00:08:25 -!- FaMott has quit [Ping timeout: 260 seconds] 00:20:09 -!- Wensley has quit [Ping timeout: 246 seconds] 00:38:12 -!- capablanca has joined ##crawl-dev 00:38:30 -!- capablanca is now known as mikee_ 00:42:54 -!- valrus has quit [Remote host closed the connection] 00:43:19 -!- valrus has joined ##crawl-dev 00:43:52 -!- greatzebu has joined ##crawl-dev 00:48:13 -!- valrus has quit [Ping timeout: 276 seconds] 01:09:55 -!- ainsophyao has joined ##crawl-dev 01:18:30 kilobyte: No idea, sorry 01:30:03 -!- greatzebu has quit [Quit: greatzebu] 01:35:35 -!- qqryq has joined ##crawl-dev 01:39:27 -!- ainsophyao has quit [Remote host closed the connection] 01:54:24 elliptic: I like the idea of making ghost moths flicker 02:21:20 -!- ToBeFree has joined ##crawl-dev 02:32:41 -!- lord-naughty has joined ##crawl-dev 02:35:06 -!- lord-naughty has quit [Client Quit] 02:42:14 -!- Xiberia has joined ##crawl-dev 02:54:21 going through backlogs, I notice some talk about ghost moths in early spider 02:54:42 something I should mention is that there are a number of vaults with ghost moths. This bumps up their rarity a bit 02:55:38 if this enemy should be rarer, I will start by addressing these vaults 02:57:09 -!- dtsund has quit [Quit: dtsund] 02:58:27 specifically there are three vaults. Two of which I imported from the portal vault, and only gave them "Depth: Spider" without any extra thought 03:04:25 03evilmike * rc8761b3aeddb 10/crawl-ref/source/dat/des/branches/spider.des: Do not place ghost moth vaults on Spider 1 or 2. 03:06:10 03evilmike * rd8767bf28f59 10/crawl-ref/source/dat/des/branches/spider.des: Allow hangedman_spider_trapstep to appear on Spider:1-3. 03:13:37 July the Skirmisher (L1 DrBe) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 03:14:54 July the Skirmisher (L1 DrBe) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 03:15:35 July the Skirmisher (L1 DrBe) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (you) (D:1) 03:28:38 -!- st_ has quit [Ping timeout: 240 seconds] 03:31:34 -!- ais523 has quit [Remote host closed the connection] 03:35:15 -!- lord-naughty has joined ##crawl-dev 03:55:49 -!- monqy has quit [Quit: hello] 04:25:50 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <-] 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-879-g1e36542 05:20:59 -!- ainsophyao has joined ##crawl-dev 05:21:37 -!- ainsophyao has quit [Remote host closed the connection] 05:55:44 -!- ainsophyao has joined ##crawl-dev 06:04:26 -!- mumra has joined ##crawl-dev 06:05:11 -!- evilmike has quit [Quit: something happened] 06:16:28 -!- syllogism has joined ##crawl-dev 06:16:37 yet another breakage for the ZigSprint: vitrification + the swap card 06:17:20 well, that's a bug with swap 06:39:37 there's so many ways to break ZigSprint that I really don't see any way other than destroying the whole level between arenas 07:03:06 -!- Ragdoll has joined ##crawl-dev 07:13:56 currently you can use the vitrification+swap trick on zot:5 to bypass nearly all the vault 07:15:01 I guess it depends on which orb vault you get, but still 07:21:49 -!- edlothiol has quit [Ping timeout: 245 seconds] 07:27:17 -!- Pingas has joined ##crawl-dev 07:30:36 maybe swap shouldn't work through glass walls then 07:36:36 -!- edlothiol has joined ##crawl-dev 07:41:57 damnation shouldn't work through glass either, and neither should torment 07:43:53 what should work through glass? i say fear and gaze only 07:45:13 <|amethyst> from a flavour point of view, it would make sense for OTR to work through glass 07:46:41 yeah, but that would make it stand out as one of the only spells letting you kill stuff through walls 07:47:07 which reminds me, did anyone fix LRD yet 07:52:09 -!- absolutego has joined ##crawl-dev 07:52:24 _The Singing Sword @_sings_or_whistles_@ loudly. < that's not working as intended, i guess? 07:53:12 Eronarn: fix LRD in what way? 07:55:13 <|amethyst> absolutego: fixed, thanks 07:55:27 to you sir 07:56:06 -!- absolutego has quit [Quit: leaving] 07:56:57 03|amethyst * r274e985ee4fa 10/crawl-ref/source/dat/database/wpnnoise.txt: Fix a Singing Sword database key. 08:24:15 03kilobyte * r6a7cf97ce5b5 10/crawl-ref/source/decks.cc: Fix Stack Five not redrawing wielded decks. 08:24:15 03kilobyte * r277470f05628 10/crawl-ref/source/mon-stuff.cc: Don't let Swap, Damnation, Jiyva, Beogh and Xom affects monsters through glass. 08:24:15 03kilobyte * r8e2ef1ccc1f5 10/crawl-ref/source/effects.cc: Forbid tormenting stuff through glass. 08:25:11 -!- valrus has joined ##crawl-dev 08:40:59 someone posted the autochannel.lua on the tavern. Since it's a relatively common request, how about putting it in dat/lua? 08:46:18 -!- MarvinPA has joined ##crawl-dev 08:47:04 what does it do? 08:48:02 it looks like it is a lua function that repeats channeling until you are at full MP 08:48:21 -!- jeanjacques has joined ##crawl-dev 08:48:25 seems pretty narrow for putting in dat/lua IMO 08:49:02 handy for mummy of sif 08:49:13 like I said, pretty narrow :P 08:49:27 maybe not in dat/lua then, but somewhere it won't be lost again 08:49:29 also a lot of the TODOs and comments about possible infinite loops are worrisome 08:49:56 could have a repository for all the bots and lua stuff floating around 08:50:17 <|amethyst> what about in settings/ ? 08:51:21 there's a settings/advanced_optioneering.txt which was sort of intended for things like that, i think 08:51:42 although i dunno if this particular script is worth adding, necessarily 08:52:18 -!- valrus has quit [Remote host closed the connection] 08:52:20 <|amethyst> if we do get more such not-on-by-default included scripts, I think maybe advanced_optioneering.txt should become a directory 08:52:42 -!- valrus has joined ##crawl-dev 08:52:55 yeah 08:52:58 78291 (L23 NaCK) ASSERT(smc) in 'mon-util.cc' at line 434 failed. (Shoals:4) 08:56:55 -!- valrus has quit [Ping timeout: 246 seconds] 08:56:56 I'll also note that this script doesn't do what a lot of people want (including the original poster in that thread), which is to make 5 use channeling 08:59:25 is there a reason to ever NOT channel if you're a mummy/lich/starving vampire of Sif or with a staff of channeling wielded? 08:59:47 if not, resting itself can use that, without a script 08:59:48 it is strictly superior to just standing still and doing nothing 09:00:34 hmm, _almost_. A ghost moth / eye of draining won't heal off you if you have no mp. 09:01:16 you can't normally rest with an eye of draining in sight at least 09:01:29 but yeah, I forgot about the healing 09:01:50 do ghost moths heal too when they drain MP? I've always been unsure about this 09:02:11 they use the very same code 09:02:18 (probably because they usually drain all my MP before I start damaging them) 09:03:25 a better solution would be to give channeling some cost so it's not strictly superior to resting, surely :P 09:03:55 it does have a cost: massive food use :p 09:04:27 really, this makes me want to try that djinni race proposal 09:06:48 they'd be able to channel even less than other races: channeling is cheap near corpses, there's no way to remove glow except for resting 09:06:55 (which is an argument against, too) 09:07:22 would be interesting to try, yeah 09:13:10 https://crawl.develz.org/tavern/viewtopic.php?f=12&t=4203 sounds like summoning really needs those caps :P 09:14:22 there was already a script made that could cover channeling i guess 09:17:34 function safe_explore (), hiding in the depths of the internet. changing the crawl.sendkeys should work 09:23:14 -!- FaMott has joined ##crawl-dev 09:24:30 looks like the doxydoc project failed... some clua documentation is really overdue 09:24:50 especially hooks, which are hard to learn RTFSing 09:28:00 <|amethyst> what about making channelling cost HP for hungerless players? 09:29:09 pretty inconsistent 09:29:16 1 HP cost could work 09:29:44 <|amethyst> with the idea being that the energy has to come from somewhere 09:29:47 you could claim some sort of conservation of energy, yes 09:29:58 <|amethyst> if you want to be consistent, you could allow starving players to channel using HP as well 09:30:26 hmm yeah, could claim some really low contamination that you can heal off, etc 09:30:47 |amethyst: this is exactly why I dislike that :p 09:31:12 Crawl Light gives you glow instead of all hunger costs 09:31:21 I think staff/sif channeling is maybe the only thing that currently produces something (MP) with absolutely no cost? 09:31:41 resting... 09:32:11 <|amethyst> attacking produces damage with no cost :) 09:32:26 well, okay 09:32:46 but hungerless channeling is a lot faster :P 09:33:00 it costs hunger! (so clearly attacking in lichform should cost hp :P) 09:34:17 sif channeling costs 200 hunger on average, attacking costs 3... so if channeling in lichform costs 1 HP (or we could even do 0.5 HP), attacking costs 0.015 HP :P 09:35:40 hmhm, well i'm off out for a bit, but some low hp or glow cost for hungerless channeling sounds good maybe 09:36:14 a glow cost would require reworking the glow system to be much smoother (which could be good anyway) 09:36:16 what would it do if you have guardian spirit or are a djinni/moon troll? :p 09:36:28 (hp cost) 09:37:20 it would be proportionally applied to HP and MP with guardian spirit... no problem there 09:38:27 (or it could bypass guardian spirit like costs for things like self-sublimation already do) 09:38:47 hp costs don't trigger guardian spirit, do they? like, makhleb abilities, sublimation, yeah 09:38:49 making it cost HP is a strange idea for sure but I sort of like it 09:43:04 -!- jooosa has joined ##crawl-dev 09:43:35 -!- MarvinPA has quit [Ping timeout: 260 seconds] 09:44:46 -!- joosa has quit [Ping timeout: 252 seconds] 09:44:46 -!- jooosa is now known as joosa 09:46:20 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-905-g8e2ef1c (32) 10:05:08 yay finally an end to the ZotDef crash spam 10:06:17 it's only Nap King and greensnark who can trigger an update of CAO, right? 10:26:51 Monsters attack allied eldritch tentacles if latter is in former's way (https://crawl.develz.org/mantis/view.php?id=5525) by Claws 10:29:37 -!- MarvinPA has joined ##crawl-dev 10:31:15 -!- Adeon has quit [Ping timeout: 246 seconds] 10:37:01 Can train Short Blades, none carried (https://crawl.develz.org/mantis/view.php?id=5526) by XuaXua 10:37:45 hm, currently crawl hangs if I start a new game and do &A15 10:40:24 doing &A27 and then &A15 works though 10:41:10 is the user called "Claws" in here? 10:42:01 !seen hangedman 10:42:09 I last saw HangedMan at Sun Apr 1 03:43:21 2012 UTC (2d 11h 58m 44s ago) quitting with message Ping timeout: 245 seconds. 10:42:16 !seen [hangedman] 10:42:17 I last saw HangedMan at Sun Apr 1 03:43:21 2012 UTC (2d 11h 58m 55s ago) quitting with message Ping timeout: 245 seconds. 10:42:36 I believe that is claws but he doesn't seem to be here 10:44:06 oh, nevermind 10:44:10 !seen neunon 10:44:10 I last saw neunon at Fri Mar 30 18:16:49 2012 UTC (3d 21h 27m 21s ago) joining the channel. 10:45:16 napkin: by the way, mind changing the default version on CDO to trunk? 10:45:29 !tell neunon The email address @uplinklabs.net you registered is undeliverable. Please fix or change :) I'll disable notification emails for now 10:45:30 Napkin: OK, I'll let neunon know. 10:46:08 thanks though, elliptic :) 10:48:27 03elliptic * r8a4a1a394d69 10/crawl-ref/source/beam.cc: Check SH before EV when beams try to hit monsters. 10:48:37 03elliptic * r3eb16f9a47a1 10/crawl-ref/source/ (beam.cc dat/descript/spells.txt spl-data.h zap-data.h): Give Iskenderun's Mystic Blast a chance of exploding. 11:04:39 -!- blabber has joined ##crawl-dev 11:11:33 <|amethyst> I guess pure conjurations have a "don't use this up close" theme now :) 11:13:01 it might be worth it to use IMB at melee range sometimes for the 3/4 chance of explosion, actually 11:13:15 <|amethyst> assuming you don't mind being hit 11:13:19 if you can handle the damage, yeah 11:13:35 <|amethyst> I guess it's better than fireball in that respect since it won't burn scrolls 11:16:24 -!- Adeon has joined ##crawl-dev 11:16:26 -!- Adeon has quit [Client Quit] 11:19:59 -!- MaryPoppins has joined ##crawl-dev 11:22:35 -!- MaryPoppins has quit [Remote host closed the connection] 11:23:44 <|amethyst> would a low-power conjuration that takes 0.5 aut to cast be interesting? 11:30:45 -!- MaryPoppins has joined ##crawl-dev 11:30:51 impatient mutation 11:30:53 hmm, well it'd probably have to do something else special other than just taking less time to cast 11:30:57 conjurations cast faster 11:31:00 but do less damage 11:31:39 -!- MaryPoppins is now known as Adeon 11:33:23 <|amethyst> conj/hex that takes 0.5aut to cast, has low accuracy, and subtracts 0.5aut of monster energy if it hits (maybe with a MR check too?) 11:33:39 <|amethyst> I'm thinking of the plasma gun from doom 11:34:44 03MarvinPA * rc610c3b941bd 10/crawl-ref/source/beam.cc: Make Ice Storm prompt when it could hit you 11:34:57 hmm... well the annoying thing there is making you do a bunch of extra keypresses 11:35:31 <|amethyst> yeah, I guess that is an issue 11:35:34 a rapid-fire/multiple projectile conjuration could be cool though, just have it take the normal amount of time but fire multiple shots 11:35:43 also i assume you mean 5 aut, not 0.5 aut :P 11:35:58 <|amethyst> yeah, 0.5 turn :) 11:36:22 <|amethyst> doesn't "fire multiple shots" just mean "check AC more often"? 11:36:43 well that's how lrd does it, yeah 11:36:49 also means that it can hit multiple targets if some shots miss or if the first target dies 11:36:56 in the case of projectiles it'd mean checking EV more often too 11:36:58 that as well, yeah 11:37:13 elliptic: That sounds fun already, though so do bolts.. 11:37:24 also, since all this explosion stuff reminded me about icestorm - can the fancy new(ish) targeter work with regular zaps? seems like it'd be good to make it show up for ice storm, fireball etc 11:37:24 err what am i saying 11:37:42 but i wouldn't know how to go about doing that, the targeting code scares me :P 11:37:53 <|amethyst> and cone targetting has been mentioned multiple times 11:38:44 <|amethyst> I don't know if I agree with the Conj book proposal on the wiki, but I would like to see a non-elemental (or at least unbiasedly-elemental) conj book 11:38:48 manticore could use cone targetting and really fire several sikes at once, not "a volle of spikes" :) 11:39:36 <|amethyst> two classes kill things with ice, only one with fire (unless you count Inner Flame) 11:42:07 -!- st_ has joined ##crawl-dev 11:42:10 |amethyst: the current Cj book is more of an air book really 11:43:16 I agree that it would be good to have better balance, but I don't think a balanced Cj book is really feasible without at least two new spells 11:45:43 I think easier anyway would be to come up with a fire/earth class... but need a new spell or two there also 11:46:05 <|amethyst> but what about fire/air and ice/earth :) 11:46:44 I don't really see a need for balance to respect that large a symmetry group :P 11:47:21 <|amethyst> large? K4 is the simplest non-cyclic group :) 11:47:44 yes, non-cyclic is pretty large :) 11:48:21 <|amethyst> I was thinking of Tengu and Ghoul in particular 11:48:43 <|amethyst> (and Felid to a lesser extent) 11:49:18 <|amethyst> especially Tengu, since they're "the best" conjurors 11:49:37 <|amethyst> s/ror/rer/ 11:50:16 well, nowhere is it written down that races must be able to make use of all their best apts at the same time at the start of the game... 11:50:34 <|amethyst> true 11:52:00 isn't tengu's high conj apt to balance for their wonky elemental apts? 11:52:10 <|amethyst> perhaps 11:52:27 <|amethyst> as for new spells... what about a low-level, low-damage bolt 11:52:47 <|amethyst> oh wait 11:52:49 <|amethyst> shock 11:52:59 magic dart in bolt form 11:53:03 <|amethyst> somewhat higher level and damage, and without the bouncing 11:53:14 a non-elemental cj book could be interesting I guess 11:53:27 the most promising other schools to include are hexes and tloc, I think 11:53:49 <|amethyst> who was it that suggested Charms/Conj "sword beams"? 11:55:40 hangedman possibly? 11:56:03 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:spells:propose:new_spells#farsword 11:57:03 <|amethyst> instead of the plasma gun, what about a conj/tloc that deals some damage and blinks them one square away from you if possible? 11:57:12 <|amethyst> further away from you 11:57:31 <|amethyst> though "get over here" could be interesting too, especially if it didn't wake them 11:57:48 <|amethyst> not really a conj thing though 11:58:08 |amethyst: I considered putting knockback (which is what you are describing I think) or stun on IMB but I don't actually think they are very good effects 12:00:44 the problem is that either the effect is invisible to the player (the monster moves instantly back to the square it was on, or the stun ends immediately) or it is really abusable (if you make it push the monster multiple squares away or stun for multiple turns) or it is very unreliable (if you make the chance low enough to balance it) 12:01:49 <|amethyst> but the first isn't really invisible to the player, because it means if they spam the spell the monster isn't advancing on them (except for energy randomisation) 12:02:10 if the monster isn't advancing and you are doing damage then this is overpowered 12:02:14 <|amethyst> true 12:02:53 in practice it would look like the monster is sometimes forgetting to move 12:02:58 tloc is often balanced by glow/contam isn't it? that could nerf it a little 12:03:31 lord-naughty: only controlled self-translocations 12:03:43 -!- st_ has quit [Read error: Connection reset by peer] 12:03:57 -!- st_ has joined ##crawl-dev 12:04:24 <|amethyst> or a conj/tloc portal beam, but how to distinguish that from airstrike 12:05:00 I'd really like to have more spells that move the player or monsters around, because those are fun, but most ideas are pretty abusable 12:05:01 <|amethyst> if you could choose a smite-targetted source point and a direction that would be interesting, but I think the UI would be far too complicated 12:05:20 <|amethyst> for a beam, I mean, not for pushing 12:05:56 one effect that could work on something is swap, since that doesn't change the distance between the two things swapped at least 12:06:16 it should be combined with something else though and I'm not sure what 12:06:21 you could chain cast it to get away though 12:06:41 especially if you could use it on summons 12:06:55 only if there are monsters in the correct locations, and only if the spell allows that much control... I'm not suggesting a spell that lets you choose an arbitrary monster in sight to swap with 12:07:04 <|amethyst> "telefrag" 12:07:09 :^) 12:07:30 so like a mad hatter 'change places!' 12:07:39 some kind of area effect at the place you swap to could encourage you to swap into groups of monsters, maybe 12:07:41 swap card, which just uses a random monster in sight, isn't really abusable aside from going through walls 12:08:31 there's a 'blink others' skill in tome 4 that's quite fun, not sure if it's abusable though 12:08:36 -!- mumra has quit [Ping timeout: 246 seconds] 12:08:51 heh, i was thinking of tome4 spells too in fact 12:08:58 <|amethyst> AK already has bend space, I wouldn't want to be too similar to that 12:10:00 <|amethyst> what about an antimagic hex/conj (like antimagic weapons, not purple draconian breath)? 12:10:06 there's one where you pick a target area, get swapped with all the monsters in that area, and the monsters all get a blight disease from travelling through the evil dark nasty portal you used to swap with them 12:10:12 or something like that 12:11:14 on the class that has lots of weird ways to inflict and spread diseases, that's what made me think of some kind of area effect upon swapping at least 12:12:51 -!- st_ has quit [Ping timeout: 252 seconds] 12:13:07 <|amethyst> slow would work but that's too similar to englac 12:14:26 does anyone use englac? 12:14:51 englac? 12:14:58 <|amethyst> metabolic englaciation 12:14:59 metabolic englaciation 12:15:06 oh. 12:15:21 <|amethyst> I don't know if anyone's tryed it since it was changed 12:15:22 it is pretty good now; I've used it 12:15:26 <|amethyst> oh, okay 12:15:35 what changed? 12:15:44 <|amethyst> it now slows instead of sleeping 12:15:45 it does stuff like slow all of margery's band 12:15:57 -!- Pacra has quit [Quit: This computer has gone to sleep] 12:18:07 something like force wall in powder might make a good pure conj spell without being just another beam 12:19:12 <|amethyst> conjure up a temporary glass wall on a target square? 12:19:37 <|amethyst> sounds abusable 12:20:01 it's like an omni-directional force push, but in the open it get weak in a corridor it hurts more 12:20:49 <|amethyst> I think omni-directional push would have the same problems elliptic mentioned earlier 12:21:16 <|amethyst> it would either be OP, or hard to notice, or unreliable 12:22:01 you don't need the pushing as such but the corridor advantage would balance against OoD 12:22:09 <|amethyst> (and unreliable is particularly bad here, since if a creature in the back dodges or resists, the creature(s) in front of it can't be moved either 12:22:34 corridors themselves balance against IOOD already, since they are generally far preferable places to be 12:22:44 we don't need spells especially good in them 12:22:45 -!- MarvinPA has quit [Read error: Connection reset by peer] 12:23:05 -!- MarvinPA has joined ##crawl-dev 12:23:21 <|amethyst> and there's already conjure flame, though it's not as realiable as glass would be 12:23:33 <|amethyst> s/ali/li/ 12:23:40 fair point, also at conj 20 OoD will often manage it down a corridor 12:23:50 |amethyst: something that pushes each monster in a random direction could work though perhaps 12:24:12 including yourself? 12:24:19 <|amethyst> elliptic: would that feel distinct from bend space? 12:24:35 <|amethyst> I guess so, since it's a much smaller repositioning 12:24:44 <|amethyst> not sure when you'd use it 12:24:52 and it wouldn't just be for monsters next to you 12:24:57 -!- MarvinPA_ has joined ##crawl-dev 12:25:16 it would need more to the spell than just that, yeah 12:26:03 -!- absolutego has joined ##crawl-dev 12:27:53 -!- MarvinPA has quit [Ping timeout: 252 seconds] 12:27:53 -!- MarvinPA_ is now known as MarvinPA 12:29:10 -!- st_ has joined ##crawl-dev 12:29:32 <|amethyst> how about a cone-targeted pushback that uses the breath timer.... I guess that would look wierd on mummies though 12:29:32 what about something that pulled everything one square closer to a point, damaging those near to the point? 12:29:56 <|amethyst> lord-naughty: or just one square closer to you 12:31:07 that would balance it 12:31:46 'you feel very dense' 12:31:49 -!- Danei has quit [Ping timeout: 245 seconds] 12:32:36 -!- dtsund has joined ##crawl-dev 12:33:21 might seem strange if it didn't hurt you too but waping space and black hole like attacks would fit 12:36:21 03elliptic * r23770cd32bac 10/crawl-ref/source/beam.cc: Make exploding IMB unblockable. 12:36:47 ...why did you change englac? O.O 12:37:04 was it too overpowered? 12:37:11 it was absolutely useless 12:37:33 O.o - wasn't it one of the best spells for a SpEn ever? 12:37:36 no 12:37:48 why is slowing better than sleeping? :-) 12:37:55 -!- Danei has joined ##crawl-dev 12:37:58 SpEn starts with hibernation, which is a better version of old englaciation 12:38:12 oooh, now I understand. :D 12:38:29 putting every monster on the screen to sleep was remarkably useless because as soon as one wakes up, it shouts and wakes up the rest 12:38:31 <|amethyst> ToBeFree: the problem is you're not likely to get more than one or two stabs before everyone else wakes up 12:38:50 you didn't even sleep every monster on the screen, of course 12:38:52 <|amethyst> if that 12:38:54 <|amethyst> yeah 12:39:04 -!- MarvinPA has quit [Read error: Connection reset by peer] 12:39:06 just the ones that didn't resist, so the others could still do noisy things 12:39:08 what spell level is englac now? 12:39:17 -!- MarvinPA has joined ##crawl-dev 12:39:23 6 12:39:26 would silence stop the shouts waking monsters? never tried that combo 12:39:39 it would, but silence also decreases stealth by a lot 12:40:08 ah 12:40:18 -!- mumra has joined ##crawl-dev 12:54:17 Constricting invisible monsters does not reveal their location (https://crawl.develz.org/mantis/view.php?id=5527) by Kalma 12:59:28 -!- Ragdoll has quit [Quit: Ragdoll] 13:01:11 Napkin: Uh, when did my email stop accepting emails? 13:01:12 neunon: You have 1 message. Use !messages to read it. 13:01:16 !messages 13:01:17 (1/1) Napkin said (2h 15m 47s ago): The email address @uplinklabs.net you registered is undeliverable. Please fix or change :) I'll disable notification emails for now 13:01:19 yes. 13:01:21 thanks, henzell. 13:01:22 this morning, i think 13:01:28 hrm 13:01:33 can't find a valid MX anymore, i think 13:01:35 * neunon checks DNS 13:02:10 oh, bloody 13:02:19 actually, "host uplinklabs.net" on that server shows multiple MX records :-O 13:02:21 every damned record has extra crap on the end 13:02:32 oh, true 13:02:39 missing dots in the bind config 13:02:43 probably 13:02:47 this is the last time I trust an import/export tool for Route53 13:06:00 DNS fixed, but criminy 13:06:09 wondered why my inbox was empty this morning. 13:12:36 -!- nfogravity has joined ##crawl-dev 13:12:55 hey guys, i don't know if you know this already, but i can't build from source on windows right now 13:12:58 Regarding new pure conj spells - I'd been thinking of an idea when I commented on the Cj book page. 13:13:02 I wrote it up here: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:spells:propose:conjurations&#magic_spark_s 13:13:14 i did git pull; make 13:13:20 and i get this error: 13:13:26 It encourages keeping out of corridors and moving around a bit to line up shots 13:13:40 looks good now, neunon 13:13:47 make: *** No rule to make target `translate.h', needed by `describe.o'. Stop. 13:13:56 i disabled all email notifications in mantis 13:13:58 It uses multiple weaker, slow projectiles 13:14:17 please don't forget to re-enable the ones you would like, neunon 13:15:54 nfogravity: i think you can fix that by doing make clean then trying again, no idea why it happens in the first place though 13:16:41 probably some weird leftovers in the makefile 13:17:23 but yeah it seems to be building fine now, thanks 13:18:43 -!- Zaba has quit [Ping timeout: 264 seconds] 13:20:15 -!- absolutego has quit [Quit: leaving] 13:21:49 -!- st_ has quit [Ping timeout: 245 seconds] 13:22:26 mumra, what happen if the magic sparks collided? would they merge? 13:24:27 lord-naughty: well that's one option, or they could dissipate. depends really what sort of effect you're after. 13:25:02 New branch created: vehumet (3 commits) 13:25:06 -!- st_ has joined ##crawl-dev 13:25:21 what 13:26:42 lord-naughty: the movement is intended to be more predictable than IOOD so they shouldn't really collide by accident (although see alternate version a which has them intentionally merging after a few squares) 13:27:54 I was thinking that if it's slow enough you could run after the sparks, cast it again so they merge and bump up the power 13:29:29 -!- st_ has quit [Ping timeout: 252 seconds] 13:29:50 lord-naughty: that could be a viable tactic - have them move at > 10 speed so you need to combine with a speed buff or pot (and the power bump should be minor) 13:30:15 it'd be another "encourage the player to move around" feature 13:30:55 as a reckless conjurer player I like that a lot 13:31:07 you could also combine with cblink to charge them by firing from different directions 13:32:57 as another option making them immobile for10 aut before then flying off could work 13:33:40 would merging from different directions deflect them? could be interesting 13:34:23 -!- st_ has joined ##crawl-dev 13:35:34 yeah, could combine the directions (but make this somewhat unpredictable) 13:37:06 true, or otherwise they could be made stationary by casting from opposite sides 13:41:58 if the velocities are completely opposite then the sparks dissipate anyway ;) 13:50:06 an interesting potential conjuration: something like Quake's thunderbolt. Can be zapped for a split second (little damage but little cost), or held, either aimed right at a target for massive damage (assuming you pass every single hit roll), or swept in a cone, when damage is a factor of the time spent at the given angle (Quake actually calculates angular size / angular speed). 13:51:14 could work on a rod: the first turn it takes 1-2 mp and does shit damage, if you evoke it the next turn it takes 5 or more mp with appropriate effectiveness 13:51:32 if the next target is not the same, everything in between takes damage 13:51:41 -!- qqryq has quit [Ping timeout: 245 seconds] 13:51:46 -!- monqy has joined ##crawl-dev 13:53:09 kilobyte: those kind of spells work great in Diablo and its clones like Torchlight, would you have to explicitly cancel it or cast it each turn? 13:53:31 can you move around whilst using it? 13:54:39 it's pretty unique, sounds like it could be complex ui though 13:55:10 I was thinking about no movement 13:56:02 it it'd be a spell that lasts some time, movement could work 13:57:42 possibly, forbidding doing anything but moving (any other action makes you stop concentrating and aborts) -- described as holding your hand at the target, sustaining the bolt 13:57:58 hrm, wouldn't work well for different targets 14:00:41 you could make it a single target spell and every turn give a '(A)bort (R)etarget (C)ontinue' message 14:00:56 just recast it to retarget 14:01:03 and an (a)bility to cancel it 14:01:14 getting that message every turn would be tiresome :) 14:02:23 could work with an (a)bility to retarget (ie, assuming the old one by default), still not an interface wonder though 14:03:16 You'd need to click something each turn though 14:11:35 -!- Zaba has joined ##crawl-dev 14:15:17 -!- rawrmage has quit [Quit: Disconnecting from stoned server.] 14:15:36 -!- rawrmage has joined ##crawl-dev 14:15:36 -!- rawrmage has quit [Changing host] 14:15:36 -!- rawrmage has joined ##crawl-dev 14:16:21 -!- syllogism has quit [] 14:16:45 -!- Zaba has quit [Ping timeout: 265 seconds] 14:20:43 -!- casmith789 has joined ##crawl-dev 14:21:40 -!- Zaba has joined ##crawl-dev 14:25:13 idea: what if we disabled Snake, or perhaps put the three non-Spider branches into rotation on their own, with Spider guaranteed? 14:25:27 (for the time being, of course) 14:26:14 actually at one point i thought you'd already done that when i got Spider on my first two runs in a row 14:27:07 anyway it makes sense, people playing trunk will definitely want to see the new content, and you want feedback there as a priority 14:28:48 kilobyte: I was going to suggest making spider guaranteed, yeah... I think the latter option is better 14:29:13 since we might have constriction changes too in the relatively near future 14:33:58 -!- dtsund has quit [Quit: dtsund] 14:35:02 I want to rip away the whole low-level constriction code and rewrite it, keeping the interface, but then, too many projects, too little time 14:38:27 03kilobyte * r2f186193e81e 10/crawl-ref/source/ng-init.cc: Guarantee Spider, to let it see more testing. 14:41:47 -!- ais523 has joined ##crawl-dev 14:53:32 -!- lord-naughty has left ##crawl-dev 15:06:57 -!- neunon_ has joined ##crawl-dev 15:06:58 -!- neunon_ has quit [Changing host] 15:06:58 -!- neunon_ has joined ##crawl-dev 15:12:00 -!- MarvinPA_ has joined ##crawl-dev 15:14:38 -!- MarvinPA has quit [Ping timeout: 245 seconds] 15:14:38 -!- MarvinPA_ is now known as MarvinPA 15:19:43 -!- lord-naughty has joined ##crawl-dev 15:25:06 -!- nfogravity has quit [Quit: Leaving] 15:26:01 kilobyte: for translations, jpeg suggested we use the enum for keys instead of the english names. What do you think? 15:26:02 -!- jeanjacques has quit [] 15:27:26 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:28:56 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:29:09 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:35:37 -!- dtsund has joined ##crawl-dev 15:36:55 -!- lord-naughty has quit [Quit: Leaving.] 15:44:13 -!- lord-naughty has joined ##crawl-dev 15:44:50 galehar: could work, translations with only database but no actual in-game messages make little sense, and the latter need actual code 15:45:28 -!- blabber has quit [Quit: leaving] 15:45:30 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:45:42 ok 15:45:54 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:46:16 CarbonBasedLifeform (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 15:47:59 hmm, outside fake languages, the string is still needed, as it's what is used to find the databases 15:48:44 -!- MarvinPA has quit [Read error: Connection reset by peer] 15:49:09 -!- MarvinPA has joined ##crawl-dev 15:50:55 !lm CarbonBasedLifeform type=crash 0log 15:50:56 No milestones for CarbonBasedLifeform (type=crash 0log). 15:51:00 !lm CarbonBasedLifeform type=crash -log 15:51:02 1. CarbonBasedLifeform, XL10 FeFE, T:5315 (milestone): http://crawl.develz.org/morgues/0.10/CarbonBasedLifeform/crash-CarbonBasedLifeform-20120304-134234.txt 15:55:49 also, transifex seems to be really powerfu 15:55:54 powerful 15:57:13 I think it will help a lot to organise translators and reviewers 15:59:25 much manual line breaks in description files make it create 2 strings which is meh. No big deal, can remove them before uploading. It does prevent us from making it synchronize directly from gitorious. 16:00:29 kilobyte: btw, aren't you using debian and vim? For me, vim defaults to autowrapping text, just like gedit. Only nano doesn't, but it's just a matter of alt-$ 16:02:27 individualized entry staircases for lair (https://crawl.develz.org/mantis/view.php?id=5528) by roctavian 16:02:58 -!- neunon_ has quit [Ping timeout: 260 seconds] 16:28:32 -!- lord-naughty has quit [Quit: Leaving.] 16:29:01 -!- lord-naughty has joined ##crawl-dev 16:52:22 After building crawl locally, why, when starting, do I regularly and seemingly randomly get messages such as: "Cannot find data file 'database/rand_all.txt' anywhere, aborting" 16:52:35 where it is any one of a number of files 16:58:56 -!- Wensley has joined ##crawl-dev 17:16:54 03galehar * r95681939e092 10/crawl-ref/source/delay.cc: Improve the auto_eat option. 17:16:54 03galehar * r7df8457f7bd2 10/crawl-ref/source/itemprop.cc: Fix unequipped items being cursed not disabling training (#5526). 17:16:55 03galehar * rb16fa88e894d 10/crawl-ref/source/skills.cc: Slightly better default training values in auto mode. 17:21:12 galehar: any idea why &A15 on turn 0 would cause crawl to hang? 17:22:21 -!- neunon has quit [Quit: Leaving] 17:22:43 -!- neunon has joined ##crawl-dev 17:24:25 elliptic: it doesn't for me. Maybe it depends on the char. 17:25:09 try DECj 17:26:07 indeed 17:26:44 seems to be an infinite loop I guess 17:30:07 -!- GreatOrbOfEyes has joined ##crawl-dev 17:30:20 -!- GreatOrbOfEyes is now known as [HangedMan] 17:33:23 -!- edlothiol has quit [Ping timeout: 260 seconds] 17:39:58 Golubria Wizlab (https://crawl.develz.org/mantis/view.php?id=5529) by Claws 17:39:59 -!- Dixbert has quit [Read error: Connection reset by peer] 17:40:05 -!- Dixbert has joined ##crawl-dev 17:40:18 03galehar * r44d34cf64cfe 10/crawl-ref/source/skills.cc: Fix an infinite loop when setting skill level in wizmode. 18:13:54 -!- lord-naughty has quit [Quit: Leaving.] 18:16:48 -!- Dixbert has quit [Read error: Connection reset by peer] 18:19:14 Mancor (L10 MuFi) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed. (Abyss) 18:25:34 03kilobyte * r59d2fc3eec44 10/crawl-ref/source/ (6 files in 3 dirs): roctavian's tiles for Lair sub-branch entrances. 18:32:32 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 18:33:35 uh, place=Spider:$ sounds sort of bad 18:33:59 !lm * crash -log 18:33:59 2727. Mancor, XL11 MuFi, T:12539 (milestone): http://crawl.develz.org/morgues/0.10/Mancor/crash-Mancor-20120403-233218.txt 18:34:24 spider:$ is where all the loot is 18:34:53 I guess probably this crash has something to do with the previous crash in abyss? 18:35:00 !lm * crash -log -2 18:35:00 2726. Mancor, XL10 MuFi, T:11576 (milestone): http://crawl.develz.org/morgues/0.10/Mancor/crash-Mancor-20120403-231901.txt 18:41:38 did somebody say something about too many spiders 18:41:48 because I would be so happy if the number of spiders was too many 18:42:12 did somebody say spider swarms 18:42:20 because aaaaaaaa i'm covered in spiders 18:45:11 those are ants 18:46:31 -!- [HangedMan] is now known as Hanged_Man 18:46:58 elliptic: would it be a good idea to give Spider zig levels full weight back, after monster adjustments? 18:47:49 wensley there are only too many spiders in spider zigs, which hardly compares to the actual spider level 18:48:40 kilobyte: sure, I'd be in favour of moving their weight back to 10 18:48:47 before, even pure casters could use wands on those 2-3 ghost moths then tab everything, that's hopefully not the case anymore 18:48:52 yeah 18:48:53 ok 18:52:42 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 18:52:56 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 18:53:25 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 18:53:44 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:254) 18:54:15 whoa 18:56:21 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 18:56:37 spider:254 is a little deep 19:03:06 -!- nrook has joined ##crawl-dev 19:03:45 !lm Mancor type=crash -log 19:03:45 7. Mancor, XL11 MuFi, T:12970 (milestone): http://crawl.develz.org/morgues/0.10/Mancor/crash-Mancor-20120403-235608.txt 19:04:58 poor guy just tried to go down the stairs :( 19:05:54 nothing obvious in the log 19:06:26 -!- nrook_ has joined ##crawl-dev 19:07:18 -!- nrook has quit [Disconnected by services] 19:07:20 -!- nrook_ is now known as nrook 19:08:02 -!- ToBeFree has quit [Remote host closed the connection] 19:09:30 -!- nfogravity has joined ##crawl-dev 19:10:24 03kilobyte * rbfb28e03abb9 10/crawl-ref/source/player.cc: Horny cats may still have soft paws. 19:10:34 03kilobyte * r64a4a200cca6 10/crawl-ref/source/dat/dlua/ziggurat.lua: Restore the full weight for Spider zig levels, bring more redbacks and orb spiders. 19:10:34 03kilobyte * rd2907fc5f4dd 10/crawl-ref/source/beam.cc: Whitespace fixes. 19:17:40 -!- Pacra has joined ##crawl-dev 19:18:21 03elliptic * r97849ea7ed1e 10/crawl-ref/source/beam.cc: More whitespace fixes. 19:19:29 -!- dtsund has quit [Quit: dtsund] 19:22:42 -!- evilmike has joined ##crawl-dev 19:25:35 -!- ainsophyao has quit [Remote host closed the connection] 19:28:50 -!- dtsund has joined ##crawl-dev 19:36:52 Not supported on this system (https://crawl.develz.org/mantis/view.php?id=5530) by Eji1700 19:48:22 * Hanged_Man waves to evilmike 19:50:18 Hanged_Man: stop changing your name!! 19:50:59 Hanged_Man: also I've posted some preliminary feedback on the wizlab. I'll try to add it within a week or so 19:51:53 'k 19:52:07 -!- valrus has joined ##crawl-dev 19:59:55 -!- Hanged_Man is now known as HangedMan 20:09:37 -!- HangedMan has quit [] 20:30:49 03elliptic * r68d6661ba0bd 10/crawl-ref/source/itemprop.cc: Set scythe acquirement weight to 0. 20:33:37 noo my scythe-only conduct is ruined 20:34:21 that's what sigmund is for 20:34:23 idea: what if we disabled Snake, or perhaps put the three non-Spider branches into rotation on their own, with Spider guaranteed? 20:34:40 kilobyte: the latter seems better to me. I like having all branches enabled because it makes it easier to compare things 20:35:24 disable orc for an extra lair branch 20:35:26 just imagine the rage 20:35:36 the way it is now has advantages too... can directly compare the number of deaths in various branches 20:35:47 if spider was more common than the others you could still do that, it would just be slightly more complicated 20:38:08 oh, haha, I see it was already changed. Well, this way is good 20:38:20 disable the dungeon 20:38:25 just spider 20:40:24 disable the orb 20:40:27 for orb mimic testing 20:42:10 it's possible to place an orb of zot mimic already. I don't know if this would cause bugs or not 20:42:28 -!- ainsophyao has joined ##crawl-dev 20:43:17 did somebody say something about too many spiders 20:43:34 Wensley: I have had one person suggest there are too many 20:44:02 was that person made of flies 20:44:11 not that I am aware of 20:44:53 for increasing things further, there are always moths of suppression (give them redback bands) 20:45:56 !tell hangedman god damn you, learn how to use git!!! 20:46:00 Wensley: OK, I'll let hangedman know. 20:46:04 what did he do now 20:46:30 I need to decrypt these instructions of where to paste each specific code snippet to test golublab 20:46:44 I don't know where the pre-lua map functions are 20:47:07 it's just the first bit at the beginning of the .des file 20:47:10 oh. just stick them in the des file, yeah 20:47:27 is he wrong that these need to be in specific places 20:47:34 probably 20:48:58 -!- HousePet has joined ##crawl-dev 20:54:17 -!- mikee_ has joined ##crawl-dev 21:02:45 evilmike: are there supposed to be teleport traps that take me to other parts of this wizlab or is the idea that you get a single teleport and hope you end up somewhere good? 21:03:21 there are a bunch of "teleporters" that send you to certain locations 21:03:31 think zigsprint 21:03:42 are the teleporters visible 21:05:11 they are recoloured floor 21:05:38 if they aren't visible it's because hangedman didnt give them a tile 21:07:05 I see them 21:07:13 it was weird because I have a weird color scheme in this terminal 21:07:21 ah 21:07:39 perhaps they just ought to look like chaos-colored teleporation traps? 21:07:45 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 21:08:26 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 21:08:36 is there a boss somewhere? 21:09:14 Wensley: the middle room seems to be the boss room, but it's just hard monsters 21:09:26 no semi-unique like some wizlabs have. I see no problem with that. 21:10:55 I think what I'd do to make the teleporters more visible is use a persistent cloud of translocational energy, rather than a floor colour 21:11:23 ugh teleporters 21:11:25 i hate teleporters 21:11:27 there's a nice new tile for chaos clouds on the mantis 21:11:40 they're literally the 'goto' of dungeon design 21:11:57 good idea 21:11:59 nfogravity: there is nothing wrong with either teleporters or goto 21:12:00 we need a comefrom trap 21:12:08 note that with the current monster set, no one sane would ever do this wizlab 21:12:10 nfogravity: and just like goto, it's alright if you use them sparingly :P 21:12:21 this vault would only be the 4th in the game to use them, and that includes a sprint map 21:12:36 mikee_: yeah its a bit crazy 21:12:43 hmm maybe shafts are sort of a comefrom trap 21:12:49 it's not so much that it's hard stuff but it's stuff you don't want to touch 21:13:13 mikee_: good idea, let's make the player spawn in the central chamber rather than the lobby 21:13:25 behind the iron grates, with the statue and the tentacles 21:13:27 I'm not going to add this vault with the monster list as-is 21:13:36 there are a lot of changes I want to make to it 21:13:41 Wensley, i sort of mean the lobby even more =P 21:13:55 when i tested it i had an ok time with the center room 21:14:06 not that i'd normally want to melee that stuff 21:14:14 instead of an exit and a teleporter in the lobby, put a monster with a disto-brand attack 21:14:17 that is how you exit 21:14:26 siren with a trident of disto 21:14:49 i feel like golubria should have some unique monsters 21:14:51 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:254) 21:14:59 wtf is this spider crash :P 21:15:28 evilmike: he saw that he was crashing on spider:$ so he's trying to wrap around back to a sane depth, from the wrong direction 21:15:34 Wensley: did you sneak in some sort of "make spider infinite" patch 21:15:45 evilmike: secretly I and marvinpa are lovers 21:15:47 infinite spider patch? sounds good to me 21:15:50 spider:254 21:16:05 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:$) 21:16:11 only redbacks and red wasps live there 21:16:15 evilmike: reminds me of a bug AceHack had when there were infinitely many entries above the start to the Mines 21:16:25 as well as the stairs between Mines and the Dungeon, the first level of Mines had stairs upwards 21:17:48 ais523: heh, nice 21:18:03 and that level had stairs upwards, and so on 21:18:16 the game didn't crash immediately if you reached negative levels, although there'd probably be some way to crash it from there 21:19:02 Eronarn: i think this wizard lab would be alright just with a larger than normal amoutn of dispersal-using enemies. I'm not a fan of this "give everything distortion" idea hangedman has though 21:19:30 that is a bad idea 21:19:45 i don't think dispersal is a good idea either, it's very annoying to play against 21:20:03 it works better as something that happens once every few rounds rather than potentially every round 21:20:13 it's not like every room would have a centaur band with a million arrows of dispersal 21:20:40 blink other is also a spell worth using. Not sure what to give it to though 21:21:08 rename the kobolds to "kobold warpers" and give them spells like blink 21:21:43 something with constriction and blink close would be good 21:21:50 that is a combination i would like 21:22:01 vaultmonster tmons 21:22:01 naga warper? :P 21:22:10 yessss naga warper 21:22:11 Mancor (L11 MuFi) ASSERT(old_level.depth != -1) in 'files.cc' at line 1191 failed. (Spider:254) 21:22:33 phasing monstrosity? 21:23:06 mumra: i kind of like that idea for a unique... a monstrosity that's only halfway in our world 21:23:13 keep in mind this is a wizlab. YOu don't really get the ability to put it off. So if you use a too absurd threat, players will just skip the whole thing 21:23:18 @??tentacled monstrosity 21:23:18 tentacled monstrosity (03X) | Speed: 10 | HD: 23 | Health: 99-149 | AC/EV: 5/5 | Damage: 22, 17, 13, 3003(constrict)(crush) | Flags: 05demonic, amphibious, see invisible | Res: 06magic(153), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4516. 21:23:20 a buffed tentacled monstrosity would possibly do that 21:23:29 oh that reminds me 21:23:34 there is a wizlab right now with one of those 21:23:46 well, no one does that one anyway 21:23:47 aha, true 21:23:55 you already have to be insane to go through all that mutagenic fog 21:24:23 !lg mancor 21:24:23 59. Mancor the Carver (L11 MuFi), worshipper of Ashenzari, mangled by a redback in Bug on 2012-04-04, with 8805 points after 13793 turns and 1:18:46. 21:24:32 in Bug 21:27:05 bug sounds dangerous 21:27:18 a bug is a devolved spider 21:30:56 a branch with negative floors would be interesting 21:32:21 the mountain 21:32:33 populated entirely with dwarf skeletons 21:35:13 Wensley: dwarven fortress with mostly undead dwarves, some crazed dwarves, and a demon-packed center 21:37:59 sounds like typical dwarf fortress 21:39:11 crawl needs a dwarf fortress branch 21:39:20 Congressman (L10 MiFi) ERROR in 'tileweb.cc' at line 171: Webtiles message too long! (-1) (D:12) 21:40:04 i'm playing dwarf fortress atm... 21:45:01 -!- Pingas has quit [Read error: Connection reset by peer] 21:49:13 Saved game, session consistently hangs when I attempt to reconnect (https://crawl.develz.org/mantis/view.php?id=5531) by Congressman 21:50:32 -!- valrus has quit [Remote host closed the connection] 21:50:57 -!- valrus has joined ##crawl-dev 21:52:00 -!- valrus has quit [Read error: Connection reset by peer] 21:52:17 -!- valrus has joined ##crawl-dev 21:59:39 -!- valrus has quit [Remote host closed the connection] 22:00:03 -!- valrus has joined ##crawl-dev 22:04:16 -!- valrus has quit [Ping timeout: 244 seconds] 22:19:40 -!- ainsophyao has quit [Remote host closed the connection] 22:21:56 -!- nfogravity has quit [Quit: Leaving] 22:28:13 -!- valrus has joined ##crawl-dev 23:05:24 -!- ainsophyao has joined ##crawl-dev 23:07:29 does anyone here have experience with the monster generation code? I'm looking at it and getting confused 23:08:07 specifically, I'm beginning to suspect that changing absdungeon_depth to return 33333 every time it's called would have no impact whatsoever on monster generation 23:08:42 also, that in 0.10 branch entrance depth has no impact on monster gen (which I was pretty sure isn't true, so I must be missing something) 23:09:21 -!- Wensley has quit [Ping timeout: 246 seconds] 23:12:38 nrook: why don't you try changing it to 33333 and seeing if it has an impact? 23:14:26 that is a good idea - I probably should have thought of that (though I'm sure it will also break a ton of unrelated functions) 23:15:37 I wouldn't suggest /commiting/ the change :) 23:34:02 -!- nrook has quit [Remote host closed the connection] 23:45:01 -!- HousePet has quit [Ping timeout: 245 seconds] 23:47:23 -!- Twinge_ has joined ##crawl-dev 23:48:42 crate the Invulnerable (L17 MiFi) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 3193. (Abyss) 23:50:35 -!- Twinge has quit [Ping timeout: 260 seconds]