00:24:21 -!- spaceships has quit [Quit: Lost terminal] 00:26:22 -!- shacklettbp has quit [Quit: leaving] 00:26:51 -!- Wensley has quit [Ping timeout: 252 seconds] 00:49:54 -!- Pacra has quit [Quit: This computer has gone to sleep] 01:37:35 -!- neunon has quit [Remote host closed the connection] 01:37:37 -!- dtsund has quit [Quit: dtsund] 01:41:43 I think it'd be better for BH to meld all rings for Oc. 01:42:26 maybe we can use the = interface for ring switching. == 02:00:18 -!- vadatajs has quit [Read error: Operation timed out] 02:13:53 -!- vadatajs has joined ##crawl-dev 03:02:32 -!- ToBeFree has joined ##crawl-dev 03:06:08 -!- lord-naughty has left ##crawl-dev 03:53:41 Some nice new title screens, one with an octopod too <3 03:53:50 moin moin 03:54:57 Hi Napkin! 03:58:31 hey Eino :) How's it going? 04:02:15 I'm actually testing the usability project's changes to the tutorial now 04:02:33 They've done a bit of trimming, but not really that much I think 04:02:46 The tutorial feels both nice and sleek *and* overloaded with information 04:03:06 for instance, talking about skills and suggesting checking out the skill screen feels out of place in the middle of combat and item use tutorials 04:03:39 i see :) 04:06:17 i'm trying to update monster 04:06:31 "monster" info via website 04:06:34 messy! 04:12:08 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 04:12:37 |amethyst? what do i ask the knowledge bots to verify the upgrade was ok? 04:19:13 -!- headz0ne is now known as headzone 04:27:23 -!- elliptic has quit [Ping timeout: 252 seconds] 04:31:42 -!- elliptic has joined ##crawl-dev 04:49:42 -!- monqy has quit [Quit: hello] 04:53:38 making spider vaults that don't feel awful is proving hard 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-1072-ga149898 05:05:56 |amethyst: i feel pretty iffy about the ring amounts for that change... sometimes 8, sometimes 6, sometimes 0? 05:08:12 also right now blade hands for octos assumes all tentacles change (so it has a stealth penalty, for instance) 05:09:26 one proposal would be to seriously buff BH for octos, but they do lose all rings 05:09:32 (they have 4x as many blades) 05:10:02 -!- absolutego has joined ##crawl-dev 05:10:23 i kind of like the idea of 'your arms turn into swords' working differently for a race with so many arms 05:13:24 i feel like spider shouldn't be 8 though... any particular reason it's 2 for other races? 05:18:43 they only have two ring hands to being with? 05:21:45 -!- syllogism has joined ##crawl-dev 05:25:04 -!- edlothiol has joined ##crawl-dev 05:32:36 -!- petete has joined ##crawl-dev 05:33:09 Keskitalo: right, but where do the rings go? forelimbs? or chelicerae? 05:33:30 i think the latter makes more sense, and would imply two rings for all spiders 05:34:07 let's define 'arm' as 'grasping limb', is what i mean 05:34:47 hogs, bats don't have them at all; spiders can have multiple ones, but they're around their mouth, not their legs 05:34:59 Sounds fine to me, looking at backlog it the eight ring thing sounded like just a cute idea 05:35:07 heh :) 05:35:13 Eronarn: yeah I agree. No ring in BH and only 2 in spider form would be simpler 05:35:30 galehar: no ring in BH definitely needs a corresponding damage buff, though 05:38:02 more damage? maybe reduce the spellcasting penalty instead 05:38:05 It's been a while since I played a Tm, but I wouldn't think so.. back then I didn't realize how good Ice Form was (plus I played a Chei character, which boosted stats and therefore UC damage like crazy) 05:38:13 for octopodes specifically 05:38:52 Ah, you mean just Op. How about additional slicey damage when constricting with BH? :) 05:39:17 that would be a good start, but i think they should actually get additional BH attacks 05:39:41 since they're giving up basically all their 'armor' 05:44:14 other tm spells give them armour though 05:44:28 it could just be that blade hands is a poor choice for an octopode 05:46:27 Yeah, could well just go with that 05:50:18 what's the idea, to have them merge all rings? 05:50:44 by "merge" i mean "ignore" here 05:50:52 yes 05:51:00 this is very bad for octos because rings are their 'armor' 05:51:02 in all forms? 05:51:17 no... they get to keep 8 in statue/lich/appendage, 2 in some others 05:51:24 i read the commits, but it seems a work in progress 05:51:46 the "2" thing is what throws me off, i don't know how to make that work 05:52:06 absolutego: 2 works if you consider arms as grasping limbs 05:52:28 personally I think rings should still have their effect while melded... I'm not sure why any change was needed 05:52:44 it's long been bandied about as a possible nerf to blade hands 05:53:05 i wouldn't do it either yeah, specially now that it messes up op 05:53:06 unlike armour or whatever, rings are purely magical 05:53:21 elliptic: i am in favor of all magical effects still working while melded, but that ship sailed long ago 05:54:39 a buckler of protection shouldn't protect you while it is melded because it's no longer serving its function as a buckler... but I see rings as defendably different and from a gameplay point of view, all these complications with melding rings don't sound very good 05:54:51 -!- alefury has joined ##crawl-dev 05:55:27 elliptic: i disagree, a buckler of protection gives you +AC even if you're paralyzed 05:55:37 you don't have to be using it as a shield at all 05:55:57 eronarn: it is still physically present though 05:56:45 anyway I was just trying to say that I saw the previous state of things as defendably inconsistent 05:57:10 and defendable or debatable inconsistencies are better than sacrificing gameplay 05:58:23 if we're nerfing BH to not allow rings, we need to revisit octos anyways, though 05:58:26 re: blade hands, it would be quite bad as is if it removed 2 rings even on regular races... removing 8 rings on octopodes would take a huge buff to make it reasonable 05:58:50 Forms having drawbacks is a nice feature, and BH (IME) isn't quite interesting enough in that regard, hence the ring-melding suggestion (I might have originated it). Others have cited the spellcasting malus as significant, though. 05:59:02 the spellcasting malus is very significant, yes 05:59:56 BH isn't enough better than regular unarmed to be worth losing two rings, gloves, *and* having trouble casting spells 06:00:11 sure it is, early on... i'm not sure it needs to be good for as long as it is 06:00:29 early on you are better of with ice form or spider form anyway 06:00:35 *off 06:00:50 i usually go spider until lair-ish... lair is early :P 06:00:52 unless you have decent ac, but generally yeah 06:01:16 eronarn: I usually don't use blade hands more than once or twice through all of lair 06:02:07 here's an idea: what about swapping the relative position of BH and spider form? 06:02:23 it would make sense that changing your hands is easier than your whole body 06:02:36 and it'd then flow appendage->hands->forms 06:02:37 what about changing your hands into huge scythes 06:03:38 spider form is quite good for its level, even counting the dual school, so it would probably be okay with being higher level (especially since you don't need to cast forms as often as other spells) 06:04:33 elliptic: Ook, I'll trust your judgement on this 06:05:44 keskitalo: I guess partly I just see "melds equipment" as an overused drawback... ice form and dragon form already do a pretty good job of "sacrifice equipment for damage" 06:05:56 Keskitalo: Giving a more interesting drawback to blade hands would be cool 06:06:09 I just don't think BH is as good as some people think 06:06:56 now it's no wands, no throwing/firing, right? is it no doors yet? 06:07:12 you can use wands with BH 06:07:30 i thought that was something that went in this round of commits 06:07:33 oh 06:08:30 i could be wrong, there was a conversation about it a while back and then the commits themselves 06:08:33 they might not be the same 06:08:45 not being able to use wands in some forms sounds good to me 06:09:06 spider and BH at least? 06:09:09 oh, that was galehar: '<@galehar> btw, if felids can't use wands, ice form and spider shouldn't either :)' 06:09:21 not sure about ice form because nobody knows what an ice beast is :) 06:09:53 elliptic: that came up too... he was also okay with blocking cloaks for ice beasts 06:10:07 which would let us finally make them actually be consistently quadrupedal weirdthings 06:10:36 they're susceptible to lrd right? 06:10:46 hm. im not a huge fan of blade hands, melding rings makes it really meh 06:10:49 making ice beast and spider both meld all armour and forbid wands sounds good to me, yes 06:10:54 they are definitely actually made of ice, but the form is very weird compared to the monster 06:11:52 i also think ice form is pretty meh 06:11:58 not sure why so many people like it so much 06:12:07 how would people feel about a L3 blade hands, less damage, no rings/wands, causes bleeding? 06:12:07 spider tends to work much better for me 06:12:30 eronarn: forms that meld all your armour make more sense at low levels 06:13:02 i'd like to see more forms in general 06:13:13 oh, I didn't realize that the most recent block of commits actually did make blade hands take away rings for normal races... thought it was just octopodes somehow 06:13:16 that makes it awful 06:13:39 not really awful i guess, but really meh 06:13:40 well, at L5 yeah... but maybe it would be good as a lower level spell 06:14:18 "might as well learn it, my rings suck anyway" 06:14:31 tm already has a nice progression, why mess with that? 06:14:46 it really doesn't, also tm already lost one of its backbone spells recently 06:14:57 eronarn: it feels like a good progression to me 06:15:06 also which backbone spell did it lose? 06:15:16 evap (stretches recently, i guess) 06:15:23 that was *not* a backbone spell 06:15:34 it was for a lot of players 06:15:42 it was a backbone d1 spell! 06:15:48 *d:1 06:15:49 we removed it precisely because it was unnecessary and people still seem fine with Tm 06:15:53 and they got appendage 06:16:57 they're still playable but they are noticeably worse than they were before the removal 06:17:14 still one of the best classes 06:17:50 i'm not saying that they are bad, just that they have already been changed a lot so we shouldn't be afraid to change them more :P 06:18:58 i mailed galehar about it but i do want to do some stuff for tmut in .11, so that it's not as repetitive 06:20:18 some more forms, particularly higher level ones, and some spells with overlap with schools tmut doesn't already have overlap with 06:20:48 we already have rather a lot of forms... I'd be a lot more interested in non-form tmut spells 06:21:19 shrink ray <3 06:21:30 breathe bees, if i can get swarms in 06:21:32 a low-level flying form could be nice, but i don't know how to make it interesting 06:21:37 absolutego: sky beast form 06:21:51 yeah, there was talk about that, but didn't come to much 06:22:23 the level distribution of current forms: 1345678 06:22:27 since sky beasts are explicitly electric, maybe we could give them spines, but elec damage 06:22:34 elec + relec? 06:22:36 then the form would have that too 06:23:15 a sky beast form at L3 or L4 could be neat, yeah 06:23:29 elliptic: fwiw i had written the idea up originally for the Stalker book 06:23:34 there was an actually decent thread in the tavern 06:23:40 because turning into a semi invisible flying thing seems like a very stalkery thing to do 06:24:10 low level form that is not in the tmut starting book would be neat imo 06:24:31 maybe even another background could start with it 06:24:42 i also had an idea for an air/tmut spell where you reach through something's flesh and turn the air in its lungs into carbon dioxide 06:24:49 as a 'tmut stab', sort of 06:24:55 currently tmut can nicely branch out, but branching into tmut is kind ofh ard 06:25:25 why stop at co2? 06:25:33 co is so much better for killing stuff 06:25:36 the advantage of the spell being you could use it with a form, since it doesn't depend on wielding a dagger 06:25:52 alefury: I use ice form fairly frequently on IE or spider form on anyone... more would be good though, especially ones that aren't UC-specific 06:26:25 also people use statue form sometimes on earth casters, even with a weapon 06:26:34 the main problem with branching into tmut for me is that most early tmut spells are ONLY in the tmut book 06:26:36 people have wanted a reach-y tentacles form for a while 06:26:59 my last two hyper DDs used statue form quite a bit 06:27:09 it's great with a lot of earth 06:27:11 alefury: yeah... spider form is in envenomations at least 06:27:19 i tried using statue form in tomb with DD. it sucked :( 06:27:21 I've used it several times with people who find that early 06:27:30 wait a sec, envenomenations? 06:27:34 ??book of envenomenations 06:27:35 I don't have a page labeled book_of_envenomenations in my learndb. 06:27:42 ??book of envenomations 06:27:43 book of envenomations[1/1]: Spider form, poison weapon, summon scorpions, resist poison, olgrebs, poison cloud. 06:28:03 if we're adding sky beast form, also, we could add a form that just grows wings 06:28:06 oh, "the one with olgreb's" 06:28:12 since there'd already be a low level tmut flight spell 06:28:29 Eronarn: why? 06:28:31 Replace the Charm! 06:28:35 alefury: something to put in other books... or that :) 06:28:40 redundancy = suck 06:28:58 l1 bat form pls 06:28:59 not true at all 06:29:00 no need for two tmut/air spells that do basically the same thing 06:29:13 alefury: no, pure tmut... no air required, you are growing big wings 06:29:30 and one of them would kill your equipment and rely on UC, one wouldn't 06:29:49 hm. still sounds stupid to me. you would never learn both. 06:30:08 any form with wings should meld armour 06:30:11 alefury: exactly! that is why it is okay to add it to transmuter if they already are getting sky beast 06:30:18 because it won't make them any more powerful 06:30:30 Bat form with vamp? 06:30:31 however, non-transmuters might pick up the wing spell, because it would be a good way to start training tmut 06:30:34 eronarn: that sounds like why it is stupid to add it to transmuter 06:30:50 elliptic: it would be in other books, not the tmuter one 06:31:00 well, then don't put it in the transmuter book 06:31:05 more spells = more data to process for poor newbie brains = bad 06:31:14 er, oops 06:31:15 so adding new spells without any reason = bad 06:31:16 'add it to transmutations' 06:31:19 not add it to transmuter 06:31:35 especially low level spells 06:31:57 flight replacement might be good, though 06:32:00 alefury: i disagree with that, particularly for spells which have clear effects 06:33:37 there was this discussion about permabuffs and flight recently. it provides non-combat benefits with no disadvantage (except airstrike), so people would want to have it on permanently, which would basically remove most terrain hazards and mechanical traps from the game for a very low cost. putting a drawback on flight (melds armor and/or cloak) would solve that problem. 06:33:40 ??book of the dragon 06:33:40 book of the dragon[1/1]: Flight, Cause Fear, Bolt of Fire, Dragon Form, Summon Dragon 06:33:45 ah, it does have flight 06:33:49 put it in there 06:34:13 alefury: Sounds better and better 06:34:42 if we want to keep pure flight around, we could bump it up in level and bundle it with another effect 06:34:46 alefury: the "non-combat benefits" are extremely tiny... can't we just remove them? 06:34:54 like how tornado levs (flies?) you 06:35:10 elliptic: ignoring mechanical traps is tiny? and you want to remove it? 06:35:13 immunity to certain traps is bad because it makes traps even less relevant, and the stealth bonus is minuscule 06:35:18 alefury: yes, remove mechanical traps :) 06:35:37 i guess there's still shafts, though 06:35:37 -!- evilmike has quit [Quit: something happened] 06:35:45 mechanical traps hitting flying stuff is kind of hard to justify 06:35:49 alefury: most abilities that involve "ignoring" something are pretty bad 06:35:54 but yeah, melding cloak would be good 06:36:17 alefury: why? tripwires in the air or something 06:36:19 theres also carrying capacity 06:36:20 -!- absolutego_ has joined ##crawl-dev 06:36:32 i feel the carrying capacity thing is completely backwards 06:36:37 I wouldn't mind removing mechanical traps though 06:36:39 elliptic: how would anyone not see those? the only thing that makes sense to me in this concept is "a wizard did it" 06:36:50 it would be easy to justify cutting it if it were wings instead 06:36:54 since those are muscle powered 06:37:17 and yeah, people argue about whether flight should actually boost your carrying capacity 06:37:33 alefury: tripwires through an entire square seems fine... think of it like a spiderweb 06:37:40 you can fly right into those 06:37:43 flight helps on some orb runs, at least 06:38:00 Eronarn: yeah, if youre a fucking moron with the brain of a fly 06:38:04 alefury: how is a thin wire any easier to see than any other trap 06:38:10 alefury: so you think webs should be removed? 06:38:21 i think that you cant just see them is stupid 06:38:39 you can if you have T&D :) 06:38:39 a web that can actually entangle a human-sized creature will be easy to spot 06:38:51 the dungeon is really poorly lit 06:38:52 absolutego: how so? carrying capacity for the orb? 06:38:54 even spider silk is not that strong 06:39:00 also, it's *giant* spider silk 06:39:05 ... 06:39:25 Eronarn: dont you mean... mega spider silk? 06:39:34 giant cave spider silk 06:39:44 elliptic: yeah, i honestly don't see why it has to weight as much as a boulder, it gets a bit annoying on low-str builds. although you'd know better then i do, you've probably ascended many more sprigs 06:39:49 *weigh 06:40:24 what other books would a winged flight spell go in? beasts? 06:40:31 air 06:40:33 absolutego_: I usually find that the consumables I use on zot:5 or drop right after getting the orb compensate for the weight of the orb... I have more trouble carrying all the consumables I want to zot:5 06:40:49 because static discharge wants flight, badly 06:41:00 alefury: uh, what? 06:41:02 alefury: it wouldn't have anything in common with the other schools, though... 06:41:10 have you *used* static discharge? it doesn't need flight at all 06:41:33 not getting zapped so much is pretty nice imo 06:41:39 but i havent used it much, true 06:41:41 maybe put wings in the tmuter book and book of the dragon, sky beast in the stalker book and sky or air 06:42:01 not wasting a turn and 3 MP is more important than taking 2 damage instead of 4 damage 06:42:41 my casters tend to have a lot of mp and not a lot of hp :/ 06:43:18 does L2 sound okay for a spell that's flight but with a cloak meld drawback? 06:43:27 i only played like, DEAE and TeAE :/ 06:43:27 you'll use static discharge early, when you don't have a ton of MP 06:43:50 eronarn: is this pure tmut or air/tmut? 06:43:58 Eronarn: no carrying capacity and stealth bonus either i suppose? 06:44:06 elliptic: let's assume pure tmut, in tmut book and dragon book 06:44:10 alefury: right, yes 06:44:24 i think air/tmut would be better, that way it could more easily replace the charm 06:44:47 and tmut book is full enough imo 06:44:47 what books does the charm show up in? air, dragon...? 06:45:03 ??book of the sky 06:45:04 book of the sky[1/2]: Summon Elemental, Insulation, Airstrike, Flight, Silence, Lightning Bolt, Deflect Missiles, Conjure Ball Lightning. 06:45:11 ??book of air 06:45:11 book of air[1/2]: Spells: Shock, Swiftness, Repel Missiles, Flight, Static Discharge, Lightning Bolt. Air Elementalist starting spellbook. 06:46:04 eronarn: probably L3 is better than L2 06:46:18 since swiftfly is gone what about cutting it from air, replacing it with sky beast form in sky 06:46:24 and give AEs something to compensate 06:46:37 AE have lots of spells that depend on positioning 06:46:48 the current AE book is really really good imo 06:46:54 so much synergy 06:47:08 can they do without flight? i don't play them much because i hate multizaps 06:47:28 Eronarn: multizap is just doublezap now, so it got a lot more manageable 06:47:30 my AEs never use flight except to cross water 06:47:42 I don't think they would notice the loss particularly 06:47:47 Static Discharge is pretty <3 nowadays, Flight is not essential at all.. 06:48:14 Eronarn: oh, you mean cut flight from air, not swiftness 06:48:15 ime (which is into midgame or so, I think I killed a good AE in V:8, failing to see an incoming IOOD while using tornado) 06:48:20 makes a lot more sense now 06:48:48 in that case it'd be: air loses flight, sky replaces flight by sky beast form (makes a lot of sense with the name!), stalker gets sky beast form, tmuter book and dragon books gains L3(?) pure tmut flight spell with drawbacks 06:49:06 i only memorize flight in case i'm abyssed :p 06:49:17 eronarn: I think a couple other books have flight 06:49:17 i dont think tmute book needs flight 06:49:21 i mean, why? 06:49:25 ??book of tempests 06:49:25 I don't have a page labeled book_of_tempests in my learndb. 06:49:28 ??book of clouds 06:49:28 book of clouds[1/1]: Spells: Evaporate, Mephitic Cloud, Conjure Flame, Poisonous Cloud, Freezing Cloud, Tornado 06:49:29 elliptic: some books used to have lev 06:49:35 not sure of any others that actually had flight though 06:49:41 ??book the tempest 06:49:41 I don't have a page labeled book_the_tempest in my learndb. 06:49:45 eronarn: currently flight is in air, sky, dragon, dreams 06:49:45 ??book of the tempest 06:49:45 I don't have a page labeled book_of_the_tempest in my learndb. 06:49:50 whats it called? 06:49:52 ?? book of the tempests 06:49:53 book of the tempests[1/1]: Spells: Static Discharge, Lightning Bolt, Fireball, Shatter, Tornado 06:50:01 -!- absolutego has quit [Quit: Lost terminal] 06:50:04 ohhh, dreams 06:50:13 ??book of dreams 06:50:13 eronarn: dreams is a weird book that could have either one of your spells though 06:50:13 book of dreams[1/1]: Ensorcelled Hibernation, Alistair's Intoxication, Flight, Phase Shift, Shadow Creatures 06:50:20 i did dream i could fly one time, it was pretty much my best dream ever 06:50:28 probably the wings one 06:50:31 hmm... ice/hex, tmut/pois, charm/air, tloc, summ :P 06:50:36 indeed :P 06:50:54 shut up dreams is like the best book 06:51:01 yeah i love it too 06:51:07 all over the place, but has something for everyone 06:51:14 i like the theme 06:51:14 we could just leave flight in it, i'm not sure that is a problem 06:51:26 maybe nerf flight overall though 06:51:29 imo having flight and wings is too redundant 06:51:35 eronarn: in general replacing flight by 1-2 tmut spells sounds reasonable to me... though I don't know exactly how your sky form spell works or why it belongs in stalker 06:51:52 elliptic: sky beast form = flicker = sneaky 06:52:03 would fit perfectly 06:52:04 also, flight without wings = stealthy 06:52:13 it'd also give them a form tmuters don't get 06:52:17 alefury: stalker isn't about being sneaky though... 06:52:26 it used to kind of be? 06:52:31 only because someone decided to give them evap for no reason at all 06:52:31 im not sure what happened 06:52:40 you get a noisy spell (evap) and a spell that doesn't care whether stuff is aware of you (petrify) 06:52:51 they should lose evap at some point :P 06:52:59 and passwall, that doesn't need stealth 06:53:00 passwall also seems like it would have antisynergy with sky beast form 06:53:03 crawl should lose distill/evap at some point... 06:53:19 given that presumably you wouldn't be able to use the spells together, and opposing elemental schools and all 06:53:34 elliptic: the idea i was thinking of for stalkers is that they are tmut/ice/(earth or air) 06:54:08 eronarn: I'm definitely not attached to current stalker, anyway... a new book would be cool... just saying that sky form wouldn't make too much sense in their current book :) 06:54:58 current stalker is in a fair place, i think. my main criticism is that it's basically an EE lite 06:55:16 my idea for a book was something like: 1) turn (corpses or potions) into magical ice (thematically similar to evap, but weaker and silent) 2) some kind of 'tmut stab' based around stealing air 3) sky beast form 4) passwall 06:55:34 hardly another way to go forward, but earth or diverdify and eventually forget 06:56:12 should be sneaky, elementally flavored and slightly sinister 06:56:18 a 'stalker' isn't a nice person 06:57:11 other possibilities: camouflage skin, exude hypnotic spores 06:58:02 when i think of someone using transmutations to be stealthy i definitely don't think of explosions :) 06:58:08 Eronarn: i see stalker more like a ranger 06:58:22 not the modern type 06:58:40 alefury: like, someone at home with the wilderness, or? 06:58:51 someone who hunts animals, yes 06:59:01 elliptic: regarding flight and trap immunity, there's still shafts. I don't see shafts working with a tripwire :/ 06:59:03 probably some overlap there... camo skin spell would be good for either 06:59:12 and camo skin is *powerful* 06:59:14 galehar: an air current pulls you down 06:59:14 see octos 06:59:19 sneaky, resourceful, but not necessarily sinister 06:59:52 alefury: always the option to make two books out of it, also :) 06:59:56 galehar: replacing flight completely with a form seems like a decent idea though 07:00:10 Eronarn: currently stalker doesnt even have one good book, lets not get ahead of ourselves :) 07:00:24 ??stalker 07:00:25 stalker[1/1]: An assassin who got tired of misplacing his blowgun, so decided to replace it with transmutations. Starts with a dagger, a cloak and a {book of Stalking}. 07:00:29 ??book of stalking 07:00:31 elliptic: the abyss without flight would be a pain, though 07:00:31 book of stalking[1/1]: Spells: fulsome distillation, evaporate, passwall, dig, petrify. 07:00:47 absolutego_: why? you could use wings 07:00:48 (well, *is* a pain) 07:01:21 so you'd replace it with a spell of a different that does the same but has a drawback? 07:01:27 yes 07:01:49 i like the drawback, but i'm not sure about removing it from air/charms 07:02:00 maybe i'm just too used to it, it's by no means a terrible idea 07:02:29 shouldn't be a "form", which i guess is what threw me off 07:02:46 (forms meld a lot of equipment) 07:02:55 alefury: for a tmut ranger i think i'd do something like: sharp vision spell, camo skin spell, spore spell, some ammo-affecting spell, and start with a ranged weapon 07:02:58 -!- Ragdoll has joined ##crawl-dev 07:03:07 absolutego_: blade hands and appendage are actually both forms 07:03:13 absolutego_: it shouldn't have "form" in the name if that's what you mean 07:03:30 that's what i meant 07:03:42 of course, there is one issue here with wings already existing in crawl and not blocking cloaks :P 07:04:17 Eronarn: shoot snakes 07:04:19 :D 07:04:31 (that would be way too silly) 07:04:38 Eronarn: The new spell isn't wings "Grow jet motor" 07:04:43 alefury: no way, that'd be great 07:04:58 Eronarn: i know that blade hands and appendage merge something, but they're far from the proper form spells, which remove a lot of equipment and manipulate ac/ev 07:05:06 absolutego_: internally, they're all forms 07:05:11 Eronarn: alefury Contricting arrows? 07:05:27 ghallberg: http://www.youtube.com/watch?v=8z_DUMmFKNU 07:06:36 -!- absolutego has joined ##crawl-dev 07:06:40 Eronarn: I know :) 07:06:48 ugh, the internet in this place 07:06:58 I just thought constricting arrows would be cool (if overpowered) 07:07:11 i don't think it'd be overpowered, if they were a small constrictor 07:07:14 -!- absolutego has quit [Client Quit] 07:07:21 which would mean they'd flat out not work against most powerful enemies 07:07:34 -!- absolutego has joined ##crawl-dev 07:07:52 hmm yeah 07:07:57 i want a simple little plant that constricts anything adjacent (can do 8, like an octo) that isn't a plant or a fedhasite 07:08:12 a plant that isn't a plant. 07:08:12 this would be good for that spell, or a summ spell that creates some smite targeted 07:08:14 zenplant 07:08:41 in fact, we could call it an 'octopus plant' 07:09:13 (which would also be an excuse to make it stealthy - you don't notice it until you see it constrict something) 07:09:18 @??plant 07:09:19 plant (03P) | Speed: 0 | HD: 10 | Health: 39-73 | AC/EV: 10/0 | Flags: 03plant | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | XP: 0. 07:09:52 normal plant defensive stats would be fine, so you couldn't tell whether it had been one by hitting it at range 07:10:08 so: plant, plus constrict up to 8, plus some AI, plus optionally some monster stealth-ish stuff 07:10:48 any objections? :P 07:11:16 sooo plant mimic 07:11:47 i assume they would spawn somewhere? 07:12:13 alefury: probably not initially, but i'm sure vault designers would find a use for them 07:12:23 they might be good for fedhas too 07:12:51 Now I want to play :( 07:12:58 wrt the crd email and ghost moths... 07:13:03 But I should be writing about stuff... 07:13:10 what about an 'immature ghost moth' which is weaker, flickers, and shows up weighted around spider:2 07:13:20 and normal ghost moths weighted around spider:5 07:13:31 'This specimen doesn't yet have full control over its innate invisibility.' 07:14:25 can we not use flickering more, it's pretty bad and encourages pillar dancing 07:14:46 st_: ghost moths are faster than you and drain your MP, so... 07:15:51 Can we please not use innate invis as much? 07:16:06 ghallberg: well, we're already using it for ghost moths - but they catch people off guard and kill them horribly 07:16:21 It's SO annoying and hard to do anything about when you don't have SInv 07:16:24 the idea is that you have a baby ghost moth monster, earlier in spider, which you can see to warn you that adult ghost moths exist and are badass 07:17:20 that sounds at least better than the status quo 07:17:39 please actually call it "baby ghost moth" 07:17:47 ghost mothling 07:17:54 ghost moth unborn 07:18:45 if we want to have some fun 07:19:03 'brain worm' -> 'weird coccoon' -> 'juvenile ghost moth' -> 'ghost moth' 07:19:45 probably only good for one vault ever, with different life cycle stages, but players would love it 07:21:10 no 07:21:13 it would have ghost moths 07:21:32 haha 07:21:36 well it would have ambrosia too 07:21:39 so they can feed their eggs 07:21:53 is ambrosia actually good now? 07:22:03 i hear it is now MP regen rather than a potion of magic 07:22:05 no idea if it is good 07:22:39 -!- absolutego_ has quit [Quit: Lost terminal] 07:22:42 it's single turn now, right? 07:27:45 Double the mp gain from ambrosia, make it slowly trickle in. 07:27:47 @??gnoll 07:27:47 It will give 1 mp for every point of nutrition lost to regular digestion 07:27:47 gnoll (08g) | Speed: 10 | HD: 2 | Health: 8-18 | AC/EV: 2/9 | Damage: 9 | Res: 06magic(8) | Chunks: 07contaminated | XP: 14. 07:27:48 (so 3 mp per 10 aut for normal races). Spriggans, it sucks to be you. 07:27:50 @??gnoll sergeant 07:27:50 gnoll sergeant (10g) | Speed: 10 | HD: 4 | Health: 17-36 | AC/EV: 2/9 | Damage: 11 | Res: 06magic(16) | Chunks: 07contaminated | XP: 86. 07:28:00 Make ambrosia, grapes and sultanas take only one turn to eat. 07:28:20 Make it easier to mass-eat grapes etc. 07:28:24 @??orc 07:28:24 orc (04o) | Speed: 10 | HD: 1 | Health: 4-10 | AC/EV: 0/10 | Damage: 5 | Res: 06magic(4) | Chunks: 07contaminated | XP: 3. 07:28:39 @??hobgoblin 07:28:39 hobgoblin (07g) | Speed: 10 | HD: 1 | Health: 4-7 | AC/EV: 2/10 | Damage: 5 | Res: 06magic(1) | Chunks: 07contaminated | XP: 2. 07:29:09 vanilla orcs are so wimpy :( 07:29:21 they get weapons 07:29:31 has anyone ever thought about adding a new 'orc soldier' between orc and orc warrior? 07:29:31 it'd probably help with beogh a lot 07:29:43 Eronarn: there was a discussion about orcs a few days ago 07:29:58 Are orc zombies differnet from orc warrior zombies? 07:30:07 about making vanilla orcs stronger, so theyd be worth about 20 xp 07:31:06 early orc bands are very good though 07:31:39 ghallberg: i think so, but theyre called the same 07:31:45 @??orc warrior zombie 07:31:45 unknown monster: "orc warrior zombie" 07:31:51 @??orc zombie 07:31:51 orc zombie (07z) | Speed: 8 | HD: 1 | Health: 6-11 | AC/EV: 0/5 | Damage: 4 | Flags: 07undead, evil | Res: 06magic(1), 02cold++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 1. 07:31:56 hmm 07:32:17 maybe they arent, i dont know 07:32:19 ??zombie 07:32:21 zombie[1/2]: There are two kinds of zombies, small and large. All zombies are created from a base monster type. Zombies are slightly slower, slightly clumsier, have no special attacks, and take damage to maxHP instead of HP. It is very important to note that the zombie form of a normal speed monster is *slower* than normal speed! 07:32:27 there are already four types of "soldier orcs", just a thought 07:32:34 base type 07:32:40 so i guess theyre the same 07:32:58 @??giant mite 07:32:58 giant mite (04s) | Speed: 10 | HD: 2 | Health: 6-16 | AC/EV: 1/7 | Damage: 508(poison) | Res: 06magic(2) | Vul: 09poison | Chunks: 09poison+07contam | XP: 10. 07:34:03 ghallberg: they have different HD and different equipment 07:34:42 orc warriors have higher HD, so they make higher HD zombies, yeah 07:34:43 ??zombie[2] 07:34:43 zombie[2/2]: All derived undead are -2 speed (min 3). Zombies are AC/EV -2/-5, d5+5 hit die; skeletons -6/-7, d4+4; simulacra -2/-5, d4, AF_COLD; spectral things +2/-5, d4+3, AF_DRAIN. 07:36:46 -!- vadatajs has quit [Ping timeout: 246 seconds] 07:36:56 elliptic: Eronarn Thanks. 07:49:55 -!- vadatajs has joined ##crawl-dev 07:53:16 heh, looking for alliterative words for sentinel statues 07:53:18 499. sodomizing 07:53:21 probably not going in crawl 07:54:17 @??giant centipede 07:54:18 giant centipede (03s) | Speed: 13 | HD: 2 | Health: 6-12 | AC/EV: 2/14 | Damage: 208(nasty poison) | Res: 06magic(8) | Vul: 09poison | Chunks: 09poisonous | XP: 12. 07:54:33 Eronarn: sentinel statues? 07:55:37 'octopus nonplant' 07:58:45 okay, sent a crd email with some random replies 07:59:07 D&D actually had 'octopus trees' 07:59:23 which were many-tentacled... i can't remember if they were animals or plants, anchored to the sea floor 07:59:38 those were gigantic though, i think something smaller and terrestrial would be good 08:02:03 my vision for plants is something like: toadstool, plant, constrictor plant, nettle plant, bush, razor bush, 'kudzu' vine, blood vine, tree, treefolk (and classed ones), oklob, wandering mushroom, ballisto/spore 08:02:39 especially since we already have rock worm code in place it seems criminal not to use that for vine monsters that grow on walls 08:05:32 -!- MarvinPA has joined ##crawl-dev 08:27:52 -!- jeanjacques has joined ##crawl-dev 09:28:05 -!- Mottie has joined ##crawl-dev 09:32:09 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-1072-ga149898 (32) 09:32:26 -!- absolutego has quit [Quit: leaving] 09:33:05 -!- tholmes has quit [Max SendQ exceeded] 09:33:32 -!- tholmes has joined ##crawl-dev 09:35:44 -!- Blade- has joined ##crawl-dev 09:54:36 -!- absolutego has joined ##crawl-dev 09:57:56 -!- Blade- has quit [Ping timeout: 245 seconds] 10:00:35 -!- Pingas has quit [Read error: Connection reset by peer] 10:03:47 -!- dpeg has joined ##crawl-dev 10:07:21 Drink Potion of Mutation, hit 'a' no mutations listed (https://crawl.develz.org/mantis/view.php?id=5550) by XuaXua 10:22:12 -!- dtsund has joined ##crawl-dev 10:33:26 <|amethyst> I cannot reproduce 5550 10:34:32 <|amethyst> Napkin: "-version" --- looks good 10:36:04 <|amethyst> Eronarn: I'm fine with the numbers being changed... always 0 for blade hands would work, and would probably simplify the code; you could say that all the tentacles become blades (but then you might want to increase tentacle-slap damage if that doesn't already happen) 10:38:27 <|amethyst> Eronarn: then it would be 0 (blade hog and bat), 2 (ice and dragon, and probably most future forms), or 8 (spider lich statue appendage) 10:38:34 why do you want to make bh useless for octopodes? 10:38:54 <|amethyst> that's part of why I left it as 6 10:39:17 <|amethyst> but 0, 2, 6, or 8 rings depending on form does seem a bit unwieldy 10:39:26 i liked the old way 10:39:32 it was fun 10:39:40 <|amethyst> 8 rings regardless of form? 10:39:48 yes :) 10:40:03 <|amethyst> I don't think that's going to happen again 10:40:31 why not? melding rings means interface trouble, and whats the point? 10:40:35 |amethyst: 0 rings for blade hands makes it a pretty bad spell 10:40:39 its not like OcTm was overpowered 10:40:53 (talking about non-Op even) 10:40:56 it was a pretty good Oc, but still a pretty meh Tm 10:42:56 <|amethyst> elliptic: I could see that, and I wouldn't be too opposed to that part being undone if other devs agree; galehar seemed to think it would be a good idea 10:43:32 <|amethyst> for ice and dragon form, losing the extra ring slots make sense because most other races lose the armour slots from which they're getting their resistances 10:44:05 <|amethyst> elliptic: a good idea to meld the rings in blade form, that is 10:44:07 i never got one to dragon form, i guess that might be vaguely overpowered with 8 rings. 10:44:24 great 10:45:06 <|amethyst> !learn add -version Henzell is eternal. 10:45:07 Syntax is: !learn commands/learn/add.pl TERM TEXT or !learn commands/learn/add.pl TERM[n] TEXT 10:45:08 |amethyst: I understand the motivation to have rings meld for the full-body forms with octopodes, yeah 10:45:14 <|amethyst> !learn add version Henzell is eternal. 10:45:14 version[1/1]: Henzell is eternal. 10:46:07 <|amethyst> The bit about spider form keeping eight legs could be removed to match that... I thought it would be cute, but others seemed meh about the idea 10:46:23 <|amethyst> and it doesn't match from a balance perspective 10:46:59 |amethyst: what do you think about making spider form/ice form/blade hands disallow wand use? 10:47:27 i was about to mention that, yeah :P 10:47:28 MarvinPA: You have 8 messages. Use !messages to read them. 10:47:31 wha 10:47:44 :D 10:48:01 are some of those messages about spines? :P 10:48:01 <|amethyst> Sounds reasonable to me... but I'm looking at it from a flavour rather than balance point of view 10:48:04 just a few 10:48:24 <|amethyst> dragon too 10:48:59 <|amethyst> monster dragons can't even open doors :) 10:49:09 xtahua can! 10:49:22 <|amethyst> I was about to say, 'unless their name starts with an X' 10:50:11 I'm not sure about dragon, but yeah, might be more consistent that way 10:50:14 <|amethyst> Xtahua's Episode III: A New Hope 10:50:43 though I see dragons as having limbs that they aren't using to support their weight, and perhaps they could use wands with them? 10:51:48 -!- ais523 has joined ##crawl-dev 10:52:22 <|amethyst> and monster dragons can't use them because of intelligence? that makes sense too 10:52:56 Xtahua is elevated, she can open doorknobs. 10:53:07 ah, you already covered that :O 10:53:39 note: this means most dragons are less intelligent than a cat 10:53:41 |amethyst: I guess from a balance point of view, I'd rather see blade hands get a small malus (no wands) than a large one (no rings) 10:53:58 alefury: cats are very intelligent, at least at opening doors :P 10:54:59 elliptic: I'd say that no wands is also more interesting (keep strategic option, remove tactical option). 10:56:09 |amethyst: I thought it would be good to meld rings for BH, but I trust elliptic's judgment for balance 10:56:30 <|amethyst> I'll undo that 10:57:44 Op only getting 2 rings in full-body forms is definitely good though... previously the only difference between an octodragon and a humandragon was that one got six more rings 10:58:19 I already said that I'd like animal forms to be consistent with felids. No wands an no armour (ie no cloak for ice form) 10:58:32 galehar: yeah, the cloak for ice form is weird 10:58:33 have to go now 10:58:38 'later 10:59:14 <|amethyst> what about spider? 10:59:40 <|amethyst> is eight rings for spider form a problem (consistency, balance, or flavour)? 10:59:55 balance, I guess -- but I like it 11:00:03 you tend to not have 8 rings when spider form is most relevant 11:00:08 of course, I also have an idea for a spider god on the shelf :) 11:00:21 I think it's amusing :) and balance should be okay, since it comes with a casting penalty so it isn't just a straight buff 11:00:21 but spider is still great for running away even late game, and in that case keeping the rings really helps 11:00:49 elliptic: we're talking about non-Oc in spider form also using eight rings, yes? 11:00:51 we should also keep in mind that transformed Op is losing constriction 11:00:53 people cast spider form just to put six more rings on? 11:01:08 dpeg: uh, I hope not :P 11:01:12 non-octopodes shouldn't be able to, no 11:01:16 ah, blammo, I'd love that 11:01:30 you don't ever get access to new slots by transforming, currently 11:01:36 yes 11:01:44 <|amethyst> and what would happen when you untransform 11:01:49 which seems good to me 11:01:51 <|amethyst> by all rights they should be melded :) 11:01:52 the spider god should totally allow that 11:01:55 * dpeg makes notes 11:02:08 probably melded but removable 11:02:12 we can say that spiders aren't dexterous enough to put on rings securely 11:02:20 <|amethyst> sorry, melded means unremovable :) 11:02:22 melded for interface convenience, removable because it would suck if they werent 11:02:36 but if you had 8 rings on before you became a spider, you get to keep them 11:02:36 elliptic: but they can switch rings 11:03:00 darn realism, it's a trap! 11:03:02 so can felids 11:03:06 hm... well, maybe best would be to just disallow 8 rings in spiderform to anyone :P 11:03:24 i think for consistency it might be better to keep it the same as the other animal forms, yeah 11:03:32 I failed at justifying it 11:11:59 one thing that should be mentioned, perhaps 11:12:04 octos already are a 'weak early, strong later' race 11:12:11 maybe it's okay if they're a lot better at dragon form than anyone else 11:12:36 <|amethyst> It's hard to justify removing ring slots from ice beasts but not from dragons, though 11:13:01 well the fact that they're already strong later means that they probably don't need to be even strongerer later 11:13:20 however, if we do want them to be consistent, i again recommend the 'grasping limbs' distinction 11:13:33 bats: none. hogs: none. ice beast: 2. spider: 2. dragon: 2 11:13:45 blade hands is either 0 or 8 depending on what direction you want to go in 11:13:53 -!- blabber has joined ##crawl-dev 11:13:58 <|amethyst> spiders have no grasping limbs, and no one has a clue about ice beasts :) 11:14:09 <|amethyst> I wouldn't want to make spiders 0 rings though 11:14:17 |amethyst: looks like you haven't looked at a picture of a spider lately 11:14:43 http://en.wikipedia.org/wiki/Pedipalp / http://en.wikipedia.org/wiki/Chelicerae 11:14:59 <|amethyst> we're not giving spiders 10 limbs :) 11:15:24 no... i'm saying, spiders have grasping limbs, they just happen to be in the mouth area (but they aren't jaws) 11:15:51 they have 8 legs and some number of arm-ish things around their mouth; we can say they can wear 2 rings on their chelicerae 11:15:57 <|amethyst> they don't count as limbs though, so no rings 11:16:06 <|amethyst> just as antennae don't count as limbs 11:16:20 |amethyst: they count as limbs if we say they do :) 11:16:52 <|amethyst> the player's arms would probably meld into legs though, not pedipalps 11:17:49 ##idle-musings 11:17:57 pedipalps are the the 'claws' of a scorpion 11:18:09 so i say arms :) 11:18:13 <|amethyst> hm 11:18:25 <|amethyst> really, I'm fine with saying "rings are magically limited to two, but octopodes are magically special" 11:18:52 <|amethyst> hm 11:18:53 i like having an explanation that we use, though i agree it's not necessary 11:19:20 <|amethyst> as long as "magically special" doesn't mean "eight rings in ice and dragon form" :) 11:19:35 <|amethyst> spiders I could go either way (2 or 8; 0 is a bit restrictive) 11:19:47 i say 2, nothing wears rings on its legs 11:19:55 (octopodes have 8 arms, not 8 legs) 11:20:39 fwiw the reason i didn't address this was specifically so that players could try to break it and we could balance from there 11:23:39 <|amethyst> they decided to file bug reports instead of breaking it :) 11:25:01 its not broken when ice and spider form are most relevant, and dragon form doesnt see a lot of use 11:25:43 imo giving them 8 rings in all forms would be fine 11:26:53 another thing to note is that op won't have 8 good rings before spider form becomes less good 11:27:08 so that might help explain why optm hasn't beaten everything ever 11:27:28 <|amethyst> Well, three good rings is really the important point 11:27:52 <|amethyst> that's when the change starts becoming a nerf 11:27:54 even that isn't that common early game, tbh, especially not three good rings that actually help stuff you are doing in a form 11:28:13 imo its just a lot of interface hassle for no reason 11:28:45 alefury: i can see the reason, but i don't know whether it's actually necessary... 11:28:47 well, a bit of fantasy realism is the only real reason 11:28:57 i think we could probably default to 8, since balance problems haven't presented themselves yet 11:29:11 <|amethyst> alefury: also consistency with armour 11:29:23 thats what i meant by fantasy realism 11:30:21 the whole "one ring per arm" thing is pretty silly 11:30:31 what about just making explicit in the amulet/ring description that "This magic item continues to provide benefits regardless of the form you're in." 11:30:37 and having all forms be whatever your base type permits 11:30:52 (and remove cloaks from ice form and wands/doors from animal forms + BH) 11:31:56 what does ice form look like? The tile makes them seem to be a kind of a bear made of ice. 11:32:19 <|amethyst> a bear that can stand on two legs and punch 11:32:21 supposedly it looks beastly 11:32:26 <|amethyst> with "fists" on its forelimbs 11:32:36 so using wands can be argued either way -- bear have hands that closely resemble human ones 11:32:45 kilobyte: quadruped beast. they only have 'icy fists' because of me 11:32:53 it can butcher too 11:32:58 <|amethyst> bears can easily get into buildings, so doors are definitely find 11:33:02 MarvinPA: with its mouth (which it doesn't bite with) 11:33:05 <|amethyst> s/find/fine/ 11:33:18 Eronarn: i always thought they have claws 11:33:25 alefury: they do blunt damage :) 11:33:30 ugh 11:33:42 also they can wear cloaks, and nothing else, not even hats... 11:33:49 they have never made sense 11:33:50 <|amethyst> I always liked the ambiguity of ice form 11:33:53 I've read about a guy who kept a pet bear in the house. He had problems with the bear constantly using the fridge, taking food and beer. And it could operate both twist-cap bottles and cans just fine. 11:34:00 that's awesome 11:34:14 that is so awesome 11:34:17 gtg, bye 11:34:25 hard to explain to players how that works, though - no weapons, but other manipulations okay 11:34:37 xtahua can do it too, so... 11:34:42 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 11:34:57 i guess if we just use good messaging 11:34:58 it might be better to have ice form less bearish, though 11:35:14 kilobyte: sky beasts are pretty horrifying creatures 11:35:19 <|amethyst> kilobyte: outdoor trash bins in some parts of the US have opening mechanisms that require you to insert your hand into a slot that's too narrow for a bear paw 11:35:21 we can definitely make ice beasts more flavorful 11:35:27 ??sky beast 11:35:28 sky beast[1/2]: Similar to an {ice beast}, only it flies, is made of clouds and tortured flesh, leaves a mutagenic corpse and fades in and out of visibility at random. Appears at the same depths as ice beasts, but has less AC and is not immune to poison. 11:35:31 ??sky beast[2] 11:35:31 sky beast[2/2]: http://www.creaturespot.com/main/2010/11/12/cephalophant-monster.html 11:35:35 <|amethyst> kilobyte: because the bears can open the other mechanisms :) 11:36:26 for dragon form: a "hand" with claws may be prehensile enough for wands/etc, I see no problems there 11:38:35 also, we need flumph form, badly :p 11:38:54 or at least flumph monsters 11:39:20 the 300 years police may block them, though :p 11:41:27 03kilobyte * r0a5c74d4363a 10/crawl-ref/source/monster.cc: Double the effectiveness of monster warding, to match the player. 11:43:00 oh, i didn't even know monsters could have warding :P 11:43:23 ahh right, staves work for monsters now 11:43:51 a recent fix (they could have wielded them, but without any effects) 11:44:05 yeah 11:44:28 does TSO ward against demons or am i misremembering 11:45:13 kilobyte: i'm fine with dragons having hand-like claws, but then xtahua should be able to use wands and such :) 11:45:51 Eronarn: no warding from TSO 11:46:14 the only god who had warding was Vehumet 11:49:42 I vote for ice form being less bearish so that it is on the same footing as spider/cat with no wands 11:50:20 ok, sounds good with me 11:50:30 and bat 11:50:37 yeah, and bat/hog 11:50:44 though they have even less they can do 11:51:09 bats can't even open doors -- not a problem for Vp who lose a single turn, a problem for hostile transformations 11:51:33 these are rare, but it'd be nice to change poly other to use these 11:52:33 hogs could probably be allowed to open doors though -- they're at least the size of a big dog, and those can stand up to operate a door's handle 11:53:27 <|amethyst> I always thought of hog form as reducing your intelligence too 11:53:40 <|amethyst> that's why you can't read in hog form but can in spider form 11:54:14 also why no spells in hog form 11:54:48 less agile "hands", I guess 11:57:58 -!- st_ has quit [Ping timeout: 245 seconds] 11:59:57 -!- dtsund has quit [Quit: dtsund] 12:24:20 -!- Blade- has joined ##crawl-dev 12:30:15 -!- unferth has joined ##crawl-dev 12:32:16 03|amethyst * r165adf267750 10/crawl-ref/source/ (item_use.cc player.cc transform.cc): Un-nerf blade hands. 12:32:16 03|amethyst * r070343e0fd40 10/crawl-ref/source/ (item_use.cc player.cc transform.cc): Allow only two rings for spiderform octopodes. 12:32:17 03|amethyst * r4bcb36d2afb2 10/crawl-ref/source/ (item_use.cc player-act.cc): Simplify a check, improve a message, and fix comments. 12:32:17 03|amethyst * rcbb2d1e6cd11 10/crawl-ref/source/ (mutation.cc output.cc): Show extra ring slots as suppressible in the mutation list. 12:32:18 03|amethyst * r43e994de6544 10/crawl-ref/source/itemname.cc: Distinguish first two ring slots in DESC_INVENTORY_EQUIP. 12:32:33 elliptic: spells in hog form could actually make it desirable, since it's fast form 12:32:44 why was the spider form change reverted? 12:33:13 i like it as it is now, a threat on the vein of abyssing, but more unique (and less severe) 12:33:25 absolutego: yeah, I wasn't suggesting allowing spells 12:33:43 well, that's what happens when you switch to a window after an hour 12:33:44 I was just suggesting low intelligence as a reason why 12:33:57 what's the point in melding rings 3-8 for octospiders? 12:33:57 <|amethyst> Consistency with the other animal forms and with other races. 12:34:15 Blade-: see the log, mainly for consistency 12:34:24 ah 12:34:42 kilobyte: if you allow octospiders to wear 8 rings, why can't humanspiders? magic? 12:35:24 can't hold them well enough to put them on 12:35:34 <|amethyst> they can swap, though 12:35:38 <|amethyst> only hog and bat can't swap 12:36:26 kilobyte: this is what I tried to suggest an hour and a half ago here but people brought up swapping and I conceded the point 12:36:29 <|amethyst> though preventing jewellery swapping would go with some of the other animal form restrictions being suggestion 12:36:38 <|amethyst> s/tion/ted/ 12:37:26 kilobyte: in general it just seems simpler to only let octopode-shaped octopodes use 8 rings and nobody else, though 12:37:35 it could be argued that octopodes, as they are already used to manipulating 8 limbs, could use them to swap 12:38:28 Blade-: yeah 12:38:49 I honestly can't see anyone complaining about inconsistency with 8-ringed spiderpode 12:38:55 this seems to be a nerf with no reason 12:39:15 Blade-: I could let myself be persuaded by that 12:39:17 8 rings in spider form isn't something that would come up often anyway 12:39:25 but 3 rings is 12:40:14 well, I can see octopodes using spiderform pretty late if it doesn't lose them any rings... but I think it has enough drawbacks if we make spiders unable to use wands that it is fine 12:41:17 <|amethyst> kilobyte: if you do revert, make sure to change output.cc and mutation.cc to match 12:42:56 hrm, equipment use in forms is a mess... it relies on player_can_open_doors() for some reason 12:44:05 <|amethyst> it does? 12:44:26 <|amethyst> oh 12:44:47 <|amethyst> I see, I was grepping through the .cc files and missed player_can_handle_equipment in player.h 12:50:51 -!- qqryq has quit [Ping timeout: 245 seconds] 13:03:29 -!- absolutego has quit [Quit: leaving] 13:16:20 -!- monqy has joined ##crawl-dev 13:20:23 why does sickness prevent Trog's Hand? 13:20:40 it seems strange that something that can even bypass Deep Dwarves lack of healing is stopped by sickness 13:32:15 -!- qqryq has joined ##crawl-dev 13:34:24 yeah, seems weird 13:34:53 +1 13:38:19 03kilobyte * rc137f140eb6f 10/crawl-ref/source/ (dat/descript/items.txt item_use.cc): Allow chaos permabranding to always succeed. 13:38:19 03kilobyte * ra141c790f173 10/crawl-ref/source/ (item_use.cc player.cc transform.cc): Revert "Allow only two rings for spiderform octopodes." 13:38:32 03kilobyte * rdaf4178c24d1 10/crawl-ref/source/transform.cc: No cloaks in ice beast form. 13:38:33 03kilobyte * ra94f099963fa 10/crawl-ref/source/ (evoke.cc item_use.cc main.cc player.cc player.h): Forbid spiders and ice beast the use of wands, allow pigs to read scrolls, etc. 13:38:33 03kilobyte * rbfa8e8bb5474 10/crawl-ref/source/ (main.cc player.cc): Allow Trog's Hand to heal you even when sick. 13:38:34 03kilobyte * rfe1942e165f1 10/crawl-ref/source/ (mutation.cc output.cc): Fix A and % claiming you can't wear 8 rings as an octopode. 13:38:39 :D 13:38:44 -!- Ganrao| has joined ##crawl-dev 13:38:51 all of those commits make me happy 13:39:11 claws: how come small claws like a cat's or ghoul's can cut off hydra heads? 13:39:22 -!- Vandal has quit [Ping timeout: 246 seconds] 13:39:25 I wouldn't expect one to have necks so thin 13:39:49 hydras are very sensitive 13:39:59 any weapon is basically vorpal against them 13:40:03 <|amethyst> compare to a dagger 13:40:08 <|amethyst> which cannot 13:40:32 maybe the felids are aiming for the neck? :P 13:40:53 <|amethyst> Kirke nerf 13:40:54 ripping a hole can allow the hydra to bleed out 13:41:45 |amethyst: I intend to add more bad forms, and have Poly Other use them instead of giving bad mutations 13:41:56 <|amethyst> ooh 13:41:56 so they'd see far more use 13:42:19 not promising anything, got too much on my plate right now :( 13:42:29 <|amethyst> btw, at some point I half-seriously suggested Porkalator on a rod 13:42:34 :) 13:42:57 <|amethyst> would that overlap too much with Cigotuvi's and Polymorph Other? 13:43:22 but... but... that would copy another game! Better make it something else, like turning into a chicken! 13:43:25 (jk) 13:43:45 kilobyte: Age of Empires? 13:43:47 <|amethyst> snakes to sticks might be a bit situational 13:43:50 (Porkalator from Hexen, Morph Ovum from Heretic ie Hexen -1) 13:44:09 actually, hmm, it was Age of Mythology that had the attack that turned things into pigs, and I think another one that turned things into sheep 13:44:15 -!- Blade has joined ##crawl-dev 13:45:11 <|amethyst> FFI is older than that, and Circe is older than that :) 13:45:51 -!- Blade- has quit [Ping timeout: 245 seconds] 13:46:11 -!- Blade is now known as Blade- 13:48:31 <|amethyst> Choiromancy is a time-honoured tradition 13:48:38 <|amethyst> I guess that's the right word 13:48:56 kilobyte: any reason not to add blade hands to the player_can_handle_equipment() check? 13:49:20 elliptic: hah :p 13:49:45 (making blade hands forbid wand use at least has been discussed a fair amount, and the other stuff looks reasonable too) 13:50:19 it would be good to unnerf blade hands some other way, but otherwise, you're right 13:50:51 <|amethyst> kilobyte: hm, there was at least one assert protected by the check you removed from puton_ring, let me take a look 13:51:16 <|amethyst> will take a minute to recompile 13:51:31 kilobyte: you saw that blade hands no longer melds rings, right? or do you mean something else by "unnerf"? 13:51:32 any thoughts on claws? I think, let's make only claws 3 cut heads? 13:51:41 sounds good 13:51:44 ghouls have 1, trolls 3 13:51:57 felids have <3 also, right? 13:52:20 1 13:52:30 kilobyte: imo only max level fo claws - if even that - should cut hydra heads 13:52:57 when this came up last time i thought about having two levels of claws, or have claws scale up well beyond 3, so that you can have meaningful 'sharp fingernails' mut 13:54:05 <|amethyst> do this by adding another DVORP_ (DVORP_SCRATCHING) or by having decapitate_hydra() check the player for claws 3? 13:54:20 dvorp makes sense to me 13:54:35 hrm, monsters... 13:54:37 <|amethyst> monster-on-monster attacks should be considered too 13:54:38 <|amethyst> yeah 13:54:45 -!- ais523 has quit [Remote host closed the connection] 13:55:09 i'd say make anything medium or smaller be dvorp scratching at first 13:56:02 <|amethyst> right now it looks like a raven should be able to decapitate a hydra 13:56:08 bad :( 13:56:24 <|amethyst> so it would need another AT_ or a size check 13:56:59 <|amethyst> (AT_CLAW gets turned into DVORP_CLAWING in monster::damage_type() ) 13:57:31 AT_CLAW -> dvorp_clawing for >medium, else dvorp_scratching 13:57:36 then special case as needed 13:58:20 emperor scorpions are SIZE_LARGE 13:58:24 wargs are too 13:58:31 03elliptic * rf88182605824 10/crawl-ref/source/player.cc: Give Blade Hands the same item use restrictions as spider/cat/ice beast/hog. 13:59:11 kilobyte: some scorpions have pretty big claws relative to their body, i'm fine with them tearing off hydra heads 13:59:17 -!- blabber has quit [Quit: leaving] 13:59:30 wargs are perhaps a problem, but if they're as big as warhorses, maybe not 14:00:03 (maybe wargs should not be SIZE_LARGE) 14:08:10 looking at the list of monsters, I guess it may be better to list them explicitely 14:10:01 -!- qqryq has quit [Ping timeout: 245 seconds] 14:12:38 -!- mumra has joined ##crawl-dev 14:15:48 <|amethyst> kilobyte: should rings be unmelded for pigs? 14:15:55 <|amethyst> kilobyte: and bats? 14:16:21 <|amethyst> kilobyte: currently existing ones get melded, but you can put on new ones fine 14:16:42 <|amethyst> (unless there is a melded ring in both slots, in which case you're out of luck) 14:17:12 sounds like the correct change is to make it impossible to put on new ones... 14:19:54 yeah, like it works for armour 14:20:41 <|amethyst> ok 14:20:41 -!- syllogism has quit [] 14:20:42 before, all jewelry changes were blocked in those forms, even if you could use the given item 14:34:45 -!- Pacra has joined ##crawl-dev 14:37:30 -!- qqryq has joined ##crawl-dev 14:38:32 -!- Pacra has quit [Client Quit] 14:40:22 03|amethyst * rc0f947e2409d 10/crawl-ref/source/itemname.cc: Don't claim that octopode pigs, dragons, etc have mantles. 14:40:23 03|amethyst * rcfde1231e5ec 10/crawl-ref/source/item_use.cc: Do not allow ringless forms to put on rings. 14:42:01 "Tha harpy devours some o' yer food!" 14:42:04 this seems really really bad 14:42:11 s/bad/annoying/ 14:42:20 -!- blabber has joined ##crawl-dev 14:42:23 like "some of your scrolls get burned" or whatever that old message was 14:42:47 it would be nice if it told you which food, if that's what you mean 14:42:51 i think someone looked into fixing it recently and it's not that easy to do 14:42:59 that is what I mean, yes 14:43:01 would be nice though, certainly 14:43:03 <|amethyst> I took a look, and it's nontrivial 14:43:07 ah 14:44:30 <|amethyst> IIRC the problem was in expressing both the agent and the food 14:45:25 <|amethyst> or putting the message code in a location that had access to both pieces of information 14:45:47 <|amethyst> I don't remember the details, but I still have the branch I tried it on 14:46:39 <|amethyst> I think I ended up with something like "The harpy tries to eat some of your food!" "The orange is devoured!" 14:46:51 <|amethyst> which I guess matches other item-destroying attacks 14:54:38 <|amethyst> "Lunges at you hungrily!" is better I guess 14:55:02 -!- RandomBK has joined ##crawl-dev 14:55:05 <|amethyst> Since "tries to eat some of your food" sounds silly if you don't have any 14:57:08 I was looking through the source code earlier 14:57:37 Whats the purpose of the crawl-flavoired libraries? 14:57:56 -!- Blade- has quit [Ping timeout: 245 seconds] 14:59:20 <|amethyst> RandomBK: which ones are you talking about? 14:59:34 RandomBK: not much, it'd be better to replace them with unmodified ones 14:59:42 the crawl-lua, crawl-SDL, stc. 14:59:47 *etc. 14:59:55 -!- alefury has joined ##crawl-dev 15:00:08 they're there mostly because Neunon hates autotools with passion 15:00:13 <|amethyst> ah 15:00:51 I in turn seriously consider replacing our build system with autotools -- ie, proper configure checks instead of uname 15:01:21 uname is utterly broken for cross-compiling, chroots, multiarch, etc 15:01:53 so what are the differences between the crawl versions and the standard releases? 15:02:16 also, for example, we don't support backtraces on BSD because it's not really possible to check for execinfo without a configure check 15:02:53 on modern BSDs you can typically compile with -lexecinfo and all is fine 15:04:08 RandomBK: no configure checks; also, sqlite had threading disabled for some infinitessimally small speed gain 15:04:16 I had to undo the latter recently 15:04:20 03|amethyst * r83e4ed3e6e11 10/crawl-ref/source/ (melee_attack.cc ouch.cc): Be more specific when food is stolen. 15:04:50 for not-so-small speed gains when actually doing things multithreaded 15:06:44 Do you guys know of any effort to port crawl to the playbook right now? 15:10:04 <|amethyst> what OS is that? 15:10:38 QNX 15:10:44 Its a modified QNX neutrino 15:15:01 -!- blabber has quit [Quit: leaving] 15:15:57 I see no fundamental reasons why such a port would be impossible (beyond the usual tiles openGL issues), but no one here has such a device 15:16:21 03kilobyte * r0cd26aeab431 10/crawl-ref/source/melee_attack.cc: Remove an unused argument. 15:16:31 03kilobyte * r76d26d190b39 10/crawl-ref/source/ (7 files): Don't let claws cut off hydra heads with claws < 3. 15:16:31 03kilobyte * r94446063bcf8 10/crawl-ref/source/melee_attack.cc: Remove an unused case for AF_CRUSH. 15:16:52 <|amethyst> Wikipedia says the native development kit for Tablet OS is still in closed beta testing 15:16:59 <|amethyst> it may be out of date, though 15:17:07 its very out of date 15:17:17 the NDK has been out for over 2 months now 15:17:18 -!- MarvinPA_ has joined ##crawl-dev 15:17:45 do you guys have any suggestions for how such a port should start? 15:17:52 -!- MarvinPA has quit [Ping timeout: 260 seconds] 15:17:52 -!- MarvinPA_ is now known as MarvinPA 15:18:09 hard to say without knowing anything about the build environment 15:19:48 Ok. The playbook already has all of the libraries crawl depends on built-in. Would you atleast know if we can use those, instead of the crawl ones? 15:20:01 <|amethyst> crawl can use system libraries just fine 15:20:10 <|amethyst> it will use them by default if it finds them 15:20:19 alright. Thanks for the help. 15:20:41 <|amethyst> however, it might not use the best methods for finding them 15:20:57 <|amethyst> oh 15:21:10 what do you mean? 15:21:39 <|amethyst> e.g $(wildcard /usr/include/lua.h) 15:22:08 this is what I mean by wanting to use proper configure checks instead of hacks like this 15:22:20 <|amethyst> the SDL check uses pkgconfig 15:24:30 <|amethyst> there isn't a libpng check at all afaict (it uses the bundled one on mingw and darwin, and on other Unixes always tries to use the system png unless you ask for BUILD_LIBPNG) 15:26:39 -!- edlothiol has quit [Ping timeout: 252 seconds] 15:28:13 -!- RandomBK has quit [Quit: Page closed] 15:36:36 -!- edlothiol has joined ##crawl-dev 15:39:48 what is the deal with the colour coding on the memorisation screen 15:40:31 03kilobyte 07portal_branches * rd589834af86d 10/crawl-ref/docs/develop/levels/syntax.txt: Fix the docs claiming 'A' is something else than merely a stone arch. 15:40:31 03kilobyte 07portal_branches * racd87b6efc25 10/crawl-ref/source/ (6 files in 2 dirs): Drop unused lt_callbacks. 15:40:33 03kilobyte 07portal_branches * r0ef49ef94d4a 10/crawl-ref/source/ (branch-data.h mon-pick.cc mon-pick.h): A stub function for the monster set in Vaults. 15:40:33 03kilobyte 07portal_branches * r9cde4de20e2c 10/crawl-ref/source/ (31 files in 13 dirs): Change the place name from "Vault:" to "Vaults:". 15:40:34 03kilobyte 07portal_branches * raa5f49792bc1 10/crawl-ref/source/files.cc: Ensure the player is in a viable spot after returning from a portal. 15:40:34 03kilobyte 07portal_branches * r821d609d617a 10/crawl-ref/source/files.cc: If a monster is at the stair position, shove it only to the nearest spot. 15:40:35 03kilobyte 07portal_branches * r6d707ecb9c19 10/crawl-ref/source/ (branch.h mon-pick.cc mon-pick.h): Use monster_type for mon-pick functions. 15:40:35 03kilobyte 07portal_branches * r8b00fe5265fe 10/crawl-ref/source/mon-pick.cc: Move a divider comment. 15:40:36 03kilobyte 07portal_branches * rb03da8273fbd 10/crawl-ref/source/ctest.cc: Allow non-lua tests to gracefully report failure instead of asserting out. 15:41:02 03kilobyte 07portal_branches * r61f9bd3ef331 10/crawl-ref/source/mon-place.cc: Don't claim Zot and Snake have no zombifiable monsters. 15:41:02 03kilobyte 07portal_branches * r5aae360e0d14 10/crawl-ref/source/ (ctest.cc mon-pick.cc mon-pick.h): Compare *_level() to *_rarity() on -test. 15:41:02 03kilobyte 07portal_branches * rcd9c2633c34e 10/crawl-ref/source/ (ctest.cc ctest.h startup.cc): Drop the namespace from ctest.cc 15:41:02 03kilobyte 07portal_branches * rf09ffab61298 10/crawl-ref/source/ (6 files in 2 dirs): Rename set_lt_callback() to set_branch_epilogue(), make it work again. 15:41:03 03kilobyte 07portal_branches * r929462534235 10/crawl-ref/source/dat/ (4 files in 2 dirs): Fix broken portal vault exit renames. 15:47:30 <|amethyst> headzone: darkgrey means it's useless, lightred that your god dislikes it, lightgreen that it's empowered (by Vehumet or by synergy with forms), purple that it's dangerous to memorize; the failure rate colour is based on the chance of getting a significant miscast 15:49:06 <|amethyst> s/dislikes/hates/ 15:52:41 thanks; it seemed completely random to me :) 15:53:02 the failure rate colour is intuitive, but not the other bit 15:53:51 though i wonder what "useless" means 15:55:38 useless means you cant cast it 15:55:49 also stuff like see invisible spell when you already see invisible from an item 15:55:51 or rather, you wouldnt get any benefit from it 15:55:59 is that really marked as useless? 15:56:23 oh, on the memorization screen... not sure there, was thinking of the casting screen 15:56:27 <|amethyst> yeah, there is a transient flag but it is not used for all transient things 15:56:41 <|amethyst> they use the same code, spell_is_useless (with transient=false) 15:56:59 i dont think gray means useless on the memo screen, it means not enough slots 15:57:24 usually if a spell is really useless it doesn't even appear on the screen, yeah 15:57:27 spells you cant memorize arent displayed at all there 15:57:55 <|amethyst> ah, right 15:58:10 <|amethyst> darkgrey is used for both not-enough-mana and useless-but-can-still-cast 15:58:13 fwiw i find the colors pretty intuitive 15:58:21 <|amethyst> s/mana/slots/ 15:58:23 miscast + standard 15:58:39 -!- Blade- has joined ##crawl-dev 15:58:47 they're great if you know what they mean, but i could never figure out the meanings of some colours on the M/I screens 15:58:55 the standard colors take a while to figure out, but to me the important bit is that theyre colored 15:59:00 in the skills screen there's text at the bottom that explains the colour coding 15:59:16 grey is intuitive, red and purple work fine without exactly knowing what they mean imo 15:59:27 <|amethyst> green can be a bit hard to figure out 15:59:44 green is a weird one, yeah 15:59:46 <|amethyst> especially since non-Vehumet-worshippers will only see it on two spells, and never both at once 16:00:04 <|amethyst> and it doesn't take into account things like staff of fire 16:00:31 vehumet-boosted spells don't even really need it i guess 16:00:53 <|amethyst> hm 16:00:58 or at least, the vehumet boost shouldn't use the same colour as ozo's armour/stoneskin, it's a totally different sort of thing 16:01:24 <|amethyst> I think ozu's/stoneskin is such a special case it doesn't need a colour 16:01:50 <|amethyst> definitely not an additional one 16:01:54 maybe green stuff could just go entirely 16:02:48 the purple is a bit mysterious 16:02:48 <|amethyst> It's nice to be able to see which spells are being improved by vehumet 16:03:10 <|amethyst> headzone: the book is purple too :) 16:03:33 true 16:03:34 purple does consistently mean "dangerous" for items too, but there aren't very many purple things so it's not that well communicated 16:03:55 well, like with chunks there's red-dangerous and purple-dangerous 16:04:12 and green-dangerous 16:04:14 <|amethyst> headzone: same for spells: red is used for ones your god hates 16:04:15 and chunks use a different colouring system entirely, also true 16:04:43 <|amethyst> purple doesn't make it clear that *memorizing* the spell is dangerous 16:04:48 at first i thought green spells had something to do with poison :) 16:05:10 <|amethyst> because surely lots of the non-purple spells are dangerous to cast :) 16:13:22 well, like with chunks there's red-dangerous and purple-dangerous 16:13:28 sort of 16:13:39 it's like items in the sense that purple is dangerous and red is strictly bad 16:14:13 mutagenic chunks aren't necessarily bad, just very risky 16:15:55 yeah, just took me a while to work out the meaning 16:19:47 hyperbolic (L27 DsTm) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 934 failed. (Zot:2) 16:20:01 exciting, I don't know what happened there 16:20:15 !lm . type=crash -log 16:20:19 15. hyperbolic, XL27 DsTm, T:67197 (milestone): http://crawl.develz.org/morgues/trunk/hyperbolic/crash-hyperbolic-20120410-211935.txt 16:20:57 ah, looks like what happened is that a white drac knocked me out of sight of it 16:24:10 Crash from white drac breath (probably). (https://crawl.develz.org/mantis/view.php?id=5551) by elliptic 16:34:21 autofight.lua -- tab-attack while in web produces wrong message (https://crawl.develz.org/mantis/view.php?id=5552) by blackcustard 16:40:43 hey, I really like all the changes done to forms today. Good work people! 16:41:30 dpeg: hi! still around? 16:41:35 do blade hands and other forms still meld different rings 16:41:41 because that sounds like way too much of a pain in the ass to deal with 16:41:56 bh don't meld rings anymore 16:42:03 oh 16:42:53 the last changes I saw were |amethyst causing blade hands to meld two rings and most other forms to meld up to six octopode rings 16:42:59 or something to that effect 16:43:13 I think ice form and dragon form meld rings 3-8 16:43:16 blade hands change was reverted, but now they can't use wands 16:43:22 G-Flex: there has been a lot of changes since that 16:43:26 yes, that is correct 16:43:29 spider can have 8 16:43:32 that about sums it up 16:43:59 <|amethyst> hog and bat now meld rings 16:44:05 dragon form works like ice form, right? Meld ring 3-8 and no wands 16:44:08 <|amethyst> or did they before? 16:44:18 I think they did 16:44:22 <|amethyst> oh, right, rings used to work when melded 16:44:49 they don't now? 16:44:56 <|amethyst> they do not 16:45:28 <|amethyst> like armour and weapons 16:45:32 and you can't put rings on melded slot anymore 16:45:54 and no more stupid cloak for ice form 16:45:56 <|amethyst> previously you couldn't just because the only forms that melded couldn't manipulate items 16:46:07 <|amethyst> and pig can open doors, drink potions, etc 16:46:19 pigs open doors by headbutting them 16:46:34 <|amethyst> real pigs can stand up like a dog to open a door 16:46:47 <|amethyst> or so kilobyte informs me 16:47:05 that's adorable so it has to stay 16:47:07 that's how this works, right 16:48:19 <|amethyst> so Kirke is nerfed a bit 16:48:55 -!- unferth has quit [Read error: Connection reset by peer] 16:49:24 were there changes to clouds lately affecting things outside LOS? 16:49:43 G-Flex: no, I made an implementable for that 16:49:44 |amethyst: more than a bit really, since reading scroll of teleport is possible now 16:49:50 Kirke was never dangerous though 16:49:56 G-Flex: https://crawl.develz.org/mantis/view.php?id=5548 16:50:35 those changes seem a little arbitrary and kludgy 16:50:40 elliptic: really? You didn't have a lot of options in hog form 16:50:51 -!- qqryq has quit [Ping timeout: 245 seconds] 16:50:59 monsters being able to move clouds to put new clouds down even though the player can't ever do that 16:51:00 galehar: running away usually worked fine 16:51:04 since hogs are fast 16:51:30 unless you get yourself surrounded and *then* get hogformed... and that requires a lot of work 16:51:35 assuming you could run -- ie, you weren't in melee 16:51:45 ...you can run in melee 16:51:55 G-Flex: you have a better idea to prevent players from protecting themselves from hostile clouds by casting poisonous clouds on themselves? 16:52:13 summons have a range of 2, she summons multiple uglies per cast, too 16:52:28 also, monster exclusive abilities aren't exactly new... 16:52:36 03|amethyst * r35957bf37358 10/crawl-ref/source/ (dat/lua/autofight.lua l_you.cc): Give the correct message for tabbing while webbed. 16:52:41 galehar: what if clouds in general could push existing clouds out of the way, not just monster spell clouds 16:53:21 -!- dtsund has joined ##crawl-dev 16:53:24 <|amethyst> That commit changes the client lua API slightly (you.caught() returns a string or nil rather than a boolean; it can still be used in an if); should it go into 0.10 or not? 16:53:36 this means you'd be able to remove existing clouds instead 16:53:40 breath clouds or all clouds? 16:53:57 G-Flex: nice, so you can cast poisonous cloud on yourself after being in a hostile cloud. No need to do it preemptively anymore. 16:54:07 yeah, you're right 16:54:09 that would be silly 16:54:10 kilobyte: she doesn't summon uglies very frequently, and she's squishy enough that any decent melee char will have her dead before she both gets the ugly things out and turns you into a hog 16:54:20 |amethyst: IIRC 0.10 autofight will fight its way out of the web 16:54:33 <|amethyst> ah, problem solved then 16:54:46 why can't clouds stack/mix 16:54:46 kilobyte: no, though possibly it should 16:55:12 headzone: it would be complicated. Both to code and to play. 16:55:35 oh, 0.10... maybe, if webs changed since then 16:55:46 actually, 9b783d43 16:56:11 ie, it did fight its way out but got changed after the release 16:56:24 I was considering letting tab waste turns while webbed/netted now anyway 16:56:55 <|amethyst> yeah, the patch applied cleanly 16:57:12 kilobyte: ... isn't that commit long before 0.10 release? 16:57:15 all player clouds disappearing immediately when not in LOS sounds like it would be a pain in the ass 16:57:29 cast a cloud spell, move two squares, move back, all of a sudden they're gone 16:57:40 elliptic: oh it is, I'm blind or something 16:58:08 I don't know why damaging monsters outside LOS is such a huge concern except for the fact that monster AI probably doesn't respond to it well 16:58:11 G-Flex: did you read the implementable 16:58:17 yes 16:58:21 03|amethyst 07stone_soup-0.10 * r39da79763bb4 10/crawl-ref/source/ (dat/lua/autofight.lua l_you.cc): Give the correct message for tabbing while webbed. 16:58:29 does it say "all player clouds disappear immediately when not in LOS"? 16:58:33 no 16:58:40 (not that that would be a bad idea either, really) 16:58:52 but it's another idea that's floating around (see the notes) 16:59:01 it would be counterintuitive and annoying to deal with 16:59:23 if I cast a cloud spell I don't want to have to worry about making it instantaneously disappear by moving in the wrong direction temporarily 16:59:26 i think it's weird to say "here is a line; beyond this line things act differently" 16:59:41 where the line is the edge of player's los 16:59:43 it is 17:00:55 same here 17:00:55 G-Flex, Zannick: there's precedent with IOOD 17:00:55 it's a bit late to change that 17:00:55 -!- Blade- has quit [Ping timeout: 245 seconds] 17:00:55 it's a really harsh change to implement just to prevent some minor abuses 17:00:55 which is why i'm a bit worried by the proposals suddenly being floated 17:00:55 killing without ever seeing it is "minor"? 17:00:55 elliptic: that's a little different since spells have a concept of innate range 17:00:55 iood has flavor, though, right? where you have more control over it while you still see it 17:00:55 elliptic: how would you know it's there if you can't see it 17:01:03 s/$/?/ 17:01:06 clouds are already tricky, but at least they work intuitively 17:01:07 Zannick: it *disappears* when you can't see it 17:01:12 oh 17:01:20 elliptic: and again that sounds more like a problem with how monster AI deals with being damaged from outside LOS 17:01:40 if you know a monster's there, and can manage to kill it before it notices you, I find it hard to even see that as "abuse" 17:01:42 then, again, you can't keep it alive from outside LOS 17:01:44 g-flex: how should it deal with freezing clouds suddenly appearing everywhere 17:01:53 with no player in sight 17:01:54 G-Flex: people put lots of ideas and suggestions in mantis. Doesn't mean we want to implement them all. 17:02:02 well if you'd like monsters to attack you back from out of LOS that would make it fair, i guess 17:02:10 but possibly that is a bad idea! 17:02:48 but clouds are the result of a ... i'm not really sure how to word this 17:03:10 clouds don't feel like a thing i should need to be in LOS to maintain 17:03:10 zannick: you can't keep the clouds from dissipating from outside LOS 17:03:11 elliptic: conceptually speaking the monster could be able to tell where the attack is coming from 17:03:20 although they're smite-targeted in the case of clouds, so maybe not 17:03:21 zannick: maybe they could if you got used to the idea 17:03:27 clouds are magic, you have to be in los to maintain magic things 17:03:28 like i made it part of the environment 17:03:30 g-flex: and what should it do then? 17:03:59 wander from or toward that direction as appropriate, I guess 17:03:59 (when summons act that way too it will be much more consistent and easy to understand!) 17:04:02 so then what happens with fog 17:04:02 Zannick: that was exactly what i said a while ago: after a cloud appears, it's part of the terrain 17:04:22 g-flex: this is not significantly different from how it currently behaves 17:04:23 if the fog i create minimizes my LOS, then fog not in my sight disappears 17:04:29 MarvinPA: it still sounds like a pain in the ass to have to make sure you don't cancel out your clouds by moving in the wrong direction 17:04:33 then my LOS comes back 17:04:41 zannick: there isn't a fog-creating spell 17:04:48 scroll of fog? 17:04:48 scroll of fog 17:04:52 ... not a spell 17:04:57 well... 17:04:58 so not magic? :P 17:05:00 Zannick: the proposal is to apply the change only to freezing and poisonous clouds. Not to fog, steam or other clouds 17:05:05 haha 17:05:09 "Description Changes to freezing cloud and poisonous cloud to limit their usability out of LOS:" 17:05:20 if I cast freezing cloud and also am fighting in melee or otherwise moving around, it would be a pain for moving in the wrong direction to spontaneously destroy the clouds I've placed 17:05:25 it would be an irritating thing to keep track of 17:05:29 galehar: i know what the proposal is, i'm talking general 17:07:04 honestly I don't even know that being able to kill a unique who can't see you is substantially different from invisistabbing things 17:07:04 does that also make sense for conjure flame or clouds from poison cloud+ignite poison ? 17:07:04 g-flex: because you can kill cerebov this way? 17:07:04 elliptic: how many turns of standing in a freezing cloud does it take to kill cerebov? 17:07:04 @??cerebov 17:07:04 Cerebov (05&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: 05demonic, see invisible, !sil | Res: 06magic(168), 05hellfire, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: fire storm (8d16), iron shot (3d36), haste, greater demon. 17:07:04 the idea is that clouds created from cloud spells need LOS control to work properly. Other clouds generated by scrolls, magic items or side effects of explosions aren't under this new rule. 17:07:04 a lot 17:07:04 650 is a lot of HP to take down with freezing cloud 17:07:04 people have done it 17:07:04 in which case I'd ask: why the hell is cerebov just standing there 17:07:06 and taking it 17:07:14 you can move faster than he can 17:07:21 so people are kiting him with it 17:07:36 so why doesn't he cast fire storm to protect himself? 17:07:40 :p 17:07:45 G-Flex: this is how freezing cloud is used, yes 17:08:10 you kite a monster who is near edge of LoS and cast freezing cloud to keep it in a cloud 17:08:11 yeah, I don't see an easy fix for that since monsters can't do the same 17:08:20 improving the AI wrt to clouds would be good to. Limiting the use of clouds out of LOS would still be needed anyway. 17:08:49 I think this boils down to the player being able to use tactics that the AI doesn't know how to use or how to properly respond to 17:09:07 -!- SamB__ has joined ##crawl-dev 17:09:12 the ai issue seems to be the crux, really 17:09:14 there isn't a proper response in this sort of situation 17:09:34 sure there is, in theory 17:09:36 hide from the player 17:09:40 it isn't the AI's fault that they are being killed without having a chance to fight back 17:09:47 -!- SamB_ has quit [Ping timeout: 250 seconds] 17:09:53 so any monster should run the instant they are hit by a freezing cloud? 17:09:57 G-Flex: out of LOS abuses are something we have worked on for a while and we intend to keep doing it. Killing monsters without taking any risk isn't crawl. 17:10:53 elliptic: if the player's moving faster than them and keeps doing it, not much else is reasonable 17:11:17 G-Flex: having a way of convincing any monster to run away is bad too 17:11:34 and how do they know the player is moving faster? 17:11:36 can't the monster also move toward the player and attack based on tracking the spellcasting sound? 17:11:48 headzone: how are they attacking when the player is 10 squares away? 17:11:49 headzone: the assumption here is the player can move faster than the monster 17:12:49 -!- Ragdoll has quit [Quit: Ragdoll] 17:12:49 there really isnt much to argue about here 17:12:49 G-Flex: having a way of convincing any monster to run away is bad too 17:12:49 fair enough 17:12:49 compared to the glass change, this is nothing 17:12:49 and it addresses a much more common problem 17:12:49 in a perfect world it could always try to hide somewhere and ambush the player 17:13:04 namely, everyone with clouds and haste ever killing lots of stuff with no risk 17:13:18 g-flex: this reminds me of when monster AI was changed to be "more intelligent" about not walking into clouds 17:13:25 elliptic: for IOOD, it's explained by "most copies of the spell having an error", it'd be a stretch to do that to do it for more than one spell 17:13:28 honestly summons attacking outside LOS seems like less of a problem, because the monster in question would probably be attacking the summon anyway and not you, and it's still easy to escape 17:13:42 and then people killed wiglaf with sting + mephitic cloud 17:14:12 elliptic: how did that work? blocking his movement with mephitic cloud and then pelting him from behind it? 17:14:17 G-Flex: so you think summon + teletrap/dispersal is okay? 17:14:17 kilobyte: that's only an issue if we don't restrict monster cloudcasters the same way... and there aren't very many 17:14:20 g-flex: yep 17:14:33 elliptic: hmm, right 17:15:00 like, no non-player ghost casts poisonous cloud I think, and only a few cast freezing cloud 17:15:13 what does the cloud mage cast? only freezing? 17:15:19 alefury: is there that much risk involved in mobbing a monster with summons anyway? 17:15:19 oh, I don't know 17:15:40 G-Flex: no, but the dispersal thing is even more silly 17:15:59 what is the dispersal thing, exactly 17:16:06 -!- HangedMan has joined ##crawl-dev 17:16:08 you summon stuff. then you cast dispersal. 17:16:14 oh I've never used that spell 17:16:15 channel, repeat 17:16:18 works best as a mummy 17:16:20 does it push things outside LOS? 17:16:21 or you just lead them over a teletrap 17:16:24 this is easier 17:16:26 you find a teleport trap. then you summon styuff 17:16:26 HangedMan: You have 1 message. Use !messages to read it. 17:16:27 hah 17:16:31 elliptic: true 17:16:44 I was interpreting "summon + teletrap" the wrong way 17:16:55 that one is also good 17:16:57 hey, this reminds me, we have teletrap with limited charges now. We should use them for random traps. 17:17:00 I've cleared V:8 without seeing more than 10% of it by finding a teletrap 17:17:15 one thing I like about crawl is that things happen even if you aren't immediately around 17:17:17 galehar: yeah, limited charges for all random teletraps would be good 17:17:25 it is annoying to lose that in order for abuses to be prevented, but okay 17:17:28 permanent teletrap should be the exception, not the rule 17:17:40 galehar: yes, only for vaults that really need them 17:17:43 mhh, those are also incredibly annoying in tomb 17:17:59 alefury: I never go to the second part of tomb:1 for that reason 17:18:07 G-Flex: I disagree. Things happening out of LOS are not interesting. 17:18:09 I just find a teletrap in tomb:2 and have it take me to the tomb:3 stairs 17:18:48 g-flex: well, a ring of teleportation is an easier way of getting that effect :) 17:18:51 galehar: I am not sure where the idea comes from that the world freezing outside your line of sight is more interesting than things outside your immediate vicinity continuing to happen 17:18:56 elliptic: yeah, same thing really 17:19:20 although the trap doesn't cost any MP/hunger and is usually pretty close anyway 17:19:22 I'm not talking about world freezing. I'm talking about monster dying. 17:19:24 galehar: evilmike_boring_beetle_workplace comes to mind as a sort-of-exception 17:19:34 i thought that was how it was supposed to be done (tomb:2) :P 17:20:00 i prefer shatter on tomb:1 17:20:27 then again, having shatter means tomb wont be that bad anyway 17:20:34 (hehehehehe) 17:20:36 even if you fight all the mummies 17:21:23 <|amethyst> on an unrelated note, how would increasing LOS by 1 (with an unrand or a mutation) be in terms of balance? 17:21:32 G-Flex: likewise; that was one of the things i always thought was cool about crawl: an actual world where events take place whether or not you can see them 17:21:35 wont work, needs bigger console 17:21:36 galehar: I find it fun/interesting enough when old zombies of mine start to get into a fight with something offscreen, or something starts going on offscreen because an ally got teleported or fell through a shaft or something 17:21:40 |amethyst: not doable because of tinyterms 17:22:49 <|amethyst> kilobyte: 9+9+1 = 19, leaving 5 for messages, right? 17:23:13 G-Flex: your Beogh orcs, or even zombies fighting stuff is ok with me, as they're not an unlimited resource. Summons you get for free, not really. 17:23:18 elliptic: I tried your idea of making levels count as 2 (or 3) for monster selection in small branches, and the result is surprisingly unnoticeable 17:23:30 kilobyte: I agree there's too much potential for abuse 17:23:35 (I shouldn't say potential, since it *is* abused) 17:23:37 it's possible I messed up or the place-population script doesn't work well though 17:23:59 I added a *2 at mon-place.cc:540 17:24:05 it's just bothersome when something fun about a game is diminished in order to prevent other people's abuses of it 17:25:25 swamp, sort-of-spider, sort-of-elf; wouldn't really notice shoals or snake change much under that 17:25:28 G-Flex: I really don't see what's fun about unknown monsters dying in unknown ways to unknown allies somewhere you don't know and you had nothing to do with it. 17:25:42 (fr bring back subtractors but weaken them and put them in snake pit) 17:26:10 galehar: first off, not all those things are always "unknown" 17:26:40 secondly, a lot of people do in fact find it fun for there to be unintended and amusing consequences of things (like a zombie falling through a shaft or getting teleported), or things happening outside their vicinity that they can then investigate 17:26:53 zombies can't fall through shafts 17:27:13 can you shove one down a shaft? 17:27:25 HangedMan: they can't? you sure? maybe it was something else that happened then 17:27:27 don't think so 17:27:44 I assume when you say "zombies" you mean that skeletons can't either 17:28:00 all zombie deriatives 17:28:13 galehar: I'm confused about why you were adding a *2 there... I have to go now, but maybe just try changing the formula on line 600? like, change diff*diff to C*diff*diff for some constant C 17:28:51 <|amethyst> zombies can fall through shafts, just tested 17:29:02 <|amethyst> of course, friendly ones won't fall through known shafts 17:29:07 -!- st_ has joined ##crawl-dev 17:29:08 the mons_rarity numbers themselves might need to be tweaked too, though 17:29:10 ...? I remember reading otherwise in trap.cc 17:29:31 elliptic: to make it deeper 17:29:53 <|amethyst> HangedMan: player_knows && mons->wont_attack() 17:29:54 http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/traps.cc#l199 17:30:09 welp 17:30:28 I prefer things to be unpredictable in an amusing fashion, especially when it's all part of a consistent gameworld following consistent rules that might have unintended consequences (in this case, something getting into a fight after falling through shafts or getting teleported) 17:30:43 temporary summoned monsters disappearing faster after leaving LOS seems reasonable though 17:30:49 <|amethyst> it's an anti-herding measure so it's not necessary when you have no control over it 17:31:38 and clouds disappearing faster/spreading less outside LOS seems like a good compromise regarding clouds I guess 17:42:58 -!- Xiberia has quit [Ping timeout: 246 seconds] 17:45:11 -!- Blade- has joined ##crawl-dev 18:03:16 -!- ToBeFree has quit [Read error: Connection reset by peer] 18:07:42 is this a bug: 18:07:57 with spider form, one ring of rPois leaves you rPois-neutral 18:07:59 but so does wearing *two* rings 18:09:06 <|amethyst> it's intentional 18:09:30 <|amethyst> spider form can never become poison-resistant 18:09:37 =rpois don't stack, i thought 18:09:44 that's counterintuitive 18:09:49 considering there's only one level of it 18:10:04 Zannick: that's not how most resistances work 18:10:12 oh, spider is rp-, right 18:10:16 with most resistances, if you have a negative source, positive sources can cancel it out up to the normal maximum 18:10:23 intuitively, I expected two rings of rPois to bring me up to rPois+ 18:10:26 when in spider form 18:10:29 misunderstood your comment 18:10:51 I'm not sure it's a good idea that you can't, but the spell description should at least make it more clear 18:11:07 since it doesn't work like any other source of negative resistance in the game 18:11:26 e.g. mummies can still get to rF+++ if they have rF++++ 18:11:41 aren't the only other sources of negative resistance rF and rC 18:11:53 possibly 18:12:08 but the player should normally be able to assume consistency 18:12:18 especially since the first level of rPois does cancel out the rPois- 18:13:10 -!- Wensley has joined ##crawl-dev 18:13:33 (also since a second rPois ring isn't marked as useless) 18:18:53 -!- Pingas has joined ##crawl-dev 18:22:28 03kilobyte 07portal_branches * rb88a363f3423 10/crawl-ref/source/wiz-dgn.cc: Handle the level stack on &~ 18:22:39 03kilobyte 07portal_branches * rf072ebd5ec76 10/crawl-ref/source/ (dat/des/portals/bazaar.des l_dgn.cc): Place arches and exits in bazaars. 18:33:37 -!- nicolae- has joined ##crawl-dev 18:34:11 hello! i have a question. is the reason there are no slime pit vaults simply because no one bothered to make any, or is there some specific design reason i am unaware of. 18:35:32 bug reasons 18:35:41 ah. what kind of bugs? 18:35:59 staircases can spawn next to vault walls, which would break travel 18:36:05 i think a few people have tried and it's hard to get vaults to look good in slime 18:36:10 also that 18:36:25 it took forever to get my vaults to look any good and I'm not very happy with them 18:36:26 damn 18:36:32 and they're still waiting on said bug to be fixed 18:36:38 (someone go fix that bug) 18:36:56 <|amethyst> did you put that on mantis? 18:37:03 yes 18:38:03 <|amethyst> ah, 5434 18:38:04 nuts. i probably should have asked that before making any. 18:38:18 ah well, they were nothing spectacular. 18:40:34 -!- elliptic has quit [Ping timeout: 265 seconds] 18:41:14 -!- Wensley has quit [Ping timeout: 246 seconds] 18:42:35 -!- Wensley has joined ##crawl-dev 18:44:29 -!- jeanjacques has quit [] 18:48:38 another slime vault problem: slime is almost always dived, so they will probably just be missed or skipped 18:49:07 the bubble layout doesnt help 18:49:31 why? If you can handle Slime, it's oodled of xp. 18:49:43 easy solution: staircase vaults 18:50:20 I often explore slime fully-ish if I want xp 18:51:16 what about another version of the bottom floor, with the same basic thing (royal jelly, stone loot boxes that turn transparent, same lua functions, etc) 18:51:21 me too actually, but afaik it is usually dived 18:51:57 staircase vaults could work reasonably well, but the bubble layout may veto them (disconnected bubbles). im not sure. 18:52:19 it doesn't matter because nobody is fixing 5434! 18:52:27 why not have slime:6 subvaults? 18:52:49 welllll staircase vaults that contain all stairs would work with 5434? 18:52:55 perhaps the bug is inside us, hangedman. the bug was inside us all along. 18:53:04 haha nicolae- 18:53:20 -!- Patashu has joined ##crawl-dev 18:53:29 -!- shirish has joined ##crawl-dev 18:53:41 i dont think 5434 is that bad 18:53:44 I remember evilmike saying that slime:6 is pretty solid as is, and making a new slime:6 that works on the same level would be redundant at best 18:54:39 someone could redesign the shape of the vault in the center 18:54:41 hello shirish, voice your concerns about how local tiles has this really damn weird almost-bot-not-entirely-full-screen resolution that screws up displayed messages 18:54:45 what i would like to see is a very rare slime:6 vault where someone broke all the non-rune chambers open with lugonu corruption, then got scared off by trj. most loot is eaten (maybe more artefacts to make up for it), and you still have to kill trj to get the rune. 18:54:46 (so exciting, i know) 18:55:01 HangedMan: ok, was just thinking how to frame it. 18:55:01 there could also be some leftover demons 18:55:26 the royal ufetubus 18:55:30 demonswamp is already disliked, and the last thing late-game needs is more demons 18:55:56 hence really rare. would be a fun gimmick imo :) 18:56:46 i don't think that fits well in slime 18:56:52 trj would probably kill any demons off quickly anyway 18:56:53 it would be better in a non-rune-chamber 18:57:31 mhh, general corruption vault would be cool for late D i guess 18:57:59 I was planning out a vault like that 18:58:08 i had an idea for a vault once that had an abyssal gate in the middle and then abyss style terrain "leaking" from it 18:58:14 but it was further corrupted into the roulette of golubria 18:58:21 i've never seen corruption in action, so that might be what you said 18:58:26 looking forward to seeing that wizlab :) 18:58:54 should be quite fun to watch, too 18:59:59 you should make more wizlabs :) 19:00:09 pah 19:00:10 there still are a bunch of leftover wizards 19:00:34 lugonu is worth playing just to try corruption 19:00:36 I do have some ideas, but wizlabs are huge work 19:00:58 wizlabs are also the best. good things are expected. 19:01:06 and we can always make more wizards 19:01:17 yeah i want to try a wizlab but there's a lot of lua 19:01:18 maybe when I manage to get to the bottom of all of these vault plans 19:01:28 ??wizards without wizlabs 19:01:29 wizards without wizlabs[1/2]: Spell namesakes: Lehudib, Leda, Lee, Alistair, Ozocubu, Borgnjor, Maxwell, Olgreb, Golubria. Artifact smiths: Ukta, Doom Knight, Octopus King, The Captain, The Alchemist, Zhor, Cekugob, Botono. 19:01:48 i should try my hand at making real vaults instead of just mimics 19:01:52 ohh, lee wizlab could be nice 19:02:00 !learn edit wizards_without_wizlabs s|, Golubria|| 19:02:00 Use: !learn edit wizards_without_wizlabs[NUM] s/// 19:02:04 !learn edit wizards_without_wizlabs[1] s|, Golubria|| 19:02:04 wizards without wizlabs[1/2]: Spell namesakes: Lehudib, Leda, Lee, Alistair, Ozocubu, Borgnjor, Maxwell, Olgreb. Artifact smiths: Ukta, Doom Knight, Octopus King, The Captain, The Alchemist, Zhor, Cekugob, Botono. 19:02:17 haha, alistair 19:02:17 hi all, the thing is I have a 1600 x 900 display board where crawl-tiles (the GUI/sdl) version does not come right. 19:02:30 03kilobyte 07portal_branches * r5b435bb67e34 10/crawl-ref/source/dat/des/portals/volcano.des: Don't use a callback for redefining Volcano features. 19:02:31 03kilobyte 07portal_branches * ra80a8d159006 10/crawl-ref/source/dat/descript/features.txt: Extremely bad descriptions for Volcano renamed features. 19:02:32 I had an idea for a nearly lua-less version of alistair's mostly screwing around with confusion and deep water and stuff 19:02:37 by coming right I mean, the last lines of the messages get cut off. 19:02:50 some of these even already have concepts and descriptions in wizlab.des 19:03:19 HangedMan: did as asked. 19:03:41 shirish: actually bugs should go on mantis 19:03:48 -!- Dixbert has quit [Read error: Connection reset by peer] 19:03:54 but reporting here might help, possibly 19:04:10 alefury: while I guess its a bug, I don't know for sure. 19:04:16 if it's minor enough and more importantly easy enough then a quick report here saves time! 19:04:16 it's sometimes good in case it was already solved or noticed 19:04:38 and I think there are some stupid underlying problems with local tiles anyway 19:04:38 i usually report here first, if its not fixed within an hour or so i report on mantis :) 19:05:15 alefury: but then that means you are playing the git/hg/svn version so you can see if it fixed in the trunk/head whatever. 19:05:31 alefury: I'm on the distro level, playing the stable version. 19:05:51 alefury: this is on 0.10.0 19:06:14 ah, that needs to be specified 19:06:34 i think there was, is, or will be a 0.10.1 19:06:37 Zannick: this is on 0.10.0 and on Debian unstable. 19:06:39 i don't recall 19:07:42 Zannick: there is a 0.10.1 anybody know where can I see the changelog. 19:09:20 Zannick: nvm found it. http://crawl.develz.org/main/0.10.1.txt 19:15:52 -!- qqryq has joined ##crawl-dev 19:16:49 saw the changelog doesn't say much :( 19:17:03 HangedMan: so please guide me what to do ? 19:17:17 https://crawl.develz.org/mantis/ 19:17:36 just fill in all the stuff, 0.10.0 will be good enough as version number 19:18:16 after filling out the report issue page as best as you can and more importantly providing a screenshot, for actually playing it just go to settings, open up tiles_options.txt, and remove the # in front of 19:18:17 you can log in with your tavern or devwiki account if you have one 19:18:30 tile_full_screen = true 19:19:03 oh, also commits get reported in here, so its pretty easy to see when something gets fixed 19:19:13 also, here: http://gitorious.org/crawl/crawl/commits/master?page=1 19:19:56 commits also get reported in ##crawl but there's a lot more non-dev discussion there too 19:20:10 shirish: or uncomment tiles_window_width and height just below that 19:20:16 good night 19:20:17 (uncomment as in remove the #) 19:20:25 -!- alefury has quit [Read error: Connection reset by peer] 19:20:49 I've done that, it doesn't really deal with message-display disconnections/dissonance 19:21:12 (I really should have reported my own notices of local tiles a long while back) 19:22:53 HangedMan: where is this settings you speak of, is this in the init.txt/.crawlrc somewhere or is this a separate file altogether ? 19:23:15 tiles_options.txt 19:23:25 same folder as init.txt 19:23:49 -!- Blade- has quit [Quit: Page closed] 19:24:48 -!- nicolae- has left ##crawl-dev 19:25:06 Running in the default windowed mode all the messages cannot be seen. (https://crawl.develz.org/mantis/view.php?id=5553) by shirish 19:26:42 HangedMan: saw it. This info. should be displayed somewhere when you are doing the game the first time. It is not. 19:26:59 HangedMan: lemme just put up a screenshot first there and then do the other things. 19:27:03 * HangedMan shrugs 19:27:08 local tiles is very neglected 19:27:18 * due neglects HangedMan. 19:27:23 nooooo 19:27:36 Mwahahah now your rotting, dangling corpse is being et by ravens! 19:28:15 this is better then people complaining about in general rather then actually usuable specifics about demonswamp 19:28:35 local tiles really should get webtile's monster list as an option 19:32:00 HangedMan: have also given an additional note, is there something else I need/should give there in, some info. that might be missing ? 19:33:03 from what I know it should be enough 19:33:04 <|amethyst> the last line looks fine 19:33:37 |amethyst: not sure, if you look at the right in the inventory, do you see the rat pieces just barely being seen. 19:33:47 <|amethyst> aha 19:33:49 bottom half of the tile being cut-off looks bad, though, that cuts off the icons for brands and scrolls and such 19:33:59 <|amethyst> what's that below it? 19:34:13 <|amethyst> oh, your taskbar 19:34:27 |amethyst: correct. 19:34:31 <|amethyst> try setting crawl to always-on-top 19:34:42 |amethyst: how ? 19:34:57 <|amethyst> hm... not sure with metacity/gnome 19:35:26 right-click on the title bar 19:36:06 (at least, you can set it for the window, don't think there's a standard way to set it for all crawl windows ever) 19:36:26 <|amethyst> you can work around this with something like tile_window_height = 850 in your init.txt 19:36:39 <|amethyst> or .crawlrc, whichever you ue 19:36:58 edlothiol: you are correct. Guess my bug-report was not needed after all. 19:36:59 <|amethyst> I'm going to retitle the bug 19:37:12 |amethyst: thank you. 19:39:01 <|amethyst> 0005553: Tiles window (default size) is covered by taskbar 19:39:17 <|amethyst> also set the OS and other information 19:39:20 |amethyst: thanx. 19:40:04 <|amethyst> oh 19:40:15 <|amethyst> and it's in the wrong category 19:40:28 <|amethyst> [Mantis] is for bugs about Mantis :) 19:40:36 <|amethyst> I'll change that too 19:40:38 -!- joosa has quit [Ping timeout: 252 seconds] 19:40:46 <|amethyst> oh, I can't 19:40:58 |amethyst: what info. is needed, please lemme know would add to it. I have mentioned Debian sid there . 19:41:15 -!- joosa has joined ##crawl-dev 19:41:37 |amethyst: should I delete that and put another one, I don't really know mantis that well, apologies. 19:41:54 <|amethyst> your window manager and task bar I think (used to be metacity or compiz and gnome-panel, not sure about newer GNOME) 19:42:27 Ubuntu is now using (dis)Unity :( 19:43:00 |amethyst: I'm using GNOME fallback and they still are using metacity. 19:43:26 <|amethyst> !tell Napkin can you move bugs from [Mantis] to [DCSS]? 5535 and 5553 are both miscategorized, and "Update Issue" won't let me change the project 19:43:31 |amethyst: OK, I'll let Napkin know. 19:46:39 !thanks 19:46:55 -!- due is now known as lintilla 19:47:47 |amethyst: I updated the bug-reported, anything else ? 19:48:41 !tell evilmike http://pastebin.com/ah2h5uK9 this any good? probably too long and exactint, but it's accurate and has good randomization for the set actually being relavent for once 19:48:41 HangedMan: OK, I'll let evilmike know. 19:48:43 -!- lintilla is now known as due 19:49:01 and I still didn't even catch him to give me feedback on some other vaults 19:49:08 too much busyness 19:49:18 -!- HangedMan has quit [] 19:51:24 due: |amethyst: please look at the bug-report and lemme know if anything else is needed. 19:51:43 shirish: I'm actually on developer hiatus. 19:51:58 Mostly I just stand around making silly or snobby comments but doing nothing of significance. 19:52:21 due: well, sometimes I/we need somebody to do that as well. 19:53:02 I know ;) 19:53:05 <-- token snob! 19:56:51 -!- Blade- has joined ##crawl-dev 20:04:36 <|amethyst> shirish: looks good, thanks 20:05:01 |amethyst: thanx. 20:05:19 |amethyst: curious, is there going to be a music library soon ? 20:05:34 <|amethyst> not that I know of 20:07:03 A music library? 20:07:25 I was/am planning on compiling some stuff, as is Keskitalo, I believe 20:10:43 due: some music music for the game. 20:11:30 Yes, s/compiling/composing 20:12:19 due: that would be awesome. 20:13:16 music in crawl?? 20:13:46 G-Flex: that's something I would like, a background score or something. 20:14:01 how would that work when online play is encouraged? 20:14:09 (over a terminal, no less) 20:14:44 G-Flex: it would/could be an optional component I guess. 20:15:02 I just don't see how it would work except in (web)tiles 20:15:11 and maybe local console 20:26:39 G-Flex: "sucks to be you" 20:27:09 With localstorage and jquery you could prboably give it as a separate download and have it work via webtiles. 20:27:38 But anyway, I don't really give a damn as to how it's supposed to work with console? It's a bit like complaining that console doesn't have graphics. 20:30:16 due: btw just put up a bug-report in debian as well so we get the new version soonish as well. http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=668321 20:31:46 due: build a local music client that catches control codes sent from the server by hooking into the SSH client and changes the music accordingly :P 20:31:48 shirish: prod kilobyte re: debian bugs 20:31:59 G-Flex: "no u"? 20:32:00 but yes, you're right 20:32:26 I am pretty sure that is not how "no u" is used 20:32:57 due: didn't get what you mean prod kilobyte re:debian bugs ? 20:33:07 -!- Wensley_ has joined ##crawl-dev 20:34:39 |amethyst: heh, ice fists are also described as "paws" in some places 20:34:42 "your paws stop glowing" 20:36:17 shirish: kilobyte does the packaging for debian, i believe 20:36:33 ah ok, didn't know that. 20:36:49 -!- Wensley has quit [Ping timeout: 245 seconds] 20:36:58 -!- Wensley_ is now known as Wensley 20:38:23 due: should tiles_options.txt be also copied to ~/.crawlrc and then made changes in it to get affect in a new game or just do changes in /usr/share/crawl/settings only ? 20:38:59 I wanted the window size to be 1024 x 768 hence asking. 20:39:48 I DO NOT KNOW STOP ASKING ME QUESTIONS :| 20:39:57 * due grumps :( 20:42:00 ok sorry. 20:42:59 -!- joosa has quit [Ping timeout: 260 seconds] 20:43:53 shirish: you can set any settings that are in tiles_options.txt from .crawlrc just as well 20:44:17 edlothiol: ah ok, cool didn't know that. 20:44:23 edlothiol: thank you. 20:44:40 there's nothing special about tiles_options.txt, it's just included in init.txt (see the include = tiles_options.txt line) 20:46:44 -!- joosa has joined ##crawl-dev 21:00:54 -!- mikee_ has joined ##crawl-dev 21:18:33 -!- shirish has quit [Remote host closed the connection] 21:38:56 -!- Blade has joined ##crawl-dev 21:41:07 -!- edlothiol has quit [Ping timeout: 260 seconds] 21:42:06 -!- Blade- has quit [Ping timeout: 245 seconds] 21:46:16 -!- qqryq has quit [Ping timeout: 245 seconds] 21:47:09 -!- PatashuXantheres has joined ##crawl-dev 21:48:24 -!- Patashu has quit [Ping timeout: 250 seconds] 21:50:26 -!- Mottie has quit [Ping timeout: 260 seconds] 21:51:52 -!- Blade has quit [Quit: Page closed] 21:53:45 -!- res has quit [Read error: Operation timed out] 21:53:50 -!- res has joined ##crawl-dev 22:21:33 -!- Mottie has joined ##crawl-dev 22:23:17 -!- vadatajs has quit [Ping timeout: 276 seconds] 22:35:45 -!- vadatajs has joined ##crawl-dev 22:52:20 -!- elliptic has joined ##crawl-dev 23:03:45 -!- etecetc has joined ##crawl-dev 23:31:48 -!- MarvinPA has quit [] 23:48:11 -!- Wensley has quit [Ping timeout: 246 seconds] 23:51:25 -!- elliptic has quit [Quit: Leaving]