethyst: going upstairs from elf:1 suggests that the stairs are missing, yeah 12:43:37 I don't know how to fix this though 12:44:00 there is a command to edit terrain, i never used it, though 12:44:24 i mean, elliptic, why is gold weightless? 12:44:33 surely it's not. it's quite heavy actually 12:44:39 <|amethyst> I know how to add it in wizmode, but then the save is a wizmode save 12:44:41 nfogravity, alefury: if spam from the bots on ##crawl bothers you, filter it out to a different location with your IRC client 12:44:53 I can't get it to let me report the bug =( 12:45:05 that spam is very conveniently placed when people are actually talking about server games on ##crawl 12:45:06 <|amethyst> Zappman123: you just need to include the link in the bug report 12:45:08 nfogravity: crawl plays in an alternate future, so it just gets saved on your credit check. the dungeon is actually a game show. 12:45:10 which is actually the main thing people do there... 12:45:12 <|amethyst> Zappman123: devs can get it 12:45:27 nfogravity: I haven't said anything about realism here 12:45:37 so don't try to imply I have, please 12:45:38 elliptic: youre assuming that everyone uses irssi? 12:45:44 right, which is fine. i don't really have a problem with it and mostly use ##crawl for henzell 12:45:49 but when i play crawl 12:46:04 or another irc client that is actually good and free (hint: im not) 12:46:16 i need as much on the console to be useful as possible 12:46:21 alefury: well, consider it motivation to switch to a better irc client :P 12:46:28 well if you're not using an irc client that is good and free then uh, why not? 12:46:34 heh 12:46:47 elliptic: all the free windows irc clients suck :( 12:46:50 so i guess that's the question then, elliptic 12:46:57 nfogravity: as people have said, you can make autoexplore not stop on ammo... I'm also open to the idea of making all ammo automulch 12:47:06 kvirc is pretty good 12:47:12 why is it that gold is weightless and basic ammo isn't 12:47:19 i havent tried that, or ever heard about that. will check it out. 12:47:24 you don't kill dudes with gold i'm pretty sure 12:47:24 I just don't see the motivation for making a finite resource infinite 12:47:25 omg 12:47:29 i really like xchat-wdk, alefury 12:47:35 so there is quite a significant difference between the two as resources 12:47:52 also are we talking about weightlessness or infiniteness or what here? 12:48:01 weightlessness 12:48:10 MarvinPA: I don't like either of them personally :P 12:48:28 me neither, yeah 12:48:44 nfogravity: i think that takes forever to start for me? 12:48:54 what about st_'s suggestion of removing the need to swap to use a launcher? 12:49:13 that sounds super-unbalanced for fighters 12:49:18 (angband does this by having a "launcher slot" in your equipment) 12:49:21 i did check out some xchat variants, but one begs for money, one takes forever to load for me, and one i didnt like (with default options) 12:49:39 hm, that plus removing ammo enchantments would cut out a ton of annoying micromanagement, yeah 12:50:02 the time needed to swap isn't really a big factor usually... it means one turn less shooting arrows at that orc 6 squares away 12:50:13 two 12:50:15 -!- mikee_ has quit [Read error: Connection reset by peer] 12:50:15 one 12:50:18 swapping thakes .5 12:50:19 swapping takes half a turn 12:50:26 ah of course 12:50:34 nfogravity: use show_real_turns or whatever its called :) 12:50:37 i do 12:50:41 i knew that, sorry 12:51:41 i can see how just removing ammo enchantment and adding a dedicated launcher slot would help a lot with tedium 12:52:06 by the way, score using fake turns is really weird imo. it penalized using fast weapons and stuff like that. the only instance where it is better than using real turns is movement speed (which does vary quite a bit with race and god) 12:52:32 alefury: yes, not boosting spriggan score by a factor of 1.6 is the motivation 12:52:41 since the vast majority of time spend is moving 12:52:45 I agree it is weird though 12:53:25 oh cool, just spotted the god wrath fix 12:53:28 good stuff 12:53:32 fake turns are silly and arbitrary anyway, they could be changed to use real turns for most stuff and fake turns for movement. 12:54:08 (then switch the default to showing real turns) 12:54:23 (because fake turns are not only silly and arbitrary, but also really misleading) 12:55:48 that this would pretty much invalidate every score ever (which would be bad) is a good counterargument :/ 12:56:04 alefury: something like that has been suggested before and might be good... it wouldn't really invalidate anything 12:56:14 since the effect on turncount would be rather small, as I said 12:56:37 elliptic: for melee fighters the majority of actions is faster than 1 12:56:43 during most of the game 12:56:50 for casters, not so much 12:56:57 my last tourney game was a kobold melee guy with 0.5 attack delay for most of the game, and that just cost 2500 turns 12:57:04 not the majority, but the majority of non-movement actions 12:57:16 because 5000 attacks according to action_counts 12:57:32 so it would increase scores by a bit, but nothing huge 12:57:54 ah, i expected a larger impact 12:58:32 spriggans travelling better then nagas 12:58:42 HangedMan: read the backlog :P 12:59:06 ah 12:59:14 it looks like less than 10% impact on turncount, usually less than 5% 12:59:53 alefury: anyway the main reason not to change real turns to the default currently is that there are all these things that only happen at multiples of 20.0 real turns 13:00:06 what things? 13:00:07 and this would be really obvious if everyone saw those :P 13:00:10 hell effects 13:00:17 oh, good to know :) 13:00:17 god wrath, hell effects, stat drain from deterioration 13:00:22 <|amethyst> but everyone can see those 13:00:26 jiyva stat movement 13:00:28 etc 13:00:29 contam property of arts? 13:00:38 randomzing these a little might be good 13:00:50 |amethyst: you mean with show_game_turns? yes, it is really abusable currently, and we should try to fix it for 0.11 13:00:51 but might not work well depending on what stuff uses it 13:01:26 all the examples you used would be fine with randomization, but probably a lot of other stuff uses the 20.0 interval too 13:02:25 could just roll then the next "thing" happens, no need to roll every turn 13:02:31 s/then/when 13:02:53 and use a rate of 1/20 turns 13:04:31 http://en.wikipedia.org/wiki/Gillespie_algorithm 13:07:05 Elf entrance does not show up (https://crawl.develz.org/mantis/view.php?id=5414) by Zappman123 13:09:39 doesn't about anything on that 20 turn tick work stochastically since about forever? 13:10:08 kilobyte: Maybe the number of 20s is random? 13:10:43 kilobyte: sounds to me like whether something happens is stochastic, but that it *can* only happen at multiples of 20 is spoilery 13:10:54 specifically, it sounds somewhat useful in hell 13:11:02 also, wrath 13:12:49 kilobyte: hell effects, for instance, happen exactly 50% of the time on that 20 turn tick and at no other time 13:15:53 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 13:17:01 by the way, for ammo stacking simply never generating more than +0 ammo would help a whole lot. Then the only way you have multiple stacks of the same type of ammo is ones you've made yourself 13:17:14 -!- G-Flex has joined ##crawl-dev 13:17:31 a slight nerf perhaps, since you wouldn't be able to use highly enchanted stuff for tough guys 13:18:48 what, all god gifts too? 13:19:14 -!- dtsund has joined ##crawl-dev 13:20:17 yes. I've played many oka/trogless ranged character and they are fine 13:22:26 03elliptic * r2a753771c075 10/crawl-ref/source/ng-restr.cc: Unrestrict MfMo. 13:37:07 -!- alefury has joined ##crawl-dev 13:37:16 I don't see how turns are "silly and arbritrary", it's a count of your actions. 13:38:02 using some "real time" is much sillier to me, I want to see a count of my actions not some indication of time spent 13:38:06 using it for score is silly and arbitrary, and displaying it in the main interface next to your HP is useless (except its not because it affects score) 13:38:27 (which 99% of crawl players dont care about) 13:39:15 effects statistics 13:39:18 success 13:39:19 I get quite frustrated when I watch someone and I cannot see their turncount 13:39:33 why? 13:40:04 because I want an indication of how far they are/how fast they've played 13:40:31 like if I see someone on D:20, turncount gives me an indication of if they've done lair branches, vaults etc 13:40:32 yeah, i just thought of that too. but its useless to the player. 13:42:25 decoupling the observer and player interface would be good, and edlothiol has taken some steps to do so in webtiles (observers can scroll the map independently) 13:42:42 no idea if something like that would be feasible/useful for console 13:43:01 people would probably appreciate being able to watch games using their own termsize and glyph redefinitions 13:44:11 also i would love to be able to rummage through peoples inventory and % and m screens while they play 13:44:20 definitely 13:44:58 well, asking them for a dump and checking that works but yes 13:45:03 if that was done, seeing turns would just be a matter of pressing E 13:46:14 -!- mumra has quit [Quit: offski] 13:47:14 also, translations can really wreak havoc on spectating 13:47:32 imagine if someone sets his interface to Korean 13:48:04 mhh, asian stuff is problematic. just reading about translation hacks for japanese snes games makes me cringe. 13:48:19 rearranging the whole interface in assembler must be rather unpleasant 13:48:22 <|amethyst> Polish then 13:48:42 nono, asian translations for crawl are totally feasible 13:49:00 <|amethyst> two cells per character might be a bit of a pain 13:49:10 isnt there a korean translation project? 13:49:14 <|amethyst> yes 13:49:25 actually, passing untranslated strings with placeholders could work, except for randart names 13:50:01 <|amethyst> what's wrong with randart names? 13:50:10 they are not words 13:50:14 except some are 13:50:34 alefury: yeah but they use gettext and some special casing in the code; the former doesn't work at all for any languages with grammar or declination, the latter doesn't scale for more than 1-2 languages 13:50:43 actually, it would work, but the string would just be a placeholder or two 13:50:47 <|amethyst> yeah, you'd have to pass format strings all the way down 13:51:04 <|amethyst> but that's not so bad 13:51:40 would have to pass a hash i think 13:51:47 or seed, rather 13:51:48 |amethyst: if my game generates a randart named "Czaszkojebca", you won't be able to see what it is 13:52:00 then think about "草泥马" 13:52:39 <|amethyst> kilobyte: is that a translation of a name from the randart database? 13:52:41 just passing the random number(s) used to generate the randart name would work 13:52:41 -!- mikee_ has joined ##crawl-dev 13:52:49 <|amethyst> or is there a completely different randart name database? 13:52:52 |amethyst: some rnadart names are random 13:53:00 <|amethyst> right, those wouldn't translate 13:53:14 they are not completely random 13:53:30 alefury: if they worked via a single random roll, it'd be doable but some take a number of random rolls 13:53:39 ie, you need more than a few random bits 13:53:52 <|amethyst> don't randart names already have seeds? 13:54:08 (#randart i n_1 n_2 ... n_i) 13:54:21 the randart database can't really be translated since, say, in Polish, adjectives need to match nouns 13:54:23 maybe doesnt even need the i 13:54:46 on the other hand, it's so damn straightforward to write a database from scratch using the same rules 13:54:57 I mean, similar rules 13:56:19 for non-database words (generated using the "dyssociated press" algorithm), you'd probably want per-language lists of phonemes, too 13:56:35 yeah, definitely 13:57:32 <|amethyst> Honestly, passing around randomly-named things in the user's language doesn't bother me that much 13:58:18 <|amethyst> "robe of supple strength" gives me no more information than robe of 草泥马 13:58:39 good point 13:58:55 <|amethyst> I guess there are cases where certain kinds of items get different kinds of names 13:59:21 yeah they do, but you know the base type already 13:59:23 would only be a problem in non-ascii languages, and those would probably not get crosswatched that much anyway 13:59:35 <|amethyst> e.g. you can tell the school(s) or approximate level of a randbook by its name 14:00:42 |amethyst: were talking about completely decoupling user from observer interface here, so letting the observer examine the book is probably not that hard 14:01:16 <|amethyst> yeah 14:03:14 <|amethyst> I guess one would use the same socket interface that webtiles uses 14:04:11 -!- Zappman123 has quit [Ping timeout: 245 seconds] 14:04:51 isnt unified executable for webtiles and console mostly done already? 14:05:12 <|amethyst> and you could store a journal of that socket instead of a ttyrec, though that means you need the same major and later minor version of crawl to watch 14:06:32 having classic ttyrecs would probably be good, having something like that additionally may be nice 14:07:23 <|amethyst> hm 14:07:42 alefury: IIRC the only regression is that help messages (including lines on the "m" screen, itp) talk about clicking 14:08:23 a proposed solution is to add tags similar to how colours are done: 14:08:28 thats actually a problem for both webtiles and console 14:08:42 because clicking doesnt work in either 14:09:03 except for map scrolling afaik 14:12:57 alefury: the correct fix for that will be to implement mouse support in webtiles, not remove the message :) 14:13:18 looking forward to that :) 14:13:54 having the inventory tab from tiles would be awesome 14:14:00 best use of the mouse in crawl 14:14:13 well, except mouseover x i suppose 14:14:46 although x is faster with the keyboard if you know some of the targeting commands 14:15:26 edlothiol: also, can you make the inventory have to columns? scrolling is annoying 14:16:01 thats the one menu screen where using the whole screen actually worked well. keeping the info area visible if possible would be good, though 14:17:40 maybe also for large pickup screens and drop 14:20:19 alefury: yeah, good idea 14:29:33 -!- heteroy has quit [Quit: ChatZilla 0.9.88 [Firefox 3.6.27/20120216013254]] 14:51:52 -!- monqy has joined ##crawl-dev 14:54:59 -!- ToBeFree has quit [Remote host closed the connection] 15:06:08 -!- theog has joined ##crawl-dev 15:09:18 -!- evilmike has joined ##crawl-dev 15:12:49 -!- theog has quit [Read error: Connection reset by peer] 15:30:47 what happens if an unrand spawns in an antique shop? 15:33:47 it gets identified 15:34:04 does it actually cost the antique shop or the known price? 15:34:21 when a random blink spell is upgraded to semi-controlled blink, ESC still wastes turn (https://crawl.develz.org/mantis/view.php?id=5415) by doublep 15:34:21 probably know, like all the other identified antique shop stuff 15:34:33 btw, why is known antique shop stuff super duper expensive? 15:34:54 what? that's just how much known stuff costs 15:35:05 ime most other shops are cheaper 15:35:12 especially in bazaars, but not just in bazaars 15:36:27 antique shops are more expensive iirc, yes 15:36:35 but why? 15:36:52 probably to keep un-IDed stuff from being too ridiculously good a deal? 15:36:58 I don't actually know 15:37:10 un-ided stuff already is a ridiculously good deal 15:37:16 -!- syllogism has quit [] 15:37:18 i dobut it's that, yeah 15:37:23 identified stuff is a ridiculously bad deal in antique shops 15:37:25 un ID'd ego items are also great in shops 15:37:31 alefury: well, it would be an even better deal then :P 15:37:47 you had a large discount for having the list of unrands memorized, so probably making them un-ided there isn't the best idea 15:37:48 hm. i just thought they used different prices (you know, because the prices are different) 15:37:54 if they are tied together it makes sense 15:37:55 not sure what to do then 15:38:22 hm, not possible to use "place:D:27 corpse"? 15:38:44 I'm thinking maybe a rare chance to have corpses scattered around tar:7 15:39:20 re vaults: there should be more lair ends 15:39:29 alefury: I can't actually seem to find where antiques stores are made more expensive in the code, so maybe I'm misremembering actually 15:39:32 hm, it looks like antique shops have lower greed to me? maybe i'm reading this wrong 15:39:39 MarvinPA: where? 15:39:39 fun use of "place:": getting spectral plants 15:39:45 dungeon.cc 5168 15:39:53 alefury, lair ends, more??? 15:39:54 st_: it looks like it doesn't work, I tried it on D:1 and got a bunch of D:1 corpses 15:40:07 there are only 10 or so, and often you get two 15:40:13 only 15:40:16 at least to me it gets quite repetitive 15:40:21 shoals has 1 layout 15:40:26 alefury: I have that Mollusc Lord idea: reviving a vault and a ridiculously easy Pan lord Linley "couldn't get to work" in 1.x 15:40:28 tomb, slime 15:40:29 evilmike: hi. I've started working on tar a little 15:40:32 marvinpa: ah, yes, that looks like higher greed to me 15:40:37 well yeah, but thats shoals :P 15:40:41 st_: cool. are you still going with the subvault idea? 15:40:46 MarvinPA: note that the else if () is for not being antique 15:40:49 oh haha i was reading != as == 15:40:52 that would explain it, yes 15:40:53 so far I've just redone tar_old to make everything a little bigger 15:41:04 to be fair it'd be nice to have one or two more small lair endings 15:41:04 but yeah, no explanation in code 15:41:04 okay phew, thanks :P 15:41:31 evilmike: no, but I could still do that (I don't think combining maps is possible this time) 15:41:32 HangedMan: I'm pretty damn certain spectral plants would get broken tiles 15:41:52 (and masquerade as oklobs in console) 15:42:05 also looks like bazaars are cheaper than normal 15:42:08 st_: it would require a lot of changes... I think it might be doable if the map is split into unequally sized quadrants, though 15:42:22 elliptic: im surprised you didnt notice that while playing 15:42:27 for 100s of games 15:42:34 I've changed the buildings to be viable for eresh to be there, but I'm not sure if I want to randomise her or not 15:42:44 alefury: hey, I noticed the antique shop thing :P 15:42:45 with subvaults that's not possible aswell... 15:42:51 ah 15:43:59 i guess both kind of makes sense. antique shops are known to be ridiculously overpriced, and bazaars are known for being cheap 15:44:13 kilobyte: spectral plants just have the generic spectral thing tile 15:44:16 one thing about the placement of eresh, is her building has a sort of "road" leading to it, making it stand out from the others 15:44:32 but there's still the problem where it lets you just walk up to it and ignore 3/4 of the map 15:45:23 3/4 of the map is fixed-location secret doors and digging into rooms of loot, too 15:45:26 well worth ignoring :P 15:45:42 st_: regarding placing eresh with a subvault, can't you just do it like how vault:8 works? 15:46:00 I guess it's trickier because you need to place both the boss and the rune 15:46:14 yeah, a while ago I had the thought of splitting the map into two and making the player go through one of the lower buildings to get to the upper ones 15:46:53 but it's kind of similar to dis now 15:47:16 could ridiculously randomize said secret doors some more 15:48:00 i hate that map so much 15:48:11 HangedMan: he's working on tar_old, which isn't the secret door one 15:48:18 oh 15:48:20 tar_old tends to just place loot inside walls with no doors. it's even worse! 15:48:38 oh yeah, thats the one i do hate. it also has secret doors though? 15:48:47 a few, here and there 15:48:47 oh, pff 15:48:57 the rune is behind a secret door even, although a monster tends to open it most of the time 15:49:10 actually i think i dont like 2/3 of tar ends (are there even 3? maybe i hate all of them) 15:49:18 there are 3, one of them is new in 0.10 15:49:34 the new one has a ton of reapers and shadow demons 15:49:37 it features no digging or secret doors but does have reaper spam and shadow demon spam and spectral krakens 15:49:49 wooo, spectral krakens! 15:49:54 i dont think i have seen that one :( 15:50:08 the one with the door temple is better than the one with the loot walls i think 15:50:12 but both are not great 15:50:14 I like the digging personally 15:50:28 its spoilery :/ 15:50:37 there's nothing wrong with digging to rooms full of loot (or monsters) 15:50:42 i dont mind the digging itself i guess 15:50:52 I'd like the digging more if there wasn't that one room with three shadow fiends that is there just to screw people jumping the gun with dig 15:50:54 but there are problems in that map: some of the rooms are non-obvious, and the quality is fixed (and varies) 15:50:55 sometimes having some glass would be good, though 15:51:03 so knowing which *part* to dig to is a big spoiler 15:51:15 silly answer: make boring beetle zombies bore 15:51:22 no, that wont solve anything 15:51:47 Sorry, I was a big unclear by what I meant by "fixed and varies". I mean some rooms are better than others, but they are always the same ones each time you get the map. 15:52:23 the loot-dig building I've changed to stone outer walls, so you can only dig into certain parts in the corridor 15:52:56 that helps, gives a good contrast between diggable and not-diggable 15:53:49 this is my changes so far (just ignore all the monsters etc) http://pastebin.com/CEU5QvRH 15:55:12 basically just making things bigger and changing the upper right tomb 15:56:26 that looks good 15:56:38 problem with wanting to use L and V is that silent spectres are around 15:57:12 maybe the "outer ring" on the upper right should have the secret doors randomly placed, so players can't know exactly where to search 15:57:33 st_: could be interesting, giving a player the choice of killing the spectres and letting the L and V cast, or leaving them around and not casting themself 15:57:38 yeah I wouldn't have kept the doors like that (probably not secret either) 15:57:41 What's the opinion about silent spectres btw? I've been thinking they should be changed to silence only their foes with their aura. 15:57:56 Keskitalo: I think they shouldn't spawn in crypt 15:58:08 they break crypt endings with caster enemies (which is all of them) 15:58:21 it's especailly bad in dpeg's crypt end 15:59:13 on the other hand, I think silent spectres can be ok as vault monsters, and work in tartarus for the most part (demons ignore silence) 15:59:30 and when they spawn as a hell effect, that's always nasty 15:59:38 silence abyss exit <3 15:59:59 It sounds like only silencing foes would work just as well, except better. 16:00:26 I am unsure about that, because that's not how regular silence works 16:00:37 I like if there's only one "type" of silence 16:00:48 There would be clarity issues, yes. 16:02:22 I just think it's important for players to be able to clearly understand which monsters are affected by silence, and which aren't 16:02:48 the rules are alreday a bit weird as they are (often people don't know R's are immune to silence, for example) 16:03:21 so, I'm worried having silent spectres be "selective" like that might confuse players into thinking undeads are immune to silence 16:08:14 I agree, that could happen. Another option would be to give them a (smite-targetted?) silencing hex, and lose the aura. (and use statues with silence in vaults) It'd be nice to have anti-caster measures in Crypt. 16:09:12 Keskitalo: I've thought that a "Mute" hex would be something crawl could use 16:09:26 though, for spectres, one nice thing about them is that they immediately silence you when a hell effect drops one 16:09:36 HEhe, that's true 16:09:54 "Mute" is a great name for a hex 16:10:13 crawl always gives you a turn to react when a monster spawns, so even if such a hex ignored MR, you'd have time to react 16:10:27 summon something, blink away, whatever 16:12:11 I do think something like that should check MR though (even if it were hard to resist). Give it to vampire knights instead of paralysis, maybe liches too 16:12:51 give the status to the terrified wizard vault 16:13:16 mute already exists to a limited extent as a recite effect 16:13:31 MarvinPA: can it affect the player? I'm not even thinking of a player spell, really 16:13:37 just something to give to monsters 16:13:39 ah right, no 16:13:47 that'd need to be something new i guess 16:14:40 I agree it should only go to monsters. 16:15:12 I mean as a spell - Recite is probably fine (haven't still played the new Zin). 16:15:22 guess which one of our favourite ancient versions has the spell mute? :P (4.1a, called "quiet") 16:15:44 heh, nice 16:16:43 mainly, what I think would be nice is a monster spell that can disable the player without the problems that paralysis has (and is more dangerous than petrify) 16:16:52 -!- ais523 has quit [] 16:17:09 the two I've thought of are mute, and a "-tele aura" that prevents teleportation and blinking 16:20:48 vampires getting some hex action would be good, reducing their spam and making them more common in crypt would improve the branch a lot 16:25:54 -!- heteroy has joined ##crawl-dev 16:26:18 sleep seems like a natural choice to give them 16:27:38 hah 16:28:25 <|amethyst> mesmerize 16:28:35 <|amethyst> from a flavour point of view anyway 16:28:45 jory already does that 16:28:51 <|amethyst> aha 16:29:04 oh, also, vampiric draining 16:29:07 -!- Danei has joined ##crawl-dev 16:29:11 jory is the only vampire that actually casts that :P 16:29:27 the rest of them just call it "draining" 16:29:28 :P 16:29:38 poor dwarf overlap 16:29:42 well they all have vampiric melee spells 16:29:46 melee attacks* 16:30:43 HangedMan: deep dwarves death knights cast "drain life", which is completely different 16:31:03 the necromancers cast vampiric draining, but that's because it's a necromancy spell 16:31:05 Error calling monster-trunk: 16:31:05 %??deep dwarf necromancer 16:31:21 who owns chei? 16:31:38 |amethyst, iirc 16:32:04 Error calling monster-trunk: 16:32:04 %??dissolution 16:32:09 Error calling monster-trunk: 16:32:09 %?? rat 16:32:12 by the way I've been working on the spider branch a bit and I'm wondering what to do with the spider portal maps 16:32:17 %? rat 16:32:26 |amethyst, cheibot seems to be having issues with monster-trunk 16:32:37 I'm wondering if it's worth changing them into vaults for the spider branch, with some edits. And if the larger ones are worth making into branch endings 16:33:03 not sure about the larger ones, but being able to recognize the small layouts as vaults would be neat 16:33:15 the small ones are easy to change into minivaults 16:33:25 it's hard to figure out what to do with the large ones, particularly the watery one 16:34:07 make it a portal vault within the branch 16:34:18 (not really) 16:35:49 of course, the easiest of course would just be to disable the portal vault and say "oh well" for the larger maps 16:36:07 also i need to read what i type, whatever 16:36:41 leave it as one of many todos left in 16:37:11 could have it as a rare vault with all stairs down/up in the centre? 16:37:50 st_: could work. Although I think just doing "ORIENT: southeast" could be fine too. The large spider maps (three of them) all put the entrance near the edge 16:38:47 nobody's officially picked up hellspider, right? 16:40:07 nope, but it would be a good thing to have 16:40:27 the branch has a lot going for it as stands, anyway 16:40:31 in the mean time, I'd really just like to get the branch enabled as it is. I've already redone the monster list, and am working on a proper ending 16:40:44 does the monster list have rock worms or spiny worms 16:40:44 it's been rotting for too long, so something might as well be done with it 16:40:57 I put in a very rare chance of those 16:41:02 hooray 16:41:18 -!- alefury has quit [Ping timeout: 245 seconds] 16:42:34 locally compiled 3/8 build here - i'm getting an instacrash when i enter tomb. should i post crashlog? seems like it's failing an assert in load_level 16:42:36 it's like 90% spiders (and a few scorpions), with the rest being various other bugs (presumably as prey), and some red wasps (who I imagine as being something like tarantula hawks) 16:44:17 -!- blabber has quit [Quit: n8] 16:44:22 "Normal item distribution. No shops. Special rooms possible: jelly pits, guardian serpent rooms, *hives." 16:44:39 I like how Spider has a specific case to spawn shops as currently stands 16:45:11 how's the difficulty compared to the other branches? Considering the portal is doable for guys in lair seems like it might be quite easy, though so was shoals until gsnark took over 16:46:09 st_: I made the monster list tougher, although I suspect the branch is still on the easy side 16:46:46 yeah I guess all the monsters can be buffed if the portal vault doesn't exist anymore 16:47:28 one difference the actual branch has is there are many, many more webs, and usually not many corridors 16:47:30 well, in any case, here it is: http://paste.pocoo.org/show/564791/ 16:52:04 -!- galehar has joined ##crawl-dev 16:52:15 hey 17:00:33 -!- Wensley has joined ##crawl-dev 17:03:54 elliptic: I hear you were looking for my text improvement patch? 17:18:13 Wensley: just a pernicious rumor ;P 17:18:31 vagueness in statements was involved 17:22:07 elliptic: do you have an email address I can forward this patch to? it's already sitting in my sent folder 17:22:19 from when I initially sent it to dpeg 17:22:29 -!- medgno has joined ##crawl-dev 17:22:44 -!- Ragdoll has quit [Quit: Ragdoll] 17:23:08 can it go on mantis? I'm not actually that interested in it myself, but probably some dev is... 17:23:18 that's what all the devs say!! 17:23:25 hehehehe 17:23:36 glad to know I'm fitting in 17:23:42 i've been wondering what's wrong with mantis too, yeah :P 17:24:01 put it on mantis so i can mock it 17:24:06 i mean suggest improvements 17:24:12 ughhhhhhhhhhhhhhh 17:24:27 the mantis is a black hole 17:24:31 just gotta nuke it and start over 17:24:47 i'm guessing commenting out ASSERT(old_level.depth != -1) and recompiling will be terrible? 17:24:53 1144 issues 17:25:03 that is well beyond the event horizon 17:25:25 that's fine 17:27:03 better to have a bunch of stuff on there that at least can be found later 17:27:40 it is disheartening 17:28:30 only 800 or so are actual bug reports, a bunch are still old FRs 17:28:35 there you go, the number just went down by 300 17:28:42 what's an FR 17:28:51 feature request 17:28:57 ahh 17:29:06 I would bet at least 100 of those 800 are duplicates untracked 17:29:27 it is on the mantis for perusal 17:29:47 ogsus: yeah, that probably won't help 17:29:51 I'd like to think that I weeded out any really bad ones but honestly it was so long ago that I've forgotten 17:29:57 i am willing to bet it will be committed faster sitting on mantis than it will sitting in somebody's inbox, anyway 17:30:09 maybe put the savegame... on mantis? ;) 17:30:24 hopefully our inboxes have fewer than 1100 unread messages in them 17:30:35 actually my old email probably has about 14,000 17:30:37 oh, good idea - but i'll have to make an account and everything :((( 17:30:40 but that's besides the point 17:30:46 ogsus: I assume you were on tomb:1 previously? did you import the save from a previous version? 17:30:55 ogsus: pastebin the stacktrace and someone might find something 17:31:33 Zannick, he did that already 17:31:41 oh, i must have missed it 17:31:41 edlothiol: nope, first time entering tomb - i downgraded in the middle of a save, then reupgraded - maybe that's why 17:31:52 but i 17:32:00 found the paste 17:32:06 'm looking at the git log right now, and there's nothing related 17:32:23 DCSS Text Improvement Taskforce: Monster Descriptions, Round 2 (https://crawl.develz.org/mantis/view.php?id=5416) by Wensleydale 17:32:32 ogsus: so do you know the versions you downgraded from/to? 17:33:07 hmm, i can't tell you exact versions, but approx dates are 2/23 and 3/08 17:33:21 a month of commits, i'm not surprised i accidentally my save 17:33:51 i downgraded because of the pan lord naming hang 17:34:05 shouldn't it say at least the upgrade in the notes? 17:34:49 does it track minor versions? 17:36:49 -!- HangedMan has quit [] 17:39:51 -!- greatzebu has joined ##crawl-dev 17:43:32 well, i'm recompiling - if this doesn't work (most probably won't) i'll post savegame on mantis - i just feel bad for doing so because of the downgrade in the middle 17:46:34 well, it worked - i'm on tomb:1 now, and i can see a dormant mummy and a trapdoor spider 17:48:10 so i wonder what that line was for after all 17:50:59 -!- alefury has joined ##crawl-dev 17:53:44 -!- casmith_789 has quit [Ping timeout: 272 seconds] 17:57:45 Instant crash on entering Tomb:1 - ASSERT(old_level.depth != -1) in files.cc (https://crawl.develz.org/mantis/view.php?id=5417) by ogsus 18:00:50 !tell napkin can we have a random bug button on mantis? 18:00:50 galehar: OK, I'll let napkin know. 18:01:13 sure you can! i'd be happy to include your php code, galehar :) 18:01:14 Napkin: You have 9 messages. Use !messages to read them. 18:01:25 ok :) 18:01:55 ;) 18:08:29 how do I create an elven/orcish chain mail with &%? 18:09:09 Wensley: patch does not apply 18:09:10 Wensley: put the patch on mantis, I'm actually willing to read through the changes and be helpful 18:09:23 descriptions are great 18:09:34 I assume there is a lot of stuff to go over so I can't say it will get done quickly, but mantis isn't a "black hole" as you put it :P 18:09:45 haven't read them all, but at 1/3, it was already worse a commit :) 18:09:48 there's a handy "assign" feature that makes it easy to keep track of stuff 18:09:54 worth 18:10:23 oh, I see it's on mantis, never mind 18:15:08 03galehar * r7aeee1a3d821 10/crawl-ref/source/dat/descript/monsters.txt: DCSS Text Improvement Taskforce: Monster Descriptions, Round 2 (#5416). 18:21:46 <|amethyst> edlothiol: ring mail race:elven 18:23:12 |amethyst, thanks 18:30:26 evilmike and galehar: thank your for being helpful! :) 18:32:40 -!- Twinge has quit [Read error: Connection reset by peer] 18:33:03 -!- Twinge has joined ##crawl-dev 18:36:24 heh I didnt actually do anything yet 18:36:39 I'm going to read the whole thing later tonight though 18:38:27 03edlothiol * recd49f28183b 10/crawl-ref/source/rltiles/item/armour/ (8 files): roctavians new dragon armour tiles (#4791). 18:38:32 03edlothiol * rc998b438f074 10/crawl-ref/source/rltiles/item/armour/ (13 files): roctavians other new armour tiles (#4791). 19:11:41 -!- jeanjacques has quit [] 19:18:24 03edlothiol * rd633397b4a55 10/crawl-ref/source/webserver/game_data/static/game.js: Webtiles: Don't try to do the layout without the necessary data from the server. 19:19:16 -!- gnsh has quit [Ping timeout: 255 seconds] 19:27:03 -!- ainsophyao has joined ##crawl-dev 19:28:58 -!- ainsophyao has quit [Remote host closed the connection] 19:29:21 New branch created: new-tree-tiles (1 commits) 19:30:34 -!- ZChris13 has joined ##crawl-dev 19:30:44 -!- vadatajs has joined ##crawl-dev 19:31:11 -!- st_ has quit [Ping timeout: 252 seconds] 19:35:26 edlothiol: there are some more new tree tiles in the plant tavern thread 19:35:41 or i guess now they are in the new plant mantis issue 19:36:15 no idea if they go well with co's trees 19:36:59 -!- gnsh has joined ##crawl-dev 19:37:03 probably not very well 19:38:07 oh yeah, I'd seen them... I'll take a look 19:39:26 yes, we'd have to decide on one of them 19:41:14 they do probably fit better with the other plants, though 19:42:09 i admit i dont really like co's trees 19:42:18 although making them was probably a lot of work :/ 19:47:26 I do like them, I like the old ones too though 20:18:01 having some variety would be good i think 20:24:51 -!- alefury has quit [Remote host closed the connection] 20:31:07 -!- ainsophyao has joined ##crawl-dev 20:41:25 -!- ainsophyao has quit [Remote host closed the connection] 21:00:14 -!- rast has joined ##crawl-dev 21:03:39 why are things like two heads/amulets/gods considered off-limits? 21:08:49 because it changes things? It's silly and dumb? It would mess with the way the code does god stuff? 21:08:54 I don't know 21:25:36 !apt hexes 21:25:36 Hexes: Ce: -1, DD: -2, DE: 3, Dg: -1, Dr: -1, Dr[black]: -1, Dr[green]: -1, Dr[grey]: -1, Dr[mottled]: -1, Dr[pale]: -1, Dr[purple]: 1, Dr[red]: -1, Dr[white]: -1, Dr[yellow]: -1, Ds: 0, Fe: 4!, Gh: -2, Ha: -1, HE: 0, HO: 0, Hu: 0, Ko: 0, Mf: 0, Mi: -4*, Mu: -1, Na: 0, Og: -3, Op: 0, SE: 0, Sp: 2, Te: -3, Tr: -4*, Vp: 4! 21:25:40 oops sorry 21:28:19 i dont think it would be silly and dumb :( 21:38:15 That's not my opinion. It's the dev teams opinion 21:39:04 zchris13, official devteam spokesperson 21:39:25 well I can go cite some sources 21:39:27 if you want me to 21:39:37 i don't 21:39:39 But you've seen the page already 21:41:52 TSO warning makes Rod of Venom "too long" for formatting (https://crawl.develz.org/mantis/view.php?id=5418) by raskol 21:52:44 -!- Sequell has quit [Ping timeout: 260 seconds] 21:56:23 i have, but they didn't give any reasons for it 21:56:51 it dont see how theres a qualitative difference between "race with 8 ring slots but disadvantages to make up for it" 21:57:07 and "race with 2 amulet slots but disadvantages to make up for it" 21:59:01 you just want them to have 2 amulets? 21:59:20 -!- ZChris13_ has joined ##crawl-dev 21:59:55 -!- edlothiol has quit [Ping timeout: 260 seconds] 21:59:59 well, no, i really want the worshiping two gods 22:00:15 but the two amulets would be a start 22:00:39 i do see that you'd need a lot of penalties to make up for that 22:00:49 (the extra god) 22:00:55 -!- Sequell has joined ##crawl-dev 22:01:26 crawl code would probably not support dual worship without more effort than it's worth 22:01:34 unless it's worth a lot of effort 22:02:31 -!- ZChris13 has quit [Ping timeout: 240 seconds] 22:02:31 -!- ZChris13_ is now known as ZChris13 22:02:31 -!- ogsus has quit [Ping timeout: 246 seconds] 22:03:33 fair enough 22:04:43 -!- ogsus has joined ##crawl-dev 22:08:10 -!- nfogravity has quit [Quit: Leaving] 22:27:46 crawl code could not support dual worship without considerable disentanglement 22:28:05 almost every assumption in the game relies on single deity worship 22:28:49 for example? 22:33:31 any check on you.god 22:33:36 any check against your god type 22:33:43 all checks against your religion 22:33:52 prayer and other types of sacrifice 22:33:55 conducts and so-on 22:35:43 -!- mikee_ has quit [Disconnected by services] 22:35:51 -!- mikee_ has joined ##crawl-dev 22:39:24 -!- medgno has quit [Ping timeout: 260 seconds] 22:41:09 balance assumptions wrt invocations and gifts 22:46:40 -!- heteroy has quit [Quit: ChatZilla 0.9.88.1 [Firefox 3.6.27/20120216013254]] 23:11:48 -!- ZChris13 has quit [Ping timeout: 252 seconds] 23:23:06 -!- Wensley has quit [Ping timeout: 246 seconds] 23:27:16 hmm, spider ending vaults mess up the level layout (uses the normal layout dungeon instead of layout_delve) 23:27:54 unless it's a minivault, but in that case it's not guaranteed to spawn 23:32:15 -!- [1]GrimmSweeper has joined ##crawl-dev 23:32:15 -!- GrimmSweeper has quit [Disconnected by services] 23:32:16 -!- [1]GrimmSweeper is now known as GrimmSweeper 23:56:06 -!- MarvinPA_ has joined ##crawl-dev 23:59:34 -!- MarvinPA has quit [Ping timeout: 248 seconds] 23:59:34 -!- MarvinPA_ is now known as MarvinPA