00:04:23 Unstable branch on crawl.develz.org updated to: 0.11-a0-782-gf2d1b03 (32) 00:17:31 03evilmike * r4cb8ab37254f 10/crawl-ref/source/dat/des/ (branches/spider.des builder/shops.des): Make some floating vaults minivaults. 00:20:21 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-783-g4cb8ab3 00:25:19 -!- capablanca has joined ##crawl-dev 00:26:37 -!- capablanca has quit [Read error: Connection reset by peer] 00:27:21 -!- capablanca has joined ##crawl-dev 00:27:44 -!- mikee_ has quit [Ping timeout: 252 seconds] 00:27:44 -!- capablanca is now known as mikee_ 00:41:58 -!- Heteroy has joined ##crawl-dev 00:45:38 -!- clouded_ has quit [Ping timeout: 240 seconds] 00:51:32 -!- Heteroy has quit [Ping timeout: 246 seconds] 01:07:17 -!- nfogravity has joined ##crawl-dev 01:08:27 -!- Heteroy has joined ##crawl-dev 01:13:14 -!- nfogravity has quit [Ping timeout: 246 seconds] 01:17:47 -!- Heteroy has quit [Ping timeout: 246 seconds] 01:30:01 -!- Dixbert has joined ##crawl-dev 01:30:54 -!- ophanim has quit [Quit: Leaving.] 01:35:18 -!- HousePet has joined ##crawl-dev 02:09:21 -!- capablanca has joined ##crawl-dev 02:09:27 -!- mikee_ has quit [Disconnected by services] 02:09:27 -!- capablanca is now known as mikee_ 02:09:41 !tv jaeger lair:8 killer=balrug 02:09:42 1. Jaeger, XL12 DDNe, T:17820 requested for FooTV. 02:12:18 -!- capablanca has joined ##crawl-dev 02:12:28 -!- mikee_ has quit [Disconnected by services] 02:12:28 -!- capablanca is now known as mikee_ 02:13:11 -!- mikee_ has quit [Read error: Connection reset by peer] 02:13:36 -!- capablanca has joined ##crawl-dev 02:14:50 -!- capablanca is now known as mikee_ 02:24:47 -!- qqryq has joined ##crawl-dev 02:38:16 -!- Mottie has quit [Ping timeout: 276 seconds] 02:40:55 -!- elliptic has joined ##crawl-dev 02:52:49 -!- xnavy has quit [Ping timeout: 260 seconds] 02:53:51 -!- mikee_ has quit [Ping timeout: 244 seconds] 02:57:31 -!- lord-naughty has joined ##crawl-dev 03:02:39 -!- Pingas has joined ##crawl-dev 03:06:30 -!- xnavy has joined ##crawl-dev 03:09:34 -!- nfogravity has joined ##crawl-dev 03:15:02 -!- nfogravity has quit [Ping timeout: 246 seconds] 03:15:14 -!- Zannick has quit [Ping timeout: 252 seconds] 03:33:01 -!- Zannick has joined ##crawl-dev 03:40:21 -!- Heteroy has joined ##crawl-dev 03:44:29 elliptic: hi! I've put together a proposal for branch length reduction: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout 03:46:27 elliptic: also, what are your plans for 0.11? Do you have a todo? 03:49:41 -!- Heteroy has quit [Ping timeout: 246 seconds] 03:49:43 galehar: hi, I haven't really made any plans yet :) have been away from crawl for the last two weeks 03:51:09 I noticed :) 03:52:00 I'm going to make a proposal for an overhaul of melee formulae 03:54:01 Start by making weapon speed linear from skill 0 to 27, then try to balance it by changing the damage formula and factoring stats more heavily 03:54:28 I'll set up a wiki page about it, then an experimental git branch 03:54:42 the branch length reduction stuff looks pretty good... I wonder about shortening lair subbranches to 4 levels, but maybe making them more interesting at 5 levels is possible 03:55:28 I'd like a steeper progression for lair branches, elf and crypt 03:55:59 have high level monsters more common at depth 3 and 4 instead of almost exclusive to the end 03:56:54 that could help, but having five levels with a very restricted monster set is still a lot 03:58:14 about melee formulae, removing the min delay magic number would definitely be good... rebalancing after that will be a lot of work, of course 03:58:56 maybe it will be too much for 0.11, but it won't happen if we never start! 03:59:22 yes, starting on it is good even if it doesn't make it in to 0.11 :) 03:59:36 so I'm starting it, and I'll probably ask for your help 04:00:11 first question: currently, delay is linear to skill. Would it be better to make speed linear instead? 04:00:40 so that raising UC from 0 to 1 gives the same speed increase as increasing it from 26 to 27, which isn't the case now. 04:01:18 I think that probably makes sense, yes 04:03:01 next, I'm thinking of making a str requirement to use weapon, a bit like armour. Simple one is: need base_damage of str or suffer penalties. 04:03:33 increase the effect of weapon skill to compensate 04:03:56 not sure... it should definitely be much smoother than the armour penalty for insufficient strength 04:04:41 I hope that would lead to more variety in weapon used. Choose the best for your char instead of the best of its class. 04:04:53 so not always the same each game 04:05:07 having specific breakpoints is bad though 04:05:50 if having strength < base_damage gives a penalty, having strength > base_damage should give a bonus 04:05:57 yes 04:06:32 but the penalty should be somewhat exponential and the bonus linear 04:06:49 galehar: grabbing CAO morgues took three days again (even with multiple threads); what info would you want first? 04:07:45 to gather stats for the melee project? 04:07:49 hmm... 04:08:02 galehar: I'd really prefer using formulas without so many piecewise-defined functions in them 04:08:03 for comparison, on CDO it's: find -name 'morgue-*.txt'|tar cfJ morgues.tar.xz -T- 04:08:32 how about the breakdown on weapon used? 04:08:33 I think a better way to get the effect you want would be to use accuracy penalties 04:08:50 elliptic: piecewise-defined functions? 04:08:53 elliptic: yeah, accuracy has about 0 effect currently 04:09:00 kilobyte: not true 04:09:09 having really low accuracy is very noticeable 04:09:22 elliptic: so not enough str -> accuracy penalty? 04:09:24 but having medium accuracy and really high accuracy are almost identical 04:09:56 elliptic: I'm grossly simplifying, yeah, but a big weapon is so much better than a weak one, unless your accuracy is truly abysmal 04:10:21 anyone can recommend an online plotting site? So I can share graphs with an URL 04:11:20 galehar: by piecewise-defined functions I mean stuff like f(x) = max(x,0) 04:11:39 ie, if you want a halberd/glaive, you should switch around the point when skill + weapon acc - armour penalty is around 0 04:11:53 or even stuff like f(x) = e^x for x > 0 and f(x) = 1+x for x <= 0 04:12:05 kilobyte: yeah 04:12:43 hitting more often doesn't matter that much if a spear has 6 damage, halberd 13 04:13:53 hardly any monsters have good AC, so later on enchantment + skill + slaying make 1-handers better 04:14:28 elliptic: oh, we probably want to bump the effect of skill on damage as well 04:14:57 I think if we increase the strength/skill requirement to get to a reasonable accuracy level and make the cutoff between abysmal accuracy and okay accuracy less abrupt, then things might work okay 04:15:49 could even give a global malus to accuracy 04:16:50 we can make slower, more damaging weapons more efficient, but require more skill/strength to be usable because of accuracy concerns 04:18:54 perhaps with some factor for 1/2-handed as well, as currently 2-handers start being effective only when the game is basically over 04:19:04 I mean, in mid-game 04:19:30 with very low skill, you don't care much about mindelay, only damage/delay 04:19:59 well, a few dangerous early-game monsters have substantial AC (orc warriors mainly) 04:20:31 with skill 14, a weapon of delay 14 is nearly twice as good as one with 20 (assuming equal damage) 04:21:10 yeah, so early game using 1-handers is not a no-brainer 04:21:47 especially since you don't have a shield yet or didn't have a chance to get enough skill to use it effectively 04:22:03 well, when delay formula is changed, we'll want to move base delays a bit closer together I think 04:22:18 IMO early game shields are pretty terrible currently 04:23:52 because of SH rising sharply with skill, or...? 04:24:09 or EV/weapon speed penalty? 04:24:16 Ooo discussion 04:24:18 because you basically can't use a 1.5-handed weapon with them 04:25:13 which is mostly good -- you want to use noob stuff early then upgrade 04:25:16 the penalty is quite huge until you bring shield skill up, and you have much better skills to raise early game 04:25:18 -!- dtsund has quit [Ping timeout: 244 seconds] 04:26:04 I'm really not happy using any 1-hander early on unless it is enchanted or has a good brand like venom or elec 04:26:16 they are just useless against anything with AC 04:26:28 tridents are another matter 04:26:40 war axes are 1-handed, having a progression to broads makes sense. Same for long blades, and maces. Spears are the only ones hit quite badly. 04:26:42 about delay, I don't like much that almost all weapons end up at the same speed 04:27:03 elec :D 04:27:16 if we make them all scaling smoothly from 0 to 27, then I think min delay should always be base delay / 2 or something 04:27:36 kilobyte: unenchanted war axes, long blades, maces are all really bad early game though 04:27:37 yeah, elec is quite ridiculous very early on, useless later. 25 damage is insta-kill on D:1. 04:27:44 not useless 04:28:37 later on, nearly everything is rElec or flying 04:29:11 non-resistant: stone giants, yaktaurs, draconians 04:29:12 kilobyte: giants, draconians, orb guardians 04:29:45 also non-ancient liches 04:30:14 non-ancients are susceptible? intetersting... and inconsistent 04:30:25 @??lich 04:30:25 lich (15L) | Speed: 10 | HD: 20 | Health: 59-99 | AC/EV: 10/10 | Damage: 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(293), 02cold++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 4059 | Sp: b.cold (3d29), paralyse, greater demon, animate dead, iron shot (3d34), teleport self / b.draining (3d24), animate dead, summon undead, throw frost (3d.. 04:30:30 @??ancient lich 04:30:30 ancient lich (16L) | Speed: 10 | HD: 27 | Health: 83-131 | AC/EV: 20/10 | Damage: 2013(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(504), 05fire, 02cold++, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 11670 | Sp: b.cold (3d37), paralyse, greater demon, animate dead, iron shot (3d44), teleport self / b.draining (3d30), animate dead, .. 04:31:10 (the spleling in my last line deserves a medal) 04:31:11 should have made the elec brand create a full circuit rather than relying on grounding :P 04:31:29 they're not dried out enough 04:31:30 ie, a brand of "tase me bro"? 04:31:58 galehar: I think delay should move closer together as skill increases, but remain different even at 27 skill 04:32:28 like, use some formula that would make all weapons the same delay at 40 skill or 45 skill, if people could get that high 04:32:39 kinda weird that flying blocks static discharge when it doesn't ground until the last target too, but I'm off topic :) 04:32:53 elliptic: my point against the brand is that it's purely additive. +25 damage on 1/3 hits is _massive_ when you're doing 2-3 damage per turn, doesn't scale up later. 04:33:27 kilobyte: well, maybe making it be partially additive and partially multiplicative would be good 04:33:49 I'm fine with some brands being much better early than late, or with fast weapons than slow... but you are right that elec takes this to an extreme 04:33:50 Or partly use a relavent element skill? 04:34:29 draining does a good job with this, for instance 04:34:30 pain is quite silly with being omgwtfhax with a quick blade, a joke on an exec axe 04:34:50 but at least is needs a skill 04:35:12 since it has both an additive factor that is quite nice early on (+1d3 on 2/3 of hits, iirc) and a multiplicative factor 04:40:59 bmfx (L26 VpEn) (Elf:5) 04:43:06 !lm bmfx type=crash -log 04:43:06 1. bmfx, XL26 VpEn, T:123255 (milestone): http://crawl.develz.org/morgues/0.10/bmfx/crash-bmfx-20120328-094055.txt 04:45:26 yay, one with a core, cool. Need to wait for the permission cronjob to come up, but it's nice to have a debuggable crash for a change. 04:49:04 talking about brands, what with reaping? It never generates except on a joke weapon (scythe), a joke unrand (Botono) and a so-so one (Zonguldrok) 04:54:30 Zonguldrok is a decently designed weapon at the moment I think, though possibly it should feed you or something 04:54:42 I'd be in favor of removing reaping on the others 04:55:27 Napkin: is there a reason webtiles binaries are not world-readable? 04:55:55 the brand was broken for years, only quite recently it started to work right again 04:56:22 fr yred will brand a weapon with reaping 04:58:54 -!- Zaba has quit [Ping timeout: 245 seconds] 04:59:06 kilobyte: the brand is really rarely relevant in combat, is the problem 04:59:50 only if you are fighting multiple monsters and you can kill one and it leaves a corpse and you need the help of the zombie for the others 05:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-783-g4cb8ab3 05:00:17 more often, it is just the same as casting animate skeleton/dead after every fight 05:00:37 or during 05:01:09 yeah, casters can get the same effect for very little cost 05:01:10 as an early-game brand it could be somewhat interesting I guess 05:01:43 (except food might get annoying) 05:02:40 -!- Zaba has joined ##crawl-dev 05:08:46 -!- qqryq has quit [Ping timeout: 245 seconds] 05:11:00 when touching ankuses before, I left them with a tiny weight as a harmless oddity. Not sure if there's any point in letting them live, though. 05:11:12 kilobyte: I'm so glad you didn't typo that :D 05:11:32 -!- nfogravity has joined ##crawl-dev 05:11:47 due: ... 05:11:54 :p 05:12:43 :D 05:13:14 I mean, having odd weapons is usually cool, but that'd be more unrand land, and even there I quite fail to see them being interesting. 05:17:11 -!- nfogravity has quit [Ping timeout: 246 seconds] 05:17:51 I don't see much point in ankus either... we have too many 1h maces as it is 05:20:34 -!- casmith789 has joined ##crawl-dev 05:22:59 -!- edlothiol has joined ##crawl-dev 05:23:57 -!- monqy has quit [Quit: hello] 05:25:08 -!- nfogravity has joined ##crawl-dev 05:28:29 delay = (base_delay * 27) / (27 + skill) 05:28:37 speed increase linearly 05:28:51 min_delay = base_delay / 2 reached at sk 27 05:29:29 elliptic: that does make them move closer together but remain different 05:34:48 I meant closer together proportionally 05:34:59 however maybe keeping the simpler formula is better, not sure 05:35:42 you may want to deal with monster weapon speeds while we're here 05:39:07 for speed 10 monsters, it's 10 plus half of weapon's delay above 10 (ie, 15 for exec axes) 05:39:33 for speed != 10 monsters, it's some monstrous formula I'm not paid enough to comprehend 05:40:21 it makes little sense that quick blades are still delay 10 there 05:41:03 we could go for symmetry and use the same formula as the player, using hd for skill. Not sure about the balance impact. 05:42:29 giving many monsters attacks with delay<10 isn't great, though 05:42:48 it's more complicated for monsters with multiple attacks, too 05:43:11 right. Let's focus on the player first :) 05:44:29 yes, after we have a formula for the player we can decide whether it would work for monsters too... 05:45:52 looks like monster melee is a giant pile of unused code and incorrect comments 05:46:54 for example, comments claim that second attack costs energy; it doesn't 05:48:51 or, that 2nd attack has the weapon's delay cut to 1/3 (2/3 in the code), which is almost never above 10 so it does nothing for everyone but Ignacio -- or rather, would do nothing if that code was ever visited 05:49:41 galehar: so you may want to think about nuking monster weapon speed code and writing it from scratch :p 05:51:23 kilobyte: ok, I'll think about it. But player first. 05:51:46 Napkin: care to chmod a+r /srv/dgamelaunch/bin/crawl-web-0.10-fa280cc 05:51:54 kilobyte: is there a simple way to grab someone's git clone as a branch? 05:52:14 galehar: how about a player delay formula like base_delay / (1 + C * skill * base_delay) 05:52:19 for some suitable constant C 05:52:52 i.e. speed = base_speed + C * skill 05:53:06 C being the same for all weapons, right? 05:53:09 yes 05:53:20 I'll experiment with it, thanks! 05:53:34 galehar: after you fetch, those branches are available as $REMOTE/$BRANCH 05:53:53 note we'll have to adjust all our base delays with most of these proposals anyway 05:54:57 galehar: you can then make a local branch to follow it (needed for a non-detached checkout), or do anything else you want 05:55:16 like, say, "git log bmh/abyss". 05:56:41 kilobyte: thanks, I'll try it. 05:59:21 -!- petete has joined ##crawl-dev 06:04:09 -!- qqryq has joined ##crawl-dev 06:04:53 chmod g+r crawl-web-0.10-fa280cc, kilobyte 06:04:53 Napkin: You have 13 messages. Use !messages to read them. 06:10:00 Napkin: I care only about user "crawl" being able to read it, yeah. Thanks! 06:11:45 elliptic: would this work for monster weapon speed: (10+delay)/2, scaled by monster's speed without fancy formulas 06:12:20 -!- nfogravity has quit [Quit: Leaving] 06:13:40 -!- MarvinPA has joined ##crawl-dev 06:13:59 kilobyte: it certainly sounds better than what is currently there :P 06:14:49 (do put div_rand_rounds everywhere, also) 06:16:05 might add shield and/or armour penalties too 06:16:55 well armour shouldn't affect delay... do you mean to accuracy? 06:21:05 ah, it indeed doesn't for players anymore 06:22:05 so accuracy then, would give a notch of realism, as you can already see that if that orc takes several times as long to kill it must have a plate or such 06:26:05 -!- syllogism has joined ##crawl-dev 06:38:31 03kilobyte * rc373b29efe99 10/crawl-ref/source/items.cc: Comment a comment. 06:38:42 03kilobyte * r3224fde3c188 10/crawl-ref/source/artefact.cc: Don't try to generate invalid ranged brands, don't do pointless re-rolls. 06:38:42 03kilobyte * r0c49a3be4be6 10/crawl-ref/source/melee_attack.cc: Greatly simplify monster attack delay code, make quick blades do something. 06:38:42 03kilobyte * raf8b9e6a33f3 10/crawl-ref/source/artefact.cc: No reason to ban rN on weapons with evil brands. 06:38:42 03kilobyte * r0f299c7aa8a2 10/crawl-ref/source/ (14 files in 6 dirs): Ankusicide. 06:38:43 03kilobyte * rd97e13bad620 10/crawl-ref/source/ (21 files): Wrap some egregiously long lines in the source. 06:46:21 -!- Heteroy has joined ##crawl-dev 06:50:09 03kilobyte * r9d7f21b695f8 10/crawl-ref/source/melee_attack.cc: Add a couple of asserts, just in case. 06:50:20 03kilobyte * r47b57067b2c1 10/crawl-ref/source/mon-cast.cc: Don't crash when a friendly monster casts emergency Vampire Draining. 06:53:47 -!- ainsophyao has quit [Remote host closed the connection] 06:54:10 03MarvinPA 07stone_soup-0.10 * r11e630fdf287 10/crawl-ref/source/describe.cc: Change "extremely resistant" to "immune" in monster descriptions 06:54:10 03kilobyte 07stone_soup-0.10 * rd5aaf79a2896 10/crawl-ref/source/mutation.cc: Don't let most ways to delete a mutation mess with Appendage. 06:54:20 03kilobyte 07stone_soup-0.10 * r76b9713a6b80 10/crawl-ref/source/mon-cast.cc: Don't crash when a friendly monster casts emergency Vampire Draining. 07:14:45 -!- HousePet has quit [Quit: Page closed] 07:19:40 Arachne tile (https://crawl.develz.org/mantis/view.php?id=5505) by nicolae 07:21:47 -!- Heteroy has quit [Ping timeout: 246 seconds] 07:24:04 hrm, how to gently say that an ill-aligned combination of half of an old Kirke tile with the "spider" tile, isn't that good 07:26:20 -!- Heteroy has joined ##crawl-dev 07:35:26 -!- Heteroy has quit [Ping timeout: 246 seconds] 08:00:27 fr unique that turns you into a spider 08:08:16 -!- ainsophyao has joined ##crawl-dev 08:11:01 -!- Wensley has joined ##crawl-dev 08:22:04 -!- Wensley has quit [Quit: leaving] 08:39:32 -!- ToBeFree has joined ##crawl-dev 08:59:49 -!- Nexos has joined ##crawl-dev 09:00:56 (CAO) Drawn damnation card (while Tombed); got banished and I now get "Item buggily placed in feature at (37, 31)". Is that a known issue? 09:06:18 = screen does not respect easy_exit_menu (https://crawl.develz.org/mantis/view.php?id=5506) by mageykun 09:06:35 -!- valrus has joined ##crawl-dev 09:11:37 -!- Heteroy has joined ##crawl-dev 09:15:59 Is it okay if we borrow DCSS unique monster names as default bot names for a different open source game? 09:16:10 -!- Xiberia has joined ##crawl-dev 09:20:45 especially Agnes, Antaeus, Arachne, Asmodeus, Azrael, Boris, Chuck, Dispater, Donald, Edmund, the Enchantress, Ereshkigal, Erica, Frances, Frederick, Geryon, Grinder, Harold, Ignacio, Jessica, Jory, Joseph, Josephine, Jozef, Khufu, Kirke, the Lernaean Hydra, Mara, Maud, Maurice, Murray, Nellie, Nessos, Nikola, Norris, Polyphemus, Psyche, Roxanne, Sigmund, Sonja, Terence, Tiamat 09:21:08 -!- Heteroy has quit [Ping timeout: 246 seconds] 09:21:54 -!- clouded_ has joined ##crawl-dev 09:22:41 -!- valrus has quit [Remote host closed the connection] 09:25:40 Should I try to save my game? 09:27:36 <|amethyst> Nexos: Yes, then make a backup of your save (under Advanced) and post a link at https://crawl.develz.org/mantis/view.php?id=5207 09:27:48 <|amethyst> the bug is closed, but it sounds like maybe it needs to be re-opened 09:27:53 <|amethyst> was this 0.10 or trunk? 09:28:06 Isn't 4924 more appropriate? 0.10 CAO 09:28:34 <|amethyst> actually, yeah 09:28:50 BTW, where is this "advanced" thing? 09:29:12 Wasn't it sthg like !copysave that is to be used? 09:29:36 <|amethyst> Nexos: after you select '1' for 0.10, you can press 'A' for advanced options instead of 'P' for play 09:29:46 <|amethyst> hm 09:29:49 <|amethyst> !copysave 09:29:51 Usage: !copysave . Name is case-sensitive. Reason must not be empty. 09:29:59 <|amethyst> oh, okay 09:30:05 <|amethyst> yeah, I guess that would work too 09:30:14 <|amethyst> !copysave Neil testing 09:30:15 Cannot find save for Neil. 09:30:18 <|amethyst> !copysave neil testing 09:30:19 Cannot find save for neil. 09:30:24 <|amethyst> oh right, no CAO save for me 09:30:33 i don't think copysave works anymore? or maybe it does, dunno 09:30:49 OK I'll try the "advanced" backup thing 09:31:51 OK that worked, although what that "Backup [n]ormal save character?" actually stands for 09:36:51 I think !copysave hasn't ever worked in the time I've been on IRC 09:37:19 (over 2.5 years) 09:39:16 Maybe it doesn't like when different CAO/IRC nicks are used? 09:39:38 copying a save here won't help, the damage was already done 09:40:30 the two other bugs that gave this result were uninitialized variables in Worley generation 09:40:48 kilobyte: you mean backuping the save won't help resolve those bugs? 09:52:35 03kilobyte * r1a3de6bd8ded 10/crawl-ref/source/json.cc: Fatal conditions should be fatal. 09:52:46 03kilobyte * r3eeee3f3ccb8 10/crawl-ref/source/json.cc: Reformat json.cc to Crawl's standards, do backtraces on assert failures. 09:52:46 03kilobyte * r94032bac3553 10/crawl-ref/source/mon-gear.cc: Make Frederick's armour one class lighter (scale/chain/splint). 09:52:46 03kilobyte * r48e776db5e2a 10/crawl-ref/source/Makefile: Allow building without assertions. 09:53:01 -!- Nexos has quit [Read error: Connection reset by peer] 09:56:11 03dolorous * r1bbcb5a8c127 10/crawl-ref/source/player.cc: Make sure that tentacles from Beastly Appendage properly override claws. 09:58:46 -!- Heteroy has joined ##crawl-dev 09:59:10 -!- valrus has joined ##crawl-dev 10:01:11 -!- Ragdoll has joined ##crawl-dev 10:03:46 tentacles from beastly appendage are supposed to override claws? I thought you weren't supposed to get a beastly appendage if it would mean losing an existing mutation... 10:11:48 -!- valrus has quit [Remote host closed the connection] 10:18:15 yeah, that seems backward 10:26:05 -!- MarvinPA_ has joined ##crawl-dev 10:30:06 -!- MarvinPA has quit [Ping timeout: 246 seconds] 10:30:07 -!- MarvinPA_ is now known as MarvinPA 10:30:29 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-796-g1bbcb5a (32) 10:34:36 -!- qqryq has quit [Ping timeout: 245 seconds] 10:35:57 -!- Mottie has joined ##crawl-dev 10:48:16 03MarvinPA 07boulder_beetles * r16960783c7b3 10/crawl-ref/source/mon-project.cc: Use HD to determine to-hit for shielding boulders 10:48:17 03MarvinPA 07boulder_beetles * r119f6e11aa7e 10/crawl-ref/source/mon-project.cc: Whitespace/indentation fixes 10:48:17 -!- Heteroy has quit [Ping timeout: 246 seconds] 10:48:27 03MarvinPA 07boulder_beetles * r88fd05d57f04 10/crawl-ref/source/dat/des/traps/boulders.des: Boulder vault updates (mumra) 10:49:23 -!- Heteroy has joined ##crawl-dev 10:50:08 -!- valrus has joined ##crawl-dev 10:53:12 -!- syllogism- has joined ##crawl-dev 10:54:18 -!- syllogism has quit [Ping timeout: 252 seconds] 10:55:48 -!- syllogism has joined ##crawl-dev 10:57:27 -!- syllogism- has quit [Ping timeout: 244 seconds] 11:01:40 -!- blabber has joined ##crawl-dev 11:05:05 -!- Heteroy has quit [Ping timeout: 246 seconds] 11:06:14 03MarvinPA 07boulder_beetles * r1e993d536049 10/crawl-ref/source/mon-abil.cc: Don't let boulder beetles start rolling while confused 11:08:45 -!- valrus has quit [Remote host closed the connection] 11:17:17 -!- MarvinPA has quit [Read error: Connection reset by peer] 11:17:39 -!- MarvinPA has joined ##crawl-dev 11:32:12 -!- lord-naughty has left ##crawl-dev 11:33:33 -!- valrus has joined ##crawl-dev 12:02:56 -!- MarvinPA_ has joined ##crawl-dev 12:05:39 -!- MarvinPA has quit [Ping timeout: 244 seconds] 12:05:39 -!- MarvinPA_ is now known as MarvinPA 12:16:24 03dolorous * r99c50197393f 10/crawl-ref/source/mon-gear.cc: Revert "Make Frederick's armour one class lighter (scale/chain/splint)." 12:18:11 personally I don't see anything wrong with Frederick usually having plate (maybe occasionally storm dragon armour)... getting L6 spells castable in plate by the end of D is pretty doable 12:19:46 yeah, casting nasty conjurations in heavy armour is his gimmick, seems fine to me really 12:20:46 presumably unlike the player, he just didn't bother spending a bunch of xp on getting silly charms and tloc spells castable in armour :P 12:21:06 he did raise hexes for invis though... 12:22:12 what about giving him darkness 12:22:18 it'd work well with BOI 12:22:33 (or is he lcs? i forget) 12:23:22 his spell set could definitely use some work 12:23:55 @??frederick 12:23:55 Frederick (03@) | Speed: 10 | HD: 21 | Health: 159 | AC/EV: 0/10 | Damage: 27 | Flags: evil, spellcaster, see invisible | Res: 06magic(140) | Vul: 08holy | Chunks: 07contaminated | XP: 5373 | Sp: mystic blast (3d25), b.cold (3d30), invisibility, animate dead, iron shot (3d36). 12:23:59 he is just an iron shot / bolt of cold / invis lich with IMB instead of IOOD 12:24:02 animate dead has gotta go 12:24:10 yes 12:24:24 like, who goes around casting animate dead in heavy armour :P 12:25:01 hmm, what earth stuff isn't on anything yet that'd be good for him... 12:26:16 oh you know what darkness might be good on? vampires 12:26:52 i guess people might cart them around, though, which would be bad 12:26:59 darkness on monsters sounds tricky, yeah 12:28:01 I'd be happy just giving frederick two earth conjurations and nothing else, if the earth conjurations weren't all identical... 12:28:28 elliptic: a thing i have wanted to do for a while is to make one out of iron shot or throw icicle pin targets to walls 12:28:32 he has good melee and armour, he doesn't need great spell versatility 12:29:15 something like: if hit and wall behind you and can be pinned, gain status effect preventing movement, and delete status effect if you move in other ways 12:30:13 maybe that plus some new short range earth spell? 12:31:06 i kind of like the idea of a spell that does Shatter's effects in a much smaller area 12:31:43 or we could finally implement gravity-based spells :( 12:38:12 if I were reorganizing earth/conj attack spells, I'd probably want to change both IMB and one of iron shot/LCS to have some sort of interesting effect 12:38:25 noone wants to cart summonspam vampires 12:39:44 unfortunately I have no IMB ideas... I think kilobyte wants to turn iron shot into some sort of shotgun-style spell, which could be good 12:41:16 (IMB is simultaneously too similar to both stone arrow and throw icicle, and I like those spells better) 12:42:03 chance of trample effect? 12:43:50 could work... lower damage a bit, change range in one direction or the other, and give a chance of knockback 12:44:15 03dolorous * r46b94181bdcf 10/crawl-ref/source/mon-gear.cc: Revert "Revert "Make Frederick's armour one class lighter (scale/chain/splint)."" 12:44:15 03dolorous * rfd4246e03ba8 10/crawl-ref/source/player.cc: Revert "Make sure that tentacles from Beastly Appendage properly override claws." 12:48:56 I'm not sure whether a spell with chance of knockback should be short-range or long-range 12:49:09 thinking long-range with chance of knockback higher at short range 12:50:56 actually, it occurs to me that changing IMB into a spell that works better at shorter ranges would make it complement IOOD 12:51:14 that sounds sort of interesting, yeah 12:55:55 extra power in corridors 13:03:16 Awww, kobolds are too small to wield the orb. 13:04:04 oh, for some reason that reminded me that I want to make it impossible to drop the orb once you've picked it up 13:04:08 or to throw it or whatever 13:05:13 since the only real purpose of that seems to be spoily tricks to enable cTele quickly or to allow people to make the game unwinnable 13:15:53 that'd be good, yeah 13:16:20 aye 13:19:06 -!- dtsund has joined ##crawl-dev 13:19:14 maybe make having -ctele not orb-holding dependant? if people want to throw orbs in lava i´d say let them. otherwise ¨handle with care¨? 13:19:33 -!- lord-naughty has joined ##crawl-dev 13:21:16 making -cTele not dependent on holding the orb would be easy but there's some argument about this not making enough sense 13:21:22 that's how it used to work, yeah 13:21:59 and amusing though it is, orb destruction wouldn't be much of a loss :P 13:22:13 also occasionally people do accidentally drop the orb 13:22:40 oh actually yeah 13:22:47 i turned of "D" because of that 13:22:50 off* 13:23:00 heh 13:23:22 I still haven't learned to use D myself, though it does seem like it should be useful 13:23:45 for the most part my autopickup excludes enough things that i don't generally need it, now 13:23:47 *I* hardly remember to use it, and I implemented it... 13:24:03 D is great, I use it so much 13:24:12 clouded_: Good to hear :) 13:24:22 when going through loot in places like elf:5, vault:8 especially 13:24:27 -!- blabber has quit [Quit: leaving] 13:24:29 oh, by the way, while we are on the subject of things we really shouldn't let the player do, does anyone know whether the bug letting people kill themselves after death still exists? 13:25:52 i think i fixed that 13:26:25 in 628a8de0fb4e 13:28:03 oh good :) 13:32:16 -!- Heteroy has joined ##crawl-dev 13:47:29 -!- Heteroy has quit [Ping timeout: 246 seconds] 13:50:52 -!- ainsophyao has quit [Remote host closed the connection] 13:51:01 -!- Xiberia has quit [Ping timeout: 260 seconds] 13:51:47 -!- blabber has joined ##crawl-dev 13:54:19 -!- Xiberia has joined ##crawl-dev 14:14:24 -!- ToBeFree has quit [Remote host closed the connection] 14:17:04 -!- edlothiol has quit [Ping timeout: 252 seconds] 14:27:55 Flavour is easy for not allowing the orb to be dropped. 14:28:04 "You cannot drop the precious!" 14:28:34 indeed 14:31:45 "The orb prevents you from getting rid of it so easily!" 14:32:10 (but would ?rc then allow you to drop it?) 14:32:28 \philosospriggan 14:34:44 -!- petete has quit [Ping timeout: 246 seconds] 14:35:22 surely a measly common scroll wouldn't work on the orb 14:43:05 -!- lord-naughty has quit [Quit: Leaving.] 14:50:18 -!- lord-naughty has joined ##crawl-dev 15:21:47 -!- JoshTriplett has joined ##crawl-dev 15:21:58 -!- monqy has joined ##crawl-dev 15:22:28 Does the lua interface have the ability to enable/focus/disable skills, other than by sending keys? 15:22:35 If not, does that seem like a reasonable addition? 15:22:50 -!- MarvinPA_ has joined ##crawl-dev 15:23:00 I'd like to automate the current manual process of fixing up my skills sensibly at the start of every game. 15:25:43 -!- MarvinPA has quit [Ping timeout: 252 seconds] 15:25:43 -!- MarvinPA_ is now known as MarvinPA 15:30:38 -!- syllogism has quit [] 15:32:34 I have a ring of protection from ice, Fire that is only a ring of protection from Fire. (https://crawl.develz.org/mantis/view.php?id=5507) by alanpost 15:41:07 -!- vivec has joined ##crawl-dev 15:41:19 KITEM: R = broad axe unrand:obsidian_axe ident:all, \ shield unrand:shield_of_the_gong ident:all, \ plate armour unrand:maxwells_patent_armour ident:all 15:41:31 does this mean that all 3 of those items are on the one spot K is placed? in a stack? 15:42:54 vivec: Did you get that line from zigsprint? 15:43:04 yeah, it's in a spring .des 15:43:06 *sprint 15:43:25 vivec: It does indeed mean that those three items sit in a stack in the same spot. 15:43:32 vivec: Take a look at the opening room of zigsprint. 15:43:36 alright, thanks 15:47:59 -!- blabber has quit [Quit: leaving] 15:49:12 <|amethyst> err 15:49:16 <|amethyst> looking at 5507 15:49:31 <|amethyst> How would a ring have been inscribed "protection from ice", anyway? 15:50:10 <|amethyst> crawl calls it "protection from cold", and in any event the inscription would say "rC" 15:52:06 |amethyst: I don't know about that detail (probably a transcription error), but the answer to the question seems fairly obvious. 15:52:17 <|amethyst> JoshTriplett: oh? 15:52:27 It sounds like a ring with rC and Fire, not rC and rF. :) 15:52:32 <|amethyst> it's not 15:52:36 In other words, a ring of fire without the rC-. 15:52:36 <|amethyst> it has Fire but no rC 15:52:44 <|amethyst> he gets rC- from wearing it 15:53:00 Gets rC-, or just doesn't cancel out rC- that he already had? 15:53:31 <|amethyst> I don't see any other equipment that would give rC- 15:53:44 Hmmm, reading the reddit post (and why is a Crawl bug report on reddit?) does indeed suggest that the ring gives rC- like a ring of Fire. 15:54:01 <|amethyst> I'm looking at the dump http://pastebin.com/HL4jWLLR 15:54:12 Yeah, that sounds like a bug; it ought to have rF, rC-, and rC+, resulting in just rF (and boosted fire spells). 15:54:22 <|amethyst> why would it have rC+ ? 15:54:31 <|amethyst> the ring doesn't have the rC property 15:54:48 |amethyst: whatever "protection from ice" means. 15:54:53 since when does ¨protection from ice¨ show up lke that 15:55:02 <|amethyst> that was my question 15:55:09 im calling tampering with evidence by editing the inscription 15:55:24 Or perhaps a bug in the auto-inscriber? 15:55:36 (rather than one in the artifact itself). 15:56:17 -!- petete has joined ##crawl-dev 15:56:20 <|amethyst> I'm not seeing anything in the code that would add a "protection from ice" annotation 15:56:30 protection from ice would be cold then at the least 15:56:34 my theory still stands 15:57:01 |amethyst: Anything interesting in the code for ice caves? 15:57:25 |amethyst: From the reddit thread: " I found this ring in the ice cave. If I understand the ice cave it generates with 2 (?) items offering protection from cold" 15:57:57 Ring of sustenance/hunger doesn't auto-ID (https://crawl.develz.org/mantis/view.php?id=5508) by minmay 16:00:25 <|amethyst> aha 16:00:41 <|amethyst> reporter says that, indeed, they added that annotation manually 16:00:43 <|amethyst> problem solved 16:01:26 the real problem is that by adding that annotation, he did not get rc+ 16:01:55 <|amethyst> {aSting 16:12:06 -!- vivec has quit [Ping timeout: 245 seconds] 16:12:33 |amethyst: Out of curiosity, does anything in crawl prevent the generation of a randart with Fire, rC? 16:12:42 |amethyst: (or Ice, rF?) 16:13:13 I've found a ring of Fire, rF++ before, but I don't remember if I've ever found one of Fire, rC before. 16:16:38 <|amethyst> hm 16:16:40 <|amethyst> that's odd 16:17:00 <|amethyst> You shouldn't be able to get ARTP_FIRE (rF) on a ring of fire 16:17:28 <|amethyst> (or on a ring of cold or a ring of protection from fire) 16:17:57 <|amethyst> oh 16:18:07 <|amethyst> I guess it can be added by the "Boring" artefact check 16:20:02 i'm not sure that makes sense by the way .. there's rings with basetype X that get rF and rC as well, why would a ring of rF not allow rC to be added? 16:20:34 <|amethyst> a ring of rF does allow rC to be added 16:20:42 <|amethyst> but a ring of fire does not 16:21:02 that makes sense to me 16:21:04 ah i misread you above, sorry 16:21:05 <|amethyst> and a ring of rF does not allow rF to be added again 16:21:30 a ring of fire with rC to cancel the vulnerability would just be confusing 16:22:30 galehar: I think you mean "awesome". ;) 16:22:34 i wouldn't describe a fire enhancer without drawbacks as confusing, yeah 16:22:59 <|amethyst> ChrisOelmueller: the description would claim to protect you from cold 16:23:19 <|amethyst> even though it would produce no net change to rC 16:23:22 it would also claim to make you more vulnerable at the same time 16:23:24 |amethyst: It would also claim to make you more vulnerable to cold. :) 16:23:46 -!- blabber has joined ##crawl-dev 16:23:49 |amethyst: A bit of special-casing would produce a more useful description, but as it stands today, it would have a somewhat meaningful description. 16:23:52 the current behaviour is fine, I see no reason to change it 16:24:17 |amethyst: So, a randart ring of fire or ice specifically bans the addition of the opposite resistance, though it can have more of the same resistance? 16:24:28 <|amethyst> it cannot have more of the same resistance either 16:24:41 <|amethyst> except if it makes it all the way through without getting any additional properties 16:24:48 |amethyst: You said that "the 'Boring' artifact check" can add it. 16:24:51 Ah. 16:25:00 <|amethyst> then it gets a property added at random, and that does not do any of those checks 16:25:03 (sorry, was typing while scrolled back and didn't see your second response.) 16:25:34 |amethyst: Does that include the check for the opposite resistance? So, you could get a ring of Fire with rC+ if it didn't have anything else? 16:26:04 <|amethyst> if I'm not missing something 16:26:48 But since that check only happens on a ring with no other properties (other than the base), you can't get a ring of Fire with rC+ and other properties? 16:27:34 <|amethyst> it could have also have a stat bonus (that doesn't count as "non-boring"), and one more property because the boring artefact check adds one or two random properties 16:29:15 -!- Ragdoll has quit [Read error: Connection reset by peer] 16:29:34 |amethyst: Ah, that makes more sense. 16:29:42 |amethyst: Can the two random properties be two of the same resistance? 16:29:44 <|amethyst> I just tried over 100 times and did not get such an artefact 16:30:24 Also, can "fire" or "ice" get added as a property or only as a base object? 16:30:40 |amethyst: 100 rings, or 100 artifacts? 16:30:50 <|amethyst> 100 randart rings of fire 16:31:00 Huh. 16:31:04 <|amethyst> fire and ice are base only 16:31:14 So you didn't get any with either rF or rC? 16:31:22 <|amethyst> correct 16:31:31 (Is MP+9 a base ring only as well?) 16:31:36 <|amethyst> and you will not get two of the same property, because it checks that the artefact does not already have that property 16:31:50 Huh. So how does a randart ring end up with rF++ or rC++? 16:31:54 <|amethyst> MP+ is a randart property 16:32:01 |amethyst: Oh, awesome. 16:32:26 -!- qqryq has joined ##crawl-dev 16:32:34 pretty sure MP+9 is base only? 16:32:54 <|amethyst> oh, hm 16:32:58 <|amethyst> it's an unrand property 16:33:00 yes 16:33:18 but on randarts it only appears on base MP rings 16:33:54 <|amethyst> aha 16:33:56 afaik there aren't any randart properties that can appear on jewellery but not on armour 16:34:15 <|amethyst> I misread... the "boring" check adds a stat bonus or two, not other properties 16:34:34 <|amethyst> so it seems like it shouldn't be possible to get a ring of fire with additional rF 16:34:53 I've never seen or heard of such a ring, fwiw 16:35:07 |amethyst: I've definitely had a ring of Fire with rF++. 16:35:32 Sorry, I should write that more clearly. 16:35:52 I've had a ring of Fire that totalled rF++ and rC-, meaning it had one extra level of fire resistance. 16:36:06 what did it autoinscribe as? 16:36:12 JoshTriplett: uhm, I fail to see how one could possibly generate 16:36:20 are you sure you didn't just have rF+ mutation or something 16:36:35 elliptic: IIRC, it autoinscribed as {Fire, rF+ other stuff} 16:36:37 JoshTriplett: rings of fire can't get any additional rF+ or rC+ 16:37:23 elliptic: Yes, I'm sure. :) 16:37:46 both positive and negative 16:38:10 JoshTriplett: could you provide a morgue or save? 16:38:28 kilobyte: Not offhand; it's somewhere on CDO. 16:38:44 kilobyte: If some means existed of searching for morgues by items, then sure. ;) 16:38:46 it is possible to create one in wizmode, but randart generation code has a check for those everywhere ARTP_FIRE is mentioned 16:38:54 do you have a username on cdo? 16:38:56 josh 16:39:00 JoshTriplett: do you remember anything about what character it was? 16:39:13 elliptic: Sprint, if that helps. 16:39:21 And it was an FE. 16:39:42 (Or a caster, at least, but I don't tend to play many non-FE casters.) 16:40:30 * JoshTriplett hopes he isn't just misremembering. 16:40:37 But I remember at the time thinking it was an awesome find for an FE. 16:41:09 <|amethyst> were you wearing it when you died? 16:41:31 !lg josh fe cdo s=xl 16:41:39 <|amethyst> sprint 16:41:49 !lg josh sprint cls=fe src=cdo s=xl 16:41:49 sprint, oh. 16:41:53 |amethyst: It seems rather unlikely that I would have done otherwise, but it's possible I could have found something better. 16:42:06 |amethyst: (or temporarily needed.) 16:42:29 |amethyst: Also, in several sprints lately I've played with my rings before winning to do something like "get as much max MP as possible". :) 16:42:37 -!- Xiberia has quit [Ping timeout: 276 seconds] 16:42:40 39 games for josh (fe cdo): 6x 5, 6x 2, 6x 1, 4x 3, 3x 7, 3x 4, 2x 10, 2x 6, 2x 12, 24, 11, 9, 8, 27 16:42:41 151 games for josh (cls=fe src=cdo): 39x 2, 18x 1, 13x 8, 12x 9, 12x 3, 12x 5, 10x 11, 10x 4, 7x 10, 5x 7, 4x 6, 4x 20, 3x 12, 21, 23 16:45:49 <|amethyst> if this was in trunk I'm not seeing it 16:46:04 |amethyst: Either trunk or 0.10. 16:46:10 |amethyst: Definitely not earlier. 16:47:34 * JoshTriplett needs to wander off, but is still curious about the earlier question regarding lua and skill enable/focus/disable. 16:47:50 <|amethyst> just downloaded all your trunk and 0.10 morgues and grepped for 'Fire.*rF'... no matches 16:47:58 <|amethyst> bad memory strikes again :) 16:48:30 |amethyst: One possibility of bad memory: any instances of rings of protection from fire with additional rF levels? 16:48:43 JoshTriplett: getting lua support for skills would definitely be good 16:49:02 <|amethyst> y - the ring of Omoekas {rF++ rN+} 16:49:07 <|amethyst> k - the ring "Struiro" {rF++ Int+1 SInv} 16:49:09 elliptic: Mostly, I'd like to say "when starting as this class, set the skills this way". 16:49:10 we are generally happy to have any expansion of player lua that doesn't leak information 16:49:13 that's probably easy 16:49:24 |amethyst: Sigh, that second one is the one, yeah. 16:49:41 I'm not a lua expert, but I know a thing or 2 about skills ;) 16:49:49 |amethyst: Middling but useful stat bonus, some other random thing, and rF++. 16:50:32 elliptic: By "leak information" you mean "tell the player something otherwise only available to dungeon lua"? 16:51:00 I mean "give the player access to information not available in any other way" 16:51:06 <|amethyst> or things that aren't available to dungeon lua either :) 16:51:11 Fair enough. :) 16:51:27 Though "information not available to dungeon lua" seems like a bug in most cases. ;) 16:52:14 so, besides enabling/disabling/focusing skills, anything else missing from the lua interface? 16:52:15 lua functions that give the same information as on the skill screen would be great; a lua function that tells exact skill point values would be bad 16:52:52 skill level? training? 16:52:52 elliptic: Not sure what you mean there; more decimals of precision? That hardly seems problematic... 16:53:22 galehar: well, you'd also want functions to tell you the current skill level and whether a skill is enabled, yeah 16:53:24 galehar: Aptitude, current skill level, current enable/disable/focus status, ability to change enable/disable/focus status. 16:53:45 JoshTriplett: basically I mean that the lua shouldn't provide more precision than is revealed to the player in the game 16:53:46 <|amethyst> it would be an advantage over those who didn't use such a script 16:53:58 elliptic: *shrug*, whatever. ;) 16:54:23 <|amethyst> but elliptic is talking about skill points, which are different (like experience points versus XL) 16:54:26 elliptic: I assumed the presence of only one decimal place represented the interface trying not to annoy the player, rather than intentionally hiding information. ;) 16:54:28 I'd like an "if sprint/zotdef == yes" type thing for lua please 16:54:48 clouded_: That seems like a special case of asking for the current level name. 16:54:57 clouded_: (Which would also tell you *which* sprint.) 16:55:23 JoshTriplett: not sure what's your point, but a lua function would also return just one decimal. No more. 16:55:32 <|amethyst> the level name doesn't necessarily include "sprint" 16:55:44 |amethyst: Normally it'll be sprint-specific. 16:55:51 |amethyst: (been AFK): you cannot get rF++ on a ring of fire or prot fire, but any OTHER item can get random properties that include rF-, rF+ or rF++ 16:56:15 galehar: sure. 16:56:39 galehar: Oh,"ability to train at all" seems important as well. 16:57:08 <|amethyst> kilobyte: that is what I intended to say, modulo missing that the "boring" check only adds stat props 16:57:09 (banned: ring of fire, ring of prot fire, ring of ice, fire/ice/golden dragon armours) 16:57:53 not sure there's any point in this restriction 16:57:54 kilobyte: From what you said, it doesn't sound like you can get rF+ on those either. 16:57:59 * JoshTriplett agrees with that. 16:58:15 <|amethyst> I think that's what kilobyte meant by "banned" 16:58:25 Ah. 17:01:56 idea: make brittle a more obvious property. It means vulnerability (not insta-death) to disint and also to crushing damage. Orange and silver statues already have it, also give it to skeletons. 17:02:15 kilobyte: I agree that the restriction seems pointless; getting a ring of fire with rC+ so that you don't need some other way to counteract the rC- seems no different than any other randart that avoids the need to wear multiple items for the same effect. 17:02:26 crush those damn skeleton warriors 17:02:27 galehar: what about a 3-level property 17:02:44 galehar: Seconded. Then you could have a ring of air that gives rElec, brittle, enhancement for air spells, un-enhancement for earth spells. ;) 17:02:49 -!- blabber has quit [Quit: gn8] 17:02:52 kilobyte: I'm listening :) 17:03:36 galehar: level 1 overrides magic-immune or gives a MR malus; level 2 makes disint auto-hit (ie, as if you failed the save); level 3 is insta-kill 17:04:10 kilobyte: Disint won't auto-hit something with MR 0, right? 17:04:22 kilobyte: It still has to actually pass a check to hit, right? 17:04:45 no, it's for all practical matters a hex 17:04:58 what about vulnerability to crushing damage? 17:05:00 kilobyte: Hence me asking the question; I thought MR 0 didn't mean "auto-hit" even for hexes? 17:05:02 ie, no accuracy/evasion roll but a MR one 17:05:11 JoshTriplett: it does 17:05:12 Huh. 17:05:28 JoshTriplett: all statues have infinite MR though 17:05:47 @??stone golem 17:05:47 stone golem (158) | Speed: 7 | HD: 12 | Health: 94-124 | AC/EV: 12/4 | Damage: 28 | Flags: 11non-living | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 493. 17:06:15 or things that are mobile statues like this one 17:06:17 kilobyte: So, you're suggesting that brittle 1 means roughly "MR=some-non-zero-number for disintegrate", brittle 2 means "MR=0 for disintegrate", and brittle 3 means "MR=0 and instant death when it hits"? 17:06:28 kilobyte: also, who would get what level? Do skeletons get any? 17:06:46 Sounds like statues should get brittle 3, and skeletons should get 1 or 2. 17:07:23 kilobyte: Sorry, that should probably be that brittle 1 means "MR=min(realMR, some-bound) for disintegrate". 17:07:31 galehar: in the version I just mentioned (and talked about it here a few months ago), no, just things made of some kind of rock 17:07:46 kilobyte: Does that sound about right? 17:07:50 although changing this for skeletons is also an option, yeah 17:08:09 kilobyte: The existence of brittle 1 seems to make that reasonable. 17:08:15 JoshTriplett: sounds good... 17:08:23 kilobyte: Do you envision statues having brittle 2 or brittle 3? 17:08:34 <|amethyst> I'd think extra damage 17:08:37 Also, seems like feature mimics ought to have brittle 2-3. 17:08:49 After all, something mimicing a wall ought to be diggable. ;) 17:09:14 <|amethyst> I figured mimics had fleshy interiors in a thin candy shell 17:09:23 ice looks brittle 2 to me (disint isn't THAT powerful, it'd be wand of fire like) 17:09:32 kilobyte: Good call. 17:10:00 ice-brittle 17:10:13 kilobyte: So, skeletons, bone dragons, and other things made of bone get brittle 1, ice gets brittle 2, statues get brittle 3? 17:10:50 statues of hard crystals like sapphire (Roxanne, etc) could have 1 17:10:51 That would definitely make wands of disintegration less of a throw-away later in the game. 17:11:01 kilobyte: Huh. I would have guessed 2 for that. 17:11:25 So, no change for orange and silver statues, still insta kill 17:11:44 what about vulnerability to crushing damage? 17:11:56 kilobyte: Perhaps things made of stone/dirt/rock/etc get 3, statues of other materials get 2, things made of bone get 1? 17:12:18 kilobyte: The ability to use disintegrate like a wand of fire on Roxanne seems reasonable; it just shouldn't instakill. 17:12:20 having nasty ice cones above my house's entrance every winter, I'd label ice as pretty damn brittle 17:12:34 kilobyte: Yeah, agreed. 17:13:01 not sure what appropriate brittleness for sapphire would be; it's helluva stronger than ice though 17:13:09 If we were to ever introduce damage type differentiation (besides the hydra head chopping), crushing skeletons is at the very top in my opinion. 17:13:11 unless we want ice statues to be insta-killed 17:13:35 kilobyte: I'd say ice *statues* ought to be brittle 3, ice *monsters* (simulacra, ice beast, etc) should be brittle 2. 17:14:10 galehar: isn't shooting with arrows the best way to deal with a skeleton?!? 17:14:21 That effectively means that against an ice beast, disintegration and fire both work decently but neither one instakills. 17:15:23 I'm pretty reluctant to add another instakill gimmick -- ice statues are pretty common 17:15:36 it does make sense, though; it's mostly theme vs balance 17:15:45 kilobyte: hugh. I played a CeAM in the tournament. Killing those hordes of skeletons in crypt with arrows was horrible. I want to crush them! :) 17:15:48 kilobyte: "Disintegration works well against statues" seems like a pretty reasonable general rule for players to learn. 17:16:07 kilobyte: But even giving them brittle 2 seems fine. 17:16:17 if it's an explicit resistance then it'll be clear why some are more resistant than others 17:16:22 kilobyte: I don't think it'll make much difference; in practice, it determines whetheryou need one or two zaps. ;) 17:17:04 so 2 for all ice stuff sounds fine, or whatever 17:17:08 galehar: I'd definitely love to see damage-type resistances. Polearms shouldn't work very well against gelatinous things, for instance, but great against eyes. ;) 17:17:09 depends on how you explain how disintegrate works 17:17:16 MarvinPA: explicit is good, that's what I'm proposing. But brittle is a vulnerability, not a resistance! 17:17:34 right, same thing :P 17:17:44 galehar: Crawl almost universally defines "vulnerability" as "negative resistance". 17:18:01 (Speaking of which, why can't you have rElec- and rPois-? 17:18:02 ) 17:18:03 un-disintegration resistance 17:18:05 Also, I think 2 levels should be enough for brittle. And getting rid of insta-kill would be an improvement 17:18:24 -!- gnsh has joined ##crawl-dev 17:18:25 my reasoning is disintegrate being based not on brittleness but on being crystals (in physical sense) 17:18:34 double vulnerability is already terrible. It doesn't even exist ;) 17:18:44 galehar: Hmmm. That's not a crazy plan either; nothing would go horribly wrong if you had to zap statues a couple of times. 17:18:53 <|amethyst> kilobyte: but Roxanne? 17:19:38 * kilobyte goes to Wikipedia and Wolfram to look up properties of whatever mineral sapphire is a variety of. 17:19:41 Roxanne could have brittle 1 (whatever we decide it means) 17:19:43 <|amethyst> corundum 17:20:23 Roxanne being ultraresilient is not actually making her much more dangerous 17:20:24 Mohs 9.0 -- ie, not exactly the most brittle thing 17:20:34 <|amethyst> mohs isn't brittleness 17:20:46 roxanne needs some changes anyhow, yeah 17:20:51 at least one redefined statue is literally diamond (10.0), too 17:20:53 <|amethyst> "soft" and "brittle" are two different things 17:21:21 give her brittle one and give her a full range spell to compensate. So you cannot magic dart her to death with stasis. 17:21:22 like, the ability to actually do something to the player ever 17:21:47 i liked the idea of her blink closer being earth-themed (the ground shifts beneath you) and irresistible 17:22:15 oh, that's a good idea 17:22:18 (and would ignore stasis in that case) 17:22:38 she's not blinking. She's bouncing you. 17:22:50 right 17:22:51 |amethyst: yeah, but high Mohs values imply being non-brittle 17:22:55 "Bounce Closer" 17:23:26 MarvinPA: er, isn't she -TELE already? 17:23:32 yeah, i once defeated roxanne by using stasis. run up and hit her a bunch then flee and recover 17:23:40 I could swear I made her that, lemme check 17:24:10 i think they're talking about roxanne's blink spell 17:24:16 which she uses on the player 17:25:14 (checked, she's -TELE) 17:25:38 ie, you'd want to make her drop Tloc spells, right? 17:25:44 what? 17:25:44 kilobyte: I meant she's not blinking *you* close. 17:25:49 @??roxanne 17:25:51 with some form of Leda 17:26:13 she's bumping you close 17:26:19 actually, she could get actual Leda, and an ability to make it flow her way too 17:26:26 right, that would work too 17:26:46 just change her blink close spell to make it irresistible and reflavour it as an earth bump 17:26:50 as a replacement for her blink other spell, which is what we were talking about :P 17:27:04 (and outwards deep inside, like rocks do on a geological scale) 17:27:27 galehar: s/irresistible/trivially resistible by flying/ 17:27:36 good point 17:28:13 huh, why doesn't @??roxanne work? 17:28:14 she could also get LRD and/or Shatter 17:28:21 -!- Mottie is now known as FaMott 17:28:22 Error calling monster-trunk: 17:28:22 <|amethyst> %??roxanne 17:28:30 <|amethyst> oh 17:28:38 seems specific to her, or something? 17:28:48 Sigmund (08@) | Speed: 10 | HD: 3 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: 06magic(12) | Chunks: 07contaminated | XP: 104 | Sp: throw flame (3d5), confuse, invisibility, magic dart (3d4). 17:28:48 %??sigmund 17:28:57 <|amethyst> I bet it has to do with her starting with her book 17:29:30 @? roxanne 17:29:30 Roxanne (028) | Speed: 10 | HD: 14 | Health: 180 | AC/EV: 20/0 | Flags: 11non-living, spellcaster | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 2672 | Sp: crystal spear (3d32), iron shot (3d26), blink other close, b.magma (3d23), mystic blast (3d19), stone arrow (3d21). 17:29:43 <|amethyst> yeah, it's the DB lookup 17:30:15 <|amethyst> make_artefact_name -> .... -> dbm_fetch -> ... -> SQL_DBM::init_query 17:30:31 |amethyst: didn't you fix that recently? 17:30:43 (recompiling my local copy to check) 17:30:49 <|amethyst> I was looking into it, but I didn't manage to fix it 17:31:33 so, how about we let her blink? Theme wise, she has earth and tloc, it works. Gameplay, a blinking, "immobile" monster is still better than just immobile. And it works great with short ranged earth spells. 17:31:50 and it's unique 17:32:22 -!- HangedMan has joined ##crawl-dev 17:32:35 blinkrobin? 17:32:54 replace blink other by blink close. That's irresistible. 17:33:35 would be an improvement at least, yeah 17:33:48 ...roxanne? 17:34:36 you dont have to put on the red light 17:35:00 tloc was added to her only as a crutch for reduced spell ranges 17:35:20 HangedMan: yes 17:36:01 <|amethyst> kilobyte: ah, I remember my problem... if I tried to init the dbs, it would of course fail to find them 17:36:14 blinking statue sounds amazingly amusing 17:36:19 kilobyte: and it doesn't really work. And a blinking statue is fun :) 17:36:30 well even if she had full los spells she'd be pretty pointless still, and giving her blink close would still be an improvement 17:36:38 |amethyst: it's needed only for creating the artefact spellbook, right? 17:36:54 <|amethyst> kilobyte: and other creatures that can start with artefacts 17:37:19 <|amethyst> I think it is only artefacts, though 17:37:51 looks like it's a regression that's my fault: I assumed that the db should always be available 17:38:09 although even with blink you could just step out of her los and she wouldn't cast it 17:39:01 this can be changed 17:39:16 -!- MarvinPA_ has joined ##crawl-dev 17:39:33 * galehar wants to improve the AI 17:39:48 [23:38:36] <+MarvinPA> maybe give her wandering mushroom movement ai :P 17:40:27 -!- evilmike has joined ##crawl-dev 17:41:09 ... and if you approach her while invisible, you'll see she's only faking disability 17:42:22 wandering mushroom ai and see invisible, etc 17:42:37 maybe she could be a golem instead of a statue, removing the general walk-away problems? 17:42:43 -!- MarvinPA has quit [Ping timeout: 264 seconds] 17:42:43 -!- MarvinPA_ is now known as MarvinPA 17:43:21 <|amethyst> give her mesmerize :) 17:43:32 speaking of wandering mushroom ai, maybe they should do something to prevent you from poking them to death 17:43:33 evilmike: You have 1 message. Use !messages to read it. 17:43:40 oh, by the way, it bothers me that anyone with a spear can kill a wandering - what evilmike said 17:43:44 I have a habit of carrying a spear around so I can kill wandering mushrooms, it's really cheesy 17:43:53 but it's one of those good strategies right now 17:44:06 !messages 17:44:07 (1/1) faze said (9h 39m 58s ago): the amount of spiders in spider seems a bit much 17:44:15 HangedMan: it'd break the theme, and do nothing good since other statues have this problem too 17:44:24 * HangedMan shrugs 17:44:38 not that wandering mushrooms were ever hard to kill with darts or whatever if you really wanted 17:44:51 Roxanne just has expecially short-ranged spells 17:45:03 also spears and any monster slower than you... 17:45:07 elliptic: yeah... or anything ranged at all 17:45:13 clouded_: and that 17:45:57 well, with monsters that move at least you have some risk of getting sandwiched if another monster appears 17:47:07 |amethyst: so what to do with uninitialized db lookups? Change them in monster? Restore globally? Only for artefact name? 17:47:21 <|amethyst> kilobyte: that I'm not sure about 17:47:37 -!- MarvinPA has quit [Ping timeout: 276 seconds] 17:48:16 so, how about making skeletons and statues vulnerable to crushing damage? 17:48:34 <|amethyst> kilobyte: I'd rather not make monster load the db, since it would have to do so for every query 17:48:34 staff of earth, uh 17:48:40 what is "crushing damage"? 17:48:46 constriction? 17:48:48 anaconda (15S) | Speed: 18 | HD: 11 | Health: 42-78 | AC/EV: 4/16 | Damage: 3003(constrict)(crush), 20 | Flags: amphibious, cold-blooded | Res: 06magic(44), 12drown | XP: 1452. 17:48:48 %?? anaconda 17:48:50 <|amethyst> maces 17:48:56 DAMV_CRUSHING 17:49:01 elliptic: af_crush is silly 17:49:07 it's commented out, for the most part 17:49:13 galehar: actually, it _was_ the case, but has been removed long ago 17:49:23 actually maybe it's not an af, and it's just a regular attack type 17:49:35 I think making certain weapon damage types good against certain monsters is a bad idea 17:49:48 -!- MarvinPA has joined ##crawl-dev 17:50:01 I've played games that do this, it is just a huge pain to remember 17:50:17 galehar: early DCSS, I think. I purged some last unused remnants of that code a year ago or so. 17:50:21 ah, I got confused with the monster crushing attack 17:50:42 -!- MarvinPA_ has joined ##crawl-dev 17:50:48 <|amethyst> elliptic: with hydrae as a single-case exception? 17:50:51 elliptic: Doesn't seem like it should happen except in obvious cases. 17:50:57 elliptic: ...like that one. ;) 17:51:00 people already can't remember which weapons chop hydra heads 17:51:19 elliptic: That's easily fixed by improving weapon descriptions to document weapon types. 17:51:24 very frequently asked question: which short blades chop hydra heads 17:51:42 elliptic: Pretty much the only one I've ever gotten confused by: claws. 17:51:58 I think it's more a problem of how weapon damage type is... hiddeb. Monster's vulnerability to it is quite obvious 17:52:29 how would it be obvious? 17:52:52 if I'm using a single damage type for an entire game, I would be rather unlikely to notice it 17:53:12 I mean hydra head chopping is easy to remember, the hard part is does it slice or pierce or chop or what??? 17:53:13 especially if I'm using a single damage type for 100 games in a row 17:54:02 it seems like a bunch of extra complication for not much gain to me 17:54:03 galehar: well, also there are issues like "slicing" chops off heads too 17:54:43 -!- MarvinPA has quit [Ping timeout: 264 seconds] 17:54:43 -!- MarvinPA_ is now known as MarvinPA 17:54:54 right, yeah 17:55:43 * galehar will crush them anyway. He doesn't need them brittle to smash them to dust. 17:56:13 it doesn't help that weapon skills and damage types are only loosely aligned 17:56:35 lajatang v staff/quarterstaff 17:56:53 <|amethyst> so, other than chopping/slicing and hydra heads, does damage type do anything? 17:56:53 polearms: half are chopping, half are piercing 17:57:08 |amethyst: iirc it affects melee noise slightly 17:57:34 and blood spilling (which only really matters when you have the DS mutation) 17:57:34 chopping and slicing are the same thing anyway 17:57:38 crawl also already makes it hard enough to figure out which weapon is better than another. some complication about damage types vs certain things would make this even harder 17:57:48 there are people already motivated to use an excel spreadsheet to decide on weapons 17:58:40 <|amethyst> elliptic: and one of them is slicing but no one uses it :) 17:58:42 actually, hydras make sense: it's whether the blade is long enough. A dagger is not, a short sword is ok. 17:58:54 |amethyst: oh right, that one :) 17:59:07 ok, but there's still the idea of making brittle a visible 2 level vulnerability (to disint) for statues. And no insta kill. 17:59:08 kilobyte: and claws? and how long is a quick blade? 17:59:25 elliptic: right, except for claws, which somehow are longer than daggers 17:59:26 I always thought hand axes were dagger sized. 17:59:33 (thinking of them as hatchets) 17:59:45 ... 17:59:51 ok, back to thinking :p 18:00:23 also there are the maces that are piercing 18:00:58 daggers and quick blades are DVORP_STABBING 18:01:07 yes 18:01:21 elliptic: I'd say it makes no sense for a spiked flail to be described as "piercing" 18:01:25 evilmike: we talk about melee formulae earlier. 18:01:33 you're still dealing primarily blunt damage 18:01:36 kilobyte: I'd tend to agree, yes 18:01:59 and then there are whips of "slashing"... people ask whether those cut off hydra heads, too 18:02:10 -!- rawrmage has quit [Quit: Disconnecting from stoned server.] 18:02:18 yeah 18:02:52 -!- rawrmage has joined ##crawl-dev 18:02:53 -!- rawrmage has quit [Changing host] 18:02:53 -!- rawrmage has joined ##crawl-dev 18:02:55 <|amethyst> I don't see a problem with changing the spiked m&fs to DAMV_CRUSHING | DAM_PIERCE 18:03:50 * galehar never noticed melee weapons can have several damage types 18:04:27 <|amethyst> it's only the DVORP_ that affects hydra-decapitation though 18:04:49 evilmike, a looksee at a vault? 18:05:01 ok 18:05:04 http://pastebin.com/my3ewRWg 18:05:18 they are so insignificant (and I've been convinced it's for the better) that adding crushing damage to spiked flail can't break anything 18:05:47 can't find much info about the vault validate function, which would help with the staircase shenanigans this uses 18:05:52 -!- rawrmage has quit [Client Quit] 18:05:57 HangedMan: uh I didnt think it would be that big, this will take me a while to look at 18:06:02 <|amethyst> galehar: it already has that (DAMV_PIERCING | DAM_BLUDGEON), it's just a matter of changing which is the primary 18:06:12 ...yeah, it's quite messy 18:06:17 I haven't dared to try to figure out what the difference is between DAM_ and DAMV_ and DVORP_... 18:06:31 <|amethyst> galehar: so you'd get a "spiked flail of crushing" instead of a "spiked flail of piercing" 18:06:38 HangedMan: what if this was a golubria themed wizard lab 18:07:05 -!- vivec has joined ##crawl-dev 18:07:12 this, and messages 18:07:43 evilmike: <3 18:07:49 would allow some description changes to explain things like the specific limits of where one can teleport 18:08:04 |amethyst: definitely sounds like a flavour improvement with absolutely no effect on gameplay. go for it. 18:08:18 is there a way to make sacrificing less painful? like some sort of init setting that automatically auto travels you on top of fresh corpses or something? 18:09:07 vivec: for blood gods, this seems obvious, yeah. You want to either use the corpse in some way or sac it. 18:09:18 i think it's an implementable somewhere 18:09:24 vivec: for Nemelex and early Ely, not so much 18:09:26 autoexplore should definitely consider corpse as greedy when you worship a blood god 18:09:38 -!- rawrmage has joined ##crawl-dev 18:09:45 sacrifice should be done away with, seriously 18:09:56 the issue is that currently autoexplore/autopickup doesn't have a setting for "walk on top of but do not pick up" 18:10:06 it's extremely unfun, adds absolutely no depth to the game and is a binary choice at pest 18:10:06 ... 18:10:07 *best 18:10:18 Nemelex could consider ANYTHING, except the UI for declining to sacrifice is a bit goofy 18:10:18 this should just be added in general and then stopping on corpses is a special case 18:10:21 elliptic: sure it does 18:10:28 it does? then what's the problem? 18:10:37 it just doesn't work on corpses :P 18:10:53 hunger, fulsome (though that is disliked), necromancy in multiple forms, god use, etc, etc 18:10:54 elliptic: could include features there as well (currently unvisited shops) 18:10:58 greedy_visited_item_stack visits stacks of items you haven't seen yet without picking anything up 18:10:58 <|amethyst> and, yes, it looks like the DAM_* stuff affects only melee noise 18:11:04 MarvinPA: I thought that was just stacks 18:11:07 this is not a vaccum of balance 18:11:10 not isolated items 18:11:15 oh right 18:11:17 yeah 18:11:19 Hangedman, at best, at the absolute best 18:11:23 the choice comes down to 18:11:34 Am I Hungry? Do I need to use this corpse to reanimate? No -> Sacrifice 18:11:46 elliptic: Here's a silly question: does some fundamental reason exist to have "quick blade" as a separate base weapon rather than a modified version of some other short blade? 18:11:50 <|amethyst> (and meat cutting) 18:11:57 anyway i just meant that corpses are the only thing that aren't covered by autoexplore currently 18:11:58 sacrificing is definitely not a great mechanic but removing it at this point would be a ton of work 18:11:58 vivec: you will become hungry soon 18:12:07 vivec: You forgot Fulsome distillation and sublimation of blood. 18:12:24 And what kilobyte said: as a TrBe; you're persistently in a state of "hungry". :) 18:12:26 oh nevermind ely and nemelex, i'm talking rubbish 18:12:32 so yeah 18:12:33 it's still a very binary choice, and in reality, isn't that fun 18:12:40 eat or not eat 18:12:48 this is boring so let's remove food 18:12:54 JoshTriplett: exactly as much as broad axe could be a modified version of a hand axe 18:13:02 JoshTriplett: not sure what "modified version" means... the main difference between a qblade and a sabre of speed is that the qblade can get a brand 18:13:10 HangedMan: there are roguelikes that have done just that, so... 18:13:19 elliptic: Though there's a special case that a quickblade can't get "of speed". 18:13:20 and have different stats 18:13:20 yes but they did that from the ground up 18:13:30 JoshTriplett: that's because it wouldn't do anything 18:13:47 the default behaviour should be to visit lone corpses when following a blood god, just like if it were an unexplored stack. I don't think we need a new option for that. Maybe renaming greedy_visited_item_stack and tying the behaviour to it. 18:14:02 elliptic: Also, I didn't think "of speed" could lower base delay as much as a quick blade. 18:14:12 JoshTriplett: sure it does 18:14:27 we're still removing races in .10, so I don't think it's a big of a problem as you think to make something fun in the game 18:14:47 there is a slight difference between races and mechanics 18:14:49 HangedMan: the first problem: I can't get your vault to place. At all. Aside from &L, of course 18:14:57 elliptic: In that case, why not do away with quick blades in favor of $something of speed, and count on randarts to make things "of speed and other stuff"? 18:15:03 it places on my build 18:15:10 -!- rawrmage has quit [Quit: Disconnecting from stoned server.] 18:15:10 vivec: even doing the food reform or cutting hive were huge deals that took multiple versions to actually happen 18:15:10 HangedMan: You will need to fix this. Making it a wizard lab would be an option 18:15:12 JoshTriplett: because quick blades get brands, as I said 18:15:16 removing food entirely would take at least a year 18:15:21 galehar: that sounds fine, yeah 18:15:24 and that's if it were rushed 18:15:26 elliptic: Read to the end of the sentence. ;) 18:15:28 I think it's the validate function 18:15:28 greedy_visited_item stack looks like it's already default 18:15:29 that doesn't mean it can't happen, and I'm talking about sac, not food 18:15:33 randarts don't get multiple brands 18:15:34 so could tie it to that 18:15:42 -!- rawrmage has joined ##crawl-dev 18:15:44 food is actually decently implemented in crawl 18:15:50 ...actually I changed it *just* before last testing it 18:15:52 but sacrrificing isn't 18:15:52 vivec: i first heard dpeg complaining about oka gifting in .3 18:15:58 elliptic: That's fixable, perhaps just by special-casing "speed" as a property rather than a brand. 18:16:00 it's still not changed at all afaik, other than bugs/etc. 18:16:08 JoshTriplett: I don't really see the point though... 18:16:10 dpeg always complains about Oka, full stop 18:16:20 that's just one aspect of one god that would be hugely affected by saccing 18:16:22 HangedMan: test it more then 18:16:23 replace "validate {{ return glyphs_connected('(', ')') }}" with "validate {{ return glyphs_connected('{', '}') }}" and see if it places then, evilmike 18:16:28 elliptic: Because, what about a quick blade makes it quick, other than "a magical property"? 18:16:33 HangedMan: ok 18:16:34 kilobyte: well, he's right :) 18:16:38 elliptic: Having two different ways to express the same thing seems wrong. 18:16:51 it was just a quick change because of some slightly messy looking hatchwork 18:16:54 JoshTriplett: it is also a different type of blade 18:17:04 elliptic: Like you said, the only difference between a $foo of speed and a quick blade is that you can have a quick blade of $brand. 18:17:07 what grounds do there need to be for a dev to look at something if it goes directly against their design philosophy? 18:17:11 you could equally say that a whip is a "quick great mace" 18:17:14 elliptic: OK, what kind of blade is it then? ;) 18:17:20 JoshTriplett: just pretend it's a sabre of speed of (second brand) 18:17:32 Eronarn: Exactly. So why not make it one? ;) 18:17:42 many reasons 18:17:46 what are you even talking about 18:17:47 because special-casing two brands on one weapon would be a mess? 18:17:48 -!- rawrmage has quit [Client Quit] 18:17:52 because it'd be inconsistent with every other case 18:17:56 inconsistent with how other weapons work, won't print properly, absolutely no gain 18:18:11 elliptic: Would it be particularly insane to change "speed" from a brand to a property? 18:18:15 -!- rawrmage has joined ##crawl-dev 18:18:20 yes 18:18:22 yes 18:18:35 what do you think a "property" is 18:18:38 Eronarn: I find the gift mechanics to be quite fun, and permanent benefits are not that bad in a game that's not infinite. XP you got while following a god of boosts doesn't go away, too. 18:18:40 That wasn't intended as a boolean question. :) 18:18:54 elliptic: "something you can attach that doesn't prevent having a brand". ;) 18:18:57 Eronarn: it's quite balanced too, and if not, can be always nerfed 18:19:25 kilobyte: oka permagifts are so different from xp :| i don't see how you could even try to compare them 18:19:26 aren't quick blades fast because they have a low base delay.... 18:19:29 JoshTriplett: do you know how strong speed is? 18:19:32 vivec: yes 18:19:41 why are they being compared to a speed brand 18:19:57 who knows 18:20:14 elliptic: I have a pretty good idea, yeah. 18:20:14 oka permagifting gives you something awesome for as long as you're with oka... and then for the rest of the game too. and you can start getting permagifts before lair 18:20:35 also abandoning oka is a joke 18:20:35 yeah, you can get some good shit from oka, but you can also get garbage the entire game 18:20:37 I don't mind oka permagifting. what I mind is trog gifting a dozen antimagic battleaxes in a single game 18:20:49 elliptic: Heh. Yeah, fixing that wouldbe awesome. ;) 18:20:52 the weighting on anti magic branded weapons trog gifts is a little wack 18:21:05 oka having permanent gifts would be fine but the way it's done is bad imo 18:21:16 i liked dpeg's idea of temporary gifts that you can make stick around/better/permanent by killing stuff 18:21:31 Eronarn: so does Sif, Vehumet, Kiku, Trog, TSO, Lugonu, Xom. And don't disregard XP and survivability. 18:21:47 elliptic: Here's a stupid thought. What if Trog's gifts just *all* had -CAST or similar attached on top of whatever else they'd already have? 18:21:57 I think it's a little weird how there's only 2 or 3 gods that are actually useful in the extended end game, but that would be a huge effort to balance 18:22:21 JoshTriplett: this would be completely irrelevant except for people who abandon trog and there really aren't many of those so I don't see the point 18:22:24 kilobyte: oka is plenty survivable even if you ignore gifts; xom is xom; lugonu/tso are one-time-only things and you have to invest a ton of time to get it 18:22:27 what's the point of disabling greedy_visited_item_stack? can't we remove the option and make its behaviour mandatory to start with? 18:22:46 trog doesn't have the same problem because you don't need multiple weapon slots 18:22:56 elliptic: Hence "or similar". Mostly I wonder if it might make sense to make whatever property Trog wants to attach completely orthogonal to what he gifts you. 18:22:57 Eronarn: or Nemelex-granted mutations, experience cards, bazaars; even decks if you're not afraid of drawing punishment 18:22:59 and books aren't a problem in the same way because you'll have all the spells by extended endgame anyways 18:23:07 galehar: hm, true 18:23:18 galehar: some people really don't like stuff that breaks autoexplore 18:23:27 galehar: +1, other greedy options make no sense without it 18:23:47 like, people also often seem to like the option of making autoexplore not stop when you pick something up 18:23:47 kilobyte: 'if you're not afraid of drawing punishment' is a factor precisely to make it less good to abandon nemelex after getting a ton of decks :P 18:24:38 Eronarn: there's a strict cap on the amount of cards that get replaced 18:24:45 anyways, i'm not against permanent effects to your character; i just don't think those effects should occur in the way oka armor gifts do (good for everyone, never bad, permanent, no drawback other than having worshiped oka, not flavorful because they're just random acq level) 18:24:48 -!- Pingas has quit [Read error: Connection reset by peer] 18:24:59 kilobyte: it's my understanding that you have a permanent chance on all decks afterwards 18:25:05 i suppose it should automatically visit item stacks but not necessarily stop on them? 18:25:19 @??nemelex abandonment 18:25:19 unknown monster: "nemelex abandonment" 18:25:19 ??nemelex abandonment 18:25:19 elliptic: I changed the default to "smart" a while ago. Autopickup doesn't always stop autoexplore 18:25:31 I don't have a page labeled nemelex_abandonment in my learndb. 18:25:35 ??nemelex wrath 18:25:39 ??of speed 18:25:50 when did henzell get so slow 18:26:09 Henzell is tired of being treated like a slave 18:26:12 HangedMan: ok I can get it to place (this was actually my mistake, turns out CHANCE: 100% doesn't play well with encompass vaults) 18:26:19 Henzell worships Chei now 18:26:39 HangedMan: I have two initial reactions. 1. the tile use could probably be toned down. I understand the abyss theme but it's just really "busy" looking and hard to see what's going on 18:26:42 galehar: I can't keep track of all the changes to the default, but my point is that some people like autoexplore stopping whenever *anything* happens and some people like it stopping only when it finds a monster to fight 18:26:43 Eronarn: it's a fixed number of cards 18:26:49 fair enough 18:26:55 2. I think it would be better to have the teleporters direct you to a specific room, although you should randomize this 18:27:02 nemelex xobeh wrath[1/1]: Two stages. You are forced to draw from the {deck of punishment}; and any cards which you have stacked are randomly shuffled. Drawing from decks at any point could also mean you have to draw from the deck of punishment. Marked cards are 3 times more likely to be swapped for punishment cards. 18:27:02 speed[1/5]: A prized (except on short blades where it's crap) brand for weapons that causes users to be able to hit enemies twice where they would otherwise only hit once, but reduces pre-AC damage by 10%. Yes, it stacks with haste/berserk/etc; see {attack speed}. 18:27:03 you'll need to use lua to do this, but there are examples you can copy 18:27:07 am I right in when something is # easy_unequip = false 18:27:14 commented out, and set to false 18:27:17 3. I still think this would make a decent wizlab (you'd need to change the look, though) 18:27:28 it's set to true in the game? 18:27:35 anyways, i wouldn't exactly hold up nemelex as something god balance should aspire to :P 18:27:51 elliptic: Personally, I actually find the opposite problem: I like autoexplore stopping on items (so I can review and use them), but it bugs me how often autoexplore stops on monsters I don't care about. :) 18:27:56 mister golubria, an abyssal knight through and through 18:28:25 autoexplore question: is there an option to make autoexplore stop just before openign a door? pressing o again would let you continue on normally 18:28:39 evilmike: I think enough support exists in lua to make that work right now. 18:28:42 oh, that would be useful 18:28:48 that should probably exist too, yeah 18:28:53 randomized teleporters would probably work better then using teleport traps (and would also help with somebody using cTele never approaching the "bullet") 18:28:59 elliptic: "Oh no, an enemy on the other side of a forest/transparent wall/etc, you can't explore until you can't see it!" 18:29:04 HangedMan: I don't like teleport traps because it's tedious 18:29:05 i think some people turn off easy_open or whatever it's called just to get autoexplore to do that 18:29:23 MarvinPA: that works but it's not really... pleasant 18:29:28 right 18:29:36 also means I have to control the exact size of both types of chamber for balance, and what spawns where, and so on and so forth 18:29:44 so okay sure this'll become a golubria wizlab 18:29:47 evilmike: Out of curiosity, what's your rationale for wanting to stop before doors? 18:29:51 aside from that, is there any real reason to have a separate command for opening doors? 18:29:58 JoshTriplett: vaults mostly 18:30:04 closing them while confused, obviously 18:30:11 oh yeah 18:30:13 JoshTriplett: some vaults are kind enough to provide means of stopping autoexplore, but a lot just put nasty stuff behind doors 18:30:27 evilmike: As in, "I'm spoiled and know this vault layout, and don't want to open the door with the $hard_thing yet"? 18:30:27 JoshTriplett: and in some cases, you cant tell it's a vault until you open the door. 18:30:36 JoshTriplett: that is part of it 18:30:44 JoshTriplett: but another part is just "this door might be a bee room" 18:30:51 Lol 18:31:00 evilmike: What would you do differently if you stop before the door? 18:31:11 If you try to open a door while confused, do you get sometimes get the message "You try to push the door instead of pulling! It won't open!" 18:31:17 evilmike: Set an exclusion and re-'o'? 18:31:18 JoshTriplett: put an exclusion if I feel like it's dangerous or I'm underpowered 18:31:21 put an exclusion on it and come back when you have a better way of dealing with bee rooms, presumably 18:31:35 or if I feel ok, then I just hit o again and cary on 18:31:42 and yeah if autoexplore gets the ability to stop on doors then there's no reason for 'O' to exist as a command that i can think of 18:31:43 evilmike: So, once you can tell that something is a vault, you might just decide to leave it alone until later? 18:31:58 evilmike: Sounds like failures in vault design. ;) 18:32:03 pfffff 18:32:13 (or vault placement) 18:32:45 vaults are supposed to work like that; it's just that this doesn't work if autoexplore barges you into the vault 18:33:02 also, if you use explore_delay -1 you are _much_ more likely to stumble into such "autoexplore traps" 18:33:02 there's only so much that can be done with borders and layouts without ridiculous trickery like explicit settings based on said layouts or allowing setting dngn_unknown in vaults 18:33:12 yiuf 18:34:24 yiuf is a good example. 18:34:58 Even a player who isn't reading spoilers will learn to recognize the various yiuf cottages pretty quickly in normal play 18:35:10 anyway, one option is to go through every vault and add autoexplore stopping features. Problem is this is a lot of vaults, and there are cases like special rooms, and finally, it's just easy to create autoexplore traps unintentionally 18:35:19 which is why I say just add a feature for stopping at doors 18:35:31 I agree 18:35:44 also agree 18:35:52 -!- dtsund has quit [Quit: Changing OS...] 18:36:00 As long as it isn't the default, that seems like a sensible option to hav.e 18:36:01 *have 18:36:14 Yiuf could be improved by randomizing the path's layout, not just switching what it's made of 18:36:31 evilmike: How about autoexplore stops on *any* square of a vault (except ENCOMPASS ones) 18:36:45 I have a feeling that if you actually were to play with such an explore option, you'd find the roguey_levels with lots of doors infuriating 18:36:49 mumra: I don't like that, because some vaults aren't meant to be discovered until you open them 18:36:50 mumra: Wouldn't that break "subtle" layout vaults that shouldn't stop explore? 18:36:54 evilmike: If you try to autoexplore whilst on a vault you get a message "This place looks special. You had best exercise caution." 18:37:07 JoshTriplett: You can have a vault tag to exclude vaults from the rule 18:37:14 mumra: most vaults are not places to exercise caution 18:37:18 JoshTriplett: So it's opt-out rather than opt-in 18:37:26 mumra: also, it's often the case where you will see the "outer wall" of a vault even if the entrance is far away. And the outer wall might look like a normal part of the level 18:37:32 I don't like that. It's too artificial 18:37:34 and finally, yeah, a _ton_ of vaults are basically just furniture 18:37:34 mumra: Most vaults should strive to not be "open door and die". :) 18:38:25 * JoshTriplett suddenly has a fun idea for a vault: a large round or square region that rotates everything on it every turn or two. 18:39:05 All true. Maybe then just a vault tag for "danger" - it's easier than getting "stop explore" triggers right, and can be easily applied to all existing vaults. 18:39:39 JoshTriplett: I've been thinking about a radial layout: generating a map on a wrapped triangle, then applying a polar coordinate transformation 18:39:43 mumra: that still doesn't solve what happens when you see the outer wall 18:39:52 JoshTriplett: it could go with your idea 18:40:01 evilmike: nothing should happen when you see an outer wall 18:40:08 kilobyte: What do you mean by "wrapped"? 18:40:33 joshtriplett: sounds like you want wensley to finish his carousel moth 18:40:38 mumra: as an alternative to stopping explore at doors, what I'd prefer is a special "vault door" dungeon feature to be used only for the entrances of vaults. No prompt for opening this, just a message, and they don't let autoexplore barge through 18:40:38 how is defining invisible autoexplore-stoppers different from placing e.g. a statue? 18:40:44 JoshTriplett: something to avoid the map from having a visible seam 18:40:48 HangedMan: Yikes, just that name scares me. :) 18:40:50 you can do this to an extent with normal doors already, but they give a prompt and it's a bit annoying 18:41:07 where statues also indicate something to a player not on o right now 18:41:07 evilmike: Kinda like slime-entrance-lite? ;) 18:41:14 it just has innate tornado-like-rotation 18:41:24 I think tome4 has vault doors kind of like what I described 18:41:34 tome vault doors all have prompts 18:41:39 oh, right 18:41:48 evilmike: Sounds good. Do all potentially dangerous vaults have doors though? 18:41:53 I dont like prompts for things, I think if crawl copied that the doors could just be a different colour 18:41:56 kilobyte: Do you mean the seam between rotating "segments", or the seam between the rotating and non-rotating bits? 18:42:24 tome vaults really need it though since they're all just "here's a sealed box with some absurdly hard monsters and loot" 18:42:30 mumra: nope, but a lot do. and doors tend to be rather dangerous in that you open one and suddenly 15 monsters are in view 18:42:32 -!- dtsund has joined ##crawl-dev 18:43:11 MarvinPA: does it still have that issue where some of those absurd monsters can escape on their own? 18:43:20 yup 18:43:21 I remember reading about something how there was one that could go throguh walls, or dig its way out 18:43:25 evilmike: Speaking of which... 18:44:01 evilmike: How crazy would it be to change monster actions in such a way that monsters can't act against you the same turn you open a door, only the turn after? 18:44:15 Or, at least, normal-speed monsters couldn't. 18:44:24 JoshTriplett: pretty crazy. door dancing would make a sudden and extreme comeback 18:44:53 i recently saw some suggestion to remove vaults entirely in the tome forums, which is some indication of just how badly implemented they are i guess :P 18:45:15 evilmike: Not any more than now. I'm not trying to prevent the case of "monster steps into the doorway when you open it"; I'm trying to prevent the case of "open the door directly to a pile of attacks in your face and you die". 18:45:18 I looked at tome vaults, out of curiosity 18:45:25 they are rather angbandy, although defined in lua 18:45:44 there's the capacity to have really random crawl-like vaults, but none of them are implemented that way 18:45:58 I think the problem is you have to do all the lua yourself. no handy syntax that does the work for you 18:46:56 Does anyone around here know where in the code it says you shouldn't autopickup certain types of jewellery, but not others, if you've identified them? 18:47:39 <|amethyst> dtsund: settings/autopickup_exceptions.txt 18:47:40 settings/autopickup_exceptions.txt 18:47:45 pah 18:47:53 The obvious answer would be the _similar_jewellery and ring_has_stackable_effect stuff in items.cc, but my experimentation-ah. 18:47:56 and there's some special casing for ashenzari somewhere 18:48:10 What part of the code implements automatic ring unequipping when you equip another ring? 18:48:18 but light has no ashenzari iirc? or maybe it's no chei, i forget 18:48:37 Is that in lua or C? 18:49:07 Ashenzari hasn't been removed yet, because that'll break save compat, but taking him is currently useless. 18:49:40 dtsund: That's interesting news; why? 18:50:35 well anyway ash has some special-casing somewhere so you still pick up jewellery that he identified, if that's relevant to whatever you're doing 18:50:42 dtsund: have you at least made it so ashenzari altars can't spawn anywhere? That's not removal but it's at least disabling him 18:51:01 ??ashenzari 18:51:01 ashenzari[1/3]: God of divinations, curses and knowledge, new in 0.8. Likes when you wear cursed gear and explore the world. Grants passive divinations, mapping, SInv, Clarity, and an active scrying ability at increasing levels of piety. Allows you to {reskill}. Now provides {ash skill boost}. 18:51:19 ??ash skill boost 18:51:20 ash skill boost[1/2]: The formula for the skill boost is min(s, p*f - s/4), where s is your unboosted skill level, p is your piety level in *, and f is 1, 1.25, or 1.5 depending on which skill is being boosted as well as the curse status of your equipment. 18:51:31 Because Light got rid of the ID game, which meant curses had no use aside from to support Ashenzari; and because Cheibriados was regarded as underpowered, and giving him Ash's passive detection kind of fits and helps alleviate the problem, so it didn't make much sense to keep him around. 18:52:01 Oh, I missed the reference to "light". 18:52:26 I thought you meant that stock Crawl was dropping Ash, which would be odd. 18:52:41 dtsund: mummies? 18:52:48 what, not giving any chance to the skill system? 18:53:07 I might reincorporate that as a rare scroll. 18:53:23 not the reskilling, the skills boosts 18:54:13 The skill boosts might eventually find their way to Cheibriados too, very eventually, since long-term I'm kicking around the idea of eliminating Str/Int/Dex. 18:54:38 wild changes 18:54:52 dtsund: I'm reading through the Crawl Light changelog; while half of the items seem like questions of taste in gameplay, the other half seem like obvious bugfixes that really ought to end up in Crawl itself. :) 18:55:16 dtsund: storm-self warnings, for intsance. 18:55:17 doesn't light have a targetting display for ice storm 18:55:18 *instance 18:55:39 (The mutations, if I do that, would still exist, but only be three levels and have very significant effects per level. Some races would have them intrinsically.) 18:55:46 Game does not ask for confirmation to move into known webs (https://crawl.develz.org/mantis/view.php?id=5509) by Geodew 18:55:51 dtsund: What is "Automatic training of skills is now possible" about? 18:55:55 Storm self-warnings was surprisingly annoying to implement. 18:56:23 they didn't work properly last i tried, iirc 18:56:23 Oh, I sort of implemented a way to do without the Exp. pool independently at the same time as vanilla did. 18:56:27 maybe it's been fixed since then though 18:56:28 Ah. 18:56:43 dtsund: Any plans to unify them? 18:56:53 Huh? 18:57:13 Oh, import Stone Soup's skill code? 18:57:15 Yeah. 18:57:38 No, because there are things I don't like about the current skill system in SS. 18:57:54 Such as? 18:58:02 I think skill fuzzing was a mistake. 18:58:12 (And by "unify" I also meant going the other direction, too. ;) ) 18:58:27 dtsund: "fuzzing" in what way? 18:58:28 really? skill fuzzing is one of the 0.10 changes I've heard the most positive things about 18:58:35 that's crazy talk 18:58:55 Do you mean the accuracy of display, or the fact that skills are now continuous rather than discrete? 18:58:58 fuzzing is partial skill levels, right? 18:58:58 fuzzing is such a terrible word to describe it 18:59:09 If you mean the latter, then you're just crazy. ;) 18:59:27 smoothing would be a better term 18:59:40 yeah 18:59:45 My attitude is that "suddenly, you're significantly more powerful" is a good thing; it's very satisfying, for example, in DoomRL to level up, take a trait, and suddenly be very noticeably more effective than before. 18:59:45 -!- lord-naughty has quit [Quit: Leaving.] 19:00:05 You kind of lose that with smoothing. 19:00:11 dtsund: except it leads to micromanaging skill training all the time 19:00:14 one skill level wasn't ever like that anyway 19:00:16 -!- lord-naughty has joined ##crawl-dev 19:00:17 I agree with that. I think it's a matter of psychology though. Crawl still prints messages when you gain a new skill level 19:00:23 you're significantly more powerful when you get shatter castable 19:00:25 so you still get to enjoy seeing numbers go up 19:00:25 difference between 5 and 6 fire magic: not significant 19:00:40 elliptic: I agree, which is why I think I think 27 levels may be too *coarse*-grained. 19:00:58 dtsund: Yikes. 19:01:19 Personally, I'd like to see experience level become continous, in the various formulas that currently use it. :) 19:01:31 yo yo yo 19:01:36 dtsund: personally I think there is enough other stuff that feels like this in crawl (for example, tengu permaflight), but I do see your point 19:02:06 I want a "true xl" evaluator that uses experience instead of character level for rcs and possibly some rather silly vaults 19:02:07 Crawl has innate traits like DoomRL, though not chooseable ones. 19:02:08 it's kind of funny how crawl spells work this way... you need to be level 9 to cast a level 9 spell 19:02:16 JoshTriplett: yeah, and every single person who talked about, say, Sage changes today morning, agreed discrete levels having an effect are a bug 19:02:23 * kilobyte meows at due. 19:02:23 also now we have nagas gaining constriction at a given XL 19:02:24 Well, sure, but you never care about that beyond level 3. 19:02:27 kilobyte: Oooh, awesome. 19:02:27 (not *my* rather silly vaults, I'm thinking of other stuff) 19:02:45 (I still got to implement galehar's better formula, feel free to do it if you wish) 19:02:46 HangedMan: vaults should _never_ be tied to character xl 19:02:47 and Ds mutations 19:02:54 kilobyte: :D 19:02:59 what was it called, hmm 19:03:08 evilmike: Somewhat odd, really; seems like there's little point preventing you from learning a spell based on xl when you can prevent it in a more sensible way based on "you don't have enough skill to cast this". :) 19:03:09 it had necrophages at xl 8 or jackals below that 19:03:24 evilmike: If a level 3 character wants to try to learn Fire Storm, let them, and let them toast themselves on the first miscast. ;) 19:03:27 no letting defe start with sticky flame or something 19:03:36 it's relevant in the early game, yeah 19:03:44 it is pretty relevant at XL 1/2 19:03:46 JoshTriplett: More like toast themselves for trying to read Annihilations 19:03:51 the spell-character level restriction works up to level 3 spells 19:03:51 dtsund: That too. ;) 19:03:55 past that, it's just an amusing quirk 19:03:56 maybe XL 3 if you found wizardry 19:04:03 evilmike: Seems like that's potentially fixable too. 19:04:23 the offending vault in question 19:04:30 !vault carrion_pond 19:04:31 ??book of Flames 19:04:34 I suppose we could use a different function 19:05:01 -!- vivec has quit [Ping timeout: 245 seconds] 19:05:03 evilmike: That you can't cast Throw Flame until you toast a few monsters with whatever the level 1 spell seems kinda pointless; you have 3-4MP, so the MP cost (and the non-trivial failure rate of Throw Flame) will matter more there. 19:05:20 Lines pasted to http://paste.scsys.co.uk/189292 19:05:20 book of flames[1/1]: Flame Tongue, Throw Flame, Inner Flame, Sticky Flame, Bolt of Magma, Fireball. Conjure Flame replaces Bolt of Magma in 0.10. 19:05:20 like, require XL 5 for L4 spells, XL 7 for L5 spells, XL 10 for L6 spells, etc 19:05:24 having a higher level requirement for high level spells would nerf those absurd builds that get level 9 spells mid-lair 19:05:39 it would also nerf dragon spammers, probably 19:05:41 evilmike: Why is that a feature? :) 19:05:59 evilmike: You might manage to start casting Sticky Flame and Fireball one level earlier if the level restriction didn't exist, but you'd risk 30-80% failure rates. 19:06:00 JoshTriplett: if you are single-minded enough about where your XP goes, you can do some crazy things 19:06:06 evilmike: That's a featurw. 19:06:07 *feature 19:06:25 1/2/3/5/7/10/13/16/20 or some such 19:06:48 the main issue is that these breakpoints would be impossible to remember 19:06:49 elliptic: those numbers look good. Although I wonder how you'd easily communicate it to players 19:06:51 demigod/felid nerfs 19:06:52 yes 19:07:31 elliptic: I really hope you're not serious. Level *20* to learn spells that currently become available at *9*, and level 7 to learn level 5 spells? That makes the "early game" suckage of casters last longer, and makes parts of it last most of the game. 19:07:47 JoshTriplett: not really 19:07:53 er, fire storm doesn't become available at level 9 19:07:57 do casters even have early game suckage 19:07:58 early game suckage of lrd? 19:07:58 ? 19:08:01 JoshTriplett: aside from deep elves or gimmick builds you will almost never touch level 9 spells until you are past xl20 anyway 19:08:02 most chars do perfectly well winning without any L8/9 spells 19:08:06 MarvinPA: I've had it castable at 8 and had to wait for 9 to learn it. ;) 19:08:07 danei: no 19:08:20 in wizmode maybe 19:08:21 would kind of affect sprint though 19:08:22 oh, I know what would break from this 19:08:25 yeah, sprint 19:08:28 clouded_: good point 19:08:35 MarvinPA: Sprint, actually. In main game, I've had it easily castable at 10-12. 19:08:45 oh, well sprint doesn't count either 19:08:54 could do it differently there or whatever 19:09:01 elliptic: FE is basically an exercise in "how soon can I get Fireball so I can actually survive?". 19:09:04 I don't think it is a good idea unless there is some way to make the restriction levels obvious to players 19:09:05 yeah its not like that would be the only thing sprint does differently 19:09:07 JoshTriplett: huh? 19:09:13 elliptic: Making that take longer just prolongs the "this character is still boring" period. 19:09:21 fireball is not a level 9 spell 19:09:30 just halving the numbers for sprint would work 19:09:31 fireball is also not generally castable at level 7 19:09:39 elliptic: Try 3-4. :) 19:09:50 are you talking about sprint here 19:09:52 elliptic: At least for characters throwing most of their XP at fire spells. 19:09:54 Not this time I'm not. 19:11:02 My FEs all turn off everything but Spellcasting, Conjurations, and Fire Magic, and shift focus between those three to make sure that Fireball becomes castable at about the same time I have enough spell levels to learn it and enough MP to cast it a couple of times. 19:11:13 i think we can safely ignore claims of fireball castable at level 3 19:11:29 MarvinPA: Late 3, early 4. More to the point, *always* at 5. 19:11:33 aside from it being literally impossible 19:11:36 which is silly because conjure flame and sticky flame are good enough 19:11:43 and sticky flame is probably still too good after the buff it got 19:11:53 (somehow called a "nerf" in Light's changelog) 19:11:55 HangedMan: Sticky Flame works decently to tide me over between levels 4 and 5, yeah. :) 19:12:06 HangedMan: If I have the spell levels to spare. 19:12:14 HangedMan: After level 6-7 I never cast it. 19:12:31 I don't know about you but I'm rarely between levels 4 and 5 19:12:32 Mostly because if I get adjacent to an enemy I'm doing something wrong. :) 19:12:45 I must skip all the levels in between them 19:12:51 i don't think JoshTriplett is playing the same game as anyone else, so moving on :P 19:13:03 MarvinPA: How exactly do you play a dedicated caster? 19:13:25 Completely ignoring Sprint here. 19:13:33 (which is fixable with other hacks) 19:13:36 without getting fireball castable at xl3, that's for sure 19:13:57 i guess you could do that if you got to level 5, memorized it, and then drained yourself to 3 19:13:57 to be fair, a DEFE who finds wizardry can probably have fireball be quite usable at XL 5 19:14:10 I just don't usually find wizardry that early :P 19:14:29 MarvinPA: Got things compiling, looking at boulders now, LUA bug I think 19:14:32 elliptic: A DEFE doesn't need wizardry to have fireball usable at XL5; they just need to not put experience into anything else for levels 1-5. 19:14:42 elliptic: I once, quite a while ago, played a deep elf crusader who was counting the monsters until level 6 for Haste 19:14:46 hofe is better then defe anyway but whatever 19:14:57 -!- clouded_ is now known as st_ 19:14:58 MarvinPA: I don't mean "usable", I mean "not 100% fail, and enough spell levels to learn it". 19:14:59 fefe 19:15:17 a spell at 80% fail is useless 19:15:27 38% failure at xl5 with wizardry, if wizmode skill training works properly 19:15:29 kilobyte: Worth it to try to save your life, but otherwise yeah. :) 19:15:52 MarvinPA: 38% failure is quite usable on fireball. :) 19:15:54 which qualifies as "not castable" for the purposes of this discussion, so yeah 19:15:56 I can think of lots of things I'd rather do than cast an 80% failure spell to try to save my life. 19:16:34 38% fireball is junk, yes, especially since you probably have sticky flame actually at good success at that point 19:16:35 MarvinPA: What class was that 38% from, and what did you focus? 19:16:44 38% chance to waste 5 mp and a turn and have high chances of a level 2 fire miscast on a squishy character 19:16:46 sounds good 19:16:47 do you know what focus does 19:16:53 elliptic: So use them both until fireball gets less failure. 19:17:23 That's pretty much my rule of thumb for when to stop using sticky flame: "fireball is low enough fail to always count on". 19:17:51 elliptic: And yes, I do. 19:18:22 JoshTriplett: where do you get the mana for casting it from? 19:18:26 In any case, if you're arguing that Fireball is not effectively usable at xl5 in most cases, then what's the point of artificially preventing someone from trying? 19:18:45 Why not let that failure rate act as the prevention, and drop the xl requirement? 19:18:53 JoshTriplett: this change is only a hypothetical one anyway. there is no good way to implement it 19:18:57 If you fail fireball, you explode! 19:19:01 it's just one of those things that kind of "sounds good on paper" 19:19:02 kilobyte: By that level I'll have a couple of casts even if I don't find a ring of MP. 19:19:10 so, don't worry about this (for now) 19:19:21 JoshTriplett: so you cast it twice and then die screaming 19:19:31 yay, screaming 19:19:36 kilobyte: No, I cast it once and things die. ;) 19:19:40 miscast it once and die screaming more like 19:19:54 you could get yellow glow and live shouting... 19:20:01 MarvinPA: I can usually survive most miscasts short of the one that actually does a fireball at your position. 19:20:04 JoshTriplett: the problem with fireball is that it has terrible damage/mana ratio, which is what matters in most fights 19:20:22 kilobyte: As a single-target spell, somewhat. As a multi-target spell, it works great. 19:20:23 it has passable ddamage/mana in groups with vehumet mp reduction 19:20:32 but when it has no reliable casting rate 19:20:39 HangedMan: That too. And Bolt of Fire works nicely if I come across it. 19:21:11 HangedMan: yeah -- and you don't get Vehumet or enough piety for mp reduction that soon 19:21:21 the proposal was more interesting for higher level spells anyway 19:21:33 kilobyte: What fire spell would you suggest that has better damage/mana ratio, and doesn't make me stand adjacent to monsters? 19:21:37 like, making people wait for L7/8/9 spells 19:21:46 elliptic: That's the one that seems particularly painful. 19:21:55 elliptic: the only way I can think of implementing this would be to add a number to the spell description screen 19:22:06 yeah, seems fine to make it meaningful for high level spells maybe 19:22:07 not on the memorization screen. Just a line of text saying "you need to be level x to memorize this" 19:22:07 still not sure there is any decent implementation, even if just for high-level spells 19:22:17 but it's reall ynot an ideal solution, or close to that 19:22:19 elliptic: Realistically, most FEs can get Fire Storm castable by level 15 or so, so why make them wait? 19:22:20 evilmike: yeah 19:22:21 JoshTriplett: every single spell in the starting book matches the first criterium, any but sticky flame the second. 19:22:27 for high level spells it might be odd a human can cast fire storm much earlier then demigods 19:22:50 I sort of like making XL more relevant, though 19:22:56 me too 19:22:56 JoshTriplett: and buffed sticky flame is: cast it, survive a single hit, walk a few turns, get a sure hit 19:23:09 it is a worthwhile goal, sure 19:23:10 kilobyte: It's that "survive a single hit" thing that seems iffy. ;) 19:23:17 I think XL is weird in crawl. I tend to just stop caring about it once I reach high levels 19:23:21 play hofe instead of defe, clearly 19:23:22 JoshTriplett: before, it was just a notch above bolt of inacc 19:23:25 jvj24601 (L13 HEWz) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (Lair:8) 19:23:27 at low levels I care about XL, but only because of max HP usually 19:23:34 kilobyte: And no, fireball is much more reliable than the level 1/2 fire spells. 19:23:47 I keep a close eye on nearing each xl on demonspawn 19:24:13 and then get annoyed at every draining moment but that's a different issue 19:24:23 kilobyte: If I have to cast Throw Flame twice to kill something, I might as well have fireballed it, which will almost always work. Throw Flame is only a win if it happens to kill in one hit,and it misses or does low damage too often for that. 19:24:43 JoshTriplett: not many things are going to kill you in a single hit, and new sticky is guaranteed 19:24:45 kilobyte: By the time I can reliably cast fireball, it's almost always a net MP win to do so. 19:25:06 is this argument even relevant to anything 19:25:13 nope 19:25:22 The "is fireball worth it" part isn't, no. 19:25:25 alright, i'm gonna go make dinner, i'll be back when this channel is sane again 19:25:39 good idea :P 19:25:48 i prefer to cast tornado when i'm fighting a single enemy at a time 19:26:01 that way i feel awesome in crushing my enemies 19:26:21 I keep wondering, though: with some possible minor tweaks to the level 1-3 spells, what would go horribly wrong with dropping the XL requirements on spells and just using failure rate and spell slots instead? 19:26:49 Assume that the level 2-3 spells could be slightly tweaked to not become immediately available to level 1 characters; what *else* goes wrong? 19:27:02 -!- lord-naughty has quit [Quit: Leaving.] 19:27:42 probably nothing much, the idea is just that going the opposite direction and making the restrictions somewhat relevant for high level spells would also be fine 19:29:36 -!- HousePet has joined ##crawl-dev 19:29:49 MarvinPA: That seems like such an artificial restriction, though. Failure rate seems so much more effective: "you can't cast this because you'd fry yourself if you tried", as opposed to "you can't cast this because it has a magic number attached that has nothing to do with magic skill level". 19:30:05 MarvinPA: Why attach it to XL rather than spell-school level, for one thing? 19:30:43 not much is attached to xl, making it relevant for more things might be good 19:31:10 MarvinPA: dpeg was on a crusade of removing xl from anything possible 19:31:11 MarvinPA: Why does that make crawl more fun? ;) 19:31:12 also the issue is that you can currently max out a spell school at around XL 15 19:31:42 anyway, speaking of removing xl from anything possible 19:31:42 elliptic: *that* one seems really easy to fix. Extend the ###... bars on spells longer, so that it's obvious that you can make them even more powerful. 19:31:50 JoshTriplett: blame dtsund, this was all sparked by his comments earlier ;P 19:31:52 necrophages in a lair:2 vault is fine, right 19:32:11 and anyone want to suggest some depths to replace the you.xls in enter_trove_5? 19:32:12 MarvinPA: a little out of place but the depth is certainly reasonable 19:32:23 I've seen them on D:4, not that terribly hard 19:32:24 MarvinPA: Thinking through a few possible games, necrophages seem fine in small numbers. 19:32:26 MarvinPA: I'm wondering if the boulder-in-wall was just that when using &L in wizmode, sometimes the vault gets placed on top of an existing monster 19:32:45 MarvinPA: If I'm a caster I can toast them, and if I'm a melee character I can handle them by then. 19:32:52 MarvinPA: Assuming you mean 2-3 and not 10. :) 19:32:53 MarvinPA: change it to you.absdepth() 19:33:06 the numbers look fine as they are 19:33:09 evilmike: Yeah, that's a pretty reasonable rule of thumb. 19:33:46 enter_trove_5 seems awkward, there is a pretty big jump in difficulty between gnolls and vault guards 19:34:04 HangedMan: Oh, *that* vault. Yes, I've died to that jump in difficulty. ;) 19:34:27 it's very clearly marked 19:34:32 It occurs to me to wonder how much work it would take to kill off XL *completely* in favor of skills. That would make for a fun twist. 19:34:34 both vaults are discussed for using xl in their placers as opposed to absdepth like every other vault 19:34:37 a single vault guard on d:8 may be tough but i wouldnt call it extreme 19:34:38 while that D:2 ogre is not 19:34:48 its not nearly as harsh as a centaur warrior on say, d:9 19:35:00 evilmike: Or a centaur on d:4. :) 19:35:34 (Or, can they happen on d:3? I don't remember how early centaurs can appear.) 19:36:04 d:1 centaur is ridiculous, but d:2 is common enough that you'll see it sometimes 19:36:12 !lg * killer=centaur s=place 19:36:15 26505 games for * (killer=centaur): 8650x D:5, 4230x D:6, 3295x D:3, 2686x D:2, 2123x D:4, 2049x D:7, 1183x D:8, 612x D:9, 444x D:11, 348x D:10, 308x D:1, 195x D:12, 132x D:13, 62x D:14, 42x Orc:4, 36x D:15, 16x D:16, 12x Temple, 10x Lair:3, 9x D:17, 8x Lair:2, 8x Lair:1, 6x Vault:2, 5x Lair:4, 5x D:19, 4x Vault:1, 3x D:18, 2x D:20, 2x D:23, 2x Shoal:4, 2x Orc:1, 2x Vault:4, D:21, Vault:6, Lair:6,... 19:36:28 not in terms of harshness as much as it's about how the division is pretty disparate in an xl 7 character getting gnolls and xl 8 getting vault guards 19:36:30 308x d:1 19:36:43 what characters aren't plausibly xl 8 by d:10 anyway 19:36:59 how many characters even see that trove at xl7, yeah 19:37:02 03MarvinPA * r331a08889f8c 10/crawl-ref/source/dat/des/ (portals/trove.des variable/mini_monsters.des): Don't use you.xl to determine monsters in roderic_carrion_pond, enter_trove_5 19:37:05 those that die to gnolls 19:37:07 !lg * char=DEFE killer=centaur s=place 19:37:09 394 games for * (char=DEFE killer=centaur): 128x D:5, 76x D:6, 39x D:7, 38x D:3, 24x D:2, 24x D:4, 20x D:8, 15x D:9, 7x D:11, 7x D:10, 5x D:12, 5x D:1, 2x D:13, D:17, Lair:7, D:19, D:15 19:37:17 !lg * map=enter_trove_5 s=killer 19:37:17 8 games for * (map=enter trove 5): 6x a vault guard, a minotaur, TGW's ghost 19:37:28 good job tgw 19:37:35 !lg * char=DEFE s=killer 19:37:36 nice using "if you.absdepth() <= 7" for a vault never above d:10 19:37:41 oh right yeah 19:37:45 i blame evilmike :( 19:37:57 17852 games for * (char=DEFE): 4350x , 1409x a kobold, 1122x a hobgoblin, 622x a goblin, 552x an orc wizard, 544x a gnoll, 512x Sigmund, 491x a snake, 482x a jackal, 458x an orc priest, 429x a giant gecko, 394x a centaur, 295x a giant bat, 293x an orc, 289x an ogre, 256x an orc warrior, 209x a giant cockroach, 190x Ijyb, 178x a rat, 172x Terence, 130x a worm, 122x an ooze, 107x Jessica, 104x Grind... 19:38:04 haha oops 19:38:17 I'm surprised that centaur is as low as it is on that list. 19:38:20 for some reason i thought troves were D:5- 19:38:28 should've looked at the default-depth line :P 19:38:36 nah, my fault :P 19:38:44 gnolls rarely feel like a threat except in huge packs, and kobolds, hobgoblins, and goblins are "you weren't paying attention" deaths. 19:38:54 (unless they have some particularly nasty wand or something) 19:39:16 * HangedMan notes to highlight gs and Ks in his artificer vault 19:40:18 03|amethyst * r46f04b1e5259 10/crawl-ref/source/itemprop.cc: Make morningstars etc primarily crushing, not piercing. 19:41:07 hm, and doesn't that mean no monsters get placed if it generates deep in V? (or if you were xl21, previously) 19:41:40 kobolds, goblins, and hobgoblins are the earliest enemies 19:42:06 they tend to have a high number of kills simply because of the high number of people who die before d:3 19:42:18 deep in general 19:42:19 Zannick: For a caster, that still seems like "not paying attention". 19:42:31 "caster" 19:42:49 for a caster with one spell who isn't faster than the enemy next to them, i disagree slightly 19:43:00 MarvinPA: you need to change that last elseif into an else 19:43:05 yeah, done 19:43:07 but yes, some people are bad at surviving the early levels 19:43:14 Zannick: As long as you're not *slower*, and you're not wandering around with 0 MP, you should be fine. 19:43:15 man, vaults are hard :P 19:43:45 evilmike, I've got a bunch of lines that makes sprint_mu.des have floor tiles appropiate for the place it tries to mimic, but I would have to restructure most of the subvaults to make walls correspond at all 19:43:58 !lg . char=OpFE s=killer 19:43:58 29 games for JoshTriplett (char=OpFE): 5x a hobgoblin, 2x Sigmund, 2x Terence, 2x a centaur, 2x a scorpion, Snorg, a gnoll, Prince Ribbit, an adder, Pikel, an orc, a jackal, a giant gecko, a titan, an unseen horror, an ooze, an orc priest, a wolf spider, Blork the orc, an orc wizard, a hippogriff 19:44:01 HangedMan: then do it? 19:44:18 03MarvinPA * re10fa858b5e2 10/crawl-ref/source/dat/des/portals/trove.des: Remove pointless gnolls from enter_trove_5, oops 19:44:23 HangedMan: if you are not fundamentally altering the gameplay then it doesnt matter much what you have to edit 19:44:23 <|amethyst> wouldn't you need to make the walls two squares thick? 19:44:27 Huh, I thought I'd played a lot more than 29 of those games. 19:44:37 was hoping the floor would be enough because even mu_ acknowledges sprint_mu is a disaster zone 19:44:39 <|amethyst> JoshTriplett: that doesn't count sprint 19:44:44 floor is probably enough 19:44:52 |amethyst: No, I mean I thought I'd played a lot more than 29 non-sprint OpFEs. 19:45:03 Guess not. 19:45:07 'k 19:45:33 (Several of those deaths are me learning that Op has better melee than DE but not better resilience. :) ) 19:46:23 HangedMan: sprint_mu is the ten-rune challenge? 19:46:26 yes 19:46:46 HangedMan: Yeah, it'd be awesome if the walls and floors matched the branches. 19:47:20 floor is moderately easy, walls is mu_ why did you make the back of gehenna visible in swamp 19:48:04 HangedMan: Ah, funny. 19:51:23 About how much hitting of things is required to guess how good a weapon you're wielding is? 19:51:36 -!- ainsophyao has joined ##crawl-dev 19:51:48 Sorry, wrong channel for that question. 19:51:50 it's a per-hit chance 19:51:54 based on weapon skill 19:51:55 you do the math 19:52:28 hmm, what's left in these todos 19:53:21 Eronarn: I more meant "what ?? do I ask Henzell for to get the details?". ;) 19:53:25 oh right, there's something about spatial vortexes and eldritch tentacles that'll make the former attack the latter even when both are unaware of the player 19:54:41 <|amethyst> HangedMan: other than permaconfusion? 19:55:08 vortexes don't attack anything else while "sleeping" 19:56:35 ...won't attack anything "sleeping", either, except for said tentacles 19:58:42 MarvinPA: if you have an idea for improving Frederick, please go ahead. I reduced his armour because it doesn't go well with level 6 spells of four different schools, but there are better ways. 19:59:02 -!- JoshTriplett has left ##crawl-dev 19:59:02 demigod reaver 19:59:04 and unlike Louise, he's XL 21 19:59:17 radical atheist demigod reaver 19:59:30 Fuck You, God/Dad 19:59:33 HangedMan: and yeah, his race/theme sucks, too 19:59:48 not just "fuck you god/dad", but "i don't believe in god/dad" 20:00:01 Eronarn: he used to be Adolf 20:00:26 removing animate dead would be a start i guess, regardless of anything else 20:00:33 yeah 20:01:08 anyone know what all still has it? 20:01:09 kilobyte: I think he would be fine with just 2 conjurations, heavy armour, and good melee, but I couldn't decide on which two 20:01:35 i'm of the opinion it should not be on much of anything... it's so bad 20:02:17 03kilobyte * recb2911e8614 10/crawl-ref/source/mon-spll.h: Remove Adolf's animate dead. 20:02:17 elliptic: with plate? 20:02:30 ice dragon armor + ring of flames 20:02:43 yes, plate with occasional storm dragon armour or something if we feel like it 20:02:56 i guess that would be mean though 20:03:36 -!- HangedMan has quit [] 20:03:39 Eronarn: spells with EV-3 are easy; uniques with EV-6 and high level spells should be rare 20:03:59 I'm afraid I made dragon stuff too abundant, too 20:04:16 getting L6 spells castable in plate by the end of D isn't really very hard for players 20:04:35 louise is another matter of course 20:04:39 did we add wensley's shadow dragon armor yet? 20:04:41 fits Margery well (and is needed as an attempt to salvage her tile), but the likes of Psyche can do without 20:04:55 putting that on some unique could be cool 20:05:16 kilobyte: yeah, I saw the steam/mottled dragon armour additions and I'm not sure about those 20:05:40 there were some old suggestions to make louise an abyssal knight 20:05:42 wrt spells: add some new ones :) 20:06:23 New spells? :D 20:06:26 even if only monster castable for now, there's a serious lack of spell versatility 20:06:26 some monster mini-corruption effect might be fun with that, dunno if it would actually work though 20:06:57 MarvinPA: from a while back there was the idea of having an abyssal dragonriding knight unique 20:07:00 with corruption breath 20:24:16 here's a more radical frederick idea: we have a good number of fire uniques but no dedicated ice uniques 20:24:27 one or two that cast bolt of cold, but that's it 20:24:58 maybe ice just isnt as nasty as fire (since fire has some undodgable spells) 20:26:49 -!- Zaba has quit [Ping timeout: 245 seconds] 20:27:21 -!- Zaba has joined ##crawl-dev 20:27:31 evilmike: i thought about bolt of cold + icicle but it sounds kind of boring tbh 20:28:00 Freezing cloud 20:28:03 could add freezing cloud, simulacrum (?), or if insane, import hellfrost from 4.1 20:28:20 Hellfrost? Like hellfire, but damages potions? 20:28:22 maybe refrig? 20:28:33 Eronarn: oh, that could be good 20:28:46 dtsund: I have no idea what hellfrost does, I just saw it in the code 20:28:54 it would require a rewrite of the code that displays the refrig coloration 20:29:05 but, we also need that for not making the effect appear to go through walls 20:29:59 Eronarn: already done 20:31:52 should spines be affected by EV? If you can dodge attacks does that make you be able to avoid spines when hitting something? 20:32:26 03kilobyte * raf81a031b6f4 10/crawl-ref/source/mon-gear.cc: Don't give out dragon armour to crap uniques; make them match tiles. 20:32:38 kilobyte: oh, cool, i must've missed that one 20:32:53 i think refrig is a really good idea, then 20:33:29 'Frederick glares icily at you through his monocle.' 20:34:49 it would allow him to stay nasty too 20:35:40 if we could have the other spell be icicle that pins people, that'd be great :D 20:37:03 like the stake gun from painkiller 20:37:41 p much 20:37:51 one of iron shot / icicle should get it 20:38:08 iron has the potential for nailing-related messages 20:38:13 icicle makes more sense with it melting 20:38:24 i think i like it with icicle more, for that reason 20:38:46 but also i'd wonder why iron shot gets to pin people but LCS doesn't 20:38:54 <|amethyst> are we talking player spell too? 20:38:58 yes, i did think of that. i figured the LCS shattered 20:39:12 |amethyst: i think it'd be good for it to eventually do that, yes... should come with reduced damage, though 20:39:14 I've also imagined iron shot to be more of a "shotgun" (even though it doesn't act like one) 20:39:24 or at least, a large metal slug 20:39:28 st_: you can dodge spines, i made them more accurate recently though 20:39:33 maybe too much so, dunno 20:40:09 if icicle/imb didn't feel so similar, it might be good 20:40:15 so that'd be a peripheral benefit 20:40:39 well, there's always the shock combo option for imb 20:40:53 yeah but that'd require iood 20:41:05 (someone write AI so we can have an NPC that shock combos you) 20:41:29 its speech could be taken from the taunt messages in UT 20:42:31 i guess the AI on that wouldn't be too hard actually... just do a ri on its target, and if there are any ioods in explosion range, blow them up 20:43:12 might be too powerful if it's autohit and too hard to explain if it's not, though 20:43:59 all the level 6 conj bolts are boring 20:45:03 there are only 2 20:46:01 <|amethyst> three 20:46:09 three and nobody uses one 20:47:09 bolt of draining is pretty cool since you can fire it through zombies, though IEs can do similar with ice beasts 20:47:14 oh yeah. I thought bolt of draining was level 5 20:47:20 probably because I never use it :P 20:48:09 it isn't a bad spell, just L6 conj/necro isn't a great place to be 20:52:25 i meant poison arrow and iron shot with that 20:53:13 all very samey 20:55:40 -!- ainsophyao has quit [Remote host closed the connection] 20:57:04 the bolts are nothing like iron shot / poison arrow... 20:59:04 in what ways? 20:59:56 i've only got far enough to use fire so far :/ 20:59:57 the bolts hit a line of targets and are 100% resistible, iron shot and poison arrow just hit a single target 21:00:50 hmmm 21:01:38 fire bolt wasn't hitting a line of targets for me 21:02:19 it has a chance of losing a square of range when it hits a monster 21:02:31 so if the second monster is at the edge of range, it won't always hit both 21:02:49 and the spell descriptions are rather vague 21:03:51 partially penetrating beam? 21:04:03 interesting 21:04:56 the vfx vanish too quick i guess, so i hadn't noticed it :/ 21:05:48 <|amethyst> hm... maybe the description of Iron Shot shouldn't use the word "bolt"? 21:06:10 this game sure makes it hard to work out what is going on :P 21:06:34 <|amethyst> also fireball 21:07:20 <|amethyst> and LCS, magic dart, throw flame/frost, ... 21:07:32 <|amethyst> hm 21:07:54 the whole "bolt hits multiple targets" thing is a somewhat recent invention 21:08:07 iron shot used to be bolt of iron, and throw icicle used to be bolt of ice 21:08:29 I forget whether lightning bolt was ever bolt of lightning 21:09:20 <|amethyst> using "bolt" where elsewhere "beam" is common confused me at first 21:09:30 <|amethyst> then when I saw beam.cc . . . 21:09:36 haha 21:10:05 beem 21:10:12 Have you see-yeah, beem. 21:10:14 reminder that that is a real thing that really exists in crawl code 21:10:48 <|amethyst> why is it "beem" anyway? 21:11:06 iirc because beam is already used somewhere in a related function 21:11:13 AAAAAHHH, NOT THE BEEMS. NOT THE BEEMS! 21:11:25 They're in my eyes! AAAAHHHH 21:12:45 -!- Heteroy has joined ##crawl-dev 21:12:58 <|amethyst> corpse_thingy 21:13:08 stuff.cc 21:13:15 <|amethyst> thing_do_grammar 21:16:53 the great thing about stuff.cc is how there is also misc.cc 21:17:51 item_use.cc, it_use3.cc 21:19:17 If I'm trying to introduce a new timed portal vault guaranteed to show up on a particular floor, would it be cleanest to trick the game into thinking it's a branch and special-case its stair placement, or do some other special-casing in the dungeon generation? 21:20:58 <|amethyst> use PLACE: blah in the entry vault, no? 21:21:18 <|amethyst> or does that not work 21:22:45 Maybe. My vault-fu is weak. 21:26:52 Really, I think what I need to know is how to make one of the entry vaults always show up. 21:28:00 Or is the CHANCE field the absolute chance of seeing one of the entry vaults on the floor, rather than the chance of getting that particular one once it's decided to place one? 21:30:16 <|amethyst> normally CHANCE: N% means there is an N% chance per level of placing the vault 21:30:41 <|amethyst> if, like most portal entry vaults, it has the tag chance_foo, that means there is an N% chance of placing one of the vaults 21:30:43 if you use PLACE: and an ORIENT: line the vault should be guaranteed 21:30:49 that's what branch endings use 21:31:01 Ah, okay. 21:31:09 Thanks. 21:31:17 <|amethyst> oh, because minivaults can be vetoed without vetoing the whole level? 21:31:40 <|amethyst> or can they? 21:31:48 <|amethyst> I mean, by connectivity check etc 21:31:51 I think that's it. using PLACE on a minivault will usually work, but the vault isn't guaranteed 21:32:02 I never looked into why, though 21:34:03 I didn't know about that until a few weeks ago - tried to make a Spider ending that was a minivault, noticed Spider:5 would sometimes generate without a vault (or rune) :P 21:45:34 -!- mikee_ has joined ##crawl-dev 22:15:27 -!- mikee_ has quit [Read error: Connection reset by peer] 22:16:38 -!- capablanca has joined ##crawl-dev 22:17:15 -!- capablanca is now known as mikee_ 22:18:41 -!- mikee_ has quit [Client Quit] 22:18:58 -!- capablanca has joined ##crawl-dev 22:19:14 -!- capablanca is now known as mikee_ 22:19:35 -!- ainsophyao has joined ##crawl-dev 22:37:45 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <-] 22:39:18 -!- HousePet has quit [Quit: Page closed] 22:45:45 <|amethyst> so, on oklob sapling there's the comment 22:45:50 <|amethyst> // if we decide to allow this for normal games, please remove M_NO_POLY_TO 22:46:48 <|amethyst> I count four vaults that have them now 22:49:15 -!- petete has quit [Remote host closed the connection] 23:10:57 -!- ToBeFree has joined ##crawl-dev 23:24:48 -!- ToBeFree has quit [Read error: Connection reset by peer] 23:32:47 -!- evilmike has quit [Quit: something happened] 23:50:49 |amethyst: last time i looked, they seemed to have the same damage output as full oklobs, which seemed a bit squiffy 23:55:31 oklob plant (09P) | Speed: 10 | HD: 10 | Health: 39-73 | AC/EV: 10/0 | Flags: 03plant, !sil | Res: 06magic(40), 03poison, 08acid+++, 12drown, 13neg+++, 13torm | XP: 560 | Sp: acid splash (3d7+7d5). 23:55:31 <|amethyst> %??oklob plant 23:55:51 <|amethyst> 1/4 vs 1/3 chance of spitting 23:56:17 <|amethyst> but, yeah, same damage per spit 23:56:40 the problem is saplings are a zotdef thing, they've just been borrowed into some vaults 23:56:40 -!- MarvinPA has quit [Ping timeout: 260 seconds] 23:57:11 i tend to think in regular crawl they should have reduce range and damage 23:57:59 and no xp at all, since they'll be too easy 23:58:56 <|amethyst> oh guess what 23:59:10 <|amethyst> saplings already have reduced damage in zotdef 23:59:16 (in the fedhas_garden vault i made, they're only there for a short amount of time, it was meant to be a warning that they're about to turn into full oklobs, but actually since they do the same damage it's highly dangerous) 23:59:29 lol 23:59:39 why on earth was that special cased?