00:03:42 Unstable branch on crawl.develz.org updated to: 0.11-a0-818-g331a257 (32) 00:11:12 -!- Blade- has quit [] 00:12:38 -!- MarvinPA has quit [Ping timeout: 240 seconds] 00:20:38 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-818-g331a257 00:49:22 oh no 00:49:40 I think I have a dirty working copy :( 00:51:05 git stash apply didn't warn me :/ 00:52:55 -!- vadatajs has quit [Ping timeout: 260 seconds] 01:04:14 -!- dtsund has quit [Quit: dtsund] 01:06:22 -!- vadatajs has joined ##crawl-dev 01:23:37 -!- vadatajs has quit [*.net *.split] 01:31:55 -!- dtsund has joined ##crawl-dev 02:13:29 -!- lord-naughty has joined ##crawl-dev 02:22:19 -!- dtsund has quit [Ping timeout: 250 seconds] 02:27:29 -!- lord-naughty has quit [Quit: Leaving.] 02:57:34 -!- vadatajs has joined ##crawl-dev 03:14:46 -!- Xiberia has joined ##crawl-dev 03:25:00 -!- syllogism has joined ##crawl-dev 03:32:08 -!- lord-naughty has joined ##crawl-dev 04:03:19 -!- ainsophyao has quit [Remote host closed the connection] 04:13:14 -!- evilmike has quit [Quit: something happened] 04:50:49 The "keep range" AI could be good for manticores, until they run out of spikes? 04:51:03 Except they're slow moving, I guess.. 04:59:18 @??manticore 04:59:19 manticore (05H) | Speed: 7 | HD: 9 | Health: 36-65 | AC/EV: 5/7 | Damage: 14, 8, 8 | Flags: !sil | Res: 06magic(36) | Chunks: 07contaminated | XP: 164 | Sp: spikes volley (2d10). 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-818-g331a257 05:03:02 also I'm not sure the spikes have much range 05:03:36 range 6 I guess 05:24:24 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- s0 d4Mn l33t |t'z 5c4rY!] 05:26:36 -!- Pingas has joined ##crawl-dev 05:36:27 -!- monqy has quit [Quit: hello] 06:28:47 -!- edlothiol has joined ##crawl-dev 06:32:50 patch making time, nobody panic 06:38:07 which I can't remember how to do... 06:45:33 do you mean git format-patch? 06:45:45 * BlastHardcheese panics 06:49:07 Yeah, sorted it :) 06:49:21 Except the really long filenames XD 06:50:20 Hopefully Xom appreciates being patched 06:52:48 Keskitalo: perhaps we could give manticores a different speed? if they had keep range, limited ammo, and fastmove they'd be like megacentaurs 06:53:38 dire centaur 06:56:38 -!- MarvinPA has joined ##crawl-dev 06:57:51 we still need dire wolf spiders 06:58:14 so, extinct spiders? 06:58:40 yes, for the Tar Pits branch of crypt 06:58:47 Eronarn: Is being a megacentaur good or bad? :) 06:58:56 need rasphyx to enter, the deeper you go the older the fossils are 06:59:21 Could also make fast move, but superslow firing, if that makes sense.. 06:59:28 I assume it will have all the monsters that were removed 07:00:31 Keskitalo: i was thinking fastmove 150, attspeed 100, and make sure their spikes are doing noticeably more damage than their melee 07:00:36 so that there's an incentive to try to 'rush' them 07:01:33 we don't want keep range on centaurs, that would be mean, but something like the mythical 'centaur with better AI' would be a good rarer monster 07:05:58 -!- Ragdoll has joined ##crawl-dev 07:06:39 -!- Pacra has quit [Quit: This computer has gone to sleep] 07:06:53 Yeah, I think that sounds good. Could have even a slower firing speed, so you would catch up with them more when you fire. You'd have a situation where if they'd fire twice in a row, you could catch up with them. 07:07:45 Keskitalo: reading the summary evilmike did... for the reverse trample, i had that idea a while ago for a summon spell 07:07:54 Might make more sense on a different monster. Like a "turret turtle", which keeps range, but withdraws to shell to fire, and stays there for a bit. 07:08:10 smite target a creature, and out of a corner, smoke starts to appear. a few rounds later, a really powerful constricting, reverse-trampling X appears 07:08:33 it grabs the enemy and pulls it away from combat to maul it 1-on-1 07:08:57 spell only works if there's a nearby corner 07:09:11 lol 07:09:31 it would also work well on a spider that grabs you and drags you into webs 07:09:35 interesting tactical considerations there 07:09:42 perhaps this is how we could implement trapdoor spiders 07:10:02 -!- ToBeFree has joined ##crawl-dev 07:10:03 they don't do that though 07:10:16 yeah, but we're not going to have them move the player to another lvel 07:10:16 Eronarn: Oh yes, that sounds good for trapdoor spiders - they could attempt to pull you to webs. 07:10:27 With crocodiles/alligators, they could attempt to pull you to water. 07:10:37 yeah 07:10:51 give it to krakens if they eventually get constrict, of course 07:11:09 kraken tentacles could get the pull too, yeah 07:11:36 this sounds like something we might want to have the bitmasked AF flavors for though 07:11:42 The summon idea sounds nice as well; more "functional" summons would be so good to have. 07:12:09 Keskitalo: yeah, for this version one of my top goals is to shape up some of the bad spell schools 07:12:17 Hmm, that tentacle summon spell could use pull as well. 07:12:37 as i see it: summ, hex, tmut, earth (only bad in how boring the effects are) 07:12:50 The pinning idea sounded good for iron shot/LCS. 07:13:19 Keskitalo: though, it may make more sense for icicle, since it can melt to end the effect 07:13:49 and if we added it to icicle we could drop the damage, so that the imb vs. icicle choice is a little more interesting than 'do i have ice magic high enough' 07:14:08 do monsters heal much? 07:14:21 Yup. The push-back idea for IMB sounded reasonable as well. 07:14:39 knockback on a spell that deals damage is risky 07:14:51 see also imb smoketrails 07:15:00 I don't think it was meant to be guaranteed though.. 07:15:12 was thinking a pois/earth spell called Salt Wounds, which blocked healing 07:15:43 Monsters healing isn't generally tactically very relevant.. 07:15:56 drat 07:15:57 yeah, that's more of a strategic thing... stuff does heal while you're on the level, but crawl fights are short 07:16:14 In my last game I noticed it only when I was cutting off hydra heads. :) 07:16:15 it might be better as a secondary effect of another spell 07:16:16 oh well 07:16:31 There's also already a healing-blocking effect, Sick. 07:16:37 eronarn: knockback on a spell that deals damage seems okay if the knockback chance isn't that high 07:17:02 elliptic: if you can't make the chance scale to be reliable, that's fine, yeah 07:17:38 like, 50% max (at close range against small monsters) or something like that 07:18:11 elliptic: what if it worked better at long ranges rather than short? to parallel iood 07:18:25 eronarn: I was thinking it would be better for IMB to complement IOOD 07:18:28 so the reverse 07:18:45 knockback then iood combo 07:19:12 fire iood, then imb them back so the iood has enough time to catch up 07:19:21 specifically, I was thinking that IMB should have full or near-full range, but be stronger in some way at close range 07:19:50 not sure that knockback is the most interesting effect but I might try it out at some point 07:19:59 you aren't going to be able to actually get someone to move away from you with knockbacks, generally, unless they're a caster or something 07:20:06 but you can make them not get closer 07:20:25 so you'd want to be casting it while they're already at range from you 07:20:37 (against non-spellcasters, knockback in melee plays out a lot like stun) 07:20:47 is there some sort of pull spell 07:20:47 ? 07:21:07 HousePet: apportation :) 07:21:13 (it doesn't work on monsters) 07:21:23 unless they are unknown mimics! 07:21:34 tome has a few really cool spells that deal with moving enemies around 07:21:36 i tried an apportation on a monster hoping it would disarm them :/ 07:21:46 one is a spell that grabs an enemy and pins them to the ground 07:22:09 another is a spell where you choose a target, and anything around you is swapped with anything around the target, and it deals a debuff to anything that was swapped except for you 07:22:14 attacks that move enemies around have the potential to be really broken, unfortunately 07:22:20 the latter effect is just really, really awesomely fun 07:23:02 some sort of swap could be interesting, yes 07:23:29 i liked the disarm spell in arcanum :( 07:25:27 HousePet: for a while i've wanted a 'baleful apportation' spell: can grab weapons, limbs, etc. 07:25:52 ouch 07:27:29 more powerful apportations for disarming and moving creatures to melee range would be fun 07:27:39 Eronarn: Another "pull AI" idea: pack monsters that have pull try to pull their foe out on the open, near their comrades 07:27:44 canines come to mind :) 07:31:49 One more high-level non-evil summon idea: Stampede. You cast it, choose a direction, and then a herd of stampeding (neutral) elephants starts appearing a few at a time from the opposite direction towards to where you want them to stampede. Like a wave of monsters, pushing everything in their path. They only attack stuff that gets in their way. 07:33:09 awesome :) 07:36:59 Keskitalo: i love the idea but it might need code to make monsters move out of the way if something neutral has trampled them and could trample them again 07:37:10 otherwise a single elephant will shove something all the way across the screen 07:37:19 Only with high enough intelligence of course. :) 07:37:21 there's also the case of ooY 07:37:29 -!- ghallberg has quit [Remote host closed the connection] 07:37:29 right now the elephant will just keep attacking 07:37:42 i already proposed being able to make it shove the orc off to one side or another 07:38:00 this wouldn't be too hard, but it would be a big behavior difference for trample 07:38:21 That's bad tactically for the trampler though ;) 07:38:51 I actually think there should be collision damage from being trampled to walls, and why not monsters.. it's just that, what to do with water and lava 07:39:39 Keskitalo: think of it like the orc diving out of the way, to one side, rather than being slammed into something 07:39:51 -!- edlothiol has quit [Ping timeout: 265 seconds] 07:39:57 collisions would only happen if there's nowhere to actually be moved to 07:40:46 Summon Rolling Boulder! 07:41:07 HousePet: Too close to IOOD imho, unfortunately :) 07:41:40 Eronarn: Nah, the orcs should only make such moves if they press hjklyubn ;) 07:41:41 sigh 07:42:26 I blame the existance of conj, sum and translocation schools 07:42:49 Keskitalo: such 'easy' chain trampling can create issues, i fear 07:43:14 HousePet: tmut, rolling boulder form 07:43:16 Of what kind? 07:43:19 create a bould from nothing, summon a boulder from elsewhere, grab nearby boulder and make it roll 07:44:02 tmut version would be funny if you can't change direction until the poly ends :D 07:46:04 do not use anywhere sudden lava could appear. eg abyss 07:52:53 -!- HousePet has quit [Quit: Page closed] 07:54:08 -!- vadatajs has quit [Ping timeout: 240 seconds] 08:07:28 -!- vadatajs has joined ##crawl-dev 08:11:38 -!- st_ has joined ##crawl-dev 08:19:00 Have we had recent major GUI changes in Tiles, or are we expecting any? 08:19:46 Because I'm reading the KiSS usability project report, and they seem to be under such impression. I'm a bit baffled, but it may be that I've given such an impression. 08:19:57 I certainly don't recollect such changes.. 08:20:13 no one even maintains local tiles as far as I know 08:22:36 "Most of the results indicated major issues with the GUI of DCSS which was however up to change based on the communication with the development group and was thus ignored as an notable issue." 08:22:40 Sigh. 08:22:55 I have no idea what I've said. :P 08:26:57 Well, the report still looks pretty good, with lists of problems both from the team's own evaluation and from the user testing. 08:27:29 I haven't looked at the tutorial redesigns yet, but it sounds like they've shortened them a nice bit and suggest they could still be shortened. 08:30:37 -!- Dixbert has quit [Read error: Connection reset by peer] 08:30:54 -!- valrus has joined ##crawl-dev 08:46:47 -!- edlothiol has joined ##crawl-dev 08:53:37 -!- valrus has quit [Remote host closed the connection] 09:26:12 -!- edlothiol has quit [Quit: rcirc on GNU Emacs 23.3.1] 09:51:12 how about preventing the v/8 guards from taking stairs? 09:51:13 galehar: You have 1 message. Use !messages to read it. 09:51:17 !messages 09:51:20 (1/1) nfogravity said (11h 53m 38s ago): i have a working fsim skeleton. it doesn't have every function of the old one, and doesn't output to a file, but i'll make a patch and upload it to mantis tomorrow for you to play with 09:51:27 good 09:53:46 -!- nfogravity has joined ##crawl-dev 09:54:27 galehar: Sounds good, I think that's been discussed in a SourceForge FR even 09:54:38 By which I mean the idea has been around for a while indeed 09:55:15 hey galehar, i'm going to finish cleaning up my code today and upload what i have 09:55:29 nfogravity: fsim improvements! <3 09:55:49 yeah :D 09:56:13 nfogravity: good, thanks 09:56:33 Keskitalo, http://i.imgur.com/98Bst.png 09:59:29 this is a nice feature, but personnally, I'm more interested on seing how damage scale with skill 09:59:40 i know 10:00:06 I'm also interested in cleaning up the code, so if you've started it, I want to use your code 10:00:19 please do, i rewrote it completely 10:00:33 for example, there's no reason to pass the missile_slot through every functions. Check the quiver instead. 10:00:51 already done 10:00:57 good 10:01:02 it's a massive massive rewrite 10:01:23 well, that was probably the thing to do! 10:01:40 ok have to go now 10:02:14 I'm still looking for a formula to scale mimics hd and damage with depth. I'm taking suggestions. 10:02:20 'later 10:03:07 right now i'm trying to figure out what unwind_var does 10:13:47 elven dagger tiles not centered within tile (https://crawl.develz.org/mantis/view.php?id=5512) by nicolae 10:29:02 -!- ainsophyao has joined ##crawl-dev 10:29:15 -!- edlothiol has joined ##crawl-dev 10:57:25 is a lerp too simple for the mimic scaling? 11:13:22 -!- ainsophy_ has joined ##crawl-dev 11:13:25 -!- ainsophyao has quit [Read error: Connection reset by peer] 11:55:38 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-818-g331a257 (32) 11:55:52 oh hey that script is still running, awesome 12:18:14 -!- lord-naughty has left ##crawl-dev 12:21:00 galehar: if you want to be really mean, have them not follow up stairs and re-align themselves around the stairs so that the ones with polearms are in reach range and the others move inside 12:21:01 getting hit by 20+ guards in one turn should make people stop stairscumming them 12:21:54 actually, that wasn't serious but it makes me think that maybe now that reaching is for all polearms, the v8 stairs should be closer together 12:29:22 ??poison resistance 12:29:22 poison resistance[1/2]: Makes you immune to normal poison (this includes chunks!), damage from normal poison attacks, and confusion from mephitic clouds. Halves damage and poison from Poison Arrow. Recommended for Swamp and Snake, of rather little use elsewhere. Only 90% effective against poisonous attacks in 0.10. 12:31:42 stair dancing them is usually a worse idea than ctele or blinking into one of the corridors so it wouldn't really change that much 12:33:39 "usually" should be "always" though 12:34:54 -!- MarvinPA has quit [Read error: No route to host] 12:35:18 -!- MarvinPA has joined ##crawl-dev 12:36:30 -!- MarvinPA has quit [Read error: Connection reset by peer] 12:36:51 -!- MarvinPA has joined ##crawl-dev 12:37:06 st_: although, i also don't think it's a good thing if ctele is automatically the "best" solution either 12:43:18 i think it'd probably be more fun if it blocked ctele, or even tele 12:44:01 actually, here's an idea: apply subvaults to the v8 entrance, and have different (hard) defenses each time 12:44:35 Eronarn: I pretty much just suggested this on the tavern thread 12:44:41 with A) each weak against certain tactics and strong against others B) penalizing stairscumming by having the guards able to pile on the stairs if you do it 12:44:54 replace all the vault guards with mara (but only one is real) 12:44:56 Each upstairs/downstairs could be a subvault, increasing in difficulty the further down you are 12:45:31 mumra: that'd work well with the vault boxes idea 12:45:51 exactly 12:46:22 each box can get populated by a subvault or a random set of monsters from a weighted selection 12:47:04 my thought for the vault guard defenses would be that we could have stuff like relevant statues, or a moat 12:47:45 and have some upstairs/downstairs vaults as well with a higher chance than normal to get used - so you'll only occasionally get stairs in corridors (just to keep things a bit random) 12:48:46 it'd be nice if someone did this for next version :) 12:50:21 yes ... someone ... ;) 12:51:09 well the subvault / level building part isn't actually that bad, a lot of infrastructure is there already 12:51:27 it'll just need as much content as possible from vault designers 13:16:50 -!- neunon has joined ##crawl-dev 13:16:50 -!- neunon has quit [Changing host] 13:16:50 -!- neunon has joined ##crawl-dev 13:16:50 -!- Dixie has joined ##crawl-dev 13:30:46 -!- lord-naughty has joined ##crawl-dev 13:40:40 -!- lord-naughty has quit [Quit: Leaving.] 13:53:37 I honestly don't think there is any issue with people stairscumming v:8... it is quite dangerous with most chars 13:54:15 making the vault guards more interesting is good but the way to do this isn't to remove non-dominating strategies... good to have many different strategies for them 13:55:58 the vault pretty much forces that... or a teleport right at the start 13:56:11 or just running past them, or blinking past 13:56:29 which are usually better options than stairscumming, as st_ said 13:56:48 they rarely can be ran past, blink indeed works but is way riskier 13:56:57 s/rarely/always/ 13:57:09 seriously, it is guaranteed to be able to run past them if you are hasted 13:57:27 stairscumming means you get a few every iteration, can deal with them easily them heal up 13:57:40 stairscumming means you die unless you have really great defenses 13:57:46 I've watched many people do this 13:57:53 yeah, in practice stairscumming v:8 is a terrible idea 13:58:13 I'm a terrible player, yet I never had even a hint of danger stairscumming V:8 13:58:28 every time you go downstairs you have to deal with the fact that a titan might have walked into view, or a shadow dragon, or an ancient lich 13:59:06 every turn you spend there you have to deal with the fact that a titan may walk into view, or... 13:59:07 one time I walked downstairs while stairscumming (after killing most of the guards) and took 150 damage before I got an action 13:59:25 a titan/quicksilver dragon/other stuff combination 13:59:29 giving 8 enemies the chance of a simultaneous free hit on you tends to be a bad idea 13:59:57 one time i went downstairs and got tormented and lost 150 hp. what's the difference? 14:00:01 I do stairscum sometimes, when I have limited haste and good defenses (i.e. many trog chars) 14:00:10 zannick: ? 14:00:16 sounds like a xl12 char with 0 AC 0 EV 14:00:34 kilobyte: no 14:00:36 that's ridiculous, kilobyte. i've lost several very good characters 14:00:48 on the other hand, it's staying there that's decidedly bad for your health 14:01:35 !lg * killer=vault guard s=place 14:01:35 198 games for * (killer=vault guard): 85x Vault:7, 50x Vault:8, 13x D:11, 12x D:14, 9x D:10, 6x D:15, 5x D:16, 5x D:17, 4x D:12, 4x D:19, 3x D:18, Vault:4, Vault:3 14:01:38 kilobyte: ^^ 14:01:47 vault:7, the most common place to die to a vault guard 14:02:06 this is pretty telling IMO 14:02:11 !lg * killer=vault guard place=vault:7 s=xl 14:02:11 85 games for * (killer=vault guard place=vault:7): 16x 20, 11x 21, 11x 22, 9x 17, 8x 23, 7x 19, 5x 24, 5x 18, 3x 25, 2x 26, 2x 27, 2x 15, 2x 13, 16, 14 14:02:31 !lg * killer=vault guard place=vault:7 s=class 14:02:31 85 games for * (killer=vault guard place=vault:7): 15x Berserker, 8x Wizard, 7x Fighter, 6x Enchanter, 6x Transmuter, 5x Necromancer, 5x Conjurer, 4x Fire Elementalist, 4x Priest, 3x Venom Mage, 3x Air Elementalist, 3x Summoner, 2x Assassin, 2x Crusader, Earth Elementalist, Stalker, Abyssal Knight, Paladin, Chaos Knight, Gladiator, Artificer, Wanderer, Hunter, Monk, Ice Elementalist, Healer 14:02:50 you rarely die while pulling them, you usually die while actually trying to dispatch them after pulling 14:03:11 yeah, dying while pulling them would count as v:8, no? 14:03:25 at least most of the time, so far as i recall 14:04:09 people don't usually die to them while going upstairs, no 14:04:10 you start at full hp every iteration so you'd need paralysis or terrible luck 14:04:37 they die because they are surrounded by eight of them and injured 14:04:45 -!- heteroy has joined ##crawl-dev 14:05:01 oh, i usually try to choose staircases next to walls :) 14:05:04 vs being surrounded by ~30 of them, plus shadow dragons, plus titans, and injured 14:05:17 is there anything new in trunk that is specifically wanted to be playtested? 14:05:22 kilobyte: what part of everyone telling you that you run past them or blink past them do you not understand 14:05:25 heteroy: Spider 14:05:45 seriously, nobody is advising just sitting in the center of v:8 killing everything there, unless you have tornado or refrigeration or something 14:05:49 k. anything race/class/god-wise? 14:06:07 the point is that there are many options and most good players seem to prefer not to stairscum 14:06:13 the titan next door, in a nasty place with no retreat 14:07:36 as I said at start, making vault guards do something interesting would be cool... but basing changes on some perceived need to address stairscumming them is misguided when more people die to them on v:7 than v:8 14:08:44 far more people dying on v:7 than v:8 is a clear proof of stairscumming being the dominant strategy, since no other way would produce a death there 14:08:53 it doesn't prove it's the most successful one, yeah 14:08:57 just most used 14:09:06 it doesn't prove that, what are you talking about? 14:09:14 these are just deaths to vault guards 14:09:23 when stairscumming, you don't die on V:8, you die on v:7 14:09:27 i'd also guess that people die on v:8 to nonvault guards after being trounced by vault guards 14:10:11 kilobyte: when you run past the vault guards, you don't die to them at all 14:10:33 the point is to not stand and fight the ambush at all, yeah 14:10:47 this is also good advice for the other ambush vaults 14:10:57 like snake:5 ambush, or evilmike ambush 14:11:03 run/teleport away 14:11:07 it is very hard to automatically classify games as deaths due to particular methods of tackling v:8 14:11:29 zannick: sure, hard to determine much from the statistics... but what we can tell is that stairscumming has its risks 14:11:33 this sounds like another case of "badwiki misinformation" more than anything perpetrating the bad strategy 14:11:40 if you go past them, you instead die to any other of depth:48-58 monster 14:12:04 or you kill them all from a much better position, get the rune, and win 14:12:15 personally, with squishy wizard characters, i've found stair pulling to be very effective. i've mostly# died on V:8 in the quadrants. 14:12:59 the corridors between quadrants are pretty safe, compared to the alternative of getting completely surrounded and being completely surrounded again when re-entering the level 14:13:18 it just doesn't feel like anything close to a dominant strategy to me, and plenty of other people seem to agree 14:14:00 !lg . place=Vault:8 s=killer 14:14:00 5 games for kilobyte (place=Vault:8): a golden dragon, a titan, an ancient lich, an iron dragon, a quicksilver dragon 14:14:02 !lg . place=Vault:7 s=killer 14:14:03 2 games for kilobyte (place=Vault:7): a lich, a stone giant simulacrum 14:14:04 so our focus shouldn't be on nerfing it, but rather making vault guards more interesting in general, regardless of your strategy 14:16:05 !lg . place=v:8 s=killer 14:16:06 2 games for Zannick (place=v:8): a yaktaur captain, a stone giant 14:16:34 so embarrassing, such non-ood monsters :) 14:16:55 !lg * place=v:8 s=killer 14:16:55 980 games for * (place=v:8): 233x a stone giant, 100x a yaktaur captain, 82x a titan, 59x a shadow dragon, 50x a vault guard, 41x a quicksilver dragon, 32x a storm dragon, 31x a frost giant, 28x , 27x an ancient lich, 26x an Executioner, 24x a fire giant, 24x an ettin, 20x a tentacled monstrosity, 17x a golden dragon, 16x a lich, 14x an iron dragon, 9x a deep elf annihilator, 6x a yaktaur, 5x a Ba... 14:17:10 Quote from the badwiki: "For melee characters, the best way to cope is to lure a handful of guards upstairs so that you need not fight quite so many of them at once, kill them, then rest and repeat." 14:17:12 zannick: pretty typical though 14:17:19 This is why I argue that the badwiki should just be shut down 14:17:24 elliptic: yeah 14:17:46 !lg * place=v:8 killer=tentacled monstrosity s=cv 14:17:46 20 games for * (place=v:8 killer=tentacled monstrosity): 11x 0.10, 4x 0.10-a, 3x 0.11-a, 0.9, 0.4 14:18:34 constriction: pretty deadly 14:18:40 yes 14:18:46 especially while stairscumming :P 14:18:46 speaking of tentacled monstrosities, they're thoroughly insane now 14:19:19 constriction formulas need to be scrapped and rebuilt from scratch I think 14:19:55 maybe damage is okay but success chance and chance of pulling away are pretty crazy 14:20:08 since they sometimes spawn in Swamp, are a player summon, and random pan lords with it tend to summon eight or so before you even walk up to them, I'd greatly nerf them rather than make them rarer 14:20:31 some other monster could have insane constriction if needed, but not a popular summon 14:20:41 elliptic: formulas? I say the same about code. 14:20:43 SHT was already overpowered, yes 14:21:27 though arguably most summons are 14:21:28 holy cow, they summon 3-5 _per cast_ 14:21:38 (monsters) 14:21:50 mainly SHT summons large aboms when players cast it 14:21:52 -!- alefury has joined ##crawl-dev 14:22:20 also Mnoleg needed the buff :P 14:22:25 but yeah 14:24:57 ghrmblahdammit, gcc-4.7 final still dies with an ICE when building Crawl with LTO :( 14:25:05 so does gcc trunk 14:26:37 wow, i was gone for almost a week and there still is no 0.10.1 news post 14:26:43 !tell SamB do you have any clue debugging/properly reporting bugs on gcc? Both 4.7 and trunk die with an ICE when building Crawl with LTO=y. 14:26:43 kilobyte: OK, I'll let SamB know. 14:27:02 (SamB is likely to have a clue, he maintains gcc-doc in Debian) 14:27:12 kilobyte: not yet I don't ... 14:27:12 SamB: You have 2 messages. Use !messages to read them. 14:27:20 !messages 14:27:20 (1/2) Jevouse said (12w 2d 1h 18m 32s ago): you're a nice person to fix stuff for us endusers 14:27:36 !messages 14:27:37 (1/1) kilobyte said (53s ago): do you have any clue debugging/properly reporting bugs on gcc? Both 4.7 and trunk die with an ICE when building Crawl with LTO=y. 14:27:45 SamB: oh, you're here, cool. 14:28:58 I wasted about an hour (counting human time, not waiting for builds to fail), and couldn't get even to building gcc from upstream sources (they immediately reject reports for sources obtained elsewhere) 14:28:59 well, obviously it's best if you can reduce the size of the test case ;-) 14:29:14 -!- Pacra has joined ##crawl-dev 14:29:26 oh, really? 14:29:54 all of docs how to reduce test cases apply to one-file compiles, not to LTO on massive projects 14:30:04 and Crawl is not exactly modular :( 14:30:17 well, obviously that's not easy to give rules for 14:30:29 -!- MarvinPA has quit [Read error: Connection reset by peer] 14:30:47 -!- Dixie has quit [Read error: Connection reset by peer] 14:31:29 -!- MarvinPA has joined ##crawl-dev 14:31:50 -!- lord-naughty has joined ##crawl-dev 14:32:51 oh, there might be something on the wiki about reporting LTO bugs? 14:36:49 kilobyte: so they really dismiss out-of-hand *any* reports involving vendor versions? 14:37:10 I don't see anything about that on http://gcc.gnu.org/bugs/ 14:38:12 at least I heard complaints that they tend to for Debian versions, which are indeed very heavily patched 14:38:55 * SamB isn't sure they're as heavily patched as you might think 14:39:24 but there *is* certainly some lack of transparency to the patching 14:40:12 (There are a lot of conditionals in rules.patch) 14:42:20 115 patches, quite a bunch above 50KB each 14:42:22 I guess you should perhaps start with bugs.debian.org ? 14:43:43 I don't think many of those are actually used for any given build 14:44:40 hmm 14:44:50 naesten@hydrogen:~/hacking/debian/gcc-doc% zgrep '^[^ ].*:$' /usr/share/doc/gcc-4.6/README.Debian.i386.gz | wc 14:44:50 66 66 1078 14:44:50 n 14:45:17 Qwertycoatl (L9 NaTm) (D:9) 14:46:24 kilobyte: it seems that unrands aren't currently autoinscribing 14:46:41 kilobyte: so, did you try bugs.debian.org yet? 14:47:46 SamB: as in, throwing the bug onto Matthias Klose and co's shoulders? 14:48:15 well, yes, it does sound kind of silly when you put it like that 14:48:39 I didn't, they seem to be massively overworked 14:48:56 but you have a point -- it can't hurt to at least communicate 14:49:18 they might at least be able to offer some suggestions about how to proceed 14:49:28 I'm a mere user when it comes to gcc internals, yeah 15:06:00 -!- mumra has quit [Quit: offski] 15:45:29 did hexes and charms crosstrain at some point? it seems like something that would be appropriate. 15:46:23 elliptic: ghallberg put a proposal for a new formula on the wiki. Since the current one is so bad, there couldn't be much harm in trying this one 15:46:44 I'm talking about evading constriction btw 15:46:53 allllmost done, galehar 15:47:12 i promise it's worth it 15:48:14 :) 15:49:34 heteroy: they did, at a 100% ratio. 0% since then. 15:49:41 -!- monqy has joined ##crawl-dev 15:50:16 -!- heteroy_ has joined ##crawl-dev 15:50:18 changing the escape formula seems really important, yeah 15:50:56 would be hard for the proposed one to be worse :P 15:51:19 the proposal is from galefury btw 15:51:44 How about this formula (assuming the player is trying to escape, swap str and HD for monster escape attempts): 15:51:47 x_chance_in_y(5+n*(3+max(0,2+div_rand_round(2*str-HD,5))),30+3*(attacker_size-defender_size)) 15:51:50 with n the number of escape attempts, starting at 1. This formula gives a fairly high chance to escape early constrictors, but only high strength chars have a high probability to quickly escape late game constrictors. 15:51:53 -!- heteroy has quit [Ping timeout: 246 seconds] 15:51:56 -!- heteroy_ is now known as heteroy 15:52:09 oups 15:52:15 Revised version: x_chance_in_y(5+n*(3+max(0,2+div_rand_round(2*str-HD,5))),35) 15:52:18 Examples: https://docs.google.com/spreadsheet/ccc?key=0Aj0ZoxMMMg-6dG80ODFPRFdTSkVaTk5pY3hQQmxxV2c 15:52:36 why str and not dex? or has that been discussed before? 15:53:38 maybe there: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:constriction 15:54:03 dex/ev should help you not get hit in the first place, presumably 15:54:04 that formula has insufficient randomization 15:54:26 -!- ainsophy_ has quit [Remote host closed the connection] 15:54:57 specifically, you are guaranteed to be able to escape by a specific number of turns, and you can compute how many turns that is ahead of time if you know the formula 15:55:39 should become more and more likely but never guaranteed, right? 15:55:49 and not piecewise ;) 15:56:11 <|amethyst> I don't know if it needs to become more likely after a point 15:56:31 though maybe it is okay since the rate of increase of escape chance doesn't look that high 15:57:55 I guess it is for 20 strength chars though 15:58:27 personally I'm not really sure why this should depend on n at all 15:58:42 -!- ghallberg has joined ##crawl-dev 15:58:49 fyi, formula for nets: x_chance_in_y(40 - you.stat(STAT_STR), 66) 15:58:57 I think having str there at all is bad: constriction done by the player could use str, yeah -- but when it's a monster that's constricting, you'll have tentacled monstrosity splat everyone but characters who already could take being constricted for a while 15:59:15 I joined ##crawl instead och ##crawl-dev. Thought there was loads going on tonight... 15:59:21 which is the change to *not* escape 15:59:26 *chance 15:59:35 galehar: I'm playing diplomacy with some friends from school, I rolled France and I'm kicking ass. 15:59:55 :) 16:00:13 ghallberg: such an unrealistic game! albinoblacksheep brought us the proof :) 16:00:15 Well at least I was for a while :) 16:00:26 Now the germans and ryssians are pretty much crushing us. 16:00:27 kilobyte: maybe, yeah... I wonder how well just using a fixed escape chance that depends on monster HD and nothing else would work 16:01:11 kilobyte: well, net use str, so at least it is consistent if constriction does too 16:01:16 and it makes sense 16:01:42 also, players with no str are likely to have a blinking source at the depth of tentacled monstrosity 16:01:53 also I want to propose stunning the monster for a fraction of a turn (maybe half a turn or so) when you successfully escape 16:02:02 or some other mean of not getting in melee range 16:02:05 to prevent randomized energy from immediately letting it re-constrict 16:02:18 elliptic: goo idea 16:04:26 I think a fixed chance could work too. Statistics say you'll eventually get out ;) 16:04:34 and it's much simpler 16:04:57 dependence on n does mean that your turn isn't completely wasted if you fail though, which might be good 16:07:08 I think I might go for a formula of the form: chance of failure = (linear function of HD)/(linear function of n) 16:08:03 could be something like (a - b/n) to make it tends to a. And make a depend on HD and str. 16:09:52 i'd make a increase with dex as well, as kilobyte said before, it would cause TM to splat everyone but people who could already take some hits 16:10:12 "it" = using str and not dex 16:10:16 I guess with that sort of formula you have to be careful to make sure you don't make the success chance zero sometimes 16:10:41 zannick: I'd rather use neither str nor dex, for simplicity, at least at first 16:10:48 can try to add those in later maybe 16:10:56 elliptic: that's another option 16:11:14 is there consensus on cutting 3 levels from V? 16:11:50 I haven't heard anyone argue for a V length of longer than 5 levels, yeah 16:12:17 does that significantly mess with the xp curve? 16:12:25 is that accompanied by moving V down 3 floors on average? 16:13:41 (to preserve the right monster mix for "v:8") 16:13:59 Zannick: we certainly want to keeps v:8 depth 16:14:38 but if we wait for portal_branches, we can set it's depth independtly from the depth of its entry 16:14:53 ah, well, then 16:15:31 we can still do it now, move its entry (and break save compat) and revise depths on the merging of portal_branches 16:16:42 nfogravity: I've put some XP stats on the wiki: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout 16:16:50 the answer is yes and that's the point 16:17:50 there's also crypt who is a prime candidate. Worth a lot of XP, not much threatening and very boring. 16:18:12 but ghoul bands! :/ 16:18:19 fr: make ghouls fast :D 16:18:25 it's been proposed to remove it and use the endings as a portal vault 16:18:48 where does tomb go? 16:18:53 that'd presumably need rebalancing 16:19:23 -!- dtsund has joined ##crawl-dev 16:19:34 reducing: sure, turning into a portal vault: meh 16:19:34 i'd rather crypt endings be permanent levels 16:19:56 yeah, portal vaults are something that should be used really sparingly 16:21:20 crypt 1 regular crypt floor, crypt 2 a current crypt:5, crypt 3-5 the current tomb 16:22:41 ChrisOelmueller: the problem with that is that all current crypt:5 maps have no defined down stairs 16:23:16 I don't think so much of crypt needs to be axed anyway 16:23:37 the crypt:5 maps are good and the monster set is unique, it just shouldn't be so long 16:23:53 then place two of the current crypt endings 16:23:58 so 3 floors then? 16:24:01 and i also like them, yep 16:24:16 making it 3 levels with the tomb entrance on 1 or 2 or 4 levels with the tomb entrance on 2 or 3 would be the simplest thing to do 16:24:58 I think 3 is enough. Ahd I don't see the problem with having the tomb entry at level 1 16:25:25 I sort of prefer not having branch entrances on the first levels of branches, but it isn't a big deal, yes 16:25:45 it just feels like people should have a full level to be introduced to a branch before being offered a new branch 16:28:08 also I think elf and crypt should stay the same length 16:28:45 i think 3 is a good length for both :P 16:28:58 but 4 is fine too 16:29:43 MarvinPA: if we can't decide, there's always the option of a random depth 16:30:07 I might have some preference for fixing the tomb entrance on crypt:2 if we do make crypt only three levels long, actually 16:30:09 it's the current state of portal_branches only as a test for changing branch depths on the fly 16:30:20 yeah 16:30:55 or maybe crypt:2 / crypt:3 if someone wants to modify some of the crypt:3 maps to have a tomb entrance 16:31:45 I don't think random depth is a good idea 16:32:22 random depth might be an interesting thing for a new branch but I'm not sure about it for the existing ones, yeah 16:32:37 could balance it by always having the other branch be longer, but you're probably right 16:32:58 s/longer/longer if the first is shorter/ 16:34:23 it would also be nice to have an additional branch in mid-to-late D at some point, by the way... currently it feels a bit empty with vaults sometimes being the only yellow stairs after D:8 16:35:04 elliptic: well, there's the option of putting dwarves there 16:35:11 not sure what it would be though 16:35:23 Forest 16:36:03 I liked the idea of putting dwarves as a subbranch of elf, I think 16:36:15 as a single level off of elf:2 or so 16:36:20 it would really need to have some opposition that's not nearly immune to melee/missiles/spells that can miss while dying to the first refrig/cloud 16:38:21 cave dwarves 16:38:26 So, speaking of branch depths, I have another thing in mind: how about we give the short branch a steeper difficulty? Have some high level monsters in the deeper levels of lair branches, elf and crypt? 16:39:45 the rarity code is ill-fit for that 16:40:14 it'd need a way to multiply level difference by something 16:40:34 currently, the rarity penalty is diff^2 16:41:02 so unless you have almost everything at rarity 1, a 2-level deep branch would have little difference between the levels 16:42:40 maybe that needs to be addressed. Although, I know the monster picking formulae are kinda creay, but I see the lack of variation in levels of short branches as a symptom of it. 16:43:51 the formulae are what? 16:45:14 -!- ToBeFree has quit [Read error: Connection reset by peer] 16:54:05 -!- Wensley has joined ##crawl-dev 16:56:20 mon-place.cc:570 16:57:53 so maybe use rarity * diff for short branches, instead of diff^2 16:58:08 or even better, find a formula that scales with branch depth 16:58:59 can't we just make depth increase by 2 each time you go down a floor in short branches? 16:59:12 diff^((depth+27/27)) 16:59:13 or even 3 16:59:27 or that 16:59:40 worth a try 16:59:55 -!- Vandal has joined ##crawl-dev 17:00:27 but since high level monsters are worth a lot of XP, if we spawn a bit more of them and cut one level, the change should even out 17:01:01 diff^((depth+27)/27) 17:01:13 (but I'm sure you already corrected the obvious mistake 17:01:16 ) 17:03:11 -!- GreatOrbOfEyes has joined ##crawl-dev 17:03:40 03kilobyte * r2cef6e17523d 10/crawl-ref/source/initfile.cc: Allow forcing Ensligh as the language. 17:03:40 03kilobyte * r0ed23417bd9f 10/crawl-ref/source/ (7 files): New translations: dwarven, j??gerkin, lithp, german. 17:03:40 03kilobyte * rc7765d595c93 10/crawl-ref/source/ (process_desc.h translate.cc translate.h): An ugly hack to put descriptions through filters as well. 17:03:41 03kilobyte * r1d5b5096297c 10/crawl-ref/source/output.cc: Filter the player's title as well. 17:03:41 03kilobyte * rb3e44a1f32e0 10/crawl-ref/source/ (initfile.cc startup.cc): Translate every game to dwarven or j??gerkin. Set "language=boring" if you're uncool. 17:04:08 -!- Ganrao| has quit [Ping timeout: 272 seconds] 17:05:31 kilobyte, edlothiol: http://hacks.mozilla.org/2012/03/browserquest/ 17:05:40 ensligh is my favorite language 17:06:00 Unstable branch on crawl.develz.org updated to: 0.11-a0-823-gb3e44a1 (32) 17:07:56 -!- GreatOrbOfEyes is now known as [HangedMan] 17:08:31 so what does the patrolling AI do 17:08:32 is it just a random walk? 17:08:40 -!- Ragdoll has quit [Quit: Ragdoll] 17:08:46 <[HangedMan]> but close to a specific point, I guess? 17:08:47 [HangedMan]: You have 1 message. Use !messages to read it. 17:08:51 <[HangedMan]> hahahaha 17:09:02 [HangedMan]: wtf is this name regression 17:09:32 Wensley: I think it makes monster go back to their patrolling point when they are in the wander behaviour 17:09:40 they don't have a patrolling route 17:10:08 is the patrolling point just the square they originally spawned at? 17:10:17 kilobyte: nice :P 17:10:39 :) 17:12:31 <[HangedMan]> wensley: somebody else is currently using HangedMan, most likely to spite me 17:12:33 Wensley: mon-place.cc:1186 mon->patrol_point = mon->pos(); 17:12:34 yes 17:13:46 cool 17:14:41 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-823-gb3e44a1 17:16:26 HangedMan (L24 SEEE) (Abyss) 17:16:27 HangedMan (L24 SEEE) (Abyss) 17:16:29 HangedMan (L24 SEEE) (Abyss) 17:19:25 does anyone know how i can pull the attack speed of a given monster? 17:19:57 ask gretell ;) 17:20:15 that doesn't work very well for code 17:20:40 <[HangedMan]> there is a specific section of mons-data.cc that defines it 17:21:16 <[HangedMan]> ...or rather, you could pull hd and act speed and other stuff from that area, I think monster attack speed was changed recently 17:23:53 most monsters only get one attack per turn independent of their move speed, i thought 17:24:07 <[HangedMan]> tell that to bats 17:24:21 <[HangedMan]> also deep elf master archers 17:24:23 03kilobyte * r68f655e052bf 10/crawl-ref/source/translate.cc: Fix a crash on forced English. 17:24:47 bats can attack three times per turn? 17:25:20 Unstable branch on crawl.develz.org updated to: 0.11-a0-824-g68f655e (32) 17:25:21 nfogravity: check this 0c49a3be4 17:25:34 ...wha 17:26:10 the commit 17:26:12 http://gitorious.org/crawl/crawl/commit/0c49a3be4be687804952b85d3860733c0804dc9e 17:26:31 <[HangedMan]> an enclosed bat, yes 17:26:51 <[HangedMan]> I mean, what did you think executioners did 17:27:03 i figured they were special-cased 17:27:17 <[HangedMan]> hahahahaha 17:27:33 it's bats only who are special-cased 17:27:45 special-cased to do what 17:27:47 <[HangedMan]> oh, wrong example 17:27:51 <[HangedMan]> unseen horror 17:28:00 executioners work well, so do hydras 17:28:13 Napkin: yeah, saw that, it's pretty interesting :) 17:28:31 yeah but they have multiple heads 17:28:47 A krokodil komes into viev. perfect german 17:29:04 edlothiol: jäger or de? 17:29:24 kilobyte: I set it to german 17:30:28 <[HangedMan]> aside from hydrae and apparently bats, all monsters may attack based on specific move/act/attack/missile setting speeds and on their given speed, nfogravity 17:30:35 deep elf master archer (15e) | Speed: 10 (msl: 60%) | HD: 15 | Health: 66-85 | AC/EV: 0/15 | Damage: 25, 5 | Res: 06magic(100) | Chunks: 07contaminated | XP: 1510. 17:30:35 <[HangedMan]> %?? deep elf master archer 17:30:40 snapping turtle (03t) | Speed: 9 (act: 80%; swim: 60%) | HD: 10 | Health: 42-81 | AC/EV: 16/5 | Damage: 30(reach) | Flags: amphibious, cold-blooded | Res: 06magic(40), 12drown | XP: 282. 17:30:40 <[HangedMan]> %?? snapping turtle 17:31:17 hm okay 17:32:01 <[HangedMan]> presumably fsim already takes this into account? 17:32:25 the percentages are misleading: everywhere except the "Speed: 9" line, a smaller number is better 17:32:37 it uses mon.speed 17:32:46 which i'm not sure is always correct 17:32:52 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-824-g68f655e 17:33:06 the percentages there are really energy cost rather than speed, right? 17:33:23 right 17:33:54 -!- Xiberia has quit [Ping timeout: 272 seconds] 17:42:49 Are there certain things that always need to be present between the MAP and ENDMAP tags of a portal vault, besides A and no completely empty lines 17:47:31 <[HangedMan]> (yes, really) 17:48:31 I don't have any of those. 17:49:28 Attempting to make a simple test vault of a rectangle of c, with an A, a <, and a lot of empty-space periods just makes it crash, though. 17:49:58 <[HangedMan]> post the code and also if screwing around with vaults use run.exe for tiles or run console because then you actually get error messages 17:51:36 "No maps or tags named [destination], and no backup either." 17:52:17 <[HangedMan]> issue is probably somewhere in https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:advanced#portal_vaults 17:57:39 Hell Sentinel (071) | Speed: 10 | HD: 19 | Health: 121-164 | AC/EV: 25/3 | Damage: 40, 25 | Flags: 05demonic, see invisible, !sil | Res: 06magic(304), 05hellfire, 12cold+++, 11elec+++, 09poison+++, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4645 | Sp: hellfire (3d20), melee, iron shot (3d33). 17:57:39 %??hell sentinel 17:58:01 -!- MarvinPA_ has joined ##crawl-dev 17:58:12 hellion (052) | Speed: 12 | HD: 7 | Health: 27-54 | AC/EV: 5/10 | Damage: 10 | Flags: 05demonic, !sil | Res: 06magic(65), 05hellfire, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 602 | Sp: hellfire burst (3d15). 17:58:12 %??hellion 17:58:24 i always confuse hellfire and hellfire burst 17:58:58 <[HangedMan]> rename hellfire to hellfire blast 17:59:00 Xom pokes at a nearby staircase. 17:59:01 <[HangedMan]> what could go wrong 17:59:01 Couldn't find ray between player and stairs. 17:59:03 Nothing appears to happen. 18:00:19 ??hell sentinel 18:00:20 hell sentinel[1/1]: Replacement for pit fiends. Lots of AC, omniresistant, speed 10 to pit fiend's speed 8, spiny, casts hellfire and iron shot (but not torment). 18:00:42 |amethyst, kilobyte: bots should report spininess 18:00:53 <[HangedMan]> it's on two monsters 18:00:59 -!- MarvinPA has quit [Ping timeout: 260 seconds] 18:00:59 -!- MarvinPA_ is now known as MarvinPA 18:01:07 <[HangedMan]> one might as well make rPetrify listed at that point 18:01:10 web attacks are on one monster, and theyre reported... 18:01:25 <[HangedMan]> as an af! 18:01:31 important info should be mentioned, doesnt matter if its on one or on many monsters 18:01:53 imo fighter should also be mentioned 18:03:08 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-824-g68f655e 18:06:47 Here's the situation I'm currently in 18:06:48 http://pastebin.com/0g5N15ez 18:06:58 Exactly one of those actually works. 18:07:01 (dest is "pandoora") 18:09:22 * [HangedMan] shrugs, he hasn't done any portal vault work yet 18:15:44 -!- absolutego_ has joined ##crawl-dev 18:17:37 -!- absolutego_ has quit [Quit: leaving] 18:20:35 -!- evilmike has joined ##crawl-dev 18:21:00 Okay, so... for some reason, changing the NAME field of the nonfunctional vault makes it work. 18:21:35 Despite the fact that it wasn't sharing a name with any other vault. 18:21:57 that sounds weird. Can't say I ever experienced that issue 18:21:58 evilmike: You have 1 message. Use !messages to read it. 18:22:05 !messages 18:22:05 (1/1) [HangedMan] said (1h 9m 56s ago): slaughterboxes (said normal-ish encompass valt) is still being worked on, I'm just working slowly in all directions with six or so vault projects right now because crazy is as crazy does 18:22:14 evilmike: http://pastebin.com/0g5N15ez 18:22:20 Exactly one of those actually worked. 18:23:34 could there be something weird in the pandora_setup function? (although I see it's commented out) 18:23:42 I can't think of what else would be going on 18:24:11 I copied that function directly from bailey.des with no changes, so I hope not. 18:24:19 Well, no changes besides a rename. 18:25:05 well, at least you made it work, somehow 18:35:44 what on earth 18:36:31 i'm impressed by how thorough the translation module is 18:37:13 <[HangedMan]> well, in following that story thing to the letter, language=de gave a skroll of silenk 18:37:57 why do you have brackets now 18:38:28 <[HangedMan]> somebody is logged in as hangedman 18:38:45 learn to use nickserv :P 18:38:47 <[HangedMan]> apparently banishment can place people inside vault walls, cool 18:38:59 <[HangedMan]> I should have registered the nick, yeah, yeah 18:39:26 pro irc tip: underscore 18:44:11 -!- nicolae- has joined ##crawl-dev 18:44:42 yes, his name should be [Hanged_Man] 18:44:47 hello! i have a vault making question 18:44:59 nicolae-: hi 18:45:00 nicolae- haven't you made like 200 vaults 18:45:06 -!- nrook has joined ##crawl-dev 18:45:06 you are an expert 18:45:12 <[HangedMan]> making vaults doesn't mean understanding much of vaults 18:45:15 I should be asking you questions 18:45:26 my vaults don't use much lua at all, which is the nature of the question. 18:45:30 maybe i should have said lua question 18:45:31 <[HangedMan]> there are arcane things like no completely empty lines inbetween MAP and ENDMAP 18:45:54 nicolae-: first thing you want to do is read the advanced vault making docs, especailly the one on triggerables 18:46:23 nicolae-: next, you should look at and mess around with vaults that use lua, if you haven't done so already 18:47:14 yeah 18:47:31 argh, dammit, i just found it. subdepth is for depth within a branch, isn't it. 18:52:16 another question: if a vault contains down hatches but the level being made is at the bottom of a branch, do the down hatches get converted to up hatches or is the vault vetoed 18:54:59 <|amethyst> nicolae-: they get replaced with floor 18:57:58 -!- syllogism has quit [] 18:59:05 although a vault like that should probably just not spawn on branch ends (if there is a reason for having the hatch) 19:00:09 gotcha 19:04:28 okay, one last question: is there a way to reload all the maps from within wizmode or do i have to restart crawl every time i have an edit to make 19:06:07 i always restart 19:06:16 if there's a better way i dont know about it :P 19:06:21 ah, wel 19:07:57 (online map editor!!) 19:09:56 is that a thing? 19:10:03 just an idea 19:10:23 though i play offline so i'd still end up having to restart 19:10:48 is there any doc on translations? 19:13:59 hey evilmike 19:14:11 if ghouls can survive without breathing... how do they drown 19:14:34 the minnows get 'em 19:15:17 Pacra: have you ever played half life 2? You know those things that eat you when you swim into the ocean? 19:15:21 it's those things 19:15:24 gotcha 19:15:40 so put a line in instead of 'you drown...' :] 19:15:56 "You are nibbled to death by worm things" 19:16:58 "You are eaten by lampreys which think you're a whale carcass" 19:18:16 <[HangedMan]> monster rF+++ ghouls are eaten by lava worms 19:18:26 -!- mikee_ has joined ##crawl-dev 19:23:19 FR: vampires cannot cross water 19:23:43 take damage when they can see a good god altar 19:24:00 <[HangedMan]> pff, since when does any water in crawl actually run 19:24:19 who said running 19:24:25 this is just a 19:24:27 water thing 19:25:07 <[HangedMan]> vampires can't cross *running* water 19:25:21 man that's just one of those D 19:25:25 &D 19:25:27 &nethack 19:25:29 things 19:25:36 don't let dpeg hear you say that 19:25:42 <[HangedMan]> then again vampires are also vulnerable to having a lemon crammed into their mouth before having their head chopped off 19:25:50 i think most people are vulnerable to that 19:25:53 <[HangedMan]> and vampires can infect watermelons and pumpkins 19:26:00 <[HangedMan]> the before part is important 19:27:44 I'd personally FIRST chop a vampire's head off and only then stick a lemon in their mouth. 19:28:16 because, you see, it's quite hard to do things without one 19:29:10 -!- HousePet has joined ##crawl-dev 19:29:29 this sounds like a good idea for a crawl mechanic 19:30:12 stuff lemons into each of the hydra's mouths before (or perhaps after!) cutting off its heads 19:30:59 helps keep humans alive when they perform autoerotic asphyxiation. maybe this could be encorporated int crawl? 19:31:14 <[HangedMan]> "Some Gypsies in Kosova once believed that a brother and sister born together as twins on a Saturday could see a vampiric mulo if they wore their underwear and shirts inside out. The mulo would flee as soon as it was seen by the twins." 19:31:15 ugh why did /checkwhite not actually fix my whitespace errors :( 19:31:35 <[HangedMan]> were dowan and duvessa born on a saturday 19:32:07 not sure, but minmay probably has some theories on duvessa's underwear ;) 19:32:18 i want to know how the gypsies in kosova figured that one out 19:35:13 nfogravity: what editor do you use? If it's notepad++ you can use a "trim trailing whitespace" option somewhere 19:35:34 and virtually every other editor has something similar to that 19:36:46 oh huh, alt-shift-s in n++ is actually "trim trailing and save" 19:39:19 ugh WHY 19:41:13 ugh-y means "trim trailing whitespace and undo" 19:41:25 badumtsh 19:41:32 ??rimshot 19:41:33 I don't have a page labeled rimshot in my learndb. 19:41:48 <[HangedMan]> "- Has to stop and count every grain in a pile of grain (type of grain varies)" 19:42:01 format-patch seems to keep creating something with a ton of whitespace errors. fuck it it works i'm gonna upload it so galehar can play with it 19:42:12 <[HangedMan]> "- Cannot pass a thicket of wild rose or a line of salt" 19:42:22 OCD mutation, lose turns every so often whenever you walk over a stack of things 19:42:57 incidentally, i was super disappointed to find earlier that you can't make a door that's visible on one side and secret on the other by doing =+ 19:43:14 you can't? do they not join up or something? 19:43:30 they do join up but the secret door becomes detected 19:43:30 nfogravity: when you apply a git patch it tends to fix most whitespace anyway :P 19:43:36 hm... i feel like that should be allowed 19:43:41 yeah but it bitches at you 19:43:43 how would you define a "side" for the player 19:43:45 there's no reason to ever put a door and secret door next to each other apart from that 19:43:50 Are there any existing vaults that have effects when a door is opened? 19:43:51 oh I see 19:43:52 Wensley: .+=@ 19:43:58 there are two doors there 19:44:06 nah, they merge into one 19:44:11 but only one half is known 19:44:18 i think the behavior should be: secret door is secret, but still opens if you open the normal door 19:44:20 well, one half is Closed Detected Secret Door 19:44:21 yeah 19:44:25 call me when that online editor is up and running so I don't have to ever learn vault syntax 19:44:28 that was what i was hoping it would do 19:44:41 <[HangedMan]> hmmm 19:44:42 nicolae-: imo, post it on mantis as an implementable 19:44:49 it's small, should be easy, and makes sense 19:44:54 so that monsters on the other side could open it and come right out of nowhere 19:46:06 is there a flag you can put on a secret door that'll make it so monsters know it's a door but the player doesn't 19:47:06 is there any chance to get some indication on the skill screen of what's going on witha an active sage card? 19:47:28 <[HangedMan]> oh, I got that to work! 19:47:35 <[HangedMan]> MARKER: X = lua: props_marker { connected_exclude="true" } 19:48:06 <[HangedMan]> this allowed me to make a one-way secret door 19:48:34 complete overhaul of the fight simultator (https://crawl.develz.org/mantis/view.php?id=5513) by nfogravity 19:48:47 next up: zero-way secret door 19:48:56 hangedman: how do you use it in practice 19:49:36 <[HangedMan]> tempted to put the whole tiny vault in the irc window rather then pastebin... 19:50:12 yes the simultator 19:50:45 two potatoes at the same time 19:50:53 <[HangedMan]> NAME: test_999 || MARKER: X = lua: props_marker { connected_exclude="true" } || SUBST: X = = || MAP || cccc || .X+. || cccc || ENDMAP 19:51:02 <[HangedMan]> pretend those ||s are enter-spaces 19:51:34 so from the right it's visible but from the left it's secret, do both doors open at the same time? 19:51:53 <|amethyst> nicolae-: connected_exclude makes it so they don't 19:51:56 nfogravity: that reminds me that we desperately need a gator pun monster 19:52:06 <|amethyst> it's the same property used in the door vaults 19:52:09 ah 19:53:06 -!- lord-naughty has quit [Quit: Leaving.] 19:57:10 i want to know why we don't have a subtractor :( 19:57:32 nfogravity: because the monster sucked 19:57:37 that's too bad 19:57:39 good pun 19:57:49 it can come back if we come up with a good ability for it 19:58:01 put them in a sprint-exclusive room 19:58:06 that would work too 19:58:11 the joke is that they were subtracted from the main game 19:58:37 Eronarn: my best idea for that monster would be a fast constrictor in zot. but it would just a zot anaconda :P 19:58:37 03kilobyte * r041897c32067 10/crawl-ref/source/translate.cc: Fix a broken fallthrough for german. 19:58:44 while we're at it we should add a divisor 19:58:47 fast constriction on zot:5 would be nice and nasty though 19:58:50 from hydraslayer 19:58:56 not as a damage thign even, just as a way to force you to blink 19:59:04 y'all should play with my nifty new fight simulator btw :D 19:59:11 speaking of snake puns, earlier i was thinking about making a vault or two filled with adders and based around the layout of a half-adder or full-adder of logic gates 19:59:16 i canned the idea soon after having it 19:59:37 that kind of thing doesn't work too well 19:59:54 to some extent its ok to have a bit of "ascii art" in vaults but you should stick to very geometrical patterns, imo 20:00:00 i like the 'crawl' one 20:00:16 it's a bit fourth-wall-ish though 20:00:17 oh, yeah, it would be a big geometric pattern, not ascii art, the rooms would be gates, wires would be hallways, etc. 20:00:27 <[HangedMan]> I have a vault concept sitting around that mirrors increpare's logic system in his puppy shelter 20:00:41 an altar vault that spells out 'trog' or something would be better 20:00:50 maybe with blood 20:01:05 are we really gonna keep the goofy new translations as a default in trunk 20:01:08 a trog altar vault with a puppy being murdered 20:01:14 is Trog even literate? 20:01:22 trog seems ok with manuals 20:01:24 kilobyte: trog can read scrolls 20:01:47 Trog worshippers, not Trog himself 20:01:58 evilmike: for adding stuff to zot i think we should think about what we want the zot monster set to look like 20:02:01 trog has some of the more literate brothers in arms read for him 20:02:02 right now it's a bit... weird 20:02:11 Eronarn: gameplay wise I think zot works very well 20:02:17 so it's something I don't think needs much changing 20:02:37 yeah, but if we add any more stuff i'd like to see it go in a bit more consistent direction than right now 20:02:37 fr trog lets you burn scrolls as well 20:02:38 (I see a lot of areas where crawl could be better. Zot isn't one) 20:03:04 Eronarn: the rule for new Zot monsters is: "would Xom approve?" 20:03:17 zot seems to me like a realm of madness, yeah 20:03:25 not the chaotic madness of the abyss... more just a general insanity 20:03:29 kilobyte: chaos butterflies! 20:03:52 it flaps its wings and a few turns later a tornado appears somewhere 20:04:00 <|amethyst> butterfly actual_spells spells:fire_storm 20:04:16 i think abyss is the area that needs the most improvement 20:04:20 evilmike: yeah, except for the dracs/dragons thing :/ 20:04:23 mikee_: crypt 20:04:26 followed probably by swamp 20:04:29 crypt is maybe 3rd 20:04:48 swamp needs treefolk 20:04:50 and more trees 20:04:51 how does the swamp have floors? 20:04:54 in what way does abyss need improvement 20:05:07 it needs to just kill you instantly upon arrival 20:05:19 swamp is on one hand too easy and yet no one wants to do/explore it 20:05:23 Eronarn: I dont mind it having that theme 20:05:35 swamp was the furthest i've gotten in a lair branch... died on swamp 5... 20:05:39 evilmike: i'd like it more if it started off dracs/dragons but had few by zot 5 20:05:41 <[HangedMan]> it is beautiful but it is also a place that has to be manually done and there is no sense of actually going anywhere 20:05:55 oh, one thing i think swamp should have 20:05:56 eh, I don't mind swamp too much, it's not really any more annoying that shoals 20:06:01 brown water, green floor 20:06:02 er, than 20:06:03 or something like that 20:06:07 Eronarn: again.. that would mess with zot:5 difficulty. It's not something I'd like to change 20:06:08 the current colors are a bit eye-gougy 20:06:15 brown water would fit, yeah 20:06:18 <[HangedMan]> brown mist 20:06:24 on a similar note, shoals could use more muted colours in tiles 20:06:27 I find it too bright and garish 20:06:31 on the other hand snake pit is boring, I think, just 5 floors of dungeon but with snakedudes 20:06:35 more mist in swamp 20:06:42 yeah, snake pit needs more vaults. 20:06:44 i think. 20:06:47 it does 20:06:49 snake pit needs some more special snakes/nagas 20:06:52 spider has more vaults than snake :P 20:06:52 maybe 2 20:06:53 *whistles nonchalantly* 20:06:53 snake has been the best of the three lair branches for a long time 20:07:03 @??guardian serpent 20:07:03 guardian serpent (16S) | Speed: 15 | HD: 8 | Health: 30-58 | AC/EV: 6/14 | Damage: 26 | Flags: spellcaster, see invisible | Res: 06magic(64), 03poison | Chunks: 06mutagenic | XP: 587 | Sp: teleport other, minor healing, b.venom (3d13), slow. 20:07:10 these were crap when they were guardian nagas, they're still crap 20:07:17 simply because you can actually autoexplore in it without intense annoyance 20:07:17 <[HangedMan]> snake has less vaults then almost any other branch 20:07:28 <[HangedMan]> of the four? 20:07:39 yeah, i made six snake vaults earlier today 20:07:44 i'm not including spider because i haven't tested it a lot yet 20:08:09 and going off just one ddfi is probably not that balanced of a review 20:08:14 spider plays alright with autoexplore (webs dont screw things up too much) 20:08:29 i don't mind the movement in spider too much, yeah 20:08:33 that reminds me, with the dwarf thing: how would people feel about cutting elf to one level 20:08:38 I'd just like to say that after finally getting far enough to visit them, the dungeon branches are one of the best parts of this game. :) 20:08:41 it definitely avoids a lot of the problems swamp and shoals have 20:08:42 then having elf/dwarf be portal vaults in vaults, along with blade 20:09:14 i have heard some support for cutting elf to 1, although personally i like elf as a branch 20:09:22 the only issue I have with webs at the moment is how they redraw the screen 20:09:29 it doesn't contain heaps of xp but it involves some fun gameplay for me 20:09:48 <[HangedMan]> the only branches that have less vaults then snake pit are slime and blade 20:09:52 i like elf, but it's rather repeitive, and if we're going down to 2 we may as well go to 1 20:09:55 I dont like the difficulty spike from elf 4 to elf 5 (it's too extreme) but otherwise I think the concept is fine 20:09:58 it just needs work 20:10:32 if the entrance to elf itself were lower, the difficulty spike might be more reasonable 20:10:35 change to elven halls, dwarven caves, halfling holes, one floor each 20:10:47 Could each branch have a unique trap type? 20:10:49 <[HangedMan]> spriggan forest 20:12:19 snake could have a constriction trap that squeezes you for a couple of turns 20:12:26 shoals has autoexplore traps 20:12:32 haha 20:12:59 unique trap types sounds a bit weird 20:13:02 <[HangedMan]> the gas traps have specific types depending on branch 20:13:04 even webs arent unique to spider 20:13:13 orb of destruction trap 20:13:21 <[HangedMan]> not that you notice webs much in zot or crypt 20:13:22 i don't even get what traps are supposed to accomplish 20:13:34 not counting webs in spider 20:13:40 <[HangedMan]> teleport traps are for drops 20:13:58 to kill you in a particularly annoying way 20:13:58 <[HangedMan]> zot traps are for zotdance vaults, shafts are for excitement 20:14:04 but they don't kill people 20:14:04 shafts, teleport traps, webs (when spiders are around), zot traps (when monsters can use them), net traps (for stabbing), alarms (when they work) are good 20:14:17 shaft is interesting 20:14:17 traps don't kill people. people kill people. 20:14:18 <[HangedMan]> fr crypt spiders 20:14:21 teleport/zot sort of 20:14:32 well the branches have unique creatures and appearance, so why not traps too? 20:14:36 I like them because they do something that isn't "no damage" 20:14:40 !lg * ktype=trap 20:14:42 4322. heteroy the Cutter (L3 DECK), worshipper of Xom, killed by triggering a dart trap on D:2 on 2012-03-30, with 110 points after 1536 turns and 0:04:05. 20:15:05 lol 20:15:13 !lg greaterplayers ktyp=trap 20:15:14 117. Elynae the Charmwright (L1 FeSk), killed by triggering a dart trap on D:1 on 2012-02-28, with 42 points after 233 turns and 0:00:20. 20:15:15 fun game: try to list all the mechanical traps in crawl. you'll probably forget like 3 20:15:21 -!- edlothiol has quit [Ping timeout: 244 seconds] 20:15:45 dart, bolt, arrow, axe, blade, needle, net, pressure plate 20:15:58 <[HangedMan]> you missed spear 20:16:00 argh 20:16:07 <[HangedMan]> hahaha 20:16:07 stupid pointless spear 20:16:09 i've never seen someone pass this test, it's ok 20:16:19 it's like eating 6 saltines in 60 seconds 20:19:29 <[HangedMan]> oh, oh, oh, lemme bring up a certain trap vault 20:19:48 apropos of nothing, actual serious FRs: I'd like it if dungeon features like altars showed up when you search for "." 20:19:48 <[HangedMan]> !source dat/des/traps/beogh_trap.des 20:19:56 Lines pasted to http://paste.scsys.co.uk/189771 20:20:12 and it would be convenient if the game kept a list of past searches so you wouldn't have to keep retyping them 20:21:13 [HangedMan]: i'm ok with vaults like that 20:21:27 <[HangedMan]> I don't like the three *s behind the secret door, though 20:21:35 oh, that part is bad, yes 20:21:50 thank you for pointing that out. 20:22:13 <[HangedMan]> was eventually going to put it on the devwiki secrets page 20:22:52 just !tell me whenever you find a bullshit secret door like that. There are a lot I already know about and just haven't gotten around to, but there are a lot I don't know about (like that one) 20:23:25 speaking of secret doors I'm at a loss for what to do for tar_mu (not actually about the secret doors, I'm fine with them) 20:23:32 <[HangedMan]> gotcha 20:24:06 <[HangedMan]> what's so difficult about changing tar_mu? 20:24:41 because I don't know how to solve it taking 1 minute to get to eresh 20:24:53 st_: i have no idea about the side areas. The main thing I want to suggest is making the centre room less easy 20:25:07 it's so bad how you can just dig a corner, grab the rune, and not even see eresh 20:25:32 yes definitely... an issue with that is you can potentially enter the room for all angles so it's sort of tricky 20:26:59 -!- Pacra has quit [Quit: Leaving] 20:28:10 st_: I'd probably change the shape (too many blind spots with a cross) 20:28:17 a square or circle you have to dig into is better 20:28:48 <[HangedMan]> maybe use more glass? 20:28:50 maybe put the rune right in the middle and surround it by stone, or doors or something 20:29:11 would be easy to make a few subvaults for that 20:29:11 glass won't really change that much 20:29:14 ei schud trai zat tscherman transläschen 20:29:21 tomorrow ^^ 20:29:54 seems like there were some nice changes last week :) 20:29:58 good night 20:30:19 -!- alefury has quit [Remote host closed the connection] 20:30:33 03evilmike * r07d7585bf261 10/crawl-ref/source/dat/des/traps/beogh_trap.des: De-spoiler trap_god_beogh. 20:31:34 elliptic complained yesterday about having to dig in tar:7, I think it's fine for loot but I do sort of dislike it for getting eresh 20:32:25 because either you can use it to make the skip seeing her/make the fight easier or forget digging and hate yourself 20:42:18 -!- nfogravity has quit [Quit: Leaving] 20:42:34 can we change the starting conj book? 20:43:27 i don't always want to go with ice/air and books are unreliable drops :/ 20:44:35 -!- Pingas has quit [Read error: Connection reset by peer] 20:45:21 thematically i feel like conjurers should be just conjurations without any sort of elemental aspect one way or another but that would require more starting-book-level pure conjurations spells (or at least conjurations/non-elemental schools) and that's a lot of Effort 20:47:15 give a randart book as the starting book :I 20:47:32 <|amethyst> give conjurations from opposite elemental schools 20:47:34 that'd probably just lead to mega scummin' 20:47:55 ogre caves, for increasing your str 20:48:16 well you'd have to limit the possible spells 20:48:46 yeah but you'd still get players hoping for the best combo of 6 out of 10 they were hoping for 20:48:47 like only conjurations, one level 1-2 spell, one 2-3, two 4-6 or something 20:49:14 I was thinking magic dart, throw flame, throw frost, static discharge, stone arrow, imb. 20:49:17 -!- nfogravity has joined ##crawl-dev 20:49:31 weird book 20:49:42 well they suck, but I don't see it as really any worse that scumming D:1 20:50:31 also you guys know that wanderers exist right 20:50:45 and always give you the wrong starting spells 20:50:47 they can get a memmed spell + a book that spell isn't in 20:51:04 oh and ##crawl just reminded me, can we get rid of summon demon on orc high priests, or at least put limits on it or something 20:51:04 and skill in a completely different school 20:51:21 well, when you play wanderers, you get what you pay for 20:51:29 nothing :P 20:51:33 it seems a little silly to get enemies that throw 3s at you in what is often the earliest branch 20:51:45 and unthematic 20:53:51 <|amethyst> why is the orc entrance highter than the lair entrance, anyway? 20:54:05 <[HangedMan]> non-linearity 20:54:10 <[HangedMan]> beogh 20:54:19 <[HangedMan]> killing people 20:54:24 orcs have better realtors than hydras 21:00:40 -!- ainsophyao has joined ##crawl-dev 21:10:33 -!- Pacra has joined ##crawl-dev 21:19:44 -!- nicolae- has left ##crawl-dev 21:38:54 -!- [HangedMan] is now known as HangedMan 21:59:01 -!- HangedMan is now known as GreatOrbOfEyes 22:01:21 -!- Wensley is now known as HangedMan 22:12:36 -!- HangedMan is now known as Wensley 22:23:38 -!- HangedMan has joined ##crawl-dev 22:32:28 -!- MarvinPA has quit [Read error: Connection reset by peer] 22:32:49 -!- MarvinPA has joined ##crawl-dev 22:44:27 -!- UbAh has joined ##crawl-dev 22:48:05 -!- jooosa has joined ##crawl-dev 22:50:27 -!- joosa has quit [Ping timeout: 265 seconds] 22:50:27 -!- jooosa is now known as joosa 22:51:12 -!- Wensley has quit [Ping timeout: 246 seconds] 22:59:58 -!- MarvinPA has quit [] 23:12:20 I've got some subvaults for tar_mu now, maybe I can muster the energy for the rest... otherwise I'm done with tar I think 23:14:33 * due tars, feathers st_. 23:24:08 -!- HangedMan_ has joined ##crawl-dev 23:25:51 -!- HangedMan has quit [Ping timeout: 245 seconds] 23:35:46 -!- st_ has quit [] 23:44:30 -!- nrook has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120312181643]]