00:08:20 -!- ussdefiant has quit [Ping timeout: 255 seconds] 00:11:38 -!- Twinge has quit [] 00:14:39 -!- elliptic has quit [Ping timeout: 256 seconds] 00:20:54 -!- Pingas has joined ##crawl-dev 00:25:55 -!- ussdefiant has joined ##crawl-dev 00:36:20 -!- [1]capablanca has joined ##crawl-dev 00:36:26 -!- mikee_ has quit [Disconnected by services] 00:36:30 -!- [1]capablanca is now known as mikee_ 00:38:44 -!- [1]capablanca has joined ##crawl-dev 00:39:01 -!- MarvinPA_ has joined ##crawl-dev 00:39:04 -!- mikee_ has quit [Disconnected by services] 00:39:06 -!- [1]capablanca is now known as mikee_ 00:39:15 -!- magistern has quit [Quit: This computer has gone to sleep] 00:42:09 -!- MarvinPA has quit [Ping timeout: 244 seconds] 00:42:10 -!- MarvinPA_ is now known as MarvinPA 00:54:17 -!- ussdefiant has quit [Ping timeout: 250 seconds] 00:57:05 -!- Twinge has joined ##crawl-dev 01:00:19 -!- ussdefiant has joined ##crawl-dev 01:16:49 -!- ussdefiant has quit [Ping timeout: 250 seconds] 01:51:54 -!- Keskitalo has joined ##crawl-dev 02:04:52 -!- SkaryMonk has quit [Read error: Connection reset by peer] 02:05:28 -!- SkaryMonk has joined ##crawl-dev 02:09:16 -!- ophanim has quit [Quit: Leaving.] 02:09:56 rath the Farming Conqueror (L27 TeBe) ASSERT(branch >= 0 && branch < NUM_BRANCHES) in 'branch.cc' at line 50 failed on turn 264832. (Hell) 02:20:22 -!- absolutego has joined ##crawl-dev 02:25:42 -!- dtsund has quit [Ping timeout: 250 seconds] 02:38:28 -!- SkaryMonk1 has joined ##crawl-dev 03:02:07 -!- st_ has quit [Ping timeout: 245 seconds] 03:16:21 -!- ais523 has quit [Ping timeout: 276 seconds] 03:38:46 -!- araganzar has quit [Ping timeout: 245 seconds] 03:39:27 -!- alefury has joined ##crawl-dev 03:49:57 -!- monqy has quit [Quit: hello] 03:55:06 !lm rath type=crash -log 03:55:10 13. rath, XL27 TeBe, T:264832 (milestone): http://crawl.akrasiac.org/rawdata/rath/crash-rath-20120507-070956.txt 04:13:19 -!- edlothiol has joined ##crawl-dev 04:28:44 -!- Pingas_ has joined ##crawl-dev 04:28:44 -!- Pingas_ has quit [Client Quit] 04:36:10 Cherry-picked 2 commits into stone_soup-0.10 04:36:10 kilobyte [stone_soup-0.10] * 61a2e046b598 (1 changed): Play it safe with monsters that could have ignored glass. 04:36:10 kilobyte [stone_soup-0.10] * e61f96492975 (1 changed): Spend as little time as possible with the milestone lock held. 04:47:00 -!- Textmode has quit [Ping timeout: 255 seconds] 04:50:47 -!- ais523 has joined ##crawl-dev 04:56:16 -!- Textmode has joined ##crawl-dev 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-1705-g071f4f4 05:06:21 -!- Textmode has quit [Ping timeout: 255 seconds] 05:13:22 -!- Textmode has joined ##crawl-dev 05:34:48 -!- Heteroy has quit [Ping timeout: 276 seconds] 05:43:16 -!- Textmode has quit [Ping timeout: 255 seconds] 05:48:25 -!- Textmode has joined ##crawl-dev 05:59:28 -!- Textmode has quit [Ping timeout: 255 seconds] 06:04:51 -!- edlothiol has quit [Read error: Operation timed out] 06:10:06 -!- ark____ has joined ##crawl-dev 06:10:53 -!- syllogism has joined ##crawl-dev 06:14:32 -!- edlothiol has joined ##crawl-dev 06:20:06 how does ood_interesting work now? i read in the changelog that it got removed 06:20:27 as in what determines the monster notes now? 06:20:35 it works badly, thats how it works 06:20:49 notes get spammed in hellpan and zigs 06:21:01 i know it produced some terrible results for abyss for example 06:23:06 ood_interesting was nearly outright useless, as it worked based on the monster "native depth" in the branch you're in. In Sprint for example, you're in D, so about all monsters that can spawn in D could get noted, but no foreign ones, no matter how hard. 06:23:39 I replaced it with threat tiers, ie, the monster will get noted if it's shown in red 06:23:56 (or unique, or pghost, or in note_monsters) 06:25:17 fiends are not noteworthy in zigs 06:25:23 or in hellpan imo 06:25:46 but especially not in zigs 06:25:49 it might be good to just turn it off for the extended endgame. still note uniques, and maybe harder random pan lords 06:26:07 even noting all random pan lords is probably fine 06:26:31 btw, whoever came up with hell sentinels, good job! 06:26:38 it was MarvinPA, right? 06:27:11 very scary dudes, those 06:27:31 i also absolutely love their tile 06:27:57 totally no idea why they would be speed 10, especially with their description 06:28:14 except for MarvinPA's religion that "speed <10 is useless" 06:28:41 whats their description? 06:28:49 I agree with him on that, speed 8 made pit fiends rather nonthreatening (even for a monster with hellfire and torment) 06:28:51 a big fella who will iron shot you? 06:29:28 speed 8 simply has no place in extended imo 06:29:35 _every_ spellcaster is effectively speed <10, as they stand and cast a good deal of the time 06:30:07 in extended, the player has a speed != 10 a good deal of the time as well 06:30:23 generally > 10, effectively 06:30:47 this is true, speed 10 is only slightly more trivial to escape from than speed 8 06:30:52 anyone who finds boots of running will wear them, swiftness and blink are very common, and ctele works in pan 06:31:08 most races will prefer boots of running above about anything, people who cast spells will have haste, most have swiftness, nagas^Chei have move delay 24... 06:31:49 so it's hurting theme for no balance reason 06:31:56 it is more about general fighting threat than running away 06:32:08 part of the problem with speed 8 isn't just escape though - it's also the slower casting and attack speed. I think hell sentinels are more about melee than pit fiends too 06:32:20 the most important result of speed 8: if an enemy comes into sight at max range, if you are currently speed 10, you can step away and the enemy is gone 06:32:52 you dont need to cast anything or do anything special to escape, you just step back 06:33:22 also, melee speed, yes 06:33:39 also conflating movespeed and action speed is, as usual, an awful idea that needs to die 06:33:52 one thing I do think about monster speed, is that low speed + melee-only is absolutely awful. slow casters are alright, although I dont think being slow is good for a '1' demon 06:35:15 i think if nagas were the last low speed enemy you ran into in the game that would be fine 06:35:18 i have no idea what to do about monsters like snails, but i think one thing that could be done for slow monster is give them speed 10, but very slow melee attacks 06:35:42 by that point you have stuff like blink and swiftness pretty much regardless of character 06:35:46 nagas are alright because they spit, and a lot of them have polearms 06:36:17 i really like boulder beetles now - slow monster, but they get a a swiftness-like ability 06:36:19 yeah, also constriction 06:36:37 but the slow monsters after nagas are not generally interesting 06:37:49 I think iron dragons are alright. Sufficiently nasty, even though they are slow 06:38:09 their depth might be a bit too high though, I could see them spawning a bit shallower (right now I think they're OOD-only) 06:39:01 bone dragons and golems are terrible. What other notable slow monsters are there at those depths? 06:39:09 monstrosities 06:39:13 which were terrible until constriction 06:39:15 those got buffed to speed 10 06:39:20 oh, hooray 06:39:24 -!- ainsophyao has quit [Remote host closed the connection] 06:39:46 oh yeah giant eyes. I'm not sure if these can spawn in late D any more though, outside vaults... 06:39:57 giant eyes work well being slow though 06:39:58 for bone dragon: i say we remove it 06:40:15 why not just make it speed 10? 06:40:37 there are already dragon skeletons; it's not clear how a bone dragon is different from them; we can make a more evocative 'really awesome undead dragon' than just a 'bone dragon; 06:40:38 it would still be a strong undead monster with trample. not super interesting, but at least it does something 06:40:52 way stronger than dragon skeletons too 06:41:11 sorry, i meant remove it and replace it with something new-ish 06:41:15 ah 06:41:29 I could also see it being a fast monster with trample 06:41:30 start with bone dragon stats, but different name + speed 10+ 06:41:42 I think hell beasts are the only fast tramplers right now, and those usually are only seen when summoned by geryon 06:42:11 -!- Heteroy has joined ##crawl-dev 06:43:07 we could make them into dracoliches :D 06:43:53 it's not a D&Dism if they aren't spellcasters 06:44:00 since crawl dragons are more like animals 06:44:22 maybe. I think "lich" implies "undead spellcaster" too strongly in crawl 06:44:35 have them be powerful dragons, previously owned by liches, that were transformed and sealed with their masters in crypts in order to serve them in the afterlife 06:45:02 for bone dragons, there's nothing that would make their speed slow: they regenerate so they're advanced undead like liches or skeletal warriors, not zombies which barely walk 06:46:06 did skele warriors lose animate dead yet 06:46:14 so I'd speed up bone dragons (rebalancing their stats), and slow down hell sentinels 06:47:17 how fast would you say bone dragons should be? 10? more? 06:48:17 it's silly that a big majority of monsters are speed 10 06:48:37 speed 12, give them spines, make them impale stuff like shrikes 06:49:17 with bone dragons, they have notable appearances in midgame, and no ranged attack, so speed <10 means kiting 06:49:29 a big fast dragon made of shards of broken bone that charges at you and stabs through you and runs you into a wall 06:49:31 yeah, kiting is the problem with slow melee enemies 06:49:36 (not with a spear, they're way too tough to die to a shitty unskilled weapon) 06:51:09 hmm, fast bone dragons would be yet another yred buff 06:51:25 did skele warriors lose animate dead yet 06:51:30 speaking about monster spell 06:51:30 s 06:51:37 -!- jooosa has joined ##crawl-dev 06:52:09 elven high priests with twisted resurrection 06:52:21 is extremely ineffective 06:52:48 yeah, the monster version of that spell ought to be stronger 06:53:00 just give them summon horrible things instead ;] 06:53:07 crawling corpses are fun to watch but it might be better if it just spawned abominations 06:53:35 Pacra: ie, multiple tentacled monstrosities per cast? 06:53:37 i really like LRDing bone dragons 06:53:47 really one of my favorite things to do in crawl 06:53:48 -!- joosa has quit [Ping timeout: 252 seconds] 06:53:48 -!- jooosa is now known as joosa 06:53:54 LRD is a very fun spell 06:54:04 i really don't like the LRD instakill chance 06:54:06 it's quite spoilery 06:54:09 its a bit unobvious that lrc instakills skeletons 06:54:12 Eronarn: +1 06:54:35 i like the instakill chance, i just think it should be better communicated somehow 06:54:57 the spell desc says it is more effective on enemies made of bone, but it should mention the instakill effect as well 06:55:21 i'd rather see it with an exploding dice effect, so it can always get instakills but is more likely to get them on damaged bone enemies 06:55:53 -!- jeanjacques has quit [] 06:57:09 (exploding dice = if you roll the maximum value on a die, you reroll it and add it to the total - and every time you get the maximum, it's another reroll) 07:00:35 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 07:07:52 -!- wtface has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 07:16:12 -!- Heteroy has quit [Ping timeout: 276 seconds] 07:16:48 -!- jeanjacques has joined ##crawl-dev 07:17:03 -!- evilmike has quit [Quit: something happened] 07:24:21 -!- ussdefiant has joined ##crawl-dev 07:25:54 -!- absolutego has quit [Quit: leaving] 07:36:26 -!- elliptic has joined ##crawl-dev 07:39:19 -!- ussdefiant has quit [Ping timeout: 252 seconds] 07:43:32 -!- G-Flex has quit [Read error: Connection reset by peer] 07:45:33 -!- G-Flex has joined ##crawl-dev 07:52:26 -!- magistern has joined ##crawl-dev 08:07:05 -!- Heteroy has joined ##crawl-dev 08:27:03 -!- Heteroy has quit [Ping timeout: 276 seconds] 08:33:57 cptwinky (L19 NaMo) (Shoals:5) 08:34:25 -!- kek has joined ##crawl-dev 08:35:58 <|amethyst> !lm cptwinky crash -log x=v,src,tiles 08:35:59 3. cptwinky, XL19 NaMo, T:40887 (milestone): http://crawl.develz.org/morgues/trunk/cptwinky/crash-cptwinky-20120507-133351.txt 08:36:04 <|amethyst> !lm cptwinky crash x=v,src,tiles 08:36:04 3. [2012-05-07] [v=0.11-a0;src=cdo;tiles=] cptwinky the Brawler (L19 NaMo) ? (Shoals:5) 08:36:42 <|amethyst> hm, segfault under conduct_electricity 08:36:48 <|amethyst> haven't seen that before 08:39:16 <|amethyst> the attack killed the target before the electricity arced 08:40:09 <|amethyst> but bolt::explode isn't on the stack 08:40:57 <|amethyst> oh 08:41:11 <|amethyst> monster killed itself with the main attack 08:42:40 Condegh (L10 MiFi) ERROR in 'tileweb.cc' at line 171: Webtiles message too long! (-1) (D:11) 08:42:52 Condegh (L10 MiFi) ERROR in 'tileweb.cc' at line 171: Webtiles message too long! (-1) (D:11) 08:46:44 <|amethyst> attacker->mindex() called with attacker == NULL 08:55:29 |amethyst * e8cac44891d9 (1 changed): Avoid an electrocution crash. 08:56:55 -!- clouded_ has joined ##crawl-dev 09:02:58 Condegh (L10 MiFi) ERROR in 'tileweb.cc' at line 171: Webtiles message too long! (-1) (D:11) 09:03:24 !tell galehar Currently l_item_do_subtype() is leaking lots of information, since it returns item->sub_type regardless of whether that is known. Why is it returning item->sub_type anyway? Shouldn't it use something like sub_type_string? 09:03:26 elliptic: OK, I'll let galehar know. 09:03:57 -!- Ragdoll has joined ##crawl-dev 09:05:58 elliptic: hell yeah, enum values have no place in clua 09:06:04 (and dlua too) 09:12:40 -!- Heteroy has joined ##crawl-dev 09:16:05 <|amethyst> the only caller of item.subtype() in the source ignores the second return value anyway 09:17:24 <|amethyst> (that being dat/lua/stash.lua) 09:17:56 <|amethyst> and only calls it for armour 09:20:04 -!- ToBeFree has joined ##crawl-dev 09:27:49 Neil (L1 DDHe) (D:1) 09:27:58 <|amethyst> hm 09:28:04 <|amethyst> !lm . crash -log 09:28:05 2. Neil, XL1 DDHe, T:0 (milestone): http://crawl.develz.org/morgues/trunk/Neil/crash-Neil-20120507-142742.txt 09:28:45 -!- Patashu has quit [Ping timeout: 272 seconds] 09:29:20 <|amethyst> weird 09:29:35 <|amethyst> setting language = commie works locally, but crashes CDO 09:29:43 <|amethyst> s/CDO/on CDO/ 09:31:59 <|amethyst> hm, I get "You cannot train any new skill" on loading a saved game 09:38:55 <|amethyst> oh, check_selected_skills() is called without you.can_train having been initialised... I removed the call to init_can_train() because it was causing other problems 09:44:37 mhh right, i meant to mention something about that: 09:45:00 -!- ainsophyao has joined ##crawl-dev 09:45:05 i dont remember the specifics, but i was using a manual to train something 09:45:15 after save and reload, i had to pick something else 09:45:22 that also happens without manuals 09:45:23 after disabling and enabling the manual training resumed 09:45:32 disable everything but a weapon skill, save, load 09:45:42 <|amethyst> ChrisOelmueller: that one's been fixed 09:45:44 ah, it was a weapon skill, but wasnt that supposed to be fixed? 09:46:02 awesome :) 09:46:08 depending on how recent the fix is i might not have had it 09:46:22 <|amethyst> %git :/init_can_train 09:46:22 |amethyst * r59128e6c9082: Do not re-initialize skill trainability on load. (4 days ago, 1 file, 0+ 2-) 09:46:43 hm, im not sure 09:46:53 -!- SkaryMonk1 has quit [Read error: Connection reset by peer] 09:47:02 unfortunately i cant remember what day it way 09:47:07 was* 09:47:34 the bug had definitely been fixed at that point, im just not sure if i had compiled since then 09:48:01 anyway, just keep an eye on it or something 09:50:24 <|amethyst> now to figure out what's going on with language = commie 09:50:45 <|amethyst> it's kind of difficult though when I can't reproduce the crash locally, and can't even get into the game on CDO 09:50:54 -!- Heteroy has quit [Ping timeout: 276 seconds] 09:51:38 |amethyst * 85006d3abeed (1 changed): Correctly handle no-skills-enabled case on game load. 09:56:06 i also reported the wrong zig count thing i mentioned yesterday 09:56:44 |amethyst * b5de0d7308a4 (1 changed): Don't crash on lang = commie 09:56:47 Wrong number of Zig visits in morgue (https://crawl.develz.org/mantis/view.php?id=5649) by Galefury 09:56:51 <|amethyst> I'll leave that for someone that's actually entered a Zig without wizmode :) 09:56:51 number of visited pan levels etc might be off too after banishment, i dont know 09:57:00 <|amethyst> s/that/who/ 09:57:04 kilobyte can probably fix it in a line or something 09:57:20 seems portal_branches related, so... 09:58:26 unfortunately i cant attach the morgue or anything, i just reported this now so i dont forget yet again 09:59:40 i just wonder if the number of zig levels is off too (if its even in the morgue) 09:59:59 oh, and thanks for the commit reports on chei! 10:00:04 no CIA sucks :( 10:00:52 <|amethyst> no problem... I didn't have to actually implement anything, just uncomment some lines I had commented out 10:01:10 <|amethyst> apparently Ashenzari used to report commits before we started using CIA 10:01:54 <|amethyst> the problem is with CDO, btw, not CIA... I believe Napkin's back, so maybe he can look into it at some point 10:02:03 * |amethyst kicks CIA-115 10:02:03 ow 10:02:45 <|amethyst> alefury: it doesn't seem to count the level twice, but it does count the zig twice 10:02:56 <|amethyst> You visited 2 Ziggurats, and saw 2 of their levels (deepest: 2). 10:03:07 heh 10:03:31 well, then probably pan floor count etc work, too 10:03:37 thats good :) 10:04:31 -!- ussdefiant has joined ##crawl-dev 10:05:39 <|amethyst> pan and bazaar entry counts are probably wrong in the same way, though 10:17:12 <|amethyst> I lied 10:22:13 |amethyst * 29581fed6c4f (1 changed): Whitespace fix. 10:22:13 |amethyst * 440380f1949c (1 changed): Don't consider popping the level stack as a "visit". 10:34:37 -!- Heteroy has joined ##crawl-dev 10:39:38 -!- ussdefiant has quit [Ping timeout: 240 seconds] 10:44:54 -!- ussdefiant has joined ##crawl-dev 10:45:10 -!- MarvinPA_ has joined ##crawl-dev 10:48:38 <|amethyst> hey, now that portal_branches is merged can we replace bee room with the Hive portal vault? 10:49:15 -!- MarvinPA has quit [Ping timeout: 260 seconds] 10:49:15 -!- MarvinPA_ is now known as MarvinPA 10:50:22 -!- kek has quit [Quit: Leaving] 10:52:39 -!- Heteroy has quit [Ping timeout: 276 seconds] 11:01:07 -!- ussdefiant has quit [Ping timeout: 240 seconds] 11:10:44 bee rooms are great, though 11:10:50 quite possibly better than the hive vault 11:11:11 could replace orc rooms with hive portals i guess 11:11:29 kobold rooms and bee rooms are very nice, orc rooms are meh, undead rooms are shit 11:11:55 orc rooms are okay with reaching i guess 11:17:28 -!- ussdefiant has joined ##crawl-dev 11:21:47 -!- Textmode has joined ##crawl-dev 11:25:43 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-1719-g29581fe (33) 11:42:05 -!- blackpenguin has quit [Ping timeout: 265 seconds] 11:42:59 -!- ainsophyao has quit [Remote host closed the connection] 11:43:14 FR: Different colours for differnet vault-entrances. 11:44:16 -!- blackpenguin has joined ##crawl-dev 11:49:06 -!- ainsophyao has joined ##crawl-dev 11:50:44 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 11:54:06 -!- ainsophyao has quit [Remote host closed the connection] 11:57:51 <|amethyst> ghallberg: not trivial to do... you'd probably want to break DNGN_ENTER_PORTAL_VAULT into one enum for each portal vault 11:58:03 hmm 11:58:20 hmm 11:58:31 I meant branches. 11:58:34 <|amethyst> right now, to find out where the portal goes to, you need its position; and the code that selects the colour doesn't get the position 11:58:54 But I guess it's probably the same. 11:59:05 <|amethyst> branch stairs already have separate feature types 11:59:12 <|amethyst> so it would be possible 12:00:01 -!- ussdefiant has quit [Ping timeout: 244 seconds] 12:00:13 <|amethyst> you can probably do that in your init actually 12:04:14 Oh cool. 12:04:20 a funny thing: I kept flailing between splitting all kinds of entrances, and combining them all into one (Lab, Pan, Abyss) 12:04:32 I always have to look at temple/orc/lair to check which it is. 12:04:37 or go to ^O or sth 12:06:48 ophanim (L21 TrMo) ERROR in 'stairs.cc' at line 150: portal exit without return destination (WizLab) (WizLab) 12:06:57 -!- ophanim has joined ##crawl-dev 12:07:08 4th crash this one dude! 12:07:25 This troll is a bug finder god. 12:07:30 <|amethyst> ghallberg: feature = staircase to the Orcish Mines {>,,beogh,beogh,beogh,beogh,yellow} 12:07:47 <|amethyst> ghallberg: makes it beogh-coloured, except it's yellow on the X map if you haven't been there yet 12:07:56 <|amethyst> you can guess what to change to fix that :) 12:08:03 -!- ussdefiant has joined ##crawl-dev 12:08:37 -!- Heteroy has joined ##crawl-dev 12:09:21 |amethyst: I think you were working on fixing the leaving portals bug, iirc. You helped me more than once yesterday. 12:09:29 <|amethyst> ghallberg: the order is { , , , , , , 12:09:32 <|amethyst> } 12:09:50 <|amethyst> ghallberg: "emphasised" meaning you haven't been there before, "magic" meaning magic mapping 12:09:51 (beogh is not a color?) 12:10:09 <|amethyst> "beogh" is the colour of beogh altars 12:10:35 <|amethyst> see init_element_colours() in colour.cc for the list 12:11:02 the more you know 12:11:12 I will have to use that for a joke sometime 12:11:13 |amethyst: I never noticed it changing colour... 12:11:22 "Your eyes are the color of Beogh.." 12:12:02 <|amethyst> fire, ice, earth, electricity, air, poison, water, magic, mutagenic, warp, enchant, heal, holy, dark, death, unholy, vehumet, beogh, crystal, blood, smoke, slime, jewel, elven, dwarven, orcish, flash, kraken, floor, rock, mist, shimmer_blue, decay, silver, gold, iron, bone, elven_brick, waves, tree, swamp_tree, tornado, liquefied, orb_glow, random, disco 12:12:09 <|amethyst> that probably got cut off somewhere 12:12:21 disco was the last 12:12:29 <|amethyst> oh, it didn't get cut off then 12:12:35 <|amethyst> not all of those work for all things 12:12:40 <|amethyst> disco in particular 12:12:46 hehe 12:13:00 I guess lair could be fedhas coloured. 12:13:19 <|amethyst> that's just green 12:13:55 Yeah... That's not so good I guess. 12:14:33 <|amethyst> and tree and swamp_tree don't flicker (they're based on X and Y position) 12:16:14 <|amethyst> though that tempts me to use those for the lair floor colour :) 12:16:19 hehe 12:18:09 !lm ophanim type=crash -log 12:18:10 5. ophanim, XL21 TrMo, T:58969 (milestone): http://crawl.develz.org/morgues/trunk/ophanim/crash-ophanim-20120507-170640.txt 12:18:18 kilobyte: the game loaded back up fine 12:18:22 and let me leave fine 12:18:49 ophanim: < vs > 12:19:07 ophanim: except that bug has been fixed yesterday, why did you refuse to upgrade? 12:19:17 Web Tiles Keybind [^M] does not bind to ^M, but does bind to enter key (https://crawl.develz.org/mantis/view.php?id=5650) by Mixolyde 12:19:28 b/c I get paranoid about upgrading when I'm playing trunk 12:19:34 especially after the 2-3 crashes I'd already had 12:20:09 stable reasons 12:21:04 yay 0.9 stable which was basically unmaintained 12:22:30 0.10 has 139 commits so far, 0.9 had 36 total 12:24:57 -!- Heteroy has quit [Ping timeout: 276 seconds] 12:25:57 -!- alefury has joined ##crawl-dev 12:31:11 -!- ais523 has quit [] 12:36:11 -!- ussdefiant has quit [Ping timeout: 244 seconds] 12:51:14 -!- jeanjacques has quit [] 12:58:15 -!- st_ has joined ##crawl-dev 12:59:20 -!- clouded_ has quit [Ping timeout: 260 seconds] 13:34:58 -!- blabber has joined ##crawl-dev 13:35:04 -!- dtsund has joined ##crawl-dev 13:37:32 FlamingLnfernal (L27 DsWn) ERROR: range check error (-33 / 17) (Slime:6) 13:37:46 FlamingLnfernal (L27 DsWn) ERROR: range check error (-33 / 17) (Slime:6) 13:39:28 -!- Blade has joined ##crawl-dev 13:43:56 -!- Blade- has joined ##crawl-dev 13:44:08 -!- Blade has quit [Ping timeout: 260 seconds] 13:47:50 -!- Blade has joined ##crawl-dev 13:48:15 -!- Blade- has quit [Ping timeout: 252 seconds] 13:48:32 I recently put some thoughts about felids on the devwiki and I would appreciate it if you guys took a look at it: 13:48:32 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:cat 13:48:38 (at the bottom of the page) 13:52:31 -!- Blade- has joined ##crawl-dev 13:54:23 -!- blabber has quit [Remote host closed the connection] 13:55:08 -!- Blade has quit [Ping timeout: 245 seconds] 14:01:09 Ran out of Altars for Temple x2 (https://crawl.develz.org/mantis/view.php?id=5651) by XuaXua 14:03:30 -!- ToBeFree has quit [Read error: Connection reset by peer] 14:09:16 -!- blabber has joined ##crawl-dev 14:09:21 -!- blabber has quit [Client Quit] 14:09:43 -!- blabber has joined ##crawl-dev 14:15:17 -!- Pingas has quit [Read error: Connection reset by peer] 14:18:14 -!- magistern has quit [Quit: This computer has gone to sleep] 14:23:07 -!- magistern has joined ##crawl-dev 14:27:07 -!- Fa has quit [Ping timeout: 245 seconds] 14:30:59 -!- magistern has quit [Quit: This computer has gone to sleep] 14:34:48 -!- syllogism has quit [] 14:37:27 -!- Blade has joined ##crawl-dev 14:39:12 -!- Blade- has quit [Ping timeout: 245 seconds] 14:40:19 -!- Blade is now known as Blade- 14:43:46 -!- Jackomel has joined ##crawl-dev 14:45:49 -!- vivec has joined ##crawl-dev 14:46:04 has anyone that devs tiles looked at the player tile editor? 14:50:26 -!- vivec has quit [Ping timeout: 245 seconds] 14:56:53 -!- neunon has joined ##crawl-dev 15:01:55 -!- magistern has joined ##crawl-dev 15:07:03 how easy or hard would it be to make stuff like "bronze leather armor" not a thing? 15:10:01 <|amethyst> not entirely straightforward, unless you want to add code to try "metal body armour" instead of "body armour", and complicate the randart name database somewhat 15:10:43 split into heavy and light? 15:10:51 <|amethyst> might be better to wait for db translation, which is going to complicate things as is, and may require information like gender be passed down to the db 15:11:07 <|amethyst> Zannick: where's the cutoff? 15:11:28 isn't that defined somewhere? 15:11:32 <|amethyst> Zannick: consider gold dragon armour versus ring mail 15:11:34 like, at leather 15:11:51 <|amethyst> "bronze gold dragon armour" is wrong, "bronze ring mail" is okay 15:11:51 ?? heavy armour 15:11:51 heavy armour[1/1]: Refers to body armour with a base evasion penalty of at least 2 or at least 4, depending on context. Such armour typically provides high AC and {gdr}, but reduces your EV and carries spellcasting and melee penalties based on {aevp}. 15:12:06 i guess 15:12:23 but you could adorn your gda with bronze :P 15:12:31 <|amethyst> same for leather, or robes 15:12:35 maybe it makes less sense 15:12:57 since what you're after is an armour-specific material list 15:13:22 -!- dtsund has quit [Read error: Operation timed out] 15:13:34 these armours have metal materials, these have animal skins, etc. 15:13:41 yak leather armour 15:13:43 :) 15:15:10 there also is bronze troll leather armour 15:15:15 but no bronze trolls :( 15:15:27 <|amethyst> maybe it's just bronze-coloured 15:16:32 FR deep troll leather armour that gives slow heal 3 15:16:43 <|amethyst> honestly, just removing "bronze" may be easier 15:17:01 <|amethyst> is easier, may be better 15:18:14 <|amethyst> then again, I'm not sure that "bronze leather armour" is any worse than "plate armour of the Loofah" 15:19:09 I do 15:19:20 the latter is weird whereas the former is just absurd 15:19:52 er, I am* 15:20:47 -!- blabber has quit [Quit: leaving] 15:21:17 maybe "bronzed" rather than "bronze" 15:21:45 that works 15:21:57 doesn't mean quite the same thing but it works 15:22:08 also if "gold" is an arti-descriptor "gilded" is better 15:22:26 it doesn't mean the same thing, but what it means is more apposite 15:22:43 no gilded stuff anywhere 15:22:59 gilded gold dragon armoru! 15:23:01 :P 15:23:06 heh 15:24:16 -!- heteroy has joined ##crawl-dev 15:24:33 artefact names in general could use an overhaul 15:24:42 O - the cursed +4,+6 giant spiked club "Klimpu" (weapon) {god gift, speed,rElec rN+}. 15:24:53 why would trog gift a cursed weapon? 15:25:08 they are selected via a massive tree divided by theme, rather than functionality 15:25:36 hm, pretty sure gifts used to never be cursed 15:26:02 -!- vivec has joined ##crawl-dev 15:26:07 did anyone answer my question about the player tile editor? I droppe signal 15:26:11 *dropped 15:26:33 at least it wasn't distortion again, which is also really bad. unbladed distortion gifts should be solely a Xom thing. 15:26:34 vivec: it works in local tiles only, and I'm afraid they're woefully unmaintained 15:27:13 yeah, that's why i was asking 15:27:33 heteroy: they were (unless you had claws/beak/etc, or had all living runes already), this has been reverted 15:27:36 there cold be a million more options for it 15:27:55 but I have no idea how to go about asking something to be looked at from the devs 15:30:20 I'm very sorry but it appears this won't be done unless someone steps up and helps :( 15:30:51 <|amethyst> could post an implementable... or is there one already? 15:36:00 -!- mikee_ has joined ##crawl-dev 15:40:19 i do not agree with "blunt distortion is awful" 15:40:32 but yeah probably was discussed already 15:51:56 -!- Ripplez has joined ##crawl-dev 15:52:52 hi. in response to : https://crawl.develz.org/tavern/viewtopic.php?f=8&t=4408 about having the game autosolve the labyrinth, i feel that while the spirit is well-placed, it misses an important point about the labyrinth in that it essentially involves very little effort to get the reward. 15:54:02 there is no effort or risk or challenge to it. making it easier to get through doesnt seem to fix the underlying issue behind it. id like to propose a different type of labyrinth, instead of the way the labyrinth works now, if its possible to generate mazes that are essentially looped together 15:55:09 so that the minotaur instead of being at the end of the labyrinth, starts off chasing you (idk how you will accomodate chei/naga players). as a result of the open loops in the maze, the challenge becomes finding the treasure before the maze grinds out and the minotaur catchs you 15:55:59 sorry if this is too gimmicky but i feel that this variation keeps the flavour but actually requires some thought and intelligence on the part of the player. especially making the decision to try it at all actually one worth making 15:56:39 even if this is not acceptable as a fix, id like to suggest that the labyrinth change in what it expects from the player at its core and not simply to make getting to the essentially free loot, easier 15:56:44 -!- Ripplez has left ##crawl-dev 15:57:28 -!- magistern has quit [Quit: This computer has gone to sleep] 15:59:18 <|amethyst> ... 15:59:28 <|amethyst> no staying to discuss the text dump? 15:59:38 we are likely better off this way 15:59:50 <|amethyst> how about putting the exit hatch at the starting location? 16:00:05 no risk in entering 16:00:09 I'm not sure what his point was, let me read 16:00:33 <|amethyst> and after you grab the loot, ghosts of former adventurers (or something) start showing up 16:00:47 <|amethyst> so it is free if you decide "screw this, I don't need the loot" 16:00:59 Okay, so he's saying that labs are not hard or risky. Is that it? 16:01:05 B/c I'd like to disagree. 16:01:06 <|amethyst> yeah 16:01:18 Having died in 3 or 4 of them, at least. 16:01:32 <|amethyst> to anything but the minotaur? 16:01:42 Just the minotaur. 16:01:55 <|amethyst> free for stabbers then 16:02:19 It's easier for some combos, yes, but can't we say that of everything in Crawl? 16:02:57 anywho, it seems weird that he did leave. Seems like he thought it out some. 16:03:09 <|amethyst> still, by the time lab portals show up, a minotaur isn't that much harder than the monsters you encounter elsewhere 16:03:21 -!- vivec has quit [Ping timeout: 245 seconds] 16:03:31 <|amethyst> s/the monsters/the ood monsters/ 16:03:47 By itself, no, but the loot it can have coupled with the hallways makes it difficult for some types. 16:03:56 Like a hydra would be just as bad there. 16:04:13 But a hydra in lair is not as hard as the minotaur in the labrynth for, say, a summoner. 16:04:33 <|amethyst> true 16:04:37 Or a lightning bolter, since that area is typically metal. 16:05:03 I think Lbyrinth is Crawl's nethack - it won't get removed no matter how much it sticks out rom the rest of the game becase (at least one of) the devs likes it 16:05:27 |amethyst: my vague ideas for lab were to make it much smaller and put more monsters in it 16:05:28 Also, it was used to justify keeping Minotaurs in, so now Minotaurs are in we can justify keeping Labyrtinhs 16:05:34 I'm not a dev but I don't see a need to remove it. The risk/reward feels good. 16:05:38 <|amethyst> still, you could replace the labyrinth with a corridor with a minotaur at the end and your measure of challenge would be the same 16:05:39 It's kind of boring to solve sometimes. 16:05:47 ophanim: so sayeth the people behind sokoban 16:06:12 every argument about labyrinthe can be applied to sokoban 16:06:22 for and against 16:06:28 |amethyst: actually for reasons perhaps not obvious a single corridor like that would make it harder. 16:06:42 <|amethyst> yeah, no corners to duck behind 16:06:49 <|amethyst> still 16:06:59 right, and you can't just out run it around it's room and grab it's loot while it catches up 16:07:07 or, as I like to call it, "pull an ophanim" 16:07:49 |amethyst: this is why I'd like to make the "maze" part of the labyrinth actually dangerous 16:08:14 like throwing more monsters into a sokoban level so it's not so trivial to solve 16:08:16 ophanim, making devs change layouts or ai behavior since dispater 16:08:19 currently the idea is that the "maze" is dangerous because of starvation, but seriously nobody dies there 16:08:20 -!- ophanim is now known as cookanim 16:08:23 <|amethyst> elliptic: N minotaurs, each with one of your loot items, one guarding the exit 16:08:42 I actually saw someone almost die to it recently. Noob, though. 16:08:49 Also afk 16:08:51 <|amethyst> elliptic: or maybe N explorers and one minotaur 16:09:12 the timer on the lab entrance is so high I was able to run to my stash, get food, and come back 16:09:15 |amethyst: I'm not sure we need more than one minotaur (they are actually quite dangerous), though I do think that it shouldn't just be sleeping on the loot 16:09:37 <|amethyst> grues 16:09:39 it could be patrolling right outside the loot 16:09:43 there is no risk in lab - it's jut a gimme on loot, with completely different rules to the rest of the game 16:09:53 phyphor: people die to the minotaur 16:10:06 <|amethyst> elliptic: it would be wearing a bunch of the loot then 16:10:19 |amethyst: that's fine IMO :) 16:10:28 <|amethyst> I guess you could give them MONUSE_STARTING_EQUIPMENT 16:10:28 well, ok, but people die to all sorts of things 16:10:38 <|amethyst> or that 16:10:39 people wouldnt' enter the lab if they didnt' think they could take the mino 16:10:43 |amethyst: or the loot could be behind a door or something 16:11:11 <|amethyst> scatter the loot, double the amount, add jellies 16:11:28 make it a labyrinth with gelatinous cubes 16:11:45 |amethyst: about monsters wandering around in the maze, adventurers is one idea, some sort of grue/ghost is another 16:11:57 "You enter a maze of twisty passages, all alike. The walls and floors are suspiciously clean." 16:12:16 Zannick: <3 16:12:33 <|amethyst> is anything else associated with mazes beside minotaurs? 16:12:39 <|amethyst> topiary? 16:12:42 <|amethyst> death cobs? 16:12:44 corn 16:12:49 <|amethyst> :) 16:12:50 -!- magistern has joined ##crawl-dev 16:13:05 <|amethyst> Jorge Luis Borges 16:13:41 |amethyst: also, walls should shift in the lab much more frequently 16:14:08 <|amethyst> I've never actually noticed a wall shift 16:14:27 <|amethyst> I mean, I hear the messages, but usually it's part of the lab I haven't been to yet or won't be to again 16:14:33 part of the lab should shift into the abyss 16:14:34 they are pretty slow and don't happen close to you 16:15:10 <|amethyst> elliptic: if you made it shift frequently enough, you wouldn't have to guarantee connectivity even 16:15:20 this is to stop players from just waiting around for the shifts they need... but if the maze is smaller anyway with monsters in it, there wouldn't be much reason for this 16:15:27 that means you could have just moved towards the centre 16:15:30 wait, let it open, move 16:15:45 <|amethyst> once you know where the centre is 16:15:54 |amethyst, i got that referebce 16:16:02 referbce 16:17:03 <|amethyst> mikee_: I would say to replace the labyrinth quote with something from Jorge Luis Borges, but House of Leaves is all one big Borges reference/pastiche anyway 16:17:18 <|amethyst> well, not "all", but the non-Truant parts 16:17:33 <|amethyst> Zampano is Borges, essentially 16:34:45 -!- Mottie has joined ##crawl-dev 16:50:07 -!- edlothiol has quit [Ping timeout: 252 seconds] 16:51:50 -!- Ragdoll has left ##crawl-dev 16:56:44 -!- ussdefiant has joined ##crawl-dev 17:00:54 xuaxua writes the worst mantis reports 17:06:20 -!- Patashu has joined ##crawl-dev 17:08:49 -!- dtsund has joined ##crawl-dev 17:08:53 trabius (L12 OpCK) ERROR: range check error (-1 / 70) (Lair:4) 17:09:41 <|amethyst> at least this one's an actual bug 17:12:51 <|amethyst> speaking of overflow temples, should the nontrivial ones be more common? 17:18:16 -!- Jackomel has quit [] 17:27:26 |amethyst: Jorge Luis Borges. I will sex you now. 17:31:42 is there any chance that people would ever be able to bind empty hands with ash? 17:32:11 (in other words, curse weapon on empty hand so that you are unable to wield anything and get piety boost/skill boost) 17:32:38 that'd be nice to have 17:32:57 tr^ash needs all buffs it can get 17:35:32 -!- HangedMan has joined ##crawl-dev 17:36:15 A Jorge Luis Borges maze would almost certainly end with the player insane or dying, however. 17:36:19 Running theme in his stories. 17:36:36 maze of xom 17:37:01 labrynth with serial vault placing faking minotaur vaults all over 17:40:14 also you get teleported all the time, away from the exit 17:40:22 except sometimes you get teleported right on the exit 17:41:10 also those fake minotaurs are minotaur perm_ench:glowing_shapeshifter 17:41:19 guarding mimics 17:42:08 -!- dtsund has quit [Ping timeout: 250 seconds] 17:44:49 I feel like I missed the window to have a serious conversation about changing the lab. 17:45:14 said window is still there 17:45:51 -!- Blade- has quit [Ping timeout: 245 seconds] 17:45:56 Honestly, I would just replace it with something entirely different that yields the same amount of reward for the danger. 17:46:10 I feel like "balancing" the maze is more work than is necessary. 17:46:29 The problem, imo, is just that solving it is BORING, and not hard, and not dangerous, unless you're really awful. 17:46:44 eventually I will make my gameshow gauntlet timed-challenge portal vault 17:46:47 eventually 17:46:50 And solving the problem of boredom is silly. Let's just make something new. 17:46:55 HangedMan: that sounds neat! 17:47:33 I've actually heard a *lot* of ideas for lab from the reddit nerds. Of them.. I think I like elliptic's basic idea the most, and ideas like that. 17:47:56 ie let's add some dudes, let's shorten the maze, and let's take out the boredom and add some trouble. 17:48:14 what kind of dudes 17:48:16 if we want to be really weird we could put player ghosts in there 17:48:27 giant spores and hungry ghosts and trapdoor spiders? 17:48:39 or we could use the player ghost code to "fake" adventurers 17:49:10 HangedMan: I think eyeball related monsters would be neat 17:49:13 That's the D&D in me talking 17:49:18 heh 17:50:19 boulder beetle traps would work well with the corridors 17:50:34 Flashes of Indiana Jones dance before me. 17:51:02 highly desirable 17:51:51 rock worms, for intense cruelty 17:52:09 that would be game ending 17:52:24 we don't want to kill people without making them do something stupid 17:53:00 living walls and wall beasts? 17:54:41 provided players can flee from them 17:54:57 actually making a player flee through the maze from something sounds hilarious 17:56:30 statue that paralyzes the player and only moves when enemy is paralyzed 17:56:34 wandering mushrooms 17:56:55 weeping angels 17:57:01 yessss 17:57:29 silence 17:57:33 the 17:57:34 silence will fall 17:58:04 The new traps would be neat, too. 17:58:07 Not zot.. 17:58:14 But like the grate and gas traps 17:58:25 clouds would work really well in corridors, but swamp Ds, catoblepae, and fire crabs all don't really make much sense for labs 17:59:17 death drakes totally would 17:59:18 reflavor minotaurs as catlobe herders 17:59:48 I approve catlobes 17:59:51 As would wensley, I think 18:00:16 I need to go fry my poppers now 18:00:17 bbiab 18:02:11 minotaur unique who summons shadow minotaurs 18:02:35 seriously though, anything that players usually like to kite would work well I think 18:02:55 boulder beetle 18:02:58 since running from things in a lab is risky business, especially if we make the walls shift more aggressively 18:03:37 -!- ainsophyao has joined ##crawl-dev 18:05:53 slime creatures 18:06:58 gelatinous cubes! 18:07:16 titanic gelantinous cube 18:07:18 -!- Wensley has joined ##crawl-dev 18:07:44 wensley, give ideas of good monsters to randomly shove into labs 18:07:49 that get squeezed in corridors 18:07:56 we can have 2x1 creatures! 18:08:45 I had an idea for a multit-tile statue to avoid the problems that multi-tile monsters seem to regularly face 18:08:56 then again it's still a statue 18:09:46 it would basically be the reverse of slime creatures, merging when not in a corridor, and splitting in corridors 18:10:16 that wouldn't be true multitile but it's somewhat close 18:13:17 HangedMan: reverse lorocyproca 18:13:39 what does a acorpycorol do 18:13:47 an acorpycorol 18:13:52 HangedMan: instead of being fast and then slow, it is slow and then fast 18:13:56 very easy to implement 18:14:01 you mean sixfirhy 18:14:05 yes yes 18:14:10 hand wavey nonsense 18:14:19 somebody doesn't play enough 18:14:21 reverse lorocyproca: you hit it to gain MP 18:14:31 MP pinata 18:14:34 reverse lorocyproca makes players invisible 18:14:38 pinata demon 18:14:52 ha 18:15:01 you get loot by killing things in the maze 18:15:44 aside, what if we played up the madness + maze parallel as put forth by borges and other interesting people and use mara's mislead while people are in the maze? 18:15:50 and other "madness" like affects 18:16:14 "You think the walls have begun to move." 18:16:40 you think your save has been deleted! 18:16:52 Transfer to 4.1? 18:17:46 madness effect: disable all ways of sanely leaving the game 18:17:48 "You have a strange feeling, like your race was just removed from trunk." 18:17:51 no ^S or ^Q 18:18:42 "There is a window into the abyss here. You stare into the abyss." 18:18:43 wensley: close connection 18:25:29 -!- ainsophyao has quit [Remote host closed the connection] 18:26:57 -!- Patashu has quit [Quit: MSN: Patashu@hotmail.com , Gmail: Patashu0@gmail.com , AIM: Patashu0 , YIM: patashu2 , Skype: patashu0 .] 18:27:04 -!- Patashu has joined ##crawl-dev 18:38:24 -!- cookanim is now known as ophanim 18:45:12 wait, lorocyprocas have varying speed? 18:45:23 oh, he meant sixfirhy :( 18:52:01 who names demons 18:52:12 res: hhahahaha 18:52:15 ??sixfirhy 18:52:16 sixfirhy[1/4]: An extremely fast 4-class demon with an elec melee attack and lots of EV. They move in an uneven way, falling behind then catching up. Don't underestimate them. 18:52:18 ??sixfirhy[2] 18:52:21 sixfirhy[2/4]: Unlike neqoxecs, Ilsuiw, ynoxinuls and Kikubaaqudgha which are merely suspected of being named by a cat (http://icanhascheezburger.com/2009/06/06/funny-pictures-was-really-invented/), this one is known to be. 18:52:32 ??sixfirhy[3] 18:52:52 sixfirhy[3/4]: 01:27 < timecircuits> sxFR:?)hyyyyyyyy-\- 18:53:04 res: timecircuits' cat :) 18:53:06 feature request 18:53:28 ??who 18:53:29 minmay[1/14]: MuIE seems better than SpEn 18:59:23 :?) 18:59:40 MuIE <3 19:06:31 kilobyte * 4945905948ae (3 changed): When escaping the Abyss, grant a temp immunity to most forms of banishment. 19:06:31 kilobyte * e91a4365bde1 (4 changed): Drop two unused attributes. 19:06:34 -!- alefury has quit [] 19:10:16 -!- Blade- has joined ##crawl-dev 19:27:16 -!- monqy has joined ##crawl-dev 19:28:14 -!- Blade- has quit [Quit: Page closed] 19:32:51 -!- Mottie has quit [Ping timeout: 265 seconds] 19:44:29 -!- G-Flex has quit [Read error: Connection reset by peer] 19:45:44 -!- G-Flex has joined ##crawl-dev 20:01:49 -!- Blade- has joined ##crawl-dev 20:14:18 -!- HangedMan has quit [Ping timeout: 245 seconds] 20:41:55 -!- ainsophyao has joined ##crawl-dev 20:50:54 -!- vivec_ has joined ##crawl-dev 20:50:56 what's the design philosophy on portal vaults? 20:52:56 can it be get a cat to design them 20:53:32 I mean like, they seem pretty damn rare 20:53:35 I've never seen a wizlab 20:53:53 other than when I'm wizmoding and spawning them, and it's rare to see more than a few of them in an entire game 20:54:12 but they're really cool, fun, and add some diversity to just going through the same old branches 20:55:42 -!- dtsund has joined ##crawl-dev 20:56:54 are they supposed to be really rare? 20:58:08 -!- ark____ has quit [Quit: Leaving] 21:02:58 a few per game does not sound "really rare" to me 21:04:23 wizlabs seem to be generally one-a-game things, presuming you live long enough to get to the depths in which they spawn 21:39:30 -!- Blade has joined ##crawl-dev 21:39:38 not a few per game as in wizlabs, a few per game as in I'm lucky to see maybe a labyrinth or sewer and like.. an ossuary 21:39:49 I've never seen a wizlab like I said 21:42:11 -!- vivec_ has quit [Quit: Page closed] 21:43:23 -!- |Blade has joined ##crawl-dev 21:45:41 -!- Blade has quit [Ping timeout: 248 seconds] 21:45:58 -!- |Blade is now known as Blade 21:47:08 -!- |Blade has joined ##crawl-dev 21:47:16 -!- neunon has quit [Quit: Leaving] 21:48:47 -!- neunon has joined ##crawl-dev 21:50:00 -!- neunon has quit [Client Quit] 21:50:18 -!- neunon has joined ##crawl-dev 21:50:40 -!- Blade has quit [Ping timeout: 255 seconds] 21:50:59 -!- Blade-- has joined ##crawl-dev 21:51:12 -!- Blade-- is now known as Blade 21:52:34 -!- neunon has quit [Client Quit] 21:52:59 -!- neunon has joined ##crawl-dev 21:53:09 -!- neunon has quit [Remote host closed the connection] 21:54:19 -!- |Blade has quit [Ping timeout: 255 seconds] 21:58:42 -!- Blade has quit [Ping timeout: 256 seconds] 21:59:06 -!- Blade has joined ##crawl-dev 22:14:22 -!- ainsophyao has quit [Remote host closed the connection] 22:14:38 Web Tiles does not load. (https://crawl.develz.org/mantis/view.php?id=5652) by Condegh 22:38:56 -!- Blade has quit [Ping timeout: 256 seconds] 22:43:22 -!- heteroy has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 22:54:05 -!- ainsophyao has joined ##crawl-dev 22:56:19 -!- capablanca has joined ##crawl-dev 22:56:29 -!- mikee_ has quit [Disconnected by services] 22:56:29 -!- capablanca is now known as mikee_ 22:59:26 -!- Heteroy has joined ##crawl-dev 23:14:02 -!- jeanjacques has joined ##crawl-dev 23:15:32 -!- ussdefiant has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 23:29:55 -!- Wensley has quit [Ping timeout: 260 seconds] 23:43:29 -!- Blade- has quit [Quit: Page closed] 23:53:51 -!- ussdefiant has joined ##crawl-dev 23:57:59 Buggy: Lair:4 23:58:12 that is what my ctrl+o screen is telling me 23:58:31 i assume its a mimiced spider branch entrance 23:58:51 listed under Portals