00:01:32 galehar: about shortening branches: portal_branches not only break save compat, but also introduce code to allow changing branch depths without having to break saves 00:03:12 galehar: so there's no need to do it directly on merge, except for placing of Elf:5/Vault:8/... endings still relying on fixed numbers 00:03:58 should use tags instead, I guess? 00:05:10 so with portal_branches right now a game that started with Vaults being 8 levels deep and loaded in a version with 7 levels would either: 1. not have the ending (if you went to V:7 but not V:8), or 2. have it at V:7 (if you didn't generate the level yet) 00:05:31 fixable by specifying the ending vault as V:$ (syntax already used elsewhere) 00:05:37 oh 00:05:57 SamB_: theoretically doable, but the compat code would be so complex that I gave up 00:06:28 I meant instead of V:$, which I'd not heard of 00:06:32 and there's several thousands code for TAG_MAJOR 32 compat already, could use purging them 00:06:55 I meant a different kind of tag, too 00:07:35 but, how does V:$ help if V:7 was already generated ? 00:11:22 hmm, good point 00:11:28 er no, it does 00:11:53 in your game V is 8 levels deep 00:12:03 oh, okay 00:12:08 only _new_ games get it with 7 00:12:13 gotcha 00:13:16 doing a partial push... a good part of the code is in an extremely hairy rebase mess, including the level stack 00:13:44 (commits from september-november that should have long ago been integrated) 00:15:15 03kilobyte 07portal_branches * r2cf8a18928f1 10/crawl-ref/source/ (9 files): Remove Hive stairs. Portal vaults don't need separate feature types. 00:15:19 03kilobyte 07portal_branches * r6bd91421d6f2 10/crawl-ref/source/ (15 files): Standardize branch checks to player_in_branch(BRANCH_BEDLAM). 00:15:19 03kilobyte 07portal_branches * raa2c033f1e51 10/crawl-ref/source/ (12 files): Don't explicitely pass absdepth:branch in the dungeon builder. 00:15:20 03kilobyte 07portal_branches * r7b3785d07791 10/crawl-ref/ (436 files in 45 dirs): Merge branch 'master' into portal_branches 00:15:20 03kilobyte 07portal_branches * rb356aa0270f5 10/crawl-ref/source/dat/descript/features.txt: Drop unused description for Hive stairs. 00:15:20 03kilobyte 07portal_branches * r798a8c0d80ec 10/crawl-ref/source/tags.cc: Fix a save tag 32 breakage. 00:15:21 03kilobyte 07portal_branches * r54db41fcb86f 10/crawl-ref/source/wiz-dgn.cc: Fix &: crashing. 00:15:21 03kilobyte 07portal_branches * r405e9b68034c 10/crawl-ref/source/ (46 files in 3 dirs): Use branch depth rather than absolute depth as the authoritative one. 00:15:21 03kilobyte 07portal_branches * re96f19b77b2a 10/crawl-ref/source/ (19 files): Cache absdepth0, now that it has to be calculated. 00:15:22 03kilobyte 07portal_branches * r29969a4f936d 10/crawl-ref/source/ (3 files in 2 dirs): Forbid Abyss/Pan portal mimics in the vault rather than code. 00:15:25 eep 00:15:25 03kilobyte 07portal_branches * rb89be0430b63 10/crawl-ref/source/ (branch-data.h dungeon.cc ng-init.cc place.cc): Reduce special-casing of hell depth code somewhat. 00:15:25 03kilobyte 07portal_branches * r30d37ef7a7da 10/crawl-ref/ (322 files in 43 dirs): Merge branch 'master' into portal_branches 00:15:29 03kilobyte 07portal_branches * rd10eacda565e 10/crawl-ref/source/species.cc: Fix improper MD species abbreviation. 00:22:36 -!- st_ has quit [Ping timeout: 244 seconds] 00:24:35 so, 0.10.2 time or 0.10.2 time? 00:28:44 what happened to 0.10.1? 00:29:54 evilmike: I think it was released 00:30:06 and deployed 00:30:12 03evilmike * r95a6aae24e01 10/crawl-ref/source/dat/des/branches/spider.des: Do not build wasp nests out of stone arches. 00:30:13 not seeing it here: http://crawl.develz.org/wordpress/downloads 00:30:35 oh, well, that's just a stupid blog, what do they know 00:31:04 ;-P 00:34:18 <|amethyst> it's also not on sourceforge 00:40:07 03|amethyst * r6dbc3453fd2b 10/crawl-ref/source/ (mon-ench.cc mon-place.cc terrain.cc): Teleport away monsters unsubmerging on the player's square. 00:40:56 |amethyst: do you think this fix is safe enough for 0.10.1? 00:41:00 <|amethyst> hmm 00:41:36 <|amethyst> I don't know 00:42:09 03kilobyte * r3dfccf220ece 10/crawl-ref/source/dat/des/branches/crypt.des: fIX A CASE OF STUCK cAPSlOCK. 00:42:09 03kilobyte * r16d9126aa185 10/crawl-ref/source/ (19 files): Make a bunch of functions static or non-existant. 00:42:10 03kilobyte * r50698463327f 10/crawl-ref/source/melee_attack.cc: Fix a misleading comment. 00:42:26 <|amethyst> It doesn't absolutely prevent the crash, as it is possible that monster_teleport fails 00:43:27 <|amethyst> I may have missed something subtle about moving the teleport check from _dgn_check_terrain_player() to remove_enchantment_effect() 00:45:09 -!- Pacra has quit [Quit: This computer has gone to sleep] 00:45:17 <|amethyst> I tested sunlight + shallow water + big fish + player and air elemental spam 00:45:56 <|amethyst> still, it might be good to let it get a bit of testing in trunk before backporting it 00:46:14 <|amethyst> OTOH, I don't know that it will get much testing, since it's a fairly rare sitation 00:46:48 I can pretend I tagged 0.10.1 and was just testing builds before you pushed it :p 00:47:16 but seriously: this fix is better than potential breakage, right? 00:47:27 <|amethyst> yeah, I guess that's true 00:47:43 <|amethyst> it doesn't appear to make fish randomly teleport around 00:48:17 <|amethyst> or anything silly like that 00:48:47 -!- ainsophyao has quit [Remote host closed the connection] 00:50:17 <|amethyst> I'm just wary about merging code that was written all of 10 minutes ago into a stable branch 00:50:43 <|amethyst> but it's not like people run nuclear power plants with this codebase 00:50:48 <|amethyst> or, at least, I hope not 00:52:06 <|amethyst> so, yeah, throw it in 00:54:16 how does tasking work out on this project 00:54:48 <|amethyst> people pick things and do them 00:55:15 <|amethyst> sometimes they post an "implementable" on the bug tracker asking for someone (anyone) to do them 00:56:08 only the stuff on the tracker that are considered confirmed issues? 00:56:52 <|amethyst> implementables are essentially feature requests that have been vetted (or made) by the devs 00:57:20 <|amethyst> as for bug fixes, often the issue doesn't even go through a "confirmed" stage 00:57:36 <|amethyst> usually in fact 00:57:37 if i can reproduce the bug it's worth fixing 01:00:06 <|amethyst> Essentially, yes... for me (I usually deal with smaller bugs), if I can confirm and reproduce the problem, usually I'm well on my way to having a fix, so I don't bother marking the bug as confirmed first 01:00:17 <|amethyst> if it looks like it will take a while, I do 01:25:04 -!- evilmike has quit [Read error: Connection reset by peer] 01:36:43 <|amethyst> re: #5400 ("Felids autopickup needles of curare"), I think smock has some good points. It's not like curare needles are, among all items, uniquely dangerous to the player... so why pick them up defensively but not other items 01:43:09 i think they are 01:43:37 why not autopickup distortion weapons 01:51:48 Dixbert, because you don't know that they are distortion until you use them 01:52:10 03|amethyst 07stone_soup-0.10 * r6a4995586a20 10/crawl-ref/source/ (mon-ench.cc mon-place.cc terrain.cc): Teleport away monsters unsubmerging on the player's square. 01:52:10 03kilobyte 07stone_soup-0.10 * r0443e65bb2e6 10/crawl-ref/docs/changelog.txt: Changelog for 0.10.1 01:54:31 great, another SourceForge breakage 01:54:58 claims "permission denied" when trying to create a directory for 0.10.1 02:03:21 -!- monqy has quit [Quit: hello] 02:04:11 <|amethyst> #5380 complains about still seeing the just-killed monster when you get the stat-increase prompt... is it worth it to force a redraw? 02:04:13 Keskitalo: could you try uploading 0.10.1 to SourceForge? It's possible they broke uploads only for "developers" with upload rights, not "admins", and you're marked as one. The set of builds is at http://angband.pl/tmp/crawl-0.10.1/ 02:20:06 03kilobyte * r8b32dbd4cb7d 10/crawl-ref/docs/changelog.txt: Changelog for 0.10.1 02:23:50 Stable branch on crawl.develz.org updated to: 0.10.1-0-g0443e65 (32) 02:30:32 -!- dtsund has quit [Quit: dtsund] 02:31:01 Napkin: 0.10.1 is a yet another reason to upgrade webtiles, and get all those fixes in 02:31:23 oh nooooes! 02:31:28 ;) 02:32:22 unless you're thinking of some [semi-]automated scripts, in which case it won't be on your skin in the future 02:32:45 well, now that the tourney is over we can thing about that 02:33:27 but i'll get ready for work first ;) 02:34:34 work, the curse of the drinking classes 02:38:59 -!- ais523 has quit [Remote host closed the connection] 02:43:15 -!- ainsophyao has joined ##crawl-dev 03:30:52 -!- |amethyst has quit [Ping timeout: 246 seconds] 03:39:40 -!- ainsophyao has quit [Remote host closed the connection] 03:43:50 -!- |amethyst has joined ##crawl-dev 03:53:39 sickness instead of nausea in item description (https://crawl.develz.org/mantis/view.php?id=5427) by nagdon 04:10:26 |amethyst: about #5400, I agree. Defensive autopickup is inconsistent and unintuitive. Better to get rid of it. One more step in the direction of empty default config file. 04:10:57 |amethyst: #5380: sure. It's not like a redraw is expensive. 04:12:03 Napkin: now that webtiles is a (big) part of the tournament, we definitely need a trunk version. And for that, we need automated update. 04:12:10 -!- ais523 has joined ##crawl-dev 04:13:01 Napkin: last time, we started the tournament with code that was mostly untested. And we had quite a few bug that could have been catch earlier if we had trunk. 04:20:22 kilobyte: ok for branch length. The V:$ compatibility trick is a great idea. 04:21:02 I'm actually thinking of even more branch shortening. Will try to do some XP stats to plan it. 04:22:59 Also, while we're at it, can we change absdungeon_depth() to have branches difficulty independent of startdepth? 04:23:44 using portal_branches code, yeah, it's not authoritative anymore so can be fudged with 04:24:01 I don't like that L:3 difficulty depends on whether you had an early or late lair 04:24:30 (note: on the version of that branch I pushed to gitorious, the level stack code is missing, thus any portal vaults and the Abyss crash nastily upon return) 04:24:41 yeah 04:25:26 it would be better to always use the average of mindepth and maxdepth, or maybe another arbitray value (so we can define early hard branch or the other way around) 04:25:44 for shortening branches, one of plans is to add Dwarf as an Elf sub-branch but cut away two levels of Elf 04:26:00 -!- rawrmage has quit [Ping timeout: 246 seconds] 04:26:32 since Elf:1-4 suck terribly 04:26:40 dwarf isn't ready, and we can't add 2 new branches in a single release 04:26:52 -!- due has quit [Ping timeout: 246 seconds] 04:27:17 -!- Twinge has quit [Ping timeout: 255 seconds] 04:28:08 how about: L:5, V:5, E:4, S:4, P:4, A:4? Move (some of) the lost XP and loot to runes and lair branch endings 04:29:21 multiple item heaps on the same positions from KITEM lines (https://crawl.develz.org/mantis/view.php?id=5428) by nagdon 04:29:21 picking up a rune gives 10k XP and loot rooms in branch end vaults 04:29:49 kilobyte: I can try about in an hour 04:31:07 need to run XP stats to see if it balances out. Any volunteer? 04:43:06 -!- rawrmage has joined ##crawl-dev 04:43:06 -!- rawrmage has quit [Changing host] 04:43:06 -!- rawrmage has joined ##crawl-dev 04:44:45 -!- due has joined ##crawl-dev 04:45:55 -!- dpeg has joined ##crawl-dev 04:47:09 Hah, why is galehar missing his + sign of relevance? What evil schemes are going on behind the scenes? 04:50:20 Interesting, there's a donate button on SF for DCSS.. 04:51:26 dpeg: because I forgot to tell nickserv to identify me. Thanks for pointing it out. 04:51:29 dpeg: and hi! :) 04:51:58 Hi! :) 04:52:28 hi dpeg, galehar! 04:52:32 dpeg or Keskitalo: any idea what could be wrong on SF? Perhaps they made some overhaul and file upload rights need to be re-granted or granted a different way? 04:52:40 and hi :p 04:53:01 galehar: With tears I saw that you moved away from the rune lock. But I guess that's how progress works. 04:53:09 -!- dpeg is now known as grumpypeg 04:53:15 !tell MarvinPA I've made a draft news post with elliptic's tournament stats. Since you've been very active in the tournament, could you write a summary and post it? Thanks! 04:53:16 galehar: OK, I'll let MarvinPA know. 04:53:16 kilobyte: I have no idea, sorry. 04:53:25 kilobyte: I'll try to take a look. 04:54:33 dpeg: we had interesting results from the vow of courage banner. It makes for an interesting challenge, but then the mid-dungeon gets even more boring. 04:55:25 !tell greatzebu could you prepare Mac builds for 0.10.1? 04:55:26 kilobyte: OK, I'll let greatzebu know. 04:55:46 dpeg: so if we were to fix that and have a better overall difficulty progression, we'll end up with an artificial restriction that's no useful anymore 04:56:20 galehar: it takes a patented idiot to die in mid-dungeon after a Vow of Courage 3 04:56:20 (proven) 04:56:20 galehar: well, levels should keep getting cut from the game, slice by slice, in my opinion. 04:56:26 kilobyte: who's the loony? 04:56:37 I'll say again, I really like ebarret's idea of removing V:1-V:7 altogether. :) 04:57:03 If unrandarts auto-id now can we remove the robe of misfortune as it's worse than useless 04:57:13 !lg . char=haee ikiller=~mara x=urune 04:57:13 1. [urune=4] KiloByte the Metallomancer (L27 HaEE), worshipper of Vehumet, blasted by KiloByte's illusion (stone arrow) (woven by Mara) on D:20 on 2012-03-11, with 556627 points after 105455 turns and 10:36:23. 04:57:31 grumpypeg: 10:28 < galehar> how about: L:5, V:5, E:4, S:4, P:4, A:4? Move (some of) the lost XP and loot to runes and lair branch endings 04:57:34 kilobyte: that'd make for a nice story. 04:57:35 that's a big slice 04:58:07 I think 5 levels is enough for long brancges 04:58:12 phyphor: Misfortune is dealt with, it lost its unique tile and masquerades as a randart 04:58:17 galehar: could be done. Although I believe more in the stick than in the carrot. But whatever floats your boat. (The cutting is good in any case.) 04:58:26 -!- grumpypeg is now known as dpeg 04:58:29 I like the rune lock (quite a bit), but it's true that we need to reduce the tedium otherwise as well. Doing the latter first, at least, seems sensible. 04:59:16 dpeg: another idea, wizlabs can only be entered with a rune. 04:59:26 interesting! 04:59:59 10k XP for a rune, + loot chamber, + wizlab opportunity 05:00:11 I'm leaning toward carrots these days :) 05:00:19 galehar goes for a big carrot :P 05:00:30 Rune lock would make "rune->loot" without adding loot chambers. 05:04:10 kilobyte: that's ... even worse! 05:04:37 Three of my co-workers tested DCSS yesterday in the KiSS usability tests, got interesting comments 05:05:57 KiSS has shortened the tutorial lessons, last year 1.5 hours wasn't enough for anyone, now one tester did all lessons in around 0.5 hours.. the two others didn't quite finish it in less-than-hour they had 05:06:05 10.0.1 files in SF: https://sourceforge.net/projects/crawl-ref/files/Stone%20Soup/0.10.1/ 05:06:28 (I never understood the point of the thing to start with) 05:06:59 One of these three was interested in playing more, I'll need to forward the webtiles link to him :) he had played Nethack etc before 05:07:23 My roommate said he was impressed with the depth of the game, although the genre doesn't appeal to him 05:07:42 Generally it sounded like the tutorial was functioning fairly well 05:08:52 ah, so it was a matter of file upload rights being wrong. 05:09:06 I'll try to fix those now.. 05:09:35 Keskitalo: sounds good! 05:09:47 galehar: could you wait with the post until greatzebu awakens and gets Mac stuff? This way you can include a paragraph about the point release. 05:11:14 kilobyte: Not sure what the problem is, but you're now an admin over at sf :P 05:12:00 for some reason you didn'thave shell permission, maybe that was it 05:12:08 assuming something changed in general in sf 05:12:39 Keskitalo: ok, that works too :) 05:13:52 -!- ainsophyao has joined ##crawl-dev 05:14:29 -!- ainsophyao has quit [Remote host closed the connection] 05:21:14 -!- mikee_ has joined ##crawl-dev 05:26:05 -!- alefury has joined ##crawl-dev 05:26:55 Passive acid damage vs unprotected unarmed problem. (https://crawl.develz.org/mantis/view.php?id=5429) by gs 05:31:18 is there a plan for anyone to do a tournament writeup? (usually this was done by dpeg, but i guess he's not officially on the team anymore) 05:33:54 mikee_: I'm not, and indeed, no writeup from me. 05:37:48 new hell spider proposal: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:hellspider#alternate_proposal 05:39:24 mikee_: it doesn't have to be a dev. Are you volunteering? 05:39:54 i can recap the scoring part for sure, and could even do this today 05:40:07 thanks 05:40:08 i'll need someone to point out to me the relevant usage stats though 05:40:20 i'll ask elliptic. he has good lg fu 05:40:41 he might already have done this 05:40:42 elliptic has posted some stats here yesterday 05:40:55 I've already put them in a draft post 05:41:07 galehar: interesting proposal. I like forced fights, but then I also like the rune lock. 05:41:21 I can re-provide them or provide new ones as desired 05:41:29 Going with defense is good. 05:41:42 if you pastbin something, I (or someone else) can post it 05:41:43 can you pastebin them if you don't mind 05:41:44 galehar: why not use the original one instead? It's pretty detailed, and cannot be trivially avoided by teleporting at sight. 05:42:20 (your version seems to be an extension to Eronarn's, and I really hate that one) 05:42:46 kilobyte: she's transdimentional. She can have an aura of stasis, or follow you when you teleport. 05:43:10 so "summon butteflies, walk away" 05:43:16 kilobyte: haven't read Eronarn's, will do. 05:43:34 obviously, she'll blink close :) 05:43:51 mikee_: http://pastebin.com/r7SHLugz 05:43:58 thanks 05:44:13 but I like that evading is a possible strategy 05:44:15 galehar: but if take all these steps to make the fight unavoidable, then why not simply _make_ the fight unavoidable (cannot progress to next level without dispatching the spider)? 05:44:22 (the format there is last tourney -> this tourney, if that isn't obvious) 05:44:32 elliptic: is there a point in not counting quits as deaths? 05:44:32 yeah 05:44:34 cool stats 05:44:56 it would be good to rename "quit" to "suicide", too 05:44:58 kilobyte: because they mess up stats a lot depending on how much people like Sebi "played"? 05:45:34 !lg * t / ((ktyp=quitting || ktyp=leaving)) 05:45:35 dpeg: but I don't want the fight to be unavoidable. Since when do you have to kill *anyone* to win? 05:45:35 37127 games for * (t): N=1521280/37127 (4097.50%) 05:45:39 !lg * t11 / ((ktyp=quitting || ktyp=leaving)) 05:45:48 wait what 05:45:51 oh right, that bug 05:45:53 37593 games for * (t11): N=1521280/37593 (4046.71%) 05:46:28 !lg * t ((ktyp=quitting || ktyp=leaving)) 05:46:28 3444. Poncheis the Covert (L7 FeBe), worshipper of Trog, quit the game on D:8 on 2012-03-11, with 881 points after 1939 turns and 0:07:37. 05:46:32 !lg * t11 ((ktyp=quitting || ktyp=leaving)) 05:46:38 10544. barnex the Covered (L1 MDFi), quit the game on D:1 (dpeg entry circle labyrinth c) on 2011-08-28, with 20 points after 0 turns and 0:00:27. 05:46:58 He didn't like my entry vault, the scoundrel! 05:47:13 !lg * t11 ((ktyp=quitting || ktyp=leaving)) s=name 05:47:14 10544 games for * (t11 ((ktyp=quitting || ktyp=leaving))): 6751x Sebi, 975x Xiberia, 254x Xenene, 104x Elynae, 101x soul, 73x Omrii, 69x flashdoom, 68x Grildrak, 62x Tenaya, 59x Lawman0, 52x moohaus, 50x giovform, 49x jaruokki, 44x Gilihad, 42x Leibowitz, 41x Zepp, 40x heteroy, 33x lhfral, 33x Fungee, 30x zup, 28x zengineer, 26x akhier, 24x blackjack, 24x Aocescu, 23x rastarogue, 21x Kaffee, 21x s... 05:47:19 also, I think the "adapt to your attacks" design is prone to encourage degenerate behaviours. If you're a FE, pelt it with throw forst on the first level... 05:47:23 !lg * t ((ktyp=quitting || ktyp=leaving)) s=name 05:47:23 3444 games for * (t ((ktyp=quitting || ktyp=leaving))): 397x Nikinyo, 282x DonAves, 157x syban, 107x Elynae, 74x Kaffee, 60x HoboGoblin, 54x Tenaya, 45x crazyman600, 44x hihot, 43x Zepp, 42x djroomba, 40x ej, 38x johndracula, 35x ibward, 33x shackes, 29x Tollymain, 26x Poncheis, 26x undersol, 26x LogicNinja, 26x Sebi, 24x marxistplot, 24x Neil, 24x Kaldrys, 22x arglypuff, 22x Felyza, 21x darksqual... 05:47:35 galehar: as I said, adapt to defenses could be good 05:48:00 I guess difference in number of quits/leaves between this tourney and last tourney is pretty well explained by Sebi 05:48:17 galehar: that's the whole point -- and can be ignored if the fight is avoidable 05:48:31 so we could take a !Sebi policy instead... but seems to make more sense to throw out all of the games 05:48:39 !lg * t ((ktyp=quitting || ktyp=leaving)) s=xl 05:48:39 3444 games for * (t ((ktyp=quitting || ktyp=leaving))): 2639x 1, 409x 2, 177x 3, 69x 4, 43x 5, 33x 6, 27x 7, 12x 8, 11x 9, 8x 10, 6x 11, 4x 12, 2x 13, 18, 15, 17, 14 05:48:46 galehar: if you can run away instead of killing it, you don't need any means other than fire 05:48:54 !lg * t11 ((ktyp=quitting || ktyp=leaving)) s=xl 05:48:56 10544 games for * (t11 ((ktyp=quitting || ktyp=leaving))): 9741x 1, 416x 2, 185x 3, 77x 4, 31x 5, 30x 6, 22x 8, 13x 7, 9x 9, 8x 10, 4x 13, 3x 11, 3x 14, 20, 26 05:49:24 while it learning means you need to be resourceful somehow 05:49:33 kilobyte has a point 05:49:48 including, possibly, using cold as a FE 06:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-500-g8b32dbd 06:07:16 I think the forced fight is a problem because it's so different form the rest of the game. For example, when players race for the first win in the tournament, the ones who get spider are screwed. 06:08:50 or at least, at a big disadvantage to the ones who roled snake 06:09:16 I don't believe that game design should cater for challenges or conducts in the first place. 06:09:31 Crawl is a game of dungeon exploration, picking fights and killing. 06:09:57 but there, you're not picking fights. THis one is shoved down your throat 06:10:10 Yes, but you know in advance and will prepare for it. 06:10:37 I thought we wanted to encourage people to do lair branches earlier 06:10:55 anyway, not my problem anymore 06:11:04 still, diving and ninja-ing is a really popular strategy. Having a branch which forbids it is odd. 06:11:22 new Snake isn't that easy either, and Shoals is usually considered harder or on par with Elf:5 06:11:59 galehar: it just means you have to choose any other of 15 branches instead 06:12:22 a branch forbidding a particular strategy sounds good 06:13:28 it does forbid every single strategy that includes having only one way of doing things 06:14:09 anyway, I think having a hellspider that rewards avoiding it, is worse than no hellspider at all 06:14:28 my design doesn't reward avoiding it 06:14:31 kilobyte: in my opinion, Crawl is so big there should be more like this: requiring strategic breadth. 06:14:51 so I'd say there are two options: 1. no hellspider, 2. cobweb-blocked stairs until you kill the spider 06:15:20 dpeg: I tend to agree but I'm not certain a non-guaranteed lair branch is the best place for it 06:15:43 with my proposal, you're encouraged to attack her to drive her away. If you don't, she attacks you and learn your weaknesses. 06:15:48 (including those doodads dpeg suggested earlier, like having a minor earthquake spawn a bunch of shafts for flavour, etc) 06:16:13 -!- st__ has joined ##crawl-dev 06:16:29 do spiders have any obvious gender (at least for non-entomologists)? 06:16:30 also, she can have her resists randomized, so you should attack her to learn what they are. 06:16:56 that's abusable and extremely spoily 06:16:58 kilobyte: no, I just picture it as a she :) 06:17:10 how? 06:17:12 elliptic: that may indeed be but it's a nice place to start nonetheless (Lair is seen by many players, including non-winners). 06:17:32 galehar: we can have an unique like Ilsuiw, the one proposed so far (Arachne) happens to be female 06:18:12 elliptic: the problem is, the game is currently strongly biased towards 3-runer areas, very few people ever see anything later 06:18:27 dpeg: I'd just be happier if people planning a very narrow character (for example, a near-complete pacifist) knew ahead of time whether they were sacrificing a branch to do so 06:18:37 instead of it being a 50% gamble 06:20:06 kilobyte: that's because most people die before getting to endgame :P 06:20:15 elliptic: exactly 06:20:18 elliptic: I don't think it's a problem: if you're bent on playing a pure pacifist, then you know to avoid Spider when doing Lair. Bad luck if you're out to do an all-runing pure pacifist, but as I said, game design should not cater for fringe cases like this. I believe this only leads to degeneration. 06:20:49 writeup complete 06:20:52 dpeg: I didn't say pure-pacifist.. most ely chars pacify most enemies 06:21:04 shall i pastebin it, or would someone like the responsibility of having it in their inbox? =P 06:21:09 and it isn't like tomb is going to be easier 06:21:37 elliptic: fine, they want to develop some killings tools anyway then, I guess? 06:21:39 however, the 50% gamble argument is the first problem mentioned that I consider real (being unresourceful is explicitely something meant to be punished here, ninjas can pick another branch) 06:21:55 mikee_: pastebin it. I'll have to run shortly and won't be available until later tonight. 06:22:12 -!- FaMott has quit [Read error: Connection reset by peer] 06:22:43 kilobyte: as I've said before, I'd be happier if Snake had something unique and interesting in it too... this doesn't need to happen before making hellspider, of course 06:22:44 elliptic: have you read up on my alternate proposal? 06:23:19 -!- ais523 has quit [Read error: Operation timed out] 06:24:27 galehar, http://pastebin.com/s6ywHt7w 06:24:33 galehar: I glanced at it... I think probably learning from defenses won't work that well, unfortunately, since defenses either aren't very interesting (AC/EV/SH) or are easily swapped around (resistances) 06:24:38 galehar: not "from hell", which was explicitely mentioned already 06:24:57 (the idea comes from another of Linley Henzell's games) 06:25:43 also, it's a matter of letting the hellspider hit you or a summon just once 06:26:45 learning defenses is another strong reason to NOT fight, too 06:27:31 the more you don't attack her, the more she attacks you and learn. If you fight, she'll go away faster. 06:27:42 galehar, FYI i think pastebin screwed up some of the formatting going from .rtf 06:27:49 Isn't the Royal Jelly a nice precedent for a boss fight in Crawl? 06:28:10 or perhaps, to wear that shitty robe of rF you found somewhere, let it whack you a couple of times, then change to your regular plate of rC for the main fight 06:28:27 mikee_ / galehar : a minor comment on the writeup: ddbe and kown should probably be DDBe and KoWn, or we might even use words 06:28:36 dpeg: good point -- and an enemy you can't avoid too 06:28:46 yes, thanks. i have a bad habit with those abbreviations 06:29:09 kilobyte: you can do stuff like banish TRJ and use Shatter, but generally speaking, the TRJ has to be confronted. 06:29:22 If it makes people happier, perhaps pair Spider with Slime then? 06:29:41 could work 06:30:05 (sad bit about Jiyva, but there are ideas for a spider god, naturally :) 06:30:08 I thought banishing TRJ just meant you had to hunt him down in the abyss. 06:30:27 jle: I thought you could crack the walls open if you really wanted to 06:30:35 (never done this myself, so I could be wrong) 06:30:39 dpeg: you can, yes 06:30:39 Yeah, shatter or corruption works. 06:30:47 LRD or shatter or corruption 06:30:59 not really necessary to banish TRJ first for this 06:31:06 elliptic: yes, just an example 06:31:07 LRD needs pretty high power, but yeah 06:31:11 -!- ainsophyao has joined ##crawl-dev 06:31:19 kilobyte: adapting speed scale with depth, so swapping resists doesn't work so well for the end fight. 06:31:32 -!- dpeg is now known as dpeg_afk 06:31:32 Oh, I thought you meant banishing by itself would open them up. Never mind. 06:32:51 galehar: also, this nearly completely drops Linley's ideas (upgrades are hard-won and stay) 06:33:32 -!- ais523 has joined ##crawl-dev 06:33:48 kind of reeks of Hollywood's ideas of taking the name of some character and not giving it any properties known in the books the movie is supposedly based on 06:34:19 this is not a flaw for mechanics by itself, but if so, the monster shouldn't be named "Transdimensional Hellspider" 06:38:28 03kilobyte * rf96ec8db5397 10/crawl-ref/source/dat/dlua/lm_toll.lua: Drop another use of marker.desc_long. 06:38:36 03kilobyte * ra1c8ae846226 10/crawl-ref/source/dat/des/sprint/sprint_v.des: Remove an outdated comment from ZigSprint, id problems have been fixed. 06:38:36 03kilobyte * r9f1309d72495 10/crawl-ref/source/describe.cc: s/sickness/nausea/ in the description of contam chunks. 06:48:39 dpeg_afk: fwiw, self-imposed challenges normally make an exception for actions absolutely required to win the game (e.g. allruning pacifists would be allowed to kill a monster if it were the only way to obtain a rune; and even then, they'd probably try to kill it indirectly to avoid dirtying their hands) 06:49:24 kilobyte: oh, and I think that with many species of spider, the difference between male and female is obvious (often the females are much larger) 06:49:31 but only once you've seen them both so you know what to look for 06:53:09 yeah, my point is that Crawl generally tries to refer to everything in neuter, including orcs and humans 06:53:37 -!- HangedMan has joined ##crawl-dev 06:54:07 galehar: interesting, you came to a proposal similar to mine independently :P 06:55:32 i think it's definitely a bad idea to force fighting the hellspider, the only fights we actually force are geryon and trj and they're in much, much harder branches 06:55:35 not a lair rune branch 07:03:51 -!- MarvinPA has joined ##crawl-dev 07:06:19 -!- syllogism has joined ##crawl-dev 07:08:27 -!- ZChris13 has joined ##crawl-dev 07:15:51 the main contentious is the forced fight. All other design decisions depend on it. 07:17:11 Some think it's bad, other think it's good. There are good arguments for both. Not sure how to settle this. 07:17:35 *force fightS. Since there are 5 of them. 07:19:16 we all agree that forced fights are not intrinsicly bad. The problem is having it in the Lair branch roulette. 07:21:24 -!- ais523 has quit [Ping timeout: 245 seconds] 07:30:41 kilobyte: about spider gender, the females are often a lot bigger 07:30:46 -!- due has quit [Changing host] 07:30:46 -!- due has joined ##crawl-dev 07:31:09 i think forcing some combat is good, but forcing killing is bad 07:31:44 we currently don't really have enemies where you want to try to damage them even if it won't help you kill them 07:32:04 -!- ainsophyao has quit [Remote host closed the connection] 07:32:53 Eronarn: have you written your proposal? Where is it? 07:34:10 galehar: it was in irc, but i can summarize: the spider appears whenever you get into LOS of stairs; it tries to prevent you from going down the stairs (or getting the rune); hurt it enough and it backs off for a few turns; going down the stairs without having hurt it like that means that evading is one of your strengths so it gets more stuff like constriction or trample 07:35:21 er, LOS of down stairs 07:36:05 the spider appearing is an idea someone else had, but it's a good one. it should feel like it's stalking you 07:36:17 transdimensional aspect 07:37:00 re teleporting away: its transdimensional, so it could act as a teleport anchor. Blinks while in sight blink you towards the hellspider, teleports always land you close to it. 07:37:18 has absolutely nothing to do with linley's hellspider, though 07:38:21 gameplay is more important than reference. If the only thing in common is the name, it's fine. 07:38:33 re slime/spider instead of snake/spider: this would require completely redoing the monster set 07:38:54 It's a tribute, not a copy. 07:38:56 might be a good idea anyway, just a lot of work 07:39:36 alefury: the monster set doesn't have anything remotely resembling balance yet 07:39:36 slime/spider doesn't seem to be a very realistic proposal to me. 07:39:38 slime/spider also brings up the jiyva question 07:40:12 re "making it avoidable by diving means you never want to fight it": just give it a bigger upgrade when you avoid it than when you kill it, that way if you never kill it it will be super powerful by Spider:5 07:40:28 slime/spider? ewwww 07:40:39 slime is scary. Do we really want to have spiders that tough? 07:40:41 just generically horrible upgrades would work for this, like speed, damage, health 07:41:02 alefury: it'd be pretty hard to escape something that's faster than you, has blink close, and can trample... and to do it multiple times in a row 07:41:19 at some point if we want players to be able to avoid fights at all we need to start regarding that as what it is (a strength) 07:41:24 the idea of a twisted version of lair has often come up. using spiders twisted by magic or abyssal forces could be cool. 07:41:44 alefury: _what_ upgrade? This lets people avoid the spider learning what your best way of dealing damage is. 07:42:07 speed, damage, and health, all at once, instead of just a single upgrade geared to the way you killed it 07:42:33 health helps against (nearly) all kinds of killing it, speed makes it harder to avoid, damage makes it kill you 07:42:36 twisted lair could use some of forest and some nonspider hell animals 07:42:37 so it takes 10x damage from fire as it would take otherwise 07:42:57 im thinking speed +10 every time you avoid it 07:43:02 really really horrible upgrades 07:43:05 that you dont want, ever 07:43:15 move speed +10, not all speed +10, right 07:43:17 at least not more than maybe once 07:43:25 otherwise that would be a spoiler trap 07:43:29 +10 might be too much :) 07:43:57 but all speed +5 (along with other generic upgrades) and a warning message would be fine imo 07:44:06 kilobyte: i think it's pretty unrealistic for someone to be able to avoid the spider several times in a row 07:44:08 it's speed = 0 vs any other value 07:44:09 it adapting to your attacks is also a spoiler trap, and dying to learn is okay 07:44:25 you'd need multiple kinds of escape 07:44:32 like pacification and cblink and confusion... 07:44:37 Eronarn: darts of dispersal, or if the spider ever moves, summons 07:44:51 and it needs to move or you can kill it with any polearm or ranged spell 07:45:04 blink close and abjuration would help with summons 07:45:19 darts of dispersal do almost nothing nowadays since dispersal brand has to deal damage to do anything 07:45:29 have to go later 07:45:31 arrows of dispersal on the other hand... 07:45:33 -!- ais523 has joined ##crawl-dev 07:45:43 requires investment 07:45:58 well, as i said, its transdimensional, so it could do weird stuff with teleports 07:46:06 like upgrade dispersal to blink close 07:46:12 :) 07:46:35 one problem with all this stuff is that someone would have to code it, and that there is no way to avoid every way of gaming the system 07:46:45 partially because gaming the system is supposed to be encouraged 07:47:27 vaguely encouraged, like a fe fighting something fire resistant, not ragdoll using a teleport trap and summons to clear zig sprint without leaving the first room 07:47:29 if it had blink close (jumping) + stasis field + high speed + trample + mass abjure, that would render it extremely difficult to escape from 07:47:41 and even if it only gets one upgrade per level, it can get all that by the end of spider 07:48:05 yeah, but then you can just kill it with fire... 07:48:17 on the other hand, thats probably okay 07:48:32 imo the scaling shouldnt be too strong 07:48:37 yeah, i don't see a problem with that... you had to use a bunch of escape resources to get to the bottom 07:48:47 the Spider:1 fight shouldnt be trivial 07:49:02 alefury: my idea for scaling is that it's damage that scales fastest, and that HP/EV/etc. don't scale much... but they START high 07:49:13 so that the first fight, it's a beefy tank, but has a hard time killing you 07:49:25 this gives players time to learn its routines 07:49:37 or get annoyed and tired when they have 07:50:01 HangedMan: well, high for lair, i mean 07:50:01 @??gastronok 07:50:01 Gastronok (04j) | Speed: 5 | HD: 20 | Health: 150 | AC/EV: 2/1 | Damage: 40 | Flags: amphibious, spellcaster, see invisible | Res: 06magic(80), 12drown | Chunks: 09poisonous | XP: 2131 | Sp: airstrike (0-50), slow, swiftness, small mammals, cantrip. 07:50:17 so the idea's that if you kill it, it becomes immune to the way you killed it, and if you escape it, it becomes immune to the way you escaped it? 07:50:21 i think gastronok is a good example of a similar fight 07:50:33 not immune, just gradually more resistant 07:50:38 you rarely want to stand next to him and hit, but he has a lot of HP, so you might have to go poison him, wait a bit, poison him again, wait a bit 07:51:00 (he has airstrike, so you have to keep breaking LOS to stay safe) 07:51:22 five fights would make it get really annoying if it was flat-out immunity, so a vm would at least get two fights cleared with regular poison and poison arrow 07:51:24 or such 07:51:43 i guess it would start out rP- 07:51:44 the fact that one side is speed 5 and the other is speed... 07:51:57 HangedMan: having escape be possible would really help with that, since everyone can escape at least once or twice 07:52:00 or just no rP, so you need poison arrow after one upgrade? 07:52:01 what's hellspider's intial speed going to be with all this? 07:52:30 i think 12 would be nice 07:52:45 one thing that people haven't seemed to talk about is that a lot of these cases are ridiculous to even consider 07:52:59 this makes it slower then regular spiders 07:52:59 what if someone goes after hellspider and they have fire and cblink and summons and pacify? well, they kill the hellspider 07:53:06 just like they'd slaughter any other lair branch 07:53:17 but it is a particularly large and fat spider so fine 07:53:28 HangedMan: it could also get a speed upgrade 07:53:36 naturally 07:53:43 who in the world has cblink ready for a lair branch 07:53:48 well, blink scrolls 07:53:59 semi-cblink happens quite a bit, too 07:54:00 but still, stuff like stasis field would take care of that 07:54:17 id prefer teleport anchor to stasis field 07:54:23 stasis field takes the edge off the obvious keeping curare as an option 07:54:25 its much cooler :) 07:54:32 unless it means the other form of stasis 07:54:48 TSOite kills hellspider in melee -> it gets umbra :D 07:54:49 teleport anchor or stasis field mean a forced fight you cannot escape from 07:54:56 kilobyte: ...no 07:55:05 not as a permanent stasis field. one it gets if you escape from it via tele 07:55:15 -!- ainsophyao has joined ##crawl-dev 07:55:26 kilobyte: and this from you, who mentioned about 5 other ways to end the fight in the last hour 07:55:26 and there's lots of other escape mechanisms, which you're free to try, but then it starts to adapt to those too 07:55:28 silence style or halo style? 07:56:00 HangedMan: halo style, always on 07:56:07 ew 07:56:10 alefury: how exactly does a teleport end a fight? 07:56:14 and not affecting its own blink close 07:56:16 it lets you escape, not defeat it 07:56:17 -!- Pacra has joined ##crawl-dev 07:56:17 because that's a jump 07:56:30 getting more attracted to the teleport anchor 07:56:41 kilobyte: right, you said forced to kill or no hellspider... 07:57:01 which a lot of people dont agree with, and therefore seem to ignore in this discussion... 07:57:24 HangedMan: well, the stasis field would only show up if you tried to teleport/cblink away, and doing so resulted in you getting to the stairs without fighting the spider noticeably 07:57:59 the thing is this sounds rather drastic for a five fight boss 07:58:17 the whole hellspider sounds rather drastic imo 07:58:17 it's one pip of rF+ each fight across multiple proposals, not rF+++ 07:58:31 giving two upgrades per kill was also proposed 07:58:34 also that certainly 07:58:35 1. how exactly are you going to detect a teleport "kill"? 2. if you count it as one, the player still needs to kill it four times, without being able to escape if something goes south 07:58:36 HangedMan: all players can teleport, though 07:58:55 so instead of 5 forced kills there are 4, with a nasty downside 07:59:02 most players won't have enough fire wands to be able to kill it once it's rF+ 07:59:10 that's what the cold wand is for 07:59:14 then draining 07:59:16 so it doesn't get the "no forced fights" crowd anything, while killing unspoiled people 07:59:30 greater nagas also kill unspoiled people 07:59:38 kilobyte: there are lots of ways to prevent the hellspider from preventing you using the stairs 07:59:42 greater nagas are naga mages with more health 07:59:57 alefury: you can escape greater nagas in so many ways, and they're not a boss fight 07:59:59 confuse it, slow it, blink right onto the stairs, pacify it, abyss it 08:00:04 greater nagas are naga mages with haste and powerful constriction and a big-ass weapon and... 08:00:17 heck, you can just be really fast 08:00:17 naga mages already have haste 08:00:25 alefury: not bigger than warriors 08:00:26 stupid spriggans 08:00:44 wow, i never noticed that naga mages have haste 08:00:50 @??naga mage 08:00:50 naga mage (05N) | Speed: 8 (act: 80%) | HD: 7 | Health: 25-52 | AC/EV: 6/10 | Damage: 17, 3003(constrict)(crush) | Flags: spellcaster, see invisible | Res: 06magic(56), 03poison | Chunks: 09poisonous | XP: 358 | Sp: b.venom (3d12), mystic blast (3d13), haste, poison arrow (3d14), teleport other, teleport self. 08:01:01 indeed, haste. interesting 08:01:06 greater nagas aren't greatest nagas 08:01:14 theyre pretty great imo 08:01:17 i think you're being a little obtuse about the goal of this... it's just to treat 'escape from hellspider' as an alternate fight-ending condition, which is still treated as something the hellspider responds to 08:01:37 one problem with all this is tracking it 08:01:42 rather than 'the hellspider resists what you kill it with' it's 'you can't easily beat the hellspider with the same tactic more than once' 08:02:17 damage is probably not that hard to track, but aux stuff like hexes, teleports, etc, could be very hard 08:02:45 alefury: what you'd probably want to do is write a hellspider_reacts(HELLSPIDER_HEXES), and toss that in anywhere as needed 08:03:04 hexes could just mean +mr 08:03:36 i think the hardest case is actually fights where lots of stuff hit the hellspider 08:03:39 another hellspider problem: if you let it regenerate or allow anything that doesnt do damage to affect the weighting, you can skew them with repeated actions 08:03:49 right, that's what i was about to say 08:03:50 the proposal doesn't make it absolutely certain 08:04:14 example of: you hit it a lot with draining, but have to run away, then you try summons, then you run away again, then you finally beat it this level with fire 08:04:17 like kite it to slow and confuse it a bunch of times, then kill it with fire, get the MR upgrade which you dont care much about 08:04:18 what should it get? 08:04:45 non-regeneration? 08:05:02 alefury: well, kiting it can be fixed if it's only in LOS when you can see the down stairs 08:05:19 it would become very dangerous to do that kind of thing 08:05:38 since it would just suddenly appear and attack you (it definitely needs to act first when it blinks into existence!) 08:05:40 i hope someone just implements it in whatever way he pleases 08:06:01 so there would actually be some basis for any discussion 08:06:03 unlike now 08:06:28 creating some hard facts would help speed this along, a lot 08:06:36 i could write a brief version of my proposal but i can't code it :( 08:06:40 i should be working on my 7DRL as is 08:06:56 with implement, i didnt mean code, i meant commit 08:07:04 a patch would just create more pointless discussion 08:07:17 I still think most of it is in the degrees, and that plenty of characters can take out the hellspider in four fights without any of their own actual abilities 08:07:30 curare, wand of fire, wand of cold, wand of draining 08:07:44 or perhaps, the hellspider could be avoidable but it would die only after 5 actual defeats 08:07:57 so you can get the xp/loot from the branch 08:08:16 <|amethyst> and, since it's transdimensional, continues stalking you after you leave the branch? 08:08:26 shows up again in zigs 08:08:27 oh that would be so nasty 08:08:33 kilobyte: actually, i like that... if you escaped it multiple times, it would be extremely hard to escape by the rune level 08:08:40 but it would still have some extra 'lives' 08:08:47 Eronarn: why? You didn't defeat it, so it doesn't get harder. 08:08:48 transdimensional hellfelid 08:08:55 kilobyte: it gets harder to *escape*, not to kill 08:09:06 and you need to get the rune after all 08:09:19 and then at the run level you empty a wand and quaff some heal wounds 08:09:32 kilobyte: is this based on the "hellspider corpse = rune" proposal? or is the rune just lying around and you can take it? 08:09:47 alefury: the hellspider is the rune, since day 0, yeah 08:09:58 where are the ghost moths in all of this 08:10:04 they must feel neglected 08:10:09 i dont think a lot of people discussing dont use the same assumptions 08:10:24 for example, the whole discussion about avoidable fights is pretty pointless if the hellspider is the rune 08:10:25 somehow i missed that, and i don't think that is a good idea at all 08:11:06 Eronarn: uhm, then why Spider would have the hellspider at all? 08:11:25 there are also multiple vaults that already define a level with their presence, which makes fighting the hellspider on the same floor rather malnevolent 08:11:25 ttants: hellspider, helicopter, helispider 08:11:29 kilobyte: as a cool, creepy, guardian boss monster that pesters you actively rather than being easily skipped 08:12:30 HangedMan: if there are no stupid restrictions on teleport, you can choose where and when you fight it 08:12:52 fair enough 08:12:55 not if it guards stairs actively 08:12:58 with the hellspider having a serial branch end would actually make a lot of sense 08:13:04 that would be so cool 08:13:12 what, shoals:5? 08:13:17 well, yes 08:13:20 i like shoals:5 08:13:35 I would like shoals:5 more if it had more to it 08:13:41 just that there is only one version of it sucks 08:13:47 yes, that 08:14:41 someone should do a version of it with lagoons 08:14:55 deep water pit, ground ring around it, tree ring around that 08:15:29 there's a kraken vault that evokes that general shape 08:15:43 did we ever end up getting that shoals cultist vault 08:15:54 nope 08:16:50 it existing would be a pretty good reason to make lucy acolytes actual monsters, which would then be good vault material 08:17:05 [/bias] 08:18:22 okay i'm going to go work on my 7DRL now, later :P 08:19:43 hah 08:21:52 I think the hellspider should stalk the player all over the place 08:22:01 just show up on the edge of LOS then disappear 08:22:04 in the temple 08:22:07 yessss 08:22:10 Hells 08:22:12 on zot:5 08:22:16 Yessssss 08:22:26 in the abyss 08:22:28 abyss 08:22:32 I was just about to 08:22:35 you sneaky 08:23:09 somebody give me some feedback on some pre-mantis vaults: http://pastebin.com/u7TQQQv3 08:23:16 don't the unkilled &s show up in the orb run now, or something? 08:23:21 because hellspider 08:23:51 only you wouldn't fight the hellspider all over the place. It would just stalk you. Then disappear if you tried to chase it. 08:24:23 imply that the unkilled unrand lords appeared because the hellspider brought them out 08:25:00 Hellspider is now crawl 08:25:17 Q: Why is- A: HELLSPIDER 08:25:51 HangedMan: I can't read your vaults 08:25:54 how do I shot vaults 08:25:58 -!- Pacra has quit [Quit: This computer has gone to sleep] 08:26:26 dump all of it into some .des file on a local build 08:26:50 No how do I read them 08:26:55 I know how to play them 08:27:31 A bunch of air elementals, an air mage, some ball lightnings, and a mist cloud generator 08:27:45 rain 08:27:47 and a guaranteed electrocution branded weapon 08:27:50 oh right rain 08:28:05 just a door with all that inside? 08:28:17 I can't read these vaults worth anything 08:28:17 03|amethyst * re11df563a774 10/crawl-ref/settings/autopickup_exceptions.txt: Drop curare autopickup from the default config. 08:28:24 aerie_drop is named after a certain other vault 08:28:27 03|amethyst * r844e08c9dd00 10/crawl-ref/source/player.cc: Redraw the screen while gaining a level. 08:28:38 I know 08:32:48 ZChris13: quick blade ego:electrocution | quick blade ego:freezing | dagger ego:speed | dagger ego:electrocution | dagger ego:freezing 08:32:57 nothing guaranteed about electrocution 08:33:08 ??? 08:33:21 well 08:33:24 I meant this one: KITEM: dT = disc of storms, any weapon good_item ego:electrocution 08:33:49 which is like either dick of storms or a good elec weapon 08:34:23 no, the comma on kitem means stack 08:35:44 oh what 08:35:45 it's both 08:36:05 <|amethyst> d is one, T is the other 08:36:15 <|amethyst> right? 08:37:12 <|amethyst> KITEM: xy = foo, bar isn't actually described in the documentation 08:37:15 the dT implies to put it on both d, which has KFEAT: d = shallow_water, and T, which has KFEAT: T = teleport_trap 08:37:22 eh? No "dT = " anywhere in des/ 08:37:37 <|amethyst> kilobyte: this is in hangedman's pastebin 08:37:38 kilobyte: http://pastebin.com/u7TQQQv3 08:37:42 ah, ok :p 08:37:58 -!- ais523 has quit [Ping timeout: 245 seconds] 08:38:02 ??hangedman[7] 08:38:02 hangedman[7/7]: hangedman can be a bit too creative 08:38:30 pushing the boundaries of what can be done with vaults 08:38:41 to the point where bugs have to be fixed to even make said vaults work 08:38:48 *innovation* 08:39:26 <|amethyst> Okay, but you have to write the documentation patch to describe what that actually does 08:39:40 @ and . can have an interesting (ie, untested) interaction with layout_delve 08:39:51 ...which is? 08:40:18 not sure, you'll come here shouting if it breaks :) 08:40:34 hah 08:40:41 just be aware that I half of expect it to break 08:40:50 <|amethyst> there is an "assigning mutliple glyphs at once" section, but it doesn't describe what happens when there's a comma 08:41:28 it is currently just making me really annoyed at how vault integration occasionally just says "fuck making this look any good" and just makes a long straight corridor to connect to the @s 08:41:51 which looks really bad in slime and spider no matter what silly things I try 08:43:42 this particular problem is fixable 08:44:07 hooray? 08:44:37 yayyyy devs doing things 08:45:18 -!- dpeg_afk has quit [Quit: leaving] 08:45:24 -!- Pacra has joined ##crawl-dev 08:46:10 03MarvinPA * r5488f54f8997 10/crawl-ref/source/mutation.cc: Make Black and Grey draconians correctly keep their innate mutations while in dragon form 08:50:32 I also got a terrifying bug where autoexplore would always go to one spot and keep saying "Key pressed, stopping exploration" and eventually stall while in spider's nest but I can't replicate it in the slightest beyond the mangledbywizmode save 08:51:34 -!- Ragdoll has joined ##crawl-dev 08:52:50 after quick testing, KITEM: dT = disc of storms, any weapon good_item ego:electrocution does nothing but always designate at d and T one of both 08:52:50 I did this if anyone wants to read/comment: 08:52:51 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:propose:dwarf:dwarf_hall_of_fallen_heroes#new_proposal_for_dd_monsters_2012-03-15 08:54:07 the changes to existing dwarves is pretty non-objectionable 08:54:29 st_: unborns are undead rather than a profession 08:54:50 (doesn't mean they're untouchable holy bovines, just something to note) 08:55:00 <|amethyst> I still think of a fetus with a beard every time I hear "deep dwarf unborn" 08:55:28 deep dwarves unborn! 08:55:49 <|amethyst> or "unborn deep dwarf" or whichever it is currently 08:56:14 geomancers and healers would benefit from some dev coding lrd and greater heal other as monster spells 08:56:42 presumably the latter would be rather easy 08:58:15 also I know crawl is using "mancy" in the standard fantasy sense but I cannot get out of my mind geomancy being the divining things from the earth definition 08:59:29 I guess you haven't seen school of magic in Erfworld then 09:00:36 also, most DDs have priestly powers, with Elyvilon skipped because dpeg was for some reason unhappy with it 09:00:42 I never heard why 09:01:07 DS robustness mutation cures frailness (https://crawl.develz.org/mantis/view.php?id=5430) by absolutego 09:06:23 I'm quite unhappy with the "lets just cut all of vaults" line of thinking 09:06:51 since no other dwarven profession can heal others, the lack of healers make it hard to explain how their society can thrive 09:08:08 -!- ToBeFree has joined ##crawl-dev 09:08:28 too much would be unbalanced at once with such a huge cut 09:08:36 trimming would work better 09:20:02 Vaults except V:8 are just more of D, so it'd be no big loss. 09:20:25 or we could improve it?? 09:20:33 make it not just D?? 09:20:37 and heck, if we dropped every second level and multiplied XP gains by two, Crawl would gain quite a lot 09:21:00 less chances for people to die on orb run 09:21:11 less spacing for vaults and such to work out 09:22:22 levels with no vaults are boring IMO, so jacking up the change for vaults to spawn is good 09:22:51 -!- Pacra has quit [Quit: This computer has gone to sleep] 09:22:55 making the orb run harder can be done in 54689347689347 different ways, plus minus 3 09:23:16 scoring/comparsion is thrown off completely 09:23:33 kilobyte: someone is actually working on that 09:23:40 portal vaults become even more valuable 09:23:58 https://crawl.develz.org/tavern/viewtopic.php?f=22&t=4030 09:24:12 it does sound worthy of experimentation in lite or something, but it's an entire game change 09:24:24 !seen dtsund 09:24:24 I last saw dtsund at Thu Mar 15 07:30:32 2012 UTC (6h 53m 51s ago) quitting with message Quit: dtsund. 09:24:53 the guy on the forums is trying to implement it as a game mode 09:25:04 which sounds pretty great to me 09:25:53 game modes are acceptable places to be silly, fine with it 09:25:58 (zotdeffffffff) 09:26:11 game modes are bad unless they're thoroughly different 09:26:21 like zotdef or sprint 09:27:35 alternatively, we could make it easier to add more modes 09:27:40 with some DGL support 09:28:17 heck, even that "endless boring D" could be actually interesting in some ways 09:28:30 Ao100 in Crawl... 09:30:04 zotdef is a game mode where in order to work it purposefully crashes 09:30:33 I'm not entirely optimistic about the amount of effort/focus/resultant bug testing that would be put into other game modes 09:33:09 in the case of that bug, the choice is between allowing an effortless win from that point of, or crash 09:33:32 the best solution would of course be to actually fix the bug :P 09:33:49 hush! :p 09:34:21 03kilobyte * ra1115ef79560 10/crawl-ref/source/dat/ (des/variable/float.des descript/monsters.txt): Evict another Lua description to the database. 09:34:31 03kilobyte * r79cd8e4dbeba 10/crawl-ref/source/dat/tiles/title_shadyamish_octm.png: Fix abysmal dithering and diagonal smudges on the octopode title screen. 09:37:39 shadyamishterror is working on other title/loading screen images, I believe 09:37:54 i think a shortcrawl mode would work great as a game mode. also, it would finally be a game mode i might actually want to play for more than two hours. 09:39:17 "Dungeon Crawl - The further down you go, the less you want to play." 09:40:00 although I would agree with actually making vaults not be such a slog by giving it actual generators 09:41:09 clouded (L25 DETm) (Zot:1) 09:43:51 maybe 0.11 will be known as the great branch balancing version 09:49:46 -!- Dixbert has quit [Read error: Connection reset by peer] 09:50:57 -!- Dixbert has joined ##crawl-dev 09:56:43 -!- jeanjacques has joined ##crawl-dev 10:01:54 HangedMan: actually, I think there's enough of them: they increase download sizes, and the gain from many splashes diminishes as their count rises 10:02:04 unlike, say, vaults 10:02:45 hmm 10:02:52 * HangedMan shrugs 10:03:14 the logo should really be aligned in all images, though 10:03:55 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-506-g5488f54 (32) 10:08:55 it may be better to add the logo later. It'd allow using jpeg for images. 10:09:27 also plausible 10:11:22 03kilobyte * r97e2d190b3c8 10/crawl-ref/source/spl-transloc.cc: Fix instant teleportation (like, from distortion) working in Sprint/with -TELE. 10:12:27 like, totally from distortion you know 10:12:30 I mean 10:12:32 ugh 10:12:40 such a bitch 10:15:03 <|amethyst> kilobyte: you_teleport_now() is used as an emergency measure if the player ends up on an impassable square due to terrain changes 10:16:45 I am annoyed that I never bothered to report that easy bug 10:17:02 where the way that mimics can push you off of them can push you into a wall 10:25:02 |amethyst: possibly the card can do that to you too 10:25:22 so yeah, it may be better to do that in distortion then 10:25:32 <|amethyst> only terrain changes cause the emergency teleport though 10:27:08 <|amethyst> _fixup_after_vault() also does you_teleport_now 10:28:56 <|amethyst> I think maybe the function needs an additional arg to say whether stasis etc should matter 10:29:27 I checked, the instant effect has been taken away from the Portal card. 10:29:29 -!- Chousuke_ has joined ##crawl-dev 10:29:45 miscasts don't ever do instant teleports, too 10:30:17 03kilobyte * r83dafbfe0e55 10/crawl-ref/source/ (melee_attack.cc spl-transloc.cc): Move the Sprint teleport block to distortion code. 10:30:49 <|amethyst> kilobyte: there's still god wrath etc 10:31:11 <|amethyst> and xom's whee! effect uses you_teleport_now as well 10:33:07 <|amethyst> looks like teleportitis uses it 10:33:32 -!- Chousuke has quit [Ping timeout: 272 seconds] 10:34:59 <|amethyst> kilobyte: ohh 10:35:34 <|amethyst> kilobyte: you_teleport_now calls _teleport_player, which does the sprint/item-blokcing check already 10:35:42 no god wrath 10:36:10 no, I got teleported in a real game, then reproduced it in wizmode 10:36:12 03kilobyte * r932227827629 10/crawl-ref/source/xom.cc: No Xom teleports in Sprint, too. 10:37:42 <|amethyst> actually 10:37:57 <|amethyst> I think the problem only occurs if the teleport has the abyss_shift flag set 10:38:30 <|amethyst> which happens 1/5 of the time with distortion 10:38:46 <|amethyst> _teleport_player has 10:38:47 <|amethyst> if (!wizard_tele 10:38:47 <|amethyst> && (crawl_state.game_is_sprint() || item_blocks_teleport(true, true)) 10:38:50 <|amethyst> && !new_abyss_area) 10:38:53 <|amethyst> { 10:39:35 sprint can do abyss too, by the way 10:39:41 <|amethyst> hm 10:40:02 <|amethyst> should it block abyss shifts? 10:41:21 <|amethyst> If so, then I think if (!wizard_tele && (crawl_state.game_is_sprint() || item_blocks_teleport(true, true) && !new_abyss_area)) in _teleport_player() would solve the problem 10:41:22 abyss sprint is pretty awkward 10:41:31 since the no items thing 10:41:37 does it give experience? 10:41:49 I don't think it does 10:42:27 <|amethyst> then, distortion could still teleport a stasised player outside of sprint 10:42:57 <|amethyst> another possibility would be for the !new_abyss_area to be !(new_abyss_area && actually in abyss) 10:43:33 <|amethyst> then the teleport wouldn't get through stasis unless it actually *was* an abyss shift 10:43:53 <|amethyst> or, make the distortion code only pass abyss_shift = true when in the abyss 10:45:34 <|amethyst> either way, I think the Xom fix isn't really needed, since his whee! doesn't do an abyss shift 10:49:39 |amethyst, any results on slime stairs? 10:53:43 <|amethyst> my "fix" was too ugly to live, and I still haven't figured out what's going on with the branch exits 10:53:47 -!- qqryq has quit [Ping timeout: 245 seconds] 10:54:53 <|amethyst> yeah, confirmed without my patch: branch exits, at least the nonprimary one, can end up next to walls in slime 10:56:18 sounds bad 11:01:57 -!- xnavy has quit [Ping timeout: 248 seconds] 11:02:28 not that bad, really 11:02:50 it "just" breaks G 11:05:19 <|amethyst> (my fix being to give _dgn_random_point_in_bounds() an extra parameter saying not to select a square adjacent to a masked square; then to use that flag in _dgn_place_feature_at_random_floor_square() if in slime. That's a hack, but making it happen for only stone stairs involves adding the extra parameter to another function or two) 11:05:48 <|amethyst> (and _dgn_random_point_in_bounds already has quite enough parameters) 11:05:56 :( 11:06:34 <|amethyst> and it still doesn't fix the exits, even though those should be AFAIK placed as stone stairs then converted 11:15:59 -!- MarvinPA has quit [] 11:17:48 <|amethyst> oh, I see, exits use _place_specific_feature 11:18:11 -!- ainsophyao has quit [Remote host closed the connection] 11:43:04 <|amethyst> hm... so now it's handled in all calls to _dgn_random_point_in_bounds(), but still one can occasionally get a stair (up or down) next to a vault wall 11:43:38 <|amethyst> there are some cases where, if it wasn't able to place the feature, it does so without the mask... so that could be it 11:44:18 <|amethyst> still, I don't know if I can call it an improvement... I'm not even sure if it's happening less frequently than without my patch 11:46:24 03|amethyst * rbc44d7b10ec3 10/crawl-ref/source/xom.cc: Fix compilation error in xom.cc. 12:04:30 -!- dtsund has joined ##crawl-dev 12:09:17 Monsters using potions marks all unidentified potions with a ? (https://crawl.develz.org/mantis/view.php?id=5431) by BlackSheep 12:28:17 03dolorous * r027890526d27 10/crawl-ref/source/ (8 files in 4 dirs): For consistency, fix more capitalization with regard to the Shining One. 12:28:29 03dolorous * ra6f2b5275abe 10/crawl-ref/source/dat/des/variable/float.des: Fix typo. 12:29:36 -!- st__ is now known as st_ 12:31:55 tartakower the Warrior (L19 HOEn) ASSERT(t != NON_ENTITY && t < MAX_SHOPS) in 'shopping.cc' at line 2094 failed on turn 49070. (Abyss) 12:37:05 -!- blabber has joined ##crawl-dev 12:48:17 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 12:48:48 -!- mikee_ has quit [Quit: Try HydraIRC -> http://www.hydrairc.com <-] 12:50:12 -!- nfogravity has joined ##crawl-dev 12:50:40 up or down: can we change the name of choko to chayote? 12:58:37 <|amethyst> but, Australian 13:00:25 okay! just checking 13:08:29 chayotawaru doesn't have the same ring, sorry 13:15:38 ?/B is pretty inaccurate now with spider's nest 13:21:03 -!- monqy has joined ##crawl-dev 13:26:23 <|amethyst> and doesn't Donald need speech? 13:28:50 donald better joke about the hellspider 13:32:59 -!- ussdefiant has quit [Ping timeout: 260 seconds] 13:43:37 -!- mikee_ has joined ##crawl-dev 13:50:50 -!- qqryq has joined ##crawl-dev 13:56:50 -!- mikee_ has quit [Ping timeout: 260 seconds] 14:26:57 -!- MarvinPA has joined ##crawl-dev 14:33:41 -!- ToBeFree has quit [Remote host closed the connection] 14:40:01 -!- xnavy has joined ##crawl-dev 14:42:22 orc rooms and morgues, *regardless* of their value, look extremely out of place in spider's nest 14:45:43 -!- ZChris13 has quit [Ping timeout: 264 seconds] 14:45:46 sounds like a vault placement issue 14:46:18 there's also serial_shops in it, too 14:48:06 hyperetru1927 (L18 GhBe) ERROR: range check error (400 / 400) (Spider:5) 14:48:18 -!- absolutego has joined ##crawl-dev 14:48:35 !lm hyperetru1927 crash -log 14:48:35 1. hyperetru1927, XL18 GhBe, T:45351 (milestone): http://crawl.develz.org/morgues/trunk/hyperetru1927/crash-hyperetru1927-20120315-194756.txt 14:48:51 Elynae (L10 DrAE) (D (Sprint)) 14:49:00 Elynae (L10 DrAE) (D (Sprint)) 14:49:15 !lm Elynae crash -log 14:49:16 28. Elynae, XL7 NaAr, T:7927 (milestone): http://crawl.develz.org/morgues/0.10/Elynae/crash-Elynae-20120314-201922.txt 14:49:50 edlothiol: should i report that? (hyperetru1927) 14:49:58 didn't notice anything, i was autoexploring 14:50:21 I think there's an autoexplore bug in spider, but I couldn't replicate it beyond some wizmode mangling 14:50:27 has something to do with web traps 14:52:45 -!- ZChris13 has joined ##crawl-dev 14:55:30 hyperetru1927 (L18 GhBe) ERROR: range check error (400 / 400) (Spider:5) 14:55:38 well 14:57:02 hyperetru1927 (L18 GhBe) ERROR: range check error (400 / 400) (Spider:5) 14:57:14 i think i'll give up on this rune for now 14:59:03 -!- absolutego has quit [Quit: leaving] 14:59:05 you could manually explore the pl hahahahaha of course not 15:02:28 <|amethyst> HangedMan: do you have any wizmode saves of that testing? 15:03:18 -!- ZChris13_ has joined ##crawl-dev 15:03:28 -!- ZChris13 has quit [Disconnected by services] 15:03:35 <|amethyst> oh 15:03:40 -!- ZChris13_ is now known as ZChris13 15:03:44 <|amethyst> the range check error is silly 15:04:35 self-evident? 15:04:47 <|amethyst> a loop is double-incrementing a variable 15:05:15 <|amethyst> it's not related to the web trap thing probably 15:05:24 <|amethyst> err, the explore thing 15:05:29 <|amethyst> it is related to web traps :) 15:05:39 wonderful 15:05:43 so many bugs to fix 15:11:40 <|amethyst> okay, I reproduced it after about 10000 turns on spider:1 15:20:28 <|amethyst> and with my patch I can get to 400 web traps without a crash 15:22:38 03|amethyst * ra61edfef5c68 10/crawl-ref/source/traps.cc: Do not crash when placing web traps. 15:32:47 Can harm royal jelly spawns with the same attack that created them. (https://crawl.develz.org/mantis/view.php?id=5432) by elliptic 15:34:57 swapping places with a monster while you are standing on a tele trap should result in the monster tele-ing 15:35:17 why do I have the feeling you are abusing this with summons :P 15:36:23 no, out of nowhere these tele traps dissapeared in zotsprint, and completly unaware i accidentily stepped on it. however i didnt tele due to stasis 15:36:43 merely by coincidence i swapped tile with a monster next to me, and noticed this monster did not tele 15:36:53 right, right 15:36:57 appeared* 15:47:20 nfogravity the Ninja (L20 SpEn) ASSERT(col < NUM_COLOURS) in 'colour.cc' at line 115 failed on turn 72845. (Elf:5) 15:47:28 uh, oops 15:47:30 i should fix that 15:50:51 kilobyte: so, how about we keep the original design, but we allow the player to avoid the fight. But: 15:51:04 <|amethyst> !lm nfogravity -crash -log 15:51:05 Malformed argument: -crash 15:51:08 <|amethyst> !lm nfogravity crash -log 15:51:09 2. nfogravity, XL20 SpEn, T:72845 (milestone): http://crawl.akrasiac.org/rawdata/nfogravity/crash-nfogravity-20120315-204719.txt 15:51:14 it was my fault, i used a colour that didn't exist 15:51:23 it's very hard, since it has blink close and mess with your translocation (-cTele or worse) 15:51:47 when you skip it, it gets an offensive buff instead of a defensive one 15:52:02 +speed or constriction 15:52:06 easier for it to kill you 15:52:17 and sometimes trample 15:52:33 web spitting? 15:52:51 HangedMan: yeah, that too. Good idea. 15:53:43 so each escape, one strong offensive buff (+speed or constriction) and an ability which prevents player escape (trample or web spit) 15:54:21 constriction does both 15:54:32 somewhat 15:54:40 <|amethyst> as does +speed 15:54:44 -!- evilmike has joined ##crawl-dev 15:55:01 yeah, that's the point 15:55:20 a curare bite could work too 15:57:50 kilobyte: also, your recent "fix" to the Oc title screen has brought back the ugly yellow tint :( 16:12:00 galehar: reading through backlog... I see you were wondering about what to do about xp if levels are cut from the game. I think it's probably ok not to worry too much about compensating 16:12:13 iirc xp/loot was never worried about in the past when levels were cut 16:12:38 I do like the ideas of actually rewarding players for getting a rune, though 16:12:41 actually revamping vaults to be better would be somewhat nice 16:12:51 evilmike: actually I have an idea what to do with. Runes give XP. 16:12:58 well, there's a radical idea for just axing the whole Vaults branch except for V:8 16:13:04 which is a bit crazy but I kind of like it 16:13:15 I don't 16:13:21 galehar: Runes acting like exp potions was suggested a week or so ago on ##crawl, yes 16:13:32 evilmike: too radical IMO 16:13:36 heh, yeah 16:13:49 so, you wander in D, "oh a new branch!", bam, V:8 welcome commitee 16:13:56 not very noob friendly 16:14:04 Good point 16:14:42 I think long branches (V and L) can be 5 level deep 16:14:47 other branch max at 4 16:14:52 (or 3 for crypt) 16:14:56 here's a question about runes and XP: do they give you the effect when you pick them up, or do you "use" them? 16:15:14 if it's the former, what if players decide to put off picking up the rune, for whatever reason? 16:15:22 make the use take multiple turns so ninjas don't get helped 16:15:25 when you pick them. No need for overcomplication 16:15:30 not sure it is worth worrying about that, yes 16:15:49 would this shorten the hells that non-zinnites dive anyway? 16:16:10 the formula for amount of xp given can discourage waiting anyway 16:16:14 also, I can't think of any reason why one would postpone gaining XP 16:16:35 galehar: there's no reason, really 16:16:37 -!- ZChris13 has quit [Ping timeout: 276 seconds] 16:16:43 because you get an instant level and they take longer later? 16:16:58 if it's a pot of xp effect 16:17:00 st_: that depends on whether it's like a potion of xp, or if it's just a flat amount (say 10k) 16:17:15 nobody waits with potion of xp afaik 16:18:23 I think a fixed number would work better for runes 16:18:54 the amount can vary, so Pan/Hell runes are worth more than Lair ones (or not) 16:19:25 I wouldn't worry too much about extended endgame runes (or even Vault:8) 16:19:32 I have to figure out how to use genmap.lua (it gives average XP per level, right?), then I can come up with a proposal 16:19:43 non-lair runes tend to come with a ton of loot, or are just gotten for the sake of allruning 16:19:49 yeah, it's really for Lair 16:20:00 speedrunning spen grabbing slimy? 16:20:05 <|amethyst> fewer levels means more branches can be added, right? 16:20:18 <|amethyst> or is the goal to shorten the game 16:20:29 |amethyst: exactly. Better have many short branches than a few long ones. Diversity. 16:20:35 both 16:20:44 <|amethyst> all four lair branches? 16:20:52 <|amethyst> :) 16:20:53 Some parts of the game also just drag on a bit too long 16:21:03 -!- ZChris13 has joined ##crawl-dev 16:21:11 Vault being 8 levels is bad, when those levels are the same as D but with only city levels, and fewer vaults 16:21:43 I'd want to shorten V to 5 levels, personally, and lair subbranches to 3 levels 16:21:50 5 sounds good to me 16:21:58 that sounds perfect 16:21:59 <|amethyst> what if you used some of the V:8 subvaults with weaker monsters and less loot? 16:22:02 we also need to differentiate D and V better. I'm thinking of removing yaktaurs from D and having more high level bands with improved AI. 16:22:06 it'd help if the organized big box arrangements and basing it primarily on humanoid bands from the devwiki was done 16:22:36 the one v:whatever level i thought was interesting was the one with various themed rooms 16:22:40 elliptic: sounds good. What about Lair? 5? Elf and Crypt? 16:23:07 lair at 8 is okay IMO 16:23:16 abyss and pan will really stand out if everywhere else is shortened 16:23:16 at least for now 16:23:30 lair is one of the better-differentiated parts of crawl currently 16:23:50 HangedMan: inifinite doesn't get any bigger 16:23:50 HangedMan: by that you mean will get way more boring? 16:24:03 yes and yes 16:24:08 but they get relatively longer 16:24:12 since in addition to having a special monster set, it also has a limited unique set 16:24:38 and it has a lot of vaults in it nowadays, with three branch entrances and an ending vault guaranteed 16:24:44 in reference to having a limited unique set, why does rupert spawn in lair? how does he fit in there? 16:25:11 some of his dialogue talks about how you are a jerk for killing monsters 16:25:19 I don't know how the lair unique list was chosen 16:25:28 <|amethyst> I think of him as a Tarzan-like fellow 16:25:45 possibly he is there as an MR-based threat 16:25:46 other humanoids who decided they needed to go level in lair 16:25:52 elliptic: what about Elf and Crypt? ->4 and ->3? 16:25:56 though now we have basilisks for that 16:26:04 baslisks are hardly rupert 16:26:09 yes, basilisks can be pretty deadly already in the right place 16:26:11 basilisks are hardly yaks 16:26:33 <|amethyst> !lg * killer=basilisk 16:26:33 80. Balswisher the Archer (L8 HEHu), worshipper of Makhleb, slain by a basilisk on D:7 (minmay klotski) on 2012-03-10, with 1814 points after 9719 turns and 1:20:15. 16:26:47 galehar: maybe 4 for each 16:27:04 <|amethyst> !lg * killer=yak cv~~0\.(10|9) 16:27:05 1202. Quashie the Covert (L10 SpEn), worshipper of Kikubaaqudgha, mangled by a yak on D:9 on 2012-03-15, with 4318 points after 7908 turns and 0:48:26. 16:27:23 isn't crypt incredibly boring? 16:27:55 it places too many zombies and friends that are mostly melee 16:28:06 it can be, but i think it could be improved by changing the monsters a bit 16:28:16 more curse skulls 16:28:18 galehar: the main reason I'm reluctant to shrink it to 3 is that then tomb entrance doesn't have many options... maybe 3 would be better, but I think crypt has room for improvement too 16:28:20 obvious answer 16:28:25 evilmike: nonsense, we should just cut it. 16:28:26 i find one of the more interesting parts of crypt to be the tomb entrance vault, or whenever khufu spawns 16:28:30 it is certainly well-differentiated from the rest of crawl 16:28:33 and even then half of them are like halfling zombies 16:28:43 or gecko skeletons 16:29:14 galehar: I think one basic thing we should try to preserve is that any branch entrance should have at least two possible levels where it can live 16:29:28 why are there shops in a spider's nest 16:29:37 ok. It does need work on the monster set. The skeletal warriors spam gets tedious. 16:29:43 <|amethyst> nfogravity: to match snake I think 16:29:45 because there are orcs on a spider's nest 16:29:52 i'd also agree with vaults -> 5 or 6, elf/crypt -> 4 16:29:53 <|amethyst> but shoals doesn't match swamp, so... 16:29:55 and necrophages in a spider's nest 16:30:12 swamp could get shops too 16:30:26 one thing about spider is serial_shops can generate there 16:30:34 dunno why, exactly 16:30:37 20% chance! 16:30:50 because spider is untested, we need to fix this 16:30:57 it shouldn't get orc rooms nor shops 16:31:21 galehar: the special rooms thing is odd, but it's actually in the original wiki page 16:31:26 while spider vaults are being altered, shouldn't the four anthills have a chance of appearing in there? 16:31:36 although it only mentions jelly pits, guardian serpents, and beehives 16:31:37 the original wiki page says just jelly and spider rooms, I think 16:32:38 the branch has just been enabled and you guys talk about like it's already too old to be changed :) 16:33:18 the four ant hill vaults should also spawn in it 16:33:29 though that might provide chokepoints 16:33:46 there's a lot of stuff I want to change, I'm just a bit busy today 16:34:39 then again it's hard to lure monsters that are mostly speed 15 to said chokepoints 16:36:43 -!- ZChris13 has quit [Ping timeout: 245 seconds] 16:41:31 !tell mikee_ thanks for the tournament writeup. I posted it. 16:41:32 galehar: OK, I'll let mikee_ know. 16:42:45 <|amethyst> "Increase in ... player performance" means "needs more nerfing", right? 16:43:01 fr: new spell nerf cloud 16:43:19 new *monster* spell nerf cloud 16:43:23 nerfs the player 16:43:57 nfogravity the Ninja (L21 SpEn) ERROR: range check error (400 / 400) (Spider:5) 16:44:02 uh hm 16:44:23 ugh, it reloaded spider:5 16:44:41 someone else had that crash earlier 16:45:08 you took too long, go clear spider:5 without letting it reach 400 webs 16:45:23 idea: anti-magic brand dispel buffs and gives you glow in proportion to dispelled buffs. 16:45:41 33637 games (26977 games) 16:46:04 we had ~7000 more games this tourney 16:46:13 is that the crash related to web traps? I saw that in the commit log 16:46:24 i didn't do an !lg for that, though 16:46:30 I think so 16:46:48 galehar: that'd make it even more different on the player side to the monster side, though 16:47:04 -!- Ragdoll has quit [Read error: Connection reset by peer] 16:47:19 hm 16:47:23 !lg * t11a / won 16:47:23 not that they're much similar at the moment other than "stops you casting spells in some way" :P 16:47:23 32655 games for * (t11a): N=233/32655 (0.71%) 16:47:46 MarvinPA: given how different player and monster spellcasting are... 16:47:53 * Zannick shrugs 16:47:55 yeah, that's true 16:47:58 !lg * t11a ktyp!=quitting ktyp!=leaving / won 16:47:59 29551 games for * (t11a ktyp!=quitting ktyp!=leaving): N=233/29551 (0.79%) 16:48:03 MarvinPA: also, it can debuff monsters too. It's just that they don't buff much. 16:48:23 evilmike, a cursory glance at some vaults I might be submitting whenever their attached bugs are fixed? 16:48:39 <|amethyst> nfogravity: the crash is fixed in trunk if you are willing to wait for CAO to be updated 16:48:42 it would be amusing to constantly dispel off cerebov's haste 16:48:44 submit them and I'll have a look this weekend 16:48:50 as long as it's fixed it's good 16:48:52 I have too much non-crawl related stuff I need to get done today :P 16:49:00 alright alright 16:49:08 also nice tourney writeup, by the time i saw galehar's message asking me to do one i noticed that mikee had already written that :P 16:49:14 also 16:49:24 these ghost moths are a giant dick move 16:49:37 nfogravity the Ninja (L21 SpEn) ERROR: range check error (400 / 400) (Spider:5) 16:49:47 yeah i'm gonna go do something else 16:49:48 galehar: yeah, purple draconian breath already has a monster-debuffing effect but it doesn't do much in my experience 16:49:58 nfogravity: you know you can invisistab ghost moths, right? 16:50:02 especially since it doesn't cost them anything other than a turn to recast 16:50:09 i did not 16:50:26 maybe it should dispel the dmsl some monsters... start with 16:50:48 does genmap.lua give stats about XP per level? Anyone knows how it works? 16:51:26 it's poorly documented (although not as bad as my own script/code of course). 16:51:46 I remember due used that to calculate xp for a crypt ending, so he probably knows what to do 16:52:12 ...oh, even more bugs then I thought 16:52:27 any weapon good_item ego:foo has just made me a blowgun of elec in wizmode 16:55:28 -!- Wensley has joined ##crawl-dev 17:00:31 -!- wtface has joined ##crawl-dev 17:02:48 -!- Vandal has quit [Read error: Connection reset by peer] 17:03:03 -!- Vandal has joined ##crawl-dev 17:09:42 Vaults: ITEM: any weapon ego:foo makes weapons otherwise impossible (https://crawl.develz.org/mantis/view.php?id=5433) by Claws 17:11:32 -!- blabber has quit [Quit: leaving] 17:29:59 Slime staircases can appear next to vault walls, non-main branch exits to any wall (https://crawl.develz.org/mantis/view.php?id=5434) by Claws 17:31:55 -!- Dixbert has quit [Read error: Connection reset by peer] 17:37:33 -!- HangedMan has quit [] 17:46:23 03galehar * r375bead9101b 10/crawl-ref/source/mon-act.cc: Prevent allies from smiting enemies through glass. 17:48:16 03evilmike * rf43d12b098b5 10/crawl-ref/source/dat/des/builder/shops.des: Remove shops from Spider. 17:48:17 03evilmike * ra2fc09efd3d0 10/crawl-ref/source/dat/des/builder/rooms.des: Remove some special rooms from Spider. 17:48:27 03evilmike * r15954afdecfd 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Let some more "bug" themed minivaults spawn in Spider. 17:54:53 idea from the forum: zombies/skeletons are generated buried (and in packs). When you're in LOS, they have a chance to rise. When they do, it's all of them at once (the ones in LOS). 17:55:07 that sounds a lot more interesting 17:55:29 it's also similar to what i had wanted yred to do (have undead rise from the ground when you're on a level) 17:56:27 Arcturas (L27 NaWz) (Hell) 17:58:39 -!- wtface has quit [Quit: HydraIRC -> http://www.hydrairc.com <- \o/] 17:59:59 -!- ainsophyao has joined ##crawl-dev 18:02:04 -!- ussdefiant has joined ##crawl-dev 18:04:50 monqy (L2 SpSu) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed. (Abyss (Sprint)) 18:06:24 -!- ainsophyao has quit [Remote host closed the connection] 18:10:05 -!- ZChris13 has joined ##crawl-dev 18:29:48 -!- ZChris13 has quit [Ping timeout: 272 seconds] 18:32:48 -!- alefury has joined ##crawl-dev 19:00:10 -!- ophanim has joined ##crawl-dev 19:00:37 Can someone answer my question about how weapon skill and fighting skill work together to modify base damage? 19:04:14 <|amethyst> 1. start with the base weapon damage, e.g. 9 for a trident. Cut in half if it is a large staff and you are using a shield. If it is 1.5-handed and you have a shield penalty, subtract 1d(shield penalty). 19:04:58 * ophanim starts writing 19:07:18 <|amethyst> 2. modify that for stats: if your stat mix (between str and average of str and dex, depending on weapon str weight) is > 11, multiply by (77 + 2*1d(statmix - 11))/78 if < 9, multiply by (79 - 3*1d(9 - statmix))/78 19:07:57 <|amethyst> that's your potential damage. 19:08:13 that's base damage, yes, okay 19:08:58 henzell says that weapon skill works roughly (24+1d(skill+1))/25, while fighting is about the same thing with 29 and 30 respectively 19:08:59 <|amethyst> now for actual damage, start by taking 1d(potential), subtracting 1 two-thirds of the time 19:09:44 <|amethyst> next is weapon skill: damage = damage * (2500 + 1d(100*weapon skill))/2500 19:11:01 <|amethyst> and fighting skill: damage = damage * (3000 + 1d(100*fighting))/3000 19:11:53 <|amethyst> then the +1d10 bonus from might/berserk, the -1d5 malus for bloodless vampires, and the *3/2 bonus from statue form 19:12:45 are those skills in %? so roll a 1, it's 100% 19:13:13 <|amethyst> 100 * skill, so if your skill is 5.6, it's 1d560 19:14:47 <|amethyst> now add 1d(plus + slaying) - 1; add 1d3-1 for dwarves with dwarven weapons, 1d2-1 for orcs with orcish weapons, a beogh bonus for orcish weapons, and 1d3-1 for demonspawn with demonic weapons. 19:15:30 <|amethyst> finally, multiply by 0.9 for speed weapons and apply stabbing bonuses. Apply AC and that's the inflicted damage 19:15:42 <|amethyst> brand damage is inflicted later, based on those numbers 19:15:47 right, so weapon would be (2500*1d2700)/2500 at max skill, but that yields a potential of 2700? I assume that modifies your base roll by 270% 19:16:14 <|amethyst> (2500+2700)/2500 is 208% 19:16:24 wolfram alpha is lying to me 19:16:31 * ophanim shakes a fist 19:16:50 Oh, I see what I did 19:16:50 wolfram alpha is good at interpreting the stuff you type into it, but maybe not that good 19:16:58 <|amethyst> and the average would be *1.54 at 27 skill 19:17:24 <|amethyst> the larger constant in fighting means less effect 19:17:44 i expected fighting to do much more less 19:17:58 <|amethyst> *1.4 average, *1.9 max for fighting 27 19:18:11 seems like its pretty much strictly better than weapon skill once youre at min delay 19:18:16 much more less? 19:18:16 because HP 19:18:47 evilmike: i expected a much larger difference in damage increase from weapon skill and fighting 19:18:55 <|amethyst> that's not what "strictly" means :) 19:19:02 im drunk, just ignore whatever i say 19:19:11 I'm trying to write something in c# that will yield average damage given weapon, weapon skill, fighting skill, enchantment bonus and slaying vs. some ac 19:19:18 but I was getting really weird numbers 19:19:19 <|amethyst> but yeah, it has not much less effect than fighting 19:19:20 this should help 19:19:26 <|amethyst> err, than weapon skill 19:19:37 ophanim: do it in c++ so it can be used in crawl :P 19:19:49 <|amethyst> ophanim: see melee_attack::calc_damage() 19:19:56 shouldn't I do it in lua? :P 19:20:00 if you want it in crawl 19:20:05 <|amethyst> note that the formulas are completely different for monsters 19:20:35 <|amethyst> and aux attacks are also different 19:20:47 <|amethyst> (see melee_attack::player_aux_apply for those) 19:20:57 -!- MarvinPA_ has joined ##crawl-dev 19:21:01 ophanim: i still hope a weapon overview including average damage is going to happen at some point, and that would certainly not be written in lua 19:22:24 it would be nice if the waepon screen showed current delay and damage, rather than the base stats 19:22:29 or just... anything to make it easy to compare weapons 19:22:55 it seems easy enough to calculate minimum, average, and top. 19:24:37 <|amethyst> maybe if you made the damage a random_var 19:24:39 -!- MarvinPA has quit [Ping timeout: 260 seconds] 19:24:40 -!- MarvinPA_ is now known as MarvinPA 19:24:46 <|amethyst> then you'd have those for free 19:49:06 03MarvinPA * r51d2b46e9418 10/crawl-ref/source/ (decks.cc misc.cc mon-cast.cc spl-goditem.cc): Make walls from the Tomb card expire after a while, depending on power 19:52:40 MarvinPA: wow. harsh but fair. 19:52:43 also, good night 19:53:30 -!- alefury has quit [Remote host closed the connection] 20:08:10 -!- gnsh has quit [Read error: Connection reset by peer] 20:24:49 -!- instar has joined ##crawl-dev 20:27:14 -!- st_ has quit [] 20:29:25 -!- gnsh has joined ##crawl-dev 20:29:25 -!- dtsund has quit [Quit: dtsund] 20:35:50 so devs, kicking around some ideas for this moth of vulnerability 20:36:11 to reiterate, the idea is to bestow an effect that denies the player their elemental and magical resistances 20:36:24 wondering which way is best 20:37:11 -!- syllogism has quit [] 20:37:55 assume that this is meant to be largely exclusive to spider, which means that for the most part the most important resistance will be poison 20:38:19 not sure whether the idea should be to reduce resistances by one, or to reduce resistances to zero 20:38:32 the difference is whether this effect can cause a player's resistances to become negative 20:39:01 <|amethyst> also what happens to rF++ 20:39:07 downgrade to rf+? 20:39:14 <|amethyst> so neither is strictly stronger than one another 20:39:21 <|amethyst> s/one another/the other/ 20:39:31 I think that has some merit, but at the same time I feel like part of the point of this moth should be that you shouldn't be too bummed out if you don't have rpois for spider, and if your rP can be -1 rather than 0 depending on whether you have any source of rP or not then you'd still always want the resist regardless 20:39:42 ^ response to myself 20:39:45 how much of a difference does 0 rP make from rP-? 20:39:51 i know spiderform gets rP- 20:39:53 honeslty, no clue 20:40:12 is it just damage from poison attacks (eg venom bolt?). Or does damage over time also go up? 20:40:37 how does it work for monsters? 20:40:47 I feel like it *should* affect the DoT 20:40:50 dunno :P 20:41:00 all the monsters with rPois- have fairly low hp, so its hard to see 20:41:24 also, I'm wondering if we can unify this moth's effect with the scroll of vulnerability 20:41:33 i would say no 20:41:38 rename scroll of vuln instead 20:41:43 any reason? 20:41:45 <|amethyst> it looks like it just doubles the damage from the hit, not from poisoning (and doesn't change the duration) 20:41:46 ?vuln is really a scroll of antimagic, in my opinion 20:41:52 could be cool to have a scroll that takes out monster resists 20:41:54 it blocks magic, reduces glow, and reduces MR 20:42:12 |amethyst: thanks 20:42:38 I'd be all for renaming ?vuln 20:43:09 still think a scroll that does to monsters what this moth does to you would be cool 20:43:10 Wensley: anyway, here's what I'm thinking. reducing resistances to 0 is easier, because you don't have to worry about what to do with players that have 2 rings of rPois 20:43:14 especially if it would make hellfire creatures no longer immune to fire 20:43:43 <|amethyst> oh, it more than doubles the damage 20:43:53 evilmike: good point. would it also reduce rF+++ to 0? this would only really be important if this moth was, say, in zot 20:44:07 probably doesn't need to be in zot 20:44:09 (zot should be moth town imo) 20:44:14 could be nasty if you get a fire unique in Spider, though 20:44:19 true 20:44:23 wasn't there 20:44:27 I really like the zot monster set, and don't think it needs to be improved 20:44:28 some other unique for spider 20:44:33 <|amethyst> it doubles it in poison_player(), and then resist_adjust_damage multiplies the irresistible portion by 1.5 or 2 20:44:37 oh, that thing? :P 20:44:47 evilmike: are you not thrilled for the carousel moth, then? :P 20:44:53 dunno wtf that is 20:45:05 evilmike: moth with permanent tornado effect without the damage or the animation 20:45:12 Wensley: here's a question for you. how common should a moth of vuln be in spider? 20:45:25 evilmike: 1.1 a floor 20:45:33 more on the lowest floor 20:45:59 locally, I have a number of changes to spider monsters. Haven't pushed yet because I need to get the xp values to a reasonable level, and I dont want to get sucked into crawl stuff today 20:46:09 the number of these moths has pretty important balance implications, though 20:47:07 like, these moths would actually allow redbacks to be different from wolf spiders, even though both do similar melee damage 20:47:19 yes, I really do think it would be good to not have players feel that they *must* have rP for spider 20:47:43 so perhaps they could be relatively more common 20:47:48 I hear that a lot of spiders are getting buffed 20:47:55 so it would be hard to make a guess anyway 20:48:23 Wensley: hd boosts mainly, also a damage boost for jumping spiders. demonic crawlers (not really spiders) get boosted to centipede speed 20:48:33 evilmike: does this branch have absurdly high monster generation rates? I always envisioned spider like orc, where you're constantly surrounded with little or no chokepoints 20:48:53 @??giant centipede 20:48:53 giant centipede (03s) | Speed: 13 | HD: 2 | Health: 6-12 | AC/EV: 2/14 | Damage: 208(nasty poison) | Res: 06magic(8) | Vul: 09poison | Chunks: 09poisonous | XP: 12. 20:48:56 whoa 20:49:11 that's a pretty drastic reversal 20:49:13 ZOMG SPIDER HOOORDES 20:49:15 Wensley: no, actually. I'm trying to aim more for smaller numbers, but not much popcorn 20:49:24 right now spider has no "band" monsters in it 20:49:39 -!- MarvinPA_ has joined ##crawl-dev 20:49:44 honestly I think it would be fine if spider had tons of hard-hitting but frail enemies, with occasional very hard monsters 20:50:03 "popcorn" isn't what I had in mind, since even the frail enemies should be a threat in large numbers 20:50:50 -!- Xiberia has quit [Ping timeout: 244 seconds] 20:50:58 speaking of lack of choke points, there was talk eons ago about a small tweak to zot, where all hallways would be width 2 instead of width 1 20:51:00 one thing to keep in mind is that most of the levels are very open, so even without bands you can get swarmed 20:51:27 is it the delve layout on every level? 20:51:33 yeah 20:51:35 Wensley: that sounds like a bad idea. its ok to have some wide hallways, but there should be narrow ones as well imo 20:51:41 besides that, you can dig your own hallways on any level 20:51:50 give zot slime walls 20:51:58 regenerating slime walls! 20:51:59 slime walls should stay in slime 20:52:00 where's bmh 20:52:25 in any case, I digress with zot 20:53:27 "Tsuchigumo" is the name of that other spider unique on the wiki 20:53:36 -!- MarvinPA has quit [Ping timeout: 255 seconds] 20:53:36 -!- MarvinPA_ is now known as MarvinPA 20:53:45 I think it would be cool for spider to have a few of its own uniques beside the hellspider 20:54:07 it would be cool to have any uniques 20:54:21 I shall revive lumpy terence 20:54:46 i feel sorry for him, everyone wants to do horrible things like rip out his spine 20:57:33 Wensley: how much would your moth of vuln do in melee? 20:57:46 if it's a weak monster by itself (or even no melee attack) it could be made to spawn with a band of spiders, maybe 20:57:50 evilmike: my moths are all strictly supporting monsters, they are wimps in melee 20:58:13 they actually hit pretty hard :P 20:58:28 moths of wrath are a bit light by the time they show up 20:59:52 right, but I didn't come up with ghost moths or moths of wrath :P 21:00:04 and there's no reason a new moth needs to hit hard (or hit at all) 21:00:41 re: "hit at all", you'll love the night terror moth 21:00:59 which does nothing but blink around and flee and scream with shatter volume and teleport randomly and has narcolepsy 21:01:14 it would be productive to focus on one moth at a time 21:01:22 yes... productive 21:01:28 <_< 21:01:31 >_> 21:01:38 well, I really like this moth of vuln! You should make it :P 21:02:06 okay, then help me figure out what it should do! :) 21:02:34 status effect? how long does it linger? can you get rid of it by killing the moth? is it resistable? 21:03:04 well, the main thing is reduce your rPois to 0. As for the effect it has, I was picturing an "aura" like silent spectres or servitors or whatever 21:03:15 hmm 21:03:26 that way, killing it would immediately end the effect. makes it more interesting if you can prioritize targets in combat 21:03:27 now I'm really liking the idea of a silent-spectre-sized aura 21:03:37 especially with the delve layout 21:03:51 that actually makes the one-per-level thing pretty cool 21:04:05 size can be tweaked. also, if it's doable, you could make it so the aura doesn't turn on until the moth wakes up 21:04:12 that way you can't see it coming by looking at the AOE 21:04:17 hmm 21:04:28 but would it wake up in time for it to be dangerous through a wall 21:04:41 dunno 21:04:52 delve can sometimes have pretty long walls 21:05:05 I like how silent spectres move around crypt fucking you over, forcing you to find the most direct route to the spectre until proceeding 21:05:29 (but it's not cool how moving into silence doesn't stop autoexplore) 21:05:35 as for one per level... I guess they could be placed kind of like curse skulls are in crypt? 21:05:43 (curse skulls are placed as vaults) 21:05:54 oh really? they're never random? 21:06:24 I dont think they can spawn "normally" 21:06:31 perhaps we could just use that idea where webs are like alarm traps for insects 21:06:48 dunno about that. there are _a lot_ of webs 21:06:57 good! :) 21:07:28 i thought that was implemented 21:08:03 could be. when wensley said alarm trap I was thinking of them literally making noise 21:08:23 looks like spiders can sense where you are when you get stuck in a web, yeah 21:08:24 but he must have been talking about a less insane idea. it's hard to tell with him, though 21:08:31 MarvinPA: if it was, that would be really cool 21:08:42 I judge the quality of ideas by their degree of insanity 21:09:11 or maybe not sense where you are but just get woken up 21:09:21 not sure exactly what it does but it definitely does something, anyway! 21:09:31 Wensley: oh yeah and as for the "is it resistable?" question: no. If it's an aura, it's not resistable 21:09:39 but if you step out of the AOE, the effect of course ends 21:10:01 this doesn't sound too hard 21:10:03 an exception would be if you are poison immune (eg undead), of course 21:10:44 evilmike: even the effects of reducing your other resists? 21:11:09 well, this depends on which resists it will lower 21:11:21 some things are flat out immune to some effects. Undead and poison being a big example 21:11:50 rN is another similar one 21:14:28 tocasia77 the Severer (L14 MiGl) ERROR: range check error (400 / 400) (Spider:5) 21:15:06 another question: does it affect monsters? If no, does it affect them if you enslave it? Or if yes, should some monsters be immune to it? 21:16:39 ha, well, it would only make spiders *less* susceptible to poison, then :) 21:16:57 the perfect support monster!! 21:16:58 heh 21:17:04 I didn't think of that 21:17:22 perhaps that's really how it should work, but it might need to be renamed 21:17:40 also would need to make it so that mummies couldn't kite it around for rF 21:17:49 and by kite I mean across levels 21:18:00 don't let it use stairs 21:18:09 should be straightforward, yeah 21:18:20 this is turning into basically a silent spectre with a different effect 21:18:40 which is totally fine 21:19:16 the only thing i'm a little worried about it using it to neutralize demonic crawler's resists. also it might play badly with the hellspider, but that can be worried about later 21:20:13 I also still like the idea of it only turning on when it wakes up. No way to see it coming... 21:20:42 yeah, the effect itself needs some thought 21:21:29 other than this moth, are there any other monsters on the wiki page that you'd like to see? 21:21:51 I've campaigned for clouds of spider hatchlings before, but there are designs issues iirc 21:22:41 i think jumping spiders could be made more interesting 21:22:56 locally i've been toying with just making them harder. but they still feel too much like blink frogs 21:23:12 i'm thinking, give them sense invisible (irl jumping spiders have huge eyes and good vision) as a start 21:23:18 Is DGL available for download anywhere? Assuming that DGL is even what I think it is 21:24:42 Wensley: i got spider clouds working in my swarms branch 21:24:50 they were great 21:25:02 Wensley: of the monsters on the page, I like the sound of this: 21:25:03 Yet another real-life animal (also known as “net-casting spiders”), this family of spiders weaves webs between their front legs and leaps at their prey, encasing their quarry in web. As an enemy, it could work similarly to the Jumping Spider, except that its jump attack could also have a chance of encasing its target in web (causing the Held condition or replicating the effect of Web Traps). 21:25:08 Eronarn: oh cool, I thought there were some technical issues anticipated with treating them as both monsters and clouds? 21:25:11 this could also be given to an existing spider though 21:25:13 eg jumping spiders 21:25:14 what did you settle on? 21:25:47 instar: let me find it 21:25:48 same with the idea of the curare spider... it sounds kind of neat but it could just be given to redbacks or something 21:25:50 Wensley: the issue is that it requires some hefty supporting code to be able to do it 21:26:01 because it needs a place to store monsters that isn't the normal map 21:26:12 instar: https://github.com/greensnark/dgamelaunch-crawl 21:26:16 thanks 21:26:17 good luck :) 21:26:25 been trying to get it running for a few months now 21:26:30 maybe this will be the week! 21:26:46 it would also be pretty, well, buggy 21:27:09 -!- dtsund has joined ##crawl-dev 21:27:09 but it's certainly doable. and clouds with (minimal) monster-like AI is cool imo 21:28:05 evilmike: yes, I think the old consensus was that people would rather give that effect to jumping spiders instead of having a new monster just for that 21:28:20 can we get dire wolf spiders 21:28:22 it's a decent idea anyway, and a good way to make them more than just "blink frogs with poison" 21:30:48 maybe jumping spiders would be better if they had a ranged attack and a melee attack, both good, but different 21:30:56 so some characters would prefer them close, some far 21:34:56 fr new misc item, mexican jumping beans 21:36:55 Eronarn: hard to think of a decent ranged attack that would be different. anyway, I think giving their melee a "web" attack would be enough for them 21:37:06 could even lose their poison attacks 21:37:48 does anything in spider even have a ranged attack right now? 21:38:35 I put the idea for web-spitting spiders on the wiki 21:38:47 more webs! exactly what spider needs 21:39:03 also put up an idea for barb-shooting spiders 21:39:16 guess they'd basically be manticores, but could fire through other spiders 21:39:51 that sounds bad, pretty much nothing has special exclusions on firing through like that 21:39:53 Eronarn: no ranged enemies, but it's hard to outrun stuff 21:40:01 -!- jeanjacques has quit [] 21:40:02 just fedhas i think 21:41:31 http://en.wikipedia.org/wiki/Bolas_spiders 21:41:33 let's add these 21:43:11 -!- ZChris13 has joined ##crawl-dev 21:43:12 -!- ZChris13 has quit [Client Quit] 21:44:18 also we should probably have an orb weaver because well you knoow 21:44:27 they spit nets 21:44:30 orb of destruction weaver 21:44:43 Eronarn: I put those on the devwiki as well 21:44:43 If there's an orb weaver, it does need to shoot orbs, yes 21:44:50 in my giant spidermonsterdump last year 21:45:06 man that would be a great ranged enemy 21:45:08 on a much more trivial note, I'm thinking red wasp -> tarantula hawk 21:45:17 keep the monster the same though 21:45:21 haha 21:45:27 orb weaver with imb and iood 21:45:35 ^ this 21:45:44 orb weaver unique 21:45:54 iood machine gun 21:46:00 when it casts, the message could be like "The spider weaves an orb of pure energy!" 21:46:06 yes, definitely 21:46:16 need to make it so that oods can plow through multiple enemies 21:46:20 iood actually is a very bad spell to rapid fire 21:46:24 take out a whole line of spiders 21:46:28 its much better to pad it out with a second spell like imb 21:47:46 filling spider with ioods makes it sound approximately 1000% better to me 21:47:48 i approve 21:47:51 you know, one thing we could do to make imb less boring and iood more fun: make imb use iood code, make iood fire imbs towards its target as it moves B) 21:47:54 MarvinPA: haha 21:48:11 bring back imb smoke trails 21:48:40 did anyone add imb shock combos yet 21:48:43 because that should be a thing 21:51:19 http://en.wikipedia.org/wiki/Urticating_hair 21:51:24 these would be a good thing to add 21:55:42 Eronarn: I refuse to look at that wikipedia page but psure I also put that on the devwiki 21:55:52 that was the barb-firing spider 21:56:51 so let's review tonight's spider discussion 21:56:54 moths of vuln are awesome 21:56:59 oods are awesome 21:57:04 spider clouds are awesome 21:57:18 jumping spiders should have netting attacks 21:57:26 end review 21:57:34 that sounds about right 21:57:42 yeah, netting ranged / weaker poison melee sounds good 21:57:44 for jumping 21:58:23 let's make it happen before 100,000 people get gossamer runes 21:58:47 as for stuff to actually get done: i'm still planning on rebalancing the existing monsters. wensley, the moth of vuln is up to you. Also, the orb spider wouldn't be much work since it's not actually adding new spells 21:59:34 as for the jumping spider stuff, that shouldn't be too hard either, and the idea is solid 22:00:00 all the other ideas discussed are interesting, but more vague 22:01:55 The golden wheeling spider, Carparachne aureoflava, of the Namibian desert escapes parasitic wasps by flipping onto its side and cartwheeling down sand dunes.[43] 22:02:37 does this mean there will eventually be a spider race, by the way? 22:02:49 no 22:03:02 the other branches are player races 22:03:07 not really 22:03:11 there's no swamp race or jelly race 22:03:20 ah, swamp I forgot 22:03:27 there's some old idea for a spider god 22:03:27 I was thinking snakes/shoals/orc 22:03:38 way long ago there was discussion of an insect race 22:03:43 with castes you can grow into 22:04:11 then there's spider god which is really badly thought out (it's basically 'god of letting you stay in spider form permanently' 22:04:20 -!- Dixbert has joined ##crawl-dev 22:09:12 spider pig? 22:14:05 iirc the idea behind spider god would be that it was like beogh, but worse, where the god actively inhibits you and the *goal* is to become powerful enough to renounce it successfully 22:14:11 which is sort of neat but also sounds awful 22:14:36 which is to say that the spider race would always start with that god, or something 22:14:44 ah, okay 22:14:50 as much as I like beogh I really don't think we need any more race-specific gods 22:15:05 I find the race-specifics of beogh to be extremely weird 22:15:10 Tho I too like beogh 22:15:31 Plus the name is fun to say.. beeeee-oh-gaaaah 22:15:56 beogh is like xom where his purpose is more to be a sort of "oh hey that's neat" for new players rather than needing to really be viable 22:16:02 but it would be great if he was viable! 22:16:04 same with xom 22:16:35 I find beogh fairly viable 22:16:46 !log . hopr 22:16:47 2. evilmike, XL27 HOPr, T:70650: http://crawl.akrasiac.org/rawdata/evilmike/morgue-evilmike-20111120-071609.txt 22:16:52 check out how long Jorge lasted in that game 22:17:08 he's pretty good, yeah 22:17:09 ha 22:17:10 just annoying 22:17:23 57,000 or so 22:17:49 i see you didn't bring any followers with you on the ascent 22:17:53 i'll give you one guess as to what killed all my orc buddies in zot, there 22:17:54 traitor :( 22:18:01 evilmike: moth of wrath 22:18:03 no 22:18:12 orb of fire 22:18:13 well I guess we'll never know 22:18:14 it was miasma. it's always miasma. 22:18:17 haha 22:18:53 "You could see the friendly Arbeogh your orc warlord, the friendly Ortolf your orc warlord, the friendly Syrus your orc warlord, the friendly Bogbarth your orc knight, a friendly orc knight and the friendly Judas your orc high priest." 22:19:21 judas failed to betray me all game, even! 22:19:35 I can never keep caster orcs alive 22:19:40 I remember that jesus' apostles were john, luke, mark, and bogbarth 22:19:48 maybe he steals the orb and runs off after i leave the dungeon 22:20:05 MarvinPA: no he converts to zin (get it) 22:20:32 I really want to do a hopr and try to do something with the mutagenic cloud trick 22:20:55 But I go whole games without seeing it and evaporating mutation potions are mixed in results 22:20:57 i think i failed at keeping hold of any sorcerers that game, had high priests for a while though 22:21:13 oh and that was before notes on ally deaths existed :( 22:21:51 i think warlords in plate with crossbows are probably better than most things you could poly them to anyway? 22:22:41 they are 22:24:31 -!- instar has quit [Quit: hitting yourself] 22:25:14 yeah, there's probably only.. a really small handful of things that might compete 22:25:20 dragons, titans 22:26:22 but you can get boggarts 22:27:44 not from an orc warlord, and boggarts die too easily anyway 22:27:52 invisible stuff also tends to get killed by friendly fire 22:29:03 yeah i didn't mean from warlords 22:29:12 warlords are really only going to be the highest hd stuff 22:29:46 i wonder if you could get a pearl dragon. 22:41:08 -!- medgno has joined ##crawl-dev 22:42:48 Fa (L15 MiFi) ERROR: range check error (400 / 400) (Spider:5) 22:43:01 -!- Famott has joined ##crawl-dev 22:43:07 I just crashed resting o_ 22:43:08 o_o 22:43:34 it's fixed in trunk, Famott 22:43:42 I am in trunk 22:43:43 huh 22:43:44 but hasn't been updated on cao yet 22:43:48 CDO 22:43:54 they both update once a day 22:43:56 or so 22:45:05 hm 22:45:29 it sucks, i was crashing in spider 5 today too. it will be fixed tomorrow, not much to be done until then 22:45:35 i got the abyssal rune instead 22:48:11 I got the rune, and saved 22:48:13 so <3 22:48:25 I dunno what exactly causes it 22:49:06 Fa (L15 MiFi) ERROR: range check error (400 / 400) (Spider:5) 22:55:36 it happens when you find 400 spider web traps in spider, apparently 22:55:57 ha 22:57:21 -.- 22:57:37 So what you're saying is that there's not supposed to be more than 400 and if more than 400 are generated and found it crashes? 22:57:43 yep 22:57:49 that's uh. Silly. 22:57:56 which is why it was fixed 22:57:58 :D 23:12:15 evilmike: watching blade do spider, and I really think that monster generation needs to be drastically increased. so far he's gone from spider:1 to spider:3 and has *never* fought two enemies at once, aside from finding nikola and maud spooning 23:13:10 i just did spider on a spen 23:13:12 it was very gentle 23:15:48 if you aren't wading through infinite mobs of spiders, there's no point to this branch 23:16:05 could let some spawn with bands 23:18:00 spiders need to be popping into existence all around you constantly 23:18:04 spiders, raining from the sky 23:18:13 spiders, burrowing up from the earth 23:18:21 spiders, shifting in from parallel universes 23:18:30 spiders, bursting forth from your skin 23:19:26 -!- dtsund has quit [Quit: dtsund] 23:19:43 Wensley: How about a unique spider? 23:19:46 easier to use monster bands. your moth of vuln would be a good choice 23:20:19 in the mean time another spider could be made to spawn with friends. not jumping spiders though (too much like blink frogs) 23:20:37 a group of redbacks 23:20:39 mmmm, @ 23:21:03 how about a spider that calls out for other spiders, kinda like a summoner 23:21:24 like "the spider gestures and a group of spiders come out of the ceiling 23:21:28 or something dumb like that 23:22:25 that's part of the proposal for egg-laden spiders 23:22:36 any spider can be egg-laden 23:22:43 the eggs on its back hatch into spider swarm clouds 23:22:51 and spiders then spawn from the swarm clouds 23:22:58 Oh god 23:23:01 the swarm clouds themselves do things 23:23:04 like move around 23:23:04 or a spider that lays eggs on you 23:23:07 eating all corpses instantly 23:23:17 doing damage that bypasses ac as they crawl under your armor 23:23:27 oooh that sounds fun 23:25:36 demonblade the Destroyer (L18 DrIE) (Spider:3) 23:27:16 -!- medgno has quit [Quit: medgno] 23:36:59 -!- dtsund has joined ##crawl-dev 23:38:05 -!- elliptic has quit [Quit: Leaving] 23:42:03 -!- Wensley has quit [Ping timeout: 246 seconds] 23:52:59 -!- Wensley has joined ##crawl-dev 23:58:20 -!- nfogravity has quit [Quit: Leaving]