00:03:06 <|amethyst> Grunt: I guess it's ready to commit... the remaining problems are: 1. some bounce cells are missing; and 2. if a bolt passes through several monsters, the actual spell may go slightly further than the targetter shows 00:03:15 -!- absolutego has joined ##crawl-dev 00:03:16 <|amethyst> doh 00:03:35 Unstable branch on crawl.develz.org updated to: 0.11-a0-2708-gb69f4dd (33) 00:04:06 -!- Wensley has quit [Ping timeout: 252 seconds] 00:04:22 03Grunt * ra4a0683a7e6c 10/crawl-ref/source/ (target.cc target.h): Fix targetting-through-monsters for explosion spells. 00:04:22 03Grunt * r7e252d2e9cc3 10/crawl-ref/source/ (spl-cast.cc target.cc target.h): Extend bounce targetting to elemental spells. 00:04:22 03Grunt * r706addd4fb79 10/crawl-ref/source/ (spl-cast.cc target.cc target.h): Improved targetting for explosion-type spells. 00:04:23 03Grunt * rf91fb7edcbaa 10/crawl-ref/source/ (spl-cast.cc target.cc): Improve targetting for Shock and Lightning Bolt. 00:04:23 03|amethyst * r0caf485b1c3d 10/crawl-ref/source/target.cc: Let beam targetters know about Fedhas. 00:04:23 03|amethyst * r219e77322d4a 10/crawl-ref/source/ (spl-cast.cc target.cc): Show meph/evap splash cells as AFF_MAYBE in targetter. 00:04:23 03|amethyst * r62b6e1029c14 10/crawl-ref/source/target.cc: Allow the beam targetter to account for misses. 00:04:34 03|amethyst * r42b64707d9a8 10/crawl-ref/source/target.cc: Don't let the beam targetter show walls as affected. 00:05:17 <|amethyst> hm 00:16:35 dunno if this is tiles specific, but the path can be a bit weird for bouncing: http://i.imgur.com/u94E5.png 00:17:42 it's hitting more squares than those two yellow ones 00:18:03 <|amethyst> Yeah, that's the problem Grunt pointed out 00:20:10 <|amethyst> it fires a tracer beam and uses its path_taken so I'm not sure what the problem is 00:20:18 also, delayed fireball isn't showing an area of effect 00:20:19 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-2716-g62b6e10 00:37:55 <|amethyst> fixed for Delayed Fireball 00:38:06 <|amethyst> handling wands is a bit more difficult 00:40:09 03|amethyst * ra893d655ac85 10/crawl-ref/source/abl-show.cc: Use beam targetter for releasing Delayed Fireball. 00:40:22 -!- ussdefiant_ has joined ##crawl-dev 01:00:07 03|amethyst * r22ea63f0db12 10/crawl-ref/source/item_use.cc: Use the new targetter for some wands. 01:02:27 did quick blades of speed ever exist? 01:03:08 if they did it's been before i knew of crawl 01:03:17 so either a very long time ago or never 01:04:32 all right 01:09:44 well yeah speed on a qbl wouldn't even change the delay 01:13:02 <|amethyst> okay, I got the missing cells working 01:16:06 03|amethyst * rea4d403f5bcd 10/crawl-ref/source/beam.cc: Correctly fill path_taken for bouncing beams. 01:30:11 -!- joosa has joined ##crawl-dev 01:46:10 03|amethyst * r6d06d6bd8f29 10/crawl-ref/source/beam.cc: Don't mention rock worm protection when targetting. 01:48:41 -!- ainsophyao has joined ##crawl-dev 02:06:07 -!- ussdefiant_ has quit [Ping timeout: 240 seconds] 02:12:01 -!- mikee_ has joined ##crawl-dev 02:58:14 03Grunt * rbfd873585273 10/crawl-ref/source/dungeon.cc: Items in monster definitions now use plus: and plus2: assigned properly. 03:07:48 -!- ussdefiant has quit [Read error: Connection reset by peer] 03:08:20 -!- ussdefiant has joined ##crawl-dev 03:10:14 -!- CIA-50 has quit [Read error: Operation timed out] 03:10:38 -!- CIA-23 has joined ##crawl-dev 03:12:23 -!- alefury has joined ##crawl-dev 03:16:08 -!- dtsund has quit [Quit: dtsund] 03:18:00 -!- eeviac has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 03:30:01 ASSERT(book_pos > 0 && max_levels >= 0) in 'spl-book.cc' at line 2047 failed. (https://crawl.develz.org/mantis/view.php?id=5885) by spacewolf009 03:35:10 -!- blabber has joined ##crawl-dev 04:42:08 03|amethyst * ra56090688aad 10/crawl-ref/source/ (l_dgnmon.cc mon-place.cc): Allow bands in random monster lists. 04:42:14 03|amethyst * rfe415b022477 10/crawl-ref/source/ (dat/des/branches/pan.des dat/dlua/ziggurat.lua mon-place.cc): Re-add shedu bands to holy pan and zig monster lists. 04:49:41 -!- Dixie has quit [Read error: Connection reset by peer] 05:00:01 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-2721-gbfd8735 05:00:05 03|amethyst * r330e717e1950 10/crawl-ref/source/misc.cc: Auto-ID rings of sustenance when hunger state changes. 05:01:29 -!- edlothiol has joined ##crawl-dev 05:32:35 -!- Adeon has quit [Ping timeout: 255 seconds] 05:41:57 -!- absolutego has quit [Quit: leaving] 05:59:12 -!- ToBeFree has joined ##crawl-dev 06:12:43 -!- ToBeFree has quit [Read error: Connection reset by peer] 06:18:28 -!- ToBeFree has joined ##crawl-dev 06:30:50 -!- HangedMan has joined ##crawl-dev 06:45:46 -!- ToBeFree has quit [Read error: Connection reset by peer] 06:56:18 03|amethyst * r5463df55be15 10/crawl-ref/source/ (menu.cc menu.h shopping.cc): Allow deleting shopping list items when in portals. 07:00:58 -!- cbus_ has joined ##crawl-dev 07:01:54 -!- cbus has quit [Ping timeout: 264 seconds] 07:04:40 -!- syllogism has joined ##crawl-dev 07:05:58 -!- cbus_ has quit [Ping timeout: 245 seconds] 07:29:30 |amethyst: what's wrong with temporarily adding them, then removing when we leave? 07:29:42 i always get annoyed by not having the shopping list when in bazaars 07:30:06 <|amethyst> nothing wrong with that, I just didn't do it :) 07:30:58 -!- blabber has quit [Quit: Fischerfest Melm - Hoch die Tassen!] 08:31:46 -!- ussdefiant has quit [Read error: Connection reset by peer] 08:32:18 -!- ussdefiant has joined ##crawl-dev 08:57:25 -!- Pingas has joined ##crawl-dev 09:03:25 -!- Grunt has joined ##crawl-dev 09:07:07 -!- Adeon has joined ##crawl-dev 09:09:11 -!- MarvinPA has quit [] 09:16:15 03evilmike * re1ce2a47e427 10/crawl-ref/docs/changelog.txt: Changelog up to up to 0.11-a0-2724-g330e717 09:21:33 * New monster: orb spider. Shoots weak orbs of destruction at you. 09:21:42 what, no mention of maintain range? 09:28:33 * Vaults are more common. 09:28:35 now in each game 09:28:53 HangedMan: can't list every single thing 09:28:59 fair enough 09:32:05 03evilmike * r828636ca6f38 10/crawl-ref/docs/changelog.txt: Mention Pan exit changes in the changelog. 09:38:41 -!- Patashu is now known as Patashu[Zzz] 10:10:40 -!- evilmike has quit [Read error: Connection reset by peer] 10:15:33 shrooms (L20 TrEE) ASSERT(!src_pos.origin()) in 'mon-behv.cc' at line 940 failed. (Shoals:3) 10:30:43 -!- moxian has joined ##crawl-dev 10:42:21 -!- cbus has joined ##crawl-dev 10:49:53 -!- Adeon has quit [Ping timeout: 244 seconds] 10:57:52 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-2727-g828636c (33) 10:58:52 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Would you like to know more?] 11:12:34 -!- Wensley has joined ##crawl-dev 11:13:29 -!- rast has joined ##crawl-dev 11:16:10 -!- Dixie has joined ##crawl-dev 11:17:18 hell sentinels should probably be mentioned in highlights with the other new monsters 11:17:25 same for pit fiend removal 11:22:45 -!- frogbotherer has joined ##crawl-dev 11:24:57 !tell evilmike the highlights in the changelog list added and removed monsters. hell sentinels and pit fiends are missing from those lists. 11:24:58 alefury: OK, I'll let evilmike know. 11:26:41 well one did replace the other 11:27:01 on the other hand changelogs also did the same thing with blue deaths and blizzard demons 11:27:33 and bog bodies in this one 11:28:05 ...also that yes 11:28:07 hell sentinels replacing pit fiends is in the changelog, just not in the highlights, where all other new and removed monsters are mentioned 11:28:21 bog bodies!? 11:28:56 they are like bog mummies, but have bolt of cold instead of throw frost, and no death curse 11:29:10 <|amethyst> and are faster 11:29:12 oh, so less annoying 11:29:16 bog mummy (07M) | Spd: 8 (swim: 140%) | Int: normal | HD: 6 | HP: 31-48 | AC/EV: 1/9 | Dam: 25, 412(cold:6-17) | 07undead, 10doors, amphibious, evil, spellcaster | Res: 06magic(40), 05fire, 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 273 | Sp: throw frost (3d6), slow, corpse rot. 11:29:16 <|amethyst> %?bog mummy 11:29:18 bog body (03n) | Spd: 10 (swim: 140%) | Int: normal | HD: 6 | HP: 31-48 | AC/EV: 1/9 | Dam: 25, 412(cold:6-17) | 07undead, 10doors, amphibious, evil, spellcaster | Res: 06magic(40), 05fire, 02cold, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04rot | XP: 262 | Sp: b.cold (3d14), slow, corpse rot. 11:29:18 <|amethyst> %??bog body 11:29:44 are any undead not evil 11:29:46 out of curiosity 11:29:57 why do they give less exp btw? 11:31:05 <|amethyst> G-Flex: no; the things that would be are actually holies rather than undead 11:31:09 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. 11:31:09 <|amethyst> %??spirit 11:31:14 blessed toe (08*) | 04UNFINISHED | Spd: 10 (move: 200%) | Int: high | HD: 14 | HP: 77 | AC/EV: 50/1 | 08holy, see invisible, lev, !sil | Res: 13magic(immune), 02cold, 10elec++, 03poison, 04rot, 13neg+++, 08holy | XP: 4953 | Sp: holies, heal other, holy word. 11:31:14 <|amethyst> %??blessed toe 11:31:50 both of those monsters being highly problematic in implementation and use, but whatever 11:32:19 spirits don't look like they can actually do much of anythnikg 11:32:19 anything* 11:32:25 ??spirit[2] 11:32:26 spirit[2/2]: Also a monster as secret as secret entries. Speed 6, tries to flee with blinking, takes around 180 to 220 turns since spawned to transform into another holy. Unused, and would be quite awkward to use. 11:32:38 oh 11:32:41 <|amethyst> alefury: the XP mod was changed; you'll have to ask evilmike why 11:43:07 -!- alefury has quit [] 11:55:58 -!- ussdefiant_ has joined ##crawl-dev 11:58:15 -!- st_ has joined ##crawl-dev 12:06:49 -!- kek has joined ##crawl-dev 12:18:19 -!- eeviac has joined ##crawl-dev 12:18:31 -!- Adeon has joined ##crawl-dev 12:20:30 -!- Ragdoll has joined ##crawl-dev 12:23:40 -!- ussdefiant_ has quit [Ping timeout: 265 seconds] 12:53:45 Dying "twice" when floating down into lava (https://crawl.develz.org/mantis/view.php?id=5886) by petzl 13:46:32 -!- MarvinPA has joined ##crawl-dev 13:52:55 -!- rast_ has joined ##crawl-dev 13:56:20 -!- Wensley has quit [Ping timeout: 248 seconds] 13:56:48 -!- rast has quit [Ping timeout: 245 seconds] 13:57:01 -!- rast_ is now known as rast 13:58:38 -!- ToBeFree has joined ##crawl-dev 14:02:24 -!- rast_ has joined ##crawl-dev 14:04:54 -!- rast has quit [Ping timeout: 264 seconds] 14:05:01 -!- rast_ is now known as rast 14:08:13 -!- moxian_ has joined ##crawl-dev 14:10:33 -!- moxian has quit [Ping timeout: 245 seconds] 14:19:02 -!- kek has quit [Quit: Leaving] 14:25:08 -!- freefall has quit [Quit: Reconnecting] 14:25:25 -!- freefall has joined ##crawl-dev 14:30:33 -!- rast has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 14:43:48 -!- kek has joined ##crawl-dev 14:44:08 -!- kek has quit [Client Quit] 14:44:38 -!- kek has joined ##crawl-dev 14:44:45 -!- kek has quit [Client Quit] 14:46:30 hmm, i think the new lightning bolt targeter leaks information about areas out of LOS? 14:46:43 you can see bounces even if you don't know there's a wall there 14:55:36 Cheibriados description doesn't mention "Don't haste others" conduct. (https://crawl.develz.org/mantis/view.php?id=5887) by njvack 15:08:18 -!- eeviac has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 15:12:14 <|amethyst> MarvinPA: hrm 15:12:47 <|amethyst> MarvinPA: to be fair, that probably means that the information was already leaked if you had an ally in just the right place 15:13:09 oh huh, maybe 15:13:25 this way is a lot easier though :P 15:13:46 <|amethyst> I imagine the cloud targetters have similar leaks 15:14:13 <|amethyst> not saying it shouldn't be fixed, but I think it would be quite difficult to do so 15:15:06 now everyone's gonna scum to find walls 15:15:21 <|amethyst> MarvinPA: wait, how does that work with l. bolt 15:15:55 <|amethyst> MarvinPA: you should only see bounces when the cursor is over a wall 15:16:06 right, you bounce it once and then it bounces back into LOS off a wall that you can't see 15:16:13 <|amethyst> aha 15:16:55 ihlosi (L27 HuAs) (Elf:5) 15:17:23 so it won't happen absolutely everywhere, does require some specific layouts 15:19:18 -!- frogbotherer has quit [Ping timeout: 264 seconds] 15:23:45 03MarvinPA * ra80905e9fc0d 10/crawl-ref/source/ (hiscores.cc output.cc player.cc status.cc status.h): Show a status indicator when silenced by an external source 15:28:39 -!- frogbotherer has joined ##crawl-dev 15:30:11 animate dead no description found 15:30:15 i should probably report this 15:34:01 gasp 15:34:47 <|amethyst> Dixie: in what context? 15:34:57 That would be Yred's ability. 15:35:02 I see the problem already :) 15:35:03 <|amethyst> oh 15:35:07 oh cool 15:35:22 <|amethyst> because the DB entry is now "Animate Dead spell" 15:35:51 |amethyst: and there's a bug in the code that looks for "$foo ability" first. 15:35:58 It doesn't put the space between $foo and ability. 15:36:21 I'm 99% certain that this is also a problem with Blink randarts, which I'm checking right now. 15:36:39 ...it isn't, because that's "Evoke Blink". 15:36:59 <|amethyst> but the blink mutation 15:37:07 <|amethyst> that one is probably the one that has the problem 15:37:08 Aha. 15:37:42 Yes, that's it. 15:38:07 <|amethyst> Dixie: if you report it that will give Grunt a place to put his patch :) 15:38:07 Anyway, I have a patch that fixes it. 15:39:36 <|amethyst> MarvinPA: can you think of any cases other than bounces that would have similar leaks? 15:40:58 |amethyst: speaking of patches, there's a fix for 0005887 ready. 15:41:43 <|amethyst> I don't see it 15:41:50 <|amethyst> or have you not uploaded it yet? 15:41:55 ... 15:42:03 I meant 0005886. 15:42:05 Curse my fingers. :p 15:42:14 (A curse finger comes into view.) 15:42:29 <|amethyst> cool 15:46:02 success 15:46:14 it's on 5888 15:46:30 "No description found" for Yred's Animate Dead ability (https://crawl.develz.org/mantis/view.php?id=5888) by Dixbert 15:47:20 Patch uploaded. 15:56:38 Qutation marks are displayed as inverted question marks (¿) (https://crawl.develz.org/mantis/view.php?id=5889) by moxian 15:59:20 oh i probably should've reported that one 16:00:20 <|amethyst> ugly things are lacking in Animate Deadability 16:02:09 mutatious corpses are presumably quite horribly cobbled together before death that after death there's nothing to work with 16:02:52 <|amethyst> I just figured toxic waste had, despite what the movies might imply, anti-undead properties 16:03:02 |amethyst: hmm, i can't think of anything other than bounces and the flood-filling clouds 16:03:04 <|amethyst> Love Canal is really a shrine to TSO 16:03:18 <|amethyst> MarvinPA: clouds I don't think I can do anything reasonable about right now 16:03:28 well, mutatious corpses include sky beasts, which are partially cloud things 16:03:38 <|amethyst> MarvinPA: and I'm leaving in a minor leak with bounces 16:04:01 on the other hand the way both moths can't be animated 16:04:29 <|amethyst> MarvinPA: (namely, you can see the bounced bolt go through an unseen cell, learning that it is not a wall) 16:04:43 <|amethyst> you can't see the cell itself, I mean, but the other side 16:05:03 ah right 16:05:07 <|amethyst> or you can see that it doesn't bounce off a cell that you remember as wall, learning that the cell has been dug out of your sight 16:10:38 <|amethyst> I'm not really sure how to solve the fireball/tree problem I mentioned in #5883 16:11:46 <|amethyst> maybe it's just that the tracer needs to be filled out with more info 16:12:26 <|amethyst> but the "real" tracer (as opposed to the targetting tracer) should have most of the info that a real fireball beam does, and it still gets it wrong 16:12:47 <|amethyst> I'm also not sure about the range reduction thing; that might just be an issue of randomness 16:17:53 bog bodies: http://www.facebook.com/l.php?u=http%3A%2F%2Fon.io9.com%2Fvv5g&h=QAQGgU5Mv 16:24:07 03|amethyst * rf60279a51c9d 10/crawl-ref/source/beam.cc: Fix info leak about unseen wall when targetting bounces. 16:24:08 03Grunt * r9e4095729823 10/crawl-ref/source/terrain.cc: Don't generate overly verbose death messages for lava-cooked felids. 16:24:18 03Grunt * ra98a9da74060 10/crawl-ref/source/abl-show.cc: Properly show descriptions of Yred's Animate Dead and Blink mutation. 16:24:18 03|amethyst * r5e55cc7ad29a 10/crawl-ref/source/religion.cc: Clarify that Chei doesn't like hasting others. 16:26:04 <|amethyst> down to 1183... 16:30:16 <|amethyst> oh, you fixed kilobyte's exploding sheep 16:30:25 <|amethyst> cool 16:30:30 Not really fixed so much as finished implementing. :) 16:30:54 After all, Xom thinks this is hilarious! 16:38:25 -!- ainsophyao has quit [Remote host closed the connection] 16:38:52 -!- cbus has quit [Ping timeout: 265 seconds] 16:45:39 JFunk (L15 DsNe) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (40,26) (the Orb) (D:1 (ZotDef)) 16:45:53 chaps, i've got one final font rendering / unicode patch to push btw 16:46:30 it's a bit more efficient on memory usage, by using different OpenGL calls 16:46:48 should i just bosh it on mantis with the other stuff i've done? 16:52:27 <|amethyst> Yes 16:52:34 Inner Flamed monster death messages inconsistency (https://crawl.develz.org/mantis/view.php?id=5890) by sgrunt 16:52:58 ...you'd think that with all of the inner flame fights I put up on FightClub that I would have noticed this sooner. :p 16:53:09 Goes to show how often I use inner flame as a player (i.e. never). 16:55:35 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71241. (Spider:1) 16:55:42 o_O 16:55:52 !lm nomi crash -log 16:55:52 3. Nomi, XL21 OpMo, T:71241 (milestone): http://crawl.akrasiac.org/rawdata/Nomi/crash-Nomi-20120707-215534.txt 16:56:04 33 16:58:28 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71230. (Lair:5) 16:58:42 <|amethyst> related to the constriction blink changes 16:59:12 who would have guessed that these cause crashes again all over the place 16:59:27 <|amethyst> I'm tempted to just remove the assert 17:00:43 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71291. (Spider:1) 17:01:00 seems pretty reproducible 17:01:07 <|amethyst> yeam 17:01:13 jumping spider kiting 17:01:40 <|amethyst> constricting nessos does the same thing 17:01:52 -!- eeviac has joined ##crawl-dev 17:07:37 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71598. (Spider:1) 17:08:59 <|amethyst> frogbotherer: yes, you should put it on mantis 17:15:19 <|amethyst> hm, so when I remove the assert 17:15:28 <|amethyst> "You constrict Nessos. Nessos struggles to blink away. Nessos blinks!" 17:15:46 <|amethyst> I don't know if he's making two attempts in the same turn or what 17:15:51 <|amethyst> I guess I should try with something slower 17:15:53 ??monsters[2] 17:15:54 monsters[2/3]: Dirty cheaters. 17:17:56 <|amethyst> yeah, even happens with a rotting hulk 17:19:27 <|amethyst> oh duh 17:19:33 <|amethyst> that's because I screwed up :) 17:21:03 <|amethyst> okay, works 17:21:47 are centaur ghosts supposed to be faster than living centaurs? 17:22:36 because for me they are 17:24:02 monsters and players represent their speeds in different ways and there's not really a translation between them 17:24:24 hm.. okay 17:24:35 which is bad and wrong. bad devs. 17:24:38 (patches welcome) 17:24:46 (don't try) 17:24:54 i'm just frustrated that I couldn't outrun a centaur ghost being a living one. (and died) 17:25:03 <|amethyst> Galehar suggested maybe trying to turn the time system into something based on an event queue 17:25:07 <|amethyst> for 0.12 even 17:25:08 for 0.13? 17:25:10 oh. 17:25:15 good luck. 17:25:22 <|amethyst> yeah, it would be huge work 17:25:37 <|amethyst> but much-needed :) 17:50:23 Nomi the Blocker (L22 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71398. (Spider:1) 17:50:39 -!- eeviac has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 17:53:51 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71304. (Spider:1) 17:54:06 03Grunt * re19d01d2b54c 10/crawl-ref/source/mon-stuff.cc: Fix inconsistencies in handling of some types of death message. 17:54:09 03|amethyst * r5d609a866ab4 10/crawl-ref/source/teleport.cc: Do not crash when a constricted monster fails to blink. 17:56:04 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71269. (Spider:1) 17:56:17 -!- Nomi has joined ##crawl-dev 17:56:31 sorry for the crash spam, i'm making science 17:57:23 I think the crash was just fixed 17:57:30 [02:54:09] |amethyst * r5d609a866ab4 /crawl-ref/source/teleport.cc: Do not crash when a constricted monster fails to blink. 17:57:35 yes, the bug was just fixed 17:57:40 moxian_: the servers haven't updated 17:57:43 <|amethyst> yeah, but it's not on the servers of course :) 17:57:47 but cao hasn't been updated yet, sooo 17:57:48 yes, I know 17:58:24 <|amethyst> hm... I left out a line from the fix: if (you.your_name == "Nomi") die("Exploit detected.") 17:58:38 hahahaha 17:58:45 <|amethyst> in startup.cc of course 17:58:52 Nomi the Blocker (L22 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 71397. (Spider:1) 17:59:01 <|amethyst> anyway, I'm off for a bit 17:59:25 bye 17:59:54 <|amethyst> frogbotherer: Upload that as soon as you get a chance... it would be really great if we could get it in for 0.11 18:01:22 will do: probably Sunday afternoon now tho - need to disentangle it from the android stuff i've been doin 18:03:26 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 149 failed on turn 72281. (Lair:5) 18:06:09 -!- frogbotherer has quit [Remote host closed the connection] 18:06:44 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 72483. (Spider:1) 18:10:31 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 149 failed on turn 72467. (Spider:1) 18:10:57 okay, that jumping spider band is starting to get annoying 18:11:22 Nomi the Blocker (L21 OpMo) ASSERT(success) in 'teleport.cc' at line 149 failed on turn 72480. (Lair:5) 18:11:33 >_< 18:13:54 -!- phunktion has quit [Remote host closed the connection] 18:24:20 Nomi the Blocker (L22 OpMo) ASSERT(success) in 'teleport.cc' at line 149 failed on turn 77714. (Spider:2) 18:30:59 Nomi the Blocker (L22 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 79183. (Spider:3) 18:31:08 :/ 18:32:42 You squeeze the bug!!! You kill the bug! 18:37:43 -!- Ragdoll has quit [Read error: Connection reset by peer] 18:59:45 -!- eeviac has joined ##crawl-dev 19:10:57 -!- edlothiol has quit [Ping timeout: 272 seconds] 19:11:11 -!- evilmike has joined ##crawl-dev 19:11:33 -!- Patashu[Zzz] is now known as Patashu 19:13:46 singing sword isn't auto IDed? (ie before you wield it) 19:14:26 i thought that was fixed a couple weeks ago 19:14:43 I remember it being fixed. 19:15:37 Or maybe I remember it being discussed? 19:16:06 %git 064a9d1f4b 19:16:07 kilobyte * r064a9d1f4bd3: Make the Singing Sword start identified. (13 days ago, 2 files, 3+ 5-) https://gitorious.org/crawl/crawl/commit/064a9d1f4bd3 19:16:09 03evilmike * r0d57374fdcad 10/crawl-ref/docs/changelog.txt: Mention hell sentinels / pit fiends in the 0.11 changelog highlights. 19:16:12 oh sorry, the version I'm playing on is months old 19:16:24 064a9d1 19:16:38 oh, you beat me to it when i was looking for the commit 19:16:42 :D 19:18:55 Oh, evilmike, before I forget to mention it to you... 19:19:09 HangedMan asked me a few days back to try a tweak to layout_roguey which you might be interested in looking at. 19:19:28 http://pastebin.com/jkctQ9mY for patch; http://pastebin.com/Qrx0y9n1 for the results in map form. 19:19:51 interesting. I wouldn't have thought of changing it like that 19:20:10 -!- ToBeFree has quit [Remote host closed the connection] 19:20:30 As I recall, the general response at the time was, "it's an improvement, but it's still layout_roguey". 19:20:33 <_< 19:21:00 I do not think layout_roguey is a bad layout 19:21:43 it's just that it produces maps that "feel" very similar to each other 19:22:08 I've never heard anyone complain about that layout until recently, but a ton in the last few days 19:23:03 weird 19:23:29 I made it somewhat less common like two weeks ago. Maybe people started noticing it then? 19:25:41 I do remember thinking "why am I seeing so many maps like this?" before you reduced the weight. 19:25:54 So perhaps that just served as an excuse for people to start voicing their complaints about it. 19:25:55 Grunt: anyway, something I had in mind a while ago is the layout doesn't need to always be a 5x5 grid. maybe it could randomly be 4x4 with slightly longer corridors. or it could remove a few boxes, or generate mazelike sections instead of boxes (like rogue does) 19:26:25 -!- kek has joined ##crawl-dev 19:26:50 -!- kek has quit [Remote host closed the connection] 19:26:56 -!- Dixbert has joined ##crawl-dev 19:28:18 As I recall, Rogue (or at least some versions of it) did leave rooms out occasionally. 19:28:41 I think "mazey" is the wrong word for it, but I've seen stuff where instead of a room, it's a bunch of corridors 19:29:20 ...according to the code I have on hand, it's up to three rooms per level that are not present. 19:30:20 So you could make a case in layout_roguey as it is for removing up to, say, five (by linear dimension) or eight or nine (by area) rooms to maintain that feel. 19:30:42 -!- Dixie has quit [Ping timeout: 264 seconds] 19:30:50 make the maximum amount of removed rooms depend on how big the grid of rooms is 19:31:02 * Grunt nods. 19:31:10 I could see it being changed so, say, 5x5 is common, but it could rarely go down to 3x3 19:33:19 -!- kek has joined ##crawl-dev 19:33:33 these changes would actually make the layout more roguey :P 19:34:13 -!- syllogism has quit [] 19:34:36 -!- nonethousand has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 19:40:31 -!- nonethousand has joined ##crawl-dev 19:46:09 03dolorous * r09ffc28d1c6d 10/crawl-ref/docs/changelog.txt: Fix changelog entry punctuation. 19:47:56 -!- dtsund has joined ##crawl-dev 19:53:14 Nomi the Blocker (L23 OpMo) ASSERT(success) in 'teleport.cc' at line 179 failed on turn 85389. (Spider:5) 19:56:22 -!- Textmode has joined ##crawl-dev 20:03:17 <|amethyst> Eronarn: reminds me more of a small abomination, actually 20:13:36 hm? 20:13:59 <|amethyst> Eronarn: the bog body made up of multiple individuals 20:14:06 <|amethyst> i.e. crawling corpses 20:14:08 oh, heh 20:14:23 fr: bog body tomb 20:14:34 there's an ossuary! 20:14:42 tar pits -> sunken temple 20:14:48 and I guess swamp_vile is now about... 20:14:58 they work better than rotting hulks, imo 20:15:21 well yes it's just that before those had bolt of cold I thought they were too weak for a branch end vault 20:15:31 also, swamp already has a sickness causing monster (komodo dragon), and i like effects more when it's just one noteworthy monster that has it 20:15:44 maybe komodo dragons could be a bit more common though 20:16:13 I find it kind of silly how a bit of swamp is "lair monsters that were dangerous during lair but now get to benefit from amphibiousness" 20:16:28 <|amethyst> evilmike: also mosquitoes 20:16:34 not anymore! 20:16:40 yeah they're just vampiric now 20:16:44 <|amethyst> oh, right 20:16:56 stronger vampiric, though (the old ones were barely capable of draining hp) 20:17:07 vampire mosquitos <3 20:17:19 really??? 20:17:31 that's like the second best change ever 20:17:38 first being ghost moth nerf 20:17:54 ghost moths are still nasty as hell 20:17:54 evilmike, best dev for 0.11 20:17:59 <|amethyst> evilmike has certainly done a great job on Worst Branch Ever 20:18:01 #1 20:18:19 presumably the ghost moth nerf was more "make them less annoying" in why it was good 20:18:23 it's just that they are no longer "the moth with more AC than an iron golem" 20:18:38 evilmike is the new MarvinPA 20:18:41 skeletal warriors are said to have annoying ac and ghost moths had more then that 20:19:03 HangedMan: evilmike of .12?? 20:19:08 I wanna talk to marvinPA about buffing some monster hexes (slow and blink other in particular) 20:19:13 wouldn't higher ev make more sense for something that has screwed up dimensions 20:19:15 he's better at that stuff than I am 20:19:16 linley will return in .27 20:19:34 <|amethyst> and will implement the hellspider 20:19:36 HangedMan: could give them perma phase shiftl ike frogs 20:19:54 they'd only be the second thing with it 20:19:58 and nothing casts it otherwise afaik 20:20:24 it would be a little more flavourful but I am not certain of their balance, I play slow games and haven't seen them in a while 20:21:15 also I doubt I can contribute much to 0.12 even if I do manage to complete my 20 vaults, two serial vaults, three encompass vaults, and a portal vault for 0.12 20:21:24 i might be able to do lava orcs 20:21:27 since my job will end before then 20:21:33 HangedMan: uh, that's a lot of stuff 20:21:40 but i don't even play crawl nowadays 20:22:00 (the portal vault will probably take two versions anyway because giant pile of lua) 20:24:53 will 0.12 presumably have an development plan? 0.11 didn't 20:25:08 <|amethyst> I think so 20:25:14 I guess you could say it had "plans", but no central plan 20:25:22 <|amethyst> 0.11 was a little headless with dpeg's departure 20:25:48 lots of stuff was discussed and then implemented, goals were set, etc. They just weren't written down in any central location 20:26:19 <|amethyst> so, hellspider for 0.12? 20:26:34 I would like to see the hellspider one day, for sure 20:26:34 hellspider and abyss rerevamp 20:26:38 for abyss? 20:26:44 a few months ago it was talked about using the hellspider as an abyss unique. I like the idea 20:27:36 I don't know how you'd kill it off permanently, though. Maybe it would be impossible 20:27:47 <|amethyst> you don't, you leave the abyss :) 20:28:07 <|amethyst> I like the idea of it following you out, but that only encourages putting off the abyss until later 20:28:25 boris is kind of similar like that, although you can "kill" him by generating every level he can spawn on 20:28:27 a never-dying hellspider sounds like an amusing way to make banishment in pan/zigs/hells mean something 20:28:48 <|amethyst> bmh had some ideas for abyss 20:29:18 there are a bunch of un-coded (and I think undesigned) abyss monsters. There's even tiles for them 20:29:26 due has some design for them 20:29:32 <|amethyst> one was to have sections with normal-looking maps that slowly corrupt and disintegrate 20:29:51 <|amethyst> s/normal/initially-normal/ 20:30:19 I'd like to see abyss' monster set move away from pan's 20:30:24 abyss-unique monsters would be a nice way to cut down the 5XZ spam 20:30:34 <|amethyst> eeviac: that or the reverse? 20:30:57 removing ynoxinul summon would cut down on the spam too!!! 20:31:10 (i'm begging someone, anyone, do this) 20:31:15 ideally, if all those abyss monsters could be designed and implemented (which is no small task), we could just throw out the abyss monster set we have now 20:31:30 keep a few weird things in there, like liches, daevas, chaos spawn, etc 20:31:33 <|amethyst> evilmike: btw, did you see my changes to holy pan and holy zig? 20:31:42 |amethyst: yeah, thanks for fixing that 20:32:16 I wonder if the devwiki "The abyss isn't just for you." idea could be used for a minor fraction of monster placement 20:32:25 <|amethyst> evilmike: I wasn't sure about cutting the frequency of ophans so much, or about removing the nsubst that made two shedu bands 20:32:38 much better to let shedu spawn randomly in the holy pan level. Before, it used SUBST to place them randomly (which was a hack) 20:32:40 <|amethyst> evilmike: but I figured "the way it was originally" would be good enough 20:32:54 so, removing that NSUBST was a good idea 20:32:58 <|amethyst> oh good :) 20:33:16 <|amethyst> these are parts of the game that I will probably never see without a big bright *WIZ* in the corner :) 20:33:19 can we pleaaaaaaaaaaaaaaase make demon summoning work like demonic guardian 20:33:33 except for a few that are 'really' summoners 20:36:00 <|amethyst> galehar: btw, is there any reason not to merge the shoals change before 0.11? 20:37:54 shoals change? 20:38:37 show tides through colours 20:40:52 <|amethyst> There are even tiles for it on mantis, but not in the branch yet 20:43:07 speaking of tiles, arachne is still a question mark. There's a tile for her on mantis, but it's not very good 20:43:19 I suppose it's enough though, if she needs a tile at the last minute 20:43:39 <|amethyst> I think someone else submitted an Arachne tile, but it was worse 20:43:56 <|amethyst> I don't mind the Kirke one all *that* much 20:44:06 <|amethyst> but there's a reason I stick to code :) 20:44:34 <|amethyst> !seen roctavian 20:44:35 I last saw roctavian at Wed Jul 4 22:39:55 2012 UTC (3d 3h 4m 39s ago) quitting with message Quit: Page closed. 20:44:42 <|amethyst> HangedMan: ^ 20:44:48 spelling, spelling 20:44:54 <|amethyst> you misspelled it, and I'm in the wrong channel :P 20:45:51 <|amethyst> #4844 (I retitled it recently) is about crosstraining considering 2.9 the same as 2.1 20:46:32 <|amethyst> any thoughts on that matter? I considered marking it "won't do", but I guess there are arguments both way 20:46:35 <|amethyst> s 20:46:57 <|amethyst> really, though, "a difference of 1.0" would make more sense than the current behaviour 20:48:39 -!- MarvinPA has quit [Read error: Connection reset by peer] 20:49:36 that issue does seem like something that should be addressed eventually, your idea might work. haven't really thought of it 20:50:18 I didn't even know this issue existed, but it does seem quite unintuitive 20:51:35 <|amethyst> evilmike: I can see the reason for not doing "any difference" or "0.1" because then they'd be swapping frequently 20:51:54 <|amethyst> ...if you have both enabled, which I guess isn't that likely 20:52:39 well, if you make it require a difference of 1.0, that problem won't arise 20:52:41 -!- MarvinPA has joined ##crawl-dev 20:52:46 <|amethyst> yeah 20:53:13 <|amethyst> but, that's even worse than the status quo from Elynae's point of view :) 20:53:51 <|amethyst> oh, haha 20:54:08 <|amethyst> moxian had exactly the same suggestion as I 21:08:45 -!- moxian_ has quit [Ping timeout: 250 seconds] 21:17:52 -!- moxian has joined ##crawl-dev 21:25:37 -!- infiniplex has joined ##crawl-dev 21:37:46 @??the enchantress 21:37:50 the Enchantress (13i) | Spd: 16 | Int: high | HD: 15 | HP: 35-55 | AC/EV: 1/40 | Dam: 26 | 10weapons, 10items, 10doors, spellcaster, see invisible, DMsl | Res: 06magic(140) | Chunks: 07contam | XP: 1746 | Sp: corona, sleep, haste, banishment, invisibility, teleport self. 21:38:08 why does she have variable hp, unlike all other uniques? 21:40:07 an oversight, I guess 21:40:17 <|amethyst> also, she's right next to spriggan defender 21:40:23 <|amethyst> instead of with all the other uniques 21:40:51 margery and azrael and saint roka etc all get bands! 21:40:58 so 21:41:09 giving the enchantress a band would be incredibly dumb 21:41:17 she's placed by a vault 21:41:26 no, I am just pointing out that she is not unique in not being alone 21:41:48 <|amethyst> HangedMan: I meant in mon-data.h :P 21:42:41 ...ohhhhhhh. 21:43:00 sorry 21:43:31 <|amethyst> evilmike: does 55 sound good for a fixed HP? 21:44:06 yes 21:44:31 <|amethyst> evilmike: does everything else look good, while I'm there? 21:44:36 still really low for a unique, but that's how all the spriggan enemies are 21:44:49 <|amethyst> MR is the same as a spriggan defender; not sure if that's a problem 21:45:23 that's high enough MR that you need a scroll of vuln to have much of an effect 21:45:28 <|amethyst> true 21:45:34 <|amethyst> higher wouldn't make much difference 21:46:20 I guess extremely high power spells still work (I've used high-power agony on monsters with MR around that) 21:47:11 Hey evilmike: 21:47:15 http://pastebin.com/eJSSvK48 21:47:17 http://pastebin.com/TYdFc5QR 21:47:42 <|amethyst> the SOH is the only other four uniques with non-fixed HP 21:48:01 serpent of hell is inherently rather variable, at least 21:48:09 HangedMan, you might be interested in seeing those too. 21:48:18 grunt, you are the best contributor 21:48:19 the SOH only became a unique a few versions ago, so that's probably why 21:48:41 it used to just be a "hell dragon" that could actually spawn randomly 21:48:53 really? 21:49:03 yeah 21:49:09 by "a few versions ago" do you mean like, 0.4 or something? :P 21:49:13 not quite 21:49:16 it was more than a year ago though 21:49:40 iirc there was a vault for Geh:1-6 that could place one, and an extremely low chacne of being randomly spawned 21:49:49 i don't remember that ever being the case at least, just that it was geh only once 21:50:52 MarvinPA: 3c15f1b 21:51:16 %git 3c15f1b 21:51:16 doy * r3c15f1b59551: make the Serpent of Hell an actual unique (1 year, 10 months ago, 5 files, 6+ 8-) https://gitorious.org/crawl/crawl/commit/3c15f1b59551 21:51:18 it was as common as ancient liches are in Geh 21:51:33 which is to say, pretty unlikely 21:51:36 aha 21:51:42 crazy 21:52:19 <|amethyst> Apparently Chei liked that commit, he's smiling 21:52:26 :D 21:52:45 <|amethyst> everyone should remove exactly eight lines per commit to make Chei happy 21:55:45 why does gitorious do that "This Git object is too large to be displayed in the browser" thing... I've never seen github do that 21:55:49 I feel like I shouldn't even be asking 21:55:55 Wow. 21:57:31 <|amethyst> evilmike: what about 60 hp? 21:57:43 <|amethyst> evilmike: that's easier to justify, since it was the top of her range 21:57:54 <|amethyst> evilmike: 55 is just the highest number 'monster' rolled 21:58:29 -!- HangedMan is now known as GreatOrbOfEyes 21:58:33 |amethyst: ah. 60 sounds fine. with 40 EV she's already hard to kill (I tend to use wands of fireball) 21:59:03 I didn't know those monster stats didn't show the real HP range :o 22:00:18 <|amethyst> evilmike: it generates 1000 copies and takes the high/low for HP and speed 22:00:40 <|amethyst> experience, AC, and EV are averaged 22:00:50 <|amethyst> @??boulder beetle 22:00:50 boulder beetle (15B) | Spd: 6 | Int: insect | HD: 9 | HP: 61-93 | AC/EV: 20/2 | Dam: 45 | Res: 06magic(36) | Vul: 09poison | Chunks: 09poison | XP: 159. 22:01:05 <|amethyst> though I guess it doesn't keep them around long enough to do anything neat to their speed 22:01:24 <|amethyst> multiple spell lists are also handled that way 22:01:33 yeah, I knew the XP was averaged. I just assumed it calculated HP using the actual HP numbers the monstr gets 22:02:59 <|amethyst> I'm not sure whether there's maybe some obscure reason to do trials for HP instead of using hpdice 22:03:40 <|amethyst> (well, hpdice + spec hd: and hp:) 22:04:19 <|amethyst> I mean, I guess it is good to leave out extreme outliers 22:04:39 <|amethyst> but you aren't guaranteed not to get such outliers 22:06:34 Grunt: those layout changes look neat (just had a look). I only have a concern that maybe some of the corridors are too long and straight. in the example maps you put up, look at line 29 for example 22:07:41 I guess I could tune it so that corridors between rooms are never perfectly straight. 22:08:08 I don't think it needs to be never, but having them a bit less straight is good 22:11:17 the idea is to make it so there aren't as many easy places where you can fight everything 1 at a time (this is something I think layout_roguey does well) 22:14:46 I'll note that the maze rooms can provide a few places for that, depending on how mazey they are. 22:16:23 03|amethyst * r7d3462649131 10/crawl-ref/source/mon-data.h: Fix some mon-data.h misorderings. 22:16:25 you made them pretty rare 22:16:33 03|amethyst * r396ffcc9891f 10/crawl-ref/source/mon-data.h: Always give the Enchantress max HP. 22:16:40 That's how rare they are in Rogue. :) 22:16:52 heh 22:16:55 how deep is the dungeon in rogue? 22:16:59 26 levels! 22:17:05 So it works out pretty nicely. 22:17:34 Is it possible to pass a parameter to a subvault in LUA? I would feel silly making three copies fort { [ ( stairs. 22:17:43 Hi infiniplex! 22:18:04 Nice layout 22:18:25 evilmike, I made it veto straight passageways on a 2 in 3 chance: 22:18:29 http://pastebin.com/C0yvzc8e 22:18:31 http://pastebin.com/uEV0BPFz 22:18:45 (Only one example level, from D:13; I can generate more if you want.) 22:19:13 that example is good enough, thanks 22:19:36 I can also provide you with a format-patch if desired. <_< 22:20:06 this will apply cleanly, so you dont have to bother 22:20:52 ...but then I don't get to write a commit message explaining all of the changes. >_> 22:21:05 well then, go ahead and use git format-patch :P 22:21:17 ...as soon as I finish writing said commit message :) 22:21:56 you might want to do that with your forest branch (or put it on gitorious), since the patches you put on the tavern don't work any more 22:22:14 That's hardly surprising. :| 22:22:23 I do maintain the forest changes as a local branch, fortunately. 22:24:26 ...and unless I wanted to make my own gitorious repository for some reason, I don't have the access to make them not a local branch. :p 22:24:39 Here's the format-patch version: 22:24:40 http://pastebin.com/XQS8Y1dS 22:24:55 -!- Patashu has quit [Quit: MSN: Patashu@hotmail.com , Gmail: Patashu0@gmail.com , AIM: Patashu0 , YIM: patashu2 , Skype: patashu0 .] 22:25:12 <|amethyst> Grunt: technically, gitorious merge requests are branches in our repo :) 22:25:26 <|amethyst> that said, no one really uses them 22:25:47 <|amethyst> I *think* Chei should announce them now, but unfortunately without much useful info 22:26:09 <|amethyst> lumpy Terence is still sitting in the merge requests :) 22:26:22 can Sequell tell how many people died in bailey_polearm_5 ? Because I feel it's quite unbeatable without mephitic cloud 22:26:27 <|amethyst> that's the most recent one I think, and that was a while ago 22:26:28 moxian, 22:26:33 !lg * map=bailey_polearm_5 22:26:33 734. Panic the Fighter (L10 MiFi), worshipper of Okawaru, mangled by an orc warrior (a +0,+1 orcish halberd) in Bailey (bailey polearm 5) on 2012-07-08, with 5631 points after 8432 turns and 0:32:59. 22:26:37 734 people! 22:26:42 ah, map 22:26:46 <|amethyst> !lg * map=~bailey s=map 22:26:50 3872 games for * (map=~bailey): 734x bailey polearm 5, 600x bailey polearm 2, 493x bailey polearm 4, 395x bailey axe minmay hex keep, 352x bailey axe 2, 342x bailey polearm 1, 215x bailey axe 4, 190x bailey axe 1, 185x bailey polearm 3, 121x bailey axe 3, 102x minmay bailey axe hex keep, 41x enter bailey 3, 34x enter bailey 5, 24x enter bailey 2, 13x enter bailey 4, 12x enter bailey 6, 11x enter b... 22:27:09 which one is 5 22:27:19 <|amethyst> !vault bailey_polearm_5 22:27:33 where you spawn and two rows of orcs with polearms head on to you 22:27:44 and then there's a door and another two rows 22:27:48 Lines pasted to http://paste.scsys.co.uk/202289 22:27:49 and another one 22:27:51 infiniplex: about your subvault question, I don't think you can do that. 22:28:23 infiniplex: instead of making one subvault for each stair, what if you write a place_stair() function and have the subvaults call that? Sort of like what Vault:8 does with runes 22:28:25 -!- dtsund has quit [Ping timeout: 244 seconds] 22:31:04 moxian: bailey_polearm_5 is pretty tough, but I think it's one of the more fun ones 22:31:22 it's also quite easy to turn around and run for the exit 22:31:34 no, it's not easy to flee 22:31:41 you have to fight your way 22:31:49 and WILL take several hit 22:32:11 you have to fight if you get yourself into a huge mess, sure. Or are a naga / chei follower, I guess 22:32:26 otherwise, those guys are the same speed as you 22:32:46 it would be better if exit portals were moved a bit to the left 22:33:04 I guess so, yeah 22:33:06 else it's a race of "who gets to that portal faster" 22:33:20 <|amethyst> also, you really have to take three steps before you know what you've gotten into 22:34:26 I'm by no means a good player, but... do you really think it is beatable with a melee build? 22:34:50 yeah 22:35:09 hm.. okay.. 22:36:02 03evilmike * r66aaafa61a87 10/crawl-ref/source/dat/des/portals/bailey.des: Tweak bailey_polearm_5 (moxian). 22:36:47 it's just.. whatever yuo do, you WILL take 10+hits from backrow orc warriors with polearms, before you kill them (if you don't have fireball wands at least). And they hit hard. 22:37:13 okay, I'll stop whining, thanks 22:38:33 Oh, and while I'm here, I really want to ask - why do Hunters have more Int than Monks? 22:38:57 no one knows the answer to that, sorry 22:39:05 the best I can tell you is "someone made the numbers that way" 22:39:17 can we tweak it? ^_^ 22:39:32 not that it makes much difference, but it just feels weird 22:39:52 or I'm just weird maybe 22:40:21 these things are just weird in crawl, i dont think there is a pressing need to change them 22:41:27 okay then 22:42:48 <|amethyst> I guess stalkers get the 2 strength so they can carry their potions? 22:43:58 str does tend to be nice when you have that many potions 22:44:14 Is there a LUA query for the total depth of a branch? It would be useful to make layouts change with depth. 22:47:07 -!- MarvinPA has quit [Ping timeout: 250 seconds] 22:48:10 infiniplex: doesn't look like it 22:48:44 <|amethyst> on it 22:49:35 Do you mean "size of a branch", "position from top of branch", "position from top of dungeon", or something else? 22:49:48 <|amethyst> I assume "size of the branch" 22:53:23 I meant how many levels are in the branch 22:54:29 -!- kek has quit [Remote host closed the connection] 22:57:32 I know there is no function for this in the documentation, there are many undocumented functions. For example, the one used to place the ruin in Vaults 8. 22:58:01 that's in the .des file 22:58:47 I meant that dgn.map_by_tag(...) is not listed in the function list in advanced.txt of on the wiki 22:59:37 <|amethyst> and the function I'm about to commit won't be listed there either 22:59:48 <|amethyst> I would, but all the br_ functions appear to be undocumented 22:59:56 <|amethyst> so for consistency... :P 23:00:04 <|amethyst> (patches welcome!) 23:02:14 infiniplex: oh, yeah. most of that stuff is undocumented, pretty much 23:04:03 -!- MarvinPA has joined ##crawl-dev 23:08:05 03|amethyst * re06d317e392c 10/crawl-ref/source/l_dgnlvl.cc: dlua function to get the depth (length) of a branch. 23:08:38 -!- ainsophyao has joined ##crawl-dev 23:09:35 -!- infiniplex has quit [Ping timeout: 245 seconds] 23:10:02 03Grunt * r4e0d31acd47a 10/crawl-ref/source/dat/des/builder/layout.des: Make layout_roguey more Rogue-y. 23:10:07 \o/ 23:11:49 |amethyst, I got the 1.0-point cross-training idea up and running. 23:17:54 -!- ussdefiant_ has joined ##crawl-dev 23:18:36 <|amethyst> Grunt: would probably be simpler to use something like you.skill(blah, 100, true) to combine the integer and fractional parts into one number 23:18:59 ...probably <_< 23:20:31 (I don't always come up with the best solution, but I can consistently devise something that gets the job done.) 23:21:26 <|amethyst> the more I think about it, the more I think it should be 0.5 instead of 1.0 23:22:09 <|amethyst> no reason to nerf crosstraining (1.0-epsilon is the worst case currently, 0.0+epsilon the best case) 23:22:31 <|amethyst> It's less intuitive, but... 23:23:01 ...it's the most consistent with current behaviour. 23:23:05 -!- eeviac has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120615112143]] 23:24:08 <|amethyst> not "consistent" exactly, but closest on average for people who don't exploit the integer breakpoints (e.g. training up Axes from 3.8 to 4.0 before switching to Polearms) 23:29:13 <|amethyst> 0.0 would be the most intuitive, but as moxian points out it's exploitable 23:29:52 0.1 isn't 23:30:20 <|amethyst> hm 23:30:49 or even if it is, it is very hard to explot 23:32:12 -!- inifniplex has joined ##crawl-dev 23:32:44 <|amethyst> right, since if the higher skill is 5.40 and the lower 5.39, you'd still have to gain 0.11 of a level in one kill to keep the bonuses continuous 23:32:48 <|amethyst> hm 23:34:15 <|amethyst> and really, since you can't tell the difference between 5.3 and 5.39, just making it a tenth-integer breakpoint could be fine 23:34:28 <|amethyst> and would be the least surprising to players 23:36:18 amethyst,I cannot work out what your message about a function for branch depth means (my connection seems to be back up) 23:36:45 <|amethyst> inifniplex: I just committed something that you can call as dgn.br_depth("Elf") 23:37:10 <|amethyst> inifniplex: for the depth of the current branch it's dgn.br_depth(dgn.level_name(dgn.level_id())) 23:37:17 <|amethyst> which is awkward I know 23:37:59 Q: should it be "0.1 or greater", or "greater than 0.1"? 23:38:09 you can't do dgn.br_depth(you.depth()) ? 23:38:15 err you.branch() 23:38:25 <|amethyst> oh 23:38:37 (I'm going to add a #define CROSSTRAIN_THRESHOLD to tweak the specific value, but the base question stands.) 23:39:15 <|amethyst> inifniplex: yes, evilmike is right 23:39:29 <|amethyst> I didn't even think to look in l_you 23:39:48 So that is "dgn.br_depth(you.depth())" 23:40:02 dgn.br_depth(you.branch()) 23:40:09 <|amethyst> inifniplex: yes, but you'll need a version of trunk less than half an hour old :) 23:40:16 <|amethyst> err 23:40:27 <|amethyst> right, what evilmike said 23:40:29 Grunt: I'm in favour of greater or equals to 23:40:38 moxian: that's what I just implemented, so good. 23:41:01 <|amethyst> Grunt: What I'm thinking now, but it would need some testing to make sure it's not too exploitable, is if (you.skill(foo, 10, true) > you.skill(bar, 10, true)) 23:41:54 <|amethyst> Grunt: but if (you.skill(foo, 100, true) >= you.skill(bar, 100, true) + 10) would work too 23:41:55 ...which works out to the same logic as (you.skill(foo, 10, true) >= you.skill(bar, 10, true) + threshold) where threshold is 1. <_< 23:42:08 <|amethyst> yep 23:42:22 <|amethyst> I'd rather have a multiplier of 10 23:43:42 Wand of frost behaving as a wand of slow (https://crawl.develz.org/mantis/view.php?id=5891) by moxian 23:44:01 <|amethyst> since if it's higher, there will be identical-looking situations where you do or don't get the bonus 23:44:33 moxian: are you sure thats not a wand of random effects 23:44:39 yes 23:44:53 I have wand of random effects identified already 23:45:12 and if I zap this wand again ,it puffs frost. and identified as such 23:46:11 it is extremely wild and unreproducable, I know -.- 23:47:17 ...are you sure you didn't zap your wand of random effects by mistake? <_< 23:47:50 -!- dtsund has joined ##crawl-dev 23:48:07 See, your wand of random effects is E. 23:48:11 So you just held down Shift too long. 23:48:15 ...V-E-enter. 23:48:38 hm 23:48:46 yes, seems to be the case 23:48:46 sorry 23:48:52 and thanks! 23:49:50 -!- eeviac has joined ##crawl-dev 23:52:34 Is there a way to determine where a branch entry is in LUA? I actually only need to know if it is on the current level. 23:53:09 Then, I can place a special (random) subvault for it. 23:53:28 -!- mikee_ has joined ##crawl-dev 23:53:54 Or maybe this is against Crawl design patterns. 23:54:32 this sounds alright to me. something similar was proposed for tomb entries, actually 23:57:07 I was thinking of the Crypt entry in The Vaults, but the same idea.