00:00:04 -!- Grunt has quit [Quit: leaving] 00:04:58 Unstable branch on crawl.develz.org updated to: 0.11-a0-2174-g3afda02 (33) 00:26:34 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-2174-g3afda02 00:30:04 -!- ussdefiant_ has quit [Ping timeout: 256 seconds] 00:46:26 -!- ainsophyao has quit [Remote host closed the connection] 00:51:42 -!- SkaryMonk has quit [Read error: Connection reset by peer] 00:51:52 -!- SkaryMonk has joined ##crawl-dev 01:04:50 -!- SamB__ has joined ##crawl-dev 01:08:00 -!- SamB_ has quit [Ping timeout: 250 seconds] 01:31:38 -!- Mottie has quit [Ping timeout: 240 seconds] 01:32:00 -!- MarvinPA_ has joined ##crawl-dev 01:35:01 -!- MarvinPA has quit [Ping timeout: 244 seconds] 01:35:02 -!- MarvinPA_ is now known as MarvinPA 01:40:13 -!- dtsund has quit [Quit: dtsund] 02:09:55 -!- ainsophyao has joined ##crawl-dev 02:12:24 -!- dtsund has joined ##crawl-dev 02:22:50 -!- SkaryMonk1 has joined ##crawl-dev 02:44:19 anyone here want to help me debug a crash? 02:49:11 nm, i got it =) 02:54:17 still working on autopickup menu? 02:54:30 I'm looking at your patches 03:05:52 -!- ark____ has joined ##crawl-dev 03:15:40 -!- absolutego has joined ##crawl-dev 03:33:08 -!- dtsund has quit [Ping timeout: 240 seconds] 03:39:23 -!- monqy has quit [Quit: hello] 03:41:18 -!- alefury has joined ##crawl-dev 03:45:03 -!- Ragdoll has joined ##crawl-dev 04:09:14 -!- varmin has quit [Ping timeout: 245 seconds] 04:14:48 -!- varmin has joined ##crawl-dev 04:24:33 Thann: on mantis, you posted "1. Invert the selection system so that selected=force-pickup." then said you made the change 04:24:50 but selected items still means "no autopickup" 04:25:03 hmm 04:25:12 1 sec 04:27:45 -!- absolutego has quit [Quit: leaving] 04:28:01 -!- Thann has quit [Read error: Connection reset by peer] 04:28:48 also, help line still says "select to disable" instead of select to toggle 04:28:54 -!- Thann has joined ##crawl-dev 04:29:06 xfce crashed lol 04:29:18 anyway 04:29:59 With all the patches for me when an item has the '+' its getting auto-picked up 04:30:39 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 04:31:41 and i agree with kilobyte on the 'order matters issue' 04:31:42 hmm, looks like I did something wrong when merging the 4th patch 04:31:44 never mind 04:32:00 yeah sorry there are so many patches... 04:32:18 I will try to be more concise in the future 04:32:22 what is it about "order matters"? 04:33:18 Thann: learn to use git rebase -i and git commit --amend. It's very easy to merge patches, edit order,... 04:34:02 you should get a 'merge failed' message on one of the patches 04:34:25 in tag-version.cc 04:35:09 the order is as follows TAG_MINOR_SUNLIGHT, TAG_MINOR_AUTOPICKUP_TABLE 04:35:39 and i have used those featues before, but i get ahead of my self and upload the patches 04:36:19 since i cant delete the patches from mantis I dont want to confuse people as to which patches should be applied 04:36:50 i should just make eatch patch monolithic hoever 04:38:12 -!- Ragdoll has quit [Quit: Ik ga weg] 04:38:22 I can delete stuff on mantis if you ask me 04:38:27 if you want something deleted from mantis just ask someone here, or post a "please delete ____" comment 04:38:55 also, if you upload incremental patches, it's easier if you number them 000x 04:39:13 like how git format-patches does 04:41:19 noted. 04:48:31 why _ for help? It calls he pickup/drop help and none of the shortcut work in this menu 04:54:37 that one is actually from the current '\' screen, but it should be changed to ? 04:55:06 i dont follow 04:55:23 _ also calls the help screen in the drop menu, probably because ? is taken (select all scrolls) 04:55:26 '?' selects all scrolls 04:55:34 ahh yes 04:56:52 maybe its useful to keep that in the autopickup menu too, i dunno 04:58:25 maybe. It's certainly much less useful than in the drop/pickup menu. However, inheritence might make it tricky to remove 04:58:39 in any case, the help should be specific or removed 04:58:53 i will make it specific 05:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-2174-g3afda02 05:01:36 -!- edlothiol has joined ##crawl-dev 05:10:10 I am curious as to why the crawl wiki on chaosforge. are you guys buddys with kornel? 05:10:54 None of the current dev is really involved with the chaosforge wiki 05:11:28 Thann: don't forget to run checkwhite before commit 05:14:28 I feel like a noob for not knowing what that is =/ does it make sure their are no trailing whitespaces and turn tabs into sppaces? 05:14:49 yes 05:15:02 thanks for the heads up 05:17:52 ??badwiki 05:17:52 badwiki[1/17]: An old wiki (with lots of out of date and incorrect info; enter at your own risk): http://chaosforge.org/crawl/ There is an interesting essay about the relevance of the Chaosforge wiki located here: http://eronarn.info/misc/wiki.html 05:20:26 hahahahaha 05:21:43 classy 05:22:03 the wiki is useful for some things 05:22:07 but some things of it are outdated/badadvice 05:22:15 like the rings page links to a spoiler for rings...dated to crawl 0.5 05:30:03 im in a volcano and the auto-pathing is going crazy. is that common? 05:30:21 is there lots of LOS-obscuring smoke? 05:30:23 if so, that might be it 05:31:09 ahh yeah that must be it 05:41:12 -!- MarvinPA_ has joined ##crawl-dev 05:45:09 -!- MarvinPA has quit [Ping timeout: 248 seconds] 05:45:10 -!- MarvinPA_ is now known as MarvinPA 05:55:23 -!- evilmike has quit [Quit: something happened] 05:59:26 -!- ainsophyao has quit [Ping timeout: 260 seconds] 06:03:02 galehar: how's it look? 06:04:58 -!- ainsophyao has joined ##crawl-dev 06:17:56 -!- Guest41611 is now known as ChrisOelmueller 06:19:30 -!- ainsophyao has quit [Ping timeout: 260 seconds] 06:20:12 -!- ainsophyao has joined ##crawl-dev 06:43:09 -!- Pacra has joined ##crawl-dev 06:44:50 -!- Ripplez has joined ##crawl-dev 06:45:30 hi. id like to suggest something in terms of the level design for early levels. i had introduced a friend to crawl and i was watching him play through the beginning levels when i realised something 06:46:35 -!- Gmork__ has joined ##crawl-dev 06:46:37 even though it was his first time playing crawl and it was his first day playing roguelikes, the first sign of trouble came at d:4. and i looked around and i noticed this sentiment by others as well as with myself after looking back that the very beginning of crawl seems kind of wasted 06:47:04 Ripplez: early monster generation is not super awesome, yes 06:47:11 good morning, is anyone here a tiles developer/gimp user? 06:47:24 i understand that they also provide loot and piety and such-like before the game starts proper, as an introduction but ive actually had people put off because the very beginning rather than introducing you to the horrors that lie beyond the stairs, tend to be very bland 06:47:53 as a result, i wanted to suggest that d1 and d2 at least be largely vault levels, with combat in them 06:48:13 Gmork__: maybe kilobyte can help you, I don't think anyone else who makes tiles is currently in here. 06:48:27 just ask your question, you might get an answer :) 06:48:33 <|amethyst> I have committed other peoples' tiles before 06:48:39 <|amethyst> not designed any myself, though 06:48:46 <|amethyst> Ripplez: of what difficulty? 06:48:48 i am aware that vaults already exist for thematic reasons but i mean a vault that actually spawns randomly but closely-tied enemies and certain guaranteed locations so that the early levels can be more streamlined but also very hard 06:48:52 ripplez: D:1-3 tedium is why o, tab, G, etc exist 06:49:06 <|amethyst> lots of people die on D:1-3 currently 06:49:07 I like the idea of the early levels starting off with a vault 06:49:15 but doesn't that make it even more tedious once you know how it works 06:49:15 okay thanks, I've never used GIMP and only care to use it to make tiles art for crawl, so I was hoping someone on here could give me a quick and dirty tutorial 06:49:20 (unless it is a very well randomized vault) 06:49:30 yes but they dont need to exist and more importantly, it has actively had people of various roguelike inclinations simply not want to play because they feel it is reflective of the design philosophy 06:49:42 which nowhere else is it like that but from d1 to d4, it is an active deterrent 06:50:02 on a side note, I have about 5-6 friends who completely lost interest in crawl after dying to "stupid" things on d:1-d:5 ish 06:50:06 it would also help address the turn 1 kobold with blowgun + curare insta-die at exp level 1 06:50:25 Gmork__: ive used gimp before, but i think any tutorial you could find with google would be better than the one i could give you 06:50:31 which is probably half them being unskilled, and half them dying to d:1 kobolds with blowguns and d:2 centaurs 06:50:53 i have seen like a map of how the zot level 5 worked and i noticed that it also has controls for what enemies to spawn and around where 06:50:59 d:2 centaurs are pretty rare :) 06:51:08 yes, the vault system in crawl is turing complete 06:51:09 (also i hate them and think they are stupid) 06:51:17 because of the randomness of the creature generation along with the blandness of the monsters themselves, the fact is that d1 to d4, deaths generally come from very stupid things 06:51:24 once you gain some awareness of how to play 06:51:35 while also still feeling tedious every other time 06:51:55 well i'm just generalizing, I just think d1-d4 has a much higher rate of absurd deaths than anywhere else 06:52:05 Gmork__: not really 06:52:05 i dont think it would change all that much in terms of design philosophy but it would essentially present a more stream-lined challenge at the very start 06:52:16 so that you can get into the game and immerse yourself more 06:52:20 <|amethyst> something like Sprint but not as hard? 06:52:21 !lg * s=ckiller place=d:1 06:52:23 516101 games for * (place=d:1): 174320x quitting, 88096x a hobgoblin, 79479x a kobold, 30358x a goblin, 21977x a giant gecko, 21666x a jackal, 13330x a gnoll, 11726x a giant cockroach, 11103x an ooze, 10039x a rat, 7850x a giant bat, 6447x pois, 4386x a giant newt, 3331x a snake, 2672x a bat, 2324x a worm, 2164x a megabat, 1888x cloud, 1851x trap, 1734x a small snake, 1581x draining, 1317x a giant... 06:52:26 yes 06:52:42 people die to normal d:1 stuff all the time 06:52:45 my friend,t he one who had played roguelikes for the first time that entire day, simply pressed o and tabbed through everything 06:52:48 but I'm not a dev, sorry for interjecting 06:52:49 also, i think that is not a good idea 06:53:00 im also not a dev and i interject all the time :) 06:53:05 and while that is why those functions exist, it doesnt change the fact that those dungeon levels are incredibly tedius 06:53:07 lol 06:53:09 everyone is allowed to discuss stuff 06:53:32 it is not about dying. it is about the tedium involved. it truly adds nothing but a place to simply get loot before you get to the harder parts. or you find a unique 06:53:37 what was your friend playing though? a lot of new players start with something like a TrBe which you can pretty easily just o tab through the early game with 06:53:44 it is true alot of people die at early levels and the vaults will not change that 06:54:13 what it will change is to add a factor that bumps the difficulty that is taken away by the fact that only vanilla monsters spawn on d1 ~ d4 06:54:29 it shifts the focus from dying to random giant newts because your simply bad 06:54:33 to dying because your tactics were bad 06:54:34 my issue with early floors 06:54:51 because in a vault, you can have tactics. the random monster spawns will help make it not easily solvable 06:54:57 is it's the only point in crawl where I feel like there's a good chance of artificial difficulty 06:55:08 as it is currently, you do not get a chance to practise or use any tactics 06:55:14 2 main problems with your idea: 1. it would be a huge amount of work to make enough (or strongly enough randomized) maps to make this not repetitive after just a few games and 2. I'm not even sure it would be better than current early D 06:55:16 you tab and pray the kobold doesnt have distortion 06:55:16 <|amethyst> tactics like what? 06:55:21 or you get smarter and you dont die at all 06:55:34 sort of, hey, we don't really have anything interesting to put in these levels so we'll just throw in random kobolds that can red poison you, or early gnoll packs, etc. 06:55:38 basic things. it is still d1~d4 after all. but learning to use corridors better. learning to use ranged ammo better 06:55:57 even a small section like have a room with a pillar in the middle and 2 goblins with swords 06:56:02 + a goblin with a sling 06:56:12 can make you have to think without bumping the difficulty by too much 06:56:17 tweaking monster generation in early D to be more interesting and have fewer surprise deaths would be better imo 06:56:23 this makes me think 06:56:23 agreed 06:56:24 'make easy sprints' 06:56:34 even if it's a bit more tedious 06:56:58 that don't fast forward through the game but instead require different tactics to succeed at 06:57:05 and they'd probably start you off with a set character in each 06:57:14 in a sense yes. there is alot of opportunity for very nice streamlined play that can evolve using vaults. it also shows new players or people who play other games but come to this 06:57:19 mini-sprints, maybe. idk 06:57:26 that this game is about tactics and they dont need to get to d6 to see that 06:57:28 -!- ussdefiant_ has joined ##crawl-dev 06:57:58 one decent way something like this could be done is with guaranteed serial vaults for early D 06:58:00 I'm a fan of actually increasing starting loot 06:58:22 i feel this suggestion has alot of merit. and as an example, i would like to put forward "the small room, one pillar in the middle, 2 goblins with swords + 1 goblin with sling" as the example of the kind of vault i had in mind 06:59:16 all other considerations like increasing loot, decreasing spawns or whatever can come after this base has been looked at. but i feel this base can help ease new players into what crawl is about, reduce the tedium of the early levels and still provide the chance to kill stupid players and give decent loot and piety we all like 06:59:26 thank you for reading. ill leave this here now 06:59:27 elliptic MarvinPA : opinions on this stuff? 07:00:26 one change I never understood, why not have every character start with one ID'd potion of curing? 07:00:36 <|amethyst> there needs to be a lot of variety in the vaults though 07:00:44 <|amethyst> D:1--4 is the most-seen part of the game 07:00:56 Gmork__: that would be a *huge* starting bonus 07:02:04 Gmork__: even just having them IDed and not starting with one would be pretty huge 07:02:33 mmm that's true i forgot it would ID the rest of them 07:03:06 what about starting with one scroll of teleport? 07:03:48 probably the same argument 07:04:16 <|amethyst> not as huge since scrolls aren't as dangerous to ID 07:04:24 that's why I suggested it 07:04:40 I'd still think that would be a huge boon early on 07:04:48 <|amethyst> a huge boon to good players 07:04:52 as a good player would just hold on to that 07:04:55 <|amethyst> without really helping the bad ones very much 07:04:56 and not waste it 07:05:21 well I guess it depends on what you're trying to target with any changes 07:05:51 I would think you're trying to reduce the difficulty a bit for newer/worse players so they can so past d:3 more than once every 50 deaths 07:06:19 rather than giving players who can already consistently do that a hand out 07:07:34 <|amethyst> Ripplez: could you write up something on the wiki? 07:07:38 i feel that argument strays from mine. so while i cannot and should not ask you not to say it, please distinguish it from mine 07:07:43 <|amethyst> Ripplez: I think I'm the only dev who's awake right now 07:07:44 i could. i am very bad with words 07:07:55 but i can try yes 07:08:00 <|amethyst> Ripplez: just copy-paste the IRC logs :) 07:08:03 ok 07:08:33 <|amethyst> (well, maybe remove the ""s and put it into paragraphs, but...) 07:09:08 yeah i understand 07:09:18 ive copied it. i have to eat now but ill start on it in a bit 07:10:23 Anyway, if I do make some tiles art, can someone tell me how/where to submit it? 07:10:53 mantis 07:11:36 <|amethyst> Gmork__: btw, if you have a copy of the source, see docs/develop/tiles_creation.txt 07:11:54 <|amethyst> Gmork__: hopefully that's what you were looking for 07:11:54 thank you 07:12:40 <|amethyst> Mantis has an "Upload: Graphics" category 07:12:58 <|amethyst> it seems usual to upload one big sprite sheet and let the devs cut it up 07:13:07 that's exactly what I was looking for 07:13:27 <|amethyst> but I personally prefer getting individual images, as that means less for me to screw up 07:14:26 i'll keep that in mind 07:17:10 hmm i dont know if i should add a new argument for my idea 07:17:57 bad players are bad for specific reasons, whether or not they dont know not to commit to fights they cant win, they dont know how to abuse corners or corridors or they dont use their consumables and stuff 07:18:19 what about a set of tactics tutorials 07:18:31 the early combat vaults idea basicly forces them into a situation where they cant progress if they dont really solve the puzzle that each vault provides 07:18:42 and in doing so, acts as a mini-tutorial 07:18:44 'here are some things you might like to do in XXX circumstances. here is X tough thing that you will find difficult if you meet early on, try using Y to kill him, it may not work every time however' 07:18:49 by forcing them to confront their badness 07:18:56 the problem about 'early combat vaults' 07:19:00 is if they're designed to be yay hard 07:19:04 they might be TOO hard for challenge builds 07:19:07 but what if some of them are too brutal for certain combos? 07:19:10 exactly 07:19:12 but if they're doable by challenge builds, too easy for op combos 07:19:14 also 07:19:16 *so 07:19:20 then you use your other abilities 07:19:22 it makes more sense to have scenarios where you are forced to be this 07:19:24 this and this 07:19:27 like slinking away downstairs 07:19:29 so the only modifier on outcomes is skill 07:19:50 <|amethyst> Ripplez: you need to distinguish between training new players, making the early game interesting for new players, and keeping the game interesting for old players 07:20:03 well it will still hold older players attention more than it does now 07:20:06 i can guarantee that 07:20:13 <|amethyst> it seems you are indtending to address 1 and 2, but those are different things 07:20:15 because the worst case scenario will be that you o and tab through everything 07:20:20 which is exactly what we do now 07:20:24 <|amethyst> Yeah, I think addressing 2 also addresses 3 07:20:24 also stairdancing and pillardancing are key tactics but do you really want to just come right out and say "this is what you need to be doing to survive this game" ? 07:20:28 so at worst, we come back to what it is right now 07:20:30 <|amethyst> or at least can 07:20:33 even just increasing variety would be a great thing 07:20:59 <|amethyst> the other thing is that it can be difficult to teach a particular lesson in a way that works for all (or even most) combos 07:21:16 forcing players to use certain tactics seems a bit heavy handed 07:21:21 no. like thats why i gave my example wth the two melee, one ranged goblin with a pillar. it teachs you to abuse line of sight. if you cant, it also teachs you to run. if you cant, it teachs you to use one mosnter to bodyblock 07:21:23 <|amethyst> not just op vs challenge, but a wizard with Call Imp is going to approach a situation very differently from a melee naga 07:21:30 I'd love to have a tutorial challenge, 'Hall of Infinite Sigmunds' where you kill sigmund over and over with different characters, different resources and different terrains 07:21:46 that example actually also shows how you can have one vault actually challenge you to use diff tricks to solve it but is actually solveable in many ways 07:21:47 now that would be a good tutorial 07:21:48 there would need to be some kind of extra lives mechanic built into it for when the rng rolls wrong and you die 07:22:04 <|amethyst> Ripplez: I think that one's good, but the question is whether we can come up with enough such things 07:22:34 that is true. i am confident that the bastardry of people like minmay and hangedman can accomplish that but it isnt a trivial question 07:22:40 <|amethyst> Ripplez: but if you're playing a trbe... you tab that vault 07:22:42 maybe i'm completely alone here but I think d1-d4 would be greatly improved if you could just remove the really ridiculous spawns and replace them with something equally difficult but completely maneagable with smart moves 07:22:43 also, a goblin with a sling does, like, zero damage 07:23:15 yes. because thats what trbes do. if the only thing you do IS tab,t hen tab away. but there might be other vaults you cant. something involving water and monsters from the sides throwing darts 07:23:43 you cant tab as a trbe over water. not yet at least 07:23:47 I personally think ranged monsters should pretty much be nonexistant in the first couple floors 07:23:55 i don't get the talk in here really 07:24:08 for me, learning crawl is about picking when to fight and when to not fight 07:24:21 <|amethyst> What ChrisOelmueller says too 07:24:32 agreed, that's why when I run into certain things on early floors insta kills me I get pretty annoyed 07:24:34 then d1~d4 teachs you nothing 07:24:35 changing monster spawns to help everybody survive fights would actively help them to more stupid things 07:24:36 because I'm denied that choice 07:24:42 because you can solve it by fighting and winning everything 07:25:00 i'm definitely not suggesting make d1-d4 easier, just make the difficulty more elegant 07:25:07 that is not my argument. my argument is distinctly different from patashus and gmorks so please dont confuse them 07:25:46 -!- ainsophyao has quit [Ping timeout: 260 seconds] 07:26:04 as I said before, the difficulty in d1-d4 feels very artificial to me, either you're tabbing through or you're getting one shot by things 07:26:34 I can apply that argument to most of the game 07:26:38 right, the problem here is that you assume tabbing should be possible and then you get killed when tab was no smart choice 07:26:38 'either I am winning or I am dying' 07:26:42 i'm purely suggesting, remove the things that can insta gib you, and replace them with something very dangerous but easier to manage 07:26:53 although D:1 monsters with draining, holy wrath or dragon slaying should probably not happen 07:26:56 (or distortion, electrocution etc) 07:27:15 that's true, but you could make a strong argument that by d:5 you have a lot more tools to deal with problems 07:27:18 unless i'm like a troll i never fight monsters with glowing weapons on early D 07:27:25 that's exactly what i'm saying 07:27:40 replacing goblins that one shot you with draining and kobolds that red poison you 07:27:45 " unless i'm like a troll i never fight monsters with glowing weapons on early D" 07:27:46 why do those exist? 07:27:56 how about, on D:1 and D:2 only, the game warns you about monsters with ego weapons 07:28:17 <|amethyst> err... doesn't it already? 07:28:19 -!- ussdefiant_ has quit [Remote host closed the connection] 07:28:20 it technically already does by telling you its glowing 07:28:21 not identifying it, just saying something like ''s weapon may be more dangerous than it looks...' 07:28:23 <|amethyst> or do you mean big flashing letters 07:28:24 sure, it just says it's glowing or runed 07:28:26 i honestly don't think that would change anything 07:28:35 if you're not paying attention it's not all that different from saying it's normal 07:28:36 idk though 07:28:44 i just don't think it's good at all 07:28:58 it's not really enjoyable difficulty imo 07:29:44 -!- Ragdoll has joined ##crawl-dev 07:30:30 my argument was actually rooted in the opposite chris 07:30:49 it was that d1~d4 because of the lack of variety in monster spawning, can be very easy to tab through 07:31:22 fr greater ghost rats 07:31:23 and it puts off new players or ppl who are new to crawl specificlly because it seems to just feel skillless and not very engaging. and when your better at the game, it still isnt engaging 07:31:29 i'd be in favor of removing ego weapons from d1-d4 for two reasons; it would remove a lot of tedious deaths, and scoring a strong ego weapon early can have the opposite effect of making early game too easy 07:31:51 as a result, a way to balance it out would be to make early game combat vaults, basicly tactical challenges 07:32:17 so, wait 07:32:22 do we want to make d1-d4 easier 07:32:22 or harder 07:32:24 that might spawn randomly within the vault, of a set of monsters that need you to kinda think through it and not simply tab through 07:32:30 (I guess it's two different people's opinions atm but still) 07:32:38 it is not about easy or hard. it streamlines it and it isnt tedious 07:32:39 again I don't want to speak for ripplez 07:32:47 we're talking about two different things 07:32:51 yes 07:32:55 my opinion is that it shouldn't be made any easier or harder 07:33:07 of course early "tutorial" vaults could help, but after getting the specific trick required for a certain vault that wants to teach tricks, the vault is just as boring as before 07:33:24 just that it should be made more consistent and the difficulty be less artificial 07:33:29 how about allowing more layouts? 07:33:41 well that is why a) the idea is to have diff kinds of vaults, including those vaults you cannot clear immediately and require you to leave the area 07:34:05 for example a vault with a monster a necromancer cant fight or a vault that a berserker cannot tab through or a vault that taxes a wizards mana 07:34:06 i'm totally in love with delve and would also want it used for e.g. tar 07:34:06 I personally think removing early ego weapons would be a good idea 07:34:23 b) the idea is that we have a good selection of vaults 07:34:31 but layout has a huge impact on how a level is perceived, so perhaps this is one source of tedium? 07:34:54 and c) the idea that within each vault monsters can be randomly generated out of a set. for example, a room vault with a pillar in the middle, two goblins with swords and a goblin with a sling 07:35:20 this was my basic example of needing some thought, giving you options like fighting through, using line of sight, using one monster ot block the other 07:35:50 but within this vault, say instead of a goblin with a sling, it spawns a gnoll with a spear. that too is interesting but it requires a little bit more thought 07:36:16 -!- Lubaf has joined ##crawl-dev 07:36:18 if you juggle this with the loot you might get, the fact that some vaults might leak over into others, say you couldnt solve a room with diff rats in it so you backed off and theyre now chasing 07:36:32 it all ties in together. it will be eventually solveable but there were two arguments for that 07:36:33 Stupid question: Why ##crawl-dev? 07:36:48 <|amethyst> Lubaf: huh? 07:36:49 it's for crawl's development and talking about crawl's development 07:36:58 |amethyst: As opposed to just #crawl-dev 07:36:58 a) it will still require a modicum of thought that isnt tabbing and pressing o. currently these levels are solveable as well. they just require two button presses 07:37:01 instead of tactics 07:37:14 and b) the worst case scenario is we wind up where we are now 07:37:21 <|amethyst> I'm not sure why no one registered the channels officially 07:37:28 but wed have the variety for new players and some interest for a little while 07:37:41 and that is the worst case scenario as i see it 07:38:08 i actually thought this through a fair bit, i think it would help the game abit 07:38:09 I don't mean to derail or interupt, but I think if the early floors had no egos and maybe more monster variety/a couple new monsters, the game would essentially do what you're saying by itself 07:38:14 and wouldn't need to be scripted 07:38:52 Hey, 'o' is okay. It makes the early grind much saner. 07:39:03 the actual difficulty, the spread of loot and piety and things can come after but this base idea is what im talking about 07:39:10 and lubaf ties it into what ive been talking about 07:39:14 |amethyst: http://freenode.net/policy.shtml#topicalchannels 07:39:26 ## doesn't mean unregistered (and in fact both channels are registered) 07:39:51 ChrisOelmueller: Then why ##crawl-dev, anyway? 07:39:54 iirc ## means its a free gae 07:39:56 game 07:40:08 <|amethyst> Oh, because "crawl" isn't a trademark 07:40:37 well i won't debate over ChanServ, it's usually not productive to do so :) 07:41:26 Lubaf: or why not #dcss-dev and so on? easy, because somebody started using ##crawl-dev and others followed 07:41:58 how difficulty is it to add new monsters to crawl? 07:42:01 difficult* 07:42:12 not at all, if it's a vault monster 07:42:25 if it's to be added into natural monster generation, somewhat harder 07:42:28 <|amethyst> Gmork__: just adding monsters is easy, but making them interesting is the hard part 07:42:31 (or if it has a whole new ability) 07:42:48 <|amethyst> and, yeah, figuring out the rarity/depth functions is black magic 07:43:01 what about adding a few new monsters that essentially have egos built in, so they are a clear, consistent, interesting threat? 07:43:09 I would like that 07:43:25 to me, early snakes represent a good difficulty 07:43:36 you see the snake, you know it can poison you, you can intelligently deal with the threat 07:43:48 * Lubaf still loves Angband's solution to the "new monster" problem, even as he acknowledges that it's useless for Crawl's purposes. 07:43:50 so what about adding more monsters in with slowing attacks, etc. 07:44:05 some weak status effects 07:44:38 misled! 07:44:58 that way you get the effect of early game egos without 1) the random deaths 2) getting broken egos on the character itself 07:45:30 people will *always* produce deaths of which they think they are random, but totally are not 07:45:41 i know, but let's not discuss that 07:45:55 i'm saying getting one shotted by a draining mace/electricity whip 07:46:00 or poison needles 07:46:15 -!- |amethyst has quit [Read error: Connection reset by peer] 07:46:16 A curare kobold comes into view. It is wielding a blowgun. 07:46:19 The curare kobold shouts! 07:46:22 throw those effects on monsters so they are clearly identifiable, remove them from equipment 07:46:25 -!- Pacra has quit [Quit: This computer has gone to sleep] 07:47:31 i dislike ash as metagod for everybody 07:47:32 maybe monsters with a slowing attack, or a mild vampiric 07:47:48 or even weak draining 07:47:51 -!- |amethyst has joined ##crawl-dev 07:47:56 -!- Pacra has joined ##crawl-dev 07:49:15 chris: it's not like you'd HAVE ash on D:1-4 07:49:19 and after that ego weapons come in full force 07:49:30 and ash gives you plenty of other great stuff 07:51:43 fewer weapon using monsters and more natural monsters with a brand would be nice IMO. early D vaults too. As long as its still random enough. 07:52:32 that pretty much sums up my opinion 07:52:38 also, a slightly different message for monsters wielding glowing weapons in early D, combined with warning color by default, would be nice. 07:53:10 snakes/orc priests/gnoll packs are a much more interesting challenge over kobolds with poison darts and goblins with draining maces 07:55:15 i'm not sure i want more orc priests and less draining goblins 07:55:22 lol 07:55:25 you get the idea 07:55:55 i'm just suggesting remove ego drops from d1-d3 and instead introduce new monsters with mild versions of those egos built in 07:56:28 but getting a branded weapon is nice on d2 07:56:38 -!- Thann has quit [Quit: sleeep] 07:56:44 to me, that goes just as far in making early game o tab 07:56:48 or boring 07:57:05 and if i know i can take the risk (and it's usually possible to retreat if you plan a bit) why not try to get it? 07:57:24 you could still get them 07:57:28 just after d:3 ish 07:58:07 well, fighting the d:4 ogre would definitely be easier if i'm allowed to find a whatever of poison before 07:58:34 by d:4 your character should be developed enough to handle it i'd say 07:58:44 or run 07:58:52 giving a monster on-hit banishment 07:58:53 that's not really true for most characters, no 07:58:56 by d3 07:59:00 seems ridiculously silly 07:59:02 i approve 07:59:13 certainly not banishment lol 07:59:16 how often does that happen, really 07:59:24 incredibly rarely 07:59:26 but you never forget 07:59:33 slowing, draining, vampiric would be fair game though 07:59:35 that one moment you got banished to the abyss on d2 07:59:39 is the only moment you remember 08:00:29 as long as regular goblins have several magnitudes more kills than distortion monsters, this is nothing to fix imho 08:00:53 sure...distortion isn't really a problem in 99.9% of games 08:00:55 that's not how the human mind works 08:01:01 you remember when things go wrong more strongly than when things go right 08:01:08 why do you think Murphy's Law is a thing that has been coined 08:01:57 Ripplez: isnt that moment you remember much more interesting than the 100 other deaths you forgot because they were to uninteresting regular hobgoblins wielding unbranded clubs? 08:02:09 yes 08:02:17 i dont lose to hobgoblins wielding unbranded clubs 08:02:22 certainly not -1/-1 clubs 08:02:22 early banishment is totally fine imo, getting instakilled by elec weapons is not so cool 08:02:27 certainly not while i was a berserker 08:02:29 others do. 08:02:30 exactly 08:02:31 my life is not on trial here 08:02:45 i'd still think though 08:02:51 Ripplez: okay, maybe not you, maybe not anymore, but people die to them all the time 08:02:59 for example, a very weak caster type monster on d:1 that can cast slow 08:03:03 maybe two of them from two sides, etc 08:03:04 would be interesting 08:03:31 or one that is fairly durable and has vampiric melee, also interesting 08:03:35 but is slow 08:03:37 I think what would help a lot is to have orc priest smite be slightly weaker than every other monster's smite, too 08:03:47 it already is 08:03:47 Right now if the RNG is not in your favour you can die incredibly quickly to one or two orc priests 08:03:54 By being rarer 08:03:54 <|amethyst> Gmork__: slow + melee is not interesting 08:03:56 orc priest (03o) | Spd: 10 | Int: normal | HD: 3 | HP: 9-21 | AC/EV: 1/10 | Dam: 6 | 10weapons, 10items, 10doors, evil | Res: 06magic(16) | Vul: 08holy | Chunks: 07contam | XP: 42 | Sp: pain (d8), cantrip, smiting (7-17), heal other. 08:03:56 %??orc priest 08:03:56 But the worst case is the same 08:03:58 smoke demon (153) | Spd: 9 | Int: normal | HD: 7 | HP: 25-53 | AC/EV: 5/9 | Dam: 8, 5, 5 | 05demonic, 10doors, lev, !sil | Res: 06magic(56), 05fire++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 316 | Sp: sticky flame range (3d4), steam ball (3d12), smiting (7-17). 08:03:58 %??smoke demon 08:04:01 7-17 08:04:03 <|amethyst> Gmork__: unless it traps you in a corridor 08:04:04 oh, hm 08:04:08 it isnt? wtf? 08:04:10 I'm thinking orc priests should be 7-10 08:04:12 greater mummy (16M) | Spd: 10 | Int: high | HD: 15 | HP: 183-212 | AC/EV: 10/6 | Dam: 35 | 07undead, 10weapons, 10items, 10doors, evil, spellcaster, see invisible | Res: 13magic(immune), 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 9039 | Sp: demon, smiting (7-17), torment symbol, summon undead. 08:04:12 %??greater mummy 08:04:19 thats a bit weird 08:04:24 the thing is tho, how many times do they KEEP dying to it 08:04:28 thats an important question 08:04:30 what about 7-7+HD for smiting 08:04:31 well i'm just throwing out examples, I just think more monster variety+less early egos would help a lot 08:04:46 so orc priests are 7-10, smoke demons are 7-14 and greater mummies are 7-22 08:04:51 maybe keep a very few early game egos for the wtf factor but drop the rate way down 08:04:53 tomb buff, orc nerf 08:04:57 getting owned by a hobgoblin with a club is fine once or twice. but really, how many times do you die to the same monster without going hm. maybe im messing up here 08:04:57 Ripplez: a hobgoblin can just kill you if youre unlucky 08:05:03 just like that. 08:05:13 bad luck is very powerful early on 08:05:25 !killsby bad luck 08:05:30 No games for * (ckiller=bad luck) 08:05:34 you can run away, pillar dance, and try again, but something might wander in, and then youre screwed 08:05:40 dying from bad luck is arguable but it definitely exists more so on early floors than anywhere else 08:05:51 Sigmund comes into view. He is wielding a glowing scythe. Sigmund shouts! Sigmund gestures at you while chanting. You are confused! 08:05:57 sigmund gets to stay though 08:05:59 classic :) 08:06:01 he's cool 08:06:01 I'd definitely be in favor of removing variability from early floors 08:06:02 sigmund is fine imo 08:06:06 sigmund is fine 08:06:07 its good to have enemies 08:06:11 real enemies you can hate 08:06:16 I love people when they go FUCK YOU SIGMUND 08:06:17 because he's a clear, identifiable oh shit moment 08:06:28 that make you stop and decide what you're going to do next 08:06:40 i'd be in favor of adding more of those 08:06:43 ive never been scared of sigmund 08:06:44 we should make people recognize more of these instead of removing them, yes 08:06:44 <|amethyst> Whereas hating centaurs just makes you a racist 08:06:48 it is grinder 08:06:52 and less oh wow I just got drained in one hit and now i'm dead 08:06:55 grinder haunts my nightmares 08:06:56 Ripplez: not a long time player then? 08:07:11 grinder got moved like 5 floors up a few versions ago 08:07:12 grinder would be ok if he couldn't chain paralyze you 08:07:17 no ive played for some time. its just that sigmund is human and is subject to all the normal human trappings 08:07:19 why would you not connect a dangerous weapon to danger after dying to it then 08:07:28 poison, curare, mephitic, that sort of thing 08:07:34 at worst he goes invis as a self-buff 08:07:42 at worst he chain confuses you 08:07:42 grinder regens all his hp like an imp, blinks, paralyses 08:07:44 and spams pain 08:07:50 which, opposed to chain para, is actually possible 08:08:02 wait, grinder can't chain para? 08:08:07 nothing can chain para 08:08:10 I swore I saw a message like 'You feel as though you will be paralyzed for longer.' 08:08:13 yeah i know. ive had it happen but its also resistable by the berserker trogs hand 08:08:14 maybe I am mixing siggy and grinder up 08:08:22 basicly on alot of combos, youll have something to deal with it 08:08:26 afaik chain paralysis doesnt exist anymore 08:08:36 i played crawl when grinder didn't even exist :( 08:08:39 either poison, mephitic, raw damage + pots of healing, trogs hand 08:08:42 stuff like that 08:08:46 grinder is immune to half of it 08:08:50 and is just as deadly 08:09:00 and that's not so long ago either .. don't make me feel old 08:09:02 hes deeper, though 08:09:18 ive met him early. he can be very scary 08:09:24 sigmund can spawn on D:2 08:09:25 especially when he paralyses you on sight 08:09:31 and there are mobs nearby to kill you 08:09:32 grinder maybe D:4, im not sure 08:09:40 d:3 08:09:59 yeah but like i said, you can often deal with grinder on d2. or at least d2 represents the very worst thing he could do 08:10:07 ah, 3-6 08:10:11 d3, you still cant really deal with grinder. because he can just blink and stuff 08:10:21 sigmund is 2-7 08:10:34 Artefact Armour identifyable by text only (https://crawl.develz.org/mantis/view.php?id=5738) by XuaXua 08:11:24 <|amethyst> ugh, that's a horrible title 08:11:26 is cheibriados a bot? 08:11:30 <|amethyst> yes 08:11:37 oh ok 08:11:40 it contains xuaxua 08:11:44 nothing can fix it 08:12:19 there are much more annoying people 08:12:22 <|amethyst> renames 08:12:25 <|amethyst> s/es/ed/ 08:12:25 not on mantis, no 08:12:27 anyways i need to run for a bit 08:12:30 yes, not on mantis 08:12:31 is anyone here a tiles player? 08:12:38 I play tiles sometimes 08:12:39 why? 08:12:42 im so happy TheDruid only frequents the tavern, though 08:12:44 Patashu: traitor! 08:12:57 I can play on console and tiles equally effectively 08:13:00 why would I pick just one or the other :p 08:13:09 i'm just curious for opinions on what art people would like to see redone or added 08:13:15 also, that sardonica person 08:13:24 jackals. but I think their tile already got redone 08:13:24 i play tiles 08:13:34 I'm not sure what else looks bad, hmm 08:13:37 trees. 08:13:39 make better trees. 08:13:40 and other plants 08:13:48 there are already new plants 08:13:51 and 2 tree submissions 08:13:53 well 08:13:55 trees and bushes 08:13:57 more trees and bushes 08:13:59 also 08:14:02 better water maybe? 08:14:03 they did 08:14:05 there are trees rotting on mantis 08:14:21 water and lava might be a good place to start 08:14:31 Gmork__: slime walls, with an overlay for floor next to slime walls, is one thing that would be nice 08:14:38 kind of hard to do well, though 08:14:44 there are more pressing tile issues than just new tiles 08:14:48 maybe too advanced for me 08:14:54 kilobyte: but he wants to make tiles 08:14:57 unless you meant something else 08:15:03 i'm not able to address those issues 08:15:14 Patashu: yeah, I meant, tile coders are badly needed 08:15:26 i can't help there 08:15:27 to add unicode, right? 08:15:30 or anything else? 08:15:48 add unicode, rip out opengl 08:15:55 Patashu: tiles not working on most graphics driver, yeah 08:15:59 drivers 08:16:02 maybe i'll try more unique spell art 08:16:05 or, insane speed 08:16:20 hmm 08:16:25 I noticed how some of the altars and other features are animated 08:16:29 what about making the sparkly altars animate too? 08:16:32 make them go, sparklesparkle 08:16:39 sparkles are nice 08:16:39 <|amethyst> there's an android port rotting on mantis, too 08:17:16 |amethyst: it's been like 2 weeks? Is that long enough to call it rotting? :) 08:17:32 <|amethyst> three weeks with no comments 08:17:37 You start searching. You feel your code begin to rot away! 08:17:43 the author is having his honeymoon in japan, he should be back soon 08:17:50 galehar did you catch the argument from before? 08:17:51 <|amethyst> aha 08:18:09 that was not an argument, just some friendly discussion :) 08:18:10 Ripplez: yes. Are you playing exclusively Fi, Gl, Be? 08:18:19 no 08:18:34 this wasnt a specific example btw 08:18:40 but in general you can do this 08:18:41 having (and running out of) mana tends to make D:1-4 a bit more interesting 08:18:46 Ripplez: well, not every build can tab d:1-4 08:18:57 no. but they can effectively power through it 08:19:01 no 08:19:02 tab is just the one button approach to it 08:19:04 felids cannot tab d:1-4 08:19:10 spriggans typically cannot either 08:19:17 deep elves, high elves... 08:19:23 Ripplez: early levels are considered the most deadly place by many players 08:19:27 spriggans kinda can. but the idea is more that it doesnt involve thought 08:19:37 Ripplez: that's not true 08:19:40 yes. this wont change the difficulty so much as streamline it 08:19:43 i would really like to hear elliptic's opinion on what needs to change in early D 08:20:02 Ripplez: there are plenty of tactics to survive the early levels. Strategy too 08:20:07 I think the best motivator for crawl is playing on a server 08:20:11 so you see how far other people get 08:20:16 and think 'I want to do that as well, I can do that' 08:20:28 I guess that is what motivates me though 08:20:32 tthere are. but in general you can simply plow through 08:20:32 i would play online 08:20:43 but webtiles is laggy 08:20:43 when i say d1~d4 i mean literally d1~d4 08:20:44 maybe d1~d3 even 08:20:54 Ripplez: more varied monsters could be good, sure 08:20:57 webtiles is laggy for me too. but i like lag. it makes me think harder 08:20:59 these three levels have nothing going for them. nothing happens. there is no thought to it 08:21:01 i would play online, but there is no trunk webtiles :( 08:21:08 nope 08:21:10 gotta go fast 08:21:17 !lg * s=place 08:21:18 1657184 games for *: 516115x D:1, 233012x D:2, 200766x D:3, 197776x D:$, 142547x D:4, 76410x D:5, 52855x D:6, 33243x D:7, 27328x D:8, 21230x Abyss, 19621x D:9, 15075x D:10, 11280x D:11, 7561x D:12, 7248x Sewer, 5365x Lair:1, 4890x D:13, 4572x Orc:4, 4342x Lair:2, 3729x Bailey, 3587x Lair:3, 3317x D:14, 3298x Ossuary, 3290x Orc:3, 3076x Lair:4, 2881x Orc:2, 2829x Lair:8, 2801x Orc:1, 2527x Lair:5, ... 08:21:21 you can die but that is generally because of bad play and things not because the level needs something from you 08:21:25 never stop to think, just o tab o tab o tab as fast as I can mash the keys 08:21:25 Ripplez: more vaults is always good. If you have ideas for interesting tactical early vaults, just write them and submit 08:21:34 !lg * s=place ktyp!=quitting ktyp!=escaping 08:21:39 1463506 games for * (ktyp!=quitting ktyp!=escaping): 341791x D:1, 224830x D:2, 197776x D:$, 197279x D:3, 140728x D:4, 75353x D:5, 52138x D:6, 32796x D:7, 26949x D:8, 20126x Abyss, 19384x D:9, 14885x D:10, 11147x D:11, 7484x D:12, 7151x Sewer, 5223x Lair:1, 4820x D:13, 4533x Orc:4, 4256x Lair:2, 3715x Bailey, 3544x Lair:3, 3273x D:14, 3268x Ossuary, 3256x Orc:3, 3032x Lair:4, 2854x Orc:2, 2800x Lai... 08:21:46 also winning happens on D:1 08:21:50 ok. i will. but my idea was so that these early vaults help new players see what crawl can be about, tactical decisions made under fire 08:21:58 and it also helps teach bad players how to not be bad so much 08:22:04 alefury: not statistically important 08:22:06 !lg * s=place ktyp!=quitting ktyp!=escaping ktyp!=winning 08:22:07 when to fight. when to run. how to abuse stuff. when to pop consumables 08:22:11 1455473 games for * (ktyp!=quitting ktyp!=escaping ktyp!=winning): 341791x D:1, 224830x D:2, 197279x D:3, 189743x D:$, 140728x D:4, 75353x D:5, 52138x D:6, 32796x D:7, 26949x D:8, 20126x Abyss, 19384x D:9, 14885x D:10, 11147x D:11, 7484x D:12, 7151x Sewer, 5223x Lair:1, 4820x D:13, 4533x Orc:4, 4256x Lair:2, 3715x Bailey, 3544x Lair:3, 3273x D:14, 3268x Ossuary, 3256x Orc:3, 3032x Lair:4, 2854x Or... 08:22:27 if there's a new dev in here, i'll take this opportunity to spam my idea another 20 times 08:22:32 !lg * ktyp=winning s=place 08:22:32 8033 games for * (ktyp=winning): 8033x D:$ 08:22:36 alefury: actually, not D:1 08:22:37 after ripplez speaks 08:22:40 oh, good to know 08:22:41 i will try thinking of more vaults and ill try and make a more concise post on mantis later. but this idea is had many repercussions i felt galehar 08:23:15 and i think it merits like actual going over because it can act as a way to help newbies, keep oldbies entertained a little and have baddies confront their demons 08:23:23 as well as just having cool things happens 08:23:37 im done now gmork. the rest will be in the mantis post hopefully 08:24:29 I like how the places people die on drops consistently each lower depth. it looks like an exponential decay even. I want to plot it and see what function matches it haha 08:24:42 <|amethyst> dev wiki sounds like a better place 08:24:42 okay, my idea for early game is pretty simply to remove or greatly reduce the occurence of ego weapons from d1-d3 08:24:51 Gmork__: I don't think removing ego weapons from early levels would be an improvement. 08:25:09 and replace them with more monsters that have ego effects on them, similar to snakes right now 08:25:16 by itself I would agree 08:25:27 okay dev wiki. i actually dont know the place or how to do it, ill just work on the post till then 08:25:30 just removing egos would make it a lot more boring 08:26:21 the whole idea would be to have consistent, recognizable, interesting decisions to make early on 08:26:32 similar to what you have to do when you run into a snake, or sigmund, or a gnoll pack 08:26:43 Ripplez: seems like your idea is just making early vaults. In that case, just make them. Writing on the wiki that more early vault would be good is a waste of time 08:26:47 rather than just getting insta gibbed by curare or electricity 08:27:13 also, it would get rid of players getting their hands on an early powerful ego and just strolling through early game 08:27:25 <|amethyst> Ripplez: I'd think either https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout or maybe a new https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:dungeon 08:27:29 should we also ban artifacts, dragon armour and crystal plate mail from appearing early on? 08:27:30 by the same logic 08:27:37 <|amethyst> but maybe others have better suggestions 08:27:42 no 08:28:02 those are so infrequent tht they don't really affect the game i would say 08:28:11 Gmork__: what's wrong with getting a good brand early on? Also, you don't have to fight monsters with glowing weapons 08:28:17 a kobold draining you on D:1 is also infrequent 08:28:30 a kobold poisoning you with darts or needles is not 08:28:37 galehar no my idea isnt just that more early vaults are nice but its that more early vaults should be guaranteed 08:29:18 a good brand early on usually means a free trip through d1-d4 08:29:25 Ripplez: you'd need a huge set of vaults to guarantee one of them without it getting repetitive 08:29:27 which to me is equally boring 08:29:28 that small combat tactical vaults in the very beginning will improve the early game experience 08:29:48 Ripplez: not if it's always the same 08:30:17 Ripplez: if you're thinking about vaults that only have teaching value, put them in the tutorial 08:30:43 it can certainly be improved 08:30:51 there was a conversation on this with chris. the idea is yes that there will be some repetition but the idea is that a) not every vault will be solveable by your combo. some you will not be able to tab or some will be bad to spend mana on and such like. there will also be some vaults you cannot solve and simply must back awat from 08:31:05 galehar: kilobyte brought up just removing the dummy vault 08:31:15 dummy vaults, i mean 08:31:21 this combined with the fact that some vaults can leak into the others means that it will not be as predictable as that. especially since within a vault you can have random generation from a predefined set of monsters 08:31:38 similar to how i saw the zot 5 vault works with its monster generation 08:31:42 Gmork__: early monsters with interesting abilies is a good idea, but they are hard to balance 08:31:59 alefury: currently primary_dummy blocks 8/9 ORIENT vaults, and primary_mini_dummy 2/3 of non-ORIENT ones 08:32:08 also no, these are easier tactical vaults because its still d1~d4. they can still require some thought which is the point, that is what leads to them being decent tutorial vaults too 08:32:17 I hear you, but it's not like d1 curare is balanced 08:32:19 <|amethyst> Ripplez: you'd need to be alot more varied than Zot:5 is, though 08:32:21 but the idea is that having them in d1~d3 removes the tedium of d1~d3 08:32:48 my idea was basically to add a few ego effects to monster attacks and limit it there 08:32:49 Ripplez: I say just make the vaults. If they are good, we'll put them in. If you make tons of them, we'll be able to guarantee one, but I have doubts 08:32:50 yes. i know. but there are so many vaults that have developed over the years. i can think of a few but i am sure there can be others that can be developed appropriate to d1~d3 too 08:32:57 its not like oh ill come up with 20 by tomorrow 08:32:59 i think at least removing the dummy entry vaults would be nice, and could be done without problems 08:33:00 but i think it CAN be done 08:33:05 or make new caster monsters that don't have conjurations, just status effects 08:33:14 frail casters that have slow, for instance 08:33:23 i mean branch entrance vaults 08:33:25 that force you to make a decision but don't outright slay you 08:33:35 galehar i dont mean implementing them at random. i mean coding in that like 1 or 2 per d1~d3 will ALWAYS happen 08:33:48 like you forcefully make them spawn 08:34:04 that is not possible with the way crawl is coded? 08:34:42 i'll try to come up with a few more examples 08:35:21 <|amethyst> that is possible, yes, in a number of ways 08:35:37 <|amethyst> you could make them all part of a serial vault and put PLACE: D:1 on the serial vault 08:35:48 Ripplez: it is possible, but it is used very sparingly. Guaranteed things on d:1~4 are going to be extremely repetitive. I don't see it as a reduction in tedium 08:35:57 -!- clouded_ has joined ##crawl-dev 08:36:34 i think it will be given how it can interact with combos and things. and like i said earlier the worst case scenario si that it is as tedious as it is now 08:36:46 if it comes down to being able to power through it, nothing changes 08:36:47 random generation already create plenty of interesting tactical situations, even on early levels 08:36:51 but i will think about it some more 08:36:57 not on d1~d3 08:37:11 Ripplez: I have to say that I think it coudl certainly be MORE tedious than it is now 08:37:11 <|amethyst> maybe a few dozen vaults (plus randomization within the vaults) would be enough to make a guaranteed placement of 1 or 2 vaults in early D reasonable 08:37:37 <|amethyst> but if it's just ten vaults and you're picking 6 of them per game, it's going to be very repetitive 08:37:55 Ripplez: I disagree. Why do you think so many players die on d:1~3, yet a few of them are able to consistently go through them? Luck? 08:38:04 ive watched my friend who had never played roguelikes before that day just sit there and tab through things like it didnt even matter. another friend of mine had the same thing. and it had come up on some other places, with peple who have had more experience with the game 08:38:23 what were they playing though? 08:38:34 they dont know how to manage their luck, their abilities and things. they dont know when to take risks and when those risks wont pay off and that they should use what theyve got on hand and when to conserve 08:38:35 you can certainly do that with a lot of combos 08:38:41 but they drop off hard, hence being begginner friendly 08:38:45 they dont think about the game reasonably enough, apart from luck based deaths 08:38:54 that they can mitigate it 08:39:00 maybe the problem is that most people are bad at roguelikes 08:39:07 and not necessarily a problem with crawl :p 08:39:12 you can't force people to get good 08:39:17 well, you can help 08:39:18 they'll either learn from their deaths or they won't 08:39:18 this is still possible here. the idea of having a tcombat tactical room is that it needs tactics to be able to solve it at all, you can still have all of those elements in 08:39:23 by making an environment for them to learn in blah blah blah 08:39:28 <|amethyst> I think Ripplez is saying that his bad players have no problem with D:1--D:3 08:39:43 <|amethyst> so I guess those of us who do die there are extra-bad :) 08:39:44 Ripplez: of course,with a strong combos, the early levels seem to be very easy. Except when you die to an early unique or ogre or centaur or whatever 08:39:46 but I would say that's highly combo dependent 08:39:54 i there a problem with a TrBe tabbing through d1-d3? 08:40:28 no 08:40:37 thats why i liked my example the best. a vault with a room and a pillar with 2 goblins and a goblin with a sling encourages you to think at least a little bit about things but you can still have all the standard combat shenanigans that goes on 08:40:44 the idea is that it forces some tactical thinking 08:41:01 Ripplez: this kind of things happen all the time 08:41:04 the idea that if a person picks up crawl, installs it, plays d1 to d3, he wont think this game is just a bad turn based diablo 08:41:04 how is that different than what goes on now though? 08:41:29 I have to say that I have also turned a lot of friends onto crawl 08:41:43 and from what I've seen, it isn't d1-d3 cruise control discouraging them 08:41:53 it's dying to what they think is random unfairness 08:42:06 it happens very infrequently because goblins and hobgoblins and newts dont really do much. 08:42:18 now if they make it a bit deeper and they have the tools to deal with a problem, i'd say its their fault 08:42:23 Gmork__: random unfairness is what roguelikes are about, though 08:42:24 or rather if it does happen, it doesnt happen because you thought about it tactically wrong because tactics doesnt really change much in a goblin fight 08:42:28 Ripplez: I've more often heard of new players being discouraged from playing crawl due to the difficulty of the early levels 08:42:30 its the focus of the whole game 08:42:30 but when you have very good players still dying a LOT early on, it's hard to disagree 08:42:36 yes but why is it difficult 08:42:55 if the combat is simply tabbing through or casting your spells or stuff, why do people die there 08:42:59 i'd say crawl is random but hardly ever unfair 08:43:12 d1-d3 is generally the ONLY time I feel like crawl can be very unfair 08:43:24 Gmork__: define unfair 08:43:43 high potential of insta death with no room for meaningful decision making 08:43:47 your saying the early levels are hard enough because people die. my counter is that people die for all the wrong reasons. they dont die because they failed tactically. they die because they either lucked out badly or they dont really know what theyre doing and so die 08:43:55 unescapable death maybe. Which is very very often debatable 08:44:07 i completely agree with that ripplez 08:44:14 Gmork__: thats not the definition most people would use when thinking about games 08:44:22 but that does not interfere with the vaults idea 08:44:32 the vaults idea is not about making it easier or harder 08:44:37 @galehar: i also completely agree with tht, but you have to admit that it's inarguably more frequent in early levels compared to the rest of the game 08:44:44 you still have combat. you still need to decide when to back off or when to go in 08:44:53 it is about making you think in a way that powering through doesnt solve 08:44:57 i don't want to make it easier or harder either, i want to make it more consistent and have there be more decision making 08:44:57 Ripplez: since very good players rarely die in the early levels, I'd say most death there are due to lack of skills 08:44:59 and less insta gibs 08:45:10 also, a lot of times a situation seems unfair by your definition to a bad player, while a good player might be able to deal with it or more often avoid it altogether 08:45:20 NoUsername (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 08:45:23 yes. and lack of skills can be dealt with through good early game vaults 08:45:25 <|amethyst> Ripplez: what's the difference between "failed tactically" and "dont really know what theyre doing"? 08:45:25 i agree that there are some unfair moments (D:2 centaurs should die in a fire) 08:45:31 lack of tactical play can be shown through good early game vaults 08:45:35 i would want to force MORE difficult challenges that a good player can solve 08:45:45 monotonous tabbing or casting can be solved through good early game vaults 08:45:50 MORE decision making and tactical play 08:45:54 NoUsername (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 08:46:07 if your argument is that there cant be enough good early game vaults i will say that might be valid and needs me to go think about it 08:46:07 less oh darn, hit with curare as I came around a corner 08:46:12 but just because people die alot early doesnt make it any less monotonous 08:46:28 NoUsername (L21 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 08:46:31 and it doesnt really speak to its difficulty if people die essentially becuse they lucked out badly or theyre simply bad at the game 08:46:50 we're saying the same thing, just I'm not hot on the vault idea and would favor new monstrs and less ego weapons 08:47:09 <|amethyst> what else is there? 08:47:22 <|amethyst> if you don't lose because of luck, and you don't lose because of skill, why else would you lose? 08:47:25 what people perceive as lucky or unlucky is obviously going to vary greatly, and better players seem to get unlucky a lot less often, that goes without saying 08:47:32 when old xomscumming was a thing, elynae had a script do D:1 for him 08:47:42 Ripplez: I think people die mostly because of bad tactics. I don't think early vaults would change anything to that 08:47:43 ^ force more skill based early floors, less luck based 08:47:45 is all i'm saying 08:48:05 i dont know how much use it gets now or what the success rate was 08:48:29 maybe some would disagree, but "unluckiness" occurs a lot more often on early floors 08:48:29 yes they would because it would cause people to have to confront their failings if they were merely bad, if they were new they would learn that they should think about their combats more. and if theyre experienced it gives a sort of challenge to see if they can clear every vault including the ones they cant really deal with 08:48:58 NoUsername (L20 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 08:49:01 for example, a trbe can tab through the vault with the goblins i described. a trbe cannot tab through a narrow corridor with kobolds throwing darts frome ither side of a stream 08:49:13 Ripplez: what's preventing people to learn from their mistake in a randomly generated tactical situation? 08:49:29 i'm not sure how a vault teaches people anything 08:49:32 because they dont have any cause to think their death is because they sucked 08:49:45 if a hobgoblin swings aclub and hits me and i try to hit, whiff and die 08:49:47 if anything, that exact same scenario would enforce their perception of unfairness or bad luck 08:49:49 i can very easily blame the whiff 08:49:53 but not the fact that i didnt back out 08:50:01 <|amethyst> isn't the same true in a vault? 08:50:10 in a vault, the option of closing the door and running exists and you can learn to simply not deal with this 08:50:13 Vaults don't have a sign. If they can't learn from dying to random monsters, they won't learn either from dying to vault monsters 08:50:22 if im a trbe and i see a corridor of death kobolds juggling darts 08:50:25 <|amethyst> Ripplez: in a room, the same option exists 08:50:29 i will just turn around and pretend it never existed 08:50:31 it just seems incredibly hard to balance out for all combos to be able to do every vault 08:50:34 and a whole lot of work 08:50:59 they shouldnt be able to do every vault. part of having the vault is to teach general ideas about the game including the fact that not everything is possible 08:51:03 NoUsername (L20 OpFE) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 08:51:22 but the idea is that when you see the room come up regularly because its a vault designed to reappear every now and then 08:51:23 I have to be honest too and say that I don't like the idea of the main game forcing me to learn something 08:51:29 and you see yourself dying in the exact same situation 08:51:38 you have tutorials; part of the fun of crawl is learning from your mistakes 08:51:42 then it kind of teaches you that maybe in this room, trying to tab through stupidly gets you killed 08:51:50 i don't really want to be "taught" by the game how to play 08:52:11 sure. but then the incongruity appears where you see a vault in a tutorial that looks fun and interesting and puzzle-ish 08:52:18 then your d1~d4 experience is ridiculously boring 08:52:22 I think if the game is designed well, it does exactly what you're suggesting without being scripted 08:52:32 why not just skip the d1~d4 section alot of people ask 08:52:36 IF the player chooses to learn 08:52:37 and the point, as it stands, is valid 08:52:56 you could just put in loot and piety into ppls status page 08:53:03 make them start with more gear and levels and piety 08:53:20 the reason that it shouldnt be in teh tutorial is because then the issue still remains that d1~d3 is monotonous and silly 08:53:35 I honestly don't think vaults would help that at all 08:53:42 and if anything, make it worse 08:53:50 as you start seeing the same few vaults over and over 08:53:56 that you already figured out how to handle 08:54:16 -!- Pacra has quit [Quit: Leaving] 08:54:18 yes. that came up. i had the idea of randomly selecting the monsters that spawn within them as result, like the zot 5 generation does 08:54:23 I think a better designed d1-d3 would help monotony a lot more 08:54:26 <|amethyst> I think vaults would help the monotony, but it has to be a lot of vaults 08:54:26 but that is something i know very little on how its handled 08:54:41 in zot 5 they have specific things like a ? where it will just randomly spawn some monster from a list 08:54:51 you can very easily alter a list for a vault, if that is true 08:55:09 ripplez: vaults can do ANYTHING. because you can embed lua code in them 08:55:12 for example, instead of 2 melees + 1 ranged, it could be 3 melees with a spear 08:55:36 or instead of kobolds with darts, it could be kobolds + 1 imp with darts 08:55:45 which id imagine would be horrifying so dont hold me to that 08:56:03 but thats what i mean. you can alter the generation of monsters within the vault, to stick to the similar theme 08:56:09 but it can also be made alot tougher for it 08:56:26 and so not be as tedious if the difficulty was actually challenging 08:57:05 a bit more interesting terrain might help, and would be pretty unobstrusive 08:57:07 <|amethyst> I'm in favour of less monotony. I'm not sure about making D:1--D:3 harder 08:57:08 for example a room of animals to deal with mages so that they run out of mana if they dont economise could have hounds which are much harder to kill with magic dart, thus needing you to use your other abilities 08:57:30 -!- Grunt has joined ##crawl-dev 08:57:30 i think most early D vaults shouldnt even spawn monsters of their own 08:57:45 i'd like the idea of keeping the difficulty about the same, just making it a little less random and a little more interesting 08:57:56 this was an example of how you can change it around. like i said actual difficulty bumps is not a thing im interested in. just making d1~d3 not be so boring that even a newbie can just power through it 08:57:57 sometimes using different layouts would also be nice 08:57:58 for me, it boils down to lack of decision making 08:58:06 early game has hardly any interesting decisions to make 08:58:33 <|amethyst> Ripplez: "no even a newbie can just power through it": you are talking about making it harder for newbiew 08:58:34 inject more problems that need to be solved, remove some of the sources of death that aren't really interesting 08:58:36 <|amethyst> newbies 08:58:57 a newbie shouldnt be able to power through it but a newbie who thinks should be able to deal with it 08:59:03 a snake with poison is a problem that is at least somewhat interesting to solve 08:59:08 and requires decision making 08:59:09 newbies who try to power through everything 08:59:13 ARE why they die so early 08:59:23 that is one of the main reasons why those deaths happen on d1 im confident 08:59:30 because of newbies who think they can power through everything 08:59:31 a snake makes you stop and say hey, if I tab into this thing I'll kill it but probably die from poison after 08:59:39 power through almost everything in 80% of the cases 08:59:48 and then die when they find something they cant power through 08:59:58 having a system saying no. this doesnt work stop trying it 09:00:05 <|amethyst> Ripplez: and you think because you put it in a vault instead of having it randomly generated will change the way they play? 09:00:06 would make them realise that just because you can tab doesnt mean you should 09:00:09 yes 09:00:12 <|amethyst> Ripplez: how? 09:00:15 I really don't like the idea of that ripplez 09:00:25 people arent stupid. they can be incredibly not self-aware but they arent stupid 09:00:29 I don't like the sound of the game essentially telling you "hey, stop doing tha" 09:01:11 you'd be taking away a large part of the learning experience 09:01:11 <|amethyst> Ripplez: would having more gnolls randomly generate on D:1 accomplish your goal just as well? 09:01:32 for example, heres a case from this very room 09:01:34 <|amethyst> so players associate yellow "g" with "stop and think, or run" 09:01:42 I hate the idea of a vault that says "here's how you're supposed to handle this" 09:01:57 gmork said earlier that early deaths against brand wielders is very dumb. and chris said basicly if you see its glowing you know your taking a risk when you fight 09:02:05 so why fight when you are basicly gambling that youll die 09:02:09 the game will never teach you that 09:02:16 you might not even realise its a thing to avoid 09:02:32 that's an issue of it not being a clear threat to me 09:02:32 that mindset doesnt come up in many other games and it can cost you and you wont learn that its your fualt not the games 09:02:33 -!- ainsophyao has joined ##crawl-dev 09:02:45 i'd say that for new players, they need to be clearly presented with the threat 09:02:50 and THAT will make them think 09:02:51 but if a vault has a monster that constantly spawns with a stupidly strong weapon you cant take off of easily 09:03:01 and you die like 4 times ina row to the same monster over diff games 09:03:05 then the 5th time your like 09:03:07 wait a second 09:03:07 when a new player dies to sigmund ONCE, they know from then on that they have to use their brains to solve that problem 09:03:15 this guy has a weapon right? fighting him might be bad 09:03:24 no, they complaint hat sigmund is not fair 09:03:29 when the die to a snake, they know forever what that monster is dangrous 09:03:32 because he can confuse immediately, go invis and cant be found 09:03:35 i would like more of that 09:03:42 and less poison deaths 09:03:43 etc. 09:03:45 and shift blame onto sigmund instead of themselves 09:03:49 <|amethyst> Ripplez: and why won't they complain that your vault monster isn't fair ? 09:04:04 you can make the argument either way, but dying to an ego early on sucks 09:04:07 for anyone 09:04:08 because when you see it 4 times over 4 diff games in very simiilar circumstances 09:04:12 its not an issue with the rng 09:04:13 <|amethyst> Ripplez: like sigmund? 09:04:16 its an issue with the vault creator 09:04:18 "glowing" does not adequetly describe a threat in my opinion 09:04:24 it is not 09:04:26 a unique monster does 09:04:27 this game is broken 09:04:29 but more 09:04:32 hangedman is a bastard 09:04:54 but since it made the cut it has to be solveable in some way and so you take it personally and try to solve it 09:05:29 <|amethyst> Ripplez: why don't they also think that about Sigmund then? 09:05:32 people are not stupid, even newbies but they dont understand how the game works and the compulsively bad players dont understand how to LEARN how the game works 09:05:33 i also think that if new challenging monsters were introduced to earl floors 09:05:50 <|amethyst> Also, "trying to solve it" is often the wrong approach 09:05:50 it would remove the need to have the chance of higher level monsters being spawned early 09:06:13 some have. but some dont think about sigmund in that fashion because its like the monster ai can randomly be a crap shoot and it just happened to luck across the exact combo to screw you 09:06:15 i also think most players don't have a problem with sigmund type challenges and in fact 09:06:34 Ripplez: the people who don't want to think and learn will never like crawl, nor any other roguelike anyway 09:06:41 no alot of them want to 09:06:44 a lot of the people i've watched play die to sigmund once, then from then on they have a lot of "oh no, sigmund again, what do I do?" moments 09:06:52 but they are frustrated because the way the games work is so different 09:06:59 to me that is what a roguelike is all about 09:06:59 <|amethyst> Ripplez: I just fail to see how making it a non-unique monster in a vault would have such a big effect on how players think of it 09:07:10 thats why roguelikes arent the most accessible, because it simply doesnt come up that often 09:07:12 in other games 09:07:16 and on the other hand i've seen the same players die to curare or poison needles or draining maces on d:1 and go wow, that is so stupid 09:07:24 in other games you dont have monsters that spawn simply to make your life miserable 09:07:30 and these are good gamers who want to learn the game 09:07:42 dying to it and then asking why the fuck is this here just makes you think the creators are elitist assholes 09:07:45 hard monsters make you think 09:07:50 that roguelikes are the equivalent of i wanna be the guy 09:07:56 hard monsters are essential to the difficulty of crawl 09:08:09 players either come to appreciate that 09:08:12 or they leave crawl behind 09:08:18 nothing is going to change that and it shouldn't 09:08:28 <|amethyst> The creators *are* elitist assholes by many people's standards 09:08:33 Gmork__: yes, so why do you want to remove them from the early game? :) 09:08:37 crawl is elitist by nature 09:08:38 tbh i also like gmorks ideas 09:08:41 ewell 09:08:44 only the monster idea 09:08:52 @galehar: i don't at all 09:08:53 the ones where some monsters have brands inbuilt 09:09:00 i want to add more difficult monsters early on 09:09:11 so that more oh shit moments happen 09:09:16 but the thing is the early game as it is d1~d4 has alot of deaths but it doesnt seem like it is reflective of the levels difficulty 09:09:21 more sigmundesque decision making 09:09:29 <|amethyst> I mean, this is a game where you are supposed to die repeatedly. If you were good enough to make it far before you died, you have to start all over from the beginning 09:09:30 it is in fact more like sometimes very bad things will happen and sometimes very stupid things will happen 09:09:32 less poison needle and brand death 09:09:48 as you get better, the cause of death shifts from very bad to very stupid (stupid meaning luckbased) 09:10:08 shift the ratio of "i just scewed up" deaths" higher than "wow I just died to one poison needle" deaths 09:10:09 when tbh, that is not an argument for the levels difficulty 09:10:25 Ripplez: that is so untrue. bad luck death gets rarer as you go deeper 09:10:27 -!- Patashu has quit [Ping timeout: 245 seconds] 09:10:36 ^ 09:10:43 yes. but the cause of death shifts 09:10:47 <|amethyst> galehar: not deeper, but better skill 09:10:47 completely agree, so why have so many bad luck scenarios early game? 09:11:01 the cause of death shifts from i got outlucked to i am an idiot arent i 09:11:01 you have to admit that bad luck deaths happen a lot more often on d1-d4 09:11:11 so why not remove that as much as possible? 09:11:15 it isn't fun for any kind of player 09:11:16 its not even that 09:11:24 the argument against changing d1~d4 is that it ius hard 09:11:32 it should be hard 09:11:37 but not hard in the way it is now 09:11:38 but the leading cause of deaths is because of bad luck and amongst bad players, being bad 09:11:45 it's cheap, artificial difficulty now 09:11:48 but you can change that by redesigning how d1~d4 works 09:11:57 not intelligent, solveable difficulty 09:12:00 <|amethyst> Ripplez: what should the leading cause of death be? 09:12:01 Gmork__: I think they are a lot of bad luck deaths early on, because players "take their chance" 09:12:11 i screwed up. i died 09:12:18 <|amethyst> Ripplez: isn't that "being bad"? 09:12:25 it's incentivized to do so galehar 09:12:31 yes. but there are many levels of being bad 09:12:39 because hey, you don't *know* that glowing weapon is draining 09:12:40 Gmork__: depends if you want to win 09:12:50 and one level of being bad is i shouldnt have fought with 3 hp against a half hp goblin 09:12:53 is the smart alternative to avoid every glowing weapon? 09:12:58 and every kobold? 09:13:01 that's terrible 09:13:14 that isn't an interesting choice at all 09:13:25 and another is well i should not have backed down this unexplored alternate corridor when confronted by a guy with a spear because now im trapped 09:13:42 that's not the only choice. You can also use missiles ar consumables to weaken the enemy and steal his weapon 09:13:43 i think a much more compelling choice is hey, here's this frail mage that is a big bag of exp but can slow me and make it a lot more likely to die from these goblins 09:13:51 do I go for it? how do I handle it? 09:13:54 what's my approach? 09:13:56 tbh thats not really a choice 09:14:03 if you can kill with missiles youll do so 09:14:05 if you cant, you wont 09:14:12 agreed 09:14:17 its not really a choice. unless your trying to conserve your ammo for whatever reason 09:14:28 it's not compelling either way 09:14:38 and if you DO kill it with ranged and it does drop a powerful branded weapon 09:14:44 you just got a free pass through the early game 09:14:53 if you dismiss the choices offered to you, then don't come complaining the early game is dumb and difficult 09:15:11 ..... i dont..... 09:15:13 it can be brutally unfair and very boring 09:15:18 i breeze through the early game incredibly easy 09:15:23 but it isn't too difficult at all 09:15:29 at first i thought this is liek a 5~10 min tax for fun gameplay 09:15:32 it's easy super easy or you die to something very stupid 09:15:40 there's virtually no compelling choices early on 09:15:50 but after watching my friends and other ppl experienced in rogue, brogue, tome and even making their own games saying 09:15:57 well why pay a 5~10 min tax on the players time 09:16:10 i just see no reason at all why early game can't be interesting 09:16:15 i was thinking, thats true. why DO i pay this when i dont really need to given the options we could be having 09:16:34 well, you can choose to play cautiously and don't fight monsters with glowing weapons. Then you won't die to "unfair" draining 09:16:42 yes 09:16:44 Ripplez: if it's too easy, play a harder combo 09:16:47 that's very true and brutally boring 09:17:24 i'm not saying at all that the early game is too hard and should be toned down 09:17:44 just that the difficulty could be a lot more interesting 09:18:01 i dont know why your so against the idea of improving the very early game 09:18:02 what your saying ties into it too 09:18:02 its not a question of difficulty 09:18:05 its a question of tedium 09:18:13 yes 09:18:22 and it IS alot of tedium for alot of combos 09:18:30 Gmork__: it's not simple to remove "unfair" deaths and keep the game challenging. What's dangerous sometimes is deadly some other time 09:18:57 you guys pull it off pretty well past d:5 09:19:15 yes. thats why i said the very early game. i have to agree there 09:19:21 very rarely do I ever feel like I died because crawl screwed me past d:5 09:19:22 once you start getting near temple depth levels 09:19:25 Ripplez: I'm not against improving the early game, I'm just saying your vault idea wouldn't improve it much. 09:19:28 the game becomes very nice 09:19:35 but there is that gap at the very start 09:19:38 <|amethyst> galehar: what about more early uniques? 09:19:44 that once your aware of it, sticks out like a sore thumb 09:19:54 more uniques would be good too 09:20:06 i actually really like the idea of 09:20:13 |amethyst: yes, more variety in early monsters (and why not uniques) would be great 09:20:16 maybe going a bit far here but: 09:20:25 unrelated for the most part i had this idea for a unique i really wanted to say 09:20:29 evilmike also has plans for early demonic portal vault 09:20:36 a shapeshifter unique that can shapeshift into other uniques 09:20:38 remove egos from d1-d4, implement new ego monsters, and impelement new uniques that DO carry ego weapons 09:20:43 it would be really cool 09:20:52 that's the best of both worlds imo 09:21:11 <|amethyst> Gmork__: or show wielded monster egos, instead of removing them 09:21:40 <|amethyst> it's kind of silly that when a monster unwields a flaming weapon, you see the flame go out and only then deduce that it was flaming 09:21:40 that might work too but i still think scoring a draining whip off a goblin als makes early game boring 09:21:41 because it's just as much tabbing after that 09:21:48 <|amethyst> "oh, I thought that was just his beard" 09:21:53 |amethyst: what? Why would you be able to id it on d:2 but not on d:5? 09:22:03 if uniques were the only ones that carried ego weapons, you'd be forced to decide whether it's worth the risk 09:22:03 <|amethyst> galehar: I mean in general, not just D:X 09:22:24 to me, THAT'S interesting difficulty and decision making 09:22:39 <|amethyst> galehar: we already learn the brand when the monster wields or unwields it 09:22:40 well, I don't like it much. glowing weapons brings uncertainty 09:22:58 they still would on uniques 09:22:59 |amethyst: you sure? 09:23:03 theres also he fact that if it ided on wield 09:23:13 then you wouldnt have cases wher eyou killed monsters before they could strike 09:23:13 if you doubled the amount of uniques early game and had them wield glowing weapons it would accomplish the same thing 09:23:20 and so cannot id their weapon without wielding it 09:23:26 what about warning color for "it is wielding a glowing/runed/etc"? at least in early D? 09:23:35 it happens like very rarely that its important but thereve been times 09:23:39 while also removing easily gained ego weapons, and removing a lot of the randomness of unlucky deaths 09:23:39 <|amethyst> galehar: hm... maybe I'm misremembering now 09:23:41 i often miss the message, and probably a lot of other tiles players do too 09:24:04 tiles gives you a lot more information on the screen than console, so i tend to not read messages. which is bad. 09:24:16 <|amethyst> galehar: on unwield anyway: monster::unequip_weapon 09:24:29 <|amethyst> galehar: for some brands 09:24:41 i don't think glowing weapon is adequate 09:24:41 <|amethyst> flame, wrath, electrocution, venom, distortion 09:25:01 <|amethyst> all of those messages kind of imply that you should have noticed to begin with 09:25:10 <|amethyst> except for distortion 09:25:11 <|amethyst> "It stops dripping with poison." 09:25:12 <|amethyst> etc 09:25:43 for me it boils down to goblins and kobolds having powerful egos being pretty lame 09:25:48 <|amethyst> and even more of them give messages on wield 09:25:56 it's lame to die to them, to run from them, and even lame to get your hands on one on d:1 09:26:47 if I had to choose whether or not to battle a unique for one... 09:26:52 that's a lot more interesting to me 09:27:22 man now im thinking of fun uniques 09:27:28 talk about side-tracked 09:27:37 <|amethyst> Gmork__: there is some precedent in what we do with wands 09:27:43 im going to go now. i hope i at least sparked some interest 09:27:47 i like that 09:27:59 in the idea of improving the very early game 09:28:00 tc 09:28:17 |amethyst: yeah, it's a bit inconsistent. Not a big deal, since it's rare especially early on. I'd remove the messages to fix it rather than id ego on sight 09:28:27 in the same way with wands hardly ever being used by random monsters on early floors but very often seen from uniques 09:28:34 why not do that with egos as well? 09:29:07 by the same argument, do you think the early game would be MORE fun or exciting if you gave every goblin or kobold a chance to spawn with a wand? 09:29:11 because i don't 09:29:23 there's a difference: wands are hidden, glowing weapons aren't 09:29:41 there is, but it's a pretty crappy way to go 09:29:44 and a wand of fire is much more deadly than a blowgun. Even with curare 09:29:54 not noticing a line of text and dying for it is pretty rough 09:30:43 how so if you don't have a potion of curing? 09:30:58 whether a wand of fire one shots my DeCj or curare takes two turns to do it 09:31:03 what's the difference? 09:31:13 what weapon is the monster wielding is very important. If you don't bother to read it, you deserve to die to the club of draining! :) 09:31:38 The kobold hits you with a glowing short sword. You feel drained. You die... 09:31:53 glowing can mean so many things though, and it sucks to have to treat EVERY glowing weapon like a potential to oneshot you 09:31:56 i have a question, idk if this has been asked 09:32:02 that isn't fun to me at all 09:32:08 but is there a reason why there are no worshippers for any of the gods 09:32:11 apart from us? 09:32:22 because that might be a nice source of flavour and vaults and uniques and stuff 09:32:23 i don't want to say oh jeeze, another glowing weapon, i better dart this thing down even though i'm a MiBe because who knows? 09:32:33 that isn't an interesting decision and it isn't fun 09:32:36 like i always thought of rupert as a fellow trog-ite. but hes like the only one 09:33:02 but running into more frequent uniques and saying hmm...what do I do here? 09:33:06 that's a lot more compelling 09:33:06 Gmork__: I'm thinking it would be more interesting to guarantee glowing=>ego or cursed. No glowing +1,+2 dagger 09:33:15 i would agree with that for sure 09:33:19 take a way a lot of the uncertainty 09:33:28 -!- Ripplez has left ##crawl-dev 09:33:35 because having to run or ranged EVERY glowing weapon is just not fun 09:33:50 and dying on d1 to poison darts and needles is not fun either 09:34:00 -!- ToBeFree has joined ##crawl-dev 09:35:00 I still think less egos, more monsters with interesting abilities, and more uniques all together 09:35:09 would vastly improve the early game 09:37:40 I disagree with "less egos", but I guess "less glowing not branded" would help make decisions. 09:38:14 I agree with more monsters and more uniques. But it's easier said than done. Designing interesting and balanced early monsters is hard. 09:38:46 Exisiting monsters depth and rarity needs to be looked at also 09:38:50 casters (or natural monsters) with status effects sounds like a good idea 09:38:58 no early slowers, for example 09:39:36 -!- Gmork__ has quit [Ping timeout: 245 seconds] 09:39:44 crappy goblin casters might work 09:39:50 goblin stats and one spell 09:40:19 I think someone suggested to weaken kobold demonologist and move them earlier 09:40:31 ??kobold demonologist 09:40:32 kobold demonologist[1/1]: A kobold (haha) that - wait for this, summons demons! HAHAHA! (His only non-{cantrip} spells are to summon common demons [3, 4] and to call imps. If he gets lucky, he could get a sixfirhy or sun demon.) 09:40:36 wouldnt really be appropriate on D:1, though 09:40:37 @??kobold demonologist 09:40:37 kobold demonologist (06K) | Spd: 10 | Int: high | HD: 4 | HP: 12-31 | AC/EV: 2/13 | Dam: 4 | 10weapons, 10items, 10doors, spellcaster | Res: 06magic(26) | Chunks: 09poison | XP: 129 | Sp: call imp, demon, cantrip. 09:40:46 we already have too many early unique imo 09:40:58 you see them so often they get pretty tiresome 09:41:01 i mean, even with summon 5 they would be pretty powerful at D:1-3 09:41:15 -!- Gmork_ has joined ##crawl-dev 09:41:21 I'm back 09:41:24 clouded_: thats spawn rate though, not number 09:41:32 sure, maybe not d:1 09:41:40 or rather, if you see the same ones too often, the total number is too low 09:41:59 clouded_: if we had more, maybe you'd see each of them less 09:42:10 I was thinking just now 09:42:28 why not make the runed adjective unique to unbranded + or - weapons 09:42:36 and make glowing unique to branded weapons 09:42:50 that's very spoilery 09:43:06 I'd rather keep the difference between glowing and runed cosmetic 09:43:18 certainly not worse than the status quo, though... 09:43:28 alefury: yes, worse 09:43:48 not worse imo 09:43:56 status quo is extremely spoilery 09:44:04 I think the problem stands then that right now to play safely through early game you have to avoid or ranged down anything holding a runed or glowing weapon 09:44:22 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-2174-g3afda02 (33) 09:44:23 yes. And differentiating glowing and runed would be worse 09:44:31 why? 09:45:11 keeping the difference cosmetic and removing or reducing the number of unbranded uncursed glowing/runed weapons would be good anyway 09:45:26 might as well remove runed from weapons, though 09:45:29 agreed 09:45:54 i think powerful egos should be restricted to uniques early on thogh 09:46:28 Gmork_: i think they are? anyone can pick up anything from the floor, though. 09:47:04 well, kobolds can definitely get cool stuff, no idea about other monsters 09:52:20 players can easily learn that glowing/runed = blue text = interesting 09:52:45 learning that glowing = has pluses, runed = branded is much harder to learn 09:53:14 currently, gray = no brand, glowing = no info 09:53:19 this sounds simple, but is very hard to learn 09:53:21 do you think it's interesting though, to have to run or use rranged on every early monster holding runed or glowing anyting? 09:53:29 as well as every kobold that potentially has darts or needles? 09:53:59 alefury: actually, glowing means have an ego or a some +/- 09:54:17 gray weapons also generally have some +/- 09:54:30 Gmork_: I think it's more interesting than just attacking them all 09:54:32 so glowing means "you have no information about this weapon", nothing else 09:54:47 by itself i would agree 09:54:53 just pulling egos would be terrible 09:55:07 alefury: I agree that it's not very good and have proposed to change it 09:56:05 i just think that dying from a lot of uncertainty of lack of information is gimmicky 09:56:27 well, early on anyway 09:56:37 can you please just commit your change and see if someone reverts? 09:56:41 deeper in you generally have tools to deal with it, early on you don't 09:56:56 because discussions about anything involving item identification tend to last forever and lead to nothing changing 09:57:23 alefury: I doubt anyone would challenge this change, but we'll see 09:57:28 one thing that bothers me there is that branded weapons automatically id when you equip them 09:57:29 haha 09:57:31 funny 09:57:47 but for some reason your character can't see them on a monster 09:58:03 why can't you see a dagger dripping with poison if a goblin is wielding it? 09:58:21 maybe it only briefly drips with poison on wield/unwield :) 09:58:21 not saying that it should be that way, just that it doesn't make any sense lol 09:58:31 (i am not serious) 09:58:36 haha 09:58:42 Gmork_: it's a case of gameplay > realism 09:59:02 i know, i'm just being facetious 09:59:06 actually its a case of flavorful messages being at odds with gameplay 10:00:00 what's it take to convince a dev to add new monsters? 10:00:02 what's the process there? 10:03:01 submit a patch, then bother people until they look at it 10:03:37 that's beyond me 10:03:38 if its easy to implement putting a suggestion on the wiki and bothering people until they speak out either against or for it, then wait for someone to implement it might also work 10:03:48 generally monster suggestions are ignored 10:04:01 maybe if i make a cool tile it will spark interest! 10:04:11 making a cool tile might help, yes 10:05:24 having a clear concept and a description and name for the monster also helps 10:06:32 Gmork_: the most important thing is to have a strong design. Detailled stats and abilities, where does it spawn, and what alefury said 10:07:31 i see 10:07:38 a goblin mage for d:1 that cast slow isn't enough to get people excited about it. Even if it's a good idea. 10:07:43 i wonder how well having a limited monster set per game would work. probably wouldnt fit into crawl, though. 10:07:46 03galehar * r7e5f9fd891f7 10/crawl-ref/source/util/checkwhite: Add an option to checkwhite to change the tab size. 10:07:57 03galehar * re59807da8f77 10/crawl-ref/source/makeitem.cc: Remove the chance for unbranded enchanted items to have a cosmetic flag. 10:08:23 gotcha 10:08:34 gotta be something that gets the testicles quivering in excitment 10:08:53 Gmork_: no more excuse for avoiding those d:1 goblins with glowing clubs 10:08:57 catlobes were recently added 10:09:03 *for not avoiding* 10:09:19 that took a while, though, mostly because they are a bit complicated 10:09:23 would be tricky to design something really interesting but not too strong for early floors 10:09:33 Gmork_: yes 10:11:00 there is one issue: anything weirder than a goblin mage wouldnt fit in well with the current monster set 10:11:21 goblin berserker, bam 10:11:24 it currently has generic small humanoid monsters and animals or giant animales 10:11:40 no minor liches for d:1? 10:12:16 a cute little lich comes into view 10:12:35 kilobyte should add his felich idea :) 10:12:58 i want my original idea implemented 10:13:03 jellephants 10:13:38 -!- dtsund has joined ##crawl-dev 10:14:43 galehar: does your commit mean only branded things glow now? 10:15:02 that would sure help 10:17:40 -!- Gmork_ has quit [Quit: Page closed] 10:20:56 alefury: and cursed. Or maybe I failed to handle that, lemm check 10:30:37 -!- oberstein has quit [Quit: uhhh] 10:31:07 -!- oberstein has joined ##crawl-dev 10:36:13 03galehar * r95bcd365aaf0 10/crawl-ref/source/makeitem.cc: Allow cursed items to have a cosmetic flag too. 10:39:06 now i want cute little liches 10:39:25 that commit looks like just a revert? 10:40:04 galehar: not much sleep tonight? 10:41:22 -!- ussdefiant_ has joined ##crawl-dev 10:41:27 -!- dtsund has quit [Read error: Operation timed out] 10:42:23 oh, different lines 10:44:16 oh, but thats from the shifted line numbers from the first commit 10:47:20 ChrisOelmueller: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:uniques:uniques_new#sanrio_the_felid_lich 10:47:39 oh no 10:47:48 no way you trick me into supporting felids 10:48:12 03galehar * r32893d48c65c 10/crawl-ref/source/makeitem.cc: Actually allow cursed items to have a cosmetic flag too. 10:48:24 alefury: yeah, I'm dumb today. 3 commits for a trivial change :( 10:48:37 hope I got it right this time 10:50:02 -!- SkaryMonk1 has quit [Quit: Leaving.] 11:01:04 -!- ussdefiant_ has quit [Ping timeout: 260 seconds] 11:17:37 -!- Gmork has joined ##crawl-dev 11:17:46 can anyone tell me again where to find the tiles art design doc? 11:18:04 -!- ussdefiant_ has joined ##crawl-dev 11:18:39 http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/docs/develop/tiles_creation.txt 11:18:42 thank you 11:21:26 haha mailing list 11:21:31 dear David Floog :) 11:25:41 -!- heteroy has joined ##crawl-dev 11:28:25 it didn't even make a nice insult 11:28:28 i was disappointed 11:29:57 -!- blabber has joined ##crawl-dev 11:32:02 -!- Mottie has joined ##crawl-dev 11:38:34 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 11:43:14 -!- G-Flex has joined ##crawl-dev 11:53:58 -!- heteroy has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 11:55:42 -!- Lubaf has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 11:58:58 -!- alefury has joined ##crawl-dev 12:13:57 -!- ainsophyao has quit [Remote host closed the connection] 12:14:07 -!- ogsus has quit [Read error: Connection reset by peer] 12:14:50 -!- ussdefiant_ has quit [Ping timeout: 250 seconds] 12:15:36 -!- ogsus has joined ##crawl-dev 12:15:37 -!- ussdefiant_ has joined ##crawl-dev 12:20:24 -!- dtsund has joined ##crawl-dev 12:45:39 -!- ussdefiant_ has quit [Ping timeout: 244 seconds] 12:49:47 -!- G-Flex has quit [Quit: Time for us to bug out.] 13:08:05 Gmork: quite hard for a D:1 monster to use a level 8 spell... 14:13:47 -!- Pacra has joined ##crawl-dev 14:25:47 -!- Wensley has joined ##crawl-dev 14:48:21 -!- Gmork has quit [Ping timeout: 245 seconds] 14:58:22 -!- Xiberia_ has joined ##crawl-dev 14:59:37 -!- Xiberia has quit [Ping timeout: 245 seconds] 14:59:46 -!- Xiberia_ is now known as Xiberia 15:54:40 -!- Ragdoll has quit [Quit: Ragdoll] 16:12:53 DeadRobin (L1 MuFi) (D:1) 16:14:37 !lm DeadRobin type=crash -log 16:14:37 1. DeadRobin, XL1 MuFi, T:6 (milestone): http://crawl.develz.org/morgues/trunk/DeadRobin/crash-DeadRobin-20120606-211242.txt 16:15:47 DeadRobin is not content with just mere death; had to drag the game along for the ride. 16:16:12 ha has mon_glyph = player:orb_glow 16:16:29 s/^ha/he/ 16:17:57 a nice crash on demand 16:18:00 <|amethyst> Unrelated, something went wrong at some point with n_rpl and zombies 16:18:19 <|amethyst> kilobyte: wouldn't it have to come immediately after a save, though 16:18:58 <|amethyst> I guess you could assign it to something less frequently seen than the player 16:19:19 <|amethyst> a scorpion when you have animate scorpion, for example 16:21:10 you can change options from lua, AFAIK 16:21:29 <|amethyst> hm 16:22:46 -!- ainsophyao has joined ##crawl-dev 16:22:51 so if a color depends on distance to the orb and i can set it to be color of my anything => can i use it to scout the orb vault for the orb location? 16:23:04 er, wait, how can it possibly crash? If orb_pos is unset, it is (0,0). 16:26:12 I can't seem to reproduce the crash... 16:34:27 -!- ainsophyao has quit [Remote host closed the connection] 16:34:58 -!- ainsophyao has joined ##crawl-dev 16:35:05 -!- ainsophyao has quit [Remote host closed the connection] 16:36:23 -!- elliptic has quit [Read error: Operation timed out] 16:45:34 -!- elliptic has joined ##crawl-dev 16:47:43 -!- Textmode has joined ##crawl-dev 16:56:46 -!- Gmork has joined ##crawl-dev 16:56:55 I have a question 16:57:19 I tried my hand at making a scroll tile just to get started, and I edited the gui.png 16:57:30 but when I open the game, the scroll tile is the same 16:57:32 <|amethyst> don't do that 16:57:42 why not? 16:57:56 <|amethyst> it will be overwritten next time you recompile 16:58:05 i see 16:59:33 do I need to be able to edit the code to tell it something? I have no idea how to do that 16:59:39 tell it to do something* 17:00:30 <|amethyst> you replace it in rltiles/item/scroll/ then recompile 17:00:55 <|amethyst> if you're adding more options etc you'll also need to edit dc-item.txt 17:02:34 -!- Patashu has joined ##crawl-dev 17:02:43 <|amethyst> but if you're just replacing an image you should be able to just replace the item's png and make (which will rebuild the tile sheets but shouldn't need to recompile the program unless you change the dc-*.txt files 17:02:48 <|amethyst> or the first time) 17:03:06 <|amethyst> gtg, others know more than I so keep asking :) 17:03:28 hmm 17:03:28 not having any luck 17:03:32 it's still the default scroll 17:03:52 <|amethyst> you did make tiles ? 17:04:03 <|amethyst> (default is ASCII) 17:04:21 <|amethyst> forgot to mention that earlier, sorry 17:04:46 <|amethyst> you might need make clean-rltiles first if that still doesn't work 17:04:46 I made a scroll tile, yes 17:05:09 png and make- what do you mean by make? 17:05:10 <|amethyst> oh, you don't have a compiler etc do you 17:05:20 no, that's what I was wondering 17:05:28 I was hoping I could just drop it in for testing purposes 17:05:31 but it doesn't seem that simple 17:06:57 <|amethyst> well, in that case... did you replace it in dat/tiles/gui.png or rltiles/gui/png? 17:07:02 <|amethyst> err, rltiles/gui.png 17:07:03 dat 17:07:12 i didn't see a rltiles directory 17:07:26 <|amethyst> oh, right, you don't have the source either 17:08:15 <|amethyst> are you trying to replace the scroll item tile? 17:08:24 yes 17:08:31 <|amethyst> that would be in main.png 17:08:46 <|amethyst> gui.png is for the menu icons etc 17:09:35 i see what i was doing now, I was replacing the gui icon and not the item icon lol 17:09:56 thanks 17:10:17 <|amethyst> anyway, I have to go... good luck, and maybe later I or somebody can help you get a build environment running so you can do more complicated things than replacing single tiles 17:11:05 I think most tile artists don't compile the game themselves 17:11:54 thanks for the help 17:13:22 i definitely made it a few pixels too big 17:13:30 not a terrible first attempt at a tile though I guess, one sec 17:15:46 http://oi48.tinypic.com/121d4df.jpg 17:15:56 ugh tinyimage quality sucks 17:16:13 imgur 17:17:20 http://i.imgur.com/wOaEr.jpg 17:17:37 tried making a scroll tile...definitely too large though 17:18:18 oh well i'll get it 17:19:38 -!- elliptic has quit [Ping timeout: 252 seconds] 17:19:52 -!- res has quit [Read error: Connection reset by peer] 17:20:38 it looks like you messed up your gui.png 17:20:57 i sure did 17:20:59 thanks for noticing 17:21:02 lol 17:21:18 you can't move stuff around in the tile sheets, the locations and sizes of the tiles are compiled into crawl 17:21:32 i know, i don't really know why that happened 17:21:40 i must have dragged it without noticing 17:21:54 no big though i'll fix it later 17:22:57 I like the concept of the scroll tile, but it looks a bit ... flat (and, yeah, is too big) 17:24:17 yeah I put in quite a bit of shading but it's almost unnoticeable 17:24:31 i think I just didn't use distinct enough colors for it 17:25:04 -!- blabber has quit [Quit: leaving] 17:28:00 -!- heteroy has joined ##crawl-dev 17:28:29 -!- PatashuXantheres has joined ##crawl-dev 17:28:44 -!- Patashu has quit [Disconnected by services] 17:34:39 -!- PatashuXantheres is now known as Patashu 17:35:49 http://i.imgur.com/sgBnG.jpg 17:35:52 do you think that's any better? 17:36:00 i didn't adjust the size but i changed the shading a bit 17:37:52 any advice is welcome 17:43:54 yes, the shading looks better 17:47:03 -!- Claws has joined ##crawl-dev 17:49:35 -!- Claws is now known as HangedMan 17:55:58 -!- ainsophyao has joined ##crawl-dev 18:14:58 -!- elliptic has joined ##crawl-dev 18:20:28 -!- monqy has joined ##crawl-dev 18:31:46 are crawl tiles 16x16 18:31:53 32x32 18:32:20 any limitations on color depth? 18:32:56 I suppose, any limitations more onerous than 8 bits per color 18:37:07 -!- ark____ has quit [Quit: Leaving] 18:38:47 you need to do with 32 bits, not a fraction of a bit more 18:40:51 somehow not a single among regular tile artists uses partial alphas 18:42:04 the entrance to Vaults looks especially bad due to a lack of antialiasing 18:43:47 kilobyte: ontoclasm's new spectral tiles do use partial alpha 18:43:56 03edlothiol * rba5704c123b6 10/crawl-ref/source/rltiles/dc-wall.txt: Tweak spider wall tile weights a tiny bit. 18:44:55 by the way, what do people think about the spell projectiles at https://crawl.develz.org/mantis/view.php?id=5638 18:45:59 also, kilobyte: is there a good way to distinguish between flame and fire bolts? look like they only differ in power 18:46:16 (similarly for other types of bolts) 18:47:06 and by bolts, I mean beams 18:48:10 there's a lot of difference between the damage of a level 2 and a level 6 spell 18:48:40 also, flame tends to stop after hitting one thing 18:48:42 while fire tends to pierce 18:48:49 well yeah, I mean distinguishing in the code for purposes of assigning different tiles 18:50:38 -!- Wensley has quit [Quit: Leaving] 18:50:54 -!- usferth has joined ##crawl-dev 18:51:36 -!- ToBeFree has quit [Read error: Connection reset by peer] 18:53:09 looks like such beams tend to be distinguished in 5675576823568 places by looking at their name 18:53:09 (yeah, that's repulsive) 18:55:17 ugh 18:55:40 -!- Dixie has quit [Read error: Connection reset by peer] 18:57:23 -!- res has joined ##crawl-dev 18:57:23 -!- res has quit [Client Quit] 18:58:00 maybe you'll want to change that for the translation project? ;) 18:58:39 -!- Dixie has joined ##crawl-dev 19:02:31 didn't get there yet, and this is something that doesn't hurt translations the slightest 19:03:05 to the contrary, I'll convert some things from enums to strings, like looking up a monster's gender 19:03:34 slightly less efficient but allows generalizing things 19:04:19 of course, that's no reason for beams to work with strings for display or burning wax 19:06:08 i'm back 19:06:41 do any devs know of any pressing tiles that need to be redone? 19:06:46 something to work on? 19:06:58 even worse: hellfire uses partial matches 19:07:26 gmork: arachne 19:07:47 err, done at all, rather then redone 19:08:17 there's a tile of Arachne submitted but I really hate that one 19:08:36 i'm just starting out so making something from scratch might be a bit too much 19:08:44 looks like a crop of an old Kirke tile onto an ugly spider one 19:08:53 hmm 19:09:01 I got that working earlier kilobyte 19:09:03 http://i.imgur.com/sgBnG.jpg 19:09:07 but I made it too big 19:09:14 demon plant!! 19:09:17 and by "ugly", I mean extremely ugly, as it looks about the same as one I made :p 19:09:17 and it needs to be cleaned up a bit 19:09:42 is the tile in question the inventory scroll 19:09:49 yes 19:09:58 not intended for submission, just my first attempt at pixel art 19:10:18 I was about to remark that the inside looks like meat and the ribbon makes me think it's a gift 19:10:23 hmm, nice visual corruption on the interface part 19:10:23 any criticism is welcome 19:10:31 yeah just ignore that 19:10:32 lol 19:10:37 i slid it around on accident, not sure how 19:10:57 yeah, I thought it came out a bit too ham-boney 19:11:00 ah, I thought it's another openGL-related crap 19:11:14 no, all me 19:11:34 let's see if i can clean it up a bit 19:16:38 eurgh, serial_columns spawning in an encompass vault replaces only the description but not the tiles of statues 19:20:37 -!- headzone has quit [Ping timeout: 276 seconds] 19:22:33 -!- headzone has joined ##crawl-dev 19:27:37 -!- evilmike has joined ##crawl-dev 19:33:53 -!- edlothiol has quit [Ping timeout: 272 seconds] 19:42:36 serial vaults can spawn over encompass vaults? 19:44:56 news to me. Is there an encompass vault tagged with overwritable? 19:46:32 HangedMan: it would be nice if you could actually submit this as a bug report 19:47:05 also, there's no such thing as serial_columns (going to assume you mean column_ruins). The name of the encompass vault could also be helpful 19:48:26 Grunt: do you have any code for that Forest generator of yours? There's something named "patch" on tavern but it contains some broken misnamed HTML instead. 19:49:01 kilobyte, hold on a moment (I uploaded the patch elsewhere in case something like that happened). 19:49:08 hmm, column_ruins has a number of vaults tagged 'overwritable'. But I don't see why this would cause it to be placed on top of a serial vault (none of them have can_overwrite) 19:49:09 Grunt: and layout generators that are not outright bad never, ever go to waste. 19:49:31 http://dl.dropbox.com/u/5494313/crawl-enchanted-forest-wip1.patch 19:49:56 That's for everything, not just the generator. 19:50:35 if something better is developed but is distinct, at the very least the other generator is a good addition for random maps, even if with a small weight 19:57:20 clearings look nice, for paths I 19:57:32 -!- varmin has quit [Ping timeout: 245 seconds] 19:57:39 clearings look nice, for paths I'd use more varying widths 19:57:56 (I mean, something irregular rather than a constant width) 19:58:39 you even went so far as to create a bunch of vaults 20:00:22 alright I revised it, what do you think now? 20:00:23 http://i.imgur.com/u532A.jpg 20:01:52 i never until closely examining the png, realized that the acquirement symbol was a sword coming out of a treasure chest 20:02:22 it would be really nice if you could crop 20:02:55 i can't tell which is the image you're working on 20:03:00 i suppose i should 20:03:05 it's the scroll in the inventory 20:03:10 ah 20:03:42 i don't recognize basically anything because the tiles seem to be slightly off (and i'm not a tiles player) 20:03:59 they are, ignore that part 20:04:04 one sec 20:04:37 http://i.imgur.com/0uxFb.jpg 20:05:09 it's my first try at making a tile so criticism is welcome 20:05:54 -!- varmin has joined ##crawl-dev 20:07:03 serial_column_ruins + encompass vault = broken pillars with unchanged tiles (https://crawl.develz.org/mantis/view.php?id=5739) by Claws 20:07:03 kilobyte, I did experiment a bit with that; the results ended up looking more like one continuous clearing than what I was hoping for, but that may have been due to some other bugs that existed at the time. 20:09:13 -!- alefury has quit [] 20:10:35 ??arachne 20:10:35 arachne[1/1]: A half-spider caster with a staff of poison and a spell that ensnares you with webs. And poison arrow and venom bolt. Unlike spiders, she is not poison-vulnerable---and the staff gives her resistance. 20:27:11 Gmork__: I'm thinking it would be more interesting to guarantee glowing=>ego or cursed. No glowing +1,+2 dagger 20:27:22 just gonna say i like this idea, even though it has some balance implications 20:28:29 (by balance i mean that you'd always be able to identify ego items on monsters) 20:28:55 up the presence of vorpal brand everywhere to compensate 20:32:36 -!- mikee_ has joined ##crawl-dev 20:38:15 evilmike: galehar already committed that, i think :P 20:41:09 ah we were discussing earlier some ideas to make early game more interesting 20:41:26 my other ideas were a lot more...dramatic 20:42:51 MarvinPA: oh, haha 20:43:04 my whole spiel was to remove egos from normal monsters, add some new monsters with certain egos built into them (similar to snakes), and add more uniques which would drop ego weapons 20:43:12 for d1-d4 20:43:52 Gmork: read through it. i disagree with all the stuff about making early D vault-based, and *strongly* disagree about it being mindless/uninteresting/too easy. i'll just leave it at that 20:44:13 i also don't think a higher population of uniques would help, and i think monsters using ego weapons is interesing, if a bit deadly 20:44:36 i definitely don't want it to be more easy 20:44:55 i completely disagree with the vault stuff 20:44:57 that was all ripplez 20:45:07 ...vault stuff? 20:45:07 more vaults for early D would be good. new, interesting early D monsters would also be good 20:45:22 well, vaults in the way he was trying to pitch them 20:45:28 nothing wrong with new uniques either, but i wouldn't raise the number that spawn, just increase the size of the tool 20:45:29 as a glorified learning tool for new players 20:45:32 pool* 20:46:07 my whole deal is that I think deaths to early curare, poison, or goblins with draining/venom/electricity etc 20:46:26 are pretty frustrating and the only way to avoid them is to run from anything glowing or anything with ranged 20:46:30 early needles can be nasty 20:46:51 early needles on some combos is instant death and you don't usually have a chance to escape 20:46:54 you have no excuse for dying to branded melee weapons though, except your own inattention. if there is a problem it is with the interface not making this clear enough 20:47:16 agreed, the interface could definitely make it more clear, especially in tiles 20:47:47 but also the only way to guaranteed not die is to run or ranged down every goblin or kobold with glowing/runed anything 20:47:54 yes 20:48:07 to me that isn't a compelling form of difficulty 20:48:11 oh well 20:48:18 "to me" arguments don't carry much weight 20:48:30 but that was just my input in the discussion 20:48:32 or run away, or wait behind a corner, or use wands/potions 20:49:01 if you want to get a 20+ win streak you need to be ridiculously careful 20:49:09 well maybe not "guaranteed", but the only way to not die guaranteed is to never meet an enemy 20:49:29 i usually don't care that much... i'm fine if i lose characters early on. i play carefully but not obsessively so, and have a ~10% win rate (which is pretty good) 20:49:41 i'm talking purely d1-d4 where needles or a venom dagger can put you down right off the bat 20:50:17 keep in mind our whole discussion was in the context of making the game more accessible but not any easier for new players 20:50:19 but that isn't true 20:50:26 by the time you get to 2/3 you can handle those if you're careful 20:50:32 you should have healing potions by then 20:50:39 and you can always run away 20:51:06 the whole discussion was based around ripplez and i both introducing new players to crawl 20:51:23 not how people who are already very good at the game would handle situations 20:51:33 have them play in explore mode 20:51:34 i'm not saying early floors are unfair 20:51:35 do this by improving the interface, imo 20:51:45 maybe a warning when a monster with a glowing weapon or a blowgun comes into view 20:51:51 my entire argument was that a lot of the early game sources of death are hard to avoid, or hard to spot at all 20:52:39 i think that would go a long way 20:53:16 or, remove blowguns from kobolds, add a kobold assassin monster (same stats as a kobold, always carries a blowgun, spawns at the same rate as current blowgun kobolds) 20:53:21 i was simply saying that i had introduced 5-6 friends to crawl and the most off putting thing for them was dying to early egos 20:53:22 or needles 20:53:49 what about changing the needles to different kinds? 20:53:54 instead of poison or curare 20:55:17 my whole argument was pretty in line with the interface changes; make the threats more identifiable, present the challenge more clearly so players, especially newer ones, can make a proper decision 20:55:34 those are all good sugestions 20:56:20 i had just suggested that a good way to do that would be to lessen the rate of egos on kobolds and goblins, and instead have some new monsters that had those same dangerous effects built in 20:57:49 btw, is there a place where i can check tile submissions? 20:58:14 as in, a way to see what other users have submitted so I don't try to make something that's already been done? 21:02:29 -!- HangedMan has quit [Ping timeout: 248 seconds] 21:03:01 https://crawl.develz.org/mantis/view_all_bug_page.php 21:03:06 filter by "patches and uploads" 21:04:56 -!- heteroy has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 21:06:11 thanks 21:07:58 Gmork: btw if you want to look into tiles that could use improvements, try shoals... 21:08:15 the water tiles specifically? i was thinking about trying that 21:08:24 the walls and floor in shoals is fine. the water is bad 21:08:33 someone mentioned earlier that arachne needed to be done too 21:08:47 yeah 21:08:56 i'm literally just starting tonight so i doubt anything will be good enough for submission for a while though 21:09:15 this is all i've done so far: http://i.imgur.com/sgBnG.jpg 21:09:29 err this one: http://i.imgur.com/0uxFb.jpg 21:13:07 replacement scroll tile? 21:14:31 re: making crawl more newbie friendly: is there any interest in improving the tutorial? are these friends of gmork playing the tutorial? 21:15:49 my friends did play through the tutorial and I think it does a pretty fair job of explaining the gameplay 21:16:00 mikee_: Keskitalo has mentioned changes to the tutorial 21:16:16 i've been meaning to review it 21:16:29 i dunno what the status on that is, but he is probably the person to talk to 21:16:54 thanks, i will message him if i get any ideas after looking at it 21:17:09 i'm not so sure the tutorial needs to show players how to be "good" at crawl though, i mean isn't the fun of the game learning that? 21:17:27 for me it was 21:17:31 for me too 21:17:40 the tutorial could definitely use a good, hard look to make sure it's up to date with 0.11. I haven't seen many changes to it in a long time. maybe it will even be slightly fun (unlike, say, rereading the manual) 21:17:55 but i hear a lot of people having difficulty, maybe because the roguelikes better for learning are less popular than crawl now 21:18:43 for the crowd i've shown it to, they are all already pretty serious gamers, they don't mind having to use their brains or get beat down for a while 21:18:45 The one major thing I think the tutorial needs is more discussion of the skill system. 21:18:46 i think crawl does a better job teaching you to play than nethack or adom... 21:18:52 (I don't remember it having *any*, actually.) 21:18:52 but crawl wasn't my first roguelike, so i'm biased 21:19:46 i think crawl does a good enough job at teaching you how to operate the game 21:20:14 most of my friends picked up the mechanics pretty quickly 21:21:18 crawl is certainly better at teaching itself but it's also much harder 21:22:34 should arachne have unique staff art? 21:22:37 ??arachne 21:22:38 arachne[1/1]: A half-spider caster with a staff of poison and a spell that ensnares you with webs. And poison arrow and venom bolt. Unlike spiders, she is not poison-vulnerable---and the staff gives her resistance. 21:22:47 Gmork: she doesn't carry a unique staff 21:22:51 just a regular staff of poison 21:22:54 thanks, i couldn't remember 21:23:19 only thing unique is she's pretty much the only monster that actually uses an enchancer staff 21:24:00 s/enchance/enhance/ 21:24:12 fr: more uniques that use staves. 21:24:21 I've thought that we could use more elf uniques <_< 21:29:02 how about a high elf ice elementalist unique? 21:29:23 deep elf staffmaster 21:29:34 sludge elf of jiyva 21:29:36 we have several elemental themed uniques, but only one ice one 21:29:44 a sludge elf of jiyva would be cool too 21:29:52 opie 21:29:57 Funnily enough, I was just thinking about how I've never seen an ice-themed unique (at least, not that I remember). 21:30:00 (also the ice unique is a boss, so he doesn't count) 21:31:32 @??elf spells:summon_ice_beast 21:31:32 elf (05e) | Spd: 10 | Int: high | HD: 12 | HP: 9-61 | AC/EV: 2/14 | Dam: 10 | 10weapons, 10items, 10doors, !sil | Res: 06magic(48) | Chunks: 07contam | XP: 392 | Sp: ice beast. 21:31:42 i dont think any monsters cast that, so it would be a somewhat unique spell 21:32:30 ice beast + freezing cloud + bolt of cold. maybe have it have a chance of using a staff of cold. give it rc+++ so it doesn't kill itself with clouds 21:32:41 evilmike: that's the same spellset as an ice statue... 21:32:48 oh right, ice statues 21:33:13 ok, it needs something more than "mobile ice statue" 21:33:31 summon ice beast, ozo's refrig 21:34:20 ozo's armor would be good, if it had high power and were relatively early 21:34:24 because you could use fire to melt it 21:38:47 I should start tinkering with this. 21:38:52 But first, I need a decent elf name. <_< 21:41:28 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Would you like to know more?] 21:54:47 ERROR in 'mon-cast.cc' at line 961: Unknown monster spell 'Ozocubu's Armour' cast by Someone 21:54:53 ...I thought that was too easy to implement. 22:02:23 opinions on this arachne? 22:02:23 http://i.imgur.com/DaZTm.jpg 22:02:55 also this scroll while we're at it: 22:02:59 http://i.imgur.com/0uxFb.jpg 22:03:47 <|amethyst> arachne is too cartoonish IMO 22:04:06 the scroll looks kind of like a bone 22:04:18 it looks like a scroll too though 22:04:26 <|amethyst> the scroll is nice but I don't know if it's better than the current one 22:04:46 i'm not trying to submit it, it was my first attempt at a tile so i'm just looking for feedback 22:05:31 what don't you like about arachne? 22:07:35 <|amethyst> the neck is too long; the torso attaches to the abdomen in a weird way; and the legs are oddly rectangular 22:07:46 <|amethyst> and I'm not sure what that green and red box is 22:09:43 i like it! 22:09:49 <|amethyst> the weird attachment might be in part because the spider parts are shaded and the torso is not, so the latter looks like it floats above the rest 22:09:58 the scroll 22:10:15 maybe i little to truncated 22:14:24 the arachne looks cool but definetly needs some work. the scroll looks awesome 22:35:46 ??gecko 22:35:46 gecko[1/1]: A lizard which is just that little bit stronger to make itself a thorn in the side of weak mages. Otherwise rather trivial. 22:37:39 any better? 22:37:39 http://i.imgur.com/ng8ce.jpg 22:45:00 i'd say give it more shading overall, and like amethyst said, make it so it's not 45 degree angels with the legs 22:45:40 i think the front leg has to be shortened a little 23:06:54 Someone drains the heat from the surrounding environment! You feel very cold. The goblin dies! The hobgoblin dies! Someone resists. Someone is lightly wounded. 23:06:59 i'll work on it tomorrow 23:07:04 must sleep now 23:07:12 Someone mumbles some strange words. A film of ice covers Someone's body! 23:07:22 maybe i'll try to submit that scroll at some point 23:07:30 Grunt: heh, is that being cast by an invisible monster, or did you make a mistake somewhere? :P 23:07:38 The bolt of fire hits Someone. Someone's icy armour evaporates. 23:07:45 No, he's named Someone. 23:07:51 Until I think of a better name. 23:07:51 :p 23:07:51 oh 23:07:51 names are hard 23:07:52 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-2179-gba5704c 23:08:47 -!- Textmode has quit [Ping timeout: 255 seconds] 23:09:10 Aha, I think I just thought of a reasonable name. 23:09:11 Frigus. 23:09:25 (Points if you figure out why I think that's a good name.) 23:09:57 Looks latin 23:10:10 ...you're on the right track >_> 23:11:21 Well, I know it means "cold" or something like that, I'm just assuming it's latin 23:11:32 You are correct. 23:11:38 I think a germanic name might be better if it's an elf 23:11:49 Hm. 23:12:04 Well, I'm open to suggestions. <_< 23:12:25 sorry, I'm bad at naming stuff too. Don't worry about it though 23:16:19 Grunt: what sort of depth to you think this unique should go? Jozef was recently killed, so maybe it could go in a similar depth 23:16:53 That would make sense. 23:18:17 you also want to stick it somewhere that players might have rC, but might not. it's a fairly common resist, so if this is a deep unique it will be less threatening 23:28:02 -!- stabwound has quit [Read error: Operation timed out] 23:32:13 -!- stabwound has joined ##crawl-dev 23:32:13 -!- stabwound has quit [Changing host] 23:32:13 -!- stabwound has joined ##crawl-dev 23:43:22 -!- stabwound has quit [Read error: Operation timed out] 23:44:42 -!- stabwound has joined ##crawl-dev 23:44:44 03evilmike * r6e937c68ad4b 10/crawl-ref/source/makeitem.cc: Make rods yellow, to differentiate them from staves. 23:47:56 A cold-hearted elven sorcerer. His chilling glare freezes all caught in it 23:47:57 in their tracks as he hails powerful ice magic upon them. 23:48:05 ...that's terrible in all the right ways.