00:05:19 -!- Xiberia has joined ##crawl-dev 00:17:12 -!- Pacra_ has joined ##crawl-dev 00:17:43 -!- Pacra has quit [Read error: Connection reset by peer] 00:17:59 -!- Adeon has quit [Ping timeout: 244 seconds] 00:18:17 -!- Adeon has joined ##crawl-dev 00:27:36 Visible features: a greater mummy, a lich, a lich, a guardian mummy, a mummy, a staircase back to the Crypt. 00:27:46 This might do for hardmode Tomb for now. 00:39:32 -!- blabber has quit [Quit: leaving] 00:40:15 -!- danharaj has joined ##crawl-dev 00:44:53 -!- MarvinPA_ has joined ##crawl-dev 00:48:45 -!- MarvinPA has quit [Ping timeout: 250 seconds] 00:48:45 -!- MarvinPA_ is now known as MarvinPA 00:52:55 -!- nrook has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 00:53:18 -!- evilmike has quit [Read error: Connection reset by peer] 00:54:47 -!- casmith789 has joined ##crawl-dev 01:03:18 Description of arrows still refers to enchantment (https://crawl.develz.org/mantis/view.php?id=5668) by nubinia 01:05:02 -!- Xiberia has quit [Ping timeout: 252 seconds] 01:18:18 03|amethyst * rdc39ea48bec1 10/crawl-ref/source/itemname.cc: Omit enchantment from missile base/qual/db name. 01:19:37 <|amethyst> err 01:19:50 <|amethyst> "enchantment" meaning "brand" here 01:20:07 <|amethyst> /nick derpsichore 01:20:09 -!- Pacra_ has quit [Ping timeout: 272 seconds] 01:58:53 -!- danharaj has left ##crawl-dev 02:01:02 -!- SkaryMonk1 has joined ##crawl-dev 02:01:52 -!- SkaryMonk1 is now known as SkaryWonk 02:05:42 -!- SkaryMonk has quit [Read error: Connection reset by peer] 02:06:14 -!- SkaryMonk has joined ##crawl-dev 02:07:43 Hey, is there someone can approve my mail posted to mailing list? 02:08:54 -!- edlothiol has joined ##crawl-dev 02:26:47 -!- ainsophyao has joined ##crawl-dev 02:39:22 -!- Textmode has quit [Ping timeout: 255 seconds] 02:45:01 -!- edlothiol has quit [Ping timeout: 272 seconds] 03:09:29 -!- dtsund has quit [Quit: dtsund] 03:20:47 -!- XnMojo has quit [Quit: XnMojo] 03:21:19 -!- danharaj has joined ##crawl-dev 03:27:19 the one you sent 3 days ago? Or a new one? 03:33:29 hey, I'm trying to resolve #5576, about prompt spam you get when you try to unwield a disto weapon, and I can see where the problem is but it seems too messy to cleanly resolve. 03:34:47 -!- absolutego has joined ##crawl-dev 03:39:20 The issue is that wield_weapon relies on prompt_invent_item to check for warnings when swapping manualy (i.e. not auto-wield). prompt_invent_item doesn't know about weapon wielding very much so it produces extraneous prompts that shouldn't be given. 03:40:36 it seems like a bad idea to duplicate prompt_invent_item's functionality elsewhere with less prompts. any guidance? 03:42:54 Really the issue is that check_warning_inscriptions not only checks the inventory item for warnings, but also checks the old item, i.e. the currently wielded item. That functionality probably should be split up because, as in the case with weapons, you will want more logic between the two. 03:44:41 also it occurs to me that this is an awkward time to bring this up. 5 am EST :P 03:46:07 galehar: 3 days ago. 03:48:05 danharaj: well, some of us live in europe :) 03:48:14 danharaj: looking at it 03:48:30 blmarket: I think someone did, I received your email. 03:49:25 galehar: it should be lunch time in many places over there :) 03:49:36 or perhaps late breakfast. 03:49:37 -!- absolutego has quit [Quit: Lost terminal] 03:53:56 -!- Pingas has joined ##crawl-dev 03:54:20 it's 11 AM in France 04:00:29 danharaj: this seems to work http://pastebin.com/rW5nZNAH 04:01:03 but it also breaks out of the prompt loop if you answer no to a wield prompt 04:01:18 which isn't a big deal I'd say 04:02:57 otherwise, we need check_warning_inscriptions to return 3 values. -1 for don't unwield (which breaks), 0 for don't wield(which stays in the loop) 1 for ok 04:05:20 blmarket: I haven't answered your email because I didn't really understand it. Not because of your english writing skills, but because of my ignorance of gettext 04:06:17 blmarket: you're using gettext for the korean version of crawl? kilobyte seems to think it's not really appropriate and that we shouldn'ty use it 04:06:52 hopefully he'll answer you, he's more knowledgeable of translation implementation 04:11:12 galehar, blmarket: gettext cannot do grammar at all. I see that Korean is almost gramar-free (static word order, no grammatic gender, article mess, etc), but there's still a bunch of special cases. 04:11:44 -!- gnsh has joined ##crawl-dev 04:11:51 -!- __duncan has quit [Remote host closed the connection] 04:12:52 gettext itself is useful for table lookup, though -- there's a great number of tables of strings, word classification, etc 04:12:55 korean is also an agglutinative language. such languages use affixes to express grammar stuff, but don't change the stem when adding that affixes 04:13:10 unlike german or polish for example 04:13:47 I bet it does have exceptions though :p 04:13:52 i don't know korean in detail, but gettext could be useful for an agglutinative language 04:14:00 of course, there are ALWAYS exceptions :) 04:14:14 but agglutinative languages in general are quite regular 04:16:26 yeah, but that just means there won't be almost any grammar functions and most things will go straight to a table 04:17:06 there are three _implementation_ problems with gettext: 04:17:40 1. it can't be told to use an encoding other than the system one; Crawl wants UTF-8 internally in all cases 04:18:40 2. you can't select a locale that is not installed on the system. Typical Unix boxes have source files for all locales/encodings but have only one or a few "generated". 04:18:55 1. wtf? that can't be true? 04:19:10 (I mean, type "locale -a" to see available ones, or "dpkg-reconfigure locales" to change the election) 04:19:57 bhaak: you'd need to change, say, "de_DE" (an alias to de_DE.ISO-8859-1) to "de_DE.UTF-8", but that will fail if the latter is not generated 04:20:22 galehar: That's a good solution but I think having such behavior for saying no to wield is probably inconsistent with other similar circumstances. Making check_warning_inscriptions return a 3-valued type seems inconsistent with the rest of the code. I will explore merging check_old_item_warning's functionality into the relevant callers. 04:20:27 2. yes. that's part of how locale works. i would like to read why they designed the c locale stuff like they did. some parts look quite braind-damaged and limiting (for example, you can't work with 2 locale concurrently) 04:21:20 kilobyte: bind_textdomain_codeset() changes the output encoding http://www.gnu.org/software/libc/manual/html_node/Charset-conversion-in-gettext.html 04:23:15 bhaak: except that this is a GNU extensions 04:24:18 danharaj: considering how messy those functions are, I'd say we should either do a quick and simple fix, or refactor/clean/simplify. Don't add to the mess! 04:26:05 galehar: that's sensible! :) I think a refactor will have to be done then, because the quick fix breaks the interface in another way, and I don't think anyone appreciates interface surprises. 04:26:28 I'll put my head to it. The equipment code seems rather messy as it is. 04:26:48 danharaj: thanks for looking into it! 04:27:40 galehar: I only do this because the last time I wielded a distortion weapon I fumbled 10-20 keys because of this confusion ;) 04:27:47 3. there appears to be no way to find out whether a translation for a string exists 04:28:15 gettext will return the query string instead, which for most programs is a good idea 04:28:17 kilobyte: gah, and it's not even documented that it is. 04:29:47 yeah, you would have to check the returned string. if it is the same as the query string there is no translation. 04:29:49 not sure who uses non-GNU gettexts. Sun's implementation is ancient, but knowing BSDs and their hatred for GPL, they might be. 04:30:02 or there is a translation and it is the same as the query string :) 04:31:21 with languages copying from each other, and being all forks of each other in the first place, there's a lot of identical translations, yeah 04:32:00 except, if there's any grammar involved, Crawl won't know whether he functions mentioned should be ran in english or in the language in question 04:32:50 reinventing this part of the wheel is not a big problem, though. Heck, we can even do 100% compatible .mo files :p 04:33:17 -!- st_ has quit [] 04:33:59 mo files? what for if you don't use gettext? 04:34:17 i'd understand .po files for using all the po-editors out there 04:35:05 O(1) lookups 04:35:57 ah, needless pre-optimizations ;-) 04:36:06 can of course parse the whole set of strings on every startup, but since we already have a cache for .des and the db, it's an obvious thing to do 04:37:46 not entirely needless, adding a MB or so (a 0-th degree appriximation, and std::map<> has a big waste ratio) per game would be meaningful for public servers 04:38:24 I mean memory usage here, not speed 04:44:01 if you're concerned about memory, i think .mo isn't the smallest possible representation. doesn't it save the query strings in the file? going from a string lookup key to an int lookup key would save most of the used space for the lookup keys 04:45:20 uhm, no. Gettext uses mmap for .mo, going key->int int->value would be an actual extra waste. 04:46:28 no point in over-optimizing here, what I mean is that .mo files are shared between all currently running games 04:46:35 no, i meant a preprocessing step that translates key->value to int->value. but that would also involve source code modifications 04:47:09 ugh, having a Microsoft-style string table would make the source totally unreadable 04:47:28 (I mean the Windows 2.0 way) 04:49:01 hehe, learning from the 800 pound gorilla 04:55:05 -!- ToBeFree has joined ##crawl-dev 04:55:13 -!- XnMojo has joined ##crawl-dev 04:57:49 -!- ark____ has joined ##crawl-dev 04:58:39 -!- Pingas has quit [Ping timeout: 244 seconds] 05:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-1818-gdc39ea4 05:00:25 you're right though, if this part of gettext has to be reimplemented, not creating a .mo in first versions is a good idea 05:04:47 oh .mo! 05:11:38 -!- absolutego has joined ##crawl-dev 05:15:45 -!- oberstein has quit [Ping timeout: 272 seconds] 05:16:18 -!- oberstein has joined ##crawl-dev 05:30:13 -!- PatashuXantheres has joined ##crawl-dev 05:31:31 -!- Patashu has quit [Ping timeout: 256 seconds] 05:33:32 the removal of ammo enchantment is probably not effective on cao-trunk yet, right? 05:36:10 -!- Pingas has joined ##crawl-dev 05:36:15 absolutego: it is 05:36:49 then d:5 curare <3 05:36:53 some description fixes were made since the last update 05:37:13 yeah, i saw the post on the tavern, which is why i asked 05:37:25 only if you got some throwing 05:37:56 kobold apts! 05:38:06 !apt throwing 05:38:07 Throw: Ce: 3!, DD: -1, DE: 1, Dg: -1, Dr: -1, Dr[black]: -1, Dr[green]: -1, Dr[grey]: 0, Dr[mottled]: -1, Dr[pale]: -1, Dr[purple]: -1, Dr[red]: -1, Dr[white]: -1, Dr[yellow]: -1, Ds: -1, Fe: -99*, Gh: -1, Ha: 3!, HE: 1, HO: 0, Hu: 0, Ko: 3!, Mf: 0, Mi: 0, Mu: -2, Na: -1, Og: 1, Op: 0, SE: 2, Sp: 1, Te: 1, Tr: -1, Vp: -2 05:38:37 (it's a kock though. last one god abyssed at xl8) 05:38:41 Hemzell shouldn't consider -99 to be the worst aptitude, I guess 05:38:54 so...? 05:39:03 oh doh, CK not AK 05:39:25 i'll try not to get attached 05:40:03 ("Your Throwing skill gained 3 levels and is now at level 3!") 05:41:01 -!- syllogism has joined ##crawl-dev 05:41:07 -!- XnMojo has quit [Quit: XnMojo] 05:43:18 kilobyte: about database aliases, maybe they should be resolved when building database instead of when doing lookups. What do you think? 05:44:28 not a big deal either way: a bit of wasted space for one lookup less in a non-critical path 05:47:16 in the conversation about .mo a page above, speed matters because item/monster names are resolved inside loops up to O(n^2) and memory matters because of CAO/CDO, but the only bit where the db could possibly care is searching by contents 05:50:59 -!- alefury has joined ##crawl-dev 06:00:36 -!- MarvinPA_ has joined ##crawl-dev 06:04:31 -!- MarvinPA has quit [Ping timeout: 272 seconds] 06:04:31 -!- MarvinPA_ is now known as MarvinPA 06:11:01 03kilobyte * r10519d1b5a9e 10/crawl-ref/source/skills2.cc: Adjust formatting. 06:11:08 03kilobyte * rff7d79b693d6 10/crawl-ref/source/ (dgn-overview.cc dgn-overview.h files.cc): Keep unique annotations on portal levels until the level is deleted. 06:11:08 03kilobyte * r8c4ae6daeaef 10/crawl-ref/source/ (item_use.h shopping.cc throw.cc throw.h transform.cc): Make two functions static, one gone. 06:11:08 03kilobyte * r83d9845a1c98 10/crawl-ref/source/ (travel.cc travel.h viewmap.cc): Purge a strange quirk of sorting the player's god's altar first on 'X'. 06:11:09 03kilobyte * r919270b38deb 10/crawl-ref/source/ (dgn-overview.cc dgn-overview.h files.cc): Allow annotating portal levels. 06:11:09 03kilobyte * r4ced95433dc9 10/crawl-ref/source/abyss.cc: Make a note about corrupted levels. 06:11:09 03kilobyte * r0bb39f3841ed 10/crawl-ref/source/tileweb.cc: Fix a compiler warning. 06:11:09 03kilobyte * rd77cb243f562 10/crawl-ref/source/dat/descript/spells.txt: Rewrite misleading descriptions of RMsl/DMsl. 06:11:54 -!- ainsophyao has quit [Remote host closed the connection] 06:18:29 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 06:35:44 -!- Sabaki has quit [Read error: Operation timed out] 06:38:34 -!- syllogism- has joined ##crawl-dev 06:39:24 -!- syllogism has quit [Ping timeout: 244 seconds] 06:39:27 kilobyte: so, what about line length in descriptions? 76 means we'll have to do a lot of rewrap of manual edits. Like the recent moth of suppression edit. 06:40:04 80 is safest. 79 is a bit nicer for git diff (leaves room for +/-) 06:47:36 I don't see a big difference, I'd be ok with any length. 06:47:42 i like that we have hexcrawl, squarelos, *and* new_squarelos branches 06:48:08 Eronarn: time to merge in hyperrogue into Crawl as well 06:48:45 is gitorious acting weird for anyone else? i can't do a pull 06:49:02 -!- monqy has quit [Quit: hello] 06:49:17 works for me 06:49:34 hmm, i just get 'fatal: The remote end hung up unexpectedly' 06:50:42 Would it be a lot of work to have it so every scroll variety seen no earlier than D:5 is annotated {possibly immolation}? 06:50:58 Immolation is the only scroll that is instantly devastating for certain builds (being a mummy, being a hopr) 06:51:42 immolation is a pretty bad scroll but that's not a good solution to it 06:52:14 oh oops i didn't specify a branch 06:52:55 would torment also piss off all your allies, btw? 06:57:37 -!- absolutego has quit [Quit: leaving] 07:00:53 -!- Ragdoll has joined ##crawl-dev 07:01:05 aw crap, git choked on the throwing.cc change 07:04:33 PatashuXantheres: are you a recklessly diving FeWz? If not, immolation isn't exactly going to kill you. 07:05:33 kilobyte: in the scenario 'I am a hopr, I am surrounded by my orcs, I read immolation' you are pretty much dead 07:05:37 since now all your orcs are enemies 07:05:37 I'd increase the scroll's effect so it's not useless. 07:05:41 ah heh :) 07:06:11 beogh doesn't get mad at you, at least - that part is explicitly coded 07:07:42 oh whaaaaaaaat 07:07:45 i found part of silly hat patch 07:08:45 cloak, cape, mantle, tabard, shawl, scarf, stole :D 07:09:27 added more helmet types too 07:09:52 helmet, helm, horned, crested, plumed, visored, mail coif, greathelm, winged, spiked, golden, crown, tiara, coronet, diadem 07:10:30 changing the noun would unnecessarily muddle things 07:10:49 kilobyte: people like cosmetic stuff (and the people who don't can disable it) 07:12:59 I was afk... I agree gettext sucks because I had to use so many of hacks to translate crawl. so many word reorderings and pgettext for special contexts... 07:15:58 galehar: i disagree with the closing of the short questions thread on the tavern. it trailed off a lot more than it used to in the past few weeks, but generally it was quite good. also, not everyone knows about or uses IRC, so telling people to ask stuff in ##crawl instead doesnt work very well. 07:16:03 I just realized... can't check right now, but does the existing Korean translation handle the display of text in the message area in local tiles? 07:16:28 usually TILES_local but I see webtiles works too 07:16:56 but it needs font hack... to expand crawl's limit to render only alphabet characters 07:17:17 * kilobyte is REALLY interested what that "font hack" is. 07:17:19 alefury: I don't see what's unreasonable about asking people to create threads in a forum. 07:17:43 'only alphabet characters'? huh? 07:17:48 well, most of the questions just need a quick one line answer, and theres nothing to discuss 07:17:56 current crawl 'caches' 256 characters, so I needed to expand these characters to include korean characters, which is almost 5000+ characters 07:18:17 03kilobyte * rb006b6920088 10/crawl-ref/source/dat/descript/spells.txt: Purge the descs of ex-spells. 07:18:19 just simple hack, one big string contains all available korean characters, and let it cache all of them 07:18:30 recently the thread tended to trail off a bit, but it didnt use to be like that. the question really didnt need their own thread. 07:18:43 alefury: except the ones who don't. And there's nothing wrong with a thread with a single one line answer. It's easy to seaarch for and to link to. 07:19:50 alefury: you never know when asking a question if it's going to spill over. And when it does, the burden is on the mods to sort it out. 07:20:53 fair enough i guess. i just think most of these short questions will just end up never being asked, instead of getting a 2 post thread. which is kind of bad. 07:20:55 'behaviour_event(monster*, mon_event_type, const actor*, coord_def, bool)' - the const actor* is new? is that supposed to be whatever it's targeting, or what? 07:21:18 i have from my old code behaviour_event(mons, ME_DISTURB, MHITNOT, mons->pos()); 07:24:44 alefury: when asking help from a community, it's good practise to make the effort of thinking up a good thread title, so the answers can be useful to others too. 07:24:50 -!- ainsophyao has joined ##crawl-dev 07:24:58 oh, nevermind, i see what happened 07:25:50 well yeah. but thats a lot more work than just asking some one-off question in a thread designated for it. I actually find the short questions thread a lot more convenient to read than the tavern in general. 07:26:18 ...i think, anyways. MHITNOT is just not used in that context anymore? 07:27:07 creating a thread takes 2 secs, it's not a lot more work 07:28:06 well, you also have to think of a proper title 07:28:21 is there something i can do to get 'both modified: contrib/sqlite' to stop showing up, without messing up my local 07:28:52 alefury: which is a good thing. 07:28:56 i don't get anything if i try to diff it, not sure what is going on with it 07:29:49 galehar: it has good and bad sides. i dont really know how much the tavern gets searched anyway, so even if people still asked these questions and just put a proper title on them, i dont know if it would help at all. 07:31:02 <|amethyst> !apt evasion 07:31:04 Could not understand "evasion" 07:31:20 alefury: now, answers have a chance to be found. Before they didn't. 07:31:21 galehar: a lot of those questions arent repeat questions anyway, but very specific stuff. 07:32:00 galehar: are you not listening, or do you disagree? im saying there wont even be questions, so how will there be answers to find? 07:32:20 <|amethyst> !apt dodging 07:32:20 Dodge: Ce: -3*, DD: 1, DE: 2, Dg: -1, Dr: -1, Dr[black]: -1, Dr[green]: -1, Dr[grey]: -1, Dr[mottled]: -1, Dr[pale]: -1, Dr[purple]: -1, Dr[red]: -1, Dr[white]: -1, Dr[yellow]: -1, Ds: -1, Fe: 3, Gh: -1, Ha: 2, HE: 1, HO: -2, Hu: 0, Ko: 2, Mf: 3, Mi: 1, Mu: -2, Na: -2, Og: -1, Op: 0, SE: 2, Sp: 4!, Te: 1, Tr: -2, Vp: 1 07:32:51 alefury: why wouldn't there be questions? If someone can't take 2 secs to create a thread, why anyone should bother answering? 07:33:16 alefury: I don't think people will stop asking questions on the tavern because I locked this thread 07:33:17 <|amethyst> kilobyte: should "drunk plate-clad dwarf" maybe be a race with worse dodging aptitude? 07:33:53 galehar: im pretty sure many of the questions that were asked and answered in that thread would never have been asked without it. 07:34:45 alefury: if you think about it "too small to need their own thread" doesn't mean anything 07:35:20 galehar: it doesnt mean anything to you. and the meaning differs when you ask different people. 07:36:27 blmarket: it'd be quite unplausible to load all of Korean, Chinese and so on at once. It looks like there's some paging needed. 07:36:52 blmarket: do you load it all onto a single giant texture, or do you have multiple pages already? 07:37:08 galehar: anyway, ill shut up. if nobody else asks for it to be reopened its probably fine to keep it closed. 07:37:56 I did one giant, but It seems we need SDL 1.3 for at least IM 07:38:14 IM? 07:38:15 and SDL 1.3 also offers ttf drawing, so we may not need to cache in one texture 07:38:22 Input Method... we can't input in Korean yet 07:38:46 One korean characters are combine of 2~5 small characters 07:39:02 for example.. 밥 is combine of ㅂㅏㅂ 07:40:32 so we need IM to make a input. but SDL 1.2 doesn't offer so... we doesn't offer korean input yet. 07:41:07 not sure about other distributions, Debian has sdl1.3 in unstable already, and Crawl ships contribs 07:41:53 kilobyte: i finally got what |amethyst meant with his drunk plate-clad dwarf comment. it really doesnt make much sense without MD in the game. 07:42:07 alefury: hmm right 07:42:17 sdl 1.3 also has proper multi-monitor support. Currently, local tiles defaults to using the full desktop width 07:42:24 I think supporting other charsets can be done with branch other than master... most of crawl players don't need that big texture or unstable SDL 07:42:26 alefury: care to rewrite it? 07:42:43 no 07:42:48 i cant write 07:42:55 everything i write sounds like shit 07:43:14 blmarket: in 0.10, they don't. 0.11 has translations, and I already sprinkled fancy typography in a bunch of places. 07:43:29 (ok, badly unfinished translations, but still) 07:43:50 and this all works perfectly in console and webtiles already, only local tiles trail behind 07:44:08 alefury: welcome to the club 07:44:17 <|amethyst> blmarket: I don't like that idea... if we need newer SDL for proper i18n, we need newer SDL for proper i18n. 07:44:38 except russian it seems crawl fit in less than 512 characters 07:44:53 <|amethyst> russian? 07:44:59 but we need to think if newer SDL makes some old machine user unplayable 07:45:06 russian characters 07:45:08 <|amethyst> why would russian need more than 512 characters? 07:45:11 i don't know how many is 07:45:12 just add a line about how wiglaf is the last mountain dwarf in the dungeon because he has always been slow 07:45:29 only CJK charset needs more than 1024 characters i think 07:45:58 alefury: my trick is to write something factually correct, then wait for a native speaker like Dolorous to make it sound like non-shit :p 07:46:11 (perhaps even |amethyst could be fooled into correcting this one :p) 07:46:23 <|amethyst> kilobyte: what about "drunk plate-clad centaur" ? 07:46:31 Russian is pretty fine with 256 (KOIR) 07:47:02 <|amethyst> why do we have to cache characters anyway? 07:47:09 someone who hasn't tried a centaur yet might not be aware they can't dodge well 07:47:13 |amethyst: GL issues... 07:47:23 <|amethyst> why are we using GL? 07:47:32 |amethyst: because... uhm... 07:47:34 for speed? seems using freetype2 library directly to render all characters should be far slower... 07:47:53 <|amethyst> isn't that what every other program does? 07:48:11 <|amethyst> my web browser doesn't cache character images AFAIK 07:48:24 well, there were SDL-ttf for SDL 1.2 but if we move to SDL 1.3 we better just move to 1.3 I think 07:48:27 |amethyst: to ensure many platforms and/or drivers can't run it! To ensure we have a good selection of driver bugs! To make old machines without fancy hardware work unplayably slow! 07:48:30 <|amethyst> or, if it does, it's deep inside the pango library 07:49:19 <|amethyst> orcs aren't great at dodging, and are definitely more likely than a centaur to be drunk 07:49:24 <|amethyst> maybe orc 07:49:41 <|amethyst> (why, yes, my multitasking is preemptive) 07:49:43 you see, you don't need to make a comparison there... 07:49:55 its funny, though 07:51:43 sdl 1.3 (or 2.0, as it's now called) still misses some pretty obvious features (relative mouse movement on linux, for one), but I'm not sure if there are any that crawl would need 07:53:37 and yeah, why does crawl use opengl? Doesn't look like there is much to accelerate... 07:53:50 ...AK in sprint start in the abyss? what 07:54:08 I think so... changing SDL is so unstable... I'd prefer just translating first. then isolate korean output code in some branches. 07:54:36 because render code resides only in fontwrapper-ft.cc, so it doesn't need much care 07:54:44 <|amethyst> if it's in a branch it will never be used 07:54:59 <|amethyst> maybe it won't be mainline before 0.11, but it should be eventually 07:55:25 well, maybe I'll make my own build for koreans, so that would be enough for a while 07:55:48 <|amethyst> how could we omit the world's most logical writing system? 07:55:51 <|amethyst> :) 07:56:39 haha :) 07:57:45 unintentional, but i just noticed this: reducing lorc radius to 1, due to the way it's implemented (have not checked this for other auras), means that stuff is not affected by it if you run from it 07:58:07 it'll be in the radius, you step, it's out of the radius during its action when damage is checked, it steps, repeat 07:58:38 keep or fix? i think the effect is probably good even if counterintuitive 07:59:16 <|amethyst> accidental anti-kiting? sounds good for this purpose 07:59:20 <|amethyst> not sure about the other auras 08:00:23 lorc? 08:00:24 there are no other damaging auras, right 08:00:34 the only similar thing is ring of flames and that uses clouds 08:00:35 <|amethyst> PatashuXantheres: lava orcs 08:00:39 oh, that thing 08:03:04 -!- absolutego has joined ##crawl-dev 08:03:43 true story: movespeed += and movespeed -= are not the same 08:06:15 03|amethyst * r6b48cd236379 10/crawl-ref/source/dat/descript/spells.txt: Improve DMsl description. 08:16:37 Pacified Boris shows up again. (https://crawl.develz.org/mantis/view.php?id=5669) by elliptic 08:16:53 fr pacified boris shows up again pacified 08:18:12 -!- Pacra has joined ##crawl-dev 08:18:57 did he have two instances of boris in that game, then? 08:19:02 could he have lead them to each other and have them duel? 08:19:06 because that would make -excellent- crawl tv 08:21:13 I assume boris left the level in the first game 08:21:17 er, first level 08:25:32 -!- Mottie has joined ##crawl-dev 08:29:32 -!- magistern has joined ##crawl-dev 08:32:59 -!- jeanjacques has joined ##crawl-dev 08:44:17 -!- absolutego has quit [Quit: leaving] 08:44:46 -!- Xiberia has joined ##crawl-dev 08:48:59 !!! 08:49:02 i found ALL of silly hat patch 08:49:11 apparently it was on my github this whole time 08:51:53 https://crawl.develz.org/mantis/view.php?id=5154 <-- anyone want to check out lava orcs? 08:52:12 they are definitely ready for some testing, they're quite different than last time around 08:53:32 is there a serious hat patch? 08:54:17 no, but silly hats are serious business! 08:54:54 well, it includes both silly and serious hats, at least in the context of crawl :) 08:55:16 -!- edlothiol has joined ##crawl-dev 08:59:28 I noticed blink frogs have !sil while prince ribbit does not 08:59:30 Is that intentional? 09:00:07 doubt it 09:02:18 <|amethyst> he has spells, they don't 09:02:54 <|amethyst> (teleport self, specifically) 09:03:17 <|amethyst> also why Trog rewards you for killing him 09:05:11 oh, true. he's explicitly a spellcaster 09:06:18 |amethyst: more reason to do the thing we talked about a few days ago :P 09:06:27 <|amethyst> which thing? 09:06:44 having spell status (arcane, innate, etc.) be able to be set per-spell-in-spellbook 09:07:36 <|amethyst> ah, yeah 09:07:46 <|amethyst> that's his only spell, though 09:07:56 oh, is blink frog blink handled elsewhere? 09:08:06 ~crawl code~ 09:08:11 his blinking ability wouldn't be stopped by silence? 09:08:26 Prince Ribbit (11F) | Spd: 14 (swim: 60%) | Int: normal | HD: 6 | HP: 40 | AC/EV: 0/16 | Dam: 20 | amphibious, spellcaster, cold-blooded | Res: 06magic(40), 12drown | Chunks: 07contam | XP: 302 | Sp: blink; teleport self. 09:08:26 %??prince ribbit 09:08:30 also, i'm starting work on the evaporate patch. remove fulsome entirely, y/n 09:08:37 blink frog (09F) | Spd: 14 (swim: 60%) | Int: insect | HD: 6 | HP: 21-45 | AC/EV: 0/16 | Dam: 2006(blink) | amphibious, cold-blooded, !sil | Res: 06magic(40), 12drown | XP: 265 | Sp: blink. 09:08:37 %??blink frog 09:08:52 blink as an attack flag is so dumb 09:08:57 you'd expect it to blink the thing it hits 09:08:58 Eronarn: please explain, what is "the evaporate patch"? 09:09:13 alefury: make the evaporate spell used on a corpse to generate vials, which you throw 09:09:23 vials decay fairly quickly, like blood 09:11:30 <|amethyst> cut out the middleman and turn it into a more flexible version of corpse rot :) 09:12:07 ...oh man 09:12:12 Evaporate => vials 09:12:17 Eronarn: who is the "you" who would expect it to blink the thing it hits? 09:12:18 Freeze Distillation => snowglobes 09:12:42 elliptic: all the other attack flags work like that (barring chaos which is weird) 09:13:13 MI_NONE // was MI_EGGPLANT... used for launch type detection 09:13:14 <|amethyst> maybe monster should write it as "(then blink)"? 09:13:15 what 09:13:42 or (blink self) 09:14:02 Eronarn: players don't usually even know that it is an attack flag, so I don't see how they would be bothered 09:14:16 they just see the monster blinking a lot 09:14:25 |amethyst: I like (blink self) 09:14:27 elliptic: no reason not to change it though, at least for henzell 09:14:52 would be good to change monster to be a little clearer, yes 09:19:16 Prince Ribbit (11F) | Spd: 14 (swim: 60%) | Int: normal | HD: 6 | HP: 40 | AC/EV: 0/16 | Dam: 20 | amphibious, spellcaster, cold-blooded | Res: 06magic(40), 12drown | Chunks: 07contam | XP: 302 | Sp: blink; teleport self. 09:19:16 <|amethyst> %??prince ribbit 09:19:25 blink frog (09F) | Spd: 14 (swim: 60%) | Int: insect | HD: 6 | HP: 21-45 | AC/EV: 0/16 | Dam: 2006(blink self) | amphibious, cold-blooded, !sil | Res: 06magic(40), 12drown | XP: 265 | Sp: blink. 09:19:25 <|amethyst> %??blink frog 09:19:36 -!- atrodo has joined ##crawl-dev 09:19:39 blink frog (09F) | Spd: 14 (swim: 60%) | Int: insect | HD: 6 | HP: 21-47 | AC/EV: 0/16 | Dam: 2006(blink self) | amphibious, cold-blooded, !sil | Res: 06magic(40), 12drown | XP: 265 | Sp: blink. 09:19:39 <|amethyst> %?blink frog 09:19:50 <|amethyst> updated in my repo 09:20:24 case SPELL_DEMONIC_HORDE: 09:20:24 return (SPELL_CALL_IMP); 09:20:25 heh 09:20:47 <|amethyst> is that in ghost spell determination? 09:20:57 yes 09:21:14 <|amethyst> monster call imp is more like demonic horde than player call imp anyway :) 09:21:39 oh god i forgot that monster evap is a thing 09:21:52 just going to not touch that at all 09:22:07 <|amethyst> %git 1d0f57cb 09:22:09 dshaligram * r1d0f57cbceb7: Merged stone_soup r15:451 into trunk. (5 years ago, 180 files, 39016+ 25829-) 09:22:17 <|amethyst> That is the commit that changed MI_EGGPLANT to MI_NONE 09:22:50 <|amethyst> description += "A purple vegetable. The presence of this object in the game indicates a bug (or some kind of cheating on your part). "; 09:25:11 <|amethyst> Eronarn: huh? monster evap gets changed to meph, no? 09:25:22 |amethyst: no, there is actually code for it 09:25:24 from paracelsus 09:25:31 nothing uses it right now 09:25:49 <|amethyst> axe it 09:25:51 look in mon-cast it's hilaribad 09:27:11 <|amethyst> FR: give fire cloud and miasma cloud to some monsters 09:27:26 hm, are throwing nets still supposed to be enchanted 09:27:29 please, not more miasma 09:27:40 <|amethyst> Pacra: they have minuses indicating damage 09:27:46 <|amethyst> Pacra: they can't be repaired, though 09:27:55 strange 09:27:56 |amethyst: here is a thought: a high level nec/tmut that targets and is mr-resisted 09:28:03 |amethyst: but not efficacy? 09:28:08 if it lands, they take horrible damage and start spewing miasma too 09:28:15 so it's like 'miasma cloud' but way more flavorful 09:28:18 most people think that once a throwing net is -3 or somesuch, it's useless 09:28:18 <|amethyst> Pacra: this is going to change---possibly just changing -3 to "quite frayed", or possibly eliminating damage altogether (increasing the chance of destruction to compensate) 09:28:32 I agree with that direction 100%. 09:28:37 I like that it frays. it's something unnique to nets 09:28:51 net golems 09:28:59 ...hey that would actually be pretty cool 09:29:18 net golems entangle you on hit? 09:29:21 like ocnstriction but more netty 09:29:23 and less damagey 09:29:30 PatashuXantheres: we just gave jumping spiders that ability and it seems to be fun 09:29:37 would be a good contrast for it to only otherwise show up on a slow monster 09:29:54 also, "You hack the net golem." 09:30:53 hah 09:31:18 almost on par with toenail golems in crazyness 09:34:09 ...ooh, i have an idea 09:34:31 what about not getting rid of fulsome, raising it in level, and having it do the same thing as evaporate (making throwable vials) 09:34:37 so you have a necro version and a fire alchemy version 09:40:09 <|amethyst> meh 09:40:17 <|amethyst> duplicate spells aren't really interesting 09:40:52 |amethyst: bringing back throwable miasma vials as a L6 spell or something sounds cool 09:41:06 definitely not the poison clouds though 09:41:32 <|amethyst> oh, you're removing miasma? 09:41:43 <|amethyst> so what do you get when you evaporate a necrophage corpse? 09:42:00 can't cast it on one, as of yet. i am still open to changing this of course 09:42:36 'vial of (steam, noxious gas, poison vapor)' is my current plan 09:44:24 <|amethyst> no more MR-ignoring polymorph? 09:45:02 sadly, no :P 09:45:17 higher level spells could make more interesting vials, but just being able to make a few sounds good for a L2 spell 09:45:36 no miasma please, overlaps too much with corpse rot 09:46:05 Xom says, "Here, take this!" Some vials of seething chaos appear at your feet. 09:46:37 <|amethyst> Eronarn: you should add disarming of gas traps to get vials :) 09:46:46 <|amethyst> (maybe not) 09:47:39 <|amethyst> so how does cloud size work? 09:47:48 <|amethyst> since you can't use spell power for that 09:48:04 <|amethyst> unless you make it an invisible enchantment on the vials 09:48:31 actually having to throw the vials sounds sort of annoying with the current throwing interface 09:48:35 i was thinking that there would be a few tiers, and they'd be visible, with decay moving it down tiers 09:48:43 so the strongest = high power and fresh 09:49:02 <|amethyst> then initial freshness should depend on spell power 09:49:03 a few tiers? we just removed missile enchantment for this reason 09:49:21 elliptic: missiles don't rot :P 09:49:25 having three different types of vials with three different tiers, all of which you have to quiver to throw, sounds... awful 09:49:38 <|amethyst> elliptic: I figured it'd be more like blood freshness 09:49:48 <|amethyst> which now that I think about it is also bad 09:50:09 perhaps we could just ignore power for it, give it a reasonable one 09:50:12 again, L2 spell 09:50:13 also, does throwing skill have anything to do with this 09:50:43 -!- elliptic has left ##crawl-dev 09:51:47 <|amethyst> I'd imagine not, since neither accuracy nor damage is an issue 09:52:00 there's something in exercise.cc for training from potions 09:52:05 i haven't looked into that too much though 09:52:22 -!- elliptic has joined ##crawl-dev 09:52:44 as far as i can tell throwing anything trains throwing though 09:53:01 <|amethyst> EX_WILL_THROW_POTION seems to be unused 09:54:52 <|amethyst> (putting together a commit to remove it now) 09:55:26 imo all vials of the same type should stack, and you should always throw the oldest one. no difference in effect from oldness. 09:55:31 <|amethyst> Eronarn: you could special-case that away in throw.cc; or not, leaving it at the 1/20 chance from junk-throwing 09:56:01 what about letting vials actually do some damage on a hit 09:56:06 <|amethyst> no 09:56:08 spellpower could give a chance to get two vials from one corpse 09:56:09 so you can aim it at their feet, or throw it directly at them 09:56:12 <|amethyst> needles don't, vials shouldn't either 09:56:24 |amethyst: needles don't explode when they hit, and aren't made of glass :P 09:56:35 <|amethyst> needles stick into you when they hit 09:56:42 (or lack of spellpower could give a chance to just waste the corpse, but i dont like that) 09:57:18 <|amethyst> The reason I bring up the spell power thing is because I wouldn't want evaporate to have a guaranteed 3x3 cloud when meph (1 level higher) does not 09:57:24 |amethyst: think of it like steam dragon breath 09:57:39 ball of compressed steam that deals damage if it hits you, then explodes into a cloud that hits you even if it 'missed' 09:57:54 confusion vials should at most have the effect of minimal power meph cloud 09:58:00 because throwing them doesnt cost mana 09:58:10 |amethyst: if we are comparing it to meph, giving poisonous cloud at L2 is ridiculous too 09:58:32 yes, but i think the ship sailed on giving evap any real nerfs forever ago 09:58:33 alefury: yeah, I was about to say something about that too 09:58:50 Eronarn: many of us want to give it the ultimate nerf 09:59:07 i gave up on that a long time ago :( 09:59:29 (i still think distill/evap is fucking stupid, for the record) 09:59:45 Eronarn: seriously though, being able to throw poisonous cloud for 0 MP at XL 2 is ridiculous 09:59:50 it won't happen 10:00:03 and also 0 failure rate 10:00:09 elliptic: vials decay faster than blood 10:00:19 miscast should definitely destroy the corpse 10:00:24 evap can at least fail and you can run out of MP, etc (this actually happens early on) 10:00:24 <|amethyst> still, MP outside of combat is essentially free 10:00:31 i'm thinking that they won't even last for a full dlvl 10:01:24 definitely do not want people stockpiling up large numbers of vials, should be something they cast reasonable near to when they want to fight 10:01:38 it will just be something people cast on every corpse they see 10:01:43 unless they are hungry 10:01:57 <|amethyst> Eronarn: but kobold room means the rest of the level is essentially free to kill 10:02:03 |amethyst: as opposed to now where 10:02:11 Eronarn: i think its fine if the clouds are not at all guaranteed, even on the targeted square (maybe give 4 clouds in open areas, randomly distributed across the 3x3 thing, in corridors guarantee one cloud, but if the rest spawns in a wall thats fine) 10:02:16 <|amethyst> where you have to spend 2 MP to throw a vial 10:02:17 also they should last at most 3 turns or so 10:02:29 <|amethyst> meaning you can't spam 10 vials at a time 10:02:59 Eronarn: I also don't really like encouraging people to kite kobolds or whatever across the level before killing them 10:03:02 |amethyst: when do you wish you could cast evap 10 times in a row? 10:03:20 <|amethyst> Eronarn: bee rooms :) 10:03:40 <|amethyst> especially when they get out before I get to the room 10:05:25 anyways, the vial thing can be improved on, but it will still at least be better than potions which are terrible for a variety of reasons 10:05:36 and since evap isn't going to be removed... 10:05:39 -!- ussdefiant has joined ##crawl-dev 10:05:52 do you want me to go remove evap :P 10:06:05 elliptic: i don't even think it should be removed; it's a very flavorful spell 10:06:15 it just shouldn't be as terrible to use 10:06:54 what you are describing sounds more annoying to use in some ways 10:07:15 (e.g. needing to throw stuff) 10:07:45 (and needing to worry more about whether you still have vials of the right kind) 10:08:16 well, i'm going to code it anyways, so we can see how it works :) 10:08:23 hopefully it will be good enough 10:08:33 the main inconvenience with using evap is that you get a lot of potions and they weigh a ton 10:12:16 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-1828-g6b48cd2 (33) 10:14:17 03|amethyst * rdc8edf9d9f0c 10/crawl-ref/source/ (exercise.cc exercise.h): Remove the unused EX_WILL_THROW_POTION. 10:22:35 elliptic: having an extra type of "potion" that rots away just for evap is at least better than making all distilled potions rot, which is another evap proposal 10:23:02 alefury: yeah 10:23:13 generally distill is really stupid, and evap is just annoying 10:24:12 i think the vial proposal would benefit a lot from a limited number of vials 10:24:27 but that just doesnt fit in with crawl imo 10:24:55 maybe if it was flavored as a buff there could be a limit of one 10:25:26 like delayed fireball, except you get to chose the type of ball by expending a corpse 10:25:35 yeah, that sounds sort of nice to me 10:26:11 certainly I'd prefer having it be thrown using the 'a' menu than using throwing if it isn't going to use throwing skill 10:26:24 i just dont really see it. having to use a corpse implies using that corpse for *something*. and "extracting the innate poisonous energy" of kobolds is really shitty flavor. 10:26:50 you enter the dungeon with only one vial :P 10:27:01 and then miraculously it regenerates after you throw it! 10:27:01 vampires can bottle blood as much as they want, though 10:27:14 also the throwing thing, yes... 10:27:31 I agree it is hard to justify, unfortunately... from a gameplay point of view I do like it though 10:28:49 <|amethyst> so if you evaporate a lorc corpse do you get a potion of lava? 10:28:57 <|amethyst> s/potion/vial/ 10:29:06 probably meph vial 10:29:19 depends on whether lorc meat is clean or not 10:29:29 :P 10:30:17 <|amethyst> I like how corpses are, other than fountains, the only source of drinkable water in the dungeon 10:30:17 alefury: my best attempt at coming up with a justification is that you need to keep the spell active to preserve the vial from deteriorating 10:30:41 that doesnt sound so horrible 10:30:46 and it is only strong enough to preserve one at a time 10:30:50 still not great though 10:30:53 one other problem: it would entirely change the way the spell works 10:31:19 <|amethyst> I thought that was the point 10:31:25 currently the whole point of evap is that it costs more than just mp, and you can stockpile that "more", then spam the spell in times of need. 10:31:57 <|amethyst> hm 10:32:02 having throwable vials changes the timescale on the stockpiling a bit, but otherwise leaves that intact 10:32:40 also, in practice confusion corpses are common enough to not have to care about the limitation 10:32:51 its relevant for other types, though 10:33:21 < alefury> like delayed fireball, except you get to chose the type of ball by expending a corpse 10:33:23 alefury: I agree it would change the spell to be only able to use it once and then need to find another corpse 10:33:30 breathe bees was going to achieve this by making the spell trigger breath timer 10:33:34 I don't have a problem with this though 10:33:44 -!- Xiberia has quit [Ping timeout: 252 seconds] 10:33:51 i dont know if whether this is worth preserving, but if the spell is going to be changed so much, might as well remove it instead 10:34:10 s/if whether/whether 10:34:28 Eronarn: FR: breathe bees instead of evap 10:34:42 alefury: let's assume that the spell in its current form will not survive regardless 10:34:44 hilarious, and breath spell sounds cool 10:34:56 alefury: well, that's why i originally coded breathe bees, as a replacement for evap for transmuters... 10:35:08 elliptic: the problem is, all of the replacement ideas have major problems of their own 10:35:52 however breathe bees doesn't really make sense without swarms 10:35:54 and those are stalled 10:36:16 well, could just make that "breathe mephcloud" and call it a day 10:36:58 far less cool, but better than my idea for delayed fireball-like distill 10:37:06 could just remove fulsome/evap and call it a day, too :P 10:37:25 <|amethyst> remove stalker or retheme? 10:37:27 elliptic: that would mean removing stalker... 10:37:43 remove stalker and try again later 10:37:46 it was always dumb that it got evap 10:37:58 i think there definitely is design space for a casty and cool stabber, but the current stalker is not really it. 10:38:16 s/a /another / 10:38:25 i don't like the idea of removing evap though, it's a popular + thematic + relatively crawl-unique spell 10:38:35 I am 100% in favor of removing stalker, yes :P 10:38:38 its also fucking annoying :( 10:38:50 it can always be re-added 10:38:53 -!- blabber has joined ##crawl-dev 10:38:55 Eronarn: is evap popular? 10:39:17 i used to kind of like it, it was fun for a while 10:39:17 people used it on Tm, but that was more because Tm was popular and didn't have anything else to do 10:39:43 people love it, yes 10:39:59 also, while i'd rather remove evap than do nothing, i 10:40:18 'd much rather try some drastic changes at least in trunk instead of removing it 10:40:18 elliptic: im sure if someone made a tavern poll "remove distill and evap yes/no" there would be about a 2:1 majority for keeping it 10:40:47 <|amethyst> alefury: wouldn't that be true for any value of 'distill and evap' ? 10:40:54 also i think people would complain. not MD removal level complain, but quite a bit of bitching regardless. 10:41:10 alefury: this was one of the reasons i did breathe bees - because people would understand if it were replaced by it 10:41:15 even if it were weaker, it'd be far more popular 10:41:24 -!- kilobyte has quit [Read error: Operation timed out] 10:41:41 |amethyst: torment and hellfire? 10:41:45 alefury: players don't like removal in general 10:41:53 probably only 50:50 there 10:41:55 -!- kilobyte has joined ##crawl-dev 10:41:56 -!- PatashuXantheres has quit [Ping timeout: 255 seconds] 10:42:15 perhaps we could implement breathe bees with just a really simple, non-swarm implementation; they'd be exactly like a poisonous cloud but weaker 10:42:29 Eronarn: I'm more interested in removing/redoing stalker than evap, honestly 10:42:51 i really like some of Eronarn's suggestions for stalker 10:43:29 yeah, i think if we want to call something 'stalker', it should feel really creepy and weird 10:43:37 the current one is not 10:43:38 a melee range spellstab would be fine imo for example. you still need to get close to an unaware enemy, but you dont have to train stabbing. instead you need spellpower. 10:44:14 also some sort of shadowform sounds okay 10:44:23 <|amethyst> darkness in the starting book :) 10:44:43 the main problem i ran into is that ice/earth/air are all flavorful 10:44:49 but then you have opposing schools 10:44:52 there are lots of interesting-sounding ideas floating around for stalker, just none of them have been implemented 10:45:05 |amethyst: increased stealth for distant enemies could work as a lowlevel spell 10:45:33 -!- Mottie has quit [Ping timeout: 245 seconds] 10:46:08 elliptic: i think implementation is not really the issue, stalkers are definitely still in need of some design work. i.e. nailing down which of the many many ideas actually go well together and would make a functional starting book / background. 10:46:34 what about making the spellstab be non-poison curare effects + silence 10:46:40 that'd be a really interesting effect 10:46:48 oh, i was thinking of damage 10:46:51 as in stab 10:47:14 i dont really think it would be worth it compared to, you know, stabbing the enemy 10:47:23 alefury: well, it's also pretty hard to tell how good the ideas are without implementing them 10:47:38 choosing spell schools would definitely be good though 10:47:57 alefury: it'd still damage them, asphyx damage 10:48:10 <|amethyst> asphyx is like 2d6 though 10:48:10 Eronarn: if you stab them with a knife they die 10:48:12 which means it would be quite good against breathing stuff and useless otherwise 10:48:15 <|amethyst> nothing compared to a stab 10:48:41 it might be decent early on i guess, or in a weaponless form 10:48:49 <|amethyst> though I think a stalker stabber should have to train stabbing 10:49:05 |amethyst: the idea would be an alternative to stabbing (and not start them with a dagger) 10:49:46 i think the most flavorful stalker schools are: hex, tmut, ice, air, earth. no particular order 10:49:48 not sure that would work well. i think it just doesnt fit into my mind. i have to train stealth, and tmut, and then i cant instakill things even though i trained stealth? 10:49:54 <|amethyst> no hexes please 10:50:04 <|amethyst> we already have enchanter and AM for that 10:50:38 i have been wondering: which name is worse, enchanter or skald? 10:51:14 stalker is a so much better name for the current enchanter, for example 10:51:56 too bad its taken by stalker, and renaming enchanter to stalker would be super weird 10:52:35 |amethyst: i think there is room for some new hex spells, and stalker could use them. definitely no spell overlap with either though 10:53:00 we could save hex/tmut for Witch, though :) 10:53:07 i think something needs to be done about hexes and MR in general before much work should be put into new hexes 10:53:27 in that case, tmut has to be primary. which two out of ice, air, earth seem coolest? or should we try for three? 10:53:37 Eronarn: screw witches, i think Wi doesnt make any new words 10:53:38 (old tmuter and crusader had that many and people played them) 10:54:09 alefury: Alchemist does :D 10:54:27 i think low level spells of conflicting schools are okay as long as there is a unifying primary school for the background 10:54:49 can either skip/delay one of them, or deal with the exp hit of antitraining 10:56:28 if it is just one low-level spell then it is fine, yes 10:56:41 it would be neat if both spells were somewhat reliant on spellpower to stay useful, but thats really a minor issue 10:56:58 (or both not at all reliant on spellpower) 10:57:33 alefury: perhaps passwall and sky beast form could fit that bill 10:57:45 i'm also 100% fine with removing stalker and fulsome and evap 10:57:48 higher level, though 10:58:14 i liked the idea initially but EE does tmut stabber better anyway, and fulsome/evap are bad 10:58:33 <|amethyst> should EE get dig? 10:58:35 that's a good point; we could leave passwall to EEs 10:58:44 in which case tmut/ice/air is the clear winner 10:58:49 |amethyst: nah 10:59:01 |amethyst: dig should be removed 10:59:05 dig could be removed too 10:59:06 yeah 10:59:07 <|amethyst> yeah 10:59:17 <|amethyst> Eronarn: what ice? 10:59:37 see: long discussions about this a few weeks ago, in which everyone agreed that dig should be removed but kilobyte wanted slime to be improved first for some reason :P 10:59:39 |amethyst: no appropriate spells currently, but thematically it seems a great fit 11:00:10 elliptic: you mean the stairs next to vault walls thing? 11:00:12 -!- atrodo has left ##crawl-dev 11:00:16 is that really ever an issue? 11:00:29 also imo keep dig around as a spell, just have it be randbook only 11:00:38 Eronarn: why? 11:00:49 alefury: I think the issue was slime being disconnected sometimes and needing to use lots of dig to kill all the Js 11:00:57 alefury: because it adds a bit more diversity without really harming anything 11:01:05 it's only a problem if it's an easily available spell 11:01:10 or disconnected if you don't want to walk next to lots of slimy walls 11:01:20 no dig spell, another obvious felid nerf 11:01:22 could just remove dig and let kilobyte deal with it 11:01:26 :) 11:01:52 jeanjacques: because FeSt is so popular :P 11:02:06 fest is a word in german :) 11:02:08 Eronarn: "it's okay to have a bad spell so long as only sif chars and zig scummers get it reliably"? 11:02:23 at least FeSt is not oldwon 11:02:30 jeanjacques: FeBe already has to rely on stone of earth elementals 11:02:44 elliptic: sure, that is fine by me. i think having some obscure/rare spells is good 11:03:05 dig is not worthy of being an obscure/rare spell 11:03:08 <|amethyst> dig exactly duplicates a wand effect, so I wouldn't call it "rare" 11:03:09 Eronarn: the problem with dig is that its not interesting. 11:03:13 obscure/rare spells should actually be interesting, yes 11:04:24 btw, wrt the felid thing: let them wield wands in their mouth to zap them 11:04:30 anyway, using dig in slime is not really practical anyway, due to slime walls 11:04:34 the stone thing is so dumb 11:04:50 alefury: what do you mean? 11:04:58 you just need to use it more 11:05:03 i tried digging out slime once, it was super annoying 11:05:12 apparently kilobyte likes it 11:05:15 dont remember why i did it either, its a long time ago 11:06:37 -!- ussdefiant has quit [Ping timeout: 240 seconds] 11:07:03 -!- ussdefiant has joined ##crawl-dev 11:07:05 i guess my point is for all sane uses of dig you can use the wand 11:07:29 -!- ussdefiant_ has quit [*.net *.split] 11:08:02 it is true that it hurts felid casters to remove dig (if they found the spell) 11:09:34 ctele works in slime:1-5, right? 11:09:42 yes 11:09:53 then i think slime is not really relevant to digging 11:10:15 Where else is dig particularly relevant? The orb run? 11:10:28 danharaj: you have plenty of wands for that generally 11:10:28 getting the slimy rune 11:10:32 pan 11:10:35 elliptic: felids :3 11:10:38 creating corners everywhere 11:10:49 also its generally useful for making corridors or shortcuts 11:10:58 for getting the slimy rune, disint or cTele work also (or stone or whatever) 11:11:00 but wands are good enough for all sane uses 11:11:18 better to have stuff like creating corners be finite resources 11:11:38 elliptic: is learning dig actually worth it? 11:11:53 i havent bothered with it in a very long time 11:12:03 I don't bother normally unless felid, yes 11:12:04 but i am also not super awesome at playing crawl, so... 11:13:12 -!- SkaryWonk has quit [Read error: Connection reset by peer] 11:14:27 03galehar * r82e98f22cd77 10/crawl-ref/source/dat/descript/ (7 files in 3 dirs): Transifex sync. 11:14:30 03galehar * r76afa41cbdc8 10/crawl-ref/source/Makefile: Also push updated translations when doing make tx-push. 11:14:30 03galehar * r8966a5c9a440 10/crawl-ref/source/util/tx-mktxt.pl: Change line length in descriptions to 79. 11:14:30 03galehar * rc994663f6634 10/crawl-ref/source/util/tx-mktxt.pl: Fix tx-mktxt.pl inserting useless blank lines. 11:14:42 03galehar * rea1bef322ed2 10/crawl-ref/source/ (enum.h initfile.cc): Add finnish language. 11:14:42 03galehar * r032101d96b94 10/crawl-ref/source/dat/descript/ (35 files in 6 dirs): Rewrap description text at 79 chars. 11:14:55 -!- absolutego has joined ##crawl-dev 11:16:54 -!- ussdefiant_ has joined ##crawl-dev 11:22:34 -!- jeanjacques has quit [] 11:22:38 okay, stalker: level 1: no idea; level 2 tmut: shadowform, increases stealth for distant enemies, but disallows use of weapons; also level 2 tmut/air or tmut/ice: a spell that does something really nasty to sleeping enemies in melee range (freezes blood or asphyxiation or something), needs spellpower to stay effective; level 3 or 4 tmut/air: breathe poison cloud, meph-style but with a breath... 11:22:39 ...timer; level 3 or 4 tmut/ice: transmute floor to ice (HD-based chance to act as if confused while standing on the ice, possibly only for enemies) 11:23:52 <|amethyst> the last sounds kind of similar to leda's 11:24:06 i know, but it doesnt move around with you 11:24:54 gameplay: walk around in shadowform, so most enemies will be unaware at edge of los. decide if you want to kill them or leave. if kill, either try to walk up to them and spellstab, or poison them, or icefloor them, then untransform and whack. 11:26:10 (poison + icefloor is also fairly obvious, and icefloor is for general ohshit moments, for example you can icefloor the area around you to stall enemies, then read tele) 11:26:31 i'd make shadowform have cling, and even more stealth if you are next to a wall 11:26:37 don't like the no weapons part of it 11:26:51 well, if you can use weapons theres no need for a spellstab 11:26:53 having two stab spells could be cool: that way you have to choose which one you want to use in any situation 11:26:56 because you can just knifestab 11:28:36 what if you made the air spell be that you turn all the air to unbreathable gas? still can only be used once, less powerful than poison, explains why just tmut/air 11:29:19 seems weird 11:29:21 i like the idea of covering the floor with ice; i'd make it work more like water though (fumble, slow move) 11:29:39 then it would be a straight leda clone 11:29:51 depends on how you implement it 11:30:30 re implementation, i could probably do any of these except icefloor 11:30:45 not sure about the form, kilobyte mentioned those are tricky at some point 11:30:47 an icicle 'cage' could be another option to restrict monster movement 11:30:56 like make ETC_ICE ^s that do damage if you go over them 11:31:08 Eronarn: i like that one more than ice floor 11:32:00 what was the goal with ice floor? a debuff, or more for crowd control? 11:32:21 something to allow dealing with stuff if stabbing fails 11:32:38 kind of like confuse for enchanters 11:32:53 wait, are you discussing adding a new Stalker spell school or something? 11:33:04 -!- absolutego_ has joined ##crawl-dev 11:33:19 yes 11:33:29 tmut/ice/air 11:33:35 stabby/transmutey 11:33:53 alefury: what about making an ice cage around them, essentially a net? 11:34:06 which would let you netstab (but would be trivial for big things to break out of) 11:34:08 i want such a spell for monsters, so im all for it 11:34:30 might make escaping from stuff a bit too easy 11:34:44 as long as its at least level 3 its okay imo 11:34:49 yeah, ice/tmut l3/4 11:35:12 one problem with that is polearm reaching 11:35:15 hmm, that might be a cool thing for ice drac to do instead of the dumb ac ignore breath 11:35:21 although not really any more problematic than conjure flame 11:35:47 huh? can things in nets reach out with polearms...? 11:36:15 oh also: the ice cage should become more degraded/shatter if you hit them while they're in it, of course 11:36:16 i dont know what things in nets can do, but i think they can do some stuff 11:36:26 <|amethyst> not reaching afaik 11:36:30 they can't attack; they can cast 11:36:36 also i meant trap, step back, reach-attack until it breaks out, repeat 11:36:36 so you can just stand next to them 11:37:08 Eronarn: the shattering from attacks sounds good 11:37:20 now i really want such a spell for monsters (because paralysis is stupid) 11:38:09 so that's their top level spell. their cloud one: my rationale is that poison is overused and powerful 11:38:24 asphyx damage is flavorful + underused 11:38:40 i dont like meph for them, so some different cloud sounds nice 11:38:53 crawl does not need more cloud types, though 11:38:59 <|amethyst> and unless I'm mistaken asphyx damage currently always comes with poison and slowing, too 11:39:24 though it doesn't have to 11:39:30 a thing i want to add is 11:39:42 'choking smoke', replace smoke demon steam ball with that 11:39:53 about the same damage as steam, but asphyx, so not rF+ resisted 11:40:09 smoke would block los, though 11:40:23 right, not for stalker, i just mentioned that because i felt like it 11:40:52 if its level 3 or 4 and comes with a breath timer it might be okay. would have to ask someone who plays dracs. 11:41:08 breath timers are pretty good 11:41:17 they're somewhat random so sometimes it's quick and other times it takes quite a while 11:42:28 bye for now, ill read the log later 11:42:36 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 11:45:29 Debian builds of 0.10 branch on crawl.develz.org updated to: 0.10.2-39-gab10c79 11:45:53 -!- edlothiol has quit [Ping timeout: 272 seconds] 11:46:19 -!- absolutego has quit [Quit: Lost terminal] 11:46:38 -!- absolutego_ has quit [Quit: Lost terminal] 11:47:04 so item prompts are hella inconsistent 11:51:21 -!- ussdefiant_ has quit [Ping timeout: 244 seconds] 11:53:35 -!- dtsund has joined ##crawl-dev 12:01:07 -!- blabber has quit [Quit: leaving] 12:01:25 -!- ussdefiant_ has joined ##crawl-dev 12:07:52 -!- ophanim has joined ##crawl-dev 12:09:27 -!- Xiberia has joined ##crawl-dev 12:17:37 -!- ussdefiant_ has quit [Ping timeout: 240 seconds] 12:34:00 -!- st_ has joined ##crawl-dev 12:44:02 -!- alefury has joined ##crawl-dev 12:49:36 -!- blabber has joined ##crawl-dev 12:51:00 so let's say you have an amulet on with !P inscribed, and you try to put it on. Instead of telling you it's already equipped, you get the prompt "Really put on..". This happens for every kind of item with such an inscription. Is this behavior intended? 12:51:17 It's rather confusing. 12:53:00 <|amethyst> danharaj: try wielding the vampiric/distortion weapon you are already wielding :) 12:53:13 <|amethyst> these are bugs, some already on mantis 12:53:22 <|amethyst> patches welcome! 12:53:28 |amethyst: Yeah, I'm working on it right now. 12:53:55 I just noticed somewhere in the code it says "If already on don't bother checking for warnings." and then... it checks for warnings anyway! :P 12:54:51 I just wanted to check that the behavior is in general undesired. 12:54:56 <|amethyst> make sure to check the commit history 12:55:10 <|amethyst> sometimes there are unobvious reasons for the weird order 12:55:41 <|amethyst> so be careful you don't unfix bugs that were fixed long ago at the expense of messaging clarity 12:55:46 how do I do that? I'm new to using git. 12:55:58 the weirdest bug like that i found is that the book reading code goes through the scroll reading code (or maybe vice versa, it's been a while) so i wasn't able to get seperate messages for lava orcs being too hot to read 12:56:22 <|amethyst> git blame file.cc (it takes a while to run) shows you the most recent commit to touch each line of code 12:56:38 <|amethyst> git log file.cc (much faster) shows you all the commits that touch the file 12:58:12 oh wow that is a long list 13:19:05 -!- blabber has quit [Quit: leaving] 13:19:12 -!- blabber has joined ##crawl-dev 13:20:56 -!- magistern has quit [Quit: This computer has gone to sleep] 13:21:38 -!- ainsophyao has quit [Remote host closed the connection] 13:24:38 -!- monqy has joined ##crawl-dev 13:38:38 -!- ussdefiant_ has joined ##crawl-dev 13:53:37 -!- ussdefiant_ has quit [Ping timeout: 240 seconds] 13:53:54 -!- ussdefiant_ has joined ##crawl-dev 13:58:47 -!- ussdefiant_ has quit [Ping timeout: 245 seconds] 14:09:15 -!- ussdefiant_ has joined ##crawl-dev 14:10:20 -!- Danei has quit [Ping timeout: 244 seconds] 14:11:31 -!- Danei has joined ##crawl-dev 14:14:13 alefury: adding new forms isn't prohibitely hard, no 14:14:45 alefury: a few months ago I ranted about how a jelly form is a lost cause, but not due to coding reasons 14:14:58 jelly form? 14:15:05 So worshipping jiyva? ;p 14:15:17 adding a new form is harder than adding a new species code-wise, but because there's 46736897 random checks strewn around the code 14:17:16 IIRC problems include half-eaten platemails, casting the spell to gorge yourself on non-food, water issues (this one is a problem for the bad forms proposal) 14:18:02 kilobyte: could make player jellies have faster-than-troll hunger :) 14:18:47 alternately, say that jelly form doesn't have nutrition at all 14:18:59 jelly eating probably shouldn't mess with nutrition but perhaps grant a regeneration bonus or something. 14:19:07 instead you just heal and if you're at max you start to bud off friendly jellies 14:19:26 friendly jellies sound abusable, it's supposed to be a bad form 14:19:29 -!- edlothiol has joined ##crawl-dev 14:19:33 would a half-eaten +0 plate mail be -5 plate mail? ;) 14:19:38 -!- ToBeFree has quit [Read error: Connection reset by peer] 14:19:38 kilobyte: neutral ones, then? 14:19:54 or maybe neutral while you're a jelly, and then hostile afterwards, so it's actually bad to make them 14:20:23 What if splitting reduced your hp? 14:20:30 Eronarn: the plan is to make Polymorph Other work the same on players and monsters, and have Malmutate be a separate spell 14:21:26 kilobyte: we definitely need new unique text for malmutate 14:21:45 @NPC@ waves his @MUTATION@ at you. "Look at what you did to me!" 14:21:52 :p 14:21:59 Cigotuvi's wizlab? 14:22:34 we definitely need more nec/tmut. i think it's sad what's there right now 14:22:57 not a player spell necessarily, monster mutations wouldn't be very fun 14:23:18 i'd have it be: offensive flesh-warping or withering spell, regeneration, degeneration, twisted res, lichform 14:24:40 my thought for degeneration is that it could make the thing's flesh/bones tear out and become crawling corpses 14:24:55 (and it loses HD with each one) 14:25:02 -!- dtsund has quit [Quit: dtsund] 14:25:31 That's quite gruesome. 14:25:38 ...nec/tmut 14:26:47 does Necro have a AOE attack spell ATM? 14:27:08 bolt of draining 14:27:15 corpse rot 14:31:35 anyway, among bad forms (porcupine, wisp) I have only one good idea so far: tree 14:31:56 fr ents 14:31:58 can use weapon and shield, -TELE, -MOVE, AC/GDR up the wazoo 14:32:04 kilobyte: vortex! random movement, decent defenses, damage on hit 14:32:05 ents have no -MOVE 14:32:28 Eronarn: ooooh, sounds interesting. Similar to wisp. 14:32:30 @??fire vortex 14:32:30 fire vortex (05v) | Spd: 15 | Int: plant | HD: 8 | HP: 18-37 | AC/EV: 0/5 | Dam: 2004(fire:8-15) | Fl: 11non-living, lev | Res: 13magic(immune), 04fire+++, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 12cold | XP: 183. 14:32:39 @??spatial vortex 14:32:39 spatial vortex (11v) | Spd: 15 | Int: plant | HD: 6 | HP: 41-70 | AC/EV: 0/5 | Dam: 3012(distort) | Fl: 11non-living, lev | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 166. 14:32:46 weird, i thought they were tougher 14:33:10 kilobyte: blink frog? fast, random uncontrollable blinks, no equip/casting 14:33:20 the wisp idea is: no gear, fast, uncontrolled blinking, player confusion (ie, only a part of moves is lost) 14:34:04 heh, almost what I had been typing, except with a totally different theme :p 14:34:13 jumping spider could be fun. blink close/far, entangle attack, but very weak 14:34:42 I'd prefer to avoid animals, most seem to be too close to hog (another bad form, with a stress on bad there) 14:34:58 too typical to existing spider form, I'd say 14:35:04 yeah, that is a problem 14:35:28 ooh 14:35:32 elephant form 14:35:38 that doesn't sound bad! 14:35:58 mimic form 14:36:02 lose out on items but at least you get trample 14:36:47 hmm... giant eye? painfully slow, weak, but get powerful paralysis gaze 14:37:14 that might be a deathtrap though 14:37:50 forms that are slower than normal are delicate 14:38:05 I want all of these forms to give the player a fighting chance, and always leave a way to escape/survive 14:38:37 tree form obviously can't escape, but it could be actually worth scumming _for_ 14:40:16 hmm 14:40:32 dancing weapon form would be great if it weren't for poly not crossing kingdoms 14:40:40 except if we're adding tree form i guess that's already out of the picture 14:41:20 @??guardian serpent 14:41:20 guardian serpent (16S) | Spd: 15 | Int: normal | HD: 8 | HP: 32-57 | AC/EV: 6/14 | Dam: 26 | Fl: spellcaster, see invisible | Res: 06magic(64), 03poison | Chunks: 06mutagenic | XP: 587 | Sp: teleport other, minor healing, b.venom (3d13), slow. 14:41:30 too strong, i guess 14:41:56 ghost moth form! 14:41:59 boggart form? really weak but at will shadow creatures 14:42:48 -!- Mottie has joined ##crawl-dev 14:43:34 Eronarn: you mean, MuSu form? 14:44:07 kilobyte, galehar: any comments on removing the dig spell? especially re felids? also, any comments on removing fulsome, evap and stalker (for now)? 14:45:21 for Dig, as in the previous discussion (Slime would be too big a rest-fest, and branches you can only dive in but can't explore suck) 14:45:38 for Evap, Fulsome and Stalker, let's put them on one wagon with halflings 14:46:03 i feel like slime walls could stand to have their damage toned down anyways 14:46:33 you shouldn't want to fight next to them, but passing by them shouldn't be a problem 14:46:48 kilobyte: how is dig relevant in slime? 14:46:53 slime works extremely well right now in my opinion (and I never use dig there) 14:47:18 same here. if i really want to get around in slime, i use mapping and controlled teleports 14:47:24 glad i stopped that vial patch, i guess :) 14:47:30 and dive branches are more fun than otherwise 14:47:32 doesn't really make sense for wall removal to be limited to wands, IMO 14:47:42 unless you're removing wands of digging, too 14:47:54 wrt felids: let them zap wands held in their mouth 14:47:57 why shouldnt wall removal be a limited resource? 14:48:12 it's not. wands of digging are abundant. 14:48:13 there's no reason for them not to be able to use wands, they can use far dumber things already 14:48:21 danharaj: still limited 14:48:32 Only in the weakest sense. 14:48:32 like boxes of beasts, or the horn of geryon 14:49:11 (also, let felids wear hats) 14:49:18 boxes of beasts can be fixed, you know. Preferably by putting them on that wagon with HaSt. 14:49:30 felids can't wear hats? That's silly. 14:49:31 yes, there is ample documentary evidence for cats wearing hats 14:49:41 not human-sized ones though 14:50:10 alefury: for a couple of seconds, yeah. They work like potions of berserk. 14:50:40 :) 14:51:45 they're pretty big cats 14:51:52 not housecat sized 14:52:08 kilobyte: please remove all miscs other than cboe, geryon, etc. 14:52:13 or at least make them not spawn 14:52:25 fr more miscs 14:53:02 most miscs are a big pile of pure concentrated meh 14:53:20 -!- syllogism- has quit [] 14:53:37 while we are removing things, can we remove rods 14:53:52 I thought inaccuracy was a popular rod 14:53:54 or at least striking/smiting 14:54:07 danharaj: that does not mean we shouldn't remove it :P 14:54:19 where are melee dudes suppose to get anything resembling AOE stuff from, then? 14:54:19 elliptic: fair enough. but how about remove all the evocables no one uses first :P 14:54:44 ussdefiant_: wands of fireball, their god, disc of storms 14:54:48 go hybrid? It's not hard to get freezing cloud castable in plate. 14:55:12 !apt Mi 14:55:13 Mi: Air: -3, Armour: 2!, Axes: 2!, Bows: 1, Charms: -4*, Conj: -3*, Xbows: 1, Dodge: 1, Earth: -2, Evo: -1, Exp: 130, Fighting: 2, Fire: -3*, Hexes: -4*, Ice: -3*, Inv: -1, Long: 2!, Maces: 2, Nec: -3*, Poison: -3*, Polearms: 2, Shields: 2!, Short: 1, Slings: 1, Splcast: -3, Stab: -1, Staves: 2!, Stealth: -2, Summ: -3*, Throw: 0, Tloc: -3*, Tmut: -2, Traps: 0, Unarmed: 1! 14:55:20 +1 to removing rods, but only if they come back later 14:55:29 Minotaurs are strong enough without rods. 14:55:36 Freezing cloud is what, lvl 5? 14:55:40 6 14:55:49 6, but three schools. 14:55:49 and yet rod gives it to you with no skill investment 14:55:59 idea 1: nerfing and wandifying rods, idea 2: a fail chance for big spells 14:56:29 rods should require a more substantial investment in evocations. 14:56:38 kilobyte: imo, staff of olgreb is a good prototype of an evocable rod-like thing 14:57:02 kilobyte: were you around for the idea of wandifying rods and then separating wands/rods based on whether they are conjurations? 14:57:08 I prefer 2., it would keep evokers as a playstyle (and with other changes, could make them more interesting) 14:57:22 elliptic: no, never heard that before 14:57:46 fr exploding ammo other than darts 14:58:10 danharaj: uh, it's not? fc is level 6 and three-school... 14:58:27 kilobyte: one thought: perhaps evokers could have a chance to not spend a wand charge when they zap 14:58:33 also, rods that duplicate spells are less fun than the rest 14:58:42 and eventually be nearly 100% for low level wands 14:58:55 wand of infinite healing? :| 14:59:00 healing is not a low level wand 14:59:03 here's a thought: what if rods and other evocables went into the shield slot? 14:59:03 ChrisOelmueller: yeah 14:59:26 interesting 14:59:33 danharaj: the idea of adding a separate launcher slot for rods and ranged weapons came up 14:59:36 people would complain about offhand wielding though 14:59:52 dual wield rods 15:00:16 D&D did it first 15:00:36 What is the complaint about 'off-hand' wielding something you don't attack with? 15:00:40 danharaj: while it'd be a good idea for the lantern of shadows, it doesn't seem that good for rods/etc to me 15:00:44 oh, one thing i have wanted for a while, if rods stick around in anything like current form: let their abilities show up on randarts 15:01:02 umm, what? 15:01:21 items with their own mana reservoir, rather than A screen MP cost 15:01:35 (obviously this is not relevant if we get rid of rods working like that) 15:02:07 or perhaps, randart rods 15:02:37 I find rod use kind of tedious as it is. Such items I hope would use the ability interface instead. 15:03:11 danharaj: with what i described, i think what might make sense is v, and have them show up below wands 15:03:58 Eronarn: then I think they should be restricted to one spell so you skip one key press. as it is a rod needs three presses to evoke. 15:04:04 -!- Wensley has joined ##crawl-dev 15:04:06 it'd be good for rods to have a progression, rather than current "shitty rod no one picks up", "awesome rod you rarely find" 15:04:10 four if you count switching in from inventory. 15:04:40 kilobyte: one thing D&D has right: rods that have effects on wield or in melee, not just used like a wand 15:04:51 there, rods do really interesting/weird things 15:04:54 Eronarn: as staves? 15:05:04 I could go grab one of my rulebooks to cite examples :P 15:05:05 kilobyte: as maces, usually 15:05:12 D&D rods are shorter than staves 15:05:30 D&D staves are usually 'big wand that maybe also has a few rod-like abilities' 15:06:24 having rods and staves be the 'same thing' could be good. rods are weaker and one handed, staves are 2H and stronger 15:06:45 so they would be spell enhancers? 15:07:09 danharaj: i got to thinking about it and realized that if you have a rod of fire with fire abilities evoked, and a staff of fire with a fire enhancer - why not make them the same item? 15:07:19 it would be rare that a character benefits greatly from both effects 15:07:36 oh, speaking of staves: can't we remove the "staff" item? It doesn't make any sense. 15:07:58 kilobyte: people will complain about artificer not having a starting weapon 15:08:02 it was introduced for artificers iirc 15:08:03 Eronarn: that's sensible. It may result in interesting decisions. 2H an enhancer staff or use a rod with a shield? It would halve your chances of getting the particular enhancer you want in a game though. 15:08:05 the whole reason rods were moved to M&F is that they're shorter than staves so you beat folks with them like a cudgel 15:08:28 danharaj: though unfortunately, shields don't actually block staves, so it'd be hard to explain if they did only for the magical ones 15:08:45 elliptic: I see two options: 1. rods back to the Staff skill, 2. artificers with M&F 15:08:45 FR: get rid of doublehanded 15:08:57 that would be good, yes 15:08:59 Eronarn: under your proposal I would make staves two handed I guess. 15:09:31 that would mean not every caster wants a buckler anymore! yay! 15:10:21 kilobyte: what would M&F artificers start with? a club? 15:10:24 an example of a staff like this might be: staff of air, elec resist, air magic boost, shock in melee based on evocations or air magic (i.e., same as current item) and like 1-3 evokable abilities related to air or lightning, trying not to all replicate existing spells 15:10:27 also, just look at magical staff tiles 15:11:01 the rod version might, say, not enhance but otherwise be similar 15:11:07 just a side question about starting weapons: why do fighters/gladiators start with tridents instead of spears? tridents are quite a bit better than other starters. 15:11:17 -!- blabber has quit [Quit: leaving] 15:11:28 elliptic: a crap rod, I think. Like for example current striking. 15:11:47 or perhaps the rods lose out on the spell boost, but their evoc abilities tend to be more destructive 15:11:53 or a more radical version: let's remove the Staff skill outright, and remove like half of M&F items 15:11:59 ^ ++ 15:12:09 danharaj: falchion for Fi or qstaff for Gl are competitive 15:12:19 kilobyte: staff->polearms, or ->M&F? 15:12:27 danharaj: and at some point hopefully the other choices will be made competitive too 15:12:41 good point. 15:12:54 Eronarn: qstaff,lajatang->polearms, enhancers->M&F 15:12:57 kilobyte: I really would rather not give artificers a rod to start... 15:13:06 Eronarn: perhaps with no qstaves at all 15:13:25 kilobyte: you mean make enhancers mace-like rods, or? 15:13:33 kilobyte: moving qstaff and lajatang to polearms sounds really weird to me 15:14:13 kilobyte: currently I think staves are decently balanced, or at least as much so as an effectively 2-weapon class can be 15:14:21 elliptic: could you tell me why? Currently you just play them like 100% weak fighters for all of early game. 15:14:35 It's not just 2-weapon. I get staff skill if I'm using an enhancer stave 15:15:08 kilobyte: spamming a rod of striking is not particularly different from throwing darts 15:15:12 this is really boring 15:15:19 people like their magic guns 15:15:50 elliptic: why would that be more boring than using a bow? 15:16:06 kilobyte: currently you have a fair number of wand charges to use, and you need to use some thought about when to use them. a rod will either be useless (old striking) or something that you spam all the time 15:16:22 bow + arrow is significantly better than darts and hunters run out of ammo 15:18:08 if any of you are ##crawl ops you might want to take a look at FAG 15:18:10 if rods would stop being either useless or overpowered, it'd be possible to spawn more of them 15:18:14 -!- MarvinPA_ has joined ##crawl-dev 15:18:42 kilobyte: sure, but this seems hard as long as they are inexhaustible 15:19:07 having them rely on your MP directly would help imo 15:19:10 so are spells 15:19:22 putting them in the shield slot would make people choose between rods and defenses. 15:19:32 since swapping shield slot is harder than swapping weapon. 15:20:04 or maybe the time cost would be negligible and it would just be more tedious? 15:20:14 kilobyte: spells require multiple skills to work and don't work well in heavy armour/shield 15:20:15 rods work off one skill which is cheaper to train than all the others already 15:20:20 so not really comparable to spells, yeah 15:20:21 i feel like there's space for an offhand-wielded thing that isn't shields but i don't know if rods are it 15:20:35 certainly the lantern of shadows could be put in that slot 15:20:48 maybe that could be the first step into off-hand non-shields. 15:20:58 would this actually make people wield lantern of shadows? 15:21:09 no 15:21:22 maybe slightly more? :\ 15:21:29 but if you made it not give huge drawbacks, except it took a shield slot instead, it might see more use 15:21:34 -!- MarvinPA has quit [Ping timeout: 260 seconds] 15:21:34 -!- MarvinPA_ is now known as MarvinPA 15:21:40 generally you don't need/want to be hitting things when you're using it anyway 15:21:48 so i'm not sure how that would help 15:22:07 well, if you could offhand it and still effectively cast/fight (but at the cost of a shield), it might be an interesting item 15:23:22 -!- Mottie has quit [Ping timeout: 245 seconds] 15:23:33 lantern of shadows is sometimes useful, but people keep misunderstanding it 15:23:47 I don't understand it :[ 15:23:58 it's not something you use when casting or fighting, you use it when running away 15:24:38 stuff keeps fighting the shadows instead of following you, and their ranged abilities are blocked by shadows or the LOS reduction 15:24:58 that makes sense. 15:25:50 I feel like having a weapon out is important when running away, though. 15:27:30 not really 15:27:35 if you are fighting, you aren't running 15:27:44 things get in the way :< 15:28:09 lantern of shadows can also kill stuff for you if you find it early 15:30:00 kilobyte: so the main problem I see with making enhancer staves use one of the non-staves weapon skills is that it gives casters a bias 15:31:06 interestingly, you can justify crosstraining staves to every other weapon category 15:31:47 like, if they are maces then casters will love whips of elec/venom (good early on, skill in it works for that staff of fire they intend to use later) 15:32:46 speaking of crosstraining, there's some awkward apts that make certain training patterns counterintuitively better. 15:33:07 the problem with weapon staves (not qstaves) is their shitty theme 15:33:08 e.g. merfolk training polearms and then staves is faster than staves first. 15:33:13 and tiles 15:34:15 kilobyte: just to be clear, by "weapon staves" you mean plain "staff" weapons? 15:34:35 as far as I'm concerned they could go, they are pretty useless 15:34:50 I just would prefer to keep enhancer staves using the staves skill 15:36:27 right, I understand and kind of agree your motivation there 15:37:10 simplest change would be making "staff" not generate but keeping it as the base type for magical staves 15:37:20 is there any way to contact that "XuaXua" guy? 15:37:49 kilobyte: XuaXua seems to frequent the forums often enough, does it have private messages? 15:38:02 for artificer, I'm willing to try a rod for them again, but it would be nice if it were somehow more interesting than striking 15:38:17 I tried syncing his manual changes, but they break the in-game manual viewer. Can't simply reorder the menu, as it is exactly at the maximum length for tinyterms. 15:38:21 if we put in failure rates for rods, that could help 15:38:40 of course, if you use an 80x24 terminal you already are a masochist, but we can't break those 15:38:50 hey now ;) 15:39:08 s/reorder/extend/ 15:39:20 Properly capitalize "lightning scales" artefact (https://crawl.develz.org/mantis/view.php?id=5670) by XuaXua 15:39:45 speak of the devil... 15:39:45 speaking of xuaxua... 15:39:59 another bad BR :( 15:40:12 (like, which "others" is it inconsistent with?) 15:40:29 I'm surprised you don't have a drinking game for bad bug reports :3 15:41:16 just close such reports 15:41:25 he won't improve them if you don't hit him with bricks 15:42:05 like what, 15% of unrands are capitalized 15:42:21 that reminds me, gong doesn't seem to autoinscribe? any reason why not? 15:45:07 kilobyte: for a rod for artificer, what about giving them a defensive one? or is the flavor too weird? (should we remove rod of warding?) 15:45:25 I used to like rod of warding but the abjuration change makes it seem rather lackluster. 15:45:37 rod of warding is free DMsl 15:45:54 badly needs a failure rate at least 15:46:06 True, but it costs 1 extra turn to cast if you're a melee-type using it, and I feel like that's probably the best use case? 15:46:10 remove rod of warding 15:46:13 half a turn extra 15:46:23 elliptic: you have to wield your weapon back :< 15:46:25 actually i'd go so far as to say none of the existing rods are worth keeping 15:46:38 danharaj: well, okay, but then you are immune to ranged attacks :P 15:46:45 elliptic: True enough! :P 15:46:54 elliptic: could be interesting, yeah 15:48:07 -!- blabber has joined ##crawl-dev 15:48:33 -!- dtsund has joined ##crawl-dev 15:51:06 -!- petete has joined ##crawl-dev 15:52:06 I'm confused as to why check_warning_inscriptions special-cases amulets when handling jewellery. 15:52:16 Are amulets handled specially compared to other equips? 15:56:16 Ah forget it it'd be better to save such questions until I have a patch prepared. 15:56:31 (Seems like removing the special casing fixes one aspect of the prompt bug at least...) 15:57:30 -!- kek has joined ##crawl-dev 15:58:08 -!- Textmode has joined ##crawl-dev 16:03:07 -!- ussdefiant_ has quit [Ping timeout: 240 seconds] 16:08:25 -!- ussdefiant_ has joined ##crawl-dev 16:15:35 -!- heteroy has joined ##crawl-dev 16:16:24 -!- ussdefiant_ has quit [Ping timeout: 244 seconds] 16:32:53 |amethyst: I am incensed that you would be so utterly reasonable (you cad) 16:33:47 <|amethyst> :P 16:35:08 |amethyst: did you actually set it to spawn? 16:35:15 <|amethyst> I did not 16:35:21 cool, no rush 16:35:26 glad to get the code it before it rotted 16:35:44 once we get evocables suppressed I think it will be ready for beta testing 16:36:04 getting evocables suppressed might even be like a single line change, I haven't looked yet 16:38:18 so I think as a result of portal_branches portals get monsters appearing in water/lava now when they didn't before 16:38:36 I had a bailey yesterday with sharks in, and this bazaar has lava monsters 16:38:57 I had a bazaar with electric eels, it was a bit of a surprise when it happened. 16:45:44 fr bazaars with uniques 16:46:48 donald! 16:56:15 that seems reasonable 16:56:32 will he have unique dialogue in the bazaar? 16:56:41 "Have you seen these prices? They're to die for!" 16:56:56 you know how some bazaars have gold lying on the ground? perhaps a chance for a unique carrying a similar amount of gold would be appropriate. 16:57:16 Croesus, the gold golem 16:57:58 -!- blabber has quit [Quit: gn8] 16:58:01 -!- alefury has quit [] 16:59:02 kilobyte: any chance of getting lorcs into trunk? :) i just updated them for current trunk today 16:59:10 Or Midas, has a touch attack that petrifies you into gold 17:03:45 gosh the wielding code is a mess and it has its tentacles in a few files. Anyone object to me trying to refactor it? 17:07:00 refactor everything 17:07:18 I think I'd get swallowed by a kraken somewhere in there if I went too deep. 17:08:01 you could start by getting the silly hat patch ready 17:08:09 hm what's that? 17:08:13 danharaj: refactor at will 17:08:20 for the love of god 17:08:43 it's a patch that adds silly hats (and boots and etc.) to crawl 17:08:56 I'm not sure I'd like that patch :< 17:09:04 Eronarn: next you need to make an online hat marketplace 17:09:24 do you have something against silly 17:09:25 Xom should have an "animate hat" ability 17:09:46 all silliness should be the domain of Xom 17:09:47 that makes your hat start talking to you 17:09:47 Zannick: yessss please make that happen 17:10:13 make it animate your hat and it flies around with butterfly beahavior, or maybe bat 17:10:17 i hate the xom code though it's awful :< 17:10:37 Your hat grows wings and flies away! 17:10:46 specialcase message for winged helmets 17:10:54 if (chance) effect1 else if (chance2) effect 2 else if (chance3) effect3 etc etc etc 17:11:28 animating your food would be another good xom effect 17:11:46 it could have keep range AI 17:11:46 there's been an implementable xom effect for animating items 17:11:57 i've thought about it a bit but haven't done much 17:14:32 -!- edlothiol has quit [Quit: leaving] 17:14:35 I didn't realize inscriptions produced so much prompt spam. 17:15:00 well, those inscriptions are to prevent you from doing something you don't want 17:15:10 For example if you inscribe a non-cutting weapon with !w, wield it, butcher, when you try to swap back to it, if you say no, it will prompt you if you want to wield it again. 17:15:47 If you try to put on an item you already have on that has !R on it, for example, it'll ask you if you really want to remove it. 17:17:07 The problem is that the warning checking code is one function which checks your new and old item at the same time, so I guess I'll try to split it up., 17:18:12 I'm not sure why butchering prompts you twice though. 17:24:50 -!- Xiberia has quit [Ping timeout: 255 seconds] 17:28:21 -!- HangedMan has joined ##crawl-dev 17:52:44 -!- Ragdoll has quit [Quit: Ragdoll] 17:59:13 -!- kek has quit [Quit: Leaving] 18:17:18 -!- alefury has joined ##crawl-dev 18:19:38 03galehar * r24bea3ff92a6 10/crawl-ref/ (.gitignore source/Makefile source/util/tx-mktxt.pl): Append new quotes at the end of the file when importing them. 18:19:46 03galehar * r6eda29e0cc1a 10/crawl-ref/source/dat/descript/ (es/commands.txt fi/commands.txt fi/items.txt): Translation update. 18:19:46 03galehar * re10c26aa43fa 10/crawl-ref/source/dat/descript/quotes.txt: New english quotes from the DCSS Text Improvement Taskforce. 18:33:21 -!- Patashu has joined ##crawl-dev 18:42:08 galehar: what's the point of having an untranslated quote (ring of see invisible)? It's okayish for something often quoted in the original ("Lasciate ogni speranza"), but for a non-historic book, few people know it in a foreign language. 18:42:28 03galehar * r5fafd5ca0d3b 10/crawl-ref/source/ (dat/descript/quotes.txt util/tx-mktxt.pl): Fix a blank line error. 19:04:21 03kilobyte * raf29ec1f6a33 10/crawl-ref/source/rltiles/dc-item.txt: cd to runes/ instead of naming that every time. 19:04:21 03kilobyte * rd9b2bcf7f4c3 10/crawl-ref/source/initfile.cc: Accept unaccented language names. 19:04:22 03kilobyte * rb30135a7b79e 10/crawl-ref/source/ (17 files in 4 dirs): roctavian's tiles for gold. 19:22:55 -!- Blade has joined ##crawl-dev 19:25:28 -!- MarvinPA has quit [Read error: Connection reset by peer] 19:35:18 -!- Mottie has joined ##crawl-dev 19:37:40 -!- ark____ has quit [Quit: Leaving] 19:38:26 03elliptic * rc06d6c41da1c 10/crawl-ref/source/branch-data.h: Use more consistent articles and capitalization in portal vault longnames. 19:38:26 03elliptic * r08caa1a51b5a 10/crawl-ref/source/ng-setup.cc: Decrease starting ammo quantity. 19:38:26 03elliptic * rddb6b6cfda01 10/crawl-ref/source/ng-setup.cc: Reduce starting ammo quantity for Gl, Wr, En as well. 19:38:27 03elliptic * r0780ad3b69f9 10/crawl-ref/source/ng-setup.cc: Give hunters a +1 launcher or more throwables. 19:54:44 -!- Blade has quit [Ping timeout: 255 seconds] 19:56:19 hey, what if traps & doors gave you a chance to detect mimics? 20:05:52 -!- HangedMan has quit [] 20:10:45 it'd still be a pretty terribly designed skill 20:11:16 you also don't necessarily want to detect mimics if it means that they start chasing you 20:11:34 Mimics don't get trigged by detection by, for example, ashenzari or antennae. 20:11:40 oh right, that was fixed 20:12:08 elliptic: lava orcs? :) 20:19:09 Bad item name (https://crawl.develz.org/mantis/view.php?id=5671) by Kalantir 20:25:09 elliptic: thanks for the milestone message fixes! 20:29:32 -!- MarvinPA has joined ##crawl-dev 20:31:05 -!- ainsophyao has joined ##crawl-dev 20:33:08 -!- nrook has joined ##crawl-dev 20:34:38 -!- Pingas has quit [Read error: Connection reset by peer] 20:37:03 -!- alefury has quit [] 20:42:49 -!- ainsophyao has quit [Remote host closed the connection] 20:42:55 -!- mikee_ has joined ##crawl-dev 20:42:55 dukplx (L13 MiFi) ASSERT(smc) in 'mon-util.cc' at line 1388 failed. (Lair:6) 20:54:54 danharaj: that seems reasonable, since mimics are the kind of thing a keen eyed person would notice being off 20:59:55 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 21:00:00 -!- capablanca has joined ##crawl-dev 21:00:09 -!- capablanca is now known as mikee_ 21:07:40 -!- mikee_ has quit [Read error: Connection reset by peer] 21:15:02 -!- capablanca has joined ##crawl-dev 21:15:05 -!- capablanca is now known as mikee_ 21:28:33 -!- nrook has quit [Ping timeout: 272 seconds] 21:40:19 -!- capablanca has joined ##crawl-dev 21:40:43 -!- mikee_ has quit [Disconnected by services] 21:40:47 -!- capablanca is now known as mikee_ 22:17:54 -!- Textmode has quit [Ping timeout: 255 seconds] 22:26:53 -!- G-Flex has joined ##crawl-dev 22:31:35 -!- ussdefiant has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 22:31:36 -!- Blade has joined ##crawl-dev 22:36:04 -!- Dixie has quit [Read error: Connection reset by peer] 22:36:25 -!- Dixie has joined ##crawl-dev 22:52:51 -!- ainsophyao has joined ##crawl-dev 22:54:12 -!- capablanca has joined ##crawl-dev 22:54:27 -!- mikee_ has quit [Disconnected by services] 22:54:28 -!- capablanca is now known as mikee_ 23:42:43 -!- Blade has quit [] 23:46:47 -!- magistern has joined ##crawl-dev