00:01:42 Unstable branch on crawl.develz.org updated to: 0.11-a0-2563-gdfd62d9 (33) 00:02:39 -!- Textmode has quit [Ping timeout: 255 seconds] 00:11:55 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-2563-gdfd62d9 00:17:12 -!- Textmode has joined ##crawl-dev 00:32:23 -!- ainsophyao has joined ##crawl-dev 00:39:07 -!- Textmode has quit [Ping timeout: 255 seconds] 01:05:40 -!- st_ has quit [Ping timeout: 248 seconds] 01:16:13 -!- ussdefiant_ has quit [Ping timeout: 246 seconds] 02:08:32 -!- ikeadelic has quit [Quit: leaving] 02:12:29 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 02:20:50 -!- SkaryMonk1 has joined ##crawl-dev 02:25:31 -!- petete has quit [Ping timeout: 246 seconds] 02:43:59 -!- dtsund has quit [Ping timeout: 244 seconds] 02:46:31 -!- blackflare has quit [Ping timeout: 246 seconds] 02:52:22 -!- blackflare has joined ##crawl-dev 03:00:06 -!- edlothiol has joined ##crawl-dev 03:03:10 -!- Dixie has quit [Read error: Connection reset by peer] 03:25:31 -!- syllogism has joined ##crawl-dev 04:11:32 -!- Pacra has joined ##crawl-dev 04:29:24 -!- alefury has joined ##crawl-dev 04:38:25 -!- mikee_ has joined ##crawl-dev 04:55:09 -!- Pacra has quit [*.net *.split] 04:55:10 -!- Danei has quit [*.net *.split] 04:55:10 -!- phyphor_ has quit [*.net *.split] 04:55:10 -!- Chousuke has quit [*.net *.split] 04:55:33 -!- mikee_ has quit [Read error: Connection reset by peer] 04:56:39 -!- Pacra has joined ##crawl-dev 04:56:39 -!- Danei has joined ##crawl-dev 04:56:39 -!- phyphor_ has joined ##crawl-dev 04:56:39 -!- Chousuke has joined ##crawl-dev 04:57:57 -!- mikee_ has joined ##crawl-dev 04:59:39 -!- ToBeFree has joined ##crawl-dev 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-2563-gdfd62d9 05:21:57 -!- aleksil has joined ##crawl-dev 05:47:44 -!- evilmike has quit [Quit: something happened] 05:55:00 -!- petete has joined ##crawl-dev 06:22:52 -!- SkaryMonk1 has quit [Read error: Connection reset by peer] 06:24:56 -!- SkaryMonk1 has joined ##crawl-dev 06:34:54 -!- BlastHardcheese has quit [Ping timeout: 276 seconds] 06:40:23 -!- clouded_ has joined ##crawl-dev 06:45:01 -!- ainsophyao has quit [Ping timeout: 260 seconds] 06:49:53 -!- ainsophyao has joined ##crawl-dev 06:56:10 -!- ainsophyao has quit [Remote host closed the connection] 07:13:37 -!- Ragdoll has joined ##crawl-dev 07:33:23 03galehar * rf47f74f36851 10/crawl-ref/source/ (mon-data.h mon-util.cc): Revert scaling of mimics with depth. 07:36:04 03kilobyte * r42308057973d 10/crawl-ref/source/main.cc: In webtiles, assert that the locale uses UTF-8. 07:36:05 03kilobyte * rb7427c46e5f0 10/crawl-ref/source/tileweb.cc: vsnprintf() returns an int. 07:36:06 03kilobyte * rbeb930d8f612 10/crawl-ref/source/dungeon.cc: Add an assertion so wrong-place errors are not so cryptic. 07:36:06 03kilobyte * r521bc6d52b7e 10/crawl-ref/source/dungeon.cc: Fix a crash in Slime builder. 07:36:07 03kilobyte * r20dbf9e191f0 10/crawl-ref/source/stairs.cc: Remove an obsolete comment. 07:36:07 03kilobyte * rfbb6a271b1d6 10/crawl-ref/source/stairs.cc: Fix a crash on &u 07:36:07 03kilobyte * r2c6082727f9a 10/crawl-ref/source/dat/database/randname.txt: Drop two unfitting gem names (for foo-encrusted randarts), add pearl. 07:36:08 03kilobyte * r66a5fb13b4d4 10/crawl-ref/source/dat/database/randname.txt: Drop see-through robes. 07:36:18 03kilobyte * r99ce6cad1923 10/crawl-ref/source/dat/database/randname.txt: Drop Cheibriados' randart names -- ponderousification is no more. 07:43:19 -!- petete has quit [Ping timeout: 246 seconds] 07:46:17 Some of the dynamic hints in tutorial are really good, like the one about autopickup for thrown ammo. 07:46:41 Level up and skill ones were found to be spammy and taking away from the actual tutorial lessons.. 07:48:38 I'm wondering about sneaking autofight into Lesson 2. 07:51:34 it would be nice to have a real lesson on skill training, but I'm not sure how to do it 08:13:55 aye 08:14:07 Perhaps leave it for hints mode for now 08:14:55 jpeg did a really good job improving the tutorial 0.7, although it did end up containing a little too much stuff 08:15:14 I've really started to appreacite her work while doing these edits :) 08:17:51 that said these edits do cut a lot of stuff, especially maps 08:18:13 -!- ainsophyao has joined ##crawl-dev 08:18:59 her stuff is nicer than the KiSS team's, but the latter's maps are more compact and flow better (imo) because of being shorter, I'll try to combine the two when I can.. 08:25:08 -!- _dd has quit [Ping timeout: 248 seconds] 08:27:12 -!- Jatoskep has joined ##crawl-dev 08:36:02 Not sure my own additions are that great, I feel like I'm cutting stuff, and then just cramming more stuff in :) 08:36:18 But let's see once I finish the lesson 2.. for once, I've actually felt inspired to do this :D 08:48:15 -!- absolutego has quit [Quit: leaving] 08:59:50 -!- SkaryMonk1 has quit [Read error: Connection reset by peer] 09:00:29 kilobyte: any comments on my patch? 09:00:46 -!- SkaryMonk1 has joined ##crawl-dev 09:16:59 kilobyte: about #5856 (exploration of shoals), exploring all shallow water is what made it loop endlessly 09:17:31 it tries to reach one at the other end of the map, but by the time you reach it, tide has risen and it's now deep 09:27:34 -!- Dixie has joined ##crawl-dev 09:34:31 -!- ToBeFree has quit [Remote host closed the connection] 09:35:14 -!- ToBeFree has joined ##crawl-dev 09:41:20 -!- BlastHardcheese has joined ##crawl-dev 09:57:38 -!- SkaryMonk1 has quit [Quit: Leaving.] 10:00:04 -!- Ragdoll has quit [Quit: Ragdoll] 10:22:18 -!- Jatoskep has quit [Ping timeout: 264 seconds] 10:29:00 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 10:40:23 -!- ainsophyao has quit [Remote host closed the connection] 10:41:27 The daeva calls down the wrath of Xom upon you. 10:41:37 Is this normal in the abyss? 10:41:38 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-2573-g99ce6ca (33) 10:41:51 some angels worship xom 10:42:17 I forget why exactly, the rationale is explained if you grep the code for it though 10:42:21 the description overtly says "a divine agent of the shining one" 10:42:23 daevas in the abyss isn't normal, but on xom it is 10:44:34 -!- MarvinPA has joined ##crawl-dev 10:45:53 I don't understand the purpose of that, it was still a regular smite attack, does a daeva worshiping xom have any other effect aside from flavor? 10:46:59 won't be converted to you by worshipping the good gods? 10:47:09 that's about all I can think of, atm monster god worship doesn't change much but in the future it may have more effect 10:47:47 Perhaps Xom smiting -> Xom wrath on target? 10:47:47 <_< 10:48:10 lol 10:48:17 there was no god wrath when it died 10:48:29 at least, none was mentioned 10:49:06 ...and if you kill a Xom worsh-- er, toy, and you follow Xom yourself, Xom roars with laughter! 10:49:09 :D 10:49:19 (Subject to the usual entertainment conditions, of course.) 10:53:15 -!- ussdefiant_ has joined ##crawl-dev 10:56:20 Xom lifesaving... 11:04:43 -!- ainsophyao has joined ##crawl-dev 11:05:50 "Hey! Quit breaking my other toys!" Xom revives the Angel! 11:08:21 03galehar 07constriction * rf6003b1021d9 10/crawl-ref/source/ (6 files): Move handle_noattack_constrictions to actor.cc 11:08:22 03galehar 07constriction * r4ecefafd3fff 10/crawl-ref/ (19 files in 6 dirs): Merge branch 'master' into constriction 11:08:22 03galehar 07constriction * r11c30b6183c9 10/crawl-ref/source/ (actor.cc mon-data.h monster.cc monster.h): Get base constriction damage from the attack damage instead of HD. 11:08:22 03galehar 07constriction * rd8979f0e4bd8 10/crawl-ref/source/actor.cc: Change the constriction damage formula. 11:18:38 -!- alefury has joined ##crawl-dev 11:21:46 -!- blabber has joined ##crawl-dev 11:21:50 -!- Patashu is now known as Patashu[Zzz] 11:44:54 -!- F-Glex has joined ##crawl-dev 11:46:21 -!- G-Flex has quit [Ping timeout: 246 seconds] 11:48:10 -!- ainsophyao has quit [Remote host closed the connection] 11:52:36 -!- ussdefiant_ has quit [Ping timeout: 248 seconds] 12:03:01 -!- petete has joined ##crawl-dev 12:03:21 -!- ainsophyao has joined ##crawl-dev 12:04:18 -!- F-Glex is now known as G-Flex 12:14:14 -!- ainsophyao has quit [Remote host closed the connection] 12:18:20 -!- SkaryMonk1 has joined ##crawl-dev 12:19:17 -!- SkaryMonk1 has left ##crawl-dev 12:48:30 -!- DaneiTWO has joined ##crawl-dev 12:52:37 -!- Danei has quit [Ping timeout: 240 seconds] 12:55:18 -!- aleksil has quit [Read error: Operation timed out] 13:06:08 * Grunt finishes making some tweaks to a couple of previously submitted patches... 13:12:34 -!- ToBeFree has quit [Quit: cleaning PC] 13:28:32 -!- mikee_ has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 13:29:28 -!- blabber has quit [Quit: experiment] 13:29:47 -!- blabber has joined ##crawl-dev 13:44:15 -!- Ragdoll has joined ##crawl-dev 13:55:28 -!- Mottie has quit [Ping timeout: 252 seconds] 13:59:47 -!- ToBeFree has joined ##crawl-dev 14:19:37 -!- Fa has joined ##crawl-dev 14:33:21 -!- Fa has quit [Ping timeout: 245 seconds] 14:43:46 * Grunt makes his interesting issue discovery of the moment and submits a patch... 14:45:25 Allow items defined in monster specifications to respect plus: and plus2: tags (https://crawl.develz.org/mantis/view.php?id=5860) by sgrunt 14:46:17 Nice! 14:47:35 Well, I've been wondering about that since some test fights over in ##crawl didn't seem to be assigning the right item properties. 14:47:38 I can't remember the context. 14:47:55 It came up again while I was testing something else just now, though. :p 15:12:11 -!- aleksil has joined ##crawl-dev 15:41:07 -!- blabber has quit [Quit: n8] 15:42:00 New branch created: webtiles-unicode (1 commit) 15:44:02 -!- joosa has quit [Ping timeout: 265 seconds] 15:44:25 kilobyte: mind taking a look at https://gitorious.org/crawl/crawl/commit/e973b534b75eec07712764b36bd25bd16153bcbc ? 15:45:05 it at least seems to work with CJK and combining characters 15:45:54 -!- neunon has joined ##crawl-dev 15:54:11 -!- kek has joined ##crawl-dev 16:02:22 -!- Fa has joined ##crawl-dev 16:06:46 Hmm, I'm seriously tempted to start working on empowering monsters with god abilities. 16:07:04 (i.e. ones that aren't normally in their spellbooks) 16:07:12 That would be pretty long term work, though. 16:07:46 -!- MarvinPA has quit [Read error: Connection reset by peer] 16:13:34 (The spriggan draws a card... It is the Hammer. The crystal spear hits you! Ouch! That really hurt! You die...) 16:13:55 uhhhhh 16:14:04 -!- Fa has quit [Ping timeout: 248 seconds] 16:27:44 Grunt: legendary Orb card 16:28:57 the mostest overpoweredest thing currently, balanced only by the fact that you need an open area, and that if the monster advances, most orbs will fly around randomly, likely to go out of range and/or hit you 16:29:28 kilobyte, "blown up by" :D 16:29:59 as advancing is the thing monsters do, for some speeds you get as much as four orbs hitting you back :) 16:31:31 emptying a legendary deck of summoning is sure death unless the opponent teleports away, too 16:31:55 monster use of decks is probably out of question :( 16:32:15 pghosts with god abilities could be cool, though 16:32:49 Makhleb's summons would need a massive cooldown, same for Trog 16:33:47 -!- ainsophyao has joined ##crawl-dev 16:35:32 hrm, screw that... Lugonu means banishment on D:3 and corruption, Trog can't berserk (ghost), Sif/Vehu do nothing, Nemelex is decks only, Oka would give a big but boring melee boost, Fedhas would one-shot ghoul players and do nothing good otherwise... 16:35:35 I always thought it made sense that pghosts don't have god abilities... the gods shouldn't care about ghosts enough to grant them powers, since they already *failed* in their mission to get the orb 16:36:12 Chei is potentially cool, but that's more for an unique 16:36:33 a character's last interaction with their god should be the death message (<3 Nemelex's death message, for instance) 16:36:49 elliptic: yeah, mostly for balance reasons, but let's keep it this way 16:37:21 hmm, should Neme do that to felids on non-final deaths? 16:37:24 the balance reasons are also good; I'm just saying that I never saw anything strange with ghosts not having religion 16:37:35 yeah 16:37:43 <|amethyst> kilobyte: likewise yred and felids 16:37:47 <|amethyst> kilobyte: friendly zombie 16:38:06 a bit inconsistent that TSOites/Zinnites/Evilyonites lose religion then 16:38:21 -!- Ragdoll has quit [Quit: Ragdoll] 16:38:30 if it's a past thing for everyone 16:38:35 <|amethyst> TSO considers player ghosts evil, right? 16:38:42 <|amethyst> maybe he should block creation of a ghost 16:38:47 lose religion? is this just some text somewhere? 16:39:08 I guess, ghost religion should not use monster.god but a prop then 16:39:41 elliptic: ghosts have some religion-dependant speech lines 16:40:03 there's a lot written but I think it's not used at all right now 16:40:05 well, surely TSO characters can still have TSO-related speech after dying 16:40:14 even if TSO hates the ghost 16:42:35 <|amethyst> note that ghosts already have some religion-related lines 16:42:39 <|amethyst> for Invo ghosts: 16:42:46 <|amethyst> @The_monster@ says, "Bah, the gods are useless!" 16:42:52 <|amethyst> @The_monster@ curses the gods. 16:42:54 <|amethyst> VISUAL SPELL:@The_monster@ prays. 16:43:01 <|amethyst> (not exactly consistent) 16:43:15 could keep the title for TSO ghosts 16:43:26 <|amethyst> make TSO ghosts As 16:43:27 instead of giving them "Apostate" 16:43:39 -!- MarvinPA has joined ##crawl-dev 16:43:45 @??spirit 16:43:45 spirit (08p) | Spd: 4 | Int: normal | HD: 7 | HP: 39-65 | AC/EV: 3/19 | 08holy, 10doors, lev, !sil | Res: 06magic(37), 03poison, 04rot+++, 13neg+++, 08holy | XP: 66 | Sp: blink away. 16:44:55 -!- ainsophyao has quit [Remote host closed the connection] 16:49:39 -!- kek has quit [Remote host closed the connection] 16:52:30 -!- edlothiol has quit [Ping timeout: 272 seconds] 16:57:51 -!- Mottie has joined ##crawl-dev 17:09:23 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5008 17:09:38 pretty long post, but seems like the guy is working on vaults layouts in earnest 17:10:06 -!- phyphor_ has quit [Read error: Connection reset by peer] 17:10:20 -!- phyphor has joined ##crawl-dev 17:10:50 -!- twelwe has quit [Ping timeout: 245 seconds] 17:11:10 Ooh, snazzy. 17:13:30 yeah, he seems to know what hes doing too 17:14:07 no idea if he can translate what hes doing to lua, though 17:14:45 or whatever else is used for level layouts, afaik level generation is kind of complicated 17:14:54 -!- dtsund has joined ##crawl-dev 17:15:04 it would be nice for someone who knows about that stuff to reply 17:15:09 -!- joosa has joined ##crawl-dev 17:18:42 Well, infiniplex was the one responsible for the loops layouts, IIRC. 17:19:12 (Yes, I do recall correctly.) 17:19:18 So if anyone can pull it off, he'd be high on the list. :) 17:19:28 loops layouts? 17:19:35 https://crawl.develz.org/mantis/view.php?id=5782 17:19:57 i like how he consistently misspelled mumra's name 17:21:21 I don't really think what he's proposing would require very much in the way of Lua, actually. 17:21:39 cool, I had missed those new layouts being added 17:22:19 me too 17:22:34 oh, pretty recent 17:28:20 I'm not really fond of his and mumra's ring type levels, they feel too static 17:29:13 what do you mean? all crawl levels but shoals are static 17:29:57 one issue with ring type levels is that you know a lot of the map from just seeing a little bit of it 17:30:17 I mean it's something I could theoretically make as an encompass vault 17:30:29 and it would be about the same 17:30:48 ah 17:32:08 elliptic: in the tavern thread i suggested using the same (randomly chosen) layout for all of vaults in each game. I think in this case it would be interesting that you already have a lot of information about the levels after playing the first one. It's pretty cool in tomb IMO, but very spoilery. 17:33:09 alefury: the number of games that see vaults is far, far larger than the number of games that see tomb 17:33:21 it shouldn't be too predictable 17:34:00 well yes, but with 5 or so layouts to choose from, and a version with random layouts for each level, it would be unpredictable enough IMO. 17:34:22 of course you could check the first level, then know what to expect 17:34:23 I guess I don't really know how predictable you are suggesting it be 17:34:39 also why using subvaults is sort of bad 17:35:05 im suggesting to use a single random layout for all of vaults, instead of randomly choosing one for each level, so there is some cohesive feel to the branch. 17:35:17 but what is "a single random layout"? 17:35:30 maybe actually look at the tavern post? 17:35:37 its not so bad 17:35:46 I looked at it and I still don't really know what you mean 17:35:59 theres a list with 5 or so layouts hes planning to implement 17:36:12 yes, and I have no idea how static they are 17:36:30 aside from the pictures of the ring levels, which looked rather fixed 17:36:39 he already wrote the ring one, there are several examples at the bottom. i agree these could vary a bit more 17:36:59 s/could/should 17:37:08 what I am saying is that "a single random layout" can mean a lot of different things 17:38:14 -!- evilmike has joined ##crawl-dev 17:38:29 evilmike: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5008 :) 17:39:02 cool 17:39:02 evilmike: You have 1 message. Use !messages to read it. 17:41:27 elliptic: true i guess. I think the branch should feel cohesive, and corridors + rooms arranged in a multitude of different ways would not be. 17:42:28 judging by the other layouts infiniplex has made, he should make it pretty easy to tweak, if there are any design issues 17:42:36 note that most branches currently using a single (usually fairly variable) layout, only D and pan tend to switch it up a bit 17:45:56 evilmike: he wants to vary some stuff with depth, so at least that stuff will definitely be easily tunable 17:46:07 check out layout_loops.des 17:46:27 a bunch of D layouts are incredibly boring 17:46:41 s/boring/overused/ 17:46:48 roguey? 17:46:58 I would like layout_roguey to be less common 17:47:00 yeah, the biggest offender 17:47:04 or whatever that one with the rooms and doors is called 17:47:04 I don't think roguey levels are bad, but they are very same-y 17:47:08 yeah thats the one 17:47:34 also, what about disabling a good part of layouts in Pan, to give it a feeling distinct from D? 17:48:02 and Zot, for that matter 17:48:43 zot is restricted to 1 layout anyway 17:48:51 every level has a primary vault because of the weird way it colours levels 17:48:53 might be good, but note that if you go to pan you tend to spend a lot of time there, so please dont make it more boring 17:50:02 for that tavern post: the guy has good ideas, but suffers greatly by taking an incredibly bad idea from the wiki as scripture 17:50:32 maybe you should tell him which ideas you consider bad. if you absolutely cant post on the tavern, maybe comment on the wiki page? 17:51:04 I'm on the phone right now, so I can't post even if I wanted 17:51:25 i meant when/if you have time of course :P 17:52:46 and a good part of my home is packed up... electricians were in today, replacing wiring from 1938. Holes in the walls need to be covered, etc, before I can get back to work on Crawl not doable from a N900 :p 17:53:11 sorry if i sounded pushy, but the guy specifically asked whether there are any major problems with what hes doing, and mentioned that he would rather know about them sooner than later 17:53:53 could you tell him that at least according to me that wiki post sucks balls, and he should do what he thinks is right, not what is written there 17:54:11 sure :) 17:54:24 thanks! 17:54:31 i guess i can point him at the chat log and ##crawl-dev in general too 17:54:34 regarding layouts, would it be feasable to make it so if a level has a primary vault, more layouts are available? 17:54:52 I think this is part of what contributes to some layouts feeling overused 17:55:07 evilmike: yeah... many layouts can't work with a non-empty map, though 17:55:18 the other is layout_roguey, which I'm just going to go ahead and lower the weight of, unless someone speaks out 17:55:28 most, even 17:55:55 well, even if most aren't going to work, "a few" is still better than "only one" 17:56:03 -!- ToBeFree has quit [Read error: Connection reset by peer] 17:56:05 of course! 17:56:49 I think for a brief time the vaults layout thing was free for anything, but it ended in weird looking things like elf:5 being a hex level 17:57:15 we could just restrict the available layouts for elf 17:57:32 keep it to corridor-heavy ones 17:57:37 it's the elven halls, not the elven octagon rooms 17:57:51 elven eel aquariums 17:58:11 though I don't think I've actually seen that for a few versions 17:58:31 oh, I thought you were talking about the 0.11 serial vault (haven't seen that one with eels though) 17:58:45 I have a bunch of layout ideas, but no time right now with 0.11 coming 17:59:43 for example, doing layouts on a triangle with wrapped two sides, then projecting the result onto radial coordinates 18:00:25 effect: mostly circular corridors, converging towards the middle 18:00:47 err, that sentence made no sense, but I hope you guess what I mean 18:01:39 corridors that were perpendicular in the original layout end either being polar or radial: parts of circles or lines going through the center 18:03:09 oh damn. this can be done with arbitrary coordinate systems 18:03:29 there arent that many interesting ones though, especially in 2d 18:03:36 so layouts projects on a cone, then flattened? 18:03:48 Oh god my head. 18:03:51 Geometry >.< 18:03:53 projected * 18:06:22 03evilmike * r7fd43ee287bd 10/crawl-ref/source/dat/des/builder/layout.des: Reduce the weight of layout_roguey. 18:07:03 hooray! 18:07:07 another thing to think about would be making layouts more branch-specific. I would keep a big selection for pan (because it's long), but for short branches it's ok to be more limited 18:07:26 -!- eeviac_ has joined ##crawl-dev 18:08:09 i always thought most branches are limited to a single layout 18:08:47 lair has a few, but feels distinct and pretty great 18:08:48 -!- MakMorn has joined ##crawl-dev 18:09:01 Lair actually has a large selection, but it does this "ruination" thing which makes it feel unique 18:09:48 I believe Dis is limited to one layout, and Zot is as well (this one might be unintentional) 18:10:04 I think Vaults allows two, but one is more common than the other and they both look similar 18:10:32 the ring layout feels a bit out of place in lair imo, other than that i havent noticed any i didnt like 18:10:49 and then there's Swamp, Spider, and Shoals which each get their own unique layouts, of course 18:11:20 same for orc, slime and tomb 18:11:35 Tomb just uses vaults, it doesn't really count :P 18:11:45 :) 18:12:06 orc and slime use the same one, but slime makes the walls acidic 18:12:08 orc and slime are pretty similar, but do feel distinct due to the slime walls 18:12:52 doesnt change the look much, but its tactially a very different situation (also due to the monster set and the time when you usually do the branch) 18:13:21 -!- monqy has joined ##crawl-dev 18:17:45 Spider has a layout algorithm with an incredible potential 18:18:02 Tomb is weird 18:18:11 yeah, like that crystal corridor, right? 18:18:41 me and dpeg chose a small range of delve settings that fit Spider, but other uses include the crystal corridor or a Bazaar generator 18:19:28 G-Flex: Tomb has no generator at all, just a single static set of encompass vaults 18:19:51 I know, that's why it's weird, it's so static compared to any other branch 18:20:09 heh, i remember a very short discussion about how to change tomb, it went something like this: 18:20:54 A: with all this talk about changing branches, should we maybe add a second set of tomb levels? B: hm. would be good. one problem: the current levels are super awesome, it would be hard to come close to that. 18:21:13 could make tomb use subvaults to randomize things a little more without axing the general style 18:22:37 well, the levels can be swapped out independently with some care 18:23:15 tomb in that sense feels very uncrawl 18:23:23 I'd really only change 2 things about tomb. One is make stealth more like it used to be (stuff wakes up too easily now), the other is shorten (or remove) the big loop part in tomb:1 18:23:28 i actually really like that, it adds variety 18:23:43 I've only been through the loop part maybe once 18:23:52 it's easy to use the tele traps in tomb:2 to bypass it entirely 18:23:56 I think it's cool having a mostly-fixed branch like that, yeah 18:24:21 it's ultra-hard, but you can compensate by having a good plan for all the hard parts 18:24:38 really spoilery, too 18:24:49 i dont mind, though 18:25:27 I don't see it as any more spoilery than most branch endings, portal vaults, pan lord levels, etc 18:25:52 those all have some variety 18:26:04 what about removing the "ambient noise" concept altogether? 18:26:10 kilobyte: good idea imo 18:26:12 yes please 18:26:21 it doesn't add anything to the game except complexity 18:26:24 what's the intended functionality of the ignore = rc option? It doesn't seem to be cutting down on air elemental message spam. 18:26:35 and it's not even complexity that players notice, until it's pointed out to them 18:27:52 evilmike: re spoilery, i mean it gets *a lot* easier the second time you do it, and *a lot* easier than that on the third time. of course it starts out being nearly impossible to do, and ends up at pretty hard, but its a bigger difference than for most other branches 18:28:35 alefury: maybe. I cleared it on my first attempt. My only splat there was when I was too comfortable with the branch, and got careless :P 18:28:36 eeviac_: do you maybe want mute? 18:28:45 i think ignore is for autoexplore 18:28:51 oooooh 18:28:54 that makes sense 18:28:56 I'll try it 18:29:08 look at some example, also it matters where you put the lines 18:29:41 'where', as in within the rc file? 18:29:56 yes, needs to either be before or after some include 18:30:02 theres a comment in the default rcfile about it 18:30:31 evilmike: thats always a problem i suppose :) 18:31:04 also its usually pretty easy to retreat 18:31:12 ambient noise being different is pretty noticeable in crypt 18:31:35 and I sort of like that, makes crypt a bit more interesting 18:31:47 aside from that it is impossible to notice a difference though 18:32:04 i think low ambient noise is a bit more interesting than high noise at least 18:32:05 it's not really communicated to the player, either 18:32:08 hive was so dumb 18:32:29 I think a new player who notices stuff waking up in Crypt would be more likely to think undead monsters (somehow) are better at detecting you 18:32:56 maybe a message could be printed when ambient noise changes 18:33:01 evilmike: could be a message when you enter crypt about how quiet it is 18:33:17 that would be enough, yeah 18:33:25 (and another one when you leave) 18:33:59 the thing about the noise is that it alters the way vaults play, when they aren't designed for it 18:34:04 as for Tomb, st_ sometimes complains that it's not as fun since the noise changes, and I think he could be right about that 18:34:09 like the old crypt ends 18:34:22 yeah, that's a problem too 18:35:00 I think the crypt ends work fine with the current noise 18:35:15 it helps that doors block noise, and that monsters can be given patrolling 18:35:23 it was only really a problem several versions ago 18:36:33 where can I find the rc option file documention? I'm not getting this to work 18:36:46 with Tomb, I don't really find it less fun now, but I do think it is harder 18:37:12 possibly it made stairscumming more important? 18:37:52 stair dancing, and projected noise abuse 18:38:11 !rc MarvinPA 18:38:13 http://crawl.akrasiac.org/rcfiles/crawl-0.10/MarvinPA.rc 18:38:19 thats the rc file documentation :P 18:38:30 evilmike: projected noise would work regardless... 18:38:52 true, I don't remember people using it as much in the past though. Maybe I spectate jeanjacques too much 18:39:10 what version were the ambient noise changes in? 18:39:30 -!- kek has joined ##crawl-dev 18:39:43 0.8 18:40:03 evilmike: if most monsters come to you at the same time, ways to prevent that become more useful 18:40:13 it was added in 6c38fdb 18:40:16 I think 0.8-a was when I started to popularize projected noise 18:40:24 speaking of projected noise we really should remove it :P 18:40:31 What did the "demons" branch do? 18:40:41 make projected noise a property of scrolls of noise 18:40:52 its merged now, it had changed demon tiers, and i think abjuration changes 18:40:59 dtsund: changed a lot of miscellaneous things about demons 18:40:59 the single target/mass split 18:41:04 it also added blizzard demons, I think 18:41:09 yeah 18:41:31 some name changes, some spellset changes, tier changes, abjuration split, monsters summoning fewer monsters 18:42:25 this includes stuff like buffing reapers a lot 18:42:47 Looks like the diff2s are the ones I want. 18:43:18 evilmike: I don't think the projected noise effect is interesting enough in normal play and small quantities to put it on a scroll 18:43:18 btw, I notice that crawl light spawns an abyss portal when you pick up the abyssal rune now. this seems like something that would be nice in DCSS 18:43:45 elliptic: yeah I suppose so. I've only played with the spell once, and it seems like something you have to spam 18:43:47 * dtsund has to merge changes by hand; git-cherry-pick and patch(1) have stopped working 18:44:34 evilmike: I'd like to eventually have all runes have some noticeable (though perhaps not serious) effect on their home branches when taken 18:44:58 -!- freefall has joined ##crawl-dev 18:46:41 I like what you did with the abyssal rune, because in my opinion, searching for a portal after finding it is anticlimactic 18:48:01 evilmike: that's probably true now that it usually comes in a vault 18:48:53 finding the rune lying in some random part of the abyss doesn't say much about your ability to escape with it, though 18:49:44 eeviac_: docs/options_guide.txt 18:50:08 does that file explain what mute is supposed to do 18:50:22 I'm copying your rc file but I still see air elemental spam after spam 18:50:24 a similar solution could be to place exit portals in abyssal rune vaults 18:50:25 well it's supposed to mute things 18:50:31 that may not be the same as what it actually does 18:50:43 would anyone shout at me if I make constriction a normal attack with the normal to hit, dodge, block, etc..., and put the code in a final_effect? 18:50:44 i think it may have been broken by messaging changes 18:51:00 crawl seems to be picky/inconsistent/wrong about capitalisation in rc stuff now 18:51:17 possibly that broke the mutes, i know it definitely broke other things 18:51:22 <|amethyst> those regexps should probably all be made case-insensitive 18:51:22 I'm copying the form/merge message exactly, with punctuation, and I still see it 18:51:30 galehar: yes, I'd shout stuff like "good idea" 18:51:31 <|amethyst> eeviac_: well 18:51:34 yes, if you copy them then it's probably broken :P 18:51:40 since it doesn't work for me either 18:51:43 galehar: that sounds great 18:51:53 <|amethyst> it depends on whether the first word was capitalised in the original literal, or if mpr auto-capitalised it 18:52:07 <|amethyst> it seems that the check is done before the auto-capitalisation 18:52:07 so maybe I try an instead of An 18:52:12 MarvinPA: we should make the thing just case insensitive 18:52:17 that sounds good, yeah 18:52:28 MarvinPA: mostly my fault, that auto-capitalization simplified code somewhat but causes inconsistencies 18:53:00 didn't work 18:53:02 I'm pondering removing it, but only after all regular mpr()s get translation support 18:54:30 good night 18:54:31 -!- alefury has quit [] 18:54:47 funny that the only thing that prevents an octopode from constricting more that 8 monsters is the grid 18:55:20 has_usable_tentacles doesn't actually count 18:55:28 anyway, bed for me too 18:56:12 could simplify that away then 18:57:22 that sounds like a bug waiting to happen with reaching 18:58:52 I'm going to report the broken mute thing 18:59:27 I reported it a long time ago 18:59:35 ok, nevermind then 19:06:59 -!- clouded_ is now known as st_ 19:07:40 -!- ainsophyao has joined ##crawl-dev 19:13:10 -!- aleksil has quit [Ping timeout: 246 seconds] 19:13:32 <|amethyst> st_: reopened 19:13:52 <|amethyst> %bug 4945 19:13:52 https://crawl.develz.org/mantis/view.php?id=4945 19:14:51 <|amethyst> I should really make Chei learn/store all the bug metadata (or at least all that's in the RSS) 19:15:03 <|amethyst> it would be nice if the RSS contained the bug status 19:15:10 <|amethyst> then Chei could report when bugs are closed 19:22:16 Can't find the etymology for "damnit". Try http://etymonline.com/?search=damnit 19:22:21 sorry misclick 19:38:42 -!- hangedman has joined ##crawl-dev 19:41:25 warding doesn't seem to work against hostile summoned elementals. I have two pieces of MR gear on. Is this intended behavior? 19:43:52 evilmike, would some unobtrusive, simple mini_features vaults using teleporters be acceptable? They're starting to be used in quite a few complex vaults, and I think some simple pairs across D might help non-trunk/new players get more used to them 19:43:52 -!- syllogism has quit [] 19:44:18 elementals are all magic-immune 19:44:29 oh it means THEIR mr 19:44:34 not mine 19:44:35 ok 19:45:16 morning all 19:45:36 evening 19:53:11 -!- Patashu[Zzz] is now known as Patashu 19:55:50 -!- hangedman has quit [Ping timeout: 245 seconds] 19:59:26 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 20:03:20 -!- MarvinPA has quit [Read error: Connection reset by peer] 20:28:14 !tell hangedman by "quite a few complex vaults" you mean five vaults, with one of them being a sprint map. I would rather keep them uncommon 20:28:14 evilmike: OK, I'll let hangedman know. 20:28:30 !tell hangedman and that's not five new vaults, that's five vaults in all of DCSS 20:28:31 evilmike: OK, I'll let hangedman know. 20:42:20 -!- mikee_ has joined ##crawl-dev 20:54:49 -!- MarvinPA has joined ##crawl-dev 21:01:41 -!- ainsophyao has quit [Remote host closed the connection] 21:17:47 -!- Wensley has joined ##crawl-dev 21:32:39 -!- eeviac_ has joined ##crawl-dev 21:35:38 -!- neunon has quit [Remote host closed the connection] 21:38:25 -!- Wensley has quit [Ping timeout: 246 seconds] 21:45:25 -!- ainsophyao has joined ##crawl-dev 22:01:52 -!- petete has quit [Ping timeout: 246 seconds] 22:09:44 -!- st_ has quit [Ping timeout: 252 seconds] 22:21:13 -!- ainsophyao has quit [Remote host closed the connection] 22:23:13 -!- ainsophyao has joined ##crawl-dev 22:24:53 -!- ainsophyao has quit [Remote host closed the connection] 22:37:01 -!- Jatoskep has joined ##crawl-dev 22:42:26 -!- twelwe has joined ##crawl-dev 22:44:30 Elemental staves depend on Evocations, but don't allow training it (https://crawl.develz.org/mantis/view.php?id=5861) by josh 22:46:12 -!- ussdefiant_ has joined ##crawl-dev 22:49:45 -!- ussdefiant__ has joined ##crawl-dev 22:50:26 * Grunt finish working some Lua black magic. 22:50:30 s/finish/finishes/ 22:51:10 https://crawl.develz.org/tavern/viewtopic.php?p=66907#p66907 22:51:34 Hmm... has anyone ever had an excuse to use nested subvaults before? 22:51:37 (Probably. <_<) 22:51:58 <|amethyst> zot:5 used nested subvaults for a while 22:52:11 actually, the initial implementation of subvaults did that 22:52:21 (there's a Vault:8 quandrant with subvaults-within-subvaults) 22:52:40 <|amethyst> oh, right 22:52:47 Oh, right, I remember that vault. 22:52:52 -!- ussdefiant_ has quit [Ping timeout: 248 seconds] 22:54:27 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 23:10:07 -!- kek has quit [Quit: Leaving] 23:49:58 ...well, I've managed to confuse the game enough with my latest trickery to make it think I'm trying to place wax walls. o_o 23:54:34 -!- elliptic has quit [Ping timeout: 246 seconds] 23:55:00 -!- elliptic has joined ##crawl-dev 23:55:44 JFunk (L12 TrBe) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (39,48) (the Orb) (D:1 (ZotDef)) 23:56:26 -!- twelwe has quit [Quit: Page closed]