00:01:35 Unstable branch on crawl.develz.org updated to: 0.11-a0-3041-g87e4f79 (33) 00:02:00 -!- simmarine has quit [Quit: bye] 00:02:48 -!- andrewhl has quit [Remote host closed the connection] 00:07:05 Sprite for large door mimics are bad (https://crawl.develz.org/mantis/view.php?id=5994) by infiniplex 00:07:35 -!- syraine has quit [Read error: Connection reset by peer] 00:09:59 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-3041-g87e4f79 00:10:29 -!- syraine has quit [Client Quit] 00:11:44 -!- DrCrypt has quit [Ping timeout: 272 seconds] 00:13:11 I'm having trouble placing items 00:13:18 NSUBST: abcdeghjk = 2:A / 1:1 / 5:X / 10:Y 00:13:23 KITEM: A = w:5 * / w:1 | 00:13:38 shouldn't that give me some mixture of two good/excellent items? 00:13:46 -!- Nomi has quit [Quit: Lost terminal] 00:14:11 -!- Vbitz has quit [Quit: Vbitz] 00:19:34 <|amethyst> bmh: you need an item name, not a glyph, with KITEM 00:19:50 ah. 00:20:01 <|amethyst> maybe something like KITEM: A = w:5 any good_item / w:1 any superb_item 00:20:12 I can do it with glyphs 00:20:26 <|amethyst> yeah, that works too :) 00:20:59 -!- namad7 has quit [Ping timeout: 244 seconds] 00:21:00 <|amethyst> with a subst or something 00:25:58 |amethyst: What's a reasonable amount of loot to put behind a guardian mummy and up to three ghouls? 00:26:09 presume it'll be around XL14 00:26:33 3 ghouls would be pretty nasty at that point 00:26:46 (Much nastier than the mummy, certainly) 00:27:40 DracoOmega: I'll make that very unlikely 00:27:50 <|amethyst> @??ghoul 00:27:50 ghoul (05n) | Spd: 10 | HD: 14 | HP: 127-165 | AC/EV: 4/10 | Dam: 3004(rot), 3004(rot) | 07undead, 10weapons, 10items, 10doors, 04eats corpses, evil | Res: 06magic(93), 02cold, 09poison+++, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04rot | XP: 2431 | Sz: Medium | Int: normal. 00:28:05 <|amethyst> @??guardian mummy 00:28:06 guardian mummy (08M) | Spd: 9 | HD: 7 | HP: 36-56 | AC/EV: 6/9 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, evil, see invisible | Res: 06magic(46), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 367 | Sz: Large | Int: normal. 00:28:14 er... mummy priest 00:28:19 @??mummy priest 00:28:19 mummy priest (05M) | Spd: 8 | HD: 10 | HP: 55-76 | AC/EV: 8/7 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, evil, see invisible | Res: 13magic(immune), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1389 | Sp: demon, smiting (7-17), torment symbol, summon undead | Sz: Medium | Int: high. 00:28:34 <|amethyst> ghoul is still nearly twice the XP 00:29:01 that only warrants a small amount of loot, in my opinion 00:29:14 Also, putting aside the issues of them being outside Crypt in the first place, they'll be more dangerous there 00:29:39 you can use more loot if you use a mummy priest, those are more dangerous than guardian mummies 00:29:42 DracoOmega: do you want an undead pirate ship or not? 00:29:50 I'm neutral 00:30:22 <|amethyst> bmh: and the spectral kraken that sank it? :) 00:30:33 It does slightly feel like these are the wrong undead for that, though, in my personal opinion 00:30:33 |amethyst: will that even work? 00:31:06 I'm not sure how you'd convey that it's a pirate ship, without renaming monsters. And I don't like it when vaults rename monsters for purely cosmetic reasons 00:31:08 DracoOmega: What do you think would be better? spectral octopodes? 00:31:50 for example, there's one vault which has an "orc demonologist" that is _exactly_ the same as an orc sorcerer in stats and spells 00:32:08 There is? Yeah, I agree with the sentiment there 00:32:15 Why not give him different spells? 00:32:17 pirate captain unique 00:32:59 If they're named different, they should be different in some substantive way 00:33:38 Incidentally, I sort of feel that if it's a pirate ship vault, it should have at least some chance of the leader being armed with the captain's cutlass 00:33:40 <|amethyst> bmh: spectral kraken seems to work 00:33:56 However small you feel that needs to be 00:34:12 <|amethyst> it even fits the description of the weapon 00:34:15 Exactly 00:34:39 <|amethyst> Finally, he met his destiny when a kraken swallowed his ship with 00:34:41 <|amethyst> all the crew aboard. 00:34:56 it would make sense to place that unrand, yeah 00:35:07 lots of other unrands get their own vaults 00:35:24 <|amethyst> I'd like to see an octopus king vault :) 00:35:27 Maybe make the crew spectral humans, and make the captain a skeletal warrior buffed in some fashion? 00:35:41 With the kraken still lurking around, of course 00:35:58 <|amethyst> would any custom spells make sense? 00:36:06 <|amethyst> I mean, new spells 00:36:43 I can't think of any spells that would really make sense 00:36:47 <|amethyst> gold-stealing fits but is bad for gameplay reasons 00:36:47 What, like new code-wise? 00:36:57 |amethyst: I'll put one elsewhere 00:37:00 as for spectral humans, that sounds weak to me. You want to place this in shoals, right? A spectral human will be a pushover 00:37:33 evilmike: spectral merfolk impalers? Merfolks might have ships. Get them places faster 00:37:33 Well, I suppose I was sort of thinking that the captain and the kraken were the main attractions, and they were cannon fodder, but it really depends on the layout of the vault I suppose 00:38:10 DracoOmega: I was thinking small -- https://gist.github.com/3204275 00:38:14 bmh: I think you can only have the base monster being spectral... but I haven't checked 00:38:39 fr buff spectral monsters 00:38:49 with death channel at least, you only get the base monster. eg a deep elf conjurer just gets you a spectral elf 00:38:59 "unknown monster: "spectral merfolk impaler"" 00:39:02 <|amethyst> yeah 00:39:12 @??spectral merfolk 00:39:13 spectral merfolk (03W) | Spd: 8 | HD: 9 | HP: 42-67 | AC/EV: 6/7 | Dam: 14 | 07undead, evil, see invisible, lev | Res: 13magic(immune), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 211 | Sz: Medium | Int: plant. 00:39:21 that's pretty wussy 00:39:22 I personally don't think the crew should be merfolk. I feel it clashes a little with the urand description 00:39:50 <|amethyst> merfolks on ships is silly 00:40:06 <|amethyst> if they did have a ship, it would be the yellow submarine that crashed in the octopus's garden :P 00:40:10 Hahaha 00:40:29 DracoOmega: which urand? 00:40:46 the only undead I can think of that would actually work are skeletal warriors 00:40:54 other undeads fly, or cast spells, or are utter pushovers 00:41:00 bmh: The captain's cutlass 00:41:16 ??cutlass 00:41:16 I don't have a page labeled cutlass in my learndb. 00:41:23 ??captain's cutlass 00:41:23 captains cutlass[1/1]: An unrandart short blade of speed. In 0.10+, has a custom base weapon: Dam 9, Acc +3, Delay 12. Minimum delay is reached at the same point as a sabre. 00:41:30 <|amethyst> DracoOmega: it doesn't specify human 00:41:43 if you want to give one of them the captain's cutlass, you could call it a "skeletal captain" or something, and leave the rest as unmodified skeletal warriors 00:41:58 I think that would get the point across that it's a pirate ship, without unnecessary renaming 00:42:08 -!- residualshade has quit [Quit: Page closed] 00:43:00 <|amethyst> fr: one of them gets a crossbow and amulet of the Albatross 00:43:09 Crossbows in general might work, though 00:43:20 For a couple of them 00:43:30 I mean, in lieu of pistols or whatnot 00:43:48 <|amethyst> RotAM specifically mentions crossbows 00:44:04 I assumed it might have, from what you said 00:44:09 I have not actually read it 00:44:23 where is the cutlass defined? I can't give it to a monster 00:44:42 <|amethyst> it's not a base weapon type 00:44:53 It only exists for that artifcat 00:44:57 <|amethyst> it's a sabre with modified base stats 00:45:13 bmh read syntax.txt 00:45:21 the syntax for placing unrands is a little odd 00:45:22 <|amethyst> yeah, which you can't do other than the artefact 00:45:26 <|amethyst> oh 00:45:44 evilmike: yucky 00:46:12 <|amethyst> blah ; unrand:captains_cutlass sabre 00:46:25 <|amethyst> (or "sabre" can come before "unrand:") 00:46:44 <|amethyst> sabres or falchions would work for the others 00:46:51 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 00:46:55 |amethyst: apart from falchions being awful :) 00:47:31 because of how monster damage works, if the base monster is sufficiently strong (and skeletal warriors are), it will still do decent melee damage 00:47:45 Yeah, the difference will be fairly slight 00:47:59 And honestly, the danger factor of them having worse melee weapons could easily be made up by a couple crossbows, I figure 00:48:11 Particularly if the initial encounter area is slightly open 00:49:06 I think I'll change it from one big ship. I can make tiny boats using the tide 00:49:20 conveying that this is a wrecked ship seems like it would be tricky. Renaming walls is possible now, so you could take advantage of that (and get new tiles for the wood walls/floor) 00:49:39 and write a desc saying the wood is damp, to explain why it doesn't burn :P 00:51:48 <|amethyst> I think a ship works better than boats 00:51:56 I agree 00:52:07 <|amethyst> maybe have the water tiles somewhat more scattered 00:52:18 an ASCII boat is a tough draw :) 00:52:19 <|amethyst> to represent holes in the deck 00:52:22 a shipwreck makes a lot more sense, yes 00:52:25 And leave a hole or two in the exterior wall 00:52:31 Maybe 00:52:34 I could put the boat on its side 00:52:59 <|amethyst> I think that would be too unrecognisable 00:53:01 <|amethyst> You did at least put the door at port :) 00:53:55 just draw a vague boat shape and leave the rest up to tiles/descriptions. That's about the best you can do 00:54:10 -!- knonme has quit [Ping timeout: 245 seconds] 00:54:30 <|amethyst> I think the current overall shape is fine 00:54:38 <|amethyst> maybe a retiled wall crossing part of the ship representing the fallen mast 00:54:48 oh, I didn't see the example linked 00:54:59 <|amethyst> https://gist.github.com/3204275 00:55:15 you'll want no_hmirror on that 00:55:28 <|amethyst> yeah, so the door stays at port :) 00:55:34 dorks :) 00:55:35 <|amethyst> no_vmirror for the same reason 00:55:40 <|amethyst> rotate would be fine though 00:56:26 oh. I can put a statue on the prow :) 00:57:17 <|amethyst> and now I have "Friggin' in the Riggin'" stuck in my head 00:57:55 <|amethyst> http://en.wikipedia.org/wiki/Good_Ship_Venus 00:58:02 that sounds like porn. 00:58:07 -!- Deathmic has quit [Read error: Connection reset by peer] 00:58:12 <|amethyst> "bawdy drinking song" 00:58:32 huh. some friends of mine were in a pirate acapella group and they didn't sing that one 00:58:36 I'd advise against a statue... these are assumed to be rooted to the ground 00:59:17 Is that a mechanical problem here somehow? 01:01:05 a statue is made of stone and placed on the ground. A ship's figurehead is carved of wood and attached to the prow 01:01:30 it would just look and behave weirdly. Especailly in tiles, unless you want to make 4 versions of the tile so it can be rotated 01:01:32 I could use 8 and re descript it into a figurehead. Not that I want to 01:03:22 <|amethyst> does veto_fragmentation prevent even targetting the object, or just its destruction? 01:04:42 Well, I would think that LRD would logically work on wood 01:04:49 Though the message for it would be wrong in this case, of course 01:04:50 <|amethyst> doesn't work on trees 01:05:00 Does it work on wooden golems? 01:05:27 Yeah, it does 01:05:33 <|amethyst> hm 01:05:51 (And toenail golems, for that matter) 01:06:16 <|amethyst> that should be reconciled one way or the other 01:07:25 Maybe trees are simply too big to deconstruct? Though you seem to manage on large chunks of wall, so I don't know 01:07:50 Trees work sort of oddly in some other ways, I think 01:08:24 Like, an orb of destruction hits with enough blasting force to take down solid walls, but not so much as dent a tree? 01:08:39 (At least, I don't think they do) 01:09:56 also, you can't use Conjure Flame on them 01:10:10 Well, you can't use conjure flame under anything 01:10:32 So I suppose it works in the sense that the tree is physically occupying the space you're try to conjure the flame at 01:11:26 Wait, it seems orbs DO take them down 01:11:32 I could have sworn they didn't 01:11:40 <|amethyst> err 01:11:41 Nevermind that 01:11:46 <|amethyst> you can conjure flame under a tree 01:11:50 -!- DrCrypt has quit [Ping timeout: 252 seconds] 01:11:51 You can? 01:12:05 Wow, so you can 01:12:15 |amethyst: veto_fragmentation blocks LRD, last time I checked you get a failure message if you target it 01:12:25 I don't know if that wastes a turn or not 01:13:35 that conjure flame thing should probably be removed, it's inconsistent with how the spell normally works 01:13:43 Yeah, I would have assumed it would not work 01:13:47 <|amethyst> hm 01:14:12 <|amethyst> it does let early DEFEs get into the vehumet tree vault 01:14:17 <|amethyst> s/DE// 01:14:19 Though I wonder if there's any harm in letting LRD work on trees? To me, it sort of makes sense that it would, and blasts of splinters are already coded as weaker than other things 01:14:29 the spell requires the targeted cell to be open... if a monster counts as blocking it, a tree should count 01:15:14 especially bad, is plants and bushes block conjure flame, but trees do not 01:15:38 <|amethyst> %git 8092dc6 01:15:39 kilobyte * 0.10-a0-1420-g8092dc6: Allow Conjure Flame to burn down trees. (9 months ago, 1 file, 15+ 2-) https://gitorious.org/crawl/crawl/commit/8092dc659f02 01:17:01 hmm... how about a lone elf (of the casty sort) trapped on an island? 01:17:02 -!- mikee_ is now known as michel_dupont 01:18:27 if the goal is to let fire elementalists burn trees, then let sticky flame work on them 01:21:52 <|amethyst> that's not unreasonable 01:23:23 -!- michel_dupont is now known as mikee_ 01:28:18 Is placing elves outside of the halls a no-no? 01:28:39 They show up in quite a few other places 01:29:02 -!- smeea has quit [Read error: Connection reset by peer] 01:29:26 They may actually be among the more popular monsters to have vaults place outside their 'home', though I could be wrong on this 01:29:33 shoals makes no sense -- shouldn't Shoals 5 be full of water? :) 01:29:36 elf bands can spawn in D and Vaults 01:29:43 Also that 01:29:49 also the conjure flame thing is bad because it is a really low-level way of burning down forests 01:29:56 FE can use fireball 01:30:08 And Shoals only makes no sense if you try to think about it 01:30:22 the stairs are magic 01:30:25 <|amethyst> elliptic: that is true 01:30:33 it's a sandwich 01:30:35 -!- mikee_ is now known as michel_dupont 01:30:36 Magic stairs. I'll buy that. 01:30:46 evilmike: true'dat. The monsters don't follow you unless they're standing next to you! 01:30:50 like, conjure flame is probably worth learning on most characters with 0 skill just for burning down lair:8 forests 01:31:23 <|amethyst> elliptic: and making the distinction "flame" vs "fire" would be easier to explain 01:31:49 <|amethyst> might want to ask kilobyte about the reasoning behind 8092dc6 01:31:59 Well, I think the problem is casting it under a solid object (when no other ones work), rather than the flame cloud not being hot enough 01:32:07 btw, can we have fedhas protect trees from your spells? 01:32:16 Doesn't he? 01:32:18 no 01:32:22 just plants 01:32:26 Oh, trees 01:32:27 (and fungi etc) 01:32:31 Oops 01:32:37 That makes sense 01:32:39 -!- michel_dupont is now known as mikee_ 01:32:44 what about animated tree allies 01:32:56 One of my first real Fedhas games, I got tornado just before doing the Crypt:5 forest 01:33:01 Only to discover I couldn't USE it there 01:33:21 |amethyst: this was discussed several months ago... I think maybe he said it was "realistic" 01:33:47 I think it's realistic that flame clouds can burn down trees, but not realistic that this particular spell can place one there 01:33:48 DracoOmega: my experience involved starting a forest fire with a lightning bounce 01:33:57 with no warnings, losing quite a bit of piety 01:33:57 Oh dear, that's even worse 01:35:15 I mean, that bounce thing could even happen for stuff out of LoS that you had no way of knowing was even there (was that the case in this case?) 01:35:35 I forget 01:35:51 but I sort of expected fedhas to protect me from it anyway :P 01:35:57 Yeah. It would make sense. 01:36:38 Though it would outright prevent you from getting through certain vaults 01:36:43 Short of cTele, I suppose 01:38:05 |amethyst : the error was being thrown because _autopickup_item_name tries to see if its edible, I think I have a good solution, ill throw a patch up, after I resolve the _known_subtype naming issue. 01:39:28 <|amethyst> Thann: cool... might not get a chance to look at it until Tuesday, but I think it should go in 0.11... I have kind of a loose definition of "bug fix" :) 01:39:40 hah 01:39:45 awesome 01:40:31 I have been really busy but I'm trying to get this perfect for 0.11 01:41:15 anyway I'm at a loss for naming ideas 01:43:32 <|amethyst> hm 01:43:49 _known_specific_subtype? 01:44:57 https://gist.github.com/3205383 -- not a terribly exciting vault 01:45:06 It's shaped like wake island and has an elf. 01:45:07 <|amethyst> maybe two functions, _known_subtype (which has the old behaviour) and _uses_generic_autopickup (to force using get_max_subtype() even if the type is known) 01:45:49 <|amethyst> then it would be _known_subtype(item) && !_uses_generic_autopickup() ? item.sub_type : get_max_subtype(item.base_type); 01:45:56 I was thinking that, but there would be so much repeated code =/ 01:46:53 <|amethyst> repeated where? 01:47:00 <|amethyst> also, that line itself could be another function, _autopickup_subtype(const item_def &) 01:47:29 ShyGuy (L27 KoCK) ASSERT(!invalid_monster_index(mg.foe) || mg.foe == MHITYOU || mg.foe == MHITNOT) in 'mon-place.cc' at line 1676 failed. (Slime:6) 01:47:35 hahaha oh wow 01:47:36 yeah 01:48:13 uh, fire stormed the royal jelly, then xom inner flamed everything 01:48:27 <|amethyst> oh 01:48:37 <|amethyst> I think that has to do with kilobyte's recent changes to jelly spawns 01:49:53 <|amethyst> oh, I see 01:50:04 well here's trj again, let's see what happens 01:50:06 <|amethyst> because the killer is dead 01:50:36 ??shapeshifter 01:50:36 shapeshifter[1/4]: Nasty creature which tends to turn into whatever creature you are least equipped to handle. Kill quickly, or drain to death, as polymorphing heals. If you see a missile-loving monster that doesn't shoot you, it's probably a shapeshifter. 01:50:49 I hate heal on polymorph. 01:50:59 ??shapeshifter[2] 01:51:00 shapeshifter[2/4]: There are always a few in Vault:8. Specifically, next to loot. And, given time they WILL turn into azure jellies and eat your precious loot. 01:56:21 03|amethyst * reb0df776b885 10/crawl-ref/source/fineff.cc: Don't crash when a dead monster makes TRJ spawn jellies. 02:00:41 -!- tensorpudding has quit [Ping timeout: 272 seconds] 02:02:28 -!- bmh has quit [Quit: Page closed] 02:03:04 <|amethyst> ac13: no ctele for the rest of the game 02:03:06 <|amethyst> doh 02:05:38 -!- elliott has quit [Quit: Leaving] 02:06:43 -!- ussdefiant__ has joined ##crawl-dev 02:09:14 -!- ussdefiant_ has quit [Ping timeout: 255 seconds] 02:11:47 -!- ktgrey has quit [Read error: Connection reset by peer] 02:12:42 -!- DrCrypt has quit [Ping timeout: 264 seconds] 02:15:08 -!- Sab0t has quit [Read error: Connection reset by peer] 02:16:23 -!- ktgrey has quit [Read error: Connection reset by peer] 02:18:00 -!- ussdefiant__ has quit [Ping timeout: 240 seconds] 02:20:37 -!- ac13 has quit [Quit: Leaving] 02:21:33 -!- ophanim has quit [Read error: Connection reset by peer] 02:32:45 -!- KaminaSquirtle has quit [Quit: Leaving] 02:36:57 -!- edlothiol has joined ##crawl-dev 02:39:13 -!- nooodl has joined ##crawl-dev 02:40:49 -!- syraine has quit [Read error: Connection reset by peer] 02:41:05 -!- st_ has joined ##crawl-dev 02:42:42 -!- andrewhl has quit [Remote host closed the connection] 02:44:35 -!- Walker__ has quit [Ping timeout: 245 seconds] 02:47:28 -!- syraine has quit [Read error: Connection reset by peer] 02:51:13 -!- scummos has quit [Ping timeout: 250 seconds] 03:00:09 -!- Video_Games has quit [Quit: Page closed] 03:01:21 I'm thinking about creating an encompass vault called "the castle of Dyrovepreva". Can I make a unique named Dyrovepreva as the boss who wears his crown or would that not be good? 03:13:02 -!- DrCrypt has quit [Ping timeout: 244 seconds] 03:14:52 ^e excludes squares hidden by trees (https://crawl.develz.org/mantis/view.php?id=5995) by nubinia 03:19:50 -!- jbud has quit [Quit: Lost terminal] 03:19:57 MarvinPA: actually, adding proper partial knowledge to clod targetting then would be doable, but I wanted to not complicate an already complex algorithm in the first iteration 03:20:13 also, it would take some thinking, and thinking takes effort :p 03:21:50 I just noticed there's a simpler way: doing the current algorithm twice, once assuming unknown places are floor, once assuming they're walls, and marking all differences in the result as "maybe" 03:22:05 that'd be ugly brute force, though 03:23:08 -!- Mr--Clean has quit [Quit: Mr--Clean] 03:26:28 -!- smeea has quit [Read error: Connection reset by peer] 03:33:09 -!- Sorbius has quit [Ping timeout: 272 seconds] 03:34:21 -!- bonghitz has quit [Quit: bonghitz] 03:35:10 Reaching to attack seems to carry on to unarmed attack too. (https://crawl.develz.org/mantis/view.php?id=5996) by nubinia 03:37:01 -!- scummos has quit [Ping timeout: 256 seconds] 03:47:03 DracoOmega, evilmike: there's an unused genus-only monster "ghost", we could give it actual stats 03:47:11 and have ghost pirates 03:48:09 03elliptic * r95002d4d232c 10/crawl-ref/source/food.cc: Fix typo in Hungry/Very Hungry boundary value. 03:49:26 I wonder how to make it more interesting than a phantom without blink, though? 03:51:39 cause fear 03:51:45 not sure; even without further changes it'd be no worse than spectral merfolk or skeletal warrior, though 03:51:53 (and better theme-wise) 03:51:55 This is true 03:52:08 That's sort of what I was thinking when I suggested spectral humans, theme-wise 03:52:11 BlastHardcheese: ie, making the captain an eidolon? 03:52:29 Well, that doesn't work if we want it to actually use the cutlass 03:52:34 @??eidolon 03:52:34 eidolon (15W) | Spd: 11 | HD: 13 | HP: 53-91 | AC/EV: 12/10 | Dam: 1313(drain), 1305(drain dexterity) | 07undead, 10doors, evil, see invisible, lev, !sil | Res: 06magic(138), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 1369 | Sp: pain (d14), cause fear | Sz: Medium | Int: normal. 03:53:32 also, dpeg would go into a fit if we introduced pirates :p 03:53:39 Arr! 03:54:11 Haha 03:54:49 then there's Stealth 27 title... 03:55:29 Someone needs to get that title, then go take out that vault and set the record straight 03:55:46 or better, die there 03:55:50 Haha 03:56:07 Crawl has zombies too, but no robots anymore... 03:56:16 Any more? There were some at some point? 03:56:39 (Iron golems are SORT of robots, I suppose) 03:56:44 electric golems used to be guardian robots 03:56:52 Guardian robots? Really? How ancient is this? 04:02:11 3.40 had them, 4.0 betas did not 04:02:26 Oh, so really really old 04:04:35 -!- Init--WithStyle- has quit [Ping timeout: 245 seconds] 04:06:28 -!- dtsund has quit [Read error: Operation timed out] 04:07:40 fr robots 04:07:54 french robots? 04:08:14 -!- Vizer has quit [Quit: nipaa~] 04:08:25 yes 04:14:18 -!- DrCrypt has quit [Ping timeout: 272 seconds] 04:18:44 -!- Poncheis has quit [Ping timeout: 272 seconds] 04:18:53 -!- scummos has quit [Ping timeout: 255 seconds] 04:18:59 -!- Poncheis_ is now known as Poncheis 04:19:04 -!- Why has quit [Client Quit] 04:20:22 -!- ark____ has joined ##crawl-dev 04:21:29 -!- residualshade has quit [Quit: Page closed] 04:30:33 -!- alefury has joined ##crawl-dev 04:35:04 -!- DracoOmega has quit [] 04:37:14 -!- gendercop has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 04:38:53 -!- Thann has quit [Quit: Leaving] 04:40:31 -!- evilmike has quit [] 04:41:12 -!- Wah has quit [Quit: IIIIIIIIIIIIIIIIIIIIIIIIIT'S BACON!] 04:43:51 -!- ainsophyao has quit [Ping timeout: 260 seconds] 04:45:04 -!- ontoclasm has joined ##crawl-dev 04:48:36 -!- syraine has quit [Read error: Connection reset by peer] 04:51:57 -!- wasd has quit [Read error: Connection reset by peer] 04:54:50 -!- Poncheis has quit [Ping timeout: 272 seconds] 04:58:53 -!- syllogism has joined ##crawl-dev 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-3043-g95002d4 05:03:05 -!- scummos has quit [Ping timeout: 244 seconds] 05:05:30 -!- Poncheis has quit [Ping timeout: 264 seconds] 05:08:27 -!- chewymouse has joined ##crawl-dev 05:09:24 -!- Poncheis_ has quit [Ping timeout: 272 seconds] 05:10:32 -!- chewymouse has quit [Client Quit] 05:14:32 -!- Ragdoll has joined ##crawl-dev 05:14:38 -!- DrCrypt has quit [Ping timeout: 250 seconds] 05:17:00 -!- Psyknux has quit [Read error: Connection reset by peer] 05:25:22 -!- scummos^ has quit [Ping timeout: 246 seconds] 05:37:18 -!- yxhuvud has quit [Ping timeout: 252 seconds] 05:46:08 03edlothiol * r89956ef9ac09 10/crawl-ref/source/rltiles/dngn/vaults/ (golden_statue_1.png golden_statue_2.png): New-style golden statue tiles by roctavian (#5990). 05:47:55 -!- ontoclasm has quit [Quit: Leaving.] 06:08:27 -!- gnsh has quit [Client Quit] 06:15:00 -!- DrCrypt has quit [Ping timeout: 240 seconds] 06:20:58 -!- Nightbeer has quit [Ping timeout: 272 seconds] 06:24:20 -!- bmfx has quit [Ping timeout: 240 seconds] 06:27:42 -!- Nightbeer has quit [Ping timeout: 264 seconds] 06:31:25 -!- HangedMan has joined ##crawl-dev 06:34:27 -!- archl has quit [Remote host closed the connection] 06:34:36 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- It'll be on slashdot one day...] 06:37:23 -!- aleksil has quit [Quit: Ex-Chat] 06:42:29 -!- Livor has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 06:50:02 -!- Sab0t has quit [Quit: Leaving] 06:55:02 -!- Poncheis has quit [Ping timeout: 252 seconds] 06:55:03 -!- Poncheis_ is now known as Poncheis 07:13:08 -!- Poncheis has quit [Ping timeout: 248 seconds] 07:13:13 -!- Poncheis_ is now known as Poncheis 07:15:52 -!- DrCrypt has quit [Ping timeout: 244 seconds] 07:16:06 -!- ontoclasm has joined ##crawl-dev 07:22:00 -!- Poncheis has quit [Ping timeout: 240 seconds] 07:22:06 -!- Poncheis_ is now known as Poncheis 07:33:03 -!- monqy has quit [Quit: hello] 07:37:03 -!- marcmagus has quit [Ping timeout: 244 seconds] 07:51:07 -!- sdurant has quit [Client Quit] 08:15:15 -!- sdurant has quit [Client Quit] 08:16:20 -!- DrCrypt has quit [Ping timeout: 240 seconds] 08:25:06 -!- Psyknux has quit [Quit: Jackdaws love my big sphinx of quartz. 123456890] 08:29:40 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 08:32:52 * Removed monsters: Jozef, bog mummy, midge, Pit Fiend. 08:32:57 -!- magistern has quit [Quit: This computer has gone to sleep] 08:33:00 this is missing hairy devil! 08:33:18 doesn't that speak volumes 08:33:31 * Forgotten monsters 08:34:18 -!- Nightbeer has quit [Ping timeout: 264 seconds] 08:41:59 -!- CrazyJew has quit [Read error: Connection reset by peer] 08:46:18 -!- voker57 has quit [Ping timeout: 264 seconds] 08:49:53 -!- Grildrak has quit [Quit: Page closed] 08:51:30 -!- inde has quit [Ping timeout: 246 seconds] 08:52:56 -!- ainsophyao has joined ##crawl-dev 08:55:27 -!- ainsophyao has quit [Remote host closed the connection] 08:58:49 -!- mhss has quit [Quit: Page closed] 09:11:53 -!- sdurant has quit [Client Quit] 09:16:04 -!- sdurant has quit [Client Quit] 09:16:40 -!- sdurant has quit [Client Quit] 09:17:24 -!- DrCrypt has quit [Ping timeout: 248 seconds] 09:19:34 -!- Nave_ has quit [Quit: Page closed] 09:22:29 -!- inde has quit [Ping timeout: 250 seconds] 09:25:24 oh. right. haha. 09:25:42 better !tell kilobyte or evilmike 09:26:09 or anyone, really 09:29:14 killer bee larvae are also not in the removed monsters in the highlights (but under monsters) 09:34:15 03edlothiol * r70245f390fad 10/crawl-ref/docs/changelog.txt: Pay respects to hairy devils in the changelog. 09:36:39 -!- tJener has quit [Ping timeout: 246 seconds] 09:39:07 -!- Adeon_ has joined ##crawl-dev 09:40:07 03Grunt * r592a301caf62 10/crawl-ref/source/art-func.h: Don't let the obsidian axe mesmerise towards any M_NO_EXP_GAIN monster. 09:41:19 -!- Adeon has quit [Ping timeout: 240 seconds] 09:49:16 a twister would have been the best mesmerization target :/ 09:49:44 do sppores have that property 09:49:59 because getting mesmerized by a giant spore sounds hilarious 09:50:13 well, you can still throw a rock at it... 09:50:26 like you would do anyway 09:50:39 giant spore (03*) | Spd: 15 | HD: 1 | HP: 1 | AC/EV: 0/10 | Dam: 1 | 03plant, lev | Res: 06magic(4), 03poison, 12drown, 13neg+++, 13torm | XP: 1 | Sz: small | Int: plant. 09:50:39 %??giant spore 09:50:51 orb of destruction (16*) | Spd: 30 | HD: 5 | HP: 1000 | AC/EV: 0/10 | 11non-living, lev | Res: 13magic(immune), 05hellfire, 12cold+++, 11elec+++, 09poison+++, 08acid, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm++ | XP: 0 | Sz: little | Int: plant. 09:50:51 %??orb of destruction 09:51:05 seems like spores give 1 xp 09:51:20 -!- vev__ has quit [Remote host closed the connection] 09:51:28 it says plant, though, so maybe they cant mesmerize you 09:52:44 <3 |amethyst for including all the stuff like int and size and holiness 09:53:42 <|amethyst> holiness was already there 09:54:27 hm, IIRC it wasnt always, so i just thought you added it 10:02:52 !seen greensnark 10:02:53 I last saw greensnark at Sun Jul 29 21:40:34 2012 UTC (17h 22m 19s ago) joining the channel. 10:06:28 -!- Poncheis has quit [Ping timeout: 248 seconds] 10:08:30 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-3046-g592a301 (33) 10:14:04 03dolorous * rd0d70fde0f1d 10/crawl-ref/docs/changelog.txt: Fix change log entry capitalization and punctuation. 10:15:50 -!- buppy has quit [Ping timeout: 245 seconds] 10:16:36 -!- HangedMan has quit [Ping timeout: 248 seconds] 10:20:08 -!- ainsophyao has joined ##crawl-dev 10:20:23 -!- Pingas has joined ##crawl-dev 10:28:32 -!- Adeon_ is now known as Adeon 10:39:12 -!- DrCrypt has quit [Remote host closed the connection] 10:43:28 -!- maahes has quit [Ping timeout: 252 seconds] 11:10:18 -!- magistern has quit [Quit: This computer has gone to sleep] 11:13:05 -!- SkaryMonk has quit [Read error: Connection reset by peer] 11:13:17 -!- SkaryMonk has joined ##crawl-dev 11:19:17 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 11:23:57 -!- blabber has joined ##crawl-dev 11:26:10 03dolorous * r1b2340578a89 10/crawl-ref/source/player.cc: Simplify the wording of a constriction message. 11:27:03 -!- Dixie has joined ##crawl-dev 11:33:58 -!- Deathmic has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 11:37:48 -!- ussdefiant_ has joined ##crawl-dev 11:39:34 -!- DrCrypt has quit [Remote host closed the connection] 11:40:52 -!- voker57 has quit [Remote host closed the connection] 11:43:57 -!- ussdefiant_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 11:51:18 -!- ac13 has quit [Ping timeout: 255 seconds] 11:52:19 -!- nooodl has quit [Quit: Leaving] 11:52:35 -!- alefury has joined ##crawl-dev 11:58:32 -!- Zermako has quit [Ping timeout: 272 seconds] 12:04:18 -!- Orionstein has quit [Ping timeout: 264 seconds] 12:11:21 -!- MarvinPA has joined ##crawl-dev 12:16:17 -!- monqy has joined ##crawl-dev 12:17:30 -!- Orionstein1 has quit [Ping timeout: 264 seconds] 12:19:09 -!- simmarine has quit [Ping timeout: 244 seconds] 12:40:23 -!- rossi has quit [Quit: WeeChat 0.3.7] 12:41:15 -!- nuthulu has quit [Ping timeout: 245 seconds] 12:44:06 -!- johnthebear has quit [Remote host closed the connection] 12:46:02 -!- ajikeshi_ has quit [Ping timeout: 272 seconds] 12:54:22 -!- DrCrypt has quit [Ping timeout: 252 seconds] 12:56:40 -!- ajikeshi__ has quit [Read error: Operation timed out] 13:01:39 -!- ajikeshi_ has quit [Ping timeout: 240 seconds] 13:06:40 -!- VengefulCarrot has quit [Ping timeout: 245 seconds] 13:06:55 -!- HangedMan has joined ##crawl-dev 13:12:34 -!- erisdiscordia_ has quit [Ping timeout: 246 seconds] 13:24:06 -!- dtsund has joined ##crawl-dev 13:40:50 -!- xnavy has quit [Ping timeout: 245 seconds] 13:41:10 -!- ark____ has quit [Quit: Leaving] 13:45:16 -!- Rewans has quit [] 13:47:52 -!- ajikeshi_ has quit [Read error: Operation timed out] 13:48:44 -!- Daekdroom has quit [Quit: Saindo] 14:01:56 -!- Namey has quit [Quit: Leaving] 14:07:58 -!- Fa has quit [Read error: Operation timed out] 14:09:03 -!- FaMott has quit [Ping timeout: 255 seconds] 14:12:42 -!- MarvinPA has quit [Read error: Connection reset by peer] 14:14:42 -!- magistern has quit [Quit: Leaving] 14:16:16 -!- elliptic has quit [Read error: Connection reset by peer] 14:16:40 -!- BoredOne has quit [Ping timeout: 245 seconds] 14:17:12 -!- elliptic has joined ##crawl-dev 14:20:39 -!- MarvinPA has joined ##crawl-dev 14:26:07 -!- ark____ has joined ##crawl-dev 14:29:36 -!- jackrogers has quit [Quit: Page closed] 14:30:12 -!- unik has quit [Quit: WeeChat 0.3.7] 14:32:16 -!- Dixie has quit [Ping timeout: 252 seconds] 14:36:29 -!- ainsophyao has quit [Remote host closed the connection] 14:37:40 -!- DracoOmega has joined ##crawl-dev 14:37:58 More than one level of negative resistance is not supposed to have any greater effect than one, yes? 14:38:21 ?? rn 14:38:22 life protection[1/1]: Resistance to draining attacks, shown on artifact inscriptions as rN+. Three levels makes you completely immune. As in, it turns shadow dragons into mostly harmless kittens. Also gives partial resistance to torment (5% per level, so at life+++, torment will make you lose 35% hp, instead of 50%). 14:38:23 huh? rN+++ helps more than rN+ 14:38:33 No, I mean rF- and rF-- 14:38:36 oh 14:38:38 yes, that's true 14:38:43 I found a case where it isn't 14:38:54 You only get stream vulnerability at rF--- 14:38:57 steam* 14:39:06 that sounds rather like a bug :) 14:39:10 Due to the way it's derived from rF 14:39:31 I suspected as much, but thought I would ask 14:39:52 (I was in the process of writing a small patch to reduce confirmations for walking into steam clouds when I noticed this) 14:39:52 -!- wasd22 has quit [Read error: Connection reset by peer] 14:41:22 Hey elliptic, re 2068: 14:41:39 Is there a case when a monster is in LOS where the prompt appears when it shouldn't? 14:42:35 Grunt: the ogre is in sight in the example in 2068 14:42:39 not sure why you thought it isn't 14:42:41 No, it isn't. 14:42:42 and you can reproduce it 14:42:56 Why is it grayed out if it is in LOS? 14:42:59 because of targeting 14:43:05 ... 14:43:35 to reproduce this bug, the exact angles are important 14:43:43 it works fine if the ogre is directly horizontal from you 14:44:10 just make a monster, then wizmode teleport to a position (2,6) away from the monster and try 14:44:52 -!- LoknarGor has quit [Quit: leaving] 14:45:00 Yeah, I got it now. 14:45:07 That's a strange edge case (heh). 14:45:16 the issue is that (1,5) is distance 5 away from the player but (2,6) is distance 7 away 14:45:26 using the stupid circlelos metric 14:45:31 (and rounding) 14:46:12 -!- mtyson has quit [Ping timeout: 252 seconds] 14:46:15 I haven't looked at the code but I assume that the check for whether there is a monster within range just increases range by 1 and checks, but really the check needs to be more complicated 14:46:20 -!- mtyson_ is now known as mtyson 14:46:33 That's exactly what it does. 14:47:53 Grunt: the diagonal targetting thing mentioned in 2249 is the same effect at work 14:48:11 can I push square los to 0.11 as a bugfix for this stuff :( 14:48:44 gogogo 14:49:24 -!- Zermako has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 14:56:08 -!- syraine has quit [Quit: ChatZilla 0.9.88.2 [Firefox 16.0a2/20120726042008]] 14:56:15 by the way, any thoughts about only letting vampires initiate berserk at "Alive"? 14:56:55 to stop the problem that if they are <400 points into Full then trog berserk might end instantly 14:57:01 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 14:57:12 -!- Robot2600 has quit [Ping timeout: 246 seconds] 15:01:02 Patch: reduce excessive confirmations for walking into steam (https://crawl.develz.org/mantis/view.php?id=5997) by DracoOmega 15:01:03 -!- s951 has quit [Quit: Leaving] 15:06:07 rF--- is not always functionally the same as rF- (https://crawl.develz.org/mantis/view.php?id=5998) by DracoOmega 15:12:32 -!- mtyson has quit [Ping timeout: 255 seconds] 15:13:27 -!- CryptoCactus has quit [Quit: Page closed] 15:16:41 -!- Orionstein has quit [Quit: Leaving.] 15:18:40 -!- frogbotherer has joined ##crawl-dev 15:25:38 -!- Escalator has quit [Ping timeout: 272 seconds] 15:25:41 -!- Escalator_ is now known as Escalator 15:30:42 -!- palin has quit [Quit: Leaving] 15:30:52 -!- dtsund has quit [Ping timeout: 244 seconds] 15:33:02 -!- Vbitz has joined ##crawl-dev 15:34:14 -!- ohhaycutie has quit [Ping timeout: 252 seconds] 15:34:52 -!- heteroy has joined ##crawl-dev 15:34:54 -!- DrCrypt has quit [Ping timeout: 264 seconds] 15:37:13 -!- monqy has quit [Quit: hello] 15:38:43 -!- MarvinPA_ has joined ##crawl-dev 15:38:57 -!- heteroy has quit [Client Quit] 15:40:05 -!- hart has quit [Read error: Connection reset by peer] 15:40:48 -!- dtsund has joined ##crawl-dev 15:40:57 -!- MarvinPA has quit [Ping timeout: 246 seconds] 15:40:57 -!- MarvinPA_ is now known as MarvinPA 15:41:39 curse killer if player is mummy (https://crawl.develz.org/mantis/view.php?id=5999) by toidinamai 15:46:23 -!- Yen 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16:17:33 -!- shrot has quit [Quit: shrot] 16:19:05 03Grunt * r1f7c9b4d1965 10/crawl-ref/source/ (beam.cc beam.h spl-cast.cc spl-util.cc spl-util.h): Make "visible monster in range" spell check more sophisticated. 16:20:50 -!- Morphy has quit [Ping timeout: 245 seconds] 16:22:35 -!- Nightbeer has quit [Ping timeout: 246 seconds] 16:25:21 -!- HellTiger_ has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 16:25:55 -!- DrCrypt has quit [Read error: Connection reset by peer] 16:36:52 -!- Nightbeer has quit [Ping timeout: 248 seconds] 16:36:55 -!- DrCrypt_ has quit [Remote host closed the connection] 16:38:29 -!- Deathmic has quit [Read error: Connection reset by peer] 16:42:19 -!- mtyson has quit [Ping timeout: 260 seconds] 16:42:21 -!- mtyson_ is now known as mtyson 16:44:04 -!- Nightbeer has quit [Ping timeout: 260 seconds] 16:45:03 -!- Porost has quit [Read error: Connection reset by peer] 16:45:19 -!- Porost_ is now known as Porost 16:48:33 -!- Mut has quit [Quit: Page closed] 16:48:51 -!- Vbitz has quit [Quit: Vbitz] 16:51:42 -!- Nightbeer has quit [Ping timeout: 264 seconds] 16:55:08 -!- mtyson has quit [Ping timeout: 246 seconds] 16:55:19 -!- mtyson_ is now known as mtyson 16:56:43 -!- s951 has quit [Read error: Connection reset by peer] 16:57:20 -!- mtyson has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 17:00:14 -!- Vbitz has joined ##crawl-dev 17:03:42 -!- Nightbeer has quit [Ping timeout: 252 seconds] 17:04:05 -!- Orionstein has quit [Read error: Connection reset by peer] 17:10:08 -!- CryptoCactus has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:10:52 -!- bonghitz has quit [Quit: bonghitz] 17:19:14 -!- evilmike has joined ##crawl-dev 17:25:56 -!- magistern2 is now known as magistern- 17:26:46 -!- Croases has quit [Quit: Leaving] 17:26:59 -!- ophanim is now known as magistern_ 17:28:14 -!- Medra_ is now known as Medra 17:31:00 -!- magistern- is now known as magistern 17:31:19 -!- UbAh has joined ##crawl-dev 17:34:19 -!- magistern_ is now known as magisnerd 17:34:30 -!- tJener has quit [Ping timeout: 252 seconds] 17:34:38 -!- magisnerd is now known as ophanim 17:34:41 ...hmph, FTILE doesn't seem to work at all with (up?) staircases 17:37:18 -!- magistern has quit [Ping timeout: 264 seconds] 17:38:48 but it does in 0.10 bleh time for a mantis report 17:41:12 -!- Vbitz has quit [Quit: Vbitz] 17:41:56 -!- DrCrypt has quit [Ping timeout: 248 seconds] 17:44:35 -!- Morphy has quit [Ping timeout: 245 seconds] 17:48:20 -!- frogbotherer has quit [Remote host closed the connection] 17:50:16 -!- PollyEsther has quit [Ping timeout: 252 seconds] 17:51:50 -!- DrCrypt has quit [Ping timeout: 246 seconds] 17:51:58 -!- ark____ has quit [Quit: Leaving] 17:52:25 -!- erisdiscordia has quit [Quit: Lost terminal] 17:55:04 Hey MarvinPA, that dump loading crash of yours is being caused by an integer overflow. 17:55:16 wooo 17:55:28 http://pastebin.com/kUnjFvbL 17:55:34 I don't know if I actually want to commit that or not. <_< 17:55:40 -!- syllogism has quit [] 17:55:59 (int)((long)result % total) 17:56:00 D: 17:56:09 It's terrible, yes. :p 17:56:22 i mean, you define result as a long 17:56:28 i don't think you need to recast it again 17:56:28 ... 17:56:57 You can probably guess as how I approached writing this. 17:57:20 with hammer and potion of berserk rage? 17:57:21 :) 17:57:53 :D 17:58:21 ... 17:58:28 this bug is in 0.10 what the hell 17:58:37 HangedMan: ? 17:58:53 the more I test FTILE not working for upward staircases the more I want to rip my eyeballs out 17:59:45 Let's see... this is slightly less ugly: 17:59:47 http://pastebin.com/gF6NDt77 18:01:16 -!- Xiberia has quit [Remote host closed the connection] 18:01:19 -!- Vbitz has joined ##crawl-dev 18:01:22 starting to think this is an old and ignored bug from jpeg_temple_alley_garden_8 18:02:10 so, thinking back to my number theory days, there should be a way to do it without the risk of int overflow, but less efficient 18:02:35 Come to think of it, I've actually come across a problem like this previously. 18:03:06 basically ((a%c)*(b%c))%c == (a*b)%c 18:03:45 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 18:04:40 of course, total could still overflow 18:04:45 -!- andrewhl has quit [Remote host closed the connection] 18:05:19 but if it doesn't, then we have array[i] <= total 18:05:56 so we take scale%total and multiply that by array[i] and then mod by total again 18:06:27 Sadly, total is one of the things which is overflowing here. 18:06:28 that guarantees we don't overflow so long as total*(total-1) < INT_MAX 18:06:50 in any case it makes the code awful 18:06:53 and two divisions 18:07:10 though i'm sure there are more tricks that can be done for something like this 18:07:38 Well, I have a working (if slightly ugly) fix for it at the moment, and working-but-ugly code is better than hypothetical elegant code in my view. 18:08:02 i think my hypothetical code is uglier than yours :P 18:08:41 03frank * r90551e86189b 10/crawl-ref/source/ (hiscores.h ouch.cc): Death-curse a monster that kills the player if the player is a mummy. 18:08:41 03Grunt * rada134d4137d 10/crawl-ref/source/ (ouch.cc spl-miscast.cc): Upgrade death curse message on mummy player death to actual death curse. 18:08:41 03Grunt * rb63eec99caf0 10/crawl-ref/source/skills.cc: Fix crash on loading dumps of sufficiently skilled players. 18:09:27 <|amethyst> Grunt: err 18:09:27 <|amethyst> Grunt: how does changing 'int' to 'long' fix an integer overflow? 18:09:56 some architectures... 18:11:41 <|amethyst> doesn't we support 32-bit architectures still? 18:11:50 <|amethyst> or for that matter LLP64 ones? 18:12:54 hm, you need long long to make it an 8-byte type on 32-bit, don't you? 18:13:12 <|amethyst> that or int64_t/uint64_t, yes 18:13:28 <|amethyst> also on 64-bit Windows I thought 18:14:17 <|amethyst> I guess that's up to the compiler really... not sure about msys/mingw 18:14:32 FTILE doesn't work with upward staircases (https://crawl.develz.org/mantis/view.php?id=6000) by Claws 18:15:28 -!- Ragdoll has quit [Read error: Connection reset by peer] 18:16:20 -!- vev has quit [Ping timeout: 246 seconds] 18:21:06 -!- vev_ has quit [Ping timeout: 264 seconds] 18:21:50 -!- elliott has joined ##crawl-dev 18:24:27 -!- xnavy has quit [Quit: Leaving] 18:25:03 -!- Pingas has quit [Read error: Connection reset by peer] 18:26:04 -!- magistern has quit [Quit: This computer has gone to sleep] 18:26:58 -!- vev__ has quit [Remote host closed the connection] 18:28:44 Ugh, I didn't mean to commit *all* of that. 18:28:57 This is what I get for committing in a hurry. 18:29:18 are you working in master branch? 18:32:27 -!- Fear has quit [Quit: Leaving] 18:34:31 03Grunt * ra3558c95d803 10/crawl-ref/source/ (hiscores.h ouch.cc spl-miscast.cc): Revert player mummy death curses, which were committed by accident. 18:35:15 <|amethyst> Grunt: I think that should really be long long or uint64_t 18:36:58 -!- bonghitz has quit [Ping timeout: 246 seconds] 18:38:26 You're probably right. I'm just used to working in 64-bit environments. :| 18:38:46 <|amethyst> in general, "don't use long" isn't bad advice :) 18:40:17 <|amethyst> of course, if you're dealing with APIs that use "long" you don't have much choice 18:40:41 Did you read the rest of the commit message? 18:40:54 "adjusts the relevant code to use longs (shudder)" 18:41:10 <|amethyst> I missed the parenthetical 18:41:26 That's the most important part! 18:41:38 <|amethyst> but the real reason to shudder is that longs don't avoid the issue :) 18:43:40 <|amethyst> not that you can rely on 'long long' to be bigger than 'int', since some archs may use 64-bit ints... but those are uncommon, and if you're only worried about overflowing 2e9 and not 9e18 it doesn't matter anyway 18:46:07 <|amethyst> I guess things like int_fast32_t and int_fast64_t are "best" in some ways, but they're very rarely used 18:47:01 -!- alefury has quit [] 18:48:36 -!- magistern has quit [Ping timeout: 255 seconds] 18:49:29 evilmike, *now* a quick looksee at an encompass vault? 18:49:47 I'm half wanting this just to know what you'd veto >_> 18:49:49 ok? Just give me a link to it and I'll look at it eventually 18:50:43 http://pastie.org/pastes/4362134/text 18:52:43 -!- DrCrypt has quit [Ping timeout: 246 seconds] 18:53:50 I don't see the point of doing "any weapon level:20" and "any armour level:10" 18:53:56 why not just give it equipment normally? 18:55:37 those weapons and armour are incidental quick stuff but fair enough, I'll just use generic stuff instead 18:56:05 you might as well. giving the item a specific level just makes the vault (very slightly) less dependent on depth 18:56:16 -!- st_ has quit [Ping timeout: 252 seconds] 18:56:42 there are some uses for setting item levels, but imo it's something that should almost never be used 18:57:31 -!- voker57 has quit [Changing host] 18:58:18 zin_angel (which uses four different angels instead of |, heh), two dwarf vaults, and deliberately extremely mediocre stuff in wizlab_golubria 18:59:36 the way the dwarf vaults are made in general is headache inducting anyway 19:00:23 -!- magistern has quit [Quit: This computer has gone to sleep] 19:00:35 I don't understand the reason for this: table.insert(kmonsters, hangedman_spin_cycle_band(mons, weight)) 19:00:40 when the function being called is just 19:00:41 : function hangedman_spin_cycle_band(mons, weight) 19:00:41 : return "" .. mons .. " band w:" .. weight 19:00:41 : end 19:01:39 somebody else wrote most of that lua chunk rather quickly, I presume it can be cleaned up 19:02:31 -!- Vbitz has quit [Quit: Vbitz] 19:05:37 why the specific randart ring types? If you want to give a randart, that's fine, but couldn't you just do "any jewellery randart"? 19:06:09 you can get amulets from that, but I doubt it makes a big difference 19:06:36 same goes with the other line which has an oddly specific list of rings 19:06:40 kind of preferred only rings over amulets 19:08:02 not much of a gain from using solely rings here though, so 19:08:43 then make placing "any ring" work, and use that... having an oddly specific list of items is the wrong way to do this. It's not a large spoiler, but it's still a spoiler (and a totally unnecessary one) 19:08:47 evilmike: the function was to avoid going over 80 columns... it is a little silly, admittedly :p 19:09:15 elliott: "hangedman_spin_cycle_band(mons, weight)" is more characters than "" .. mons .. " band w:" .. weight 19:09:28 hmm... I think it was fewer characters originally but then I moved things around 19:09:30 it's silly, yes 19:09:34 as is "" .. for that matter 19:11:07 it was longer when it was ": return "patrolling generate_awake " .. mons .. " band w:" .. weight" 19:11:28 generate_awake didn't work and then I decided to tag the whole vault with patrolling so 19:11:37 oh, it's HangedMan's fault! good :) 19:11:43 nooooooooo 19:13:08 I'm going to assume the transforms in this are sufficiently tested (I really don't want to test that stuff, since anything complex like this tends to be unreadable) 19:13:21 I have to ask, because one of your recent vaults had a bug where walls turned into monsters :P 19:13:29 heh 19:14:22 four different testers and I got to watch three of them playing it, and I played through quite a few times, so I have hopefully caught everything 19:14:40 with the context of those ideas the vault is trying to do, are the monster choices acceptable? 19:14:47 what does this do: 19:14:48 MARKER: J = lua:props_marker { portal=1 } 19:14:48 MARKER: K = lua:props_marker { portal=1 } 19:14:48 MARKER: L = lua:props_marker { portal=1 } 19:14:55 I can't seem to see where this is being used 19:14:55 it's new stuff, actually 19:14:59 -!- edlothiol has quit [Ping timeout: 240 seconds] 19:15:16 <|amethyst> %git e062c074 19:16:14 Grunt * 0.11-a0-3034-ge062c07: Allow encompass vaults to designate locations for Abyss/Hell/Pan portals. (3 days ago, 4 files, 41+ 5-) https://gitorious.org/crawl/crawl/commit/e062c074b129 19:16:19 stuff grunt implemented and is using in an encompass vault of his own, it places the hells/pan/abyss portals in specific spots 19:16:19 ah, I see 19:16:19 Actually, two encompass vaults, now. 19:16:19 (I added them in to _hallowed_halls as well.) 19:16:19 mmmm 19:16:19 (... because having portals randomly placed there was bothering me.) 19:16:19 -!- Oddtwang has quit [Read error: Connection reset by peer] 19:16:45 HangedMan: make this vault only show up in D... 19:16:53 I think in branches, encompass vaults should be reserved for endings 19:17:20 aww, it was a headache setting up crypt and blade to place properly 19:17:43 but I can see why, fine 19:18:47 -!- Vbitz has joined ##crawl-dev 19:19:03 maybe this is intentional, but the vault is slightly asymmetrical 19:19:12 -!- andrewhl has quit [Remote host closed the connection] 19:19:44 if that's on purpose, it doesn't matter 19:20:09 if you mean the slight twist off the center, yes, it's on purpose 19:20:26 yeah that's what I meant 19:21:24 I've been annoyed that I can't seem to make non-symmetrical vaults, very slightly twisted this one to try and slowly get out of it 19:22:55 is there a way into the middle section of the level? 19:23:02 It looks like it's just surrounded by crystal, with no doors 19:24:16 it's placed just for decoration, there's nothing of worth inside 19:24:27 ok 19:24:53 -!- tJener has quit [Quit: leaving] 19:26:54 <|amethyst> disconnected areas should have a number of flags 19:27:12 this one is placing teleport traps, so it's not totally disconnected 19:27:17 <|amethyst> aha 19:27:22 <|amethyst> still 19:27:33 <|amethyst> oh, right 19:27:38 <|amethyst> unlimited charges 19:28:18 as for the monsters... from reading this, it looks like the way it's placing uniques might be bad. If the unique has already generated, I think this vault will fail to place a monster there 19:28:23 this can be good or bad, depending on on what you intend 19:28:34 -!- Wensley has joined ##crawl-dev 19:28:44 ...what, fail to place entirely instead of choosing another monster in the KMONS? 19:29:04 erm, fail to place any monster entirely 19:29:59 "KMONS: a = Urug, orc" will place an orc if urug has already been placed somewhere. "KMONS: a = Urug / orc" will place urug or an orc randomly. If urug has already been placed it will just fail 19:30:15 (or place an orc 50% of the time) 19:30:17 huh, that's weird 19:30:35 ...hey elliott, want to make this work 19:31:07 -!- Nightbeer has quit [Read error: Connection reset by peer] 19:31:22 : ( 19:31:33 can't you just replace all the /s with ,s or something 19:31:33 margery and roka have obvious replacements, not sure what would work for azrael and kirke though 19:31:50 pretty sure that wouldn't work in the slightest 19:31:54 well, azreal with an efreet probably? 19:32:05 i guess they don't have bands 19:33:10 could just ignore "replacements" and try to get it other stuff valid for the depth 19:33:57 I think you could fix this without much headache 19:34:31 -!- casmith789 has quit [Ping timeout: 255 seconds] 19:34:56 for the line { "cyclops", "kobold demonologist", "naga", "Azrael", "Kirke" }, I think you could change it to { "cyclops", "kobold demonologist", "naga", "Azrael, Efreet", "Kirke, Wizard" }, or something like that 19:35:18 testing time 19:35:38 you might get it occasionally trying to place a "wizard band", but in that case it will just place a single monster without any issues 19:38:05 yeah, seems to work 19:38:44 ...heh, I see I'll still get some mileage out of if you.where() == dgn.level_name(dgn.br_entrance() anyway, since this is valid Vaults entrance depth 19:40:31 won't that turn it into "unique, nonunique band w:foo" 19:40:36 or does that parse as (unique, nonunique) band w:foo 19:40:43 oh, yeah 19:40:58 HangedMan: i can fiddle with the lua to allow fallbacks for uniques if you need it 19:41:01 you could solve that by just moving the band stuff into the actual monster lists 19:41:02 not right now though 19:41:36 would moving the band stuff still allow the depth-adjusted weights? 19:43:30 I guess not 19:43:47 elliott: fallbacks it is 19:44:23 the way I'd do it would just be to simplify the whole thing and place the monsters in a more normal fashion 19:45:04 putting me out of a job! :) 19:45:17 if you want something fancy like this, you can do that... just be absolutely sure it works 19:45:24 johnnyzero the Champion of Chaos (L22 DDFi) ASSERT(lev <= 1) in 'mon-util.cc' at line 313 failed on turn 58905. (D:23) 19:45:25 * Grunt unpersons elliott so that elliott can be an unemployed unperson. 19:46:32 alright, whenever elliott does those fallbacks I will try to actively break the lua 19:47:22 Hey HangedMan, 19:47:24 %git fb148b9 19:47:25 kilobyte * 0.11-a0-120-gfb148b9: Clear tile flavour and colouring when the dungeon builder places features. (6 months ago, 1 file, 30+ 22-) https://gitorious.org/crawl/crawl/commit/fb148b986144 19:47:30 ^ That's the cause of #6000. 19:47:47 blahhhhhhhhhh 19:47:59 Now I need to figure out why that change was made :| 19:48:32 -!- DCG|DM is now known as DCG 19:53:22 -!- DrCrypt has quit [Ping timeout: 250 seconds] 19:55:19 <|amethyst> so that if e.g. the hell exit overrides a specially-tiled stair, it looks like a hell exit and not that stair 19:55:55 <|amethyst> given how it's used, maybe it makes sense not to override the floor tile 19:56:49 <|amethyst> there are a few cases where it can set something to DNGN_FLOOR 19:57:00 <|amethyst> but even then it probably makes sense to use whatever ftile was on that cell anyway 19:57:20 <|amethyst> might want to check with kilobyte in case there's something I'm missing 20:01:41 -!- Ragnor has quit [Read error: Operation timed out] 20:01:55 johnnyzero the Champion of Chaos (L22 DDFi) ASSERT(lev <= 1) in 'mon-util.cc' at line 313 failed on turn 59413. (D:23) 20:02:20 <|amethyst> !lm johnnyzero crash -log 20:02:21 8. johnnyzero, XL22 DDFi, T:59413 (milestone): http://crawl.akrasiac.org/rawdata/johnnyzero/crash-johnnyzero-20120731-010154.txt 20:03:18 <|amethyst> problem with a player ghost and the new resist stuff 20:03:19 hey, that's the crash I triggered when messing around with durations in wizmode 20:03:32 (though probably unrelated causes...) 20:03:38 <|amethyst> oh 20:03:45 <|amethyst> an old ghost with multiple levels of rAcid? 20:03:51 <|amethyst> perhaps 20:04:13 <|amethyst> ohh 20:04:20 <|amethyst> it's a pillusion 20:04:36 -!- johnny0 has joined ##crawl-dev 20:04:57 <|amethyst> ohh... I have an idea 20:05:56 <|amethyst> hm 20:06:19 03Grunt * r2bd5812c64aa 10/crawl-ref/source/dungeon.cc: Don't clear wall/floor flavour when builder replaces a feature. 20:06:23 <|amethyst> one case where you could get this, but this isn't it: cloned while under divine lighting protection (can that even happen?) 20:06:28 -!- pelotron has quit [Ping timeout: 248 seconds] 20:06:55 <|amethyst> err 20:07:06 <|amethyst> never mind, elec is multi 20:08:16 <|amethyst> hm... not seeing any way for the player to return multiple levels of rAsphyx, rAcid, rNapalm, or rSteam 20:08:18 hooray, one small thing fixed after a whole bunch of bigger things are around 20:08:21 -!- UbAh has quit [Remote host closed the connection] 20:08:27 <|amethyst> ohhh 20:08:31 <|amethyst> rSteam 20:08:32 <|amethyst> that's it 20:08:54 presumably splitting rings and amulets would be more problematic, though 20:09:19 %git f20ff8e 20:09:20 galehar * 0.11-a0-2260-gf20ff8e: Autoexplore visit items that can be sacrificed. (7 weeks ago, 1 file, 7+ 3-) https://gitorious.org/crawl/crawl/commit/f20ff8e91eea 20:09:21 <|amethyst> HangedMan: splitting for what purposes? ITEM: and the like? 20:09:24 does anyone know how this works 20:09:24 -!- vev has quit [Ping timeout: 260 seconds] 20:09:26 yes 20:09:29 and why it isn't working for me 20:09:58 <|amethyst> elliptic: it's changed since then 20:10:04 <|amethyst> elliptic: IIRC 20:10:26 elliptic: there's a thing where if you step on the item before autoexploring it won't go back, if that's relevant 20:10:36 well currently it makes ely close to unplayable, at least with my rcfile 20:10:40 because it is bugged in at least one way 20:10:41 <|amethyst> HangedMan: might not be so bad, actually, since we have NUM_RINGS and it is now distinct from any amulet 20:10:56 <|amethyst> elliptic: what's happening? 20:11:31 <|amethyst> so rSteam is listed as a boolean resistance, but it's really not 20:11:40 autoexplore isn't stopping when a weapon comes into view and giving the usual message "Found a dagger." 20:11:52 and it also isn't visiting the weapons, or at least not stopping if it is visiting them 20:11:59 <|amethyst> no monsters have innate rSteam of > 1, except for ghosts/illusions of players with rSteam > 1 20:12:04 03Grunt 07stone_soup-0.10 * rf06427a7378c 10/crawl-ref/source/dungeon.cc: Don't clear wall/floor flavour when builder replaces a feature. 20:12:19 so this means that I need to ctrl-F every level to make sure I've seen all the weapons on the level 20:12:31 since autoexplore behaves like they don't exist 20:12:56 obvious solution is to remove weapon sacrifice for ely 20:14:04 <|amethyst> elliptic: for me it's visiting the item but I also don't get the CIV message for weapons 20:15:40 I am trying to figure out whether this is just a matter of my rc needing to be modified but options_guide.txt isn't helping 20:15:49 what explore_stops do you have? 20:16:12 <|amethyst> explore_stop = items,stairs,shops,altars,portals,branches 20:16:13 <|amethyst> explore_stop += greedy_pickup_smart,greedy_visited_item_stack 20:16:37 <|amethyst> greedy_visited_item_stack might be important 20:17:11 <|amethyst> yes, it is 20:18:01 I see 20:18:15 <|amethyst> it's not exactly intentional that it depends on that option, just that using the 'verified' flag was the simplest way to do it 20:18:29 <|amethyst> not sure why the CIV message would not happen, though 20:18:38 yeah... it seems like the correct thing would be to add an option for it rather than combining it with that 20:19:09 the CIV message not happening is presumably for the same reason that you don't get the message for items that are on autopickup 20:19:22 though even that is sort of bad when the item is inaccessible 20:19:28 <|amethyst> oh, I never realised that 20:19:42 <|amethyst> makes sense, but I'd never noticed the lack of doubled messages 20:20:18 I don't know where that code is 20:20:39 <|amethyst> hm 20:20:39 I'd say that there should be a new option that both controls whether you stop and whether you get the CIV message 20:20:47 I don't know how hard that is to code though 20:20:51 <|amethyst> actually, I'm not sure if it's the same reason 20:21:49 well, I meant things were coded that way for the same reason (to avoid double messages), not necessarily that the code handles the two cases in the same way 20:22:02 <|amethyst> hm 20:24:11 -!- rossi has quit [Quit: WeeChat 0.3.7] 20:24:18 <|amethyst> should be simple enough to add a new stash flag 'needs_visit' which is distinct from 'verified' (but unverified imples needs_visit) 20:24:51 <|amethyst> wouldn't even need any save compat if you initialise needs_visit = saved_needs_visit || !verified 20:25:09 <|amethyst> oh 20:25:11 <|amethyst> right, the flag 20:25:16 <|amethyst> hm 20:25:50 <|amethyst> forgot that, in your case, unverified doesn't imply needs_visit 20:26:37 <|amethyst> so there may be glitches with existing stashes in old games, and it's not clear how to avoid them... it's probably also not important to avoid them 20:31:04 <|amethyst> btw, is it considered uncouth to use |= on booleans? 20:35:40 -!- mikee_ has joined ##crawl-dev 20:35:55 doesn't ||= work? I guess probably not 20:36:03 <|amethyst> doesn't exist in C/C++ 20:36:11 <|amethyst> Perl has it :) 20:36:22 if you have (a |= b) and b?"yes":"no" is "yes", then a is not necessarily 1 afterwards, of course 20:36:26 * elliott would just write a = a || b 20:37:13 <|amethyst> elliott: a here is a boolean, not an integer 20:37:47 |amethyst: another thing to think about is what to do if people want to stop at sacrificeables but not when they are just verifying a pile doesn't have sacrificeables 20:37:56 hm, C++ doesn't separate booleans any more than C99 does, does it? 20:38:01 so "true" is still "1", etc. 20:38:05 that is, you can't actually tell until you visit a pile whether you want to stop there 20:38:10 <|amethyst> elliott: bool is a separate type 20:38:21 right, same as in C99, but it's an integral type 20:38:48 pretty sure you can do {bool c = 42} and then distinguish c as 42 later on 20:38:54 though I may be wrong 20:39:43 <|amethyst> elliott: casting a bool to an integer always gives 0 or 1 20:40:17 -!- CaptainPickles_ has quit [Quit: Page closed] 20:40:26 hmm, ok 20:40:41 I'd be surprised if you can't make a |= b act differently to a = a || b but maybe C++ got this one right 20:41:06 -!- ainsophyao has joined ##crawl-dev 20:41:08 <|amethyst> of course you can---operator overloading, integer types on the left 20:41:53 <|amethyst> I guess the reason I'm concerned with it is that it creates a false impression that bitwise arithmetic is involved 20:42:05 |amethyst: hm, here's an issue that is unrelated to stopping at sacrificeables: you never get the CIV message for stacks of items 20:42:53 <|amethyst> elliptic: actually, it's not unrelated at all 20:42:59 well, code-wise it isn't 20:43:10 I figured out this would happen by looking at the code :P 20:43:25 <|amethyst> elliptic: galehar's commit implemented stopping at sacrificeables by marking them as unverified stashes 20:43:28 I meant that it was already a (very small) problem 20:43:35 <|amethyst> elliptic: and new stacks are also unverified stashes 20:43:38 yes 20:43:58 <|amethyst> right 20:44:26 |amethyst: I mean, with a and b both being of type bool 20:44:28 <|amethyst> the problem with CIV for saccable items is a manifestation of the problem with CIV for stacks 20:45:02 <|amethyst> fixing the latter should fix the former automatically 20:45:28 <|amethyst> unless there are two bugs causing the same problem at the same time 20:45:48 yeah 20:46:37 <|amethyst> (and decoupling the two is likely to fix the former without fixing the latter) 20:47:31 -!- _dd has quit [Ping timeout: 245 seconds] 20:47:37 <|amethyst> can you file these bugs? (unless you're fixing them as we speak) --- I'm about to file the one about ghosts/illusions with rSteam++ crashing 20:47:56 sure, I'll file it 20:52:52 -!- ajikeshi_ has quit [Ping timeout: 248 seconds] 20:53:53 wait, so why is logical or distinct from bitwise or on booleans in C++ if the booleans will just be implicitly coerced to 0 or 1 for the bitwise operation and then the result will just be implicitly coerced to a boolean for whatever needs it? 20:54:09 -!- DrCrypt has quit [Ping timeout: 246 seconds] 20:54:33 re: wanting to have a ||= rather than just |= 20:54:51 <|amethyst> Wensley: I believe bool | bool is the same as bool || bool other than precedence 20:55:19 <|amethyst> of course you can still use both with ints, where they differ 20:56:10 the precedence thing is why && got added to C iirc 20:57:07 <|amethyst> err 20:57:19 <|amethyst> also 20:57:26 <|amethyst> when I say "the same", I mean the same value 20:57:35 <|amethyst> | doesn't short-circuit, even with booleans 20:57:40 -!- pelotr0n is now known as pelotron 20:57:45 good point 20:57:55 Player ghosts/illusions with rSteam++ crash the game. (https://crawl.develz.org/mantis/view.php?id=6001) by neil 20:58:07 what the heck is rsteam++ 20:58:24 <|amethyst> rF++ plus mottled dragon hide 20:58:26 "This can occur when Mara summons an illusion against a mottled draconian with rF+++" 20:58:47 Did you mean pale, maybe? 20:58:51 <|amethyst> err 20:59:03 <|amethyst> well, I did 20:59:12 <|amethyst> let me check something 20:59:36 -!- Dingo has quit [Quit: World in peril] 20:59:58 <|amethyst> oops 21:00:01 -!- ontoclasm has quit [Quit: Leaving.] 21:00:03 <|amethyst> just rF+++ is enough 21:00:03 -!- ohhaycutie has quit [Ping timeout: 255 seconds] 21:00:08 <|amethyst> I was testing wrong 21:00:22 <|amethyst> let me fix that 21:00:26 -!- minqmay has quit [Quit: Leaving] 21:00:43 That's two rSteam related bugs today. Well, arguably 21:02:46 <|amethyst> yeah, just pale dragon armour is enough, or just being a pale drac 21:02:52 <|amethyst> s/pale drag/steam drag/ 21:03:00 Stacks of items are never announced when they come into view. (https://crawl.develz.org/mantis/view.php?id=6003) by elliptic 21:03:00 No comes into view message for sacrifice-able items, even when not stopping at them. (https://crawl.develz.org/mantis/view.php?id=6002) by elliptic 21:06:50 -!- ainsophyao has quit [Remote host closed the connection] 21:13:36 Grunt: btw rods with random spells on them sound really really bad to me... I'd already like to remove the currently existing rods that are like that 21:14:03 lightning rod is a good model for what rods should be like, doing something unique 21:14:19 yeah, i don't like the sound of random rods either 21:15:03 random rods with a single randomly-generated spell that does a random thing 21:15:15 <|amethyst> that's a whole other bag of worms 21:15:27 make the tome a rod 21:15:28 I think two existing rods could be made single-spell without losing anything (the ones with bolt of inacc and summon swarm) 21:15:30 rod of turn monster into a snake unless it's already a snake in which case it explodes into a mephitic cloud 21:15:34 evilmike: yes 21:15:39 also it's fire storm one in thirty casts 21:16:07 <|amethyst> what about card effects? 21:16:12 I can't even consistently remember what other spells are on those, which says something 21:16:14 evilmike: and three existing rods could be removed without losing anything (striking, destruction[fire], destruction[random junk]) 21:16:27 Yeah, and likewise to those rods 21:16:28 <|amethyst> or striking could be improved to not be worthless 21:16:30 they are boring and nobody even enjoys using them 21:16:36 -!- m1nced has quit [Quit: Page closed] 21:16:38 yeah, no one uses those. unless the random junk one is the freezing cloud one, I forget 21:16:42 striking is at least unique, yes, but I'm not really sure what it is trying to do 21:16:44 No, that's [ice] 21:16:53 evilmike: no, I mean the iron shot/lightning bolt/fireball one 21:16:56 The other one's like... lightning, iron shot, something? 21:16:57 ah yeah 21:16:57 lightning bolt, something, yeah 21:17:45 <|amethyst> rod of evaporate 21:17:49 <|amethyst> once stalker is removed 21:17:58 I'm not very happy about how good the two cloud rods are, but they do get used a lot and give non-casters access to something they wouldn't otherwise have 21:18:13 make disc of storms a rod and pretend wielding is the cost instead of no rElec 21:18:29 they could probably be nerfed/have the non-cloud spells removed 21:18:42 I think they're only used for cloud spells, really 21:18:45 make staff of bugginess a rid 21:18:50 (one spell: Crash) 21:18:52 rod 21:18:52 actually, I remember using cure poison from a rod once or twice... but who cares :P 21:18:55 <|amethyst> make the elemental summoning items rods 21:18:58 parrow is usable! 21:19:04 HangedMan: having rod of storms + lightning rod might be a little strange 21:19:11 fair enough 21:19:13 |amethyst: combine them, rod of elementals? 21:19:27 -!- Kalir has quit [Changing host] 21:19:27 rod of beasts 21:19:28 Well, part of the problem with normal power-based attack spells on rods is that rod power scales so much more poorly than spell power, I think 21:19:28 <|amethyst> elliptic: which does duplicate a spell :( 21:19:43 So they tend to be unappealing 21:19:43 evilmike: parrow is pretty decent nowadays after the rod power boosts 21:19:52 |amethyst: solution is to remove the spell :P 21:20:15 obligatory "rod of beasts" 21:20:26 A bit like summon swarm, really 21:20:29 <|amethyst> what about some of the monster summoning spells 21:20:39 HangedMan: rod of beasts 21:20:41 keep up 21:20:44 <|amethyst> rod of summon player illusion 21:20:46 bah 21:20:57 |amethyst: well, you can cast fire summon with the sceptre of asmodeus, which is almost a rod 21:20:58 |amethyst: even rod of summon swarm is extremely strong 21:21:19 isn't that mostly because wolf spiders are out of place there now 21:21:30 it was pretty good even before they were buffed, but yeah 21:21:31 Well, you sometimes get yellow wasps 21:21:32 it's more because it summons wasps, imo 21:21:32 -!- Daekdroom has quit [Quit: Saindo] 21:21:47 <|amethyst> summon caniforms 21:21:52 for monster spells, bolt of energy would probably be fun to use, although maybe too strong 21:21:58 <|amethyst> since it differs somewhat from call canine familiar 21:22:13 evilmike: people would get confused between that and inacc 21:22:19 of course we could combine the two or something 21:22:35 inacc is sort of begging to have something done to it anyway 21:22:35 <|amethyst> I guess rod of heal other is too broken with ely 21:22:39 I'm just thinking, it's fun to make your enemies explode 21:22:39 -!- Vbitz has quit [Ping timeout: 240 seconds] 21:22:39 <|amethyst> unless it doesn't pacify 21:22:52 rod of iood 21:23:03 since it is incredibly good with any corona-type effect (e.g. TSO), and still rather nice even without that 21:23:13 <|amethyst> rod of ensnare 21:23:25 Rod of ensnare could be interesting 21:23:34 ensnare would be too much, since it would make stabbing absurdly easy 21:23:38 finally, infinite nets 21:24:00 <|amethyst> evilmike: more so than, say, confusing touch? 21:24:07 |amethyst: yeah, I think so 21:24:17 Well, ensnare doesn't work on large things, does it? 21:24:55 nor insubstantials nor jellies 21:25:04 <|amethyst> it doesn't work on giant things 21:25:10 <|amethyst> or spiders 21:25:27 rod of firebolt 21:25:31 rod of bolt of quicksilver? 21:25:37 rod of obstruction 21:25:38 -!- syraine has joined ##crawl-dev 21:25:50 <|amethyst> hmm... quicksilver rod sounds interesting 21:25:52 regarding inacc, I have no suggestions for the player version (I know it's overpowered with TSO, but don't mind too much), but the monster version could definitely use work... 21:25:56 If Felids are tiny, shouldn't the stealth multiplier be 21 like a Spider or Bat? 21:26:08 monster bolt of inacc has an accuracy of 1 (it's almost impossible to get hit), but it does instakill-level damage 21:26:17 felids aren't tiny 21:26:23 Little 21:26:26 -!- wheals has quit [Quit: Leaving] 21:26:35 So they're the same size as a Spriggan? 21:26:44 yes 21:26:55 I don't think quicksilver would be that interesting on a rod 21:27:00 Oh, they're just more frail, huh 21:27:09 it would basically be purple drac breath. The problem is, you hardly ever want to debuff monsters 21:27:31 (at least, if you have more damaging ranged attacks that you can use) 21:28:01 also even if you did want to 21:28:10 they just recast 21:28:35 <|amethyst> rod of blinding 21:28:45 -!- gilgaladt has quit [Ping timeout: 245 seconds] 21:28:51 rod of swap? 21:29:14 rod of swap sounds sort of cool 21:29:16 ...on second thought definitely not 21:29:19 rod with that suppression-field-causing spell 21:29:36 <|amethyst> swap has problems 21:29:39 I suggested a rod that creates destructible barriers a while ago. 21:29:57 <|amethyst> e.g. it becomes too easy to get into the xom gifts vault :) 21:30:12 syraine: it could do the plant breath i have coded for forest wyrms :D 21:30:15 The HP of the barrier and its duration scales with Evocations. 21:30:17 Oh, okay. 21:30:20 why does swap card still work across glass 21:30:23 Plant breath sounded interesting. 21:30:25 <|amethyst> syraine: destructible how 21:30:30 |amethyst, hitting it 21:30:38 it makes a lot of toadstools, less plants and fungi, even less bushes 21:30:41 <|amethyst> aha 21:30:46 at up to range 3 from the player i think 21:30:57 <|amethyst> or rod of one-square entomb 21:31:06 Eronarn: do they count as summons? 21:31:14 <|amethyst> probably too powerfull if they can't bash their way through it 21:31:26 <|amethyst> evilmike: thinking of fedhas abuse? 21:31:27 evilmike: no 21:31:32 bushes sound excessive, since they take so long to kill 21:31:40 Oh, I just remembered from ages ago. You can't buff magic immune allies with Invisibility, but you can buff them with Haste. 21:31:45 well, forest wyrms trample and instakill them 21:32:01 <|amethyst> syraine: invisibility can be bad for a monster 21:32:05 the idea is that the wyrm breathes at you, traps you, then tramples through the growth to crush you against it :) 21:32:21 <|amethyst> syraine: since they get a to-hit penalty if they can't see themselves 21:32:24 eronarn: re-purpose this for wire fiend 21:32:28 @??air elemental 21:32:29 air elemental (15E) | Spd: 25 | HD: 6 | HP: 21-45 | AC/EV: 2/18 | Dam: 15 | 11non-living, see invisible, lev | Res: 13magic(immune), 11elec+++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 12wind, 04napalm | XP: 223 | Sz: Big | Int: plant. 21:32:38 Hmm. 21:32:40 @??plant 21:32:40 plant (03P) | Spd: 0 | HD: 10 | HP: 39-70 | AC/EV: 10/0 | 03plant | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | XP: 0 | Sz: small | Int: plant. 21:32:47 don't random things have that innate glow thing 21:32:56 There aren't any magic immune enemies that don't see invisible, are there? 21:32:56 HangedMan: maybe just let it go through wire 21:32:58 and yes 21:33:08 like vortices and stuff 21:33:13 @??vortex 21:33:13 unknown monster: "vortex" 21:33:18 @??spatial vortex 21:33:18 spatial vortex (11v) | Spd: 15 | HD: 6 | HP: 41-70 | AC/EV: 0/5 | Dam: 3012(distort) | 11non-living, lev | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 166 | Sz: Large | Int: plant. 21:34:02 unfortunately forest wyrms had bugged AI 21:34:05 and nobody wanted to help fix them 21:34:10 <|amethyst> @??fire elemental 21:34:10 fire elemental (05E) | Spd: 13 | HD: 6 | HP: 21-45 | AC/EV: 4/12 | Dam: 504(fire:6-11) | 11non-living, lev | Res: 13magic(immune), 05hellfire, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 12cold | XP: 196 | Sz: Big | Int: plant. 21:34:17 Elementals, oh. 21:34:24 Why can't they just all see invisible? :< 21:34:48 A fire elemental. It is outlined in light. 21:35:00 Oh, right. 21:35:06 <|amethyst> syraine: maybe to keep call canine familiar relevant a little longer 21:35:07 if something is made of fire/on fire, it should glow 21:35:10 That would make it a moot point. 21:35:18 there are some weirder cases of glowing monsters, I think most of them make sense 21:35:28 Yes, and a distortion vortex might glow as well. 21:35:30 =\ 21:35:41 A Shadow Fiend. It is outlined in light. 21:35:46 @??shadow fiend 21:35:46 Shadow Fiend (061) | Spd: 10 | HD: 18 | HP: 76-119 | AC/EV: 15/6 | Dam: 2505(pain), 1513(drain), 1513(drain) | 05demonic, 10doors, evil, see invisible, lev, !sil | Res: 06magic(312), 02cold++, 10elec, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 2784 | Sp: b.cold (3d27), b.draining (3d22), torment symbol, dispel undead (3d27) | Sz: Large | Int: high. 21:35:53 That makes no sense. 21:36:04 am in agreement with you there 21:36:20 -thinks- 21:36:24 <|amethyst> give shadow fiends umbra 21:36:35 Oh, lastly, the messages for stabbing dancing polearms are nonsense. 21:36:38 the last time I proposed that it was met with resistance 21:36:40 "You spit the halberd like a pig." 21:36:51 make air elementals be sense invisible instead 21:36:51 How can you spit a pole like a pig? 21:36:57 they can feel air currents 21:37:02 syraine raises a good point 21:37:22 "You pig the halberd like a spit." 21:37:29 Wensley: I don't really like the idea of giving shadow fiends an umbra either 21:37:41 it sounds cool but it would just be making them less dangerous 21:37:53 they're already pretty complete as threats anyway 21:37:53 by the way, why don't monsters get special messages when they do a lot of damage to you? 21:38:02 elliptic: grunt coded it but 21:38:04 elliptic: I wrote such a patch a while ago. 21:38:05 <|amethyst> elliptic: Grunt has a patch for that on mantis I think 21:38:08 <|amethyst> slow 21:38:09 03Grunt * r58fafeee484a 10/crawl-ref/source/ (beam.cc mon-cast.cc spl-damage.cc): Improve explosion feedback for spells cast by monsters and/or at player. 21:38:10 evilmike: huh? less dangerous? 21:38:10 the lines got too long 21:38:16 grunt, best dev 21:38:23 aww 21:38:24 Umbra gives some penalties. 21:38:34 Well, you'd see them coming from further away, I assume 21:38:34 And... yeah. 21:38:34 -!- bmfx has quit [Ping timeout: 264 seconds] 21:38:35 Well, the latest version of the patch has it attached to an option (disabled by default). 21:38:38 Shadow Fiends are already really strong, so who cares...? 21:38:42 most times you run into shadow fiends, they are just showing up out of nowhere 21:38:44 Eronarn: an umbra would allow you to see it coming before it's on screen... couple this with the fact that they have a strong, full-range attack (torment) 21:38:45 <|amethyst> syraine: can you think of things that aren't non-living for which the message doesn't make sense? 21:38:49 <|amethyst> syraine: I guess plants? 21:38:53 |amethyst, so many things 21:38:59 Intangible things, for instance 21:39:09 I think you can probably spit plants just fine 21:39:10 You can't spit the intangible on a dagger 21:39:16 elliptic: I'd have added it in in that state a while ago, but there's a certain other dev who objects to it even in its current form. :| 21:39:16 Spit a bush like a pig 21:39:16 the fact that so many things would need different messages already makes being specific about said 21:39:20 ...damnit, splinters. 21:39:21 Eronarn: shadow fiends pop up out of nowehre in Tar a lot. In Pan that's not the case 21:39:33 <|amethyst> I am including both that and "open like a pillowcase" together 21:39:33 are we really going to balance around pan again 21:39:43 Open the phantom like a PILLOWCASE 21:39:50 you were proposing to balance around hells, which is much better? 21:39:56 Eronarn: as opposed to what? Treating an entire branch like it doesn't exist? 21:40:00 well, and wild magic/zot traps 21:40:02 HangedMan: actually it applies to everywhere else they show up too 21:40:14 What is Eronarn saying 21:40:26 "shadow fiends only appear suddenly" 21:40:39 HangedMan: reminds me of Tar twisty_little_passages. 21:40:43 They're part of the monster set for Tartarus 21:40:48 (Which probably will never see the light of day ;_;) 21:40:55 evilmike: generally yes i do think we should largely treat pan as a secondary concern for balance 21:41:15 <|amethyst> kilobyte wants to encourage earlier pan visits 21:41:27 that would be good also 21:41:28 ...but pan is usually better to go to first over hells 21:41:33 pan is pretty relevant 21:41:34 to stuff 21:41:47 <|amethyst> he has an old proposal on mantis to tell you beforehand when the next level is a special one 21:41:48 and has lots of runes and things 21:41:49 not to most players it isn't. i don't even think to most winners 21:41:51 <|amethyst> so you can get out etc 21:41:53 but i might be wrong on the latter 21:42:01 and yeah, i like that old proposal still 21:42:08 So you can get out? How does knowing the next one is special help you get out? 21:42:13 There may be literally no way out on your current level 21:42:23 Pandemonium is something you go to first because it has tons of corridors and forgiving monster sets randomly. 21:42:29 <|amethyst> Eronarn: IMO that's a sign that it needs balancing, not that its balance is irrelevant 21:42:37 Let's ignore teleporting. 21:42:39 Grunt: I was thinking only giving monsters the !!! messages and that so much damage shouldn't happen enough for the message verbosity to be annoying 21:42:56 let's not ignore teleporting since that's actually the important difference between pan and hells :P 21:43:09 I think the lack of hell effects is pretty important! 21:43:14 Yes, and the corridors 21:43:18 Just pointing those out 21:43:19 i think the best thing for pan would be for it to not exist :( 21:43:24 not that i'm saying we should remove it 21:43:38 elliptic: the !!! messages are the problem in terms of verbosity. 21:43:38 but the demon thing is just too hard to work around 21:43:47 <|amethyst> the demon thing? 21:43:57 eight demon branches 21:44:07 Five! 21:44:08 elliptic: The orc warlord opens you like a pillowcase from afar with an orcish bardiche!!! 21:44:08 I don't think of the hells as demonic, even though the bosses are 21:44:18 hells are distinctly muddled 21:44:28 undead everywhere, dragons everywhere 21:44:37 ...actually, that's exactly 80 characters >_> 21:44:38 (well, dragons every :7) 21:44:40 There's a lot of non-demons, but the most major threats there are generally demons 21:44:53 s/an orc/a glowing orc/ 21:45:07 <|amethyst> could make everything in pandemonium a pan lord 21:45:13 |amethyst: that would be amazing 21:45:21 Could make everything in Pandemonium a panda! 21:45:24 though the right answer is actually everything a demonspawn except also panlords still 21:45:27 <|amethyst> with a different glyph to distinguish the new weaker ones from the "bosses" 21:45:39 What, make it sort of a shorter gauntlet or something? 21:45:46 I think the correct "solution" to balancing pan is to just make depth (or in this case, number of levels seen) a factor in monster picking/spawning 21:45:50 probably ignoring unique levels 21:46:13 this could also jump with the number of runes you've collected, and maybe if you get especailly deep it can start placing multiple pan lords 21:46:18 there's a lot that can be done with this, I think 21:46:28 |amethyst: oh, i was imagining cerebov's level would just be like 21:46:29 filled with cerebovs 21:46:30 there were also ideas with making pan finite 21:46:32 <|amethyst> evilmike: is there a way for the player to keep track of that? should there be? 21:46:47 dump yes, at minimum 21:46:48 |amethyst: for the player... you could add something, I guess. The game already tracks how many pan levels you've seen 21:47:11 count pan as a branch for ^O, make it have a counter there 21:47:14 Wouldn't you just stop fighting monsters? 21:47:50 Take Pan last, spend your last 10,000 turns casting Controlled Blink and running from things 21:47:51 <|amethyst> I'm not sure how I feel about finite Pan... I mean, infinite pan can be grinded (ground?), but I like the angband-like feel 21:48:01 And you'd gain tons of experience. 21:48:06 I am fine with pan being infinite 21:48:13 I personally don't think the grinding matters a whole lot, given how late in the game you go there 21:48:28 Or something... 21:48:43 <|amethyst> evilmike: which is more "optimal" when scumming for items/XP? Pan or Zigs or Abyss? 21:48:44 I don't really understand what the problem is with current Pan if you don't mind it being infinite 21:48:53 |amethyst: well Pan is how you get zigs 21:49:00 |amethyst: if you want to scum for XP... I guess start wit hthe Abyss and then move on to zig farming 21:49:10 |amethyst: the thing is, once you are strong enough to do this, you are strong enough to win 21:49:36 I'm only mentioning the abyss here as a theoretical thing. In practice you can just do all the normal branches and then go into pan 21:49:41 EXP scumming is not a big issue when you can already win, is it? 21:49:58 imo get rid of panscumming and move everything we 'need' from it to the abyss 21:50:09 then we only need to maintain/balance one infinitely boring slog 21:50:39 What else 21:50:40 Hmm 21:50:41 I don't actually mind current Pan, and the only real criticism of it I've heard in the past from people is the infiniteness 21:50:41 make pan a finite dungeon, lots of classed DS and some demons 21:50:47 Elemental items are a heap of junk mostly 21:50:47 so I am puzzled by this discussion 21:51:16 They require tons of skill to essentially cast Summon Elemental 21:51:18 elliptic: some people just dislike how Pan can be farmed infinitely. If you look at the logs on c-r-d, this discussion goes back 5+ years 21:51:19 For 0 MP 21:51:39 evilmike: yes, I know. this is why people have put forth proposals to make it finite :P 21:51:55 I can't imagine the margin in winrate between a character able to farm Pan and a character that has heavily farmed Pan is much different 21:51:59 -!- pelotron has quit [Quit: ~Internet()] 21:52:05 <|amethyst> elliptic: infinite with scaling difficulty could be interesting 21:52:10 elliptic: the enemies are super limited and quite boring by that late in the game because you've been fighting them for so long. the layout sucks (unless this has changed). it is very grindy to find zigs and stuff. the random panlords are cool but the fights against them aren't structured well 21:52:10 making it get harder as you go is far harder to balance 21:52:18 Eronarn: huh? 21:52:25 "you've been fighting them for so long" what 21:52:29 <|amethyst> but I guess even that hits a limit unless you're going to do levels with 30, 31, 32, ... panlords 21:52:33 Demons? 21:52:33 fighting them for so long when anybody sensible does pan before hells 21:52:34 Pan is usually the *first* place you see those demons 21:52:49 Hmm. 21:52:58 the layout could be more exciting, and grinding it is indeed grindy 21:53:00 HangedMan: when have i ever been sensible 21:53:06 Oh, and sometimes vaults get placed in open levels and all the monsters leak from them. 21:53:28 Eronarn: about the fights against them... there are a lot more demonic rune vaults now, and they are generally much more interesting than the original ones 21:53:32 I had a game where there were six orange demons on D:9, I think 21:53:33 elliptic: you're right that it would be hard to balance... I'd make the increase (for depth) quite slow, with it spiking when you find a rune. Dunno about the demonic rune 21:53:34 that's good 21:54:05 -!- rkd2 has quit [] 21:54:15 <|amethyst> you're likely to go to Abyss before Pan... maybe the former should have fewer demons (I don't believe I'm the first to suggest this) 21:54:19 there's probably room for more interesting stuff like the holy floor, too 21:54:26 abyss unique monsters 21:54:33 !seen due 21:54:33 I last saw due at Fri Jul 27 11:56:05 2012 UTC (3d 14h 58m 28s ago) saying "Black Son" <3 on ##crawl. 21:54:38 Abyssal knights! 21:54:40 <|amethyst> also, can we get a god of Pan like we have gods of the Hells and the Abyss? 21:54:44 -!- DrCrypt has quit [Ping timeout: 248 seconds] 21:54:54 evilmike: I just think that making Pan harder as you descend in it as an anti-scumming mechanism doesn't really make sense, since it just encourages people by making the scumming more interesting 21:54:54 |amethyst: already have one. makhleb is a god of pandemonium, imo 21:54:57 |amethyst: Well, personally I leave Abyss for last all the time, since there's a chance of getting banished and bumping into the rune without special effort 21:54:58 <|amethyst> not Pan the piper of course 21:55:05 <|amethyst> evilmike: I thought he was flavoured as the Hells 21:55:08 ...isn't makhleb explicitly flavoured for hells 21:55:09 elliptic: oh, I don't see it as an anti scumming mechanism 21:55:16 makhleb was a lot more pan-related than hells-related before someone randomly decided to make him hells-related 21:55:20 elliptic: I see it as a way to make long pan visits a bit less boring 21:55:21 just look at the greater servants 21:55:38 they don't show up much at all in hells compared with pan 21:55:48 Maybe a way to make long Pan visits less boring would be to make them less likely to be long? 21:55:57 aside from st_dis 21:56:00 add random uniques to abyss 21:56:03 I was just thinking this re Pan: 21:56:08 makhleb is still pan-themed, his description/flavour text is just wrong :P 21:56:09 <|amethyst> torture and suffering has a better mythological fit with Hells though 21:56:22 <|amethyst> maybe his summons should be changed to reflect that 21:56:24 evilmike: better to just make the runes more likely to appear earlier if you are concerned about long pan visits, IMO 21:56:25 if you spend too long in pan the message window moves to the top of the screen and doesn't go back until you leave pan 21:56:29 Have extremely frequent exits (no less than, say, every three levels), and have scaling monster difficulty with runes not appearing until much later on. 21:56:29 pan scumming solved 21:56:40 elliott: you monster 21:56:46 MarvinPA: it would be incredibly effective! 21:56:49 This way, you encourage players to make trips into Pan earlier, and they're much shorter, so the player goes back frequently. 21:56:49 like, make the runes more likely to appear the longer you've been in pan, sort of like how abyss works 21:56:55 if you already have the message window at the top of the screen nothing happens 21:57:02 because how can you punish someone like that 21:57:04 elliptic: evilmike already made the weighting like that 21:57:10 what about making pan have rune locks 21:57:17 Rune locks. =_= 21:57:23 what about making pan have the transdimensional hellspider 21:57:28 The only acceptable rune lock is the one on the Zot portal. :p 21:57:44 What about making Pan have walls made of chaos clouds 21:57:44 what about making pan have blinking-blocking constriction 21:57:53 one rune to get in, random panlord accessible. then second to get the next random panlord, etc. 21:58:16 Eronarn: What difference would that make? People generally don't go there without having enough runes for that, anyway 21:58:34 !lm * rune=fiery spwr xl<10 21:58:35 No milestones for * (rune=fiery spwr xl<10). 21:58:42 !lm * rune=fiery xl<8 21:58:43 No milestones for * (rune=fiery xl<8). 21:58:45 !lm * rune=fiery xl<9 21:58:45 No milestones for * (rune=fiery xl<9). 21:58:46 !lm * rune=fiery xl<10 21:58:47 1. [2010-07-27] syllogism the Tainter (L9 SpVM) found a fiery rune of Zot on turn 46035. (Pan) 21:58:51 !lm * rune=fiery xl<10 21:58:51 1. [2010-07-27] syllogism the Tainter (L9 SpVM) found a fiery rune of Zot on turn 46035. (Pan) 21:58:51 Well, some people might specifically do it to be odd, yes 21:58:53 What happened to wasp?! 21:58:56 But in terms of normal play 21:59:04 !lm * rune=fiery min=turn 21:59:05 2740. [2012-01-30] wasp the Unseen (L12 SpWr) found a fiery rune of Zot on turn 4030. (Pan) 21:59:13 Yesss~ 21:59:17 HangedMan: I only changed it for unique levels. Also, the average number of levels it takes to get all 4 unique runes is about the same as it used to be (there's less variance though) 21:59:20 !lm * rune=fiery min=turn -game 21:59:20 wasp:cao:20120028185950S. wasp the Unseen (L12 SpWr), worshipper of Ashenzari, mangled by an Ice Fiend in Pandemonium on 2012-01-31, with 43752 points after 4530 turns and 1:58:38. 21:59:21 what about making pan turn into the abyss if you pick up too many items 21:59:26 ...heh. 21:59:33 monster DS please :) 21:59:59 Umm... 22:00:06 -!- HangedMan has quit [Read error: Connection reset by peer] 22:00:13 is a heap of junk, in general. 22:00:32 <|amethyst> So, what role do Pan and the Hells have in the game's universe? 22:01:01 <|amethyst> Are the demons in the Hells recruited from Pan? 22:01:03 -!- Chish has quit [Quit: Leaving] 22:01:12 I think they're connected in some sense (and so is the abyss). They're just different "types" of hell I guess 22:01:25 I don't think there's really anything cohesive there, is there? 22:01:27 this stuff is really drawn from D&D, where there are multiple "hellish" planes 22:01:29 This came from D&D. 22:01:29 crawl has a consistent backstory? 22:01:33 -awkwardly- 22:01:35 |amethyst: no, every monster in pan is just scumming for loot 22:01:36 So there are answers. 22:01:38 <|amethyst> is Pan where the demons go for vacation? 22:01:45 it's D&D But Wrong 22:01:52 Are we writing new stuff for it? 22:02:01 |amethyst: mostly only people from hell and abyss are weird enough to go panscumming which is why you don't see normal folk around 22:02:02 Or are we actually looking for what the specific planes are. 22:02:18 Sometimes you see tengu and octopodes 22:02:19 |amethyst: IMO Hells is where the demons work, Pan/Abyss is their home 22:02:31 <|amethyst> syraine: abyss seems more like D&D limbo than D&D abyss 22:02:36 Yeah 22:02:46 Well, the Abyss is an infinite plane of chaos. 22:02:46 surely asmodeus and company live in hell 22:02:52 Tartarus is the Negative Energy Plane. 22:03:03 it's not like his rune vault is his cubicle 22:03:03 <|amethyst> mikee_: they're workaholics 22:03:06 let's make tengu native to the abyss 22:03:07 Um, Gehenna would be the Elemental Plane of Fire... 22:03:15 syraine: what no 22:03:24 With demons! 22:03:25 <|amethyst> mikee_: or, they're like Roman regional governors 22:03:37 http://en.wikipedia.org/wiki/Gehenna_(Dungeons_%26_Dragons) 22:03:39 asmodeus is trying to make senior partner in a big law firm 22:03:42 I know what it is. 22:03:43 =_= 22:03:45 <|amethyst> mikee_: living amongst their subjects to keep an eye on them, but travelling back to Pan frequently for conferences 22:03:47 yes, if you look it up, the base monster for asmodeus is "procounsul" 22:03:49 But the Bleak Eternity of Gehenna is not that. 22:03:51 I sort of assumed the lords of Hell and Pan didn't necessarily get along 22:04:09 mikee_: asmodeus has a very demanding job and can't spare the time to commute daily like the rest of the demons 22:04:17 -!- PollyEsther has quit [Remote host closed the connection] 22:05:17 mikee_: have you noticed that all of the rune levels have very little in the way of utilities or conveniences for the people who work there 22:05:19 Um, from memory 22:05:21 How exactly did we end up here from rod ideas, anyway? 22:05:21 what does cerebov do all day 22:05:27 Gehenna is hot with water, then cold, then empty 22:05:30 there must be some kind of conspiracy 22:05:55 elliott, maybe we should take some ideas from cataclysm 22:06:02 give cerebov and toilet and a refrigerator 22:06:12 mikee_: yes, cataclysm has rock solid flavour consistency 22:06:29 mikee_: mainly based around bodily fluids i think 22:06:41 <|amethyst> and where is zot? 22:06:41 and blowing or smashing things up 22:06:52 <|amethyst> and why do the lords of pan care about the orb being there? 22:06:59 |amethyst: zot is underneath the main dungeon :P 22:07:00 cataclysm actually has a lot of crafting and reading to do; you just never experienced that part 22:07:13 |amethyst: I like to imagine all the portal-accessed things are in completely parallel realms, including zot 22:07:13 <|amethyst> evilmike: it's a portal, not stairs :P 22:07:15 Mikee_, shall I quote you 22:07:19 Zot is a realm unto itself. 22:07:23 syraine, please no 22:07:27 zot is just the raw plane of power and it's so weird because the orb is freaky and that's the representation of its power 22:07:29 quotes of me are bad 22:07:33 "Basically you sit in a basement and do drugs all day" 22:07:38 "This helps you make robot parts" 22:07:45 how could it have been good 22:07:52 maybe take this to ##crawl 22:07:57 sorry 22:08:07 * Grunt sends in the guardian robots! 22:08:14 It's relevant - a related roguelike with poor flavour. 22:08:51 -!- Kalir has quit [Read error: Connection reset by peer] 22:09:06 -!- GiantOwl is now known as Kalir 22:09:21 <|amethyst> what if the pan portal were in the vestibule? 22:10:05 <|amethyst> fits better with Milton 22:10:48 but vestibule is like the welcome desk of hell 22:11:01 <|amethyst> Pandemonium is the capital of Hell 22:11:05 so unprofessional to have a portal to infinite unchained horrors just lying around 22:11:25 <|amethyst> (in Milton, not necessarily in Crawl) 22:11:44 <|amethyst> Could make the game more educational :) 22:12:03 |amethyst: gameplay-wise, the pan portal should be kept distinct from hell. It just works completely differently from the hells 22:12:16 it would be very strange to have the vestibule link to four similar branches, and one totally different one 22:14:10 -!- Escalator has quit [Read error: Connection reset by peer] 22:14:19 -!- joosa has quit [Read error: Connection reset by peer] 22:14:28 -!- joosa has joined ##crawl-dev 22:15:02 |amethyst: this reminds me that it might be good if portals to vestibule actually called themselves portals to "the Vestibule of Hell" rather than to "Hell" 22:15:18 <|amethyst> wikipedia links for Ereshkigal etc 22:15:19 <|amethyst> rename Tartarus to Irkalla 22:15:20 could use some actually educational monster descriptions ala nethack 22:15:20 anything is better than: "margery is a busty spellcaster" 22:15:21 <|amethyst> "lithe" 22:15:24 -!- GuraKKa has quit [Ping timeout: 260 seconds] 22:15:34 yes, 'lithe'. which still seems to be a d&dism for 'hot' 22:16:00 D&D has lots of words like that 22:16:15 <|amethyst> elliptic: I think I prefer "portal to Hell" 22:16:23 mikee_: take a look at this for example http://www.joeydevilla.com/wordpress/wp-content/uploads/2008/03/random_harlot_table.jpg 22:16:34 -!- SakuyaIzayoi has quit [Ping timeout: 260 seconds] 22:16:41 <|amethyst> elliptic: just like it's the "door to a building" not "door to a building's lobby" 22:17:14 evilmike, nice 22:18:00 |amethyst: but vestibule is completely different from the four hells 22:18:17 I've seen players be confused by this 22:18:29 <|amethyst> call it Limbo 22:19:19 I've always found it weird how vestibule is called "Hell" in a few places, fwiw 22:19:46 maybe "Vestibule" is too long for some menus? 22:19:56 I don't know what sort of limits there are 22:20:15 also you can't really abbreviate it, unless you want a branch named "vest" 22:20:17 evilmike: most things have "Pandemonium" I think 22:21:00 and the place name uses Ziggurat, which is only one letter shorter 22:21:34 -!- eeviac has joined ##crawl-dev 22:21:41 the vest of hell 22:21:47 I guess the ctrl-f screen needs to abbreviate it somehow 22:21:51 just 'vestibule' would be consistent 22:22:00 with, say, tomb of the ancients -> tomb 22:22:03 vestibule is pretty short 22:23:23 ... 22:23:29 Lithe means agile, or graceful... 22:23:53 -awkwardly- 22:24:10 Also, the reason why it's not Vestibule of Hell is because that's long and clunky? 22:24:14 <|amethyst> or flexible or supple 22:24:23 limber 22:24:23 Generally agile or graceful 22:24:49 And if it's Vestibule, it's like, the Vestibule of what? 22:24:57 <|amethyst> of humans, "slim" 22:25:08 The Vestibule of Slim? 22:25:47 <|amethyst> syraine: I don't think anyone's suggesting changing the long name to just "Vestibule" 22:25:48 the name would lose some cachet going from hell to vestibule, but i think it would come to have an ominous tone to it 22:25:53 i was 22:26:03 or i was about to, anyway 22:26:18 What does one lose by it being a portal to Hell 22:26:21 <|amethyst> that sounds silly 22:26:22 It's not like it's misleading 22:26:39 <|amethyst> I guess some people are confused by Hell effects not happening there? 22:26:56 That implies that they already know about Hell effects 22:27:00 <|amethyst> elliptic is the one who said players were confused 22:27:07 Maybe elliptic is 22:27:21 You can't build around players who have already gone through all the content... 22:27:37 -thoughtful- 22:27:46 It's just odd to. 22:28:01 <|amethyst> I'd like to hear more details about the confusion 22:28:32 I can probably field it. The Vestibule isn't actually a 'Hell', and doesn't have the properties of an individual Hell. 22:28:46 It's just a gateway plane. 22:29:00 So you're thinking, "Oh, this is a Hell." 22:29:09 You know, you assume there will be explosions and such. 22:29:14 But there aren't. 22:29:30 So that's the other side of it. 22:29:33 <|amethyst> would calling it "Limbo" help? 22:29:39 It's not Limbo. 22:29:47 Hmm. 22:29:49 <|amethyst> they're not interchangeable in Dante, but... 22:29:54 I'm playing Devil's Advocate. 22:29:56 -!- _dd has joined ##crawl-dev 22:30:06 i don't see limbo having the right connotation 22:30:08 renaming stuff usually doesn't help 22:30:10 To counter the arguments, how would you know? 22:30:10 <|amethyst> the vestibule comes before limbo (the first circle), but limbo is the nicer place 22:30:20 How would you know it was going to have explosions? 22:30:23 Being unspoiled. 22:30:38 And why isn't it a Hell? It has tons of demons. 22:31:36 <|amethyst> I took elliptic's issue to be with the name of the portal, not the branch itself 22:31:40 -!- andrewhl has quit [Remote host closed the connection] 22:31:51 one thing i don't understand about hells is that they seem a lot more designed towards keeping people out than keeping people in 22:32:02 aren't they technically prisons? 22:32:08 They seem to be the home of demons. 22:32:09 if you're dead, sure 22:32:16 Originally they were the home of the exiled. 22:32:17 Well, they do yell "You shall not leave this place" a lot 22:32:22 <|amethyst> mikee_: those who are there legitimately are prevented from leaving by other means 22:32:38 -!- ainsophyao has joined ##crawl-dev 22:32:40 Contentions to do with the names of things tend to create misery. 22:32:47 Or very long names. 22:33:00 "Are you sure you want to quit the game and abandon this character?" 22:33:02 =_= 22:33:07 maybe this idea of legitimacy could be conveyed through a few vaults 22:33:22 some flayed ghosts trapped behind a grate or something 22:33:25 <|amethyst> syraine: "abandon" is the same number of characters as "suicide" :) 22:33:40 Yes, it's just that it WAS like three lines long. 22:33:41 xP 22:33:53 Um, words? 22:34:03 -thinks.- 22:34:28 I mean that there was an issue someone raised on Reddit, it got changed to "Do you really want to kill yourself?" and then it got changed to something between the two. 22:34:42 A bit of both, actually. 22:34:44 -!- DrCrypt has quit [Ping timeout: 248 seconds] 22:35:00 all that changed the second time was suicide -> abandon i think 22:35:12 <|amethyst> the problem was people unfamiliar with roguelikes, wasn't it? 22:35:19 I wish that in those situations it just came down to something short and acceptable, like "Do you really want to abandon this character?" and if no one could think of something that was that short the non-PC/confusing one was kept. 22:35:37 <|amethyst> not realising that "quit" means "game over", not "throw away everything since the last save" 22:35:40 Between the first one, I mean. 22:35:50 "Quit the game" and "Suicide this character and quit" 22:36:10 seems like a non-issue anyway, it's not a message that's showing up constantly and spamming people by being so long 22:36:13 <|amethyst> syraine: so you want to get rid of "and quit"? 22:36:21 Yeah. It was only an example. 22:36:31 But if the quit word is so confusing, why do we even have it... 22:36:50 That's rhetoric. 22:36:51 <|amethyst> actually, that's a good point 22:37:06 <|amethyst> maybe show "and quit" only if restart_after_game is off 22:37:07 actually, yes 22:37:41 <|amethyst> since if it's on, you're not "quitting the game" 22:37:44 |amethyst: the detail of whether the process will actually end doesn't seem relevant enough to display in a message 22:38:05 (I guess including "quit" in the message helps justify why it's on ^Q, though.) 22:38:33 the actual itself is still quitting 22:38:43 it's not like people will start referring to it as abandoning 22:38:56 the action itself* sorry, i am tired 22:39:00 reminds me of how brogue calls saving "suspending" 22:39:07 to distinguish it from conventional save systems 22:39:23 |amethyst: well, my issue is generally with anywhere that the vestibule is referred to as "Hell"... I don't actually remember which places it does that other than the portal 22:39:28 mikee_: i assumed it was just a philosophical insight from michael_dupont 22:39:42 abandoning is when even the actual itself quits 22:39:46 <|amethyst> elliptic: I do think the shortname should change 22:40:21 <|amethyst> elliptic: but I think the portal should be "gateway to Hell" 22:40:49 <|amethyst> elliptic: it's the thing you go through to get into hell... that lands you in the vestibule, but that's not your destination 22:40:56 it might be! 22:41:00 <|amethyst> well 22:41:10 <|amethyst> I take general "Hell" to mean all five branches 22:41:15 <|amethyst> as a whole 22:41:43 <|amethyst> player_in_hell() etc 22:42:04 maybe you should get hell effects in vestibule 22:42:05 <|amethyst> well 22:42:09 I'm not really sure why you don't 22:42:12 <|amethyst> that one actually doesn't count vestibule I guess 22:42:18 yes 22:42:22 <|amethyst> to let people stash there? 22:42:44 Because sometimes people clear Vestibule 22:42:48 in gameplay terms Vestibule and Coc/Dis/Tar/Geh are completely different 22:43:24 Okay, is Vestibule a Hell branch 22:43:33 -!- GuraKKa1 has quit [Read error: Connection reset by peer] 22:43:46 <|amethyst> not according to is_hell_subbranch() 22:44:01 Okay, can it be the gateway plane to the Hells? 22:44:06 <|amethyst> but I think "hell" should be a clade 22:44:24 Taxonomizing planar interaction, classy. 22:44:27 No pun intended. 22:44:32 <|amethyst> in Dante (which is where we got the Vestibule in the first place), it's part of hell, but not as nasty as the rest of it 22:44:43 <|amethyst> though oddly limbo was even less nasty 22:44:51 <|amethyst> and it was actually one of the circles 22:45:25 -!- myp has quit [Read error: Connection reset by peer] 22:45:50 <|amethyst> s/it/limbo/ 22:46:05 From a gameplay perspective I'd hate to be hauntsmote by demons via the Lair portal 22:46:32 Or even via D:20 22:46:44 Particularly while fighting Geryon. 22:47:07 Do monsters even interlevel spawn from those? 22:47:18 Demons come out of Hell portals... 22:47:24 Oh! 22:47:25 <|amethyst> I guess as I see, it's kind of silly to have a "gateway to the vestibule" with the quote "lasciate ogni speranza..." 22:47:34 There was a hilarious glitch. 22:47:43 Giant spores can spawn from Orc 22:48:09 |amethyst: that quote should be replaced if someone has a better one (even an english translation) 22:49:01 Let me cite this. 22:51:29 I'd say all quotes should be in modern english, unless the language is sufficiently close to modern english that you can understand it (such as Chaucer) 22:51:54 <|amethyst> Chaucer is not all that understandable to most English speakers 22:52:22 well, it depends. Some stuff is harder to understand than others 22:52:51 <|amethyst> I'm not sure how I feel about translating all quotes into the player's language only 22:53:50 I just don't get why 99% of our quotes are english (often translated), and then we have one or two in italian or japanese 22:54:14 There's ones in Japanese? 22:54:24 <|amethyst> the Dante one is famous in the original even among English speakers 22:54:26 look at the quote for giant spiked club 22:54:41 <|amethyst> that's not even a proverb 22:55:14 |amethyst: I guess I agree that "gateway to the vestibule" isn't very good, but I also think the current setup is weird, possibly because Coc/Dis/Geh/Tar in DCSS feel a lot more like hells than a singular Hell to me 22:55:45 <|amethyst> elliptic: we are kind of tossing a bunch of mythologies into a blender 22:55:54 there were some ideas with having movement between the different hell subbranches, maybe those would make me happier 22:56:12 <|amethyst> s/kind of// 22:56:37 Hmmm... one of those characters doesn't render properly with the default font on my system 22:56:39 but currently they are four separate things only connected through a location that feels completely different from any of them 22:56:43 I mean, it's clearly meant to be a long o, but.... 22:56:45 <|amethyst> DracoOmega: it's o-macron 22:56:53 I know. I can actually read some Japanese 22:56:53 <|amethyst> DracoOmega: get a better font :) 22:57:01 Hey, that's the one the game came with! 22:57:06 So don't blame me :P 22:57:09 <|amethyst> DracoOmega: not anymore :) 22:57:19 <|amethyst> DracoOmega: should show up fine in 0.11 22:57:28 <|amethyst> I thought you were using the terminal 22:57:31 No, tiles 22:58:34 <|amethyst> yeah, that is fixed now 22:58:39 Fair enough 22:58:59 <|amethyst> even ignoring the font, tiles only started supporting non-Latin-1 unicode very recently 22:59:03 <|amethyst> thanks to frogbotherer 22:59:07 -!- monqy has joined ##crawl-dev 22:59:10 -!- turnerjer has quit [Ping timeout: 245 seconds] 22:59:19 Is an o-macron not in that? 22:59:24 I mean, previously 22:59:29 It's not exactly an obscure character 22:59:39 well, there's only 256 to go around in latin-1 22:59:46 <|amethyst> it's not used in any western European languages 22:59:57 <|amethyst> ISO 8859-1 supports the following languages: Afrikaans, Basque, Catalan, Danish, Dutch, English, Faeroese, Finnish, French, Galician, German, Icelandic, Irish, Italian, Norwegian, Portuguese, Scottish, Spanish, and Swedish. 23:00:17 * elliott wonders how old the original tiles character drawing stuff *is* to be written for Latin-1 and not Unicode 23:00:19 I suppose it's just used moreso in linguistic-y things 23:00:51 <|amethyst> DracoOmega: latin1 doesn't even have œ, which pissed of the French a little 23:01:02 <|amethyst> s/of the/off the/ 23:01:19 -!- Wensley has quit [Ping timeout: 240 seconds] 23:01:22 (Though I favor Hepburn in this particular case, anyway :P) 23:01:29 <|amethyst> because it's just a ligature, unlike in the scandinavian languages 23:01:54 -!- Chish has quit [Quit: Leaving] 23:03:38 " 11414 | Orc:1 | crawl: Giant spores, yes, they're so common in orc" 23:06:47 <|amethyst> I think the Japanese quote is bad for multiple reasons, but that could be fixed; the Tuscan one should be translated, but IMO should also have the original because of its fame 23:07:58 there's also an untranslated german one, and latin one, both rather long 23:07:58 <|amethyst> (its fame for people who don't even speak Italian, that is) 23:08:10 <|amethyst> which? 23:08:18 one is for Dispater, the other for lindwurm 23:08:33 <|amethyst> the dispater one should definitely be translated 23:08:40 <|amethyst> no one is familiar with that quote 23:08:52 <|amethyst> likewise lindwurm 23:10:20 <|amethyst> Not sure about the Japanese one 23:11:29 <|amethyst> other than removing "iron", translating "oni" in the translation, and changing the word "proverb" 23:11:40 -!- eeviac has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713224749]] 23:11:40 <|amethyst> not sure about leaving the original I mean 23:13:55 <|amethyst> I guess "proverb" is debatable... it is a constituent not a sentence, but I guess it could be used as an entire sentence in Japanese 23:22:27 -!- Rewans has quit [] 23:25:26 -!- Vbitz has joined ##crawl-dev 23:26:56 <|amethyst> so back to the Dante quote... which translation to use? 23:28:00 <|amethyst> Cary is the classic ("All hope abandon, ye who enter here"), but maybe something more contemporary? 23:28:45 <|amethyst> "Abandon every hope, all you who enter" (Musa) 23:29:15 Use the Cary one, I think that's the best known 23:29:50 <|amethyst> or there's Ciardi, "Abandon all hope, ye who enter here" 23:30:57 <|amethyst> Cary's flows a bit better anyway, I guess 23:32:33 I think I've heard "Abandon all hope" more than "All hope abandon". 23:32:39 maybe use google to see which of those is the most quoted 23:33:23 <|amethyst> hm, looks like ciardi's beats cary's by far 23:34:27 <|amethyst> both of which are an order of magnitude more popular than Musa or Sayers or Mandelbaum 23:35:06 Any time I've heard the phrase, I've heard the version you specify as Ciardi's. 23:35:37 <|amethyst> Ciardi it is 23:37:51 Japanese... 23:37:56 Oh... 23:38:00 Never mind. 23:38:46 -!- Palyth has quit [Read error: Connection reset by peer] 23:39:21 -!- Vbitz has quit [Quit: Vbitz] 23:39:52 -!- eeviac has joined ##crawl-dev 23:40:32 -!- eeviac has quit [Client Quit] 23:40:52 -!- eeviac has joined ##crawl-dev 23:42:05 -!- eeviac has quit [Client Quit] 23:42:10 <|amethyst> cite the work as "_The Divine Comedy_, “Inferno”, Canto III" ? 23:42:27 <|amethyst> as opposed to _La Divina Commedia_ or “Hell” 23:44:35 <|amethyst> actually... is there any reason not to include the full inscription? 23:45:18 <|amethyst> then it would make sense to remove the Tuscan 23:45:31 <|amethyst> since not as many people know the whole thing 23:46:41 -!- simmarine_ has quit [Quit: bye] 23:47:48 -!- eeviac has joined ##crawl-dev 23:50:27 -!- bonghitz has quit [Quit: bonghitz] 23:53:58 -!- Deathmic has quit [Read error: Connection reset by peer] 23:55:01 <|amethyst> btw, I'm not sure how I feel about the slime creature quote 23:55:53 <|amethyst> I mean, it fits, but the source is rather iffy 23:56:58 <|amethyst> (I like Eliot in general, but that is his most disturbingly antisemitic poem)