00:03:33 Unstable branch on crawl.develz.org updated to: 0.11-a0-3198-g6e5327a (33) 00:05:25 -!- ophanim has quit [Read error: Connection reset by peer] 00:05:30 -!- hoovscz has quit [Client Quit] 00:14:12 -!- DracoOmega has joined ##crawl-dev 00:19:52 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-3198-g6e5327a 00:22:05 -!- Tally has quit [Read error: Connection reset by peer] 00:22:14 -!- Tally_ is now known as Tally 00:42:55 -!- ainsophyao has joined ##crawl-dev 00:46:26 -!- xnavy has quit [Ping timeout: 252 seconds] 00:48:39 -!- xnavy_ has quit [Ping timeout: 260 seconds] 00:49:29 alright -- who objects to an ediolon in a shoals vault? 00:53:45 -!- bmh has quit [Ping timeout: 245 seconds] 00:57:18 -!- Zeor has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 01:01:29 -!- omnirizon has quit [Ping timeout: 260 seconds] 01:02:14 -!- pelotr0n has quit [Quit: ~Internet()] 01:03:13 -!- ainsophyao has quit [Remote host closed the connection] 01:05:23 -!- Codrus has quit [Quit: o/] 01:11:37 -!- yogidabear has quit [Quit: Page closed] 01:12:30 -!- Poncheis has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 01:24:21 -!- hoody has quit [Remote host closed the connection] 01:26:34 -!- Kalir has quit [Quit: YOU'LL NEVER TAKE ME ALIVE] 01:32:25 -!- hoody has quit [Remote host closed the connection] 01:38:24 -!- G-Flex has quit [Quit: Time for us to bug out.] 01:39:07 <|amethyst> the shoals kraken just gave me three staves of cold 01:39:20 <|amethyst> the atoll kraken, that is 01:39:34 <|amethyst> cold is my highest magic skill 01:40:03 <|amethyst> is star_item supposed to respect acquirement weighting? 01:41:05 -!- Pacra has quit [Quit: Leaving] 01:41:12 not that I'm aware. I think it just increases the item's level 01:41:43 like, it's an "out of depth" item 01:42:51 case ISPEC_GOOD: 01:42:51 level = 5 + level * 2; 01:49:17 -!- Pacra has joined ##crawl-dev 01:49:18 -!- Pacra has quit [Read error: Connection reset by peer] 01:51:58 <|amethyst> ah, just coincidence, then 01:55:46 -!- CryptoCactus has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:55:49 -!- Textmode has quit [Ping timeout: 255 seconds] 01:56:53 -!- jbud has quit [Quit: Lost terminal] 01:59:29 -!- bonghitz has quit [Quit: bonghitz] 02:09:42 -!- Pacra has joined ##crawl-dev 02:09:59 -!- Textmode has joined ##crawl-dev 02:12:04 -!- bmh has joined ##crawl-dev 02:13:51 -!- Textmode has quit [Max SendQ exceeded] 02:14:16 hm. I can't get these damn skeletal warriors to use crossbows. They just unwield them and punch me 02:14:32 do they have ammo? 02:14:45 ... no 02:14:46 and are they at least one tile away 02:14:49 oh ok :) 02:16:02 -!- Textmode has joined ##crawl-dev 02:16:10 what's the syntax for giving them ammo? 02:16:23 -!- MarvinPA has joined ##crawl-dev 02:16:25 I don't see an example in syntax.txt 02:18:25 skeletal warrior ; crossbow . bolt 02:19:30 this is definitely in syntax.txt. this is how you give monsters multiple items 02:19:55 evilmike: ah. I thought I needed to specify the number of bolts 02:20:17 I'd written `crossbow . 15 bolts` 02:20:27 nope. "bolt" will give a stack of bolts 02:20:53 the syntax for 15 bolts is "bolt q:15", but there is no point in doing this 02:23:11 @??sea snake zombie 02:23:12 sea snake zombie (07z) | Spd: 10 | HD: 10 | HP: 69-101 | AC/EV: 0/10 | Dam: 20 | 07undead, evil | Res: 06magic(13), 02cold++, 09poison+++, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 709 | Sz: small | Int: plant. 02:23:18 @??shark zombie 02:23:18 shark zombie (07Z) | Spd: 8 | HD: 7 | HP: 46-73 | AC/EV: 7/0 | Dam: 14, 7 | 07undead, evil | Res: 06magic(9), 02cold++, 09poison+++, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 123 | Sz: Large | Int: plant. 02:25:05 -!- Textmode has quit [Ping timeout: 255 seconds] 02:25:07 ??spectral warrior 02:25:07 phantasmal warrior[1/1]: phantasmal warriors don't bear mentioning 02:25:13 @?phantasmal warrior 02:25:14 phantasmal warrior (09W) | Speed: 10 | HD: 9 | Health: 34-62 | AC/EV: 12/10 | Damage: 1813(drain) | Flags: 07undead, evil, see invisible, lev | Res: 06magic(72), 02cold, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 544. 02:25:18 @??skeletal warrior 02:25:19 skeletal warrior (10z) | Spd: 10 | HD: 10 | HP: 54-76 | AC/EV: 15/10 | Dam: 25 | 07undead, 10weapons, 10items, 10doors, evil, spellcaster | Res: 06magic(93), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 816 | Sp: animate dead | Sz: Medium | Int: normal. 02:33:12 problem with the vault is the tide comes in and the skeletal warriors get stranded. I thought it might be lame to make them levitate 02:36:39 can't you use the no_tide flag? 02:36:45 -!- tensorpudding_ has quit [Ping timeout: 276 seconds] 02:36:59 this is also in syntax.txt 02:37:13 evilmike: oh. I want tide :) 02:38:29 you can be selective about which squares the tide effects 02:38:46 use FHEIGHT on parts of it, set it to something high, then use no_tide and it should stay as dry land 02:39:04 -!- Textmode has joined ##crawl-dev 02:39:20 if you dont want them to get stranded, set it to some mid-range value that still allows shallow water. i dont know what that would be, you'll have to experiment 02:39:51 I'll just lower the height around the door and raise it elsewhere 02:39:56 so the tide can slip in behind you 02:52:18 -!- syllogism has joined ##crawl-dev 02:53:05 huh. Sirens and eidolons have a cute synergy 03:05:20 -!- dtsund has left ##crawl-dev 03:05:32 -!- Thann has quit [Quit: Leaving] 03:06:21 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 03:08:45 -!- Textmode has quit [Ping timeout: 255 seconds] 03:16:49 -!- Guest69988 has quit [Quit: Page closed] 03:19:53 -!- bmh has quit [Quit: Page closed] 03:22:30 -!- Textmode has joined ##crawl-dev 03:29:29 -!- _dd has quit [Quit: Ex-Chat] 03:31:07 -!- Yen has quit [Ping timeout: 265 seconds] 03:36:17 -!- ac13 has quit [Ping timeout: 245 seconds] 03:40:21 -!- _dd has joined ##crawl-dev 03:40:45 -!- _dd is now known as Guest70296 03:40:57 -!- Guest70296 is now known as ddee 03:41:11 -!- ddee is now known as _dd_ 03:43:07 -!- Codrus has quit [Ping timeout: 240 seconds] 03:54:43 -!- elliptic has quit [Quit: ChatZilla 0.9.88.1 [Firefox 3.6.28/20120306064154]] 03:56:01 -!- Textmode has quit [Ping timeout: 255 seconds] 03:56:38 -!- elliptic has joined ##crawl-dev 03:59:46 -!- DracoOmega has quit [] 04:03:40 -!- Misder has quit [Quit: Page closed] 04:11:46 -!- Textmode has joined ##crawl-dev 04:12:30 -!- Lightli has quit [Ping timeout: 245 seconds] 04:13:00 -!- RollieTG has quit [Ping timeout: 240 seconds] 04:14:32 -!- Textmode has quit [Max SendQ exceeded] 04:26:49 -!- bonghitz has quit [Quit: bonghitz] 04:31:02 -!- ainsophyao has joined ##crawl-dev 04:40:36 -!- johnny0 has quit [Quit: leaving] 04:45:03 -!- ainsophyao has quit [Remote host closed the connection] 04:49:21 -!- Staplefun has quit [Ping timeout: 276 seconds] 04:50:11 -!- freefall has quit [Remote host closed the connection] 04:50:42 -!- Textmode has joined ##crawl-dev 04:50:44 -!- freefall has joined ##crawl-dev 04:51:45 -!- evilmike has quit [] 04:59:56 -!- Textmode has quit [Ping timeout: 255 seconds] 05:00:03 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-3198-g6e5327a 05:04:27 -!- Pacra has quit [Quit: This computer has gone to sleep] 05:04:28 -!- kilobyte_ has joined ##crawl-dev 05:08:10 -!- djinni_ has joined ##crawl-dev 05:08:26 -!- ark____ has joined ##crawl-dev 05:08:40 -!- ivan``_ has joined ##crawl-dev 05:09:02 -!- ivan`` has quit [*.net *.split] 05:09:02 -!- djinni has quit [*.net *.split] 05:09:02 -!- kilobyte has quit [*.net *.split] 05:09:02 -!- jbenedetto has quit [*.net *.split] 05:13:28 -!- edlothiol has joined ##crawl-dev 05:22:10 -!- MorganL has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 05:22:30 -!- MPR has quit [Changing host] 05:25:40 -!- MPR| has quit [Ping timeout: 265 seconds] 05:34:10 Porost (L2 DEIE) (D:1) 05:54:10 -!- twelwe has quit [Ping timeout: 245 seconds] 06:04:29 -!- Antonidas has quit [Quit: Page closed] 06:10:57 -!- puke has quit [Quit: Page closed] 06:10:57 -!- Ragdoll has joined ##crawl-dev 06:14:29 03edlothiol * re06401b10617 10/crawl-ref/source/ (29 files in 3 dirs): roctavian's hell portal tiles (#5633). 06:22:06 03edlothiol * reef6c5a92b07 10/crawl-ref/source/rltiles/ (dc-icons.txt misc/icons/poison.png): ontoclasm's recoloured poison icon (#4527). 06:26:06 03edlothiol * rd16c68484b37 10/crawl-ref/source/ (52 files in 4 dirs): roctavian's spell projectiles (#5638). 06:30:05 03edlothiol * r8fa3fa7dfe59 10/crawl-ref/source/rltiles/dc-misc.txt: Fix compilation. 06:30:56 -!- CrazyJew has quit [Read error: Connection reset by peer] 06:31:33 -!- Pepe has quit [Quit: rebuttal] 06:36:06 03galehar * r1f45389fd736 10/crawl-ref/source/travel.cc: Revert "Cells with known traps are never greed inducing." 06:40:58 -!- Misder has quit [Quit: Page closed] 07:02:20 -!- elliott has joined ##crawl-dev 07:03:07 -!- HangedMan has joined ##crawl-dev 07:18:07 -!- Sab0t has quit [Quit: Leaving] 07:19:10 -!- thened has quit [Quit: thened] 07:20:25 -!- _dd_ is now known as _dd 07:36:29 -!- RollieTG has quit [Remote host closed the connection] 07:58:56 -!- Wensley has joined ##crawl-dev 08:14:24 -!- inde2 has quit [] 08:22:20 -!- edlothiol has quit [Remote host closed the connection] 08:28:01 -!- HellTiger has quit [Read error: Connection reset by peer] 08:35:21 -!- SurpriseTRex_ has quit [Ping timeout: 244 seconds] 08:37:30 -!- Nightbeer has quit [Ping timeout: 276 seconds] 08:48:58 -!- magistern has quit [Quit: This computer has gone to sleep] 08:49:41 -!- st_ has joined ##crawl-dev 08:49:49 -!- SurpriseTRex_ has quit [Ping timeout: 244 seconds] 08:56:28 hmm, I swear I've had orient:(direction)/floating vaults in V before and there are some set to spawn in V, but I haven't seen any in a lot of V &^r 08:59:29 -!- Torsha has quit [Quit: Page closed] 09:00:23 -!- casmith789 has joined ##crawl-dev 09:10:07 -!- rax_ has joined ##crawl-dev 09:14:12 I've seen primary vaults before in V. 09:15:34 <_dd> grunt, i just finished the rest of the invocation tiles 09:15:42 _dd, you have great timing. :) 09:15:45 <_dd> all that's left now is the zotdef tiles 09:15:50 -!- MattyDub has quit [Ping timeout: 245 seconds] 09:16:17 <_dd> i also made a better green equipped item background tile that fits better with the new gui tiles 09:16:39 <_dd> oh that reminds me, i should do a matchin red one for cursed items... 09:16:52 I was going to ask about those, but it completely slipped my mind. 09:19:37 -!- ainsophyao has joined ##crawl-dev 09:21:18 <_dd> ok i added the red version 09:22:18 tilesmakers = hero 09:23:57 vaultmakers = superheroes 09:24:01 sprintmakers = gods 09:25:34 devs are horrible godless eldritch monstrosities beyond comprehension with limitless power? 09:26:14 thus, devs = godmakers 09:26:17 devs are sanguine, supreme beings on the way to trancendence 09:27:01 <_dd> do i at least get to wear a cape? 09:27:25 _dd: a self-drawn cape even! 09:27:26 -!- monqy has quit [Quit: hello] 09:28:42 _dd, Renounce Religion? 09:28:48 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-3203-g1f45389 (33) 09:28:54 <_dd> oh. 09:28:57 <_dd> yeah 09:29:16 <_dd> maybe something like the icon for religion crossed with red 09:31:41 Just write "God is dead" in the icon. 09:32:11 -!- edlothiol has joined ##crawl-dev 09:36:47 <_dd> maybe a portrait of nietzsche 09:37:18 :) 09:38:07 NOw that we have to mini-games, I should revive my old idea of "Twilight of the Idols" (Götterdämmerung) where you fight (after winning the game) with/against the gods for the orb. 09:38:08 <_dd> renounce religion done 09:38:23 *two mini-games 09:41:08 dpeg_: make it so that after you ascend from d:1 you find yourself in a tower that's X levels tall, where X is the number of implemented gods 09:41:52 Wensley: it should be an optional add-on like Defence and Sprint :) 09:43:47 -!- omnirizon has quit [Ping timeout: 245 seconds] 09:45:35 make it so that after you ascend from D:1 you find yourself on four elemental planes, followed by the astral plane, whereupon you have to find an altar to your god and offer the orb of yendor 09:45:54 /kick elliott 09:46:32 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 09:46:59 fr: orb mimics turn into cheap plastic imitations of the orb of zot when killed :) 09:50:23 <_dd> hey what kind of mushrooms does the zotdef mushroom ability create 09:50:49 cool song titles: Sculptor of Flesh, Celestial Deconstruction, To Rottendom 09:52:37 elliott: that sounds like my idea for a souvenir shop on zot:5, selling imitation orbs that give you fortunes when evoked 09:55:41 _dd: fungus, I believe 09:55:54 <_dd> ok thanks 09:56:30 HangedMan is correct. 09:56:52 -!- rax has quit [Disconnected by services] 10:07:36 -!- hoody has quit [Remote host closed the connection] 10:08:02 -!- evilmike has joined ##crawl-dev 10:08:17 03Grunt * ra71ade18b5ed 10/crawl-ref/source/feature.cc: Have detected altars and shop/portals show up again in console. 10:10:18 -!- smeea has quit [Read error: Connection reset by peer] 10:10:18 HangedMan: you can get floating vaults or vaults docked to the edge of the level in V (and any other branch), but they get placed after the rest of the level is built 10:10:31 I realized it was mostly because I was regenerating the V level with crypt after further testing 10:10:48 That would do it. 10:10:48 also because my vault is too huge and it will almost never place in V 10:11:08 What vault is this? 10:11:54 yeah, keep huge vaults in D or in branch ending 10:11:55 s 10:12:16 You could try making a smaller version of the vault to place in branches, if applicable. 10:12:21 * Grunt recalls grunt_deathspiral_* :) 10:12:28 http://pastebin.com/J0nEr1Xi 10:12:35 -!- rax_ is now known as rax 10:13:01 just a D and V vault, doesn't need to place in many other places 10:13:09 40x40? 10:13:25 yeah thats too big. you can still let it try to place in vaults but it will almost always fail 10:13:31 That's absurdly large, and you're going to have problems getting it placed anywhere other than D. 10:14:01 -!- violetj has quit [Remote host closed the connection] 10:14:02 * HangedMan shrugs 10:16:30 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 10:19:36 just so things are clear, "primary vault" doesn't mean "has an orient line". It means it gets placed before the rest of the level. The reason D is preferred is because it's more relaxed about having those 10:19:59 mmm 10:20:02 -!- omnirizon has quit [Ping timeout: 245 seconds] 10:24:17 -!- hoody has quit [Remote host closed the connection] 10:29:29 -!- dingir has quit [Quit: leaving] 10:37:02 -!- smeea has quit [Read error: Connection reset by peer] 10:40:16 -!- Adeon has joined ##crawl-dev 10:41:39 -!- tsohg has quit [Ping timeout: 276 seconds] 10:41:44 -!- tsohg_ is now known as tsohg 10:43:08 cool vault 10:44:35 -!- Adeon has quit [Remote host closed the connection] 10:45:23 thank you 11:01:35 -!- crate has quit [Quit: Leaving] 11:05:21 -!- Chozo has quit [Read error: Connection reset by peer] 11:11:27 -!- edlothiol has quit [Remote host closed the connection] 11:11:57 -!- vev has quit [Ping timeout: 246 seconds] 11:13:12 so, is this giving a 1/5 chance of 4 shops instead of loot? 11:13:19 (just making sure I'm reading this right) 11:13:30 four shops instead of the |s 11:13:55 alright. in that case, "SHUFFLE: |D / |D / |D / |D / D|" is pretty weird 11:14:20 yeah, I ended up using "SUBST: | : |:4 D:1" instead 11:15:34 hmm.. probably shouldn't have allow_dup 11:15:56 just a testing thing 11:16:34 annoying to decide to see what a vault looks like in d:24 instead of d:19 and take a minute to realize it won't spawn the vault again 11:16:45 what do the C's become? Altars? 11:16:49 yup 11:17:25 just making sure. that's pretty rare to see (not that it's bad) 11:17:59 <_dd> would it be ok to make the "make water" tile be a guy taking a piss? 11:18:04 -!- MPR| has quit [Changing host] 11:18:23 I sometimes use C as an alternative for stone wall (for tiling purposes usually). once i forgot an important line and wound up making all the walls altars 11:19:06 the default glyphs are wonderfully silly sometimes 11:19:11 _dd: probably not, unless that command actually involves taking a piss :P 11:19:24 <_dd> but it's symbolic! 11:19:26 -!- MPR has quit [Ping timeout: 248 seconds] 11:19:39 <_dd> and how do you know it doesn't... 11:19:45 HangedMan: a lot of it is inherited from the angband and nethack syntax 11:19:54 ahhhh 11:19:57 I think we use x for stone walls because nethack does 11:20:06 -!- dtsund has joined ##crawl-dev 11:20:07 <_dd> maybe the zot ability just makes you really thirsty... 11:20:16 and the rest of the wall types are mostly on the bottom row, since x is there, I guess 11:20:52 had always wondered what was up with cvb 11:23:09 -!- MPR| has quit [Ping timeout: 268 seconds] 11:23:43 -!- Chozo has quit [Read error: Connection reset by peer] 11:27:09 -!- andrewhl has quit [Ping timeout: 276 seconds] 11:27:34 _dd: my guess is because the stuff that comes out is water... I hope 11:27:59 <_dd> anyway the zotdef tiles are almost done... 11:28:03 <_dd> just a few more to go 11:31:52 _dd, cool. 11:32:36 I'll finish up the backend work for it when I get back home. :) 11:34:12 <_dd> does the sage skill basically just exchange attributes for skills? 11:35:09 evilmike: interesting, I was never aware of that 11:36:44 evilmike: also, galehar liked the five point plan for DS. So we have to start thinking abouth Augmentation (you) and Element Protection (I). :) 11:41:58 dpeg_: yeah, our des files are very nethacky (on the surface, anyway) 11:41:59 http://nethackwiki.com/wiki/Des-file_format 11:42:39 fr orient:center, place thing by race 11:43:20 looks like I was wrong about them using 'x' though, maybe that part is unique to crawl 11:43:38 evilmike: given that we use open (to non-devs) des files for so many years by now, it is amazing how little the NH community does with it. 11:44:06 oh, we got X from angband, that's permarock in both games 11:45:34 i know of some interesting patches which add a lot of special levels to nethack, particularly gehennom 11:45:40 grunt probably knows more about this than i do 11:46:33 from what little I read over nethack spoilers I thought the majority of non-encompass-vaults were built like crawl's special rooms 11:47:07 nethack has much smaller levels, so things work differently. special levels tend to take up the whole map or a huge part of it 11:47:35 evilmike: yes, so do I. But players making lots of vaults somehow didn't catch on. Probably due to the abysmal development situation :( 11:47:53 You could make awesome tactical challenges for Nethack. 11:48:08 I think crawl also just makes it easier to edit them, even though it's a more complex format 11:48:14 it helps that crawl vaults are really just lua 11:48:29 Let's all bow to the green snark. 11:48:40 -!- CryptoCactus has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:48:44 wow I didn't realise nethack had des stuff 11:48:59 it does 11:49:16 unlike ancient crawl! 11:49:27 (but ancient crawl's C++ maps used nethack's symbols anyway iirc) 11:49:36 http://nethackwiki.com/wiki/Des-file_format 11:49:38 ancient crawl's maps file is scary 11:49:42 <|amethyst> X for permarock comes from angband I'd guess... perhaps 8/9 for OODs too 11:49:55 yeah the 890 thing seems like it's from angband 11:50:02 It is a good idea. 11:50:08 <|amethyst> # 8 - monster up to 40 levels OOD and treasure up to 20 levels OOD 11:50:13 <|amethyst> # 9 - monster up to 9 levels OOD and treasure up to 7 levels OOD 11:50:14 Should be used more often. I tend to forget it. 11:50:39 I guess it doesn't use 0 11:51:15 <|amethyst> it does have & and @ for simple OODs without treasure, and , for only-slightly-ood with treasure 11:51:16 -!- Kalir has quit [Changing host] 11:51:52 evilmike: it is the worst thing about 4.1 11:51:59 (well, 4.1's code, at least) 11:52:54 if you are insane, I believe you can still make crawl maps by making each line like, map("xxx") 11:53:29 evilmike: this might be done in some scripts, like Enne's octagon levels? 11:54:09 almost everything in uniques.des uses that too 11:54:22 -!- bonghitz has quit [Quit: bonghitz] 11:54:46 there are reasons to use map(), but it's never used to build the entire map 11:54:55 I mean, in des files 11:55:19 is autoexplore meant to hang at "Do you want to sacrifice the items here?" if you press o on a sacrificable square 11:55:21 -!- Bloax has quit [Quit: Doomseeker End Of Line] 11:55:25 (is there an option to automatically respond yes) 11:55:35 at least it doesn't infiniloop now :p 11:55:53 -!- Aryth has quit [Ping timeout: 272 seconds] 11:56:26 <|amethyst> elliott: I don't know if an auto-sacrifice option would be a great idea ("oops") 11:56:45 -!- Kalir has quit [Quit: YOU'LL NEVER TAKE ME ALIVE] 11:56:56 that prompt is really annoying yeah 11:56:56 <|amethyst> you could macro o to po 11:57:02 |amethyst: well, I think some people lua it 11:57:04 i doubt the Y/N prompt is going to last long 11:57:25 it is bad for nemelex but for blood gods I suspect accidentally sacrificing hardly ever matters unless you are starving or something 11:57:37 thanks for the macro suggestion, I'll try that 11:57:41 well, it's just bad to have a y/n for every corpse on the level 11:58:07 <|amethyst> evilmike: what would the alternative be? same as 'no' now? 11:58:17 |amethyst: I'm playing TrHe so "y" is kind of a, what do the kids call it, "no-brainer" 11:58:48 have the y/n thing be an option (off by default) if it's really desired. By default it should just be 'no'. 11:59:07 <|amethyst> evilmike: there's the same issue when you're nearly at carrying capacity---every spot with an autopickup item gives you the prompt 11:59:29 evilmike: in-game switch? 11:59:31 yeah that's a nuisance, but a smaller one (because you can just drop a bunch of stuff) 11:59:32 <|amethyst> s/the prompt/a similar prompt/ 12:00:02 evilmike: also, you sneakily ignored my DS message, but I won't let that fly =) 12:00:04 or here's an alternative to the annoying y/n: you autotravel to the sacrificable thing. press o again will autosacrifice and resume autoexplore. 12:00:12 not for nemelex i suppose 12:01:09 dpeg_: I'll think of something but I'd need help coming up with the actual numbers to use, I'm very bad at that stuff 12:01:21 evilmike: ideas first, numbers second! 12:01:23 -!- ac13 has quit [Ping timeout: 245 seconds] 12:01:31 a yes/no/prompt option might be good, yes 12:01:37 or alternative just a yes/no option (defaulting to no) 12:01:52 i'd prefer just marking items as undesirable for anything if moved on *during* explore and then you continued to hit 'o' 12:02:09 settable in-game could work, I would want some Lua magic to choose what to set it to based on god/skills 12:02:18 autosacrifice induced by a key as common to hit as O will only cause trouble (p is close enough to o if you really want that, also macros) 12:02:22 dpeg_: patches welcome 12:02:28 I think it is OK if pressing o carelessly can skip something saccable, after all it _always_ skipped something saccable beforehand 12:02:33 I just don't want the default in 0.11 to be adding a ton of y/n prompts for any god that takes sacrifices 12:02:38 yes 12:02:48 I honestly think it's easier to just autoexplore to corpses and hit p, than to autoexplore and hit y or n 12:02:48 ChrisOelmueller: well if I am with Ely and using unarmed combat then I want to sacrifice everything, say 12:03:06 but, an o -> po macro works even if it always doesn't sac, so 12:03:12 right, if you are that and below the piety threshold 12:03:19 most use cases are not as special as that 12:03:27 right 12:03:36 and nemelex autosacrifices might seriously screw up a game 12:03:47 ChrisOelmueller: people like autosac for blood gods too, though 12:03:58 and yes, obviously autosac would be really bad with nemelex 12:05:30 -!- tsohg has quit [Ping timeout: 276 seconds] 12:05:38 -!- tsohg_ is now known as tsohg 12:07:14 does a 'po' macro play nice with altars? I assume it does 12:07:35 all 'p' is used for is sacrificing and using altars (I think...), so that macro should be pretty safe to use 12:08:12 <|amethyst> it won't worship, but it will be annoying on altars 12:08:15 <|amethyst> also Jiyva 12:08:21 mhm 12:08:24 oh, right, jiyva 12:08:38 for consistency, that should probably be an invocation anyway 12:08:45 indeed 12:08:46 just like every other god power nowadays 12:08:52 <|amethyst> p to eat an item :) 12:09:03 bhaak: which Crawler in his/her/its sane mind --excludinger the Grunter-- would submit patches to Nethack? 12:10:12 <|amethyst> dpeg_: bhaak is a variant maintainer 12:10:25 dpeg_: if (s)he needs a sane mind, there are still lots of possible contributors :-) 12:10:41 <_dd> oh, the zotdef tiles are uploaded now 12:11:58 -!- Kalir has quit [Changing host] 12:12:06 |amethyst: he knows ;-) 12:12:12 dpeg_: looking at nethack source is a good way to eliminate any annoyances at badness in crawl code 12:12:12 <|amethyst> yeah, I missed the context 12:15:51 evilmike: yeah, it tries to worship at altars but you can just say no 12:16:00 another problem is that it prays even if there are monsters around, sometimes I hit o by accident 12:16:19 bhaak: has there ever been a call out for vaults in Nethack? Could make parts of the community less zombiefied, I think. 12:16:21 well that's just a message 12:16:30 does nethack even support vaults? 12:16:33 I mean, non-special-level vaults 12:16:45 there are vault-like things, eg the oracle levell 12:16:47 (i.e. encompass vaults) 12:16:57 hmm, I thought the Oracle level was hardcoded, but maybe not 12:17:07 there are plenty of nethack levels where the "vault" is just part of it, and the rest is a maze or whatever 12:17:13 a ton of the gehennom ones do this 12:17:23 evilmike: yes, http://nethackwiki.com/wiki/Des-file_format#MAZE-type_levels 12:17:25 repeated fr for orient: center 12:17:30 wouldn't really identify that with Crawl-style vaults though 12:17:41 HangedMan: why? orient: float does practically the same thing 12:17:47 but with more flexibility 12:17:50 * HangedMan shrugs 12:17:52 <_dd> Grunt, zot tiles are done 12:17:58 <|amethyst> I think less flexibility is the idea 12:18:16 <|amethyst> i.e. to make the vault the centerpiece of the level 12:18:27 well, you can do that with a very large floating vault 12:18:31 and it will basically go in the centre 12:18:49 maybe not dead-centre, but I don't see why you'd want that 12:20:34 * Grunt arrives back home. 12:20:45 hmm, maybe you could do something interesting with octagon levels or something 12:20:57 (tell it to place a smallish vault right in the middle of the octagon) 12:20:59 _dd, cool :) 12:21:04 but subvaults could accomplish that too 12:21:09 also forbidden_donuet 12:21:18 There's one thing I need to check on before adding them in to my changeset and pushing it, but that will be done soon. 12:21:20 and maybe cross? 12:21:46 <_dd> let me know if there's any changes or edits needed 12:21:51 <_dd> if any are too unclear or something 12:22:01 Yes, explicit coordinates would be useful at times (also for ziggurats). 12:22:09 dpeg_: over the years, there have been several level-packs. even some that could just be put into the game's directory without need of actual compilation (and thus getting actual play). the most popular was probably the heck2 set that made gehennom so much less boring. i even made some new levels for fort ludios that got some discussion on rgrn. but as usual, there you only get mostly talk 12:22:37 HangedMan: still, subvaults would be the way to go, probably. you can tell vaults to only be placed in specific layout *types*, but that's as far as you can go 12:22:43 bhaak: yes, I know. The point of allowing players to make stuff is to move beyond talk :) 12:22:49 mm 12:23:01 -!- edlothiol has joined ##crawl-dev 12:23:06 bhaak: actual (non-whole-level) vaults in unnethack would be cool 12:23:24 adom sort of does this 12:23:52 i dont think its vaults are all that different from nethack's ones, aside from being more random 12:23:54 elliott: paxed has done some for spork but they are still buggy and it's a bit hard to fit meaningful vaults into nethack's small levels 12:24:41 well, a room is an OK size for a small vault 12:24:48 adom just makes half the level the vault, and fills it with nasty stuff. They usually (always?) require digging 12:24:49 bhaak: I believe the crucial bit are interesting combinations of layout and monsters. It's not so much about loot (too much of that anyway in NH) and flavour. 12:24:53 especially ones that are just decorative features or placing a few monsters 12:25:21 bhaak: for successful sub-level vaults see oracle ;) 12:25:41 (admittedly, would not be a very interesting vault without extra code (arguably is not a very interesting vault with that extra code)) 12:26:07 brogue manages to have small vaults dispite having small levels. i dont really like that game's approach though 12:26:23 it does it by making the vaults very interactive. problem is there's only a few types, and the early ones get rather repetitive 12:26:46 the later ones can be cool though (boss fights) 12:26:48 I think 1.6.3/4 makes there be too many, personally 12:26:55 in general 12:26:56 brogue's vaults aren't really "vaults" per se, since they all have special mechanics behind them and are random in things like size 12:27:16 yeah. i just dont know what else to call them :P 12:27:22 I think brogue calls them "machines" and "vault" refers to something more specific, but I forget what 12:27:32 at least, the source calls them machines 12:27:38 those ones where it's a ton of rooms, each with their own key, are awful 12:27:44 the keys aren't colour coded or anything :P 12:27:56 evilmike: have you seen the ones where one of the vaults has a key *in it* 12:27:57 as one of the options 12:28:03 and it's a key to another vault on the same level 12:28:08 yeah. you can get huge chains of those 12:28:10 I think the point of the nested vaults is to exacerbate the food clock 12:28:11 they can end up nesting osmething like six deep, iirc 12:28:12 i think i've gotten 4 or 5 before 12:28:14 *something 12:28:24 since brogue's food clock can actually matter 12:28:41 it really doesnt have much of an effect 12:28:51 that game's food clock only matters when you rest too often 12:29:33 * HangedMan shrugs 12:29:38 this is just a general roguelike thing (I see people do this in crawl too): people underestimate how much time waiting 100 turns is, versus traveling around 12:30:05 IME in Brogue, if you don't interrupt resting before it rests to full HP (from low HP, so you have to rest), and if you dawdle about too much time on a level (especially wandering around with keys), you starve to death 12:30:29 the code is really careful about placing food -- it does it separately to normal random spawns to ration it out strictly 12:30:38 clearly should make default 50 12:30:38 it does a good job with that 12:31:16 i've never starved in brogue but the food system has pushed me onward before. nice advantage of having a short, linear game 12:31:26 -!- rast has joined ##crawl-dev 12:31:29 I am concerned that Pender wants to move Brogue from fights to exploration/traps/etc. I am not convinced that can work, but we'll see. 12:32:09 i have seen the proposals for removing experience levels. i dont like that much. i think there should be a reward for killing things, even if it's smallish 12:32:26 i think this just goes down to the psychology of computer rpgs 12:32:27 evilmike: in brogue? 12:32:36 little reward mechanics like that are what keep players going 12:32:36 -!- rast_ has joined ##crawl-dev 12:32:41 heh, is this going to lead to 41-qys talk 12:32:48 some things have death drops and pets can learn from dead things, so there is already a reward (major in the case of ally builds), but perhaps not enough 12:32:56 -!- syraine has quit [Ping timeout: 265 seconds] 12:34:20 it's good that there will still be other rewards. But I really think, the more reward mechanisms you have, the better 12:34:39 is brogue ditched xp and replaced it with something else, i'd probably be alright with that 12:35:18 removing XP would work better in brogue than some other games, at least, since it is very hard to escape a monster 12:36:42 -!- rast has quit [Ping timeout: 276 seconds] 12:36:44 -!- rast_ is now known as rast 12:36:44 I sort of like the decisions I sometimes have to make based on what my strength is like vs. what my level is like, though 12:38:18 -!- hoody has quit [Remote host closed the connection] 12:40:19 -!- Vizer has quit [Ping timeout: 260 seconds] 12:40:34 03Grunt * r28a9c8c8c012 10/crawl-ref/source/ (130 files in 6 dirs): Show tiles in Ability menu, using dd's ability tiles (#6054). 12:40:44 _dd, thanks for getting the missing tiles done expediently :) 12:40:56 <_dd> np, it was fun :) 12:42:07 we need rewards for the tiles makers 12:42:15 any old bastard can code, but pixel art is actually hard 12:42:30 they get a line in CREDITS.txt 12:42:31 I think the last tile bit I consider before branch time is going to be 6057. 12:42:33 well, 1/3 of a line 12:42:37 haha 12:42:50 -!- Ragdoll has quit [Quit: Ik ga weg] 12:43:07 -!- naalis has quit [Quit: ( www.nnscript.com :: NoNameScript 4.22 :: www.esnation.com )] 12:43:17 Unless someone can think of something else that urgently needs looking at? 12:43:38 -!- chewymouse has joined ##crawl-dev 12:43:41 Wensley: which of code, vaults, tiles, design is hardest? 12:43:46 -!- dptr1988 has quit [Quit: leaving] 12:45:43 dpeg_: I don't think they're all directly comparable, but code is probably the easiest. bad code that puts the bits in the right place is just as good as beautiful code that puts the bits in the right place. 12:46:12 but putting human-brain-bits in the right place is harder than putting computer-brain-bits in the right place, so vaults, tiles, and design are harder 12:46:36 and I say this as a coder 12:46:37 since when are human-brain-bits ever placed right 12:46:38 -!- Kalir has quit [Quit: YOU'LL NEVER TAKE ME ALIVE] 12:46:46 ancient crawl should convince that anyone can code 12:47:45 Wensley: it is natural to say this as a coder because you tend to underestimate the things you can (and value things you can't do much higher) :) 12:47:52 dpeg_: but design might be the hardest since that requires one to be both an artist and a politician :) 12:48:22 Design requires both the dagger and the hammer, I've heard. 12:50:25 -!- Kellhus has quit [Ping timeout: 245 seconds] 12:52:40 something i find about level design, is coming up with a rough, working version of something is easy. 95% of the work (and time) is spent polishing it. and even then, it might wind up being unfun if you did something wrong 12:52:58 this isn't such a big deal with crawl vaults though, because they are fairly quick to make and not very big 12:53:36 encompass vaults, branch ends, serial vaults, portal vaults 12:54:09 still not _that_ big 12:54:21 evilmike: I once made a series of ten alternative Elf vaults... all of which got scrapped at some point later. That did hurt :) 12:54:41 they had curse skulls 12:54:58 clearly this is why you then turned your attention to changing branches, evilmike 12:55:01 They had hidden areas and that drove players crazy. 12:55:04 another common pitfall (that I hear romhacks accused of, although I have only a little experience with these) is making something that only you are able to beat, or even worse, only you find fun. Spend a few years on a solo project, and tune it to your difficulty level, and it will be extremely hard 12:55:05 they even removed farm_and_country!! 12:55:23 good. kill all players 12:55:38 elliott: that we me, and I did make a substitute encompassing vault. 12:55:39 1learn add devteam 12:55:49 dpeg_: :) 12:55:59 -!- chewymouse has quit [Quit: Leaving] 12:56:03 <|amethyst> evilmike: that's why the dev team needs bad players like me :P 12:56:13 romhacks and general editor-filled games (zzt, knytt stories, inform stuff), though that is more about precision and timing on average over the kind of things roguelikes have 12:56:13 * elliott only saw farm_and_country when HangedMan was sifting through ancient crawl vault files 12:56:44 and I hear many a person complain about sprint difficulties anyway 12:57:00 Who complains about Sprint? Off with their heads! 12:57:22 s|person|freshling| 12:57:26 I think the sprint map I was working on is currently in a "too hard" state. elliptic tried an earlier version of it and said it was easy. so i listened to him... 12:58:11 just write a thing_do_difficulty 12:58:13 if people other than elliptic can win it, it's too easy :P 12:58:14 is that the one that HangedMan was complaining about getting a lernaean hydra on early :p 12:58:18 yes 12:58:29 elliott: if you want to see some interesting removed vaults, check out early versions of wizlab.des 12:58:32 I was complaining about said hydra mostly because the musu was still on ice-beasts 12:58:40 there are like... 4 or so large wizlabs that didn't get finished 12:58:55 evilmike: cool, I didn't realise people had started to work on the planned ones 12:58:59 borgjnor's mortuary, alistair's brewery, ozocubu's reifrdgerator, uh 12:59:22 elliott: no, these were made back when wizlabs were first being made. and only ozocubu's is on that list, the others were just random themes 12:59:36 i think they just never got finished, so they were axed 13:00:49 evilmike: hard is good. In Sprint, you can be more unforgiving. 13:01:49 "sprint" and "balance" dont exactly fit together anyway 13:03:55 elliott: oh yeah, since you mentioned farm_and_country. there is also the old box_level vault 13:04:15 it was bad, so dpeg made a new box level, although the only similarity is the name, really 13:04:25 they both have boxes! 13:04:27 there are boxes 13:04:32 this is true 13:04:51 the name box_level just makes me think of v:1-7 13:06:25 box_level_dp is weird (heavy electric eel/lava snake spam, the probably-fine-with-divinations weird ctele shenanigans in the center box, the bees and wax area) 13:06:29 <_dd> so... is there still going to be an ability tab on the gui itself? 13:06:38 _dd, I'm working on one right now :) 13:06:43 HangedMan: yes, it is way too busy. I wouldn't do it like this anymore. 13:06:54 <_dd> ah ok just wondering :) 13:06:55 mmm 13:07:38 I anticipate 0.12-branching just for spin_cycle, profane_halls, and twisty_little_passages 13:08:17 <_dd> on another note, autofight breaks down if you disable vi keys... is there anything that could be done about that? 13:08:47 could have a conditional in the autofight lua delta-to-direction code 13:09:03 *delta-to-key, rather 13:14:21 when designing vaults I find it pretty hard to make (elaborate) layouts from scratch, I need to have a fairly complete idea of what it should look like or else I can't make anything I like 13:14:36 I have a huge txt full of half made vaults like those 13:15:19 -!- SurpriseTRex has quit [Ping timeout: 260 seconds] 13:16:37 personally have a list of potential layouts, a list of potential vault gimmicks/concepts, possibly mash together or build up base on one and then edit in the other 13:16:44 <_dd> hm, vault making sounds like fun, maybe i should try it sometime 13:17:01 -!- elliott has quit [Quit: Leaving] 13:17:17 -!- elliott has joined ##crawl-dev 13:17:19 followed by a lot of edits, generation, and over-controlling randomization 13:19:00 -!- infiniplex has joined ##crawl-dev 13:19:57 mmm? 13:20:18 How can I use LUA to determine if a vault with uniq_BAR has been placed? 13:20:55 there's a function to find if the unique foo already exists 13:21:13 exists anywhere, or just on this level? 13:21:24 anywhere; the unique-placing vaults use it 13:21:28 I think it is you.unique("unique name")? 13:22:40 I don;t think that will work. I am wondering about portal vaults. 13:22:50 oh! sorry, I misread your question; ignore me 13:26:21 By now there are so many vaults that we can afford to trash subpar ones (I did this with entry vaults, most of them mine). 13:27:46 infiniplex: the jory vault does this, i'll find it 13:27:49 do I get to bring up again how onia_ninara_007_chamber_of_wet_secrets and the four years nine months it's been commented out 13:28:00 ...bleh, sentence structure 13:28:15 infiniplex: what portal vault you're doingß 13:28:17 infiniplex: i'm pretty sure it's what elliott said, though 13:29:01 pretty sure he's integrating portal vaults into the vault-based rooms in the V overhaul 13:29:21 evilmike: I was thinking about unique monsters 13:29:23 infiniplex: yeah look at due_tower_of_silence in large_themed.des. that vault checks if jory already has been placed, and vetos if he was 13:29:24 what he said 13:29:35 oh. 13:29:36 the unique-placing vault code uses the function, at least 13:29:39 well, portal vault entrances 13:29:42 i understand 13:29:50 i thought he was talking about uniques in portal vaults :P 13:30:05 the sonja and grum use in volcanos is weird 13:30:20 <_dd> does anyone ever actually play gladiators? 13:30:31 fighters but better, so yes 13:30:47 <_dd> it kinda seems to me like starting as a gladiator isn't hugely different from starting as a fighter... 13:30:52 Won't work, because a) there is no uniq involved, and b) it would just try to place another entrace forever 13:31:58 _dd: good light armour, throwing nets 13:32:27 <_dd> i don't know, i kind of feel like the class could be made a bit more interesting, that's all 13:32:34 leather armour vs. scale mail is a pretty big difference, at least 13:32:39 I have to turn off overwritable for the layout because it is incompatible with subvaults (they get overwritten and you get items on walls) 13:32:59 <_dd> elliott, sure, but it's not like either armor is hard to find even in the beginning 13:33:01 differences are possibly not enough to *differentiate* them, but enough to make one better than the other 13:33:10 _dd: Gl is the interesting melee background 13:33:16 _dd: well, starting with nets is a big advantage too 13:33:26 <_dd> maybe 13:33:36 <_dd> well maybe i just have to play it more 13:33:49 the nets are a way to solve Problems; Fi has none of that 13:34:07 infiniplex: would dgn.map_by_tag("uniq_BAR") work for what you are doing? 13:34:34 <_dd> so why do so many people play fighters instead of gladiators... why is fighter more often recommended for beginners if gladiator is similar but better? 13:34:35 there's also Grunt's new stuff that replaces a square with a portal 13:34:38 iff that portal hasn't been placed, I think? 13:34:43 <_dd> at least, as far as i can tell... 13:34:46 I don't know how that works but maybe infiniplex can use it 13:35:06 elliott: what it does is preferentially place portals on tiles so designated. 13:35:07 _dd: "fighter" sounds more straightforward than "gladiator" :P 13:35:46 <_dd> elliott, maybe... 13:36:01 is map_by_tag just this level or everywhere? 13:36:13 <_dd> i still kind of feel like gladiator could benefit from some extra flavour... i'm not sure exactly what 13:36:26 infiniplex: I'm not sure 13:36:41 I will check. If so, thats what I need 13:36:51 _dd: gladiator is fine. the class that's in need of improvement is fighter 13:36:53 something like merging fi and gl sounds easier than differentiating the two meaningfully but that is just my opinion 13:37:13 _dd: if you want to know why people play fighters more often, it's because people are dumb :P 13:37:26 <_dd> haha 13:37:37 merging them would be ok too. just give fighters throwing nets and delete gladiators, i guess 13:37:46 oh and give them a buckler instead of a shield 13:37:52 well, a fightery class that starts with light armour is fairly important 13:38:02 merfolk probably don't want to start with scale mail 13:38:06 <_dd> how about creating a gladiator god 13:38:06 just take off the armour you start with then :P 13:38:15 or pick armour depending on your race's apts 13:38:27 -!- G-Flex has joined ##crawl-dev 13:38:32 armour selection like weapon selection might be a good idea 13:38:40 <_dd> god of gladiators, gives you piety for... fighting enemies in large rooms? 13:38:40 <_dd> idk 13:38:45 more starting options nooooooooo 13:38:47 not sure the leather armour is actually worse than the scale mail even if you have bad armour apt but I have not done any calculations 13:38:52 i didn't say make it an option 13:39:03 fighter -> knight, give them either a polearm or a longsword and heavy armor + shield 13:39:05 _dd: gods shouldn't be for one single playing style, let alone a single background 13:39:12 <_dd> trog 13:39:22 Wensley: the problem with shields is that you aren't going to start out with enough skill to make it worthwhile 13:39:25 not the way shields currently work 13:39:32 But Trog is good at what he does. CAn you come up with something as cool as book burningß 13:39:35 G-Flex: start with 15 shields skills 13:39:40 ddbe, mube, mibe, and spbe are worlds apart 13:39:42 haha 13:39:53 trog isn't for a single background anyway 13:39:57 my only trog win was a KoAs 13:40:14 its fine for trog to have a narrower focus than other gods, anyway 13:40:14 dpeg_: book explosions!! 13:40:23 trog is a good newbie god 13:40:33 evilmike: absolutely 13:40:34 evilmike: point being that trog is applicable to at least a few backgrounds 13:40:35 -!- F-Glex has joined ##crawl-dev 13:40:44 -!- F-Glex has quit [Client Quit] 13:40:45 yes, he's not quite as narrow as some people think 13:40:48 <_dd> dpeg_, maybe an ability to make your enemies fight each other? 13:40:57 <_dd> something like that 13:41:04 thats called the enslavement spell 13:41:05 so enslavement/confusion 13:41:20 _dd: I've been thinking a lot about gods (and I still am). :) 13:41:27 !lg * class=be s=race cv=0.11 13:41:28 No games for * (class=be cv=0.11) 13:41:30 god of ring of conflict 13:41:31 !lg * class=be s=race cv=0.10 13:41:35 16339 games for * (class=be cv=0.10): 5003x Minotaur, 2763x Kobold, 1833x Demonspawn, 1159x Ogre, 1088x Troll, 583x Hill Orc, 498x Deep Dwarf, 468x Felid, 422x Draconian, 420x Naga, 319x Merfolk, 288x Octopode, 194x Halfling, 193x Spriggan, 181x Mummy, 181x Tengu, 161x Human, 148x Centaur, 76x Vampire, 60x High Elf, 56x Deep Elf, 37x White Draconian, 31x Pale Draconian, 28x Ghoul, 26x Purple Draco... 13:41:44 to be honest I think we have enough gods that are well-suited to gladiator/fighter playstyles 13:42:04 let's change the race starting screen so that minotaurs are on "o" and the class starting screen so that berserkers are on "tab" 13:42:21 autocharactercreation 13:42:25 that's called "a tutorial" 13:42:30 i think the god idea with the most potential is that gold god 13:42:38 yay 13:42:44 i want that :) 13:42:46 evilmike: aren't there like four gold gods 13:42:56 no :P 13:43:04 evilmike: galehar promised me to implement it when I come up with a plan for random gods <3 <3 <3 13:43:13 So I am planning... 13:43:19 zin takes gold, but that's more of a catholic sort of thing. the gold god is more about spending money on shiny things 13:43:23 <_dd> i want a god that prevents me from dying from stupid mistakes 13:43:29 ely 13:43:29 evilmike: well I know there are at least two, because I designed the second one :P but it's terrible 13:43:45 god of savescumming 13:44:42 evilmike: it's ironic that it's a catholic thing because Zin is old testament as hell 13:44:48 "old testament as hell" is a pretty ironic thing to say 13:44:50 in itself 13:45:33 _dd: the gods with strongest panic buttons are Zin, Lugonu, Elyvilon 13:46:00 lugonu is almost entirely panic buttons 13:46:06 distortion is even basically a panic button 13:46:11 _dd: do you know how to use footv? I have something you should watch, to see the power of Ely 13:46:26 <_dd> i don't know what that is 13:46:31 ??footv 13:46:32 footv[1/5]: telnet termcast.develz.org (and then select the letter for FooTV). Do not use SSH. Shows games requested using !tv. Request games by adding -tv to !lg, !lm or !hs, cancel games by adding -tv:cancel to the same command-line, clear playlist with !lg * -tv:nuke 13:46:42 and also, 13:46:43 ??putty 13:46:44 putty[1/10]: Can be found at: http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html There is also a newer improved version of PuTTY called PuTTY tray that can be found at http://haanstra.eu/putty/ 13:46:56 _dd: well, when you figure it out, watch this: !lm tartakower rune=silver 24 -tv:<2.5 13:47:26 evilmike, it worked. Thank you. 13:47:31 this pretty much shows you a god that prevents you from "dying from stupid mistakes" 13:47:42 -!- infiniplex has quit [Quit: Page closed] 13:47:43 !lm tartakower rune=silver 24 -tv:<2.5 13:47:44 24. tartakower, XL14 DDHe, T:13560 (milestone) requested for FooTV. 13:47:52 Is this the Ely rune ninja? 13:47:58 ...yes. Yes it is. 13:48:39 named after a Chess player, nice :) 13:49:05 dpeg_: this is mikee 13:49:41 <_dd> is there a specific port 13:49:49 the default for telnet 13:49:50 23, iirc 13:50:59 <_dd> it goes kind of fast... 13:51:18 it's the speed it was played at, but I missed the start so I'll replay it anyway 13:51:21 !lm tartakower rune=silver 24 -tv:<2.5 13:51:21 24. tartakower, XL14 DDHe, T:13560 (milestone) requested for FooTV. 13:51:32 the good part is right now 13:51:32 evilmike: You have 1 message. Use !messages to read it. 13:51:55 six times? 13:52:00 does the "protects you from harm" message only appear when you would otherwise die 13:52:04 yes 13:52:10 that is some really consistent protection 13:52:21 i forget how many times he was lifesaved here, it was more than 10. insane luck, but still shows how useful this power is 13:52:24 what a lucky bastard :) 13:52:29 more than 10 I think, yeah 13:52:34 <_dd> ok so this guy has like 4 hp forever and just won't die 13:52:37 15 if I counted correctly 13:52:46 _dd: yes, he is using elyvilon's life protection 13:52:54 and the killing blows are getting negated 13:52:56 note that he did die eventually (on zot:5) 13:53:31 Yes, Ely is really strong, but underrated for some reason. 13:53:41 <_dd> maybe it's the whole healing thing 13:53:57 possibly people think ely is only about pacification? 13:53:57 <_dd> healers give of a wimpy vibe to people, everyone wants to be a big strong barbarian 13:54:02 _dd: old Elyvilon was a lot less interesting, in my not so humble opinion 13:54:03 <_dd> lopping off heads left and right 13:54:14 my big problem with starting a healer was that I ran into hunger issues 13:54:16 !lg * class=be god=ely 13:54:17 No games for * (class=be god=ely). 13:54:20 !lg * class=be god=elyvilon 13:54:21 pacification costs hunger and prevents you from eating 13:54:21 6. Led the Ruffian (L3 CeBe), worshipper of Elyvilon, slain by Terence (a +0,+0 mace) on D:2 on 2011-10-11, with 130 points after 1034 turns and 0:03:32. 13:54:30 nice <=D:2 trog abandonment 13:54:33 !hs * class=be god=elyvilon 13:54:34 6. slitherfritz the Slicer (L14 KoBe), worshipper of Elyvilon, slain by an iron troll (summoned by the rage of Trog) on Lair:2 on 2011-08-04, with 41828 points after 35162 turns and 1:49:31. 13:54:40 G-Flex: that's good: some decisions along the way. 13:55:07 G-Flex: you're allowed to kill stuff too :) 13:55:13 dpeg_: it seemed like a bit much to me, but you're probably right and I was probably being overzealous with the healing 13:55:34 if only MuHe 13:56:20 the food cost makes up for the infinite potions of heal wounds 13:56:24 G-Flex: I understand the feeling very well that you try to be a very pure healer. But it's a selfmade conduct :) 13:56:49 dpeg_: I probably didn't feel confident enough in my character's actually-fighting-things ability 13:57:27 iirc hippyrobin uses/used pacified creatures fighting hostile ones to get corpses... not sure ely would approve :) 13:57:29 G-Flex: there's no reason not to do both in parallel. Casters have more skills to raise at once. 13:57:41 you could try a monk or priest that converts to ely.. start with a bit of extra piety and melee ability 13:58:09 yeah 13:58:16 evilmike: ah, I never got back on that. The Monk ** piety was my idea. Does it look reasonable with a bit of experience? 13:58:30 its an interesting perk 13:58:33 i have nothing against it 13:58:50 Could also give a bit less... who knows where the sweet spot is. Is it popular with the kids? 13:59:30 While we're at it: has anyone heard of Thasero? 13:59:30 i dont think people usually go monk for the piety, but no one's complaining. and it does make sense (who ever heard of a non-religious monk?) 13:59:45 evilmike: although they *do* start off non-religious :P 13:59:53 some sort of ecumenical monk, studying comparative religion 13:59:57 G-Flex: they start out open-minded 14:00:08 G-Flex: well, they have piety. My interpretation is that they study the pantheon without heavily commiting to a god 14:00:17 yeah 14:01:16 maybe there's some kind of surfacer religion where they're polytheistic, but the gods don't grant powers to you until you pick one god to follow 14:01:48 ??canon 14:01:48 I don't have a page labeled canon in my learndb. 14:01:50 argh, now I really want to go and finish mumra's DG work 14:02:02 Wensley: it is an iron tool to shoot things 14:02:13 ah, thank you 14:03:48 -!- aleksil has quit [Ping timeout: 248 seconds] 14:15:00 -!- domi is now known as domi_ 14:23:38 -!- rast_ has joined ##crawl-dev 14:25:54 -!- rast has quit [Ping timeout: 276 seconds] 14:25:59 -!- rast_ is now known as rast 14:28:21 -!- monqy has joined ##crawl-dev 14:31:24 -!- edlothiol has quit [Remote host closed the connection] 14:32:32 -!- Pacra has joined ##crawl-dev 14:36:23 -!- Stelpa has quit [Remote host closed the connection] 14:39:39 -!- Adeon has joined ##crawl-dev 14:42:03 -!- hoody has quit [Remote host closed the connection] 14:42:25 03Grunt * r559a7a88b120 10/crawl-ref/ (23 files in 3 dirs): Abilities tab for local tiles, using the fancy new abilities tiles. 14:48:37 -!- st_ has quit [Read error: Connection reset by peer] 14:48:50 -!- st_ has joined ##crawl-dev 14:55:32 -!- kats has quit [Quit: I like bands before they even exist.] 14:58:15 03Grunt * ra534405274be 10/crawl-ref/docs/changelog.txt: Update changelog through 0.11-a0-3206-g559a7a8. 14:58:58 -!- HangedMan is now known as GreatOrbOfEyes 15:00:38 -!- hoody has quit [Remote host closed the connection] 15:15:32 -!- ainsophyao has quit [Remote host closed the connection] 15:18:17 03Grunt * r6835b8b476b8 10/crawl-ref/source/ (4 files in 4 dirs): Denzi's sixfirhy, silent spectre, and seraph tiles (#6057). 15:29:02 -!- yxhuvud has quit [Ping timeout: 248 seconds] 15:32:46 -!- Aryth1 has quit [Ping timeout: 248 seconds] 15:33:42 -!- johnny0 has joined ##crawl-dev 15:34:16 03Grunt * rfdd73ddd85eb 10/crawl-ref/source/ (18 files in 3 dirs): dd's lava tiles (#5875). 15:34:55 -!- Misder has quit [Quit: Page closed] 15:35:03 Okay. 15:35:08 I think I am done sorting through tiles. 15:35:50 I would now like to turn my attention to branching, seeing as we are supposed to be doing that today in the absence of anything really drastic that needs our attention at this point. 15:43:09 -!- bonghitz has quit [Quit: bonghitz] 15:45:22 -!- Elynae has quit [Quit: Leaving] 15:47:20 -!- Namey has quit [Quit: Leaving] 15:49:19 -!- PollyEsther has quit [Ping timeout: 240 seconds] 15:56:16 -!- Dingo has quit [Quit: World in peril] 16:03:00 * Grunt looks around for a general response. 16:05:20 -!- bmh has joined ##crawl-dev 16:05:33 Is there any technical impediment to making a two god overflow altar? 16:07:33 bmh: this is not intended... I recall there was some kind of warning somewhere. 16:07:50 You could easily have an overflow altar to god A and then put an altar to god B for flavour, I think. 16:07:53 dpeg_: hurumph. I thought it might be nice to do a combined Zin/TSO altar 16:10:50 fr: unstable divine factions, feuds, and alliances 16:11:01 I think it's a good idea to keep TSO and Zin vaults separate anyway. It's hard to give the two their own themes, and a combined vault might muddle things too much 16:11:33 evilmike: I had a spoke-like design in mind, keep them far apart in the same vault. Two paths. 16:12:18 I've made a couple zin themed things where he has weird silver temples. TSO vaults often feature a holy being guarding something, a bit more fortress-like 16:12:45 A vault featuring the three good gods is okay, they're buddies. 16:13:15 I think it's harder for two out of the three. What's the third guy thinking? 16:13:22 I'm ok with putting all 3 good gods in one vault. If it's just tso and zin, I feel like things might be muddled a bit 16:16:14 -!- Pingas has quit [Read error: Connection reset by peer] 16:17:04 Grunt: well, I'm ok with that. I think the big thing left is the config file stuff (since you took care of all the tiles), but that's not something I know much about 16:18:12 I don't know how much the config file counts as drastic, in any case 16:19:50 wow. This is a neat Ash altar: Ashenzari says, "See what I see, mortal..." 16:21:31 bmh: yes, people like it 16:21:41 Stuff like this adds so much flavour... 16:21:55 dpeg_: does it actually reveal which branches you have? 16:21:59 yes 16:22:25 It used to be cryptically worded but now it's pretty clear, I think. Who made the vault? we have several lua wizards by now. 16:23:33 -!- elliott has quit [Ping timeout: 276 seconds] 16:23:55 -!- elliott has joined ##crawl-dev 16:25:57 Grunt made it 16:27:24 Amazing work, Grunt! 16:27:44 the +1,+7 hammer of the Poles {vamp, +Blink +Inv +Lev rC- Int-3} -- jeepers, that's a grab bag of enchantments 16:28:43 -!- Dingo has joined ##crawl-dev 16:29:12 Hey.. sorry I got an exception in trunk tiles? ASSERT(item.is_valid(iinfo)) in 'tags.cc' at line 2678 failed 16:29:28 I have the save file if needed; dunno if I can reproduce the error. I'll see if it happens again 16:30:16 `Smookkaf's Fishing Supplies` -- in the middle of a pond. I'm really loving these vaults 16:30:53 bmh: but are there fish in the pond? 16:30:59 Wensley: there are. 16:31:14 then that implies that his fishing supplies are not all that effective 16:31:26 also I'm curious to know what's for sale 16:31:44 speak, !lev (x2), spear, ring of lev, trident, javelins 16:31:56 ha, I like the !lev 16:32:17 but it needs nets! 16:32:56 poking fish with a spear or trident surely also works 16:32:59 !tell hangedman put nets in the fishing supplies shop vault 16:32:59 Wensley: OK, I'll let hangedman know. 16:33:14 um the vault has nets 16:33:20 goodgood 16:33:27 these custom shops have a large selection of items and it randomly picks a few 16:33:30 also hangedman didnt make that 16:33:51 irrelevant, I just like to mess with him 16:33:59 Wensley shoots randomly! And into the dark!! 16:34:04 if he made it, it would have a weird collection of seemingly unrelated items, connected by a theme that only makes sense to him 16:34:10 hahaha 16:34:25 Does anyone have a striking idea for a new portal vault? 16:34:40 Could need more early game content... small maps will do. 16:35:05 dpeg_: cold-themed subterranean area. "snow burrow" 16:35:15 -!- Sorbius has quit [Ping timeout: 276 seconds] 16:35:28 I still want to do something but I have some doubts about my old "low level demons" idea 16:35:54 I don't think I understand TSO conduct. There's an orc warrior killing one of my summons and TSO won't let me hit it. It isn't unaware or otherwise statused 16:36:12 it turns out that boring enemies (5's) are still boring when you fight them at a low level 16:36:30 Hrm, looks like the assertion fail was in generating items for a new level 16:36:36 cause this time when I went downstairs it didn't throw an exception 16:36:57 dpeg_: plant portal vault, filled with kraken-trees and oklob saplings 16:37:15 here is the #1 rule for any new portal vault: players actually have to want to enter it 16:37:16 and spriggans 16:37:35 ??kraken tree 16:37:36 I don't have a page labeled kraken_tree in my learndb. 16:37:50 !learn edit wcrawl[6] s/$/; kraken trees 16:37:51 wcrawl[6/10]: oatmeal gola; giant orange brian; sure bald; sponge pigs; cool impsvampire mummies; kraken trees 16:37:57 how about a portal vault with lots of bees and you could put honeycombs and so on there 16:38:03 -!- elliott has left ##crawl-dev 16:38:05 -!- elliott has joined ##crawl-dev 16:38:12 oops, accidentally /parted 16:38:18 I recently read an idea for a portal vault by xuaxua; it's certainly striking, if nothing else 16:38:34 Wensley: how 'bout this: Non-cloaks for the cloak slot. 16:38:50 We have helmets, caps and wizard hats, why not Cloak, Cape, Sash? 16:39:22 bmh: make it so 16:39:33 monqy: well don't leave us dangling 16:39:40 i'll see if i can find it 16:39:42 i dont think adding more useless cosmetic items is a good idea 16:39:58 actually we have like twenty different kinds of helmets 16:40:06 evilmike: AC 0 with different potential enchantments 16:40:07 -!- Pacra has quit [Quit: This computer has gone to sleep] 16:40:37 bmh: if you have ideas for interesting ego types, they can just be given to existing armours... 16:40:37 Wensley: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:portal_vaults:portal_vaults#astral_plane xuaxua's striking portal vault 16:40:52 adding a ton of different equipments with different possible egos is just giving players more crap to memorize 16:41:20 i'm still confused about caps with Spirit tbh :-) 16:42:03 not sure what you're referring to 16:43:11 well i've only ever seen two caps of spirit shield and i'm not sure rare egos on such rare items make sense 16:44:04 evilmike: hm, what if you entered the portal vault and you got a temporary ally? Could we do that? 16:44:10 but bear spirit 16:44:20 dpeg_: could get a clone of yourself. mirror portal vault! 16:44:26 -!- MPR has quit [Ping timeout: 268 seconds] 16:44:38 all monsters come in twos 16:44:44 get a clone of yourself that copies your actions and it's two halves separated by glass and there's different threats on both sides 16:44:48 all level layouts are symmetric 16:45:02 well, copies your actions but directions are mirrored 16:45:10 Ogres should just have +.5 hands for wielding purposes 16:45:36 FR: t-rex race, with just two tiny hands 16:45:38 a great sword is just a sword to a huge ogre. 16:45:54 evilmike: that would allow us to have more interesting enemies, even in early portal vaults 16:46:07 Wensley: and a capital letter/exclamation mark quota to meet in notes? 16:46:19 dpeg_: so, what's stopping players from just stepping back and letting their ally get a bunch of free kills for you? 16:46:26 elliott: put this on the devwiki 16:46:51 Wensley: it is too good for the devwiki 16:46:51 evilmike: because your ally then takes all the loot and makes a run for it 16:46:51 Wensley: put it in {wcrawl} instead 16:47:02 just make giant clubs / giant spiked clubs 2.5 handed, and give ogres 2.5 hands 16:47:20 evilmike: in portal vaults we can change the rules! 16:47:24 elliott: sorry, I don't know if if meets wcrawl's demanding standards 16:47:28 ??ecrawl 16:47:29 ecrawl[1/1]: new_squarelos branch 16:47:56 dpeg_: I don't really like stuff that adds special rules :/ 16:48:05 reminds me of sokoban in nethack 16:49:24 the only real idea I have for a portal vault right now is a sort of arena, sort of based on hell's arena from doomrl. probably using the sprint map I was working on as a prototype. would have a large range of levels it could show up on, similar to labyrinths 16:49:41 ??blind 16:49:42 I don't have a page labeled blind in my learndb. 16:49:42 Dingo: iirc that's been proposed a few times before; there might be some discussion about it on devwiki or mantis 16:49:43 this is a really long way off though 16:50:00 monqy: thanks. I didn't find it; i'll look it up 16:50:24 I remember an appearance on mantis and an appearance on devwiki, at least 16:51:20 -!- Pacra has joined ##crawl-dev 16:52:52 -!- Dingo has quit [Quit: World in peril] 16:53:08 evilmike: by different rules I mean stuff like mapping in labyrinths or the larva --> killer bee idea we had 16:53:17 I don't think it has to be awful. 16:53:29 are you implying labs are not awful :( 16:53:35 yes 16:53:50 -!- hangedman has joined ##crawl-dev 16:54:06 And you're quite obnoxious if you imply that labyrinths are universally awful. 16:54:24 My sister and I wouldn't have put a lot of work into it if we wouldn't consider them fun. 16:55:23 well, at least the mapping issues make sure they are not fun for me, so i don't consider this a good example 16:56:33 -!- Stelpa has quit [Remote host closed the connection] 16:57:46 -!- Pthing has quit [Read error: Connection reset by peer] 16:59:06 compare "not fun for me" and "are you implying they are not awful" -- fucking players 16:59:17 general consensus last time it was brought up was "not so late" and "smaller, enemies, no map rot" alongside possibly generate_awake patrolling minotaur and more subtle vaults 16:59:18 hangedman: You have 1 message. Use !messages to read it. 17:00:35 -!- Pacra has quit [Quit: This computer has gone to sleep] 17:00:44 hangedman: more vaults is easy: anyone can make some 17:01:16 -!- shockwave has quit [] 17:01:29 if I had an actual keyboard I'd try to share a portal vault focused on a timed gauntlet 17:01:46 hangedman: Should I send a keyboard to you? 17:02:12 By "timed" you mean inside the vault? 17:02:21 hah, nah, I'll just wait for another time 17:03:07 inside, yeah 17:03:50 i usually measure by the product i obtain and not by the amount of work that was invested into it at some point, especially if the result does not reflect said work very well 17:04:03 That'll work fine; just need to find a good way to express the counter. (For the now-dead hive portal vault I had the idea that the larvae would eat honeycombs and each time they do, they'd make a level sound -- like jellies.) 17:04:29 regardless of the fact that the wording of 'awful' wasn't my choice, i do think that some of the changes hangedman mentioned would improve the current situation 17:04:34 dpeg_: ah, I see. I was worried the idea was like, allies behave using different rules in the portal vault 17:04:42 ChrisOelmueller: This game is done for free. You didn't buy anything. I enjoyed the labyrinth I solved three days ago. 17:05:17 evilmike: no, no. Easy stuff (could also in/decrease LOS size, for example.) 17:06:07 can't increase LOS without changing the default term dimensions :P 17:06:09 -!- G-Flex has quit [Quit: Time for us to bug out.] 17:06:46 but dark branch with decreased LOS could be fun 17:07:04 was actually thinking about something like that as a roulette for tomb 17:07:10 Wensley: true. But we could have a level with quite small LOS. 17:07:23 pits of shadow, with vampire enemies 17:07:25 Wensley: good idea. Best to test it in a portal vault :) 17:08:23 I suppose "pit" is already overused 17:10:21 would also be a good opportunity to make vampires more interesting as a genus, the way that spiders were 17:10:45 but if it was a tomb roulette, I don't think it would be an early game portal :P 17:12:03 Wensley: New branches are such an immense amount of work that it is really best to test something in a special vault (even if it is just a hand-drawn map with manually placed monsters). 17:12:37 -!- Moanerette has quit [Quit: Page closed] 17:12:55 -!- bmh has quit [Ping timeout: 245 seconds] 17:13:25 evilmike: we could import 4.1 imps for early demon portal 17:13:49 they are pretty varied 17:13:52 st_: hmm.. some of those would be decent, at least. Probably should pass on the ones that mutate you 17:14:30 dpeg_: actually, it could be argued that a tomb roulette would have a fixed map as well, though that would sort of defeat the purpose of reduced los 17:14:37 I forget which ones those were, I think it's only spell was polymorph (or mutate, or whatever it's called) 17:15:09 I guess they were the tmut flavoured ones? 17:15:25 dpeg_: if a new branch is ever tested as a portal vault again, I insist that it doesn't use a timed portal 17:15:41 evilmike: that's a valid point 17:16:04 timed = you force players to enter it asap if they want to see it at all, which means they will be really unrepared compared to a real branch. which makes it impossible to get any idea how the real thing will play 17:16:26 Wensley: reduced LOS is relevant for fighting and casting, not just exploring. 17:16:34 evilmike: yes, I understand. 17:16:53 But I can put the blame on Eino: he made it timed! Perkele! 17:19:57 hmm, I wonder how well a tormentor (without any other demons helping it) works as a low-ish level "boss" for a demon portal vault. 17:20:26 it would probably scare most players into leaving, but looking at the stats, I think a low-mid level character could kill one 17:20:48 evilmike: sounds good 17:21:05 it depends on how much damage AF_PAIN does, I'm not sure how that works 17:22:38 anyway it would only work if the portal vault had different "difficulty levels" like ice caves 17:22:56 i;d assume it works like a wielded pain weapon for a monster, in which case for a demon according to henzell it works like a player pain weapon with necro=HD since it's a demon 17:23:02 tormentor (132) | Spd: 13 | HD: 7 | HP: 25-53 | AC/EV: 12/12 | Dam: 805(pain), 805(pain) | 05demonic, 10doors, evil, !sil | Res: 06magic(56), 05fire, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 415 | Sp: pain (d11), torment symbol | Sz: Medium | Int: high. 17:23:02 %??tormentor 17:23:50 evilmike: there is also the precedent of "sickly mermaid" although that leaves the problem that it's for players to assess. 17:24:42 depressed tormentor 17:27:10 wouldn't change much, really 17:27:20 I dont like this idea anyway. its just checking if you have a wand of cold 17:27:29 New layout(s) for the Vaults (https://crawl.develz.org/mantis/view.php?id=6059) by infiniplex 17:28:21 -!- rast has quit [Remote host closed the connection] 17:28:40 oh, infiniplex 17:29:19 he's been working on this for a while 17:29:32 definitely too late for 0.11 but this gives plenty of time to test it for 0.12 17:30:09 boo, new vault magnet away from zot/hells/slime/abyss/shoals/swamp :P 17:30:21 ?? 17:30:27 hardly anyone maeks vaults for those 17:30:49 <|amethyst> I think that was the point---now even fewer will :) 17:31:09 oh, yeah 17:31:22 wow that looks cool 17:31:34 shoals vaults will always be rare, that's the hardest branch to make vaults for imo 17:31:43 quite impressive, though 17:32:05 I spy my boxes in the previews, I must make lots more 17:33:52 can't tell if magic_research got integration or not 17:33:54 evilmike: perhaps we should ask for vaults on the forum? We could also highlight which branches are particularly in need. 17:35:45 dpeg_: I'd like to test what has been uploaded here before making a big call for more subvaults 17:36:09 of course 17:37:28 also would like to see how grunt's stuff looks, since he was working on something too 17:37:38 autoexplore can skip the ocasional wall tile (https://crawl.develz.org/mantis/view.php?id=6060) by infiniplex 17:39:19 evilmike: yes, from what I saw on the forum, it felt a bit like competition rather than cooperation. 17:39:54 those vaults layouts are cool 17:40:02 some of them look like they'd be cool in D too 17:40:07 dpeg_: often get better results that way :P 17:41:07 I mean, it's not like we can only have one layout 17:41:13 <|amethyst> solution: branch roulette between Vaults and Vault 17:41:46 -!- Stelpa has quit [Changing host] 17:42:43 not going to bother right now, but something to do with this new layout: run tests to see what the xp averages are in regular Vaults vs infiniplex Vaults 17:42:45 I'd guess his are quite a bit higher 17:44:26 evilmike: good thinking 17:44:46 Someone also compiled xp lists for Lair branch endings -- was that you? 17:44:48 -!- Poncheis has quit [Ping timeout: 276 seconds] 17:44:50 -!- Poncheis_ is now known as Poncheis 17:45:21 i've done that several times, so have other people. there's a script that does that 17:45:46 And do the numbers lead to changes? :) 17:46:18 the salamander snake ending hasn't been changed yet but probably will be eventually 17:46:26 that's the only really big offender 17:47:15 I don't consider it urgent, because that ending is so hard, people often put it off until a lot later. So all that XP comes later too 17:48:06 ok 17:48:08 * Grunt returns. 17:48:33 Grunt: comrade infiniplex has uploaded Vaults layouts. 17:48:39 So I see. 17:48:55 I've also tried to make it so the lair subbranches all are worth about the same amount of xp on average (counting all levels, and ignoring Slime). this was just a byproduct of working on spider and swamp, though 17:49:28 poor anti-hopping brigade- though harder? and less boring V should help 17:49:28 hangedman: You have 1 message. Use !messages to read it. 17:49:40 it's not perfect, some branches are still worth more than others. but it's not a huge difference, and getting things perfectly the same would be kind of impossible 17:51:12 hangedman: that last line made even less sense than usual 17:51:21 -!- syllogism has quit [] 17:51:25 -!- dpeg__ has joined ##crawl-dev 17:53:37 Okay. 17:53:41 I think it's about time to do this: 17:55:02 <|amethyst> evilmike: speaking of Lair branch XP balance... I recently did Shoals:1-4 and Snake:1-4 before dying in Vaults, and the XP was not really comparable 17:55:20 <|amethyst> evilmike: I guess the fifth level probably makes up for that 17:55:21 <|amethyst> Shoals | 7.4 | 7.1 | 9.4 | 0.0 | 19.9 | 13949.2 17:55:22 <|amethyst> Snake Pit | 11.5 | 10.8 | 15.0 | 50.0 | 12.4 | 8683.8 17:55:26 -!- Codrus has quit [Ping timeout: 250 seconds] 17:55:32 -!- frogbotherer has joined ##crawl-dev 17:56:22 <|amethyst> Snake:1-4 was below Lair in XP-per-level 17:57:14 clearly there is a need for yuan ti 17:57:31 |amethyst: what is that 0.0? 17:57:41 -!- Vidiny has quit [Quit: ugh i hate girls] 17:57:42 <|amethyst> dpeg__: kills by others 17:58:15 New branch created: stone_soup-0.11 (0 commits) 17:58:19 Large door with door mimic assigns tiles incorrectly (https://crawl.develz.org/mantis/view.php?id=6061) by infiniplex 17:58:19 <|amethyst> ohh 17:58:21 <|amethyst> derp 17:58:39 <|amethyst> I forgot that I was using more skeletons in Snake 17:58:46 <|amethyst> so the 50% penalty 17:58:49 <|amethyst> ignore me :P 17:58:55 There goes the xp :) 17:59:10 |amethyst: now is a good time to complain about the unfair xp/2 treatment of allies. 17:59:14 |amethyst: well, it varies quite a lot, even without summon xp. the numbers I were using were just the averages. I think the script generates 150 copies of the branch 17:59:54 from what I remember, snake is the most unreliable, since a ton of the XP is in the branch ending, and it depends a lot on which one you get 18:00:10 <|amethyst> maybe snake:1-4 should be harder? 18:00:28 also, XP from uniques (which can be quite large) isn't counted 18:00:32 since those can show up anywhere 18:01:50 what I'd like to see with snake (and other lair branches) is a better progression from levels 1 through 4 18:02:10 you do get more hard monsters as you go deeper... but the difference is small 18:02:48 <|amethyst> and, yeah, I did have a lot more uniques in Shoals than in Snake 18:03:24 -!- garfeldt has quit [Quit: Page closed] 18:03:24 <|amethyst> ("a lot" = 3 vs 0) 18:03:37 numbers cannot contain that ratio 18:04:17 <|amethyst> your numbers aren't sufficiently surreal :P 18:04:40 -!- garfeldt has joined ##crawl-dev 18:05:10 |amethyst: nice 18:05:24 Hi, I was having a problem loading my save on CAO. Is there anyone around who could help? 18:05:45 it says there is a game already in progress if I try to load 18:06:14 -!- Chapayev has quit [Quit: ERC Version 5.3 (IRC client for Emacs)] 18:06:41 rax would be able to help; I'm not sure if rax is the only person that can help or not. 18:06:56 -!- dpeg_ has quit [Quit: Lost terminal] 18:07:04 -!- greensnark has quit [Read error: Operation timed out] 18:07:49 ah, thanks 18:14:45 -!- dpeg__ has quit [Quit: good night] 18:14:45 So now that we have a branch (I'm surprised that went by without comment), should I land my to-merge branch (monster spell implementations, including implementations of invocations as monster spells), or should I wait for a while? 18:14:45 -!- Icehawk78 has quit [Quit: leaving] 18:14:45 -!- JackRogers has quit [Ping timeout: 240 seconds] 18:14:45 -!- Snowclone has quit [Ping timeout: 246 seconds] 18:14:45 -!- Napkin has quit [Ping timeout: 265 seconds] 18:14:45 -!- LoremIpsum has quit [Remote host closed the connection] 18:14:45 -!- Cheibriados has quit [Ping timeout: 240 seconds] 18:15:58 -!- Cheibriados has joined ##crawl-dev 18:15:58 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 18:15:58 -!- The topic of ##crawl is: CAO will be down Aug 12 -- I have no idea when. Hopefully not that long, but I can't make promises. | Play Crawl online now: type ??cao, ??cdo or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious! 18:15:59 I see what's causing the problem, then. 18:16:14 -!- Stelpa has quit [Remote host closed the connection] 18:20:15 03Grunt * rf641aacbe3b5 10/crawl-ref/source/abl-show.cc: Reduce ability hunger-related message spam in debug mode. 18:20:25 03Grunt 07stone_soup-0.11 * r051de5880857 10/crawl-ref/source/abl-show.cc: Reduce ability hunger-related message spam in debug mode. 18:20:48 -!- Deathmic has quit [Read error: Connection reset by peer] 18:23:08 oh, the new mutations screen icon sort of makes sense now 18:23:19 i always wondered what the old one was. it looked sort of like a watermelon with a face 18:24:04 -!- animegrampa has quit [Quit: leaving] 18:24:27 -!- Wensley has quit [Ping timeout: 276 seconds] 18:25:01 -!- ark____ has quit [Quit: Leaving] 18:25:57 if you had a melon for a face, you'd feel pretty mutated 18:27:06 <|amethyst> so... is there room for/a need to split wizard mode? 18:27:30 -!- hangedman has quit [Ping timeout: 245 seconds] 18:27:48 <|amethyst> I know some people in the forums, on reddit, etc. don't like using wizard mode for "multiple lives" because it makes it too easy to cheat (and leaks additional info) 18:28:05 I thought the info leaks were plugged a while ago 18:28:24 it still shows you extra numbers, but stuff you could already calculate on your own 18:28:29 <|amethyst> hm 18:28:32 <|amethyst> I guess that's true 18:28:41 <|amethyst> but that's one reason I bring it up 18:28:53 <|amethyst> having to recompile just to see damage numbers is a bit of a pain 18:29:33 what about wizmode-specific options? 18:29:34 <|amethyst> especially when FULLDEBUG is so exceptionally verbose 18:29:55 maybe default wizmode could be conservative, and there could be options to reveal more info / make it more cheaty 18:30:15 -!- animegra1pa has quit [Client Quit] 18:31:17 Sacrifice prompt during auto-travel doesn't respond properly to escape (https://crawl.develz.org/mantis/view.php?id=6062) by jejorda2 18:31:59 I guess the alternative would be a nethack-style "explore mode" 18:32:25 check out the tome difficulty settings 18:32:35 -!- Thann has joined ##crawl-dev 18:32:36 they have different ones for monster difficulty and for respawns 18:32:42 it works very well 18:33:16 I think crawl light has a built in easy mode now. Or at least I heard something about that 18:33:38 <|amethyst> difficulty sliders is IMO an entirely orthogonal issue 18:34:24 <|amethyst> and seems like it would multiply the difficulty of balancing things by a large number 18:34:36 I don't think that's something that should be on the agenda anyway, for that exact reason 18:35:14 |amethyst: i mean even the respawns setting has several modes 18:35:24 explore, unlimited, limited, none iirc 18:35:50 you can change the respawn rate in crwal via wizard mode. not sure if that's global or just per level, though 18:35:54 limited is an interesting mode... imagine everyone getting felid-style lives 18:36:08 -!- DarthCloakedGuy has quit [Quit: Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day] 18:36:11 except with a much steeper progression 18:36:14 -!- Stelpa has quit [Remote host closed the connection] 18:36:29 evilmike: i think Eronarn means player respawns 18:36:34 -!- Stelpa has quit [Changing host] 18:36:45 <|amethyst> ohhh 18:36:49 oh right, I forgot tome had that by default 18:36:54 my retirement is entirely predicated on being able to buy extra lives immediately prior to death via in-app purchasing on Android, btw 18:36:54 <|amethyst> I took that to mean "monster respawns" 18:37:46 <|amethyst> "Pay $10 now to remove the you.wizard flag from your save" 18:37:56 :D 18:38:05 Haha. 18:38:14 wizmode challenge: set the spawn rate to 1 and see how long you can last 18:38:20 get the $50 expansion pack for access to mountain dwarves and hive 18:38:23 si = bitcoin 18:38:24 unfortunately, it seems you have to do it every level 18:38:39 a couple weeks ago someone came in this channel offering to donate bitcoins to crawl 18:38:41 it was weird 18:38:43 hahah 18:38:45 evilmike, fr: global spawn rate default setting. 18:39:51 21:06:49 Greetings, people of ##crawl-dev! 18:39:51 21:07:04 I want to give away a tiny bit of money to someone who contibutes to Dungeon Crawl, or to the Dungeon Crawl project's expenses. 18:39:52 21:07:07 And by "money" I mean Bitcoin. 18:40:07 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 18:40:42 I guess it's an option if we ever need to launder money 18:43:06 iirc bitcoin is actually not very good for laundering money 18:44:33 make it so in order to play crawl you need to do that bitcoin mining thing, and take all "profits" 18:44:49 <|amethyst> I'm planning to, inspired by rax's suggestion, adding something to dobrazupa.org / crawl.s-z.org suggesting that donations be made to Wikipedia instead 18:44:54 -!- absolutego has quit [Quit: leaving] 18:45:03 <|amethyst> maybe I'll add a fuzzy feel-good charity as well 18:45:37 kittens international 18:46:09 charity for robots without kittens 18:46:12 -!- DracoOmega has joined ##crawl-dev 18:46:25 just 10$ helps a robotfindkitten 18:46:44 <|amethyst> elliott: ooh, better yet, blind cat rescue & sanctuary 18:47:42 |amethyst: given the name, how about a charity dedicated to ending hunger? 18:48:11 or sustainable food production 18:49:02 <|amethyst> bah, you have to go and be reasonable... 18:49:36 <|amethyst> though I have a feeling blind cats would draw more donations than hungry people :( 18:50:00 i agree 18:50:16 -!- elliott has quit [Quit: Leaving] 18:50:17 |amethyst: for every day you don't contribute, increase the weight of hungry ghosts by 1 18:50:30 -!- elliott has joined ##crawl-dev 18:51:22 actually come to think of it: hunger makes sense, because it is used so heavily as a roguelike mechanic 18:51:30 what other genre of game do characters starve to death in? 18:52:11 Gauntlet? 18:52:25 (Not a genre, but...) 18:52:29 <|amethyst> Spriggan shot the food! 18:52:52 <|amethyst> (it was a meat ration, fuck you animal-killers) 18:52:53 I don't know if this is the right place to bring this up, or if I should just have commented on the mantis entry (as I meant to do earlier), but since that issue is now marked resolved... 18:52:59 I have a slight issue/concern with the new teleport/zot trap tiles 18:53:42 -!- Poncheis has quit [Ping timeout: 276 seconds] 18:53:45 In making them more patterened after other traps, they look very much like they're using pressure plates as a base. But there actually IS a mechanical difference that seperates those two classes of traps 18:53:49 <|amethyst> Eronarn: I'm sure there are war games with food supply mechanics, but I don't know if I'd call those "characters" 18:54:02 In the the ones shaped like that don't trigger if you're not on ground level 18:54:10 While teleport/zot traps will still hit you if you fly over them 18:55:08 <|amethyst> DracoOmega: also disarming 18:55:14 That too, yes 18:55:26 And the new teleport/zot trap tiles make them look like they operate on the same principles (to me, at least) 18:55:32 Rather than just being a magic rune or something 18:57:23 <|amethyst> DracoOmega: well, alarm traps are a precedent 18:57:39 Do those trigger if you fly over them? 18:58:08 Yes, they do. 18:58:21 (I think I've paid so little attention to them in general that I must never have noticed) 18:58:44 |amethyst, are you tracking the announcement over in ##crawl? 18:59:04 (...with respect to CAO.) 18:59:30 It might be a good idea to mention something about cszo while servers are on their mind :) 18:59:39 -!- rax changed the topic of ##crawl to: CAO downtime is imminent, sometime around midnight EDT. Likely downtime 1-3 weeks. | Play Crawl online now: type ??cao, ??cdo or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious! 18:59:39 <|amethyst> Grunt: ah, I just saw it 18:59:51 maybe it'd be best to make trap activation consistent wrt levitation? 18:59:53 <|amethyst> I don't want to mention it in ##crawl before it's ready 18:59:59 at least non-damage traps 19:00:05 yeah I was just going to ask you if you wanted me to mention it 19:00:12 when you are ready, let me know and I can topic it 19:00:24 You were aiming for Monday, yes? 19:00:30 <|amethyst> rax: thanks... I'm shooting for Monday (the boss is out of town) 19:01:03 <|amethyst> I just said that in a logged channel where the logs are hosted on a domain registered to my real name :P 19:01:12 oooooooooops 19:01:17 <|amethyst> hi, Google 19:01:22 :D 19:01:32 <|amethyst> (no, Google isn't my boss) 19:02:03 <|amethyst> not only that, but the morgues etc for cszo will be hosted at http://dobrazupa.org/ and my boss is Polish 19:02:25 -!- ZRN has quit [] 19:02:43 <|amethyst> "What is this soup you are working on? And why do you say it is so good?" 19:02:49 elliott: Well, basically all the non-damaging traps already ignore levitation 19:02:55 Except net traps, I guess 19:03:04 -!- animegrampa has quit [Remote host closed the connection] 19:03:19 (Well, and shafts, arguably. But it would be pretty hard to get shafted while flying :P) 19:03:23 er, flight 19:03:39 <|amethyst> I forget, do webs care if you're flying? 19:03:41 Well, flight/levitation are the same in terms of triggering traps 19:03:45 <|amethyst> I would hope not 19:03:46 I actually don't know 19:03:46 right 19:04:02 i.e. I'd suggest making pressure plates ignore levitation too (although that'd make their name a misnomer...) 19:04:12 <|amethyst> ah, yes, webs will hit flyers 19:04:15 Clearly they need to be called something else if that's true 19:04:18 I actually think it is pretty weird for any trap to activate when levitating over it, even if it is magical 19:04:24 Why? 19:04:34 They operate on something being in their space. They don't need physical contact 19:05:12 Speaking of which, did that issue ever get resolved where flight ending while you were over a zot trap causing it to trigger a second time? 19:05:17 well, OK 19:05:21 -!- Wensley has joined ##crawl-dev 19:05:59 It was a long time ago I noticed it, and I never really noticed if any changes to that had been made in the meantime 19:06:02 <|amethyst> DracoOmega: oh, because landing causes you to re-enter your current square 19:06:10 <|amethyst> I doubt that's been fixed 19:06:21 It really does not seem it should work that way, though 19:06:57 (In rare cases, can also cause a zot trap to trigger twice in a single turn, too) 19:07:15 I posted a bug report on that way back when, I think 19:07:28 Hey Wensley, get to work on suppression auras. :P 19:07:38 <|amethyst> can we turn on the moth now? 19:08:13 I think we should wait a bit before starting to make major changes, so that as many devs as possible are aware of the branch. 19:08:17 dial the moth to 11 19:08:28 Grunt: the aura part is done, it's just the suppression effect itself that needs a little more work 19:08:30 <|amethyst> yeah yeah :P 19:08:33 specfically some randarts 19:08:39 Eronarn++ 19:08:41 please for the love of god someone adopt lava orcs already :( 19:09:01 Perhaps after CDO updates / CAO goes down? 19:10:12 I do have 27 commits' worth of monster spell/ability implementations when the time comes. :p 19:10:32 (27 is a coincidence, I swear!) 19:10:39 based on the mon ability source flag stuff? 19:10:42 DracoOmega: but that'll ruin thingy 19:10:52 ??zot trap[4] 19:10:53 zot trap[4/6]: Oh no! You have blundered into a Zot trap! The vortex of raging winds lifts you up. You gently float away from the floor. A huge vortex of air appears! You are engulfed in raging winds. You float gracefully downwards. Oh no! You have blundered into a Zot trap! 19:10:59 Grunt: but yes, moths are ready to be turned on, keeping in mind anything listed in ??supmoth todo 19:11:03 ??supmoth todo 19:11:04 I don't have a page labeled supmoth_todo in my learndb. 19:11:07 ??suppression 19:11:08 suppression[1/5]: While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide. 19:11:10 I guess they're ready, then? XD 19:11:11 ??suppression[5] 19:11:11 looks like they're ready to turn on already! 19:11:11 suppression[5/5]: Not done: mace of var, scythe of curses, sing sword, sword of power, zonguldruk, wyrmbane, brilliance, robe of clouds, lantern of shadows 19:11:26 ??suppression[4] 19:11:27 suppression[4/5]: Done: OLGREB, TROG, DEMON_AXE 19:11:29 ??suppression[3] 19:11:30 suppression[3/5]: TODO: suppress\/defer equip messages; handle fixedarts; needs to affect monsters too; whether or not enchant pluses are affected; art-func.h 19:11:47 so basically everything is great, forever 19:12:10 the "needs to affect monsters too" is the big one 19:12:15 So where are these moths going to show up? The same places as the other moths (Spider endings and Zot)? 19:12:15 but, not really? 19:12:18 because spiders 19:12:24 do not use equipment. just arachne 19:12:41 If they turn up in Zot, you have draconians to worry about. 19:12:54 Also, if you don't have monsters be affected, you're going to annoy vault designers that use them. 19:12:56 Grunt: spider definitely, zot would be cool but maybe defer until monsters are also suppressed 19:13:16 <|amethyst> put a well-placed moth in the dwarven halls 19:13:25 honestly, it might not be too extensive 19:13:28 todo: polish Dwarven Halls :p 19:13:33 ugh 19:13:34 suppression is already defined on actor 19:13:39 not dwarven halls 19:13:46 or rather actor.suppressed is defined 19:13:47 it's Dwarven Fortress 19:14:06 * Grunt dumps magma on Eronarn. 19:14:11 dwarven fortress needs a bunch of traps at the entrance 19:14:20 <|amethyst> Eronarn: You see here a !!barrel of booze!! 19:14:32 it should use the abyss shifting code so it runs as slowly as possible 19:14:35 fr: pickaxes 19:14:38 The !!barrel of booze!! explodes! 19:14:45 felids on fire everywhere 19:14:58 dwarven fortress also needs: elves with loot being tortured 19:15:08 <|amethyst> felids gain an 'a'dopt dwarf ability 19:15:10 a bunch of goblins who rush in and die to the traps 19:15:11 thats something crawl needs in general 19:16:20 <|amethyst> can we rename sludge elves? 19:16:28 To? 19:16:29 -!- Pacra has joined ##crawl-dev 19:16:32 <|amethyst> I dunno 19:16:35 |amethyst: no that is a terrible idea 19:16:40 <|amethyst> something to reduce the number of "elf" races :P 19:16:41 sludge elves are such an important part of crawl though 19:16:43 that is a very flavorful name 19:16:45 we're the only game with sludge elves 19:16:51 Sludge is a pretty trashy name. 19:16:54 <|amethyst> rename high elves 19:16:59 'corrupt, degenerate hick elf' is awesome 19:17:00 sludge merfolk 19:17:11 todo: sludge as a dungeon feature. 19:17:16 Common in sewers. 19:17:19 <|amethyst> mutagenic water? 19:17:24 'sewer merfolk' would be reasonable rename, but it's still dumb 19:17:32 i want sludge elf priests of jiyva but no one likes that idea 19:17:33 <|amethyst> malarious merfolk 19:17:34 so is renaming high elves 19:17:43 ps, give high elves reverse saprovore 19:17:48 if you call them sewer merfolk *everyone* will realise how much like merfolk they are though 19:17:55 Sludge gives bad mutations to most races; sludge elves get good mutations from it instead (or have bad mutations removed). 19:18:01 the secret must be kept 19:18:14 Grunt: that is a bad idea don't do that 19:18:30 here is sludge as a dungeon feature: recolored water, and maybe it poisons you if you walk through it 19:19:07 <|amethyst> FR: Barney the Dinosaur 19:19:18 |amethyst, that sounds like something in a sprint :) 19:19:32 <|amethyst> you should try zangband sometime 19:19:51 <|amethyst> I ran into a huge bunch of (out of depth) uniques and was like "WTF?" 19:20:21 -!- Poncheis has quit [Ping timeout: 276 seconds] 19:20:31 After I land Shatter and LRD, I'm going to start working on an earth elementalist unique. 19:20:39 Probably deeper in the dungeon. 19:21:37 <|amethyst> Santa Claus, Cthulhu, Little Boy and Fat Man, ... 19:21:50 -!- hoody has quit [Remote host closed the connection] 19:22:23 <|amethyst> and of course nearly everyone mentioned by name in the Amber series, but I expected that 19:22:44 Grunt: lava orc earth elementalist that becomes a fire elementalist at high tension 19:23:10 "You're making me angry! You wouldn't like me when I'm angry!" 19:23:41 <|amethyst> And of course Surtur the Giant Fire Demon can summon Cyberdemons because, hey, why not? 19:24:10 ...Zangband sounds as terrible as SLASH'EM. 19:24:28 <|amethyst> That game is why the word "pastiche" was borrowed into English :P 19:24:37 a lot of angband variants are like that 19:25:05 probably because they are variants of variants 19:25:06 angband is beautiful 19:25:18 <|amethyst> I think it starts with "We want a new theme. Oh, but we have free Tolkein uniques, no need to throw those out." 19:25:47 -!- PollyEsther has quit [Ping timeout: 240 seconds] 19:26:44 Sil is so beautifully minimalistic, I love it 19:26:55 <|amethyst> I should really play Sil 19:27:02 is there an angband family tree out there 19:27:03 <|amethyst> and Brogue for that matter... 19:27:14 -!- Dash275 has quit [Client Quit] 19:27:20 brogue is great but i can't get too deep into it for whatever reason 19:27:38 <|amethyst> Eronarn: http://isparp.co.uk/angband/graph.png 19:27:45 -!- Quelles has quit [Remote host closed the connection] 19:28:44 whoah 19:29:00 -!- Blazinghand has quit [Quit: Page closed] 19:29:13 kind of hilarious to see tome on there 19:29:22 angband's family tree is almost as messy as unix's 19:29:25 since it's so different now 19:29:36 -!- hangedman has joined ##crawl-dev 19:29:38 aw, that family tree is very incomplete 19:29:42 or just old 19:29:53 i'd like to see it with dates... 19:30:00 that would be a huge endeavor though 19:30:40 -!- hoody has quit [Remote host closed the connection] 19:32:26 -!- Porost has quit [Read error: Connection reset by peer] 19:34:04 <|amethyst> Eronarn: here's a much smaller one http://upload.wikimedia.org/wikipedia/commons/f/f7/RoguelikeHistory.png 19:34:19 <|amethyst> doesn't include DCSS 19:34:32 -!- oberstein has quit [Quit: uhhh] 19:35:02 -!- oberstein has joined ##crawl-dev 19:36:10 <|amethyst> roguebasin's "tree of roguelike evolution" otoh is just bad 19:36:51 -!- Chish has quit [Quit: Leaving] 19:37:35 <|amethyst> it classes crawl with nethack afaict because it has a persistent dungeon 19:41:08 -!- kats has quit [Quit: Give a man a fish, he eats for a day. Give a man religion, he starves to death praying for fish] 19:41:50 -!- edlothiol has joined ##crawl-dev 19:42:56 crawl 1.0 apparently didnt have persistent levels 19:43:16 -!- aleksil has quit [Ping timeout: 268 seconds] 19:44:18 seriously? nice 19:45:10 <|amethyst> my first impression of Crawl was "an Angband with persistent levels" :P 19:45:18 -!- Wenzell has joined ##crawl-dev 19:45:41 <|amethyst> ??cao 19:45:42 cao[1/1]: Main Crawl server, located in Boston, MA. USA, http://crawl.akrasiac.org/ or crawl.akrasiac.org ssh port 22 ssh-username:joshua ssh-password: joshua. Runs the latest stable release, trunk, Zot Defense, and robotfindskitten. Further information on the website and ??putty entries for Windows users. Also see http://crawl.develz.org/wordpress/howto 19:45:42 I don't have a page labeled cao in my learndb. 19:46:02 oh hai wenzell 19:46:04 evilmike: does someone have a working copy of 1.0? I'm curious but haven't been able to get it to compile 19:46:11 or at least 19:46:21 I haven't been able to get whatever was the initial commit to the ancient branch to compile 19:46:23 -!- w00t_b00ts has quit [Client Quit] 19:46:32 I forget if that was 1.0 or 1.somethingelse 19:46:35 the branch on git doesn't go back that far 19:46:41 it has 1.1 iirc 19:46:46 oh really? 19:46:52 that or 2.72... it starts with one of those 19:47:01 I thought it was 2.7 or around there 19:47:03 monqy: i bet it compiles if you use mingw for linux and then run it in wine, since your problem was windows headers right 19:47:20 yeah 1.1; it starts with 1.1 19:47:34 and one of the branches goes up to 2.72 19:47:49 ah, nice 19:48:41 that would be awesome to play 19:48:48 elliott: dos headers but yeah 19:49:13 -!- Wenzell has quit [Remote host closed the connection] 19:49:22 2.72 actually compiles which is nice. I don't think anyone's bothered making 1.1 compile, at least not on the gitorious repo 19:50:57 @??deep dwarf hd:15 hp:120 col:lightmagenta spells:iron_shot,.,stoneskin,bolt_of_magma,dig,. actual_spells 19:50:57 Unknown spell name: 'iron shot,.,stoneskin,bolt of magma,dig,.' in 'iron_shot,.,stoneskin,bolt_of_magma,dig,.' 19:51:10 @??deep dwarf hd:15 hp:120 col:lightmagenta spells:iron_shot;.;stoneskin;bolt_of_magma;dig;. actual_spells 19:51:10 deep dwarf (13q) | Spd: 10 | HD: 15 | HP: 120 | AC/EV: 2/12 | Dam: 10 | 10weapons, 10items, 10doors | Res: 06magic(120) | Chunks: 07contam | XP: 2119 | Sp: iron shot (3d28), stoneskin, b.magma (3d24), b.dig | Sz: Medium | Int: normal. 19:53:21 one of the 2.x versions had some really big changes, i'm pretty sure 2.7 is after those 19:53:35 -!- Wenzell has joined ##crawl-dev 19:53:39 ??test 19:53:39 test[1/36]: xomxomxomxomxomxomxomxomxomxomxom 19:53:48 you can do it wenzell 19:53:50 like, apparently there was an old religion system in one of those versions, completely different from the current one 19:53:52 test[1/35]: my new info 19:54:01 I think 2.72 had that? 19:54:06 <|amethyst> didn't a number of the current gods start out as pan lords? 19:54:12 |amethyst: yeah 19:54:31 at least when i looked in 2.72 all the god code was commented out and priests were weird 19:54:38 from what it sounds like, the religion system was, you play as a priest, and just sort of get holy magic spells 19:54:41 yeah 19:56:43 ah, this one has lugafu 19:56:48 -!- Wenzell has quit [Remote host closed the connection] 19:57:14 -!- MPR has quit [] 19:57:18 still can't figure out what lugafu is though. my guess is proto trog 19:57:36 -!- Wenzell has joined ##crawl-dev 19:58:20 i don't think lugafu ever actually existed 19:58:24 just in comments or whatever 19:58:57 -!- Wenzell has quit [Remote host closed the connection] 19:59:05 maybe if i leafed through all the versions between whenever it started popping up and whenever it vanished i'd find it, but i don't have that sort of patience 19:59:06 is it coincidence we have a god that has a similar name 19:59:12 yes 19:59:45 -!- Wenzell has joined ##crawl-dev 19:59:48 elliott: this one has actual code (not commented) with all the god names in it. but this stuff is impossible to read, since it's all magic numbers 20:00:24 evilmike: hmm 20:00:27 oh wait, that's commented out 20:00:33 st_: no: 20:00:35 !hs * lugafu 20:00:35 33626. hyperbolic the Ninja (L20 SpEn), worshipper of Lugonu, escaped with the Orb and 15 runes on 2012-01-23, with 29053142 points after 49984 turns and 3:20:34. 20:00:52 Here's a first pass at that DDEE unique: http://pastebin.com/WSF3gzaC 20:00:55 does the actual code do anything though? iirc 2.72 might have some uncommented code relating to the gods but it doesn't do anything and is never used anywhere 20:00:57 !hs * troll 20:00:59 126162. ToastyP the Executioner (L27 DSBe), worshipper of Trog, escaped with the Orb and 15 runes on 2010-02-20, with 16906969 points after 91209 turns and 13:30:00. 20:01:07 2.72 also has a rumours file but it's never used either :'( 20:01:07 imo, Henzell's best feature 20:01:30 i love this stuff: 20:01:33 Grunt: do monsters even know how to use dig properly? 20:01:36 func_pass [8] = 91; // summon something 20:01:39 Barely. <_< 20:01:44 It didn't work very well in testing. 20:02:20 cacodemons+know where you are 20:02:30 ages ago? 20:02:45 actually maybe zin is the only god that works, here 20:02:51 elliott: cacodemons used to have dig spell 20:03:03 elliott: rumour has it they used to use it and knew your position all the time so they'd dig to you 20:03:08 elliott: but then they stopped 20:03:20 (and it got replaced with the energy bolt thingy) 20:03:40 monqy: that sounds amazing though 20:03:44 why was that changed 20:03:53 might have been an unintentional breaking 20:04:01 and then got replaced instead of fixed 20:04:42 <|amethyst> %git 4bd59081 20:04:43 MarvinPA * 0.8.0-a0-5602-g4bd5908: Improve Cacodemons slightly (1 year, 5 months ago, 2 files, 4+ 4-) https://gitorious.org/crawl/crawl/commit/4bd590814e15 20:04:54 <|amethyst> "Give them Energy Bolt instead of Dig" 20:05:01 i havent seen any monsters dig for a while 20:05:16 liches used to cast iood to break through walls if they could get to you, but they stopped doing that i think 20:05:32 I had a unique dig to me in 4.1 and it was amazing 20:05:37 a good way to test: stick one inside a cage of iron grates, see if it escapes 20:05:51 a couple versions ago it worked, but i dont think it does any more 20:05:55 <|amethyst> evilmike: maybe to do with the glass-blocking thing 20:06:02 <|amethyst> s/maybe/probably/ 20:06:43 st_: did you play any more 4.1 after you died horribly? 20:06:45 having a monster in pan that actively digs at you would improve pan a bit, I think 20:06:58 cacodemons could even get it, their energy bolt spell breaks walls 20:07:19 do they have the slot dig was in left open? 20:07:20 elliott: I only play 4.1 when the moon is full 20:07:26 ??test 20:07:26 test[1/36]: xomxomxomxomxomxomxomxomxomxomxom 20:07:26 test[1/37]: xomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxom 20:07:34 st_: a good policy 20:08:14 pan has a lot of potential for crazy stuff, we don't do much with it currently 20:08:36 upgrade those bugged slime creatures to a real monster 20:08:41 +1 20:08:42 yes please 20:09:06 -!- Wenzell has quit [Remote host closed the connection] 20:09:57 -!- Wensley is now known as Wenzell 20:10:30 -!- Wenzell is now known as wensley 20:10:44 I think I see why Dig isn't working for monsters. 20:10:47 * Grunt checks... 20:12:55 -!- hangedman has quit [Ping timeout: 245 seconds] 20:12:59 -!- Wenzell has joined ##crawl-dev 20:13:35 -!- Kellhus has quit [Quit: Page closed] 20:14:02 ??test 20:14:03 test[1/36]: xomxomxomxomxomxomxomxomxomxomxom 20:14:03 test[1/37]: xomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxomxom 20:14:24 is that all your bot does 20:15:35 !seen evilmike 20:15:35 I last saw evilmike at Sun Aug 12 01:14:24 2012 UTC (1m 11s ago) saying is that all your bot does on ##crawl-dev. 20:15:35 I last saw evilmike at Sun Aug 12 01:14:24 2012 UTC (1m 11s ago) saying is that all your bot does on ##crawl-dev. 20:15:44 !tell evilmike hi 20:15:44 Unable to add your message to evilmike's queue, sorry! 20:15:45 elliptic: OK, I'll let evilmike know. 20:15:46 :( 20:15:55 henzell 1, wenzell 0 20:15:56 evilmike: You have 1 message. Use !messages to read it. 20:15:59 elliptic: I would need a yaml module for python to send messages 20:15:59 !tell Wenzell Hi. 20:16:00 Unable to add your message to Wenzell's queue, sorry! 20:16:00 Grunt: OK, I'll let Wenzell know. 20:16:00 Wenzell: You have 1 message. Use !messages to read it. 20:16:17 mirroring the learndb has potential. you should use this as an excuse to delete half of it 20:16:19 elliptic: I'm also sure there's something that I'm missing by not having ruby installed 20:16:28 wensley: python comes with a yaml module since a few versions ago 20:16:38 and then upload the censored learndb somewhere useful 20:16:44 elliptic: we're on 2.6 here 20:16:51 that's plenty 20:16:58 Bingo - got dig working for the guy :) 20:17:00 wensley: want to try to get !apt working? 20:17:17 should just be a matter of putting the crawl source in the appropriate directory 20:17:19 oh right i broke !apt tr 20:17:21 Grunt: how does it work when you give it to monsters? do they use dig liberally? that would be really cool 20:17:24 because too many * 20:17:36 Oh, he's practically spamming it the moment I step out of sight. 20:17:54 elliptic: tell me where to clone the repo 20:18:38 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 20:19:06 Grunt: only uses it out of sight? does it dig towards you, then? 20:19:08 Well, maybe not spamming, but certainly liberal enough. 20:19:23 Only when you're out of sight (that's pre-existing logic), and digs towards where he thinks you are. 20:19:37 (...which is also pre-existing logic, for that matter.) 20:20:04 ah. nice bug fix then. i wonder how many years that was broken for 20:20:50 * Grunt checks the relevant blame... 20:28:09 -!- Poncheis has quit [Ping timeout: 260 seconds] 20:28:10 -!- Poncheis_ is now known as Poncheis 20:29:33 -!- bonghitz has quit [Quit: bonghitz] 20:35:49 for pan creatures, we should have them eat walls like boring beetles 20:36:12 and also be fast 20:36:13 -!- Dash275 has quit [Quit: Page closed] 20:36:15 well, with this fix I think it would be good to give cacodemons their dig spell back 20:36:23 :D 20:36:24 they have room for it 20:36:32 clearly this is a bugfix and no new feature :o 20:36:34 would just need to shuffle around some spell slots 20:36:55 but do cacodemons always dig towards you now 20:37:03 or did monsters lose their telepathy 20:37:28 i assume it's not telepathy. more like the monster guessing your position 20:37:37 never mind that monsters tend to be very good at guessing sometimes... 20:38:23 dig for player ghosts <3 20:38:24 <|amethyst> it's just like Civ, monsters have to cheat because they're stupid 20:40:06 I guess this *is* a bugfix... 20:40:58 I feel as though if I'm tinkering with trunk post-branch, I should land the monster spell implementations >_> 20:41:01 a bugfix with potential balance ramifications but hey sneak it into 0.11 in it'll be fun 20:41:38 -!- hangedman has joined ##crawl-dev 20:41:44 Grunt: right now I'm thinking, wait until 0.11-b is on the servers before making any huge changes in trunk 20:41:48 I'll land the Dig fix in trunk for now and contemplate what to do for 0.11 later. 20:42:04 evilmike, sounds reasonable. 20:43:48 monqy: what's "balance", all i hear is cacodemons burrowing towards you 20:43:55 i dont think anything really has the dig spell now (except ghosts?). although if something did have it, i wouldnt have noticed it 20:44:27 panlords digging towards you would be cool, i think i remember something on devwiki about that 20:44:50 though they'd kind of ruin their vaults and break away from their guards 20:45:05 but it'd be neat sorta rarely? 20:45:13 only a few of them would do it 20:45:54 The dig logic is such that monsters only use it if they are tracking you and have a rough idea of where you are. 20:45:59 it would also be cool if when you're in a corridor, and a monster with dig is blocked, it digs to reach you 20:46:04 it sounds like the ai cant do that right now, though 20:46:16 03Grunt * ra84253447f2c 10/crawl-ref/source/mon-act.cc: Fix monster casting of Dig. 20:47:00 A monster should be able to use Dig if they can see you, but their path to you is blocked. 20:47:17 (e.g. if there is a grate or glass in the way) 20:47:34 and they won't say, dig the # in 20:47:36 ### 20:47:39 @a1 20:47:45 the 1 is a dig fiend 20:47:47 yeah thats the situation i meant 20:47:47 the a is an ant 20:47:49 fr dig fiends 20:47:56 ...dig fiend, heh. 20:48:25 dam: 25(dig), spells: dig, torment symbol 20:48:38 25(shaft) 20:48:40 You liquefy and sink out of sight. You die... 20:48:41 dig brand damage just instakills you if you are in statue form otherwise it does nothing 20:52:15 fr: wands of digging instakill earth elementals :P 20:52:19 -!- hoody has quit [Remote host closed the connection] 20:55:23 -!- hangedman_ has joined ##crawl-dev 20:56:49 -!- Stelpa has quit [Remote host closed the connection] 20:57:17 -!- mtyson has quit [Client Quit] 20:57:20 -!- Nightbeer has quit [Read error: Connection reset by peer] 20:57:30 -!- hangedman has quit [Ping timeout: 245 seconds] 20:57:40 -!- MPR has quit [Changing host] 21:00:52 -!- ajikeshi__ has quit [Ping timeout: 248 seconds] 21:02:57 -!- hangedman_ has left ##crawl-dev 21:03:46 -!- _dd has quit [Ping timeout: 252 seconds] 21:03:58 -!- Fhqwhgads has quit [Ping timeout: 248 seconds] 21:04:04 -!- Fhqwhgads_ is now known as Fhqwhgads 21:08:12 -!- mikee_ has joined ##crawl-dev 21:09:59 -!- tsohg has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 21:10:06 -!- minqmay has quit [Quit: Leaving] 21:12:52 -!- frogbotherer has quit [Remote host closed the connection] 21:15:28 -!- hoody has quit [Remote host closed the connection] 21:18:37 -!- edlothiol has quit [Ping timeout: 240 seconds] 21:24:10 -!- SurpriseTRex_ has quit [Ping timeout: 244 seconds] 21:31:16 -!- elliptic has quit [Quit: Leaving] 21:31:38 -!- Pacra has quit [Ping timeout: 240 seconds] 21:31:51 -!- NeremWorld has quit [Ping timeout: 265 seconds] 21:33:38 -!- elliptic has joined ##crawl-dev 21:40:33 -!- evilmike has quit [Read error: Connection reset by peer] 21:45:23 -!- Daekdroom has quit [Quit: Saindo] 21:54:15 -!- hoody has quit [Remote host closed the connection] 21:58:01 -!- bonghitz has quit [Quit: bonghitz] 22:00:52 -!- GreatOrbOfEyes has quit [Read error: Connection reset by peer] 22:02:42 Grunt: i'm crashing in trunk console whenever i press ! on the ability screen to toggle to ability descriptions 22:03:31 just compiling tiles to see if it happens there too, i guess maybe related to the ability icon stuff earlier? 22:05:42 -!- Vizer_ has quit [Quit: nipaa~] 22:05:57 -!- magistern has quit [Quit: This computer has gone to sleep] 22:06:29 -!- Video_Games has quit [Quit: Page closed] 22:09:10 Whoops. >:| 22:09:24 It is indeed related to the ability icon stuff. 22:09:37 looks like it doesn't crash in tiles, but it also doesn't change the top line from "do what" to "describe what" 22:09:53 I may be able to fix both by adding one line. 22:09:55 Checking that now. 22:10:12 (whenever this finishes building <_<) 22:10:21 (... and then tiles checking >_> 22:11:58 im loving the new tiles BTW 22:14:58 -!- localhost has quit [Remote host closed the connection] 22:16:45 Got it fixed... now to check in tiles mode. 22:18:32 I'm 99% certain this will work, though. 22:20:11 -!- unknownuser has quit [Ping timeout: 265 seconds] 22:21:32 Yup, all fixed. 22:21:41 * Grunt glances over at CIA-23... 22:22:13 03Grunt 07stone_soup-0.11 * reecd73dd819a 10/crawl-ref/source/abl-show.cc: Fix crash on pressing ! in console ability menu. 22:22:23 03Grunt * r661b8711b8b6 10/crawl-ref/source/abl-show.cc: Fix crash on pressing ! in console ability menu. 22:22:23 ...of course the branch shows up first :p 22:24:08 Thanks for pointing that out, MarvinPA. 22:26:49 -!- Insomniak has quit [Quit: Lost terminal] 22:31:27 -!- wensley has quit [Ping timeout: 276 seconds] 22:35:30 -!- HellTiger has quit [Read error: Connection reset by peer] 22:35:36 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 22:35:45 -!- G-Flex has joined ##crawl-dev 22:37:57 -!- bmfx has quit [Ping timeout: 276 seconds] 22:38:33 -!- tensorpudding_ is now known as tensorpudding 22:45:05 -!- ebarrett has quit [] 22:48:40 -!- MPR has quit [] 22:50:43 -!- _dd has joined ##crawl-dev 22:56:08 -!- SirVaulterScoff has quit [Remote host closed the connection] 23:13:34 -!- omnirizon has quit [Ping timeout: 248 seconds] 23:15:40 -!- SirVaulterScoff has quit [Ping timeout: 276 seconds] 23:16:25 -!- Stelpa has quit [Remote host closed the connection] 23:16:48 -!- st_ has quit [Ping timeout: 245 seconds] 23:16:58 -!- Stelpa has quit [Changing host] 23:29:40 -!- ainsophyao has joined ##crawl-dev 23:33:04 -!- elliptic has quit [Ping timeout: 260 seconds] 23:35:48 -!- elliptic has joined ##crawl-dev 23:40:26 -!- User82 has joined ##crawl-dev 23:40:40 -!- ebarrett has quit [] 23:41:14 -!- User82 has quit [Client Quit] 23:43:16 -!- Pacra has joined ##crawl-dev 23:43:37 -!- MarvinPA has quit [Read error: Connection reset by peer] 23:44:05 -!- andrewhl_ has quit [Remote host closed the connection] 23:44:11 -!- SirVaulterScoff has quit [Ping timeout: 244 seconds] 23:44:37 -!- pelotron has quit [Ping timeout: 240 seconds] 23:50:48 -!- CryptoCactus has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:55:02 -!- Fhqwhgads has quit [Remote host closed the connection] 23:55:18 -!- elliptic has quit [Ping timeout: 276 seconds] 23:55:54 -!- Stelpa has quit [Remote host closed the connection] 23:56:20 -!- Henzell has quit [Remote host closed the connection] 23:57:17 -!- simmarine has quit [Quit: bye] 23:57:37 -!- elliptic has joined ##crawl-dev 23:58:06 -!- rax changed the topic of ##crawl to: CAO is down for major renovations, back by early September | Play Crawl online now: type ??cao, ??cdo or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious!