00:00:51 Unstable branch on crawl.develz.org updated to: 0.11-a0-879-g1e36542 (32) 00:07:27 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-879-g1e36542 00:12:29 -!- Dixbert has joined ##crawl-dev 00:35:55 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-879-g1e36542 00:37:25 -!- vadatajs has quit [Ping timeout: 248 seconds] 00:50:55 -!- vadatajs has joined ##crawl-dev 00:53:47 -!- Xiberia has joined ##crawl-dev 00:59:24 -!- Mottie has quit [Ping timeout: 265 seconds] 01:01:55 st_: try Xom's stat drain on a DD 01:06:59 would there be anything wrong with outright removing xom's statdrain effect? he can still statdrain through miscasts, right? 01:07:05 can/could 01:10:58 his bad effects should be tactical in my opinion, stuff like buffing enemies rather than crippling your character with mutations and stat drain 01:14:55 or if he is going to do that he should at least remedy it when he's in a good mood 01:33:44 -!- oberstein has quit [Ping timeout: 272 seconds] 01:33:44 -!- stabwound has quit [Read error: Operation timed out] 01:49:42 (FR?) Friendly wandering mushrooms should be able to traverse plants (Fedhas) (https://crawl.develz.org/mantis/view.php?id=5521) by absolutego 01:50:23 -!- dtsund has quit [Quit: dtsund] 01:59:55 -!- stabwound has joined ##crawl-dev 02:01:24 -!- nfogravity has quit [Quit: Leaving] 02:02:52 -!- oberstein has joined ##crawl-dev 02:21:58 -!- ToBeFree has joined ##crawl-dev 02:28:37 -!- SwissStopwatch has joined ##crawl-dev 02:28:48 -!- SwissStopwatch has left ##crawl-dev 02:43:57 -!- monqy has quit [Quit: hello] 03:01:40 -!- MarvinPA has joined ##crawl-dev 03:25:39 -!- alefury has joined ##crawl-dev 03:26:53 -!- ToBeFree has quit [Remote host closed the connection] 03:31:22 game crashes when i try to enter the next pan level (https://crawl.develz.org/mantis/view.php?id=5522) by slowcar 03:42:34 heh, &^L now slowly animates subsequent levels as you gain them 03:42:45 something with full screen redraw being abysmally slow 03:50:38 MrRokkomies (L23 MfDK) (Crypt:4) 03:51:09 MrRokkomies (L23 MfDK) (Crypt:2) 03:51:11 !lm MrRokkomies type=crash -log 03:51:20 MrRokkomies (L23 MfDK) (Crypt:2) 03:51:23 1. MrRokkomies, XL23 MfDK, T:63545 (milestone): http://crawl.develz.org/morgues/0.10/MrRokkomies/crash-MrRokkomies-20120402-085035.txt 03:51:33 MrRokkomies (L23 MfDK) (Crypt:2) 03:55:49 -!- evilmike has quit [Read error: Connection reset by peer] 03:58:59 MrRokkomies is a long-fixed crash; webtiles really need to be finally updated 04:03:44 -!- edlothiol has joined ##crawl-dev 04:10:00 MrRokkomies (L23 MfDK) (Crypt:2) 04:12:21 MrRokkomies (L23 MfDK) (Crypt:2) 04:13:47 MrRokkomies (L23 MfDK) (Vault:6) 04:13:56 MrRokkomies (L23 MfDK) (Vault:6) 04:14:05 MrRokkomies (L23 MfDK) (Vault:6) 04:15:15 MrRokkomies (L23 MfDK) (Vault:7) 04:15:38 -!- ainsophyao has quit [Remote host closed the connection] 04:45:32 -!- mumra has joined ##crawl-dev 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-879-g1e36542 05:01:18 -!- MarvinPA has quit [Read error: Connection reset by peer] 05:02:47 -!- MarvinPA has joined ##crawl-dev 05:04:43 -!- ainsophyao has joined ##crawl-dev 05:49:25 -!- st_ has quit [Ping timeout: 276 seconds] 06:12:20 -!- syllogism has joined ##crawl-dev 06:14:35 -!- ainsophyao has quit [Remote host closed the connection] 06:27:46 -!- qqryq has joined ##crawl-dev 06:30:05 -!- elliptic has quit [Ping timeout: 244 seconds] 06:35:48 -!- heteroy has quit [Ping timeout: 246 seconds] 06:36:39 -!- heteroy has joined ##crawl-dev 06:44:48 funny monster: http://walkingthelethe.com/ 06:48:04 a scorpion-bat who sting makes heads explode? 06:49:07 I don't... see how this would work in crawl :S 06:49:21 -!- vadatajs has quit [Ping timeout: 252 seconds] 06:49:41 it also has 6 legs 06:50:56 also, thats hell or something, and the guy has been a ghost for years, so his head exploding and his body doing weird shit in general is not really surprising, him not really being very real and all 06:52:35 6 legs actually make sense: scorpions have 8, but 2 are wings 06:54:09 Seems to ba Hades? 06:54:18 What with Charon and rivers and such. 06:57:07 -!- Pingas has joined ##crawl-dev 06:57:09 -!- ToBeFree has joined ##crawl-dev 06:59:22 probably lethe, not hades, but im not sure. the dude just arrived. pretty cool comic overall, though. 07:02:48 -!- vadatajs has joined ##crawl-dev 07:03:48 eh, lethe, not styx. but whatever 07:04:10 I'm no mythology buff :) 07:06:40 walking the lethe is the title of the comic, so its about time to get to some river 07:07:12 Lethe is the river of forgetfulness -- drinking water from it causes memory loss 07:07:37 all i know about lethe i know from the encompass vault comment 07:07:47 there's a crapload of other rivers (Acheron, Styx, etc), I forgot which are what 07:08:39 styx is the standard river (charon etc), everyone has to cross it to get to the underworld. no idea about acheron. 07:10:26 -!- Ragdoll has joined ##crawl-dev 07:13:57 (at work, half-AFK): it appears that Phlegethon is the river of fire, Cocytus of wailing (not of cold, although in Dante there's a frozen lake by that name), Styx is the boundary of Hades (and you need to pay Charon to get across), Acheron has nothing really special 07:16:06 there's also Eridanos/Eridanus and Alpheus, although I have never heard those names so they're probably something obscure 07:40:34 i guess cocytus needs hellwailing 07:45:08 kilobyte: wrt the haloed floor as comma thing: i think we should at least make it possible to redefine haloed lfoor 07:45:24 especially given unicode, where there's stuff that isn't even as obtrusive as a comma 07:45:43 doesn't need to be the default, i agree it might look ugly to see all game 07:46:24 (also, do haloes from unseen haloers stop autoexp right now? they should if they don't) 07:50:39 i would be surprised if they did, not even silence does. 07:51:27 -!- ainsophyao has joined ##crawl-dev 08:00:10 -!- phyphor has left ##crawl-dev 08:00:27 probably good to make that an option 08:01:00 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 08:03:41 -!- valrus has joined ##crawl-dev 08:17:37 -!- Mottie has joined ##crawl-dev 08:40:02 its not exactly trivial 08:40:18 what if you press o with some silence or halo in sight? 08:40:37 it should probably work 08:41:01 but if you go away from the silence and you see it again, autoexplore should stop again 08:43:27 -!- valrus has quit [Remote host closed the connection] 08:56:38 -!- ais523 has joined ##crawl-dev 09:00:03 -!- Ragdoll has quit [Read error: Connection reset by peer] 09:11:04 -!- elliptic has joined ##crawl-dev 09:30:48 what's the message for spotting a silence aura? 09:30:55 how can you see silence??? 09:31:12 maybe you should be able to see the aura only when you step in it 09:31:52 that might make sense but it would be awful from a gameplay perspective 09:38:42 the auro makes the air in it have a different refraction index 09:38:49 so it looks like a mirage 10:01:43 OK, what about this: silence blocks sound waves, and sound waves are caused by movement 10:01:51 so a silence aura is a region of particularly still air 10:01:57 which you can see because there's dust hanging in it and not moving 10:08:04 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-879-g1e36542 (32) 10:08:58 -!- Pacra has quit [Quit: This computer has gone to sleep] 10:11:55 -!- elliptic has quit [Ping timeout: 260 seconds] 10:25:30 -!- elliptic has joined ##crawl-dev 10:58:17 -!- ainsophyao has quit [Remote host closed the connection] 10:59:16 July the Ruffian (L1 DrTm) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 10:59:51 July the Ruffian (L1 DrTm) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 11:00:53 July the Ruffian (L1 DrTm) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 11:04:33 !lm July type=crash -log 11:04:33 No milestones for July (type=crash). 11:09:20 its zotdef 11:12:00 -!- blabber has joined ##crawl-dev 11:12:08 an ordinary rat, at the game start. The guy did nothing but place two dart traps, in both entrances to the Orb chamber (original Zot map). 11:17:56 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 11:21:50 doh! No wonders I can't reproduce the bug in any way. I fixed but not pushed a bug that makes floor items not being found, earlier today :p 11:22:06 (it broken rune warnings in Pan, too) 11:25:22 03kilobyte * r7c514a6e326a 10/crawl-ref/source/ (melee_attack.cc mon-stuff.cc): Hack away a crash on killing krakens. 11:25:23 03kilobyte * r80408f72d69c 10/crawl-ref/source/spl-miscast.cc: Simplify. 11:25:23 03kilobyte * rcaf8437085db 10/crawl-ref/source/spl-miscast.cc: Fix a crash on monster tloc miscasts. 11:25:23 03kilobyte * rab4f3038ecd5 10/crawl-ref/source/ (items.cc stairs.cc): No need to scan the inventory to check if the player has the Orb. 11:25:23 03kilobyte * rc78dcbb1b8a1 10/crawl-ref/source/mon-place.cc: Slightly simplify/optimize. 11:25:27 03kilobyte * r28680aba9231 10/crawl-ref/source/mon-ench.cc: Add a comment with a table of abj durations. 11:25:27 03kilobyte * ra8cb701d0917 10/crawl-ref/source/ (dat/database/pl/godspeak.txt webserver/config.py): Remove Xom's cursed gift speech from .pl database as well. 11:25:28 03kilobyte * rfc3b04bd5adc 10/crawl-ref/source/dat/database/pl/godspeak.txt: .pl godspeak: less goofy wording, fix punctuation. 11:25:28 03kilobyte * r95062e92b4fc 10/crawl-ref/source/makeitem.cc: Fix an (otherwise harmless) error message on creating Maxwell's armour. 11:25:28 03kilobyte * r7d4c8b5fb2f7 10/crawl-ref/source/main.cc: Prompt for abandoning a rune when leaving Pan via the Abyss as well. 11:25:28 03kilobyte * r6d6160c747fd 10/crawl-ref/source/ (items.cc main.cc): Fix a botched check for rune mimics. 11:25:28 03kilobyte * r8f7415c53694 10/crawl-ref/source/ (libutil.cc libutil.h process_desc.h): Preserve indentation when wrapping a line. 11:25:29 03kilobyte * r829a39cf7120 10/crawl-ref/source/dat/database/quotes.txt: Use proper "typographical" punctuation marks in quotations. 11:25:29 03kilobyte * r8eebffc28e20 10/crawl-ref/source/ (10 files): Rename translate.cc to lang-fake.cc, to avoid confusion. 11:25:38 03kilobyte * re895bf9c16fd 10/crawl-ref/source/ (initfile.cc lang-fake.cc): A new fake language, "wide", to test CJK wrapping. 11:25:39 03kilobyte * r59612e2b66fe 10/crawl-ref/source/Makefile: Comment the PROPORTIONAL_FONT and MONOSPACED_FONT makefile options. 11:32:14 03kilobyte 07stone_soup-0.10 * r66676dfa4321 10/crawl-ref/source/ (melee_attack.cc mon-stuff.cc): Hack away a crash on killing krakens. 11:32:24 03kilobyte 07stone_soup-0.10 * ra942f3bb9f74 10/crawl-ref/source/spl-miscast.cc: Fix a crash on monster tloc miscasts. 12:03:03 Unstable branch on crawl.develz.org updated to: 0.11-a0-895-g59612e2 (32) 12:07:34 Stable branch on crawl.develz.org updated to: 0.10.1-37-ga942f3b (32) 12:21:55 you'd be able to hear silence aura without being inside it 12:22:02 since it would make echoes and stuff really weird 12:23:37 wrt the autoexp stopping... probably use the code for monsters coming into/out of LOS? 12:24:25 and just store some bool for if you've just had one come into view 12:24:41 definitely a lower priority than the glyph thing, though 12:27:52 -!- nfogravity has joined ##crawl-dev 12:28:02 i'm running through spider now as a defe 12:28:09 congratulations, it's really really well thought-out 12:28:21 much better than a few weeks ago 12:28:46 a few weeks ago there was no Spider 12:28:55 no fucking shit? 12:29:29 i found it the first day it was implemented, it was boring and crashed on me 12:29:34 i got the abyss rune instead :D 12:31:30 my favorite part of spider: the moth web thing 12:31:50 arachne is pretty inspired 12:34:25 bah, firestorming a Lair subbranch 12:35:16 yeah i know 12:35:19 it's not very interesting 12:35:33 how come you still have the dwarven translation? Did you set it by hand? 12:35:46 no 12:36:09 cao might not have updated yet 12:36:45 -!- lord-naughty has joined ##crawl-dev 12:37:55 i see the argument for a rune lock thoguh 12:39:29 one thing that might be cool with the rune lock is if there were radically different monsters after it 12:39:34 so it really feels like progression 12:40:03 for example: we could totally remove popcorn monsters after the rune lock 12:40:09 and have yaktaurs never show up above it 12:40:30 popcorn? 12:40:50 goblins, rats, etc. 12:41:28 ugh am i gonna die 12:41:36 yep probably 12:41:45 yep 12:42:16 -!- Ragdoll has joined ##crawl-dev 12:42:16 assholes 12:42:43 getting new monsters with the kind of presence that orcs have in early d would be good too 12:43:10 revamping yaktaurs would probably be the crawliest approach 12:43:24 should have read tele about five turns earlier 12:43:51 but christ, dying to a single monster at xl 21 in a lair subvault 12:43:54 hurts 12:44:09 ??batform[2] 12:44:09 I don't have a page labeled batform[2] in my learndb. 12:44:12 ??bat form[2] 12:44:12 bat form[2/2]: Eronarn the Necromancer (L27 DSNe), worshipper of Sif Muna, collapsed under their own weight caused by gaining the bat transformation on Lair:2 on 2008-08-27, with 538692 points after 150318 turns and 17:21:18. 12:44:30 how did you do that 12:45:13 instant statdeath from drawing a card, turning into a bat, and hitting negative strength due to -str muts/rings 12:45:29 putting ghost moths in spider... not so sure about that 12:45:32 i was just drawing decks randomly in my stash 12:45:35 maybe because i just died to it 12:45:36 for no reason 12:45:47 unique deaths! 12:45:49 nfogravity: ghost moths feel like a good rare spider4/5 spawn 12:45:49 but "oh yeah this is in zot... and also something you can access from lair" 12:46:07 they're not actually zot-tough, though, they just have a really powerful ability for zot 12:46:07 i had to deal with at least 4 12:46:08 @??ghost moth 12:46:08 ghost moth (06y) | Speed: 12 | HD: 13 | Health: 49-90 | AC/EV: 16/10 | Damage: 1805(drain dexterity), 1805(drain strength), 1208(nasty poison) | Flags: fly | Res: 06magic(104), 02cold, 03poison | Chunks: 06mutagenic | XP: 2288. 12:46:12 @??rock troll 12:46:12 rock troll (15T) | Speed: 8 | HD: 11 | Health: 42-78 | AC/EV: 13/6 | Damage: 30, 20, 20 | Flags: regen | Res: 06magic(58) | Chunks: 07contaminated | XP: 376. 12:46:31 speed 12, nasty poison 12:46:38 and invisible 12:46:41 they could probably stand to lose the poison 12:46:46 also the three attacks 12:47:06 anything faster than you needs to be balanced pretty carefully 12:47:11 for sure 12:47:14 Debian builds of 0.10 branch on crawl.develz.org updated to: 0.10.1-37-ga942f3b 12:47:21 personally i am a fan of almost everything having 10 actspeed 10 atkspeed 12:47:39 i love me some sixfirhys though 12:47:49 well, they would have that... on average 12:48:00 @??fire drake 12:48:00 fire drake (05l) | Speed: 12 | HD: 6 | Health: 21-45 | AC/EV: 3/12 | Damage: 8 | Flags: fly, !sil | Res: 06magic(24), 05fire | Chunks: 07contaminated | XP: 183 | Sp: flame blast (3d12). 12:48:03 do they also drain mp? 12:48:07 stuff like this being able to breathe twice was awful 12:48:16 ghost moths? yes 12:48:19 with a gaze 12:48:23 great 12:48:37 that's why they're in zot, not because of their melee stats 12:48:46 which says to me that we can adjust their melee stats without having them become irrelevant in zot 12:48:52 @??moth of suppression 12:48:53 moth of suppression (09y) | 04UNFINISHED | Speed: 12 | HD: 9 | Health: 33-64 | AC/EV: 0/10 | Damage: 25 | Flags: fly | Res: 06magic(36) | Chunks: 07contaminated | XP: 504. 12:48:57 @??moth of wrath 12:48:57 moth of wrath (04y) | Speed: 12 | HD: 9 | Health: 33-64 | AC/EV: 0/10 | Damage: 2505(rage) | Flags: fly | Res: 06magic(36) | Chunks: 07contaminated | XP: 504. 12:49:13 then again, they aren't 'really' moths, they're weird alien bugs 12:49:37 i'm still impressed by how thoroughly full of new cool shit spider is 12:49:44 but that death hurt and felt stupid 12:49:49 i wonder about giving them camouflage 12:50:01 so that they're only invisible if they're above a certain distance 12:50:21 -!- nfogravity has left ##crawl-dev 12:50:24 -!- nfogravity has joined ##crawl-dev 12:50:46 maybe it's childish to want to change something based on one death 12:51:28 but, uh, ow 12:52:29 nfogravity: 12:52:31 i wonder about giving them camouflage 12:52:32 so that they're only invisible if they're above a certain distance 12:52:37 yeah i saw 12:52:48 this was discussed with chameleons, but didn't happen because there was a huge argument over how to do them 12:52:50 that wouldn't really have helped me 12:53:08 speed + strong poison + mp drain is instant death for any glass cannon caster 12:53:26 glass cannons are called that for a reason :) 12:53:40 true, just saying 12:53:46 could've just teleported away 12:53:50 tried 12:55:17 not until you were poisoned and at 50 hp :P 12:55:29 didn't have any scrolls at all? 12:55:37 i did, i was an idiot, as i said 12:55:40 still painful 12:56:01 and being at 50 hp can easily take 1 turn if the moth is next to you 12:58:22 i'm not arguing that this particular death wasn't my fault, i'm arguing that these monsters are incredibly harsh for their depth 12:59:57 eh, no more so than greater nagas or top-tier merfolk really 13:00:37 i think these shut down escape options faster than both of those 13:00:48 nagas are still slow, and shoals is pretty open 13:01:04 merfolk have powerful ranged attacks, but usually not strong poison 13:02:32 well obviously the mp drain hurts when you're a deep elf with less than 100 max hp and no melee skill, but it certainly didn't shut off much in the way of escape options 13:03:53 you don't see how? you teleport and it takes a few turns to kick in, during which time you can get poisoned. even if you get away you're still dealing with it. it's invisible so it can be on or at least near you before you can react 13:04:48 -!- Pingas_ has joined ##crawl-dev 13:05:10 mp drain shuts down anyone who relies on tele/ctele to get around too 13:05:28 and you can't run 13:05:33 of course it shuts off escape options 13:05:40 scroll of blinking, potion of speed? 13:05:54 i'm not saying there are NO escape options 13:05:59 yes you were 13:06:08 when did i say that 13:06:20 if i did say that i didn't mean it 13:06:52 -!- Pingas has quit [Ping timeout: 276 seconds] 13:07:02 what i said is that they're very harsh because they can quickly shut down a lot of standard escape options and force a radical response that a lot of otherwise well-prepared characters might have in limited supply 13:07:26 no, it shuts down some caster-specific escape options 13:07:28 looks like they're working as intended for a dangerous, late spider enemy to me 13:07:34 are there really many standard escape options that use MP? 13:07:44 blink, evokable tele 13:07:45 I can only think of cTele and blink spell 13:07:53 haste 13:07:58 swiftness 13:07:58 evokable tele is *not* a standard escape option 13:08:08 also you have plenty of time to use these abilities before you run out of MP 13:08:17 really? it's how i survive the abyss all the time 13:08:40 i can see it as a good spider:5 enemy, something in the rune vault 13:09:08 but having them wandering is really brutal, especially since spider already acts against the idea of running away in a lot of ways 13:09:12 generally when i'm escaping it's because i'm running out / have run out of MP. you always need some non-MP-using escape options. 13:09:54 nfogravity: IMO they should have the same generation depth/rarity as greater nagas 13:10:05 i agree 13:10:15 mumra, you seem to be attacking what i did directly 13:10:18 I don't think they currently do though (I saw one on spider:1 myself) 13:10:21 i'm not saying i played ideally 13:10:23 "force a radical response that a lot of otherwise well-prepared characters might have in limited supply" 13:10:24 ^^ that's something you have to do now and then, it's what consumables are for, otherwise you'd have endless amounts of them 13:10:35 as a rare spider:3/4 enemy I think they are fine though 13:10:54 yeah, 'rare.' i'm sure i killed several in my run just now 13:11:04 greater naga: depth 5, rarity 15 13:11:10 ghost moth: depth 5, rarity 20 13:11:23 close enough 13:11:31 greater naga have speed 8 though, right? 13:11:37 nfogravity: sorry, didn't mean to sound like i was attacking, but you do accept that you did have options but didn't use them -- i've died that way lots of times too! (just not to ghost moths, yet) 13:11:39 marvinpa: should probably adjust 13:11:51 of course i do, mumra 13:11:52 depth 5, rarity 15 means that it can't generate on snake:1 13:12:01 adjust greater nagas up if anything, yeah 13:12:03 i don't know how many times i have to say that this death was my fault 13:12:13 MarvinPA: or that, yes 13:12:24 i'm saying that independent of that that this enemy spawn is harsh as it is 13:12:36 a pure caster gets shut down by a monster designed to shut down pure casters 13:12:48 yes :D 13:13:16 there are other monsters in spider that are much *less* dangerous to chars with some of the escape options you mentioned 13:14:19 no question 13:14:19 (orb spiders, jumping spiders) 13:15:48 I do wonder whether ghost moths need to be invisible, though 13:16:48 maybe they could flicker like sky beasts, at least 13:22:54 -!- dtsund has joined ##crawl-dev 13:23:07 -!- mumra has quit [Read error: Connection reset by peer] 13:24:32 -!- nfogravity has quit [Quit: Leaving] 13:24:33 -!- st_ has joined ##crawl-dev 13:26:59 -!- nfogravity has joined ##crawl-dev 13:27:11 -!- MarvinPA_ has joined ##crawl-dev 13:30:29 -!- MarvinPA has quit [Ping timeout: 260 seconds] 13:30:29 -!- MarvinPA_ is now known as MarvinPA 13:39:34 -!- alefury has joined ##crawl-dev 13:48:22 -!- dtsund has quit [Quit: dtsund] 13:56:16 -!- qqryq has quit [Ping timeout: 245 seconds] 14:04:11 -!- MarvinPA_ has joined ##crawl-dev 14:07:14 -!- MarvinPA has quit [Ping timeout: 260 seconds] 14:07:14 -!- MarvinPA_ is now known as MarvinPA 14:42:04 -!- Pingas__ has joined ##crawl-dev 14:42:56 -!- syllogism has quit [] 14:45:42 -!- Pingas_ has quit [Ping timeout: 265 seconds] 14:50:00 -!- heteroy has quit [Remote host closed the connection] 15:02:22 -!- st_ has quit [] 15:05:25 -!- dtsund has joined ##crawl-dev 15:08:50 -!- st_ has joined ##crawl-dev 15:09:42 -!- lord-naughty1 has joined ##crawl-dev 15:10:27 -!- lord-naughty has left ##crawl-dev 15:22:59 -!- Twinge_ has joined ##crawl-dev 15:23:03 -!- MarvinPA_ has joined ##crawl-dev 15:28:13 -!- elly_ has joined ##crawl-dev 15:30:58 -!- MarvinPA has quit [Ping timeout: 260 seconds] 15:30:58 -!- Twinge has quit [Ping timeout: 260 seconds] 15:31:00 -!- elly has quit [Ping timeout: 260 seconds] 15:31:01 -!- MarvinPA_ is now known as MarvinPA 15:33:35 -!- Dixbert has quit [Read error: Connection reset by peer] 15:33:44 -!- Dixbert has joined ##crawl-dev 15:56:14 -!- dpeg has joined ##crawl-dev 15:56:51 -!- petete has quit [Ping timeout: 246 seconds] 16:06:51 -!- Ragdoll has quit [Quit: Ragdoll] 16:08:00 -!- MarvinPA has quit [Read error: Connection reset by peer] 16:08:23 -!- MarvinPA has joined ##crawl-dev 16:12:22 -!- lord-naughty1 has quit [Quit: Leaving.] 16:16:28 -!- lord-naughty has joined ##crawl-dev 16:18:25 !seen galehar 16:18:26 I last saw galehar at Mon Apr 2 14:31:12 2012 UTC (6h 47m 14s ago) saying maybe you should be able to see the aura only when you step in it on ##crawl-dev. 16:25:16 -!- SwissStopwatch has joined ##crawl-dev 16:26:03 Hi. Webtiles locked me out of my .10 save, is there someone around who can help me with that? 16:36:58 SwissStopwatch: what's your username? 16:37:50 Swiss 16:37:55 Global Notice] It sure is announcy around here as of late. Things will settle down again, but freenode broke the 80,000 user barrier today. Details can be found at http://planet.freenode.net/ 16:42:07 -!- elly_ is now known as elly 16:42:36 yes, looks like there's a crawl process for your save still running, which is weird 16:42:47 I can't kill it though 16:43:25 hm. So basically if I want to play webtiles I'd need to make a new account name or something, in the short term? 16:44:31 (Or wait until the server gets taken down for a new version, since that's what fixed my last problem) 16:44:53 Napkin: there's a crawl-web-0.10 process for Swiss which should be stopped, but somehow wasn't (and the webtiles server doesn't even seem to know about it). could you kill it? (pid is 22843) 16:45:33 Or I guess that. Thanks! 16:47:43 -!- blabber has quit [Quit: gn8 everypony] 16:47:51 hyperpivotal the Martial Artist (L9 DgTm) (D:9) 16:48:10 hyperpivotal the Martial Artist (L9 DgTm) (D:9) 16:48:34 casting beastly appendage in spider form triggers a crash 16:48:43 that's what the hyperpivotal crashes were from 16:49:54 hyperpivotal the Martial Artist (L9 DgTm) (D:8) 16:53:25 03MarvinPA * r7e837162be78 10/crawl-ref/source/item_use.cc: Improve message for trying to read scrolls while brainless 16:53:36 03MarvinPA * r06eb15078a73 10/crawl-ref/source/spl-other.cc: Add better feedback messages when casting Alistair's Intoxication 16:53:53 !lm hyperpivotal type=crash -log 16:53:54 3. hyperpivotal, XL9 DgTm, T:7642 (milestone): http://crawl.akrasiac.org/rawdata/hyperpivotal/crash-hyperpivotal-20120402-214949.txt 16:55:06 Casting Beastly Appendage in Spider Form crashes the game (https://crawl.develz.org/mantis/view.php?id=5523) by pivotal 16:55:06 i posted a report on mantis 17:00:13 Lair:8 forest fire crash (https://crawl.develz.org/mantis/view.php?id=5524) by Artinuis 17:02:51 the beastly appendage is a not a new crash... but caused by someone breaking the "nothing worn" assumption by hats 17:03:08 -!- ToBeFree has quit [Read error: Connection reset by peer] 17:03:17 oh, hats don't block horns? 17:03:24 spiders wearing hats, how absurd 17:07:03 -!- MarvinPA_ has joined ##crawl-dev 17:08:01 -!- Xiberia has quit [Ping timeout: 276 seconds] 17:08:18 03kilobyte * rd21d557ec238 10/crawl-ref/source/transform.cc: Fix a crash on beastly appendage check for melded helmets. 17:08:47 -!- heteroy has joined ##crawl-dev 17:11:16 -!- MarvinPA has quit [Ping timeout: 276 seconds] 17:11:17 -!- MarvinPA_ is now known as MarvinPA 17:12:22 _There is a gateway leading out of the Abyss here. 17:12:24 You stop ascending the stairs. 17:12:25 _Xom snickers loudly. 17:12:29 NEW AREA OF ABYSS? 17:12:41 oh, teleportitis kicked in 17:12:59 woops. sorry 17:13:55 xombyss 17:19:50 fr: new branch xom's abyss 17:22:12 -!- Twinge_ is now known as Twinge 17:23:41 call it 'the asylum' and put in semi-randomized versions of monsters 17:23:55 done, edlothiol 17:23:55 Napkin: You have 14 messages. Use !messages to read them. 17:25:24 -!- petete has joined ##crawl-dev 17:25:37 dpeg: hey, been looking for me? 17:25:46 * SwissStopwatch logs in, sees his game work now. Thanks, Napkin! 17:26:00 great, SwissStopwatch :) 17:26:28 -!- Pacra has joined ##crawl-dev 17:27:07 -!- SwissStopwatch has left ##crawl-dev 17:27:29 MarvinPA, elliptic: while talking about adjusting rarity/depth of high end monsters: deep elf blademasters and master archers are depth 8, rarity 1. How about increasing that a bit to spice up Elf 3-4? 17:27:52 it would be nice if they weren't confined to a single level, yeah 17:28:18 rarity 2 or 3 would be fine I think 17:29:25 at depth 8, would rarity 2 or 3 change anything? chance would still be 0 on Elf:4, or am I misreading the functioN? 17:30:21 -!- nfogravity has quit [Quit: Leaving] 17:34:17 -!- [HangedMan] has joined ##crawl-dev 17:36:13 <[HangedMan]> http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/rltiles/dc-wall.txt;#l695 17:36:15 <[HangedMan]> typo! 17:37:41 oops 17:37:52 TRANSPAREN 17:39:21 making them at depth 5, rarity 5 (like high priests), results of place-population.lua on Elf:4: blademaster: 0.15%, master archer: 0.04%, high priest: 0.07% 17:40:01 <[HangedMan]> mmmmmmmm 17:40:05 sorcerers and demonologist could use some love too 17:47:58 -!- dtsund has quit [Read error: Operation timed out] 17:50:25 -!- dtsund has joined ##crawl-dev 17:51:59 galehar: Won Brogue, finally I can turn to the review :) 17:52:07 <[HangedMan]> ??roulette of golubria 17:52:07 roulette of golubria[1/1]: Somewhat done wizlab, abyss-themed and containing a ton of teleporters. See http://pastebin.com/iW1ZF7gw for the wip. 17:52:11 great, dpeg! 17:52:14 congrats! 17:52:16 dpeg: congrats! :) 17:52:19 =) 17:52:24 dpeg: looking forward to it! 17:52:48 Napkin: they have weekend contests (everyone plays a game of a fixed seed), it's great fun! 17:52:56 <[HangedMan]> !learn edit roulette_of_golubria[1] s|iW1ZF7gw|f3AZWC1L| 17:52:56 roulette of golubria[1/1]: Somewhat done wizlab, abyss-themed and containing a ton of teleporters. See http://pastebin.com/f3AZWC1L for the wip. 17:52:57 oh, nice :) 17:56:14 <[HangedMan]> I wonder if I should just submit it to mantis soon... 17:58:55 what build did you use on Brogue? only managed it with a highly enchanted axe of quietus 17:59:34 galehar: I don't remember which actual depth 8 corresponds to... moving them all the way down to depth 5 seems like rather a bad idea though 18:00:01 they should generate before elf:5 occasionally, not all the time 18:01:17 and certainly blademasters shouldn't be 4 times as common as master archers 18:01:56 lord-naughty: the game had three early staves of lightning [3] and a bit later also a staff of blinking and rings of awareness, stealth, transference. Also, enough Detect Magic and plenty of Healing. On the other hand, the best armour I've seen was splint and my weapon was a mundane war axe. 18:02:01 -!- edlothiol has quit [Ping timeout: 244 seconds] 18:02:35 lord-naughty: So I enchanted one lightning staff to 10, and the war axe so I could use it early on. 18:03:41 -!- monqy has joined ##crawl-dev 18:13:08 elliptic: with depth 5, rarity 5, they would spawn just like high priest do now. The difference in percentage is just variance from the stats made by the script 18:13:23 increasing the number of runs should even it out 18:13:24 well, they should definitely be rarer than high priest 18:13:43 dpeg: so how did you solve the food problem? because thats what always kills my nice chars. just dont dawdle? 18:14:53 dpeg: cool never got much damage out of lightning but never enchanted it to 10 :^) 18:15:39 deep elf high priests are but a notch above orc ones, deep elf master archers win against pandemonium lords 18:16:15 I don't think they win against pan lords any more, not since they were nerfed... but yeah 18:17:21 deep elf blademasters are pretty serious too unless you can catch them in a cloud or something before they close 18:17:35 11:9 for DEMA 18:17:44 (vs pan lords) 18:18:02 <[HangedMan]> pan lords are kinda random enough to make them not a very good marker of comparsion 18:18:03 really? I wonder what they were like before the nerf :P 18:18:39 hmm, looks like they were lucky that time. 7:13, 5:15, 9:11 in re-matches. 18:19:32 blademasters get smacked, but not to 0: 2:18, 1:19, 1:19 18:19:42 as a player, I've had more trouble with blademasters than with DEMA though 18:20:25 not that I do elf much 18:21:13 they kill you dead without good AC or DMsl 18:21:52 it's the usual problem with ranged combat formula, though: EV hardly matters unless you have R/DMsl 18:22:37 so a character that hardly ever gets hit against normal opponents suddenly eats every single arrow 18:24:17 anyway, I'd limit Elf:1 to knights and such, Elf:2 to one or two high priest, spawning blademasters only on Elf:3 (big OOD rolls not included) 18:24:38 -!- edlothiol has joined ##crawl-dev 18:25:54 they don't need to be much more common, yeah 18:26:19 alefury: I've been down to no food items a few times in my winning run. Hunger is always a problem for me. This time (because I knew it was a rich seed), I abandoned the current level early on and explored efficiently (i.e. not thoroughly) for food -- including potions of telepathy, for example. Also, once I thought I had enough gear, I stopped exploring altogether. 18:26:19 but at least a little bit more would be nice 18:26:51 ah. i guess that would help. 18:27:37 kilobyte: of course, as a player I'm more terrified by sorcerers than either blademasters or master archers... haste + hellfire makes them practically hellions, and HD 14 banishment isn't nice too 18:27:53 <[HangedMan]> not very focused hellions 18:27:58 alefury: full exploration is also damn risky past depth 20 or so. Golems, revenants, flame turrets, dragons, liches and whatnot. Better to beeline for the stairs -- I used mapping on depths 24,25,26. 18:28:17 [HangedMan]: they still double hellfire people 18:28:40 there's another issue: Elf:3 is a potentially absdepth=11 place, perhaps it should be increased to match the monsters that spawn there? 18:28:41 <[HangedMan]> well, yes 18:28:42 !lg * t place=elf:5 s=ckiller 18:28:42 53 games for * (t place=elf:5): 9x a deep elf master archer, 9x a deep elf sorcerer, 8x a deep elf blademaster, 7x a deep elf annihilator, 3x a Shadow Fiend, 3x a deep elf high priest, a sixfirhy, a sun demon, Aizul, a blizzard demon, Saint Roka, a deep elf demonologist, a deep elf mage, a hell beast, Nikola, an ice devil, a hellion, a balrug, you, an Executioner 18:29:08 !lg * t place=elf:5 s=ikiller 18:29:09 53 games for * (t place=elf:5): 10x a deep elf sorcerer, 10x a deep elf demonologist, 9x a deep elf master archer, 8x a deep elf blademaster, 7x a deep elf annihilator, 3x a deep elf high priest, Aizul, Nikola, a sun demon, Saint Roka, you, a deep elf mage 18:29:41 high priest is low and death mage didn't get a single kill 18:29:44 on elf:4 rarity:1, 0.06%, rarity:2 or 3 hardly change anything (both give about 0.07% or 0.08%) 18:30:00 kilobyte: make: *** No rule to make target `translate.h', needed by `describe.o'. Stop. 18:30:07 after the absdepth change on portal_branches, internal absdepth is always 14 (even if the actual depth is different) 18:30:17 <[HangedMan]> twisted didn't really distinguish death mages when it was given to deep elf priests 18:30:18 galehar: the makefile is buggy like hell 18:30:29 galehar: make clean or rm *.d 18:30:40 yeah, that what I was thinking 18:31:59 !lg * ((cv=0.9||cv~~0.1.)) place=elf:5 s=ikiller 18:32:00 415 games for * (((cv=0.9 || cv~~0.1.)) place=elf:5): 94x a deep elf annihilator, 75x a deep elf demonologist, 63x a deep elf master archer, 50x a deep elf blademaster, 46x a deep elf sorcerer, 24x a deep elf high priest, 11x a deep elf death mage, 8x , 6x a deep elf knight, 6x you, 4x Aizul, 3x a deep elf mage, 2x a deep elf summoner, 2x a deep elf conjurer, 2x a Green Death, Nikola, ball lightni... 18:32:36 pretty surprising to me annihilators are so high there 18:34:44 !lg * ((cv=0.9||cv~~0.1.)) place=elf:5 s=alpha / ikiller=deep elf annihilator 18:34:45 94/415 games for * (((cv=0.9 || cv~~0.1.)) place=elf:5): 30/93x y [32.26%], 64/322x [19.88%] 18:39:10 I fear demonologists and annihilators, not sorcerers. 18:39:26 <[HangedMan]> just fear everything in the vault 18:39:41 imo demas are the worst 18:39:58 blademasters and master archers are special, not ever spawning naturally, so they can't be directly compared 18:43:18 in general I'm not really convinced elf needs to be made harder... but I do think that blademasters and master archers should spawn very occasionally on the last two levels of elf, not just in the vault 18:43:20 tell Keskitalo wasted a whole evening trying to get font drawing in tiles to work -- any hints? Obviously, you can't have a texture with 1.1M letters, but I can't seem to get texture swaps right. 18:43:41 <[HangedMan]> exclamation marks 18:43:54 !tell Keskitalo wasted a whole evening trying to get font drawing in tiles to work -- any hints? Obviously, you can't have a texture with 1.1M letters, but I can't seem to get texture swaps right. 18:43:54 kilobyte: OK, I'll let Keskitalo know. 18:45:27 !tell Keskitalo fixing characters above 0xFF is getting desperately needed, and it works in both console and webtiles since forever 18:45:28 kilobyte: OK, I'll let Keskitalo know. 18:56:59 -!- vivec has joined ##crawl-dev 18:57:13 do the devs care at all that swamp is waful 18:57:14 awful* 18:57:21 no 18:57:24 <[HangedMan]> obviously not 18:57:38 <[HangedMan]> the devs are in a vacuum of nonexistence 18:57:40 you guys must know 18:57:48 <[HangedMan]> they are only theoretically doing things about crawl 19:00:14 swamp is pretty awesome 19:00:35 no its horrible 19:00:37 its just 19:00:37 ugh 19:00:49 even if the monsters didn't dive, it would be 10x more fun 19:01:16 <[HangedMan]> it is nice to have people come into crawl-dev to state things known for years 19:02:10 why hasn't anything been done about an issue that's been known for years? 19:02:28 <[HangedMan]> lots of little things have be done over years 19:03:18 vivec: current swamp is a paradise compared to swamp of a couple years ago 19:03:31 are things still being considered for it? 19:03:34 sure 19:03:36 I mean the other lair branches are great 19:03:53 Spider is good, shoals is great, spider is good 19:03:56 slime is cool too 19:04:04 are they? people criticize things about them too, and they get changed... 19:04:11 vivec: is ome of those spiders a snake? 19:04:22 err, snake 19:04:23 yeah 19:04:49 they're miles, and I mean miles ahead of swamp 19:05:00 swamp is a nightmare for a melee char 19:05:26 <[HangedMan]> "melee" 19:05:38 vivec: someone was complaining about spider being bad for casters just earlier today 19:05:52 melee as in I use tridents, and have 0 skill in spellcasting 19:05:54 I melee things 19:06:10 swamp is almost certainly the least popular branch, and there are ideas for making it better 19:06:11 <[HangedMan]> that prohibits wand use or ranged use or god abilities by... 19:06:39 swamp is usually my favorite branch as a melee character, so long as i have a flaming weapon 19:06:51 but it is *good* that you find that one of the branches is less pleasant than the others for a specific build 19:06:54 <[HangedMan]> not that submerging or the constant fleeing are nece3ssarily very good - it's just that actually dealing with it in-game isn't that bad 19:06:59 (they shouldn't be all identical) 19:07:15 yeah, snake and shoals are really fucking tough 19:07:17 -!- lord-naughty has quit [Quit: Leaving.] 19:07:39 a bad situation in shoals and snake can turn extremely ugly, but I don't find anything in swamp challenging at all unless theres the lernaean hydra 19:07:55 <[HangedMan]> abyssswamp has a tentacled monstrosity 19:08:11 <[HangedMan]> a lot of people try to melee the hydra simulacra 19:08:29 spriggan speed hydras are sort of nasty too 19:08:36 probably there are better ways of expressing your opinion on things than "this is terrible why doesn't anyone care and why hasn't it been changed" 19:08:48 i would agree that making things submerge less would be an improvement, though 19:08:51 yeah,, I sounded kind of whiny 19:09:07 didn't mean to come off that way 19:09:27 I just think that's it's really inconsistent with the other branches in that it's a lot more tedious, with none of the actual challenge barring freak situations 19:09:38 MarvinPA: I don't think the submerging is really the problem... the issue is that when certain monsters run away, they will submerge, and then run away and submerge again when you come next to them, and so on 19:09:42 where shoals 5 and snake 5 are mostly guaranteed to give you some trouble, and be decently fun 19:10:07 it would be better if they didn't run away the second time and just attacked you 19:10:13 elliptic: right, but if stuff didn't submerge when fleeing that might help, maybe 19:11:05 vivec: shoals 5 isn't guaranteed to be decently fun for me ;P 19:11:35 I remember when I was just getting to shoals and end branches like that before I got a win, and shoals was pretty much a guaranteed death for me 19:11:37 although yeah, maybe the annoyance is just the fact that they flee at all? not sure, but if they don't submerge at least you can finish them off with ranged attacks as they flee maybe 19:11:43 also, have you seen iceswamp:5 or demonswamp:5? those vaults are really cruel 19:12:19 fleeing is a pretty annoying thing 19:12:19 in general 19:12:37 I'd really rather it not even be in the game, to be honest, but fleeing + submerging + already being in water 19:12:45 MarvinPA: fleeing monsters work like that everywhere else... I'd rather do something different and make the monsters stop fleeing when they find water to submerge in 19:13:04 ohh right, i see what you mean 19:13:09 shoals:5 is always a harrowing experience for me 19:13:17 except maybe as a dk, i guess 19:13:21 so you don't chase after them then they reveal themselves and then run away and so on, repeatedly 19:13:27 or overleveling 19:13:40 <[HangedMan]> I keep not finding shoals:5 very harrowing and I don't bother with hopping often 19:13:58 <[HangedMan]> maybe it is just things like statue troll and freezing clouds and ddbe that keep being too powerful 19:14:35 yeah, if you'd play fewer overpowered characters, maybe you'd find it tougher :3 19:14:57 tautological statements are true! 19:15:27 <[HangedMan]> it's just that the layout of shoals:5 is... idiosyncratic 19:16:00 <[HangedMan]> the huts rewards caution a lot and it decentralizes threats 19:16:24 there aren't many places to run away to usually, though 19:16:26 other than stairs 19:16:28 [HangedMan]: they were an attempt to not have all of Shoals be open levels 19:17:01 <[HangedMan]> fair enough 19:18:08 by the way, there's some funky regicide going on in r.g.r.n. although I am not convinced the king has yet noticed -- he is a bit slow 19:18:31 <[HangedMan]> ...??? 19:19:12 -!- alefury has quit [Remote host closed the connection] 19:20:24 concerted effort by Nethack fork developers to overthrow the Nethack devteam, cleverly disguised as the annual April's fool joke 19:20:40 <[HangedMan]> oh 19:21:24 haha 19:21:34 here's hope they get some support from the community although I am not convinced about that either 19:21:55 ais523, bhaak: I believe you'd help your cause by incorporating the Convict patch 19:22:32 dpeg: incorporating a patch can be a lot of work, especially one that touches as much of the code as a new role 19:23:24 "(For people who feel this takes some of the fun out of your game, you're welcome to write a script to automatically inject line noise into your input in order to regain the feeling of dying to things you really didn't mean to do.)" 19:23:26 I'm considering writing a new role myself, though; at least new roles have basically zero balance implications 19:23:27 heh, nice 19:23:44 ais523: sure, but it'd pick up a very recent (and interesting imo) content... showing players that there's New Stuff (tm) which they like so much. And a new role can by definition not screw up balance -- it can only be boring (or an overlap with already existing roles) which the Convict surely isn't. 19:23:48 the only problems are a) if they're easier than all existing roles, or b) if their quest artifact is useful in place of some of the existing ones 19:23:54 yep 19:24:27 ais523: I'd guess it'd gain you lots of players -- those who fancy a new role but wouldn't build themselves. 19:24:48 well, they have to build themselves at the moment anyway 19:24:55 _Terence says, "I'll show you a few strategys." 19:24:57 A typo! 19:25:07 sure sure, I am assuming you're moving forwards over time :) 19:25:20 there are a couple of new game modes anyway, permablind and permahallu play modes 19:25:29 and I'm going to be merging Heaven or Hell in at some point 19:25:39 ais523: yes, but not as attractive as a new role for most players 19:26:13 perhaps 19:26:21 your priorities are different to mine, as usual 19:26:39 anyway, the april 1 timing is so that we can easily back out 19:26:59 if necessary 19:27:16 ais523: I don't know how you intend to run NH 4 but I have some experience with leadership (and problems :) and it'd be a strong signal to other potential contributers if you incorporate cool but unproblematic (design-wise not necessarily code-wise) content. Players and would-be supporterts alike will see that NH 4 is The Thing. 19:27:33 yes, it makes sense 19:28:34 -!- ainsophyao has joined ##crawl-dev 19:29:34 ais523: I try to give non-tainted advice, I am actually very much in favour of an alive, interesting Nethack 19:30:05 indeed, having no real competition is boring 19:30:23 <[HangedMan]> s|competition|things to steal ideas from| 19:30:31 not only that... having a genre-defining game like Nethack rot away in decay is not good for anyone 19:31:20 [HangedMan]: but dpeg doesn't like my ideas :) 19:31:23 If someone hears "roguelikes... Nethack" and goes play vanilla with its ultra-retro interface, we all might lose him right there 19:31:47 ais523: that is not a problem at all -- the genre is wide enough for all kinds of things 19:32:04 <[HangedMan]> s|things to steal ideas from|things to make mistakes we can learn from| 19:32:20 <[HangedMan]> I like a genre that has both shiren and crawl 19:32:27 [HangedMan]: I am afraid newer roguelikes are learning more from Crawl's mistakes these days 19:32:41 <[HangedMan]> that too 19:32:43 dpeg: interesting, could you give some examples? 19:32:53 <[HangedMan]> food is a headache 19:33:47 ais523: food, healing, indistinguishable items, too complex and too large, traps 19:34:03 why do you think they're getting those from Crawl? 19:34:10 although I only have first-hand contact to the guys behind 100 Rogues, Brogue and Powder 19:34:19 apart from too complex/large, any of those could happen from NetHack instead 19:34:44 sure 19:34:52 <[HangedMan]> there's still a difference between poisoned spike pits and needle traps 19:35:06 -!- ainsophyao has quit [Remote host closed the connection] 19:35:09 i think crawl is running into them as problems more noticeably, perhaps 19:35:20 poisoned spike pits are only problematic because of the instadeath chance 19:35:33 in that we'd like to get around them somehow but they're so intrinsic to the game, now 19:35:34 crawl does not have immediate death poison; though it does sometimes have poisoned to death from full 19:36:21 hmm, what do people think of Dredmor-style healing? 19:36:35 (it has very few instant healing sources, but lots of temporary regeneration increasers) 19:36:52 ais523: is good and well but you have to develop your game around those, imo 19:37:03 yep, I think so 19:37:35 it's very frustrating to me in that you can be in a situation that's basically unescapable but not actually die for 20 turns 19:37:45 anyway, gotta work -- but I'd give NH a try if you roll in the convict some time =) 19:40:05 not sure if i can compile nethack 4 on windows, but if so i'll probably try it out at some point since i've still never really played NH 19:42:22 ...flipping around, nethack 4 what?? 19:43:00 rax: several fork developers got their gear together and released a common version as Nethack 4 19:43:30 whoah!!! <3 19:43:33 -!- valrus has joined ##crawl-dev 19:43:40 is there a public server yet? 19:43:49 <|amethyst> has anyone from the devteam commented? 19:44:13 of course not -- and there only one person who possibly could 19:44:13 NetHack 4 is best NetHack 19:44:30 oh or playing online would be even better than trying to compile, yeah 19:44:37 dude I am so terrible at running a crawl server that is an atrocious idea 19:44:45 ...goddamnit where's the source 19:45:18 rax: hm, given that, your record of running a crawl server is really impressive :) 19:45:27 http://groups.google.com/group/rec.games.roguelike.nethack/browse_thread/thread/cb0da1bf9d2c0ba1# is the announcement thread for it 19:45:43 oh, or maybe that links to half way down it 19:46:05 not sure how google groups works, it's throwing a new interface at me 19:46:09 -!- ainsophyao has joined ##crawl-dev 19:46:19 -!- medgno has joined ##crawl-dev 19:49:52 the link out of that page doesn't seem to work 19:50:08 I gunzip it and there's just nothing there at all 19:50:55 wrt swamp: treefolk :( 19:51:32 Eronarn: The 27-headed Lernaean Hydra knocks down the treefolk! 19:51:39 ...nevermind I am just incompetent 19:51:46 as per usual on this channel ;) 19:52:28 <[HangedMan]> I don't like making trees into monsters just because of swamp and forest even mock-ups 19:52:55 <[HangedMan]> also swamp possibly getting more trees to make it less of a visual mess 19:53:08 brown water in swamp please 19:53:16 I believe that leeches have a lot more potential. 19:54:13 <[HangedMan]> leeches, the new spiders 19:54:33 <|amethyst> new branch: the Leech Fields 19:54:46 leech fields? 19:54:53 is that where you plant the leech seeds? 19:55:05 They needn't be (only) actual monsters... just by traversing Swamp, you could obtain leeches who slow you down or are otherwise problematic 19:55:14 <|amethyst> Zannick: it was supposed to be a fun on "leach field" 19:55:17 <|amethyst> s/fun/pun/ 19:55:46 |amethyst: well, i made a further pun. =p 19:55:59 though maybe you have to have played pokemon way back when to get it 19:56:30 <|amethyst> Pokemon was after my time :) 19:56:42 most of pokemon is after my time 19:59:54 dpeg: leech swarms are coded ;) 20:00:33 <[HangedMan]> what does swarms branch have, leeches and spiders? 20:00:50 well, technically it doesn't have leeches, but that'd just be a c&p'd monster definition 20:00:55 since swarms are defined as monsters, mainly 20:01:02 right now it has butterflies, spiders, sparks 20:01:14 <[HangedMan]> swarm of sparks, what 20:01:32 [HangedMan]: for a new elec spell that makes spark clouds that preferentially seek out enemies wearing metal 20:01:52 <[HangedMan]> hah 20:02:17 <[HangedMan]> remembering metalness sounds potentially annoying, though 20:03:12 [HangedMan]: well, it's still random, it's just weighted differently 20:03:26 flavorful but not a huge deal to remember 20:05:34 oh right, bees, there's bees too 20:05:37 for breathe bees 20:07:15 you know what we should have? mana leeches 20:07:35 and food leeches 20:07:56 and maxhp leeches 20:07:58 -!- ainsophyao has quit [Remote host closed the connection] 20:08:11 and str/dex/int leeches 20:08:11 and scroll leeches 20:08:21 spell leeches 20:08:48 http://magiccards.info/us/en/141.html 20:10:01 -!- [HangedMan] has quit [Ping timeout: 276 seconds] 20:17:16 -!- vadatajs has quit [Ping timeout: 272 seconds] 20:21:23 -!- nrook has joined ##crawl-dev 20:23:43 -!- st_ has quit [Read error: Connection reset by peer] 20:23:50 -!- st_ has joined ##crawl-dev 20:30:47 -!- vadatajs has joined ##crawl-dev 20:39:58 -!- dpeg has quit [Quit: leaving] 20:42:19 -!- MarvinPA_ has joined ##crawl-dev 20:44:12 -!- MarvinPA has quit [Ping timeout: 246 seconds] 20:44:12 -!- MarvinPA_ is now known as MarvinPA 20:44:44 -!- evilmike has joined ##crawl-dev 20:45:26 -!- vivec has quit [Ping timeout: 245 seconds] 20:54:15 -!- dtsund has quit [Quit: dtsund] 21:08:56 -!- medgno has quit [Quit: medgno] 21:14:40 -!- Pingas__ has quit [Read error: Connection reset by peer] 21:23:41 -!- valrus has quit [Read error: Connection timed out] 21:23:54 -!- vadatajs has quit [Ping timeout: 246 seconds] 21:24:52 -!- valrus has joined ##crawl-dev 21:32:59 -!- Mottie is now known as FaMott 21:37:06 -!- ainsophyao has joined ##crawl-dev 21:37:16 -!- vadatajs has joined ##crawl-dev 21:37:51 -!- dtsund has joined ##crawl-dev 21:54:53 -!- MarvinPA_ has joined ##crawl-dev 21:58:55 -!- MarvinPA has quit [Ping timeout: 264 seconds] 21:58:55 -!- MarvinPA_ is now known as MarvinPA 22:04:52 is trog supposed to be able to gift cursed weapons? 22:07:49 he shouldn't gift cursed weapons, but he might gift randarts with the Curse property (1/3 chance to curse themselves each time they are equipped) 22:10:50 03elliptic * r7513afe757c8 10/crawl-ref/source/mon-ench.cc: Make submerging monsters only flee until they submerge once. 22:18:03 pretty sure it wasn't Curse. 22:18:16 -!- MarvinPA_ has joined ##crawl-dev 22:19:01 a - [D:9] the cursed +2,+5 giant club of Trog's Righteous Anger {god gift, drain, MR} 22:22:09 -!- MarvinPA has quit [Ping timeout: 252 seconds] 22:22:09 -!- MarvinPA_ is now known as MarvinPA 22:29:16 -!- ainsophyao has quit [Remote host closed the connection] 22:32:58 -!- ainsophyao has joined ##crawl-dev 22:43:41 -!- heteroy has quit [Quit: ChatZilla 0.9.88.1 [Firefox 3.6.28/20120306064154]] 22:46:47 what do people think about having titles for uniques? Either just showing up on their description or also when 'x'ing them, e.g. "Here: Ijyb the Twisted Goblin" or "Here: Asmodeus the Demon Prince of Gehenna" 22:47:07 this is what 4.1.2a does and I think it's really nice 22:48:17 interesting 22:49:08 * due votes for it. 22:49:09 approve as long as it's not all uniques and they're good titles 22:49:12 It could add to flavour. Makes me think a bit about how gods have "last names" 22:49:31 well, some gods. Others have titles, like okawaru 22:49:51 using player titles for some of the more generic uniques could be good 22:50:24 especially for the religious titles 22:51:57 also, uniques that start with "The" probably shouldn't have titles 22:52:06 eg TRJ and the serpent of hell 22:53:28 i like "The Serpent of Hell, the Serpent of Hell" 22:53:59 "Here: His Highness, the royal jelly" 22:54:09 Well, TRJ is ungendered 22:54:14 "Its Highness, The Royal Jelly" 22:54:23 Or even Their! Royal we -> their? 22:58:51 I'm not sure if royal we is ever used in that way 23:00:37 I suppos it depends on the monarch. At least with Elizabeth II it's always "her royal highness". So for TRJ I'd probably use "its" 23:02:38 <|amethyst> Its Majesty 23:02:51 <|amethyst> IRH would be for a prince of jellies 23:04:00 oh yes, that's right 23:14:48 -!- nrook has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120312181643]] 23:19:28 -!- ainsophyao has quit [Remote host closed the connection] 23:20:35 -!- MarvinPA has quit [] 23:21:43 -!- dtsund has quit [Ping timeout: 244 seconds] 23:23:21 -!- dtsund has joined ##crawl-dev 23:33:02 -!- st_ has quit [Read error: Connection reset by peer] 23:33:19 -!- st_ has joined ##crawl-dev