00:02:08 -!- purge has quit [Quit: .] 00:03:14 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-93-ge7d6b6f 00:08:24 Unstable branch on crawl.s-z.org updated to: 0.12-a0-357-g3006273 (34) 00:08:27 -!- Cheibrodos has quit [Quit: Page closed] 00:12:05 -!- rossi has quit [Ping timeout: 260 seconds] 00:20:41 I need a function that maps from xyz to a uniformly distributed pseudo-random value 00:26:17 -!- lexackson has quit [Remote host closed the connection] 00:34:42 <|amethyst> bh: xyz? 00:34:56 |amethyst: coordinates. I found something sufficiently hacky. 00:35:52 fed x,y through linear congruential generators, bit shifted the results, took the result from perlin(x,y,z) to get a bump value (which was rounded) then made some XOR soup 00:49:04 -!- remyroy has quit [Read error: Connection reset by peer] 00:52:36 -!- bh has quit [Quit: bh] 00:58:14 -!- nbsp has quit [Quit: Page closed] 01:06:46 -!- kwel01 has quit [Quit: Page closed] 01:19:01 Ant colony encompass vault (https://crawl.develz.org/mantis/view.php?id=6163) by infiniplex 01:23:18 -!- smeea has quit [Read error: Connection reset by peer] 01:24:33 -!- exu has quit [Quit: Leaving...] 01:28:25 -!- Codrus has quit [Ping timeout: 244 seconds] 01:28:27 -!- elliott has quit [Remote host closed the connection] 01:29:26 -!- tensorpudding has quit [Ping timeout: 246 seconds] 01:30:19 evilmike (L10 DrIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 01:31:35 evilmike (L10 DrIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 01:31:37 evilmike (L10 DrIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_minmay_hex_keep tried to place a secret door (Bailey) 01:31:49 evilmike (L10 DrIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 01:31:53 ok fine 01:33:16 i think some baileys have secret doors 01:33:54 my theory was if I tried to enter it enough times, I'd get a clean bailey 01:33:56 I guess not :P 01:34:44 Snack (L8 TeGl) ERROR in 'dungeon.cc' at line 4589: map bailey_polearm_2 tried to place a secret door (Bailey) 01:35:11 Looks like you kept rolling the same bailey, though. 01:35:20 -!- link_108 has quit [Ping timeout: 240 seconds] 01:35:20 well, it's an axe bailey 01:35:26 but I crashed on bailey_axe_minmay_hex_keep 01:35:31 so thats 2 different maps 01:36:24 so glasnost was merged to make everyone crash a lot to convince people to play 0.11 instead? :P 01:37:03 Glasnost was merged so all the crashes tell us where the unremoved secret doors are. 01:37:48 Diagnostic via catastrophic failure - a fine and noble tradition :P 01:38:49 evilmike: Can I ask a question about vault triggers? 01:40:29 alright. There are people who know more than I do though 01:41:23 Is there a good way to make a trigger spawn or destroy a monster? 01:41:29 -!- Yen has quit [Ping timeout: 252 seconds] 01:42:11 -!- link_108 has joined ##crawl-dev 01:42:56 creating a monster is a bit easier than destroying one. The easiest way to destroy the monster would be to dismiss it (it will vanish without a message, or if it's a summon, be unsummoned) 01:44:15 as for creating a monster: this is done with dgn.create_monster. Look for vaults that call that 01:44:19 I want to do both for my tutorial overhaul, but for different reasons (it happens that neither reason is relevant to Stone Soup). 01:45:15 dgn.create_monster sounds like what I want. 01:46:03 as for dismissing the monster, there are two ways... one would be to call dismiss_monsters() and wipe out everything on the level. You probably don't want that 01:46:30 the other would be to do something like 01:46:42 mons = dgn.mons_at(x, y) 01:46:46 mons.dismiss() 01:47:08 Is there a simple way to determine the coordinates? 01:49:29 I guess for my purposes I could have flag the square as lua:tutorial_desc {tokill_phase = 1} and iterate over that one square. 01:49:33 Or something. 01:50:19 Actually, for my purposes, reflecting the map over the Y-axis would negate the need for this tomfoolery. 01:50:23 I'm not really sure if there's a nice and simple way 01:50:28 So I should probably do that instead. :P 01:51:43 (In Light, placing the skeletons in tutorial lesson 5 causes the game to spam "You feel relatively safe now." upon first entering the second floor unless it places some other monster first.) 01:52:12 (I wanted to make that not happen but still allow the player to earn the message legitimately.) 01:56:19 -!- Codrus has quit [Ping timeout: 244 seconds] 01:56:23 I've never needed to dismiss a single monster like that (usually, if you want to temporarly spawn something, it makes more sense to just create it as a summon) 01:57:07 I mean, there's ways to do it, I just don't know what the easiest is 01:57:24 -!- Kalir has quit [Quit: leaving] 02:10:57 -!- pantaril has quit [Read error: Connection reset by peer] 02:14:13 -!- Sequell has quit [Ping timeout: 246 seconds] 02:15:45 -!- Sequell has joined ##crawl-dev 02:22:37 03evilmike * ra6b1c907f550 10/crawl-ref/source/ (mon-data.h mon-pick.cc): Enable moths of suppression, for testing. 02:26:03 Unstable branch on crawl.s-z.org updated to: 0.12-a0-358-ga6b1c90 (34) 02:26:47 -!- ussdefiant_ has joined ##crawl-dev 02:27:25 -!- ussdefiant has quit [Ping timeout: 260 seconds] 02:27:27 -!- ussdefiant_ is now known as ussdefiant 02:30:23 -!- SkaryMonk has joined ##crawl-dev 02:33:27 -!- Taynav has quit [Read error: Connection reset by peer] 02:34:20 ontoclasm: welcome! 02:34:20 dpeg: You have 1 message. Use !messages to read it. 02:38:26 -!- Twinge has quit [] 02:41:07 !messages 02:41:08 (1/1) Wensley said (6h 29m 35s ago): tolias wanted to thank you for all your singing sword quotes 02:41:15 * dpeg is moved. 02:44:03 !seen bh 02:44:04 I last saw bh at Tue Sep 4 05:52:36 2012 UTC (1h 51m 28s ago) quitting with message Quit: bh. 02:44:22 I am not sure we need 27 Abyss levels. Five are propobably enough for the purpose. 02:48:23 Hey, there's a movement on the forum campaigning for HE removal. 02:52:43 I think the POINT was for it to be an excessive number, so that if players felt like being excessive, they could. There's no reason to go deeper than a few of them unless you're a touch crazy and want a silly voluntary challenge 02:52:56 At least that's my understanding of it 02:53:17 DracoOmega: I see. Still not sure it's worth it but probably better discussed another time. 02:53:21 (Some people wanted infinite depth, for that purpose) 02:54:20 dpeg: Quick, drop them before it dries up! 02:55:58 I would not call that thread "campaigning". It's a couple of serious suggestions, a large number of useless/sarcastic posts (from both sides), and the rare constructive comment. It may be on the right track now, though 02:57:18 evilmike: I wasn't serious here, but I am typing a serious reply to the thread. 02:57:47 That seems like a way to sum up an unfortunately large number of threads 03:00:24 -!- scummos has quit [Ping timeout: 244 seconds] 03:01:46 Speaking of Tavern, I think I might make the Crawl Light thread tomorrow. 03:01:55 Should it go in general, or game design, do you think? 03:02:43 phew, tough one -- your choice 03:02:52 there is no "general" forum, unless you mean "crazy yiuf's corner", which only exists so people have a place to shit post 03:03:08 poor crazy yiuf 03:03:10 So, a crawl light thread probably belongs in the game design forum 03:03:34 Just as well; I hardly ever read the other subfora. 03:04:20 yes 03:04:40 just had a look at the boards 03:04:58 (For some reason, I thought there was a "general" subforum.) 03:08:14 -!- ussdefiant has quit [Read error: Connection reset by peer] 03:08:43 -!- ussdefiant has joined ##crawl-dev 03:08:51 There isn't really a need for one, pretty much all the categories are covered. And Game Design Discussion is where people talk about the game itself, so it covers everything the other subforums miss 03:10:13 -!- Sgun has quit [Ping timeout: 246 seconds] 03:11:53 -!- bonghitz has quit [Quit: bonghitz] 03:15:27 -!- Vizer has quit [Quit: nipaa~] 03:25:46 -!- link_108 has quit [Ping timeout: 246 seconds] 03:29:11 -!- ussdefiant has quit [Ping timeout: 245 seconds] 03:31:02 -!- ontoclasm1 has joined ##crawl-dev 03:33:37 -!- ontoclasm has quit [Ping timeout: 240 seconds] 03:36:33 evilmike: cang's speed of "c" doesn't mean anything without units. In fact, in the only popular system where it's an unitless quantity, it's value is 1 03:36:37 @??cang 03:36:37 cang (04Ω) | Spd: c | HD: i | HP: 666 | AC/EV: e/π | Dam: 999 | Res: sanity | XP: ∞ | Int: god | Sz: !!! 03:37:55 and a speed 1 monster with low AC/EV can be kited quite easily :p 03:39:24 Does that mean the player is made of tachyons? 03:41:21 -!- evilmike has quit [Ping timeout: 255 seconds] 03:41:31 the notion of "c" has quite a different meaning in, for example, cellular automata or Core Wars 03:42:39 ok, in cellular automata it's still the max speed anything can spread 03:46:09 -!- arraofdagon has quit [Client Quit] 03:56:04 -!- Sequell has quit [Ping timeout: 246 seconds] 03:57:33 -!- elliptic has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 03:59:13 -!- elliptic has joined ##crawl-dev 04:01:22 -!- Silurio has quit [Quit: Page closed] 04:10:54 -!- ebarrett has quit [] 04:25:33 -!- dtsund has quit [Ping timeout: 245 seconds] 04:28:34 so, I've been stress-testing the 0.11 abyss. It crashed after 25k turns in _remember_vault_placement() 04:29:01 _you_vault_list was full. Turn it into an STL vector? 04:39:06 maybe not so easy as the vector is in a CrawlHashTable 04:50:14 -!- arraofdagon has quit [Quit: Page closed] 04:52:31 -!- DracoOmega has quit [] 04:57:10 -!- wasd22 has quit [Read error: Connection reset by peer] 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.12-a0-358-ga6b1c90 05:00:48 -!- alefury has joined ##crawl-dev 05:03:16 -!- absolutego has joined ##crawl-dev 05:09:57 oh my god, the c-r-d list is brimming with action 05:10:27 galehar: around? 05:10:36 yep 05:11:15 re submergers: *I* said something beyond "remove" :) 05:11:29 great digest, btw 05:11:50 I really need to change my handling of that mailinglist... 05:12:03 ghallberg: go from "ignore" to "read"? 05:12:12 dpeg: oh sorry, I forgot about it 05:12:19 no problem 05:12:26 galehar: shall I reply? 05:12:30 -!- Mumcon has quit [Ping timeout: 245 seconds] 05:12:40 if you want 05:12:50 ok, will do 05:13:05 btw, what you're proposing for submerged monsters would make them identical to trapdoor spiders and mimics 05:13:31 dpeg: go from the "send me a bunch of messages at arbitrary times, to send me messages when they arrive. 05:13:34 " 05:13:38 or something... 05:13:49 And give it its own gmail-label 05:15:20 -!- arraofdagon has quit [Quit: Page closed] 05:17:46 -!- SkaryMonk has quit [Read error: Connection reset by peer] 05:17:59 galehar: what do you mean by "books of known subtype"? 05:19:47 -!- SkaryMonk has joined ##crawl-dev 05:23:32 -!- Sab0t has quit [Quit: Leaving] 05:29:29 -!- Pacra has quit [Quit: This computer has gone to sleep] 05:31:18 -!- Pingas has joined ##crawl-dev 05:33:43 -!- brochacho has quit [Ping timeout: 246 seconds] 05:53:32 Quokka, (https://crawl.develz.org/mantis/view.php?id=6164) by white_noise 05:53:43 dpeg: you find the book of flames. Now, you find another one, but it's not id on sight. 05:54:52 -!- edlothiol has joined ##crawl-dev 05:55:50 galehar: I just replied on crd and gave one reason why the second book of flames isn't IDed on sight... it's so that finding that second book is more interesting 05:56:47 I've often had situations where a book was in LoS of a dangerous sleeping unique and I fought the unique only because I wanted the book, and then found that it was a duplicate... and I think this is good 05:57:09 I don't think it's a big deal but I also don't see any real advantage to changing this 05:59:46 yeah, good point 06:00:11 consistency with the other item types would be a reason to change it, but not a very strong one 06:05:19 i'd think that identifying the book once you pick it up would work 06:06:32 if that trog thing with unidentified/identified books still exists(?) -- why not, it still gives you a nice bomb to carry around, so lower piety instead of the trog-like BURN IT ON FIRST CONTACT might be just fine 06:07:15 ChrisOelmueller: oh, right, people have pointed out before that autoexplore identifying books for you would be a bad idea if it means less trog piety 06:07:31 because then people might not want to autoexplore, etc 06:08:17 I guess default autopickup doesn't pick up books with trog currently though, so maybe that is okay... or we could scrap getting a tiny amount more piety for burning unIDed books, it is spoily and not very interesting 06:08:19 that might be prevented by removing it from autopickup for trogites however 06:10:25 elliptic: if you don't mind, I'll post some of your answers on the tavern 06:11:20 sure 06:13:45 -!- Twinge has joined ##crawl-dev 06:14:40 -!- ZRN has quit [] 06:19:47 -!- bmfx has quit [Ping timeout: 252 seconds] 06:21:16 -!- Silurio has quit [Quit: Page closed] 06:21:22 Temujin (L18 DEWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_1 tried to place a secret door (Bailey) 06:21:31 galehar: thanks for the crd tavern digest btw, means i dont have to handle tavern :) 06:21:40 I agree with elliptic on book id. 06:22:00 elliptic: it's not spoily 06:22:21 At least developers should try to use "spoily" with a minimum of care :) 06:22:32 alefury: note that it's really subjective. I left things I personnally don't find interesting but others might disagree 06:22:36 is it mentioned in-game somewhere then? I never saw it there :P 06:22:49 elliptic: it is right on Trog's ^ screen .) 06:23:10 what's this ^ key? I've never used it 06:23:12 :P 06:23:31 Temujin (L18 DEWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_minmay_hex_keep tried to place a secret door (Bailey) 06:23:35 For French keyboards, it might be accessible without shift. 06:23:49 dpeg: it's not in ^, it is in ^! 06:23:59 and it is well known that nobody knows to press ! there 06:24:03 ??nemelex secret tech 06:24:03 nemelex[8/8]: < rwbarton> Soyweiser: press ^! and then look at the screen very carefully 06:24:36 dpeg: yes, but it's a bit buggy because you usually use it for 06:25:18 actually, on a more serious note, piety for burning spellbooks has bothered me for a while because it feels totally insignificant 06:25:35 I haven't actually looked up how much it is, but it should probably be increased 06:26:13 elliptic: it's 1 for known books and 2 for unid 06:26:14 elliptic: phew, I thought you wanted to remove it :) 06:26:21 2 piety, I see 06:26:26 Temujin (L18 DEWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_1 tried to place a secret door (Bailey) 06:26:47 I think we need to start adding stuff to 0.12 before removing more :) 06:26:58 it should probably be more than that... you get about that much piety for sacrificing three corpses 06:27:03 elliptic: you brought up one (imo terrible) argument against book id on pickup once: it will make unided books stand out less, so if you forgot which letter the book was assigned it is harder to find it in the r screen if you have many books (matters mostly for randart books) 06:27:24 s/unided/new 06:27:41 alefury: yeah, I decided I didn't really believe that argument after all :) 06:27:51 are randart rings with -AC properties supposed to not inscribe these upon wearing? 06:27:55 Seriously: I have toyed with the idea of an advanced interface help, for players who can play but don't know about certain interface niceties. You only need a very small set of keys to get crawling (and then the vast amount of commands is mind-boggling, hence bad), but later on, so many commands make crawling nicer. 06:28:25 alefury: that's not the reason why books should unidentified, indeed 06:28:25 local testing says that when creating randarts out of protection rings, that inscription won't happen even though regular rings of protection do it 06:28:31 I think it is fine if picking up a book just gives a message like d - a book of Fire 06:28:59 elliptic: yes, that would work 06:29:11 dpeg: sounds like something i would read 06:29:16 or, if you already have seen one: "d - another book of fire". I would appreciate that. 06:29:29 would be useful, yes 06:30:00 also, i meant the advanced interface help when i said "sounds like something i would read", not the book of fire 06:30:08 how to handle randbooks in that system? particularly ones which only contain spells you saw elsewhere already 06:30:14 alefury: ah, was really puzzled already :) 06:30:22 ChrisOelmueller: cannot do it for them 06:30:23 ChrisOelmueller: not? 06:30:23 I don't really like the "another" bit 06:30:38 i think it would be nice to be told that you already found that book before 06:30:40 elliptic: it would make my life easier 06:30:41 -!- MarvinPA has joined ##crawl-dev 06:30:44 if you don't remember you've seen the book before, then you might actually be interested in it now :) 06:30:49 i get confused by fire/flames, frost/ice, etc 06:30:51 d - book of fire (already seen) ? 06:31:05 elliptic: I often have long pauses between playing, for example 06:31:15 also you might have destroyed the book, or seen it in a shop, or ... lots of situations 06:31:45 I just envision it being more confusing than anything 06:32:14 okay okay: d - book of fire (already dropped) 06:32:24 -!- Rewans has quit [] 06:32:39 dpeg: no resistance for inedible contaminated chunks? Haven't you read elliptic's answer? 06:34:27 i don't see the problem with nausea in that either -- if people just want to pretend contaminated chunks cannot be eaten, they wouldn't have to face nausea at all 06:34:33 how about replacing nausea by another part of the food reform instead? can eat contaminated only at very hungry. 06:34:43 -!- Vandal has quit [Ping timeout: 245 seconds] 06:34:58 alefury: haven't you played it back then? 06:34:59 ChrisOelmueller: thats actually what i do most of the time 06:35:00 alefury: no, that was one of the most disliked parts of the food reform 06:35:05 nausea is much better 06:35:06 hm, i havent played it back then 06:35:16 but yeah, i can see how it might get annoying 06:35:30 for people who worry about food too much 06:35:31 alefury: so do i, but i don't think forcing this upon everybody just because some players don't manage their food well seems odd 06:36:02 i dont mind nausea either 06:36:03 this, largely, is the same group that ascends with thirty bread rations in lair presumably 06:36:09 or in their inventory 06:36:13 suppressing demonic guardian when following oka seems like a good idea until we eventually figure out a better one 06:36:32 ChrisOelmueller: did you see that tavern post where someone complained about losing like 20 rations to harpies? it was awesome. 06:36:40 galehar: it's certainly the simplest change, yeah 06:37:05 -!- ttghbbgeww has quit [Remote host closed the connection] 06:37:11 if replacing the facet would actually be hard, oka could just suppress it 06:37:19 players can play with oka for a while and just be down a facet, and then get the facet back if they ever abandon oka (a popular thing late game anyway) 06:37:21 you still get the mutation, it just doesnt do anything as long as you worship oka 06:37:32 alefury: yeah, that's the proposal 06:37:45 oh, okay :) 06:37:58 too much crd, i cant remember all of it :( 06:39:13 oh, that email was even open 06:39:13 who is robert burnham? 06:39:23 he has an awesome last name btw 06:39:56 he's cryp71c 06:40:10 about nausea, I think it actually forces you to make nontrivial choices sometimes... but I can also see why some people find it very annoying (orc mainly) 06:40:23 I had to look it up on the dev wiki, people should sign with their nick on c-r-d 06:40:34 alefury: the only posts i read are the ones other people throw in irc for ridicule, so i probably did :) 06:40:40 -!- hart has quit [Read error: Connection reset by peer] 06:40:52 elliptic: well, orc basically forces you to eat some permafood, which is the whole point 06:41:40 there also are temporary ways to deal with orc, such as finding gourmand somewhere 06:41:55 granted, not every char has access to it by orc, but it also isn't impossible 06:42:00 galehar: it's a little more complicated than that... if you aren't doing anything hunger-intensive or have regeneration then you can actually just eat orc chunks and become nauseous 06:42:37 yeah, might have to deal with sickness at some point, but probably not 06:42:45 -!- CIA-60 has quit [Ping timeout: 272 seconds] 06:42:51 [call your nearest vault manufacturer for more sheep and yak vaults in orc] 06:43:12 then again, who cares? just eat real food, problem solved. 06:43:29 galehar: I wrote that part before lunch, so before elliptic's mail arrived. Sorry. 06:43:45 as long as there is as much permafood as there currently is, any food annoyance complaints can jsut be swatted aside with "eat permafood, there is enough" 06:44:05 -!- Pacra has joined ##crawl-dev 06:44:41 Temujin (L18 DEWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 06:44:59 Temujin (L18 DEWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 06:46:31 arg, I can't figure out how to fix the abyss crash 06:46:57 _dd: fwiw, i like your mummies now, the latest revision looks quite good :) 06:47:06 -!- CIA-100 has quit [Ping timeout: 245 seconds] 06:47:10 <_dd> thanks 06:47:23 kilobyte: I'm not sure this abyss crash is really a 0.11 thing. Looks to me like it could happen in previous versions too 06:47:41 i do get the "porridge monster" complaint, though 06:47:46 we're only aware of it because now we have a script to stress test it 06:47:53 but it was mostly a problem in the older versions imo 06:48:16 i thought "hmm, that looks a lot like the classic small abom tile" when i first looked at the normal mummy 06:48:17 <_dd> on that note why can't we delete old uploads on mantis 06:48:22 would be nice to fix it, but I don't see it as bad enough to prevent a release (only happens after more than 20k turns in the abyss) 06:48:45 _dd: should i clean up the mummies issue a bit? 06:48:48 <_dd> sometimes i get like 2 pages worth of revisions on a single mantis page... 06:48:59 <_dd> sure 06:49:06 <_dd> just leave the last 2 pics 06:49:22 Entering Bailey crashes webtiles (https://crawl.develz.org/mantis/view.php?id=6165) by temujin 06:49:33 <_dd> mummys4 and mummys4x 06:50:30 <_dd> still it'd be nice if i could just delete old attachments myself, wouldn't have to bother someone every time the pages get too cluttered... 06:50:37 -!- wasd22 has quit [Read error: Connection reset by peer] 06:50:56 -!- clouded_ has joined ##crawl-dev 06:50:58 -!- syllogism has joined ##crawl-dev 06:51:01 <_dd> also it'd prevent potential misunderstandings, like someone commenting on an old version 06:53:09 _dd: I'm looking at mantis permissions. Deleting attachments require updater profile 06:53:13 default is reporter 06:53:21 and it's the only difference between the 2 06:53:37 I'm upgrading you to updater 06:53:59 -!- Yermak has quit [Quit: Page closed] 06:54:20 dpeg: while I'm at it, do you want me to restrict writing to your random god pages to dev only? 06:54:50 -!- absolutego has quit [Quit: leaving] 06:55:01 _dd: done, you can delete attachment 06:55:38 if anyone ask for it, wether here or on mantis, don't hesitate to !tell me 06:56:26 <_dd> thanks 06:56:27 galehar: are you sure its the only difference? i got a lot of new buttons when i got updater status 06:56:48 like i can edit issue titles and text, reopen issues, etc 06:57:01 also close and resolve other peoples issues, etc 06:57:02 hmm 06:57:18 maybe theres some additional flag that did that, but that would be a bit weird 06:57:29 <_dd> i'm just going on a deleting spree, cleaning up all my unresolved pages... brb 06:57:36 anyway, I think it's fine if regular submitters get more mantis power. We need help maintaining this mess! 06:58:35 like what? "regular submitter" is something everyone gets when they register, shouldnt be too abusable 06:58:55 alefury: that's what I see in the permission report, so I guess it just mean that it's not exhaustive. I don't know much about mantis. 06:59:22 alefury: I mean people who regularly submit patches or tiles 06:59:32 oh, that, yes 06:59:44 giving trustworthy people updater status is fine 06:59:51 alefury: or people like you who actually are doing helpful stuff on mantis 06:59:55 im sure you can break lots of stuff, but why would anyone? 07:00:42 well, that's why I think it's fine that it's not default, but if anybody ask for it let me know, if he's a regular, he'll give him updater 07:01:53 -!- nooodl has joined ##crawl-dev 07:04:17 -!- Tally has quit [Read error: Connection reset by peer] 07:05:50 -!- Tally has quit [Read error: Connection reset by peer] 07:06:53 -!- dg_ has joined ##crawl-dev 07:07:37 -!- CIA-67 has joined ##crawl-dev 07:09:32 dpeg: I see that nicolae has made some comments on the random gods, and he has a normal reporter profile 07:10:17 dpeg: if you want, I can upgrade nicolae to updater and restrict writing to your pages for reporters 07:12:19 dpeg: also, I see that random_god is both the name of a page and the name of a namespace containing piety_rules and powers. Seems like the latter are inaccessible without searching. 07:14:30 dpeg: I can try to fix it if you want 07:16:19 galehar: for the flag preventing monsters from picking up certain loot, I think it would be better than using runed doors to keep stuff out. It's good to have monsters on top of loot (thematic, prevents cTele to empty loot rooms) 07:16:46 clouded_: there's no ctele in Elf:$ anyway 07:17:04 I have been wishing for such a thing for a bit... it makes big loot filled vaults a lot more fun when you see it all laid out 07:17:08 i'd assume this flag wouldn't be used in elf:$ exclusively 07:17:17 galehar: right, but there a lots of other vaults 07:17:49 the thing is it would be a bit strange. How do you explain that the monsters don't pick the loot? 07:18:00 like the big box vaults I did for V suffer from this 07:18:04 at least with runed doors, it's understandable 07:18:06 they like looking at it all laid out also! 07:18:27 galehar: why? how is it understandable that monsters sit in a box and refuse to open the door? 07:18:57 they are presumable guarding the loot, they shouldn't be picking it up and taking it for themselves 07:19:39 Why are tey guarding ti instead of using it to make the guarding more effective. 07:19:56 ghallberg: so that it doesn't wear out with use and get dirty, etc 07:20:08 -!- barbs has quit [Ping timeout: 255 seconds] 07:20:13 nobody wants a dirty hat 07:20:22 elliptic: well, runed doors cannot be open by monsters. It's not yet explained in-game, but it's a rule which can be observed. 07:20:38 on the other hand, specially flagged loot is invisible 07:20:50 -!- y2s82 has quit [Remote host closed the connection] 07:21:20 I don't think people will be like "hey wtf why is all this loot untouched" they will be like "wow check out all this fuckin loot" 07:21:21 galehar: I don't see how this is any worse than monsters specially flagged to be "patrolling"? 07:22:34 well, flagging the loot is reasonable, I was just thinking that runed doors could do the job just as well. Or are you worried that they become overused? 07:22:45 yes I am very worried that they are becoming overused 07:23:11 use them only for marking dangerous place then 07:24:22 I'd actually prefer it if doors that monsters won't open were invisibly marked also rather than using runed doors for that 07:24:33 but I guess I missed the chance to argue this earlier 07:27:57 (basically I see "these monsters won't open this door" as something that should viewed as a feature of the monsters' AI, rather than a feature of the door itself... so it should be possible to have runed doors that monsters will open as well as normal doors that monsters will not) 07:28:10 (and the player does not need to know this information) 07:29:17 so you think it should just stop autoexplore? what if a monster opened the runed door? 07:29:27 allowing monsters to open them complicates this quite a bit 07:29:50 -!- absolutego has joined ##crawl-dev 07:29:56 i agree that still having restricted regular doors is fine 07:30:07 an open runed door should stop autoexplore just like a closed one would 07:30:07 elliptic: we still have non-runed doors which have lua to prevent being opened 07:30:28 elliptic: so autoexplore shouldnt go through them? then they would just behave like a travel exclusion, with all associated annoyance 07:30:42 <_dd> hey, if anyone happens to remember, had someone made new fungus tiles already? 07:31:08 <_dd> i have a sort of recollection like someone did but i'm not sure 07:31:08 _dd: try searching for fungus on mantis 07:31:09 alefury: oh, I meant stop autoexplore as in, autoexplore halts when you first see the door 07:31:14 <_dd> oh duh 07:31:17 <_dd> :p 07:31:22 i dont think so. do you mean wandering mushrooms and the like, or the ones that grow on corpses? 07:31:36 alefury: I guess you are right that there is a question of whether autoexplore should go through open runed doors in that case, yeah 07:32:06 alefury: anyway I guess I'm actually fine with runed doors being impossible for monsters to open, I just think they should be used very sparingly in that case 07:32:10 elliptic: curently, runed doors stop autoexplore and also behave like a travel exclusion 07:32:21 which is conveniently cleared when you open the doors 07:32:45 <_dd> the regular fungi 07:33:02 <_dd> the ones that are like plants and you can hit them but don't do anything 07:33:09 galehar: I thought kilobyte was converting all the lua-closed doors into runed doors, that's what I don't like 07:33:09 ohh, those 07:33:15 if that's not happening then it is okay 07:33:19 i think they look nice, but probably can be improved 07:33:26 <_dd> i just thought they could use a new tile 07:33:44 could have multiple, like newplants 07:33:49 <_dd> yeah 07:34:02 theyre not used as much, though, so that might not be necessary 07:34:08 most likely welcome anyway, though 07:34:15 <_dd> yeah 07:34:18 galehar: I guess if we let monsters open runed doors, the natural thing would be for moving through an open runed door to clear the exclusion as well 07:34:44 elliptic: you should probably reply to kilobyte's crd email saying you dont think runed doors should be used for some of the things he said they can be used for 07:34:59 <_dd> i think i'll just make a couple variations of a base tile, maybe a bit different sizes/orientations 07:35:32 elliptic: the current system is quite elegant imo. the runes disperse on opening the door, and you have to manually open it. its very clear. 07:35:53 -!- Sequell has joined ##crawl-dev 07:36:44 %git 8be641e4 07:37:16 kilobyte * 0.12-a0-285-g8be641e: Replace lua:restrict_door() with runed doors, except for Sprint. (2 days ago, 13 files, 22+ 27-) https://gitorious.org/crawl/crawl/commit/8be641e4a290 07:37:16 elliptic: you were right 07:37:16 he has replaced restrict_door with runed doors 07:37:16 alefury, galehar: due_elkab is a perfect example of a vault that I think shouldn't have 10587009 runed doors 07:37:41 previously people opened those doors with autoexplore, now they can't and they get message spam about them also 07:38:17 elliptic: I think the design of runed doors is fine, and kilobyte has said himself that he didn't put much thought when he updated the vaults 07:38:54 so yes, many of them need to be reverted to restrict_door or normal doors 07:39:14 galehar: okay... as I said before, I'm okay with what runed doors currently do, I just think they should be used very sparingly 07:39:35 then we all agree :) 07:39:48 8be641e4 probably just need to be reverted 07:39:55 what's wrong with easy_open=false if you're paranoid about vaults 07:39:59 -!- SwissStopwatch has quit [Ping timeout: 240 seconds] 07:40:20 lots. 07:40:28 and I find it somewhat strange that monsters would seal themselves up behind doors that they are physically unable to open if that's the working explanation, but that's okay 07:41:00 maybe somebody else sealed them inside 07:41:05 vault makers :) 07:41:25 absolutego: for one thing vaults shouldn't rely on nondefault player settings to "work" :) 07:41:32 Zot sealed them in. 07:41:52 then don't autoexplore? 07:42:20 i (mostly) autoexplore with easy_open=false and i'm pretty happy with it 07:42:33 absolutego: next youre going to tell me to use movement keys for fighting mosnters 07:42:53 i autofight a lot but i use arrow keys a lot too 07:43:18 i liked discussing runed doors better actually 07:43:19 i was joking 07:45:02 -!- Wensley has joined ##crawl-dev 07:45:04 ??test 07:45:04 summon butterflies[4/5]: 12Ƹ̵̡Ӝ̵̨̄Ʒ 9Ƹ̵̡Ӝ̵̨̄Ʒ 4Ƹ̵̡Ӝ̵̨̄Ʒ 8Ƹ̵̡Ӝ̵̨̄Ʒ 11Ƹ̵̡Ӝ̵̨̄Ʒ7 Ƹ̵̡Ӝ̵̨̄Ʒ 6Ƹ̵̡Ӝ̵̨̄Ʒ6 10Ƹ̵̡Ӝ̵̨̄Ʒ 07:48:23 -!- moxian has joined ##crawl-dev 07:49:10 -!- Sequell has quit [Ping timeout: 246 seconds] 07:53:51 -!- Wensley has quit [Quit: leaving] 07:53:59 elliptic: oh, i had due_elkab in my current game. if all the cabinets are runed doors now, that would be really silly 07:54:04 -!- brochach1 has quit [Ping timeout: 246 seconds] 07:54:22 it also seems a bit silly that the doors are restricted at all 07:54:37 would be nicer if a bunch of undead jumped out if you make too much noise 07:55:01 yeah... I took a quick look through the commit that made them runed and most of it looks reasonable enough, but there are a couple vaults like this 07:55:31 Wall tiles became wrong upon save transition (https://crawl.develz.org/mantis/view.php?id=6166) by moxian 07:55:31 you are right that it is a bit weird for all the doors to be restricted, but otherwise they are basically guaranteed to all open up because of how crypt noise works 07:55:46 is crypt noise still a thing? 07:55:59 ffs, please, someone remove ambient noise 07:56:04 i thought that had already been done 07:56:26 why remove it? it works pretty well in crypt most of the time IMO 07:56:55 (it is completely unnoticeable in every other location) 07:57:09 tomb perhaps? :) 07:58:37 -!- Serfuzz has quit [Ping timeout: 240 seconds] 08:01:44 -!- vev has quit [Remote host closed the connection] 08:03:22 hm, it works well in tomb imo, but i think tomb would also work well without it 08:03:28 also its spoilery 08:04:04 wasnt it removed from shoals or something? 08:04:11 -!- valrus has joined ##crawl-dev 08:04:22 it was at least turned down in hive before it was removed, because it was dumb 08:06:04 -!- SkaryMonk has quit [Read error: Connection reset by peer] 08:08:56 printing a message when you enter a branch with nonstandard ambient noise would be good imo 08:09:00 was mentioned at least once before 08:13:56 -!- Pacra has quit [Ping timeout: 252 seconds] 08:14:52 -!- Sequell has joined ##crawl-dev 08:15:07 -!- inde has quit [Ping timeout: 240 seconds] 08:15:49 Elyvilon ^! text too long (again) (https://crawl.develz.org/mantis/view.php?id=6168) by Cab 08:15:49 Fungus tiles (https://crawl.develz.org/mantis/view.php?id=6167) by dd 08:32:37 -!- Sequell has quit [Ping timeout: 244 seconds] 08:34:22 the elf thread on the tavern is terrible :( 08:37:07 -!- Nightbeer has quit [Ping timeout: 246 seconds] 08:38:08 i find it interesting to see so much support for HE removal after the MD thing 08:38:40 i don't like evilmike's idea of extreme +/- apts though 08:38:52 it's the wikipedia article deletion pattern: if i can't get my beards, you mustn't have yours either 08:39:42 the people who want to remove HE didnt really care about MD removal i think 08:40:07 most of the people who did care about MD removal arent that deeply involved in crawl i think 08:41:12 i think they overlap a bit with Mf and Hu, but are sufficiently distinct already 08:45:15 please do not remove more races, MD was a bad idea already 08:45:48 i think the only one who even wants to remove md is MarvinPA 08:45:57 and a few players 08:46:16 renaming some elves is on the table though i guess 08:46:16 -!- valrus has quit [Remote host closed the connection] 08:46:18 where md==he? 08:46:32 yes, that 08:47:25 i wouldn't mind removing HE at all, maybe in favour of something else 08:47:41 that idea of the anti-tengu (regarding magic apts) isn't bad 08:48:39 the most developed idea is LO, and kilobyte's Dj idea at least sounds interesting. even if Dj turn out crap it would tell us a lot about whether some of the mechanics might work in a different context. 08:49:07 sadly i'm not well versed in folklore or mythology so i can't come up with a decent proposal here 08:49:25 also you have a dj race! 08:49:40 ? 08:49:50 c'mon... a D 08:49:53 *dj 08:49:54 ! 08:50:06 dee-jay! 08:50:16 i know, would love them for that reason alone 08:50:42 dj healer. dj conjurer. dj fighter. etc. :) 08:50:54 even with the fitting DjNe 08:50:56 it'd be "groovy" 08:57:34 galehar: no, it's okay (random god). If I get annoying comments (either direction), I'll approach you. 08:58:56 re: monsters & loot: I like how they sometimes are a lot more dangerous from the loot (e.g. minotaur). 09:01:02 -!- Gilihad_ has quit [Client Quit] 09:01:17 dpeg: what about the namespace issues? 09:01:40 shouldn't the dcss:brainstorm:god:concept:random_god page be moved to dcss:brainstorm:god:concept:random_god:random_god 09:01:48 absolutego: re HE removal: that's evolution. We've been weeding out players opposing species removal, and now only die-hard removers are left! 09:01:49 i think the flag would be good even if just used for elf, tomb, zigs maybe 09:02:14 the minotaur should definitely keep using lab loot though, yeah :P 09:02:44 -!- syraine has quit [Quit: ChatZilla 0.9.88.2 [Firefox 17.0a2/20120828042007]] 09:03:05 no loot pickup in zigs would be nice 09:03:17 its much more annoying than in elf, and generally irrelevant 09:03:21 galehar: don't think it matters space about the name spaces... currently, the page is mostly for nicolae and me to get random god content there. You access everything from the main random god page 09:03:57 -!- y2s82 has quit [Remote host closed the connection] 09:04:44 dpeg: alright 09:05:04 thanks! 09:06:34 -!- ttghbbgeww has quit [Ping timeout: 272 seconds] 09:08:55 -!- Sequell has joined ##crawl-dev 09:11:11 -!- Ragdoll has joined ##crawl-dev 09:11:20 -!- Impy_ has quit [Quit: Page closed] 09:11:52 for a new door vault, watch cszo lightli 09:11:58 i am not impressed fwiw 09:12:00 -!- y2s82 has quit [Remote host closed the connection] 09:13:01 -!- Vandal has joined ##crawl-dev 09:14:05 damn, I missed it 09:14:40 Sequell is doing weird things currently so i can't tv it either 09:19:32 tell him to go back to demo it, it's lightli, he might go for it 09:20:22 it looks really weird in tiles, thats what i saw when i started watching 09:20:29 i missed the action, though 09:20:59 oh he cleared it already? i only saw a corner of it on the map 09:21:13 he just went bak 09:21:38 a door vault feels rather silly if the monsters can't open the doors though 09:21:48 yeah you just open one door and that's it 09:21:48 yes, the vault doesn't work like this 09:22:01 it should have perhaps runed corner doors and a few runed pillar doors 09:23:30 hm, then you would autoexplore into it, though 09:23:49 at least they would stop autoexplore when they come into sight 09:24:56 it would be so sad to lose that vault, but might be necessary. :( 09:25:13 * dpeg suspects another cool feature lost to the interface steamroller. 09:25:34 door vault now announces itself, so a manual exclusion happening after you see one of the runed doors isn't that unlikely 09:26:56 After some time, the doors could all open at once. The Dorokhloe wizlab does that. 09:27:13 -!- Wensley has joined ##crawl-dev 09:27:16 -!- voker57 has quit [Remote host closed the connection] 09:27:49 !tell elliptic do you have the full banner document somewhere? 09:27:50 Wensley: OK, I'll let elliptic know. 09:28:18 -!- simmarine has joined ##crawl-dev 09:28:25 "You slice the spectre like a ripe choko!!!" <-- is this new? 09:29:14 maybe, im not sure 09:29:31 Wensley: i assume you don't mean this but a 0.11 document? https://docs.google.com/document/d/1KGFRPLHCE7oHHPLupAVWF_ei-ESPoKDjFWcezmkW2Ww 09:29:43 oh nice the link will actually mask itself 09:32:41 -!- simmarine has quit [Client Quit] 09:33:40 -!- simmarine has joined ##crawl-dev 09:35:09 ChrisOelmueller: yes, I'm talking about the final rules for 0.11 rather than the old 0.10 rules 09:35:26 afaik there's only one change though 09:35:44 btw, can someone work on that rcfile thing so 0.11 can finally be released? 09:35:52 that would be very nice 09:37:50 %git endianness.h:5:6: warning: "BYTE_ORDER" is not defined [-Wundef] 09:37:50 Could not find commit endianness.h:5:6: warning: "BYTE_ORDER" is not defined [-Wundef] (git returned 128) 09:37:50 endianness.h:5:20: warning: "LITTLE_ENDIAN" is not defined [-Wundef] 09:37:50 endianness.h:19:6: warning: "BYTE_ORDER" is not defined [-Wundef] 09:37:50 endianness.h:19:20: warning: "LITTLE_ENDIAN" is not defined [-Wundef] 09:37:53 oups 09:38:02 -!- Sequell has quit [Ping timeout: 246 seconds] 09:38:12 %git ce5cd1e9 09:38:17 Cryp71c * 0.10-a0-1583-gce5cd1e: Merge branch 'master' into unified_combat_control (11 months ago, files, + -) https://gitorious.org/crawl/crawl/commit/ce5cd1e9df7f 09:38:20 dpeg: not really 09:38:33 depends what's your scale for "new" I gues 09:40:03 less than a year old ---> brand new :) 09:41:34 what's the problem with monsters being allowed to open vault doors? isn't it how it works now? 09:41:51 s/vault/runed/, you know what i mean 09:43:12 absolutego: I suppose the idea is that vault designers sometimes don't want monsters wandering out of the vault before the player ever finds it 09:43:54 -!- Nightbeer has quit [Read error: Connection reset by peer] 09:44:47 well, that can be accomplished with a lua flag 09:45:10 -!- simmarine has quit [Quit: bye] 09:45:33 runed doors arent opened automatically by the player, so you never autoexplore through them. if you open them the runes disappear and there is no further hassle. 09:46:09 oh, do runes disappear after opening? that's handy 09:46:10 if monsters could open them, then either you could autoexplore through the open runed door, which would defeat the purpose, or there would be no easy way to clear the runes, or things would get overly complicated. 09:46:31 depending on implementation 09:46:45 i think the current version is quite elegant at least on paper 09:46:52 will have to see how it plays 09:47:17 dpeg: an idea I had for books which might be relevant to the FR in your last email: add a column on the spell list to show how many books you have with the spell 09:47:36 the spell list of a book 09:47:38 not I 09:47:43 that might be nice for MM too 09:48:17 I don't see how that information is relevant when memorising 09:49:15 so you know what you can forget without a scroll later 09:49:27 might be about as relevant as seeing spell hunger and power :P 09:49:47 heh 09:50:21 well, *if* we keep track of number of book per spell and *if* we implement MM and *if* there's enough room on the screen, then sure, why not 09:50:37 heh 09:50:59 ??mm 09:51:00 I don't have a page labeled mm in my learndb. 09:51:10 magical marksman 09:51:22 very different from arcane marksman, do not confuse the two 09:51:22 I sound sceptical, but I think those things might be likely to happen :) 09:51:23 Wensley: its an idea to make the memorization screen work like the I screen 09:51:33 galehar,alefury: yes, good points. Especially for those who destroy books for amnesia. 09:51:53 do people do that btw? i usually just use scrolls because why not 09:51:59 but i dont switch spells around a lot 09:52:07 alefury: yes, people do that 09:52:14 but not me 09:52:28 * dpeg would never destroy a book by ripping out pages. Those things should be burned! 09:53:06 dpeg: amnesia from books was your idea :) 09:53:18 I dimly recall that :) 09:53:31 book burning was my idea, too! 09:53:44 i do it sometimes when im worried my scrolls might run out, but only if i have duplicate books 09:53:53 they are easy to find with ctrl-f btw 09:54:14 but i stash them and put all my books on a big pile, so actually picking them up is the hard part 09:54:36 alefury: but the stash makes it easy to spot duplicate books :) 09:54:46 s/duplicate books/books without spells i want anymore 09:55:15 for forgetting mephitic cloud, just ctrl-f mephitic, and you get all the books its in 09:55:16 -!- Sequell has joined ##crawl-dev 09:55:40 galehar: on of my more silly random god proposals is a power where you throw books at sentinent monsters, taming them 09:56:25 dpeg is the enemy of literature 09:56:53 Wensley: nah, that is too harsh. I have read a book or two. 09:57:00 but why read books when you can set them afire, or throw them at wild animals? 09:57:10 rupert looks at the book of war chants with disdain. "I dont need that!". Rupert goes berserk. 09:57:11 wholly superior activities :) 09:57:11 alefury: true, and Ctrl-F ? actually says that. Not spoily! 09:57:28 alefury: he should throw it back to you. 10:00:25 -!- Sequell has quit [Ping timeout: 246 seconds] 10:00:38 shouldnt the book always be used up? 10:01:07 ctrl-f is one of my favorite pieces of crawl interface btw 10:01:20 it is so incredibly good 10:02:39 -!- CryptoCactus has quit [Client Quit] 10:03:45 -!- Sequell has joined ##crawl-dev 10:04:09 -!- Silurio has quit [Quit: Page closed] 10:05:26 < alefury> if monsters could open them, then either you could autoexplore through the open runed door, which would defeat the purpose, or there would be no easy way to clear the runes, or things would get overly complicated. 10:05:54 the way i see it runed doors make autoexplore convenient by making sure you don't wander into what used to be hidden doors 10:06:06 if monsters wake up and wander out i'd say power to them 10:06:43 well i guess this depends on how the vaults are converted, so i guess we'll see, yeah 10:07:06 (i play cdo and trunk is not available so i haven't seen them yet) 10:09:33 -!- simmarine has joined ##crawl-dev 10:15:16 -!- ophanim has quit [Read error: Connection reset by peer] 10:16:54 -!- edlothiol has quit [Ping timeout: 264 seconds] 10:21:04 !tell elliptic I think it might make sense to swap ash's current banner for sif's current banner, so sif can have find-all-the-runes ("thirst for knowledge") and ash can have explore-branches-fully ("the explorer" or "the pathfinder") 10:21:05 Wensley: OK, I'll let elliptic know. 10:22:57 -!- edlothiol has joined ##crawl-dev 10:24:14 Wensley: good thinking! 10:25:01 I'm still not 100% satisfied with the banners, but maybe just 95% satisfied :) 10:25:15 (as in rules, not names) 10:25:32 like, fedhas' banner could probably be improved 10:26:00 but a lot of the banners are 100% great, and do not need changed 10:26:04 ok, so here is an idea: the only function of runed doors is to stop and block autoexplore. But some can also have lua:restrict_door() 10:26:25 that way, we have the 2 functionality (blocking monsters and stopping autoexplore) separate 10:26:30 so if a monster opens them they are gone? or still stop autoexplore? 10:26:37 some vaults would have one, some the other and some both 10:26:56 if a monster open the door, it's not runed anymore 10:27:06 like when you do open it 10:27:36 I don't think it would be good that the door behave differently when you open them and when monsters do 10:28:21 so stuff that is not supposed to be an autoexplore trap will become one if a wandering monster wants to go through there? 10:28:41 dpeg: we need more gods so that we can have more banners! 10:29:20 <|amethyst> alefury: wasn't that the case before with secret doors? 10:29:41 did monsters usually use those? 10:30:27 also, the point of runed doors is to improve the situation i think, not keep it the same? 10:31:03 alefury: well people seem to think that there are vaults where stopping autoexplore but not blocking monsters would be fine 10:31:48 put a statue? :P 10:32:03 indeed 10:32:27 or do you mean acting as a travel exclusion too? 10:32:41 i think the point of this part is pretty moot if monsters can just clear it 10:33:02 -!- Mandevil has quit [Quit: leaving] 10:33:06 Wensley: use feawn! 10:35:20 could have blood-splattered doors or a bunch of other weird crap to only stop autoexplore once 10:35:59 or just rely on people to put their own travel exclusions after all, although i think that would be annoying 10:36:12 -!- wjchen has joined ##crawl-dev 10:36:26 maybe try runed doors as they are for a while? 10:36:42 and focus on fixing the crashes? 10:37:02 the bad thing is that during the tourney not much 0.12 feedback is going to happen 10:37:06 like 6165 i guess 10:37:16 -!- sacredchao has quit [Remote host closed the connection] 10:37:31 ChrisOelmueller: so? some devs will be busy too :P 10:38:53 well, we're discussing the implications now already, if this lasts several weeks without major testing i'm not sure what the outcome of those discussions would be 10:39:52 -!- Gilihad has quit [Quit: Page closed] 10:40:52 right, implications. results so far seem to be that restricted non-runed doors should still be a thing because overused rune doors are annoying and pointless. 10:43:11 i think unrestricted runed doors would strongly interfere the remaining main purpose of runed doors: warning and autoexplore stopper 10:45:22 -!- yxhuvud has quit [Ping timeout: 252 seconds] 10:46:58 -!- Sequell has quit [Ping timeout: 246 seconds] 10:47:42 Wensley: hey, I am designing gods all days! If only those lazy coders would get some divine inspiration... :) 10:48:56 * galehar codes: ass_kicking_god.foe = dpeg 10:49:23 -!- Sequell has joined ##crawl-dev 10:50:02 Btw, is there some experience with Ash wrath? B/c I think the approach "bad stuff while you get xp worth for two levels" is simple and good. 10:51:30 03dolorous * r48b89efee1e8 10/crawl-ref/source/describe.cc: Fix Mantis 6168: Shorten Elyvilon's description to fit in 79x24. 10:52:10 03dolorous 07stone_soup-0.11 * r68845823e161 10/crawl-ref/source/describe.cc: Fix Mantis 6168: Shorten Elyvilon's description to fit in 79x24. 10:52:43 ash wrath seems pretty decent to me, it's definitely very noticeable 10:53:52 since you go from having boosted skills to penalised ones, if you were relying on the skill boost to cast a bunch of utility spells those will probably be near-uncastable for a while 10:55:04 -!- absolutego has quit [Quit: leaving] 10:55:07 and in general having it last until you gain some amount of xp is obviously waaaay better than every other god's wrath 10:55:09 MarvinPA: cool. Do you think the underlying clock could be exported as-is to the other gods? 10:55:19 yes yes :) 10:56:09 using the same kind of clock for other wraths might work, yeah 10:56:37 ash wrath is strictly passive though, right? 10:56:53 having wrath effects from time that dont reduce penance would still work okay i guess 10:57:03 The effects of other gods could even still use time... slightly abusable, but not very much 10:57:07 i like that you could get out of wrath with fewer effects by going to a high-exp area 10:57:09 would this be a good point to also lobby for wrath stepdown? nothing fancy, but i'd imagine something like ely's weapon piety: if you ever reached *** with the god, the wrath would be e.g. three xp levels, else only two/one 10:57:12 right, you'd have to press on and try and gain xp in order to suffer less wrath effects 10:57:26 players would try to prepare by *quickly* getting lots of xp, but that's a looooot more interesting than the current situation 10:57:37 ChrisOelmueller: no lobbying needed i think 10:57:39 ChrisOelmueller: at least I am always aware of this 10:58:04 03galehar * r17d17ad839c7 10/crawl-ref/source/items.cc: Don't teleport the player upon picking up the abyssal rune. 10:58:05 (might have an effect if picking up runes gives xp) 10:58:05 dpeg: right, and if there's some way to quickly get lots of xp easily then that is a problem on its own anyway 10:58:05 ChrisOelmueller: that's not enough, actually: we also want considerably milder wrath effects. 10:58:15 wrath stepdowns are a good idea (doesn't adom do this depending on whether you were crowned?) 10:58:18 oh okay i don't need to lobby, awesome :) 10:58:21 MarvinPA: yes, and players will be ground hogs by finding them! 10:58:32 :) 10:58:32 Eronarn: this presupposes that we play ADOM! 10:58:52 dpeg: you don't? it has an ipad version! very futuristic 10:58:55 can't you stash !exp to get rid of Ash's wrath quickly? 10:59:05 * dpeg hates apples even more than books 10:59:13 galehar is a born scummer. 10:59:15 work gave me a mac 10:59:23 everything feels like it is wrapped in bubble wrap 10:59:35 alefury: hm, doesn't that seem like a good, cheap way to unify wraths? 10:59:40 * galehar is getting close to finishing compiling crawl for android 10:59:49 !cheers galehar 10:59:50 * Wenzell slides a shot glass of rum across the bar to galehar, on the house. 11:00:00 dpeg: yes, i like it 11:00:09 !weed dpeg 11:00:13 galehar: would removing the char xp part of !exp work for that? only handing out skill xp that is 11:00:18 No drugs for me. 11:00:40 i don't think !exp actually counts towards the wrath? 11:00:45 or that 11:00:46 a flagon of sticky purple 11:00:49 or if it does, then it shouldn't :P 11:00:58 MarvinPA: someone must've considered that back then for Ashy 11:01:51 seems like it doesn't reduce ash wrath in wizmode at least 11:02:09 no it doesn't 11:02:38 it doesn't go through gain_exp 11:02:51 anyway, have to go 11:02:55 bye! 11:03:28 -!- baboon_ has quit [Quit: Page closed] 11:03:37 alefury: so that's settled. Can use amount of xp needed to differentiate wraths, if needed. 11:04:38 i suppose you could scum wrath by draining yourself before abandoning 11:04:47 -!- User82 has joined ##crawl-dev 11:05:00 alefury: use maxxp 11:05:02 changing draining to temporarily drain skills instead of permanently draining xl exp like was proposed at some point would be neat 11:05:18 (because current draining is dumb) 11:05:18 alefury: yes, but not necessary (the smaller the package, the better) 11:05:35 maxxp works, sure 11:05:51 !learn add alefury better draining 11:05:51 alefury[9/9]: better draining 11:06:21 (list of things to bother people about so i dont forget) 11:06:59 good idea! 11:08:23 -!- blabber has joined ##crawl-dev 11:10:53 !tell galehar regarding your abyssal rune commit: the message about trembling and groaning is so you know something has changed about the abyss, not just for the teleport. there should be a message imo. 11:10:53 alefury: OK, I'll let galehar know. 11:15:22 -!- monqy has quit [Quit: hello] 11:15:42 -!- Wensley has quit [Quit: leaving] 11:20:36 -!- PsyMar has quit [Quit: Let's call it a draw.] 11:22:14 -!- bonghitz has quit [Quit: bonghitz] 11:27:10 -!- ussdefiant has joined ##crawl-dev 11:28:15 -!- absolutego has joined ##crawl-dev 11:33:30 -!- freefall has quit [Ping timeout: 276 seconds] 11:35:21 -!- Yen has quit [Ping timeout: 272 seconds] 11:36:32 sent a message about runed doors to crd that probably needs greenlighting. can someone do that please? 11:36:37 away for now 11:36:43 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 11:49:04 -!- wjchen has quit [Quit: Page closed] 11:54:06 03MarvinPA * rbe8529a4645c 10/crawl-ref/ (5 files in 2 dirs): Add a "no_pickup" tag to prevent monsters picking up loot in some vaults 11:54:06 03MarvinPA * r502641d19d4c 10/crawl-ref/source/dat/dlua/ziggurat.lua: Don't let monsters pick up the loot in Ziggurats 11:54:07 03MarvinPA * rf8015afdb251 10/crawl-ref/source/dat/dlua/dungeon.lua: Adjust the list of scrolls in Zig loot 11:54:20 MarvinPA: nice 11:54:46 MarvinPA: btw, I am looking for someone who codes the deathmatch Zig floor. I would provide speech! 11:55:06 i don't think that tag should actually be used in many places really, but zigs do seem like one where it's reasonable to assume that the monsters don't need any extra loot to be dangerous :P 11:55:28 true 11:55:40 hmm, my vault-fu is pretty weak unfortunately 11:55:48 hark! :) 11:58:42 i know evilmike did try a team deathmatch-type thing for arenasprint but it didn't really work out... might be possible to build off it though 12:04:06 It's not very fancy: what I needed is a very small chamber (trivial, even I can do it), surrounded by indestructible glass and then lots of spectators behind it. The crux is that player and spectators shouldn't influence each other and that the spectators should get special speech. 12:06:06 03kilobyte * rc323b30a6d6c 10/crawl-ref/source/util/gather_features: Teach db_lint about gates. 12:06:07 03kilobyte * r7132127e8936 10/crawl-ref/source/itemprop.cc: Fix a benign off-by-one error. 12:06:07 03kilobyte * r286e9e482e73 10/crawl-ref/source/dat/des/portals/bailey.des: Get rid of secret doors from baileys. 12:06:08 03kilobyte * rd100101052a8 10/crawl-ref/source/dat/des/altar/grunt_nemelex_the_gamble.des: Mark the top item in grunt_nemelex_the_gamble as unobtainable. 12:06:08 03kilobyte * r8e46d91de1b3 10/crawl-ref/source/dat/des/ (4 files in 4 dirs): Get rid of a number of pointless door prompts. 12:09:07 -!- dtsund has joined ##crawl-dev 12:14:50 -!- Kalir has quit [Changing host] 12:16:53 * dpeg keeps trudging along, hat in hand, begging coders for a few lines of code. 12:20:46 -!- yxhvuud has quit [Ping timeout: 246 seconds] 12:23:11 -!- Turgor has quit [Quit: Page closed] 12:28:08 -!- pantaril has quit [Quit: Lost terminal] 12:28:22 -!- Dingo has quit [Quit: World in peril] 12:30:30 -!- SkaryMonk has joined ##crawl-dev 12:33:19 -!- xnavy has quit [Killed (wolfe.freenode.net (Nickname regained by services))] 12:33:19 -!- xnavy_ is now known as xnavy 12:35:50 -!- VengefulCarrot has quit [Ping timeout: 245 seconds] 12:41:26 -!- elliott has joined ##crawl-dev 12:49:32 -!- Lightli has joined ##crawl-dev 12:56:19 -!- Silurio has quit [Quit: Page closed] 12:56:44 -!- ussdefiant has quit [Ping timeout: 268 seconds] 12:56:57 Atomjack (L15 DEEE) ERROR in 'mon-movetarget.cc' at line 112: ZotDef: monster rock worm failed to pathfind to (39,21) (the Orb) (Zot (ZotDef)) 13:00:09 -!- link_108 has joined ##crawl-dev 13:01:09 -!- deadrabbit has quit [Ping timeout: 260 seconds] 13:01:11 Atomjack (L15 DEEE) ERROR in 'mon-movetarget.cc' at line 112: ZotDef: monster rock worm failed to pathfind to (39,21) (the Orb) (Zot (ZotDef)) 13:06:04 -!- Sequell has quit [Remote host closed the connection] 13:11:27 -!- Pacra has joined ##crawl-dev 13:11:47 -!- Sequell has joined ##crawl-dev 13:12:06 -!- erisdiscordia_ has quit [Quit: Leaving] 13:13:19 -!- scummos has quit [Ping timeout: 240 seconds] 13:17:19 -!- Aryth has quit [Ping timeout: 272 seconds] 13:26:09 -!- ussdefiant has joined ##crawl-dev 13:35:18 big fat apologies if I'm even more abrasive than usually (runed door talks, etc). Couldn't sleep at all last night and today, going through a 10-pack of tissues per hour, etc (allergy). 13:36:38 D: 13:36:54 it turned out a neighbour (an old lady) set out large containers full of nettles (which I'm allergic to) for drying. And refuses to remove them. "a healthy herb, it can't be bad for anyone, it must be some chemicals in the air" 13:37:09 kilobyte: no need to worry. Your normally abrasive :) 13:38:57 I just went to her garden and removed a crapload of that "crop". Trespass and shit, but come on... The containers in the window are the only part left, let's hope it'd be better now. 13:39:03 dpeg: :p 13:39:13 -!- Daekdroom has quit [Quit: Saindo] 13:40:23 dpeg: yeah, but I got a feeling I'm behaving worse than usually 13:40:49 as long as you're not allergic to cats :) 13:41:30 that'd be a reason to suicide! :p (fortunately I'm not) 13:50:16 -!- Tolias has quit [Quit: Page closed] 13:52:24 -!- exu has quit [Quit: Leaving...] 13:54:35 (fun fact: i am allergic to cats) 13:56:15 (it is pure suffering; i have considered suicide but i've learned to live with it) 13:56:30 -!- PollyEsther has quit [Ping timeout: 264 seconds] 13:57:35 life with no kittehs... 13:58:15 -!- tkappleton_ is now known as tkappeton 14:03:39 -!- Orionstein has quit [Read error: Connection reset by peer] 14:17:14 -!- yxhuvud has quit [Ping timeout: 244 seconds] 14:20:26 -!- neunon_ has joined ##crawl-dev 14:20:41 -!- alefury has joined ##crawl-dev 14:21:55 -!- neunon_ has quit [Remote host closed the connection] 14:28:17 -!- Lawman has quit [Quit: Page closed] 14:32:22 -!- deadrabbit has quit [Ping timeout: 246 seconds] 14:34:37 I get enough of cats from reddit. 14:35:06 -!- remyroy1 has quit [Read error: Connection reset by peer] 14:35:22 ??runed door 14:35:22 I don't have a page labeled runed_door in my learndb. 14:35:28 someone should add something to that, maybe 14:40:11 03kilobyte * r08fe874c1800 10/crawl-ref/source/dat/des/ (8 files in 3 dirs): De-rune a lot of doors. 14:40:49 !learn add runed_door A door that autoexplore or monsters won't open on their own. 14:40:49 runed door[1/1]: A door that autoexplore or monsters won't open on their own. 14:41:20 ??secret doors 14:41:20 secret doors[1/2]: what's that 14:41:24 ??secret door 14:41:25 I don't have a page labeled secret_door in my learndb. 14:41:29 ??secret doors [2] 14:41:29 secret doors[2/2]: If you're looking for secret doors, the best place to search is at the dead end of narrow corridors. You may also want to check the walls of any large rectangular rooms. If an area has any walls that are of an unusual shape or composition, there could be a secret door. They can be anywhere! With practice, you can almost "feel" where they'll be. 14:41:43 -!- Vidiny has quit [Read error: Connection reset by peer] 14:42:41 dpeg: is there a reason to let people into gas chambers in shiori_entry_elements? 14:42:54 kilobyte: it's more to let them out (tele accident) 14:44:03 So from what I can tell, summoning will be nerfed in .12 by making it capped per spell and overall, and shutting down out-of-LOS shenanigans. Right? 14:45:05 isn't that what escape hatches are for? 14:45:15 or does that make the cloud ugly or something 14:45:33 elliott: yes, would look strange, I think 14:45:39 Lightli: yes, seems like it 14:46:21 could add teleport traps :) 14:46:22 can't they just be no_tele_into? 14:46:39 MarvinPA: doesn't that apply to a whole vault? (though I guess subvaulting is possible) 14:46:58 oh, maybe 14:47:14 The snail statue is no longer moving slowly. (https://crawl.develz.org/mantis/view.php?id=6169) by XuaXua 14:47:15 i thought that one was a kprop or something 14:47:37 MarvinPA, elliott: No, it's a prop. 14:47:40 You can set it per-tile. 14:47:54 meanwhile you can do it for individual cells but perhaps not back when shiori made the vault (and I revised it) 14:47:55 There's also no_ctele_into if you want to allow random teleports to enter them. 14:50:49 -!- SkaryMonk has quit [Ping timeout: 260 seconds] 14:52:06 03kilobyte * r0addf28a7bf0 10/crawl-ref/source/dat/des/entry/twisted.des: Bring shiori_entry_elements into full OSHA compliance. 14:53:03 alefury: your post made it! 14:59:23 -!- link_108 has quit [Quit: link_108] 15:01:41 So how long will it be before the summoning nerf gets implemented? 15:04:09 hope i could get an answer here... my rc doesnt explore to sacrificable corpses/items and was wondering if anyone knew off the top of their head what im missing 15:04:54 simmarine: have to wait until galehar is speaking up 15:05:27 Lightli: the LOS thing is in trunk; the cap is not even agreed upon, afaik 15:05:39 Wait, the LOS thing already got put in!? 15:05:45 When did that happen ? 15:05:51 recently?! 15:06:02 yes, but it's pretty damn problematic 15:06:09 It's not 0.11 stuff, only trunk, i.e. 0.12. 15:06:12 kilobyte: why? 15:06:22 And why always amplifier words like "pretty damn"? 15:06:39 the biggest new issue I've found: there's no real way to explain this to the player 15:06:56 kilobyte: of course there is. You list the problems, we think about solutions :) 15:06:56 What I'd suggest: 15:07:05 you'd need several lines of text for every single summoning spell 15:07:15 I meant time-wise. I know trunk is .12 and .11 is...not trunk (anymore) 15:07:20 Rather than make summons not attack outside of LOS, make them disappear when they leave LOS (with accompanying message). 15:07:34 They shouldn't willingly leave LOS. 15:07:35 (assuming the player/monster inconsistency stays) 15:08:36 I vote that inconsistency disappears; why make monster summoners better than player summoners? 15:08:39 dtsund: that makes carrying summons around corners awful 15:08:53 Lightli: because players are much smarter than monsters! 15:08:54 elliott: it's distance not LOS 15:09:03 Oh, distance, not LOS. 15:09:07 Lightli: players are good at breaking LOS. 15:09:15 My suggestion still holds. 15:09:16 True 15:09:16 dtsund: then you can kill an orc priest with no risk, by hiding behind said corner 15:09:23 -!- syllogism has quit [] 15:09:23 dpeg: it's distance not LOS 15:09:24 (which is what the whole LOS thing was meant to prevent) 15:09:33 <|amethyst> what is distance not LOS? 15:09:33 <_dd> can greater mummies pickup/use weapons? 15:09:45 kilobyte: it is actually LOS in the current summon nerf IIRC 15:09:47 <|amethyst> I thought the current situation requires see_cell_no_trans 15:09:49 summons will not attack stuff out of LOS 15:09:52 (but will attack invisible stuff inside LOS) 15:09:57 <|amethyst> in this situation: 15:10:01 <|amethyst> 5K 15:10:03 <|amethyst> # 15:10:04 kilobyte: so the problem about explaining this is the monster-player inconsistency? 15:10:04 <|amethyst> @ 15:10:08 <|amethyst> where # is glass 15:10:17 <|amethyst> the imp will not attack the kobold 15:10:23 Also, I didn't expect to see a complaint about corridor nerfing in this channel 15:10:30 <|amethyst> likewise, if the kobold's the friendly one, it won't attack the imp 15:10:41 "This spell summons a creatures to follows the will of the caster. The summoned monster will not be able to attack on its own. Casters not native to the dungeon need to establish eyesight with the summons and its target." 15:10:53 (note that the first line is a general bit about summon spells) 15:11:33 i fixed the pickup issue. had to throw in 15:11:33 explore_stop += greedy_sacrificeable 15:11:36 I wouldn't really worry about this issue at this point. Players will accept all kinds of inconsistencies as long as the gameplay is okay (heck, monster centaurs are faster than player centaurs.) 15:11:50 elliott: oh right, galehar explained why it's range not LOS so I assumed he did so 15:11:59 "eyesight" seems a little misleading -- summons *can* attack invis stuff as long it's inside LOS. "establish eyesight with the location of ..." works but is klunky 15:12:31 kilobyte: maybe it was actually an explanation of LOS not actual visibility? I'm pretty sure the current implementation uses LOS, anyway 15:12:46 so if it's meant to be simply LOS radius then it's broken :p 15:13:19 dpeg: that's wrong -- it's the monster's current attitude which matters, not who summoned it 15:13:32 it is certainly about LOS and not just proximity -- with that we're right back at the "You are more experienced." stage. 15:13:53 kilobyte: ok, what attitudes are possible? 15:14:21 technically i think you still get you feel more experienced 15:14:27 if summons kill an invisible thing while you don't have sinv 15:14:34 elliott: this is not the point, and you know it 15:15:02 yogaFLAME (L16 MfIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_3 tried to place a secret door (Bailey) 15:16:56 -!- berr has quit [Disconnected by services] 15:17:51 dpeg: An enemy summon can attack you out of los of its summoner. If you enslave an enemy summon, it cant attack out of your los. If you enslave a permanent enemy it can. At least that's the way i understand it. 15:18:07 i think kilobyte is blowing it way out of proportion though 15:18:27 alefury: so the condition is "temporary summon" + "under the player's will"? 15:18:28 yogaFLAME (L16 MfIE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_1 tried to place a secret door (Bailey) 15:18:36 dpeg: yes, i think so 15:18:40 i havent looked at the code 15:18:55 elliott: Of course LOS itself is broken, they're still using roundlos. 15:18:57 This is what my snippet was about: it was supposed as part of a Sum spell description. 15:19:15 dpeg: 1. charming a summon, 2. summoning an summoner, 3. charming an summoner 15:20:03 (sorry, nyetwork problems) 15:20:18 Nyetwork: Just say no! 15:21:30 dtsund: it does nyet work 15:22:04 I believe the crucial bit is to make players understand how their summons work -- this is available form XL 1, and has to be clear. More elaborate stuff can even go into the manual. But in general, we really should *play* with the change and see how it turns out. It's already coded! I would do it, but CDO doesn't let me right now. 15:23:44 and cszo has pings of a century or so 15:24:07 play-by-mail 15:24:11 <3 15:25:04 "I am instructing my grandson to play the next move, assuming WW III does not get in the way." 15:27:11 -!- rossi has quit [Quit: WeeChat 0.3.7] 15:27:52 -!- Ragdoll has quit [Read error: Connection reset by peer] 15:29:08 were WW1 and WW2 already called that while they were going on? if so, by which parties? 15:29:24 (sorry for offtopic) 15:29:27 The British say "The Great War" to this day, I think. 15:29:42 Might be a German thing to enumerate them properly. 15:29:46 -!- Nightbeer has quit [Ping timeout: 246 seconds] 15:30:10 The Russians have "the Great Patriotic War" for WW II (above ^ is about WW I). 15:31:15 -!- Nilsyn has quit [Ping timeout: 245 seconds] 15:31:18 hmkay 15:31:26 its a bit weird to think about these things 15:32:16 Why? It shouldn't be weird, in my opinion. 15:32:32 wiki: It was predominantly called the World War or the Great War from its occurrence until the start of World War II in 1939, and the First World War or World War I thereafter. 15:32:48 well, it is pretty far removed from my day to day life 15:32:59 -!- rossi has quit [Client Quit] 15:33:22 -!- Nightbeer has quit [Read error: Connection reset by peer] 15:33:26 The only non-math books I read these days are about history. 15:33:35 also, it quickly leads into thoughts like "how would you do propaganda if you were in goebbel's shoes?", which is just weird imo 15:34:10 i dont even know how to spell the guys name 15:34:17 Not at all. Assuming that none of the participants is a nazi, that's a perfectly good question. 15:34:30 History should teach us... that only works if we care for it. 15:34:39 not saying its a bad question, just that i feel weird thinking about it 15:35:27 With events long past (more than three generations, like WW I), people often have less trouble. Eventually, they start making jokes about it. 15:35:46 hm, i should suggest "wollt ihr den totalen krieg" as a topic at my next debate club meeting. without the nazi context. might be fun. 15:35:56 dpeg: there's too much political correctness here 15:36:00 oh i make lots of jokes about this stuff 15:36:10 i just dont really think about it 15:36:23 kilobyte: at which point? 15:36:53 one is supposed to say nazis were bad (they did) but not even mention the soviets 15:37:47 Stalin:Mao:Hitler get a proportion of kills of around 3:2:1 15:37:54 I don't see why we're not supposed to mention the soviets. 15:38:05 well, kilobyte is from poland i think 15:38:15 Mao had a higher death toll than Hitler? I knew Stalin did, but not that. 15:38:19 hating the soviets is pretty okay in most of the world i think 15:38:20 kilobyte: that's right but the crucial difference is that Hitler got his job done in 12 years. 15:38:44 and in Poland we had Nazis for <5 years, Soviets for ~50 15:38:48 daftfad (L10 KoWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_2 tried to place a secret door (Bailey) 15:38:51 With Mao, it is a lot more indirect... the Great Famine after the Great Leap, it boggles the mind to read about it. 15:39:22 Some of Stalin's was indirect too. 15:39:22 alefury: take a look at Wikipedia's WW2 article. It lists Soviets as "allies". 15:39:26 (Holodomor) 15:39:38 kilobyte: sure, but after that was the cold war 15:39:40 daftfad (L10 KoWz) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_4 tried to place a secret door (Bailey) 15:40:15 alefury: Soviets started the war (and slightly betrayed Nazis outright for some PR) 15:40:15 Some things just cannot be linearly ordered. You can order the casualties, but not "evilness". Most historians seem to agree that Hitler was special, even with Mao and Stalin in the picture. 15:40:34 kilobyte: right, those damn assholes attacked our radio station! 15:40:40 :) 15:40:40 how could i forget! 15:40:58 no music at 5 am ==> WAR 15:41:11 was it a radio station? 15:41:18 shit, school is too long ago :( 15:41:18 yes 15:41:33 dpeg: this is what angers me so much. Claiming that Hitler was so evil while Stalin was good. 15:41:58 Again, though, who's claiming Stalin was good? 15:42:07 kilobyte: Usurping a neighbouring country and oppressing its citizens is "standard" -- well-established cruelty, alongside with minor and not-so-minor genocides. Hitler put something unique ont the table. 15:42:08 what bothers me more is that lots of the same crap is going on in africa to this day 15:42:30 Well, people who claim that Stalin was good should get their brain replaced (not transplanted, won't work!). 15:43:15 At school (GDR here) we *never* even heard about Stalin, except briefly during WW II lessons. However, we did learn that Lenin was a good dictator. Which is an atrocious lie. 15:43:59 dpeg: no, Hitler was "our tribe is good, their tribe is bad", which is not unique at all. Stalin on the other hand did biggest evil towards his own people, all the time claiming he's working for them. 15:44:01 alefury: yes, showing that people didn't learn their lesson from history :| 15:44:05 "working class" 15:44:35 kilobyte: nah, not quite. Maybe someone else would have invented killing factories, but Hitler was the first to set them up. 15:44:40 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 15:45:04 Stalin (and Lenin) had them long before Hitler 15:45:06 cant we just agree that they all were tremendous assholes, far more evil than a regular asshole? 15:45:15 As I said, it means something that Hitler only 12 years from "get to power" to "fuck up own country, and all of the continent". 15:45:20 +needed 15:45:29 alefury: no, that won't do 15:45:40 -!- smeea has quit [Read error: Connection reset by peer] 15:45:54 kilobyte: i doubt they had actual death camps. camps where people were worked to death, sure. but not camps for the sole purpose of killing people as efficiently as possible. maybe im misinformed 15:46:13 Did tortured mortals in the Hells ever get implemented? 15:46:36 -!- Deathmic has quit [Read error: Connection reset by peer] 15:46:51 Also, you have to take into account the populations. Sure, Mao's entirely self-made starvation catastrophe is one of the events with the highest total death rate, but the base is much larger than that of, say, Germany 1939. 15:47:13 dtsund: no, but we have the Kikubaaqudgha altar vault to draw from. 15:47:32 kilobyte: btw, any comments on my email? 15:47:34 -!- rkd2 has quit [] 15:47:50 Eh, that wouldn't work for my joke suggestion (name them after historical evildoers) 15:47:54 I understand that the Polish feel neglected there, what with Germany's focus on Hitler and Russia's total ignorance. 15:48:11 crash on entering bailey (CSZO) (https://crawl.develz.org/mantis/view.php?id=6170) by daftfad 15:48:23 dtsund: We had a unique Adolf until I asked to rename them. Haran choose Frederick. 15:48:50 -!- Namey has quit [Quit: Leaving] 15:49:36 alefury: usually, Soviets didn't even bother gathering people, and just killed them on the spot. NKVD troikas ("immediate revolutionary justice"), and so on. 15:49:49 dpeg: we had Jozef too 15:49:54 -!- link_108 has joined ##crawl-dev 15:50:36 |amethyst: rebuilding cszo would fix the bailey problem 15:50:48 kilobyte: FWIW, most people in the US would immediately think "Hitler" when they hear "Adolf", but the same is not true of "Jozef". 15:51:08 hm, I never made that connection either, but I am a German 15:51:17 -!- bracc has quit [Read error: Connection reset by peer] 15:51:30 -!- Mandevil has quit [Quit: Ukončuji] 15:51:32 (Adolf is a very rare name here, but Joseph is common.) 15:51:38 dtsund: I just returned from Sweden. Like all of their kings were Gustav, and a good part were "Gustav Adolfs". 15:52:09 In the US, I think that's usually spelled "Adolphus". 15:52:26 -!- naalis has quit [Quit: ( www.nnscript.com :: NoNameScript 4.22 :: www.esnation.com )] 15:52:51 -!- bracc has quit [Client Quit] 15:53:53 -!- bracc has quit [Read error: Connection reset by peer] 15:53:57 Wikipedia spells them "Adolf" 15:54:18 I'm probably wrong (was going on vague recollection). 15:54:46 -!- goort has quit [Read error: Connection reset by peer] 15:56:16 kilobyte: btw, any comments on my email? 15:56:41 -!- shala has quit [Quit: Page closed] 15:57:41 alefury: what "message spam"? You get exactly one message, same as for monsters, items, stairs, etc. 15:57:52 yes, for each runed door 15:58:05 in due_elkab there are 20+ 15:58:25 Should they only produce a message if autoexploring or autotraveling? 15:59:10 -!- daftfad has quit [Quit: Leaving] 16:00:32 -!- ToastyP has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 16:00:50 why? 16:00:56 you don't care much for messages while walking 16:01:10 you find a choko, etc 16:02:07 -!- Codrus has quit [Ping timeout: 244 seconds] 16:02:35 OneEyedJack (L15 HEAE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_4 tried to place a secret door (Bailey) 16:03:19 _dd: can you fix the priests leg too, like you did for the normal mummy? 16:03:27 OneEyedJack (L15 HEAE) ERROR in 'dungeon.cc' at line 4589: map bailey_axe_1 tried to place a secret door (Bailey) 16:03:32 <_dd> alefury, sure 16:03:34 _dd: also, i agree with blacksheep that more texture on the fungi would be good 16:03:46 <_dd> hm? 16:04:07 <_dd> yeah ok 16:04:10 currently the tops are just a bit shaded, but uniform 16:04:26 some lighter and darker spots etc would make them look better and more interesting 16:04:35 <_dd> yeah no problem 16:04:41 <_dd> i can do that 16:04:55 they look nice in general btw 16:04:57 <_dd> i'll just press the texture button and that should do it 16:05:05 <_dd> :p 16:05:35 btw, there's that ossuary or something that uses a secret door to make you press s a few times while being chased, right? has that been replaced with something that achieves the same effect? (e.g. a web or net or something) 16:05:58 elliott: the triangle map? 16:06:00 could just put a weak zombie in a hallway or someting 16:06:02 <_dd> might have to wait until tomorrow though, getting a bit late here 16:06:16 _dd: lots of time until 0.12 release :P 16:06:21 dpeg: I've forgotten the details, only that it exists :) 16:06:45 <_dd> hehe yeah but it'll show up in trunk earlier... 16:07:34 -!- Lasse- has quit [Ping timeout: 246 seconds] 16:07:50 -!- One-Eyed has quit [Quit: Page closed] 16:10:13 -!- User82 has quit [Ping timeout: 272 seconds] 16:11:16 how do i use &# locally? it crashes when i try to use it 16:11:37 i just typed the name of my dump file 16:12:37 oh, it works somewhat with path 16:12:47 but doesnt import level and spell list :( 16:12:59 -!- lorenz371 has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 16:14:24 Unstable branch on crawl.s-z.org updated to: 0.12-a0-370-g0addf28 (34) 16:15:06 -!- brochacho has quit [Ping timeout: 264 seconds] 16:22:14 -!- blabber has quit [Quit: leaving] 16:23:06 kilobyte: Thinking on it, I think I've identified a possible complaint parallel to yours 16:23:15 -!- User82 has joined ##crawl-dev 16:23:51 -!- smeea has quit [Read error: Connection reset by peer] 16:24:07 In the US, jokes about Stalin or the Soviet Union will generally be considered funny (or at least potentially so), while jokes about Hitler or the Third Reich will more often be considered in bad taste. 16:25:05 unless they're jokes specifically because they're in bad taste, in which case they are sometimes hilarious 16:26:06 An example that came to mind was Team Fortress 2: most of the Heavy's achievement names are Soviet-based puns, and nobody thought twice about that. They'd certainly have gotten complaints about doing the same thing for Nazism. 16:26:42 about the summon LOS thing, I went with something simple to start with: is_friendly() && is_summon() 16:26:43 galehar: You have 1 message. Use !messages to read it. 16:26:46 !messages 16:26:47 (1/1) alefury said (5h 15m 53s ago): regarding your abyssal rune commit: the message about trembling and groaning is so you know something has changed about the abyss, not just for the teleport. there should be a message imo. 16:27:06 alefury: well, the message doesn't explain anything so I'm not sure it's worth keeping 16:27:42 i didnt say that, i said there should be a message :P 16:27:51 so, at least it works with summon spells. If it needs to be tweaked for enslaved summons or summoned summoners or what the heck, we'll figure it out 16:28:14 let's start with something simple and playtest it 16:28:48 alefury: well, as usual, it's easier to say "it needs a message" than to find a good message :P 16:29:14 "something about exits" 16:29:15 ;) 16:29:54 you feel as if the grasp of the abyss on your got a little looser 16:29:57 however, what could be improved right away with the summons is the behaviour with glass pilar. If you can see, but not see_no_trans, try pathfinding (maybe with a length limit). 16:30:01 (i suck at writing) 16:31:06 kilobyte: btw, the comment on shiori_entry_elements still talks about secret doors and how to get into the chambers and stuff 16:31:19 about invisible monsters, the point of the nerf is to make summons harmless against monsters that can't harm you. Obviously, an invisible monster in LOS is dangerous, so summons should try to attack it 16:32:41 it's just a start, the system needs to be polished and documented better of course. 16:32:43 elliott: and then an added line says about glass being safer 16:32:55 -!- Kalir has quit [Quit: hehehe] 16:33:53 galehar: why do hostile summons follow different rules then? 16:34:17 because players are good at breaking LOS 16:34:20 kilobyte: ah, okay; missed that 16:34:23 monsters are bad at keeping it 16:34:48 monsters don't try to abuse LOS to kill you with summons while staying out of harm's reach 16:35:15 -!- Kalir has quit [Changing host] 16:35:26 because there's no gameplay reason to have a monster counterpart. It would just make monster summoners terrible. 16:35:41 * kilobyte wonders what that boggart did then. 16:36:33 galehar: I gave exactly the same reasoning for monster/player asymmetry an hour ago. 16:36:40 I guess this might call for some more radical rethinking. 16:37:23 well, it's early in the release cycle. If you think nerf monster summoners the same way we nerfed the player, feel free to implement it so we can test it, but I have doubts 16:37:39 Why? There's a playable and coded new feature, we should playtest it thoroughly. How else can we learn from it? 16:38:01 like, something that makes you care for your summons; they could be partially persistent between summonings 16:38:04 kilobyte: I have yet to hear about a better alternative. IMO. 16:38:51 -!- dg_ has quit [Quit: Textual IRC Client: www.textualapp.com] 16:39:11 I think it would overlap with permanent allies 16:40:22 that'd still be better than current mess 16:40:33 kilobyte: like the player being a partial guardian spirit for summons? or something else that affects player hp if summons die? 16:40:48 I don't really see any mess, just a minor monster-player inconsistency for good gameplay reasons 16:40:51 (by mess, I mean 0.11 too) 16:40:58 not like Crawl doesn't have an abundance of those 16:42:09 elliott: inconsistencies in availability are generally good, inconsistencies in mechanics are nearly universally bad 16:42:12 kilobyte: please stop referring to all features you don't like as "mess". 16:42:15 like, combat 16:42:33 dpeg: I didn't call galehar's change this way! 16:43:05 current summoning is a mess, do you agree? 16:43:21 with all that scumming 16:43:53 sure, and galehar's change may easily need changes again -- but we need to play it a bit 16:44:24 galehar's change avoids a few rarely used ways, but doesn't affect scumminess of summoning in general 16:44:45 it's a start, caps will follow 16:44:48 * dtsund advocates for summons vanishing again 16:44:54 I'm not sure they are rarely used 16:44:59 summoning a bunch of stuff and then ducking out of los to let summons kill something effortlessly is hardly rarely-used 16:45:16 dtsund: I think that would be quite annoying and not more efficient 16:45:18 caps don't solve summoning over and over 16:46:18 we'll see. Maybe something will need to be done for channeling too. 16:46:25 if you keep 2-3 summons in a corridor before you, you are perfectly safe from any melee threat 16:46:31 galehar: Not sure how; most summons are tactical rather than strategic, so you don't have much reason to care if you're legitimately exploring and they vanish. 16:46:41 TSO and Trog could be special-cased. 16:46:53 and often you don't even need channeling 16:47:32 dtsund: I'm not talking about exploring. If fighting in a room with pillars make your summons vanish for example it would be quite annoying 16:48:13 In that case, I'd just put that down as part of managing LOS being important for combat, which it already is. 16:48:50 Can we agree to play trunk a bit before we trash the change? 16:48:51 it'd also make autoexplore sub-optimal 16:49:02 because you'd want to carefully walk slowly around corners to keep your summons so you're never caught off-guard without any summons 16:49:12 (OK, tighter timeouts would help with this) 16:49:19 elliott: you rarely autoexplore with summons 16:49:31 dpeg: yes, but isn't that a pain? :) 16:49:41 <|amethyst> I summon a bunch of imps before taking stairs, then when nothing is on the other end I autoexplore 16:49:43 if there's plans to make autoexplore wait for perma-allies with Yred and so on... 16:49:49 <|amethyst> but at that point I don't really care if I lose them 16:49:50 elliott: no, because you summons when you need them. Autoexplore is a problem with persistent allies. 16:50:05 |amethyst: that is a problem in itself, if you ask me. 16:50:18 <|amethyst> dpeg: being able to summon without monsters in LOS? 16:50:23 <|amethyst> or summons taking stairs? 16:50:24 well, people definitely *do* summon preemptively -- whether that's problemtaic or not (probably yes), it definitely happens 16:50:32 no, being able to summon 8 monsters and take the stairs with them 16:50:50 My solution would solve that problem too, since you'd lose your summons. 16:50:55 summons could just not take stairs 16:51:06 for example 16:51:18 They're not the only ones too stupid for that. 16:51:21 -!- nooodl has quit [Ping timeout: 276 seconds] 16:53:01 dpeg: I don't deny that the _gameplay_ of galehar's version, even with the assymetry, is better than the 0.11 mess, with problems being 1. explaining it to newbies, and 2. immersion problems (sentient world working against you is bad) 16:53:27 dpeg: I point out that it doesn't fix enough 16:54:06 kilobyte: what do you mean about making summons persistent? 16:55:03 something like a cap that is slowly replenished, and summons that die arent returned to it, only those that time out? and if a summon is damaged when it times out it will still be when you resummon? 16:55:11 -!- casmith_789 has quit [Ping timeout: 272 seconds] 16:55:17 alefury: if the same summon dies too much, it can refuse to answer your call, or perhaps merely will be weaker. If you care for it, it might gain experience. 16:55:31 alefury: or indeed keeping damage 16:55:36 <|amethyst> what does "the same" mean here? 16:55:57 surely if you wait between summoning the "persistent" summon would have healed at a somewhat similar rate? 16:56:05 hm, many summons could just have a cap of 1 16:56:09 then it would work quite wel 16:56:15 with a bigger cap, not so well 16:56:28 except if they are all summoned in a single cast 16:56:44 not sure (wildly brainstorming). Might be one from a pool, or perhaps even summons of similar "type" can talk to each other. 16:56:46 as in 1 monster? that completely breaks su. 16:57:00 Zannick: so? 16:57:00 pretty much destroys butterflies, too 16:57:27 Zannick: it destroys summon spamming, which is pretty much what we are trying to do here 16:57:39 <|amethyst> hopefully this bat can kill enough things before I find my first weapon 16:57:53 -!- Jatoskep has quit [Read error: Connection reset by peer] 16:57:57 -!- User82 has quit [Remote host closed the connection] 16:57:57 |amethyst: obviously something like that would require other changes 16:57:59 alefury: it seems strange to me, in trying to destroy summon spamming, to destroy summoning entirely 16:58:16 Zannick: or make it more powerful! 16:58:19 <|amethyst> is summon spamming the problem? 16:58:24 Zannick: a cap of 1 works quite well for malign gateway 16:58:25 deciding i need two BiA instead of one isn't spamming 16:58:31 its just that nobody uses it because spamming is better 16:58:36 Zannick: imagine the overpoweredness of a well-levelled dragon 16:58:39 <|amethyst> I thought it was zero-risk summoning 16:58:49 Zannick: presumably divine summons could use a different mechanic 16:58:51 stuff like bia is obviously not the point here 16:59:06 kilobyte: i'm pointing out how a summon cap of 1 for everything isn't a valid solution. 16:59:06 you can't spam Bros, yeah 16:59:14 it may be for higher level summonings 16:59:51 Zannick: obviously, there could be a pool 16:59:51 well, if you cant spam them and they stay dead for a while if they die, they arent throwaway anymore 16:59:56 <|amethyst> not sure that one ugly thing is very useful either 17:00:17 |amethyst: as i said, it could be a group of creatures that is summoned at once 17:00:22 if you summon butterflies once and can't ever get them anymore that's also bad for the spell 17:00:24 or from a pool 17:00:38 <|amethyst> Zannick: timeout could work though 17:00:43 -!- Jatoskep has joined ##crawl-dev 17:00:48 i dont know if kilobyte's idea of persistent summons would work well, but it is at least worth thinking about for a bit 17:00:55 <|amethyst> Zannick: you need N turns to get a "new" summon, replenished when one expires while still alive 17:01:18 -!- SevenDeadlySins has quit [Ping timeout: 264 seconds] 17:01:19 sounds more reasonable to have a summon timeout 17:01:29 -!- TheEastwatch is now known as SevenDeadlySins 17:01:33 summon timeout? 17:01:38 <|amethyst> Zannick: where N would have to depend on the spell, because of things like butterflies or demonic horder vs summon imp 17:01:53 <|amethyst> s/horder/horde/ 17:02:18 |amethyst: i think most summon spells should be completely reworked if something like this happened 17:02:44 a chance from throwaway summons to things you want to keep alive would need more edits than just making summons stay dead for a while if they die 17:02:50 s/chance/change 17:03:22 i think most summon spells would have to be completely reworked for any of these ideas 17:03:25 some spell level adjustments, or stronger creatures 17:03:33 you'd have 20 butterflies and summon 5 per cast. When too many die, you'd have to wait until they regrow. Of course, that's one spell than could have an infinite regrowth rate. 17:04:24 -!- Wensley has joined ##crawl-dev 17:04:36 kilobyte: why not have 20 and summon 20 per cast? 17:04:44 <|amethyst> alefury: well, every spell would need to be changed to mind the cap, anyway; and determining the cap would be the perfect time to decide whether the individual summons should be stronger (or weaker) or if the spell level should change 17:04:46 It's completely okay to think about it like this. I just want to point out what beating I got (from kilobyte) just for thinking about new curses. 17:05:20 MarvinPA: I like the idea that summons don't take stairs. Seems like a good change. 17:05:29 Neocurse idea: Every piece of equipment you find is cursed. 17:05:37 (This is actually a serious suggestion.) 17:05:44 dpeg: I was thinking more about that massively complex multi-level curse idea 17:05:51 dtsund: i actually kind of like that 17:05:53 BUC 17:05:55 dtsund: what? 17:05:59 Any time you put on something, you're committed to wearing it until the curse wears off. 17:06:07 (remove curse would have to give you an option for a single thing to uncurse, of course) 17:06:15 (and probably be rarer) 17:06:17 clearly "cursed" should actually be cursed by some god 17:06:22 whom you don't worship 17:06:27 Only the higher-tier curses would do actively bad things to you. 17:06:38 kilobyte: it really wouldnt be *that* complex i think, especially if naturally occuring curses were sticky only or short duration bad effect on artefacts 17:06:39 "This shield has been cursed by Xom." 17:07:05 on the other hand, in that case it also wouldnt fix the problem were actually trying to fix 17:07:09 kilobyte: "complex multi-level" -- what are the summon ideas you are discussing here? 17:07:15 Zannick: shield of wonder from Goblins? 17:07:31 i don't read Goblins 17:07:43 so maybe 17:07:50 It's not good to dismiss things out of hand. We'll play galehar's summon nerf, and then evaluate. There may another idea from today, and we'll do it again. 17:08:23 shield of wonders basically does a xom effect on blocking 17:08:26 Zannick: when struck, it does a random effect, either beneficial or harmful 17:09:02 that's what i figured 17:09:15 spiked shields? 17:09:31 -!- ussdefiant has quit [Ping timeout: 246 seconds] 17:10:11 -!- Pingas has quit [Ping timeout: 268 seconds] 17:12:04 -!- lexackson has joined ##crawl-dev 17:13:36 <|amethyst> on a completely unrelated note, should the spiny frog be either spiny or renamed? 17:13:51 <|amethyst> well, I guess that's related to spike shields vaguely 17:13:57 <|amethyst> s/ke/ked/ 17:14:03 |amethyst: should be spiny, of course 17:14:26 not all spines are big enough to skewer someone on 17:14:32 what else would it be? "spiky frog"? 17:15:30 <|amethyst> kilobyte: porcupine spines are big enough; I figured a "small" spine on something the size of the wolf would be at least that big 17:15:31 I imagine those as covered with ridges that would cut you badly if you tried to pat the frog 17:15:36 <|amethyst> especially given the tile 17:15:59 passive retaliation is an interesting tactical effect, it is good if some monsters have it 17:16:16 <|amethyst> that said, their spines are supposed to be venomous 17:17:01 <|amethyst> and I don't think applying attack flags to spiny retaliation is necessarily a good idea 17:17:59 * dpeg keeps making notes how development slows down. 17:18:16 idea: what about special-casing unarmed here? 17:18:16 venomous retaliatory attack sounds wonderful 17:18:29 indeed. where can i get one? :P 17:18:40 clearly minotaurs should be able to brand their horns 17:18:52 <|amethyst> kilobyte: would that also apply to porcupines? 17:18:53 poking a frog with a club is a good deal safer than punching one... 17:18:55 dye their horns with a potion of strong poison 17:19:13 <|amethyst> that wouldn't leave us many creatures that can spine characters with weapons 17:19:24 a monster where unarmed is bad would be okay (like hydras are okay) but it should be strong enough 17:19:48 we have jellies 17:20:08 spiny frogs can be pretty lethal 17:20:08 <|amethyst> Zannick: jellies have penalties for both, though 17:20:11 yes 17:20:13 Zannick: true 17:20:24 Zannick: those are not strong, though :) and what |amethyst says 17:20:33 dpeg: even a relatively weak (but not completely popcorn) one would work, if it does damage based on what you inflict (unlike porcupines) 17:20:33 but hitting them unarmed usually hurts you, too 17:20:36 -!- Chozo has quit [Ping timeout: 248 seconds] 17:20:40 ChrisOelmueller: yes, I think they might make an interesting candidate 17:20:46 spiny frogs are one of the most dangerous common lair enemies, aren't they? 17:20:56 elliott: yeah 17:21:18 spiny frog (08F) | Spd: 12 (swim: 60%) | HD: 7 | HP: 27-54 | AC/EV: 6/9 | Dam: 2604(medium poison) | amphibious, cold-blooded | Res: 06magic(28), 03poison, 12drown | Chunks: 09poison | XP: 409 | Sz: Medium | Int: insect. 17:21:18 <|amethyst> %??spiny frog 17:21:18 for porcupines, i just hit them in the front, like in DKC, no? :P 17:21:23 -!- Pthing has quit [Remote host closed the connection] 17:21:37 <|amethyst> no facing! 17:22:04 in a more abstract way 17:22:16 <|amethyst> though I guess there are enough turned and rotated unicode characters that we could have it :) 17:22:29 the porcupine bites, then turns around so if i hit it, i hit its spines, then turns around to bite me again, etc. 17:22:36 :P 17:23:17 Zannick: I sat on a hedgehog as a kid, the spines were about as sharp as an average stick 17:23:24 haha 17:23:55 the hedgehog is a metaphor 17:23:56 <|amethyst> porcupines are much nastier than hedgehogs 17:23:56 not sure how porcupines compare 17:24:27 <|amethyst> or, at least, the quills are 17:25:19 you'd have to touch the hedgehog with something vulnerable (like the inside of a dog's mouth) and press hard (like a dog's bite) to feel any harm 17:25:53 <|amethyst> porcupine quills are barbed and come out 17:25:53 okay, so bite attacks should get retaliation ;) 17:26:38 Zannick: ie, unarmed attacks 17:26:42 -!- atkins has quit [Quit: Page closed] 17:27:03 how about only felid unarmed attacks 17:27:07 they probably do a lot more biting! 17:27:52 -!- RollieTG has quit [Ping timeout: 244 seconds] 17:28:26 elliott: as something designed^Wevolved against dog/cat/etc-type enemies, yeah 17:35:40 Does the ./crawl -tutorial invocation still point to hints mode? 17:36:35 <|amethyst> no, it's tutorial 17:37:01 <|amethyst> (AFAIK there's no way to select hints mode from the command line) 17:45:02 BONGHITZ (L9 DsIE) ERROR in 'dungeon.cc' at line 4589: map bailey_polearm_2 tried to place a secret door (Bailey) 17:46:56 |amethyst: maybe you should rebuild? 17:47:01 <|amethyst> already did 17:47:01 the hedgehog is a metaphor 17:47:07 oops 17:47:22 the metaphor is a hedgehog 17:47:48 The hedgehog can never be buggered at all. 17:49:16 Sonny (L1 MiGl) ERROR in 'dungeon.cc' at line 4592: map dungeon_sprint_mu tried to place a secret door (D (Sprint)) 17:53:39 I would swear I tested this one... 17:54:19 <|amethyst> oh, that one is up-to-date 17:54:36 <|amethyst> oh, sprint 17:55:10 crawl-dev digest: who is worse, hitler or stalin? 17:55:26 too bad only stuff that actually pertains to development is supposed to go in ;) 17:55:26 alefury: Mao has the higher death toll 17:55:45 dpeg: I thought Stalin beat Mao 17:55:56 please dont start again! 17:56:34 http://en.wikipedia.org/wiki/Great_Chinese_Famine -- 20-40 million death (yes, they really don't know it more precisely) 17:56:48 -!- Pacra has quit [Ping timeout: 244 seconds] 17:56:51 and that's just a five year span 17:57:13 alefury: you cannot complain, you brought it back 17:57:46 i couldnt resist :( 18:00:27 -!- voker57 has quit [Read error: Connection reset by peer] 18:02:29 -!- barbs has joined ##crawl-dev 18:04:03 -!- Syrio has quit [Quit: Page closed] 18:04:33 regarding spines, can porcupines be made to actually do something? or be removed? currently they are just slightly faster green rats that give a lot more exp. 18:06:06 I believe the idea was to have a small monster that explains the spines effect, so that it is known when tough monsters use it. (A bit like the early constricting snake.) 18:06:49 How many later monsters have spines? 18:06:51 alefury: could rework its formula 18:07:02 dtsund: tormenters IIRC 18:07:12 green rat (09r) | Spd: 10 | HD: 2 | HP: 6-16 | AC/EV: 5/11 | Dam: 10 | Res: 06magic(8) | Chunks: 09poison | XP: 13 | Sz: tiny | Int: animal. 18:07:12 %??green rat 18:07:16 porcupine (02r) | Spd: 12 | HD: 2 | HP: 6-18 | AC/EV: 2/12 08(spiny) | Dam: 7 | Res: 06magic(8) | XP: 32 | Sz: tiny | Int: animal. 18:07:16 %??porcupine 18:07:25 dtsund: not sure if that ever happened. Cryptic was doing this. DS can get spines, and some monsters should too (that was the plan). 18:07:25 okay that's excessive :-) 18:07:42 Yeah, I thought there wasn't anything else. 18:07:53 tormentor (132) | Spd: 13 | HD: 7 | HP: 27-54 | 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. 18:07:53 %??tormentor 18:07:59 but it was always planned, and I still think it would be interesting 18:08:03 -!- Pacra has joined ##crawl-dev 18:08:06 alefury: like, for example, using a percentage of damage you do, modified by weapon type 18:08:12 03kilobyte * rcf48fd392632 10/crawl-ref/source/dat/des/sprint/sprint_mu.des: Reveal a set of doors in sprint_mu. 18:08:30 <|amethyst> right now it's only porcupines and hell sentinels 18:08:32 -!- Taynav has quit [Read error: Connection reset by peer] 18:08:34 Hell Sentinel (071) | Spd: 10 | HD: 19 | HP: 121-164 | AC/EV: 25/3 08(spiny) | Dam: 40, 25 | 05demonic, 10doors, see invisible, !sil | Res: 06magic(304), 05hellfire, 12cold+++, 11elec+++, 09poison+++, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 4645 | Sp: hellfire (3d20), melee, iron shot (3d33) | Sz: Large | Int: high. 18:08:34 <|amethyst> %??hell sentinel 18:08:45 its not like those need spines 18:08:52 That's... a fairly wide disparity. 18:10:03 alefury: flava 18:10:09 does 1 damage every time 18:10:35 yeah, but if spines were actually made relevant, hell sentinels should be nerfed a bit in some other way 18:11:04 like, their speed not matching their description 18:11:39 please dont make them slow or something 18:11:42 <|amethyst> 5d4 or 6d4 it looks like for hell sentinels 18:12:00 but checks ac, right? 18:12:03 <|amethyst> yeah 18:12:20 I understand the hatred towards speed < 10 monsters, but 1. all casters already lose a good part of their speed, and 2. with their spells, speed doesn't matter much 18:12:40 unlike, say, bone dragons, which are worthless 18:12:48 -!- Vidiny has quit [Quit: In the time it takes for a woman to get ready, the weather is almost guaranteed to change.] 18:12:48 please don't make them slower 18:12:50 are bone dragons really still slow? 18:12:54 bone dragon (15D) | Spd: 8 | HD: 20 | HP: 207-283 | AC/EV: 20/4 | Dam: 30, 20, 2007(trample) | 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 2362 | Sz: Huge | Int: animal. 18:12:54 %??bone dragon 18:12:57 ugh 18:13:02 (vs a kiting player) 18:13:34 those are so annoying, with their ac and hp 18:13:43 i love being an ee so i can just explode them 18:13:52 <|amethyst> Any objections to making bone dragons speed 10? 18:14:22 |amethyst: I'd swap their speed with sentinels 18:14:33 (then yes, else no) 18:15:03 |amethyst: they are really strong though, if you actually fight them properly 18:15:06 <|amethyst> kilobyte: should sentinels' casting speed be increased to compensate? 18:15:14 of course, Yred's balance, too 18:15:21 |amethyst: not from me 18:15:25 <|amethyst> hm 18:15:31 <|amethyst> kilobyte has a good point about yred 18:15:32 perhaps, yeah 18:15:37 -!- scummos has quit [Ping timeout: 240 seconds] 18:15:46 bone dragons only make life annoying for an Yrdy follwoer 18:15:46 they would also not be super annoying as yred gifts if they were speed 10 18:15:54 their slow speed matters little in combat: recall 18:15:54 Yred is pretty broken already, though 18:16:18 bone dragon speed has little to do with that 18:16:29 could give them -50 hp or something to compensate 18:16:39 I wanted to rebalance him in 0.8 but ENOTIME 18:16:49 still a fuckton of hp for when they appear 18:16:57 then servitors made the problem a lot more dire 18:17:10 <|amethyst> kilobyte: actually, what about just making hell sentinels slow-moving? 18:17:28 would work 18:17:47 what problem is that supposed to fix? 18:17:49 -!- Kalir has quit [Quit: Leaving] 18:17:49 -!- kek has joined ##crawl-dev 18:18:32 -!- dtsund_ has joined ##crawl-dev 18:18:42 ChrisOelmueller: theme, no real balance problems 18:18:55 -!- dtsund has quit [Disconnected by services] 18:18:58 -!- dtsund_ is now known as dtsund 18:19:05 i'd rather reword them a bit than to make them worse from a player pov 18:19:36 <|amethyst> kilobyte: what in their description is the problem? 18:19:52 speed 8 hell sentinels, even with speed 10 casting, would be significantly less scary to me at least 18:20:18 <|amethyst> ChrisOelmueller: because of slower attacks or slower movement? 18:20:33 (also can jellies please either become speed 8 or 10, 9 feels so useless) 18:20:37 wasn't 8 -> 10 one of the pit fiend -> hell sentinel changes 18:20:53 -!- keksz has joined ##crawl-dev 18:21:56 <|amethyst> it was 18:22:10 <|amethyst> I'm going to change bone dragons for now; hell sentinels I'm not as sure about 18:22:20 -!- kek has quit [Ping timeout: 255 seconds] 18:22:46 any input about jellies? 18:22:47 |amethyst: "monolith" doesn't quite scream about fast movement 18:23:16 ChrisOelmueller: problem is that speed 8 would make them even more irrelevant and speed 10 would make them really annoying (and very dangerous early on) 18:23:17 <|amethyst> "monolith" implies "immobile" if anything 18:23:18 elliott: speed 10 would make sense on a pit fiend, yeah 18:23:52 jellies are pretty much Harmless Monster You Don't Want To End Up Adjacent To: The Archetype 18:23:53 elliott: jellies are not irrelevant even at speed 8, I'd say 18:23:59 the only difference of 8 vs 9 is less tedium when kiting 18:24:09 |amethyst: yeah... and if you make one mobile, it's not going to be too agile 18:24:15 ChrisOelmueller: well, 9 matters more when you only have a small corridor, but you have a point 18:24:34 kilobyte: if it's just that one word, we could change it. 18:24:47 elliott: okay boot up that vm 18:24:51 elliott: LET'S DO THIS 18:24:54 <|amethyst> kilobyte: I don't know... I mean, who knows what putting demons inside stone does :) 18:24:58 dpeg: I'd adjust spines too 18:25:04 (I agree that "monolith" is associated with heaviness and slowness) 18:25:07 -!- keksz has quit [Ping timeout: 246 seconds] 18:25:33 I would really wait for elliptic with such a change. 18:25:38 |amethyst: you mean, you don't do that at least once a week?!? 18:26:08 metal, btw :) 18:26:17 <|amethyst> Unless listening to King Crimson counts 18:26:27 <|amethyst> alefury: "lith" 18:27:02 oh, i thought it said something about metal in the description 18:27:18 gut the learndb web interface cuts it off and i dont want to load up wizmode :/ 18:27:19 <|amethyst> A towering monolith constructed and possessed by demonic forces. A thousand eyes leer through slits in its jagged, spiked armour. 18:27:34 alefury: necrodermis, perhaps? :p 18:27:50 dtsund: you're not good at marketing your fork: could've mentioned food & MD, for example. 18:28:07 (not sure about the advertisement value of squarelos) 18:28:52 it might at least get some dcss players to check it out 18:29:14 dpeg: what change? 18:29:30 kilobyte wants to make hell sentinels slow, or slow moving 18:29:47 elliott: hell sentinels: real spines, swap speed with bone dragons 18:29:55 -!- Wensley_ has joined ##crawl-dev 18:29:58 * kilobyte kicks Tab. 18:29:59 making them slow moving sounds fine to me 18:30:06 I wouldn't make them slow acting 18:30:06 <|amethyst> what do you mean by "real spines" ? 18:30:13 <|amethyst> increase the formula? 18:30:14 03|amethyst * rb3dc6df251f6 10/crawl-ref/source/mon-data.h: Buff bone dragons. 18:30:20 -!- Wensley is now known as notwensley 18:30:28 -!- TGWi is now known as Wensley 18:30:40 |amethyst: I'd tie it to damage done 18:30:50 -!- Wensley is now known as TGWi 18:31:00 -!- Wensley_ is now known as Wensley 18:31:06 their spines are already pretty significant against some chars, but a new formula sounds fine 18:31:12 <|amethyst> kilobyte: base damage not counting brands? 18:31:14 elliptic: thanks 18:31:22 <|amethyst> kilobyte: also needs to depend on HD as well 18:31:41 <|amethyst> otherwise porcupines and hell sentinels have the same level of defense 18:32:40 elliptic: also, bone dragons just got speed 8 --> 10 18:33:04 that sounds fine also, though I wonder whether decreasing their HP or AC a little might be good 18:33:13 bone dragon (15D) | Spd: 8 | HD: 20 | HP: 207-283 | AC/EV: 20/4 | Dam: 30, 20, 2007(trample) | 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 2362 | Sz: Huge | Int: animal. 18:33:13 %??bone dragon 18:34:24 clearly halve their HP 18:34:49 dpeg: I figured the link to the changelog would've sufficed, but I probably should've mentioned highlights. 18:35:02 I'll go edit the post. 18:35:14 dtsund: you have to get readers to look at your changelog first :) 18:36:03 <|amethyst> where is this post? 18:36:09 03kilobyte * r3f5249c9f4b1 10/crawl-ref/source/mon-data.h: Nerf bone dragons. 18:36:27 |amethyst: forum 18:36:58 <|amethyst> dpeg: where? 18:37:12 GDD 18:37:14 clearly someone should go and buff bone dragons by increasing their resists now 18:37:26 I'd link but my computer is being sluggish as heck at the moment 18:37:31 <|amethyst> aha 18:37:38 <|amethyst> got it 18:37:41 and then someone else should go and nerf them by decreasing AC a little 18:37:41 On account of being in Windows, compiling fresh binaries 18:38:10 <|amethyst> then make them dual-holiness 18:38:23 <|amethyst> just to confuse everyone 18:38:28 -!- N78291 has quit [Quit: null] 18:38:29 hm, what does https://gitorious.org/crawl/crawl/commit/3f5249c9f4b1d4844e131c04d11d280c157238fb actually change? 18:38:35 HP 18:39:01 I forget exactly what those numbers mean but they affect HP 18:39:16 need Chei to update so that we know what the new HP is ;) 18:39:58 It's a reduction of 1/4. 18:40:10 <|amethyst> elliott: goes from 20 * (8 -- 16) + 0 to 20 * (6 -- 12) + 0 18:40:38 <|amethyst> from 160--320 to 120--240 18:40:52 <|amethyst> though the extremes almost never happen since it's 20 dice 18:41:04 <|amethyst> chei's monster-trunk is updating 18:41:41 <|amethyst> I'd expect Chei will say something like 150--210 now 18:42:10 <|amethyst> as dtsund said :) 18:42:14 -!- Wensley_ has joined ##crawl-dev 18:42:27 elliott: sorry my netbook hibernated, what are the dimensions 18:43:19 -!- Wensley has quit [Ping timeout: 246 seconds] 18:43:20 -!- Wensley_ is now known as Wensley 18:43:29 |amethyst: I got tired of looking up the formula, so I added it to the comments of mon-data.h. 18:43:31 <|amethyst> btw, should we have a guest article from dtsund on wordpress? 18:43:44 <|amethyst> dtsund: it's there in dcss trunk 18:43:45 ...and as a result, I wound up committing the formula to memory. 18:43:52 Oh, well then. 18:43:53 <|amethyst> dtsund: I think it was wrong for some time though 18:44:24 <|amethyst> that comment or one very similar appears twice, and one copy was wrong I believe 18:45:01 <|amethyst> ah, yes 18:45:08 <|amethyst> %git 609cd12 18:45:38 |amethyst * 0.11-a0-1036-g609cd12: Correct a comment about HP dice. (5 months ago, 1 file, 3+ 2-) https://gitorious.org/crawl/crawl/commit/609cd121eff4 18:45:41 Something similar happened with the mon-pick algorithm, where I wrote about a page-long comment describing monster generation and now I never need to read it 18:46:36 <|amethyst> aha 18:46:37 <|amethyst> %git 8d12bfa 18:46:38 kilobyte * 0.8.0-a0-1346-g8d12bfa: Merge blue_anna's Dwarf Hall. MANY ISSUES ARE STILL UNFIXED. (1 year, 11 months ago, 20 files, 2765+ 61-) https://gitorious.org/crawl/crawl/commit/8d12bfac5f20 18:46:43 <|amethyst> that's what broke the comment 18:47:08 _dd: are you in here? 18:47:21 |amethyst: sure (on dtsund & wordpress) 18:47:30 -!- Nilsyn has quit [Ping timeout: 245 seconds] 18:47:45 hey, ontoclasm1 :) 18:48:02 hiya 18:48:20 Monster database of master branch on crawl.develz.org updated to: 0.12-a0-373-g3f5249c 18:48:46 ??bone dragon 18:48:47 bone dragon[1/1]: Undead dragon that is slow and doesn't have a breath weapon but has good AC and resists and hits hard. One of the best gifts Yredelemnul can grant. They were called skeletal dragons before 0.7. 18:48:55 bone dragon (15D) | Spd: 10 | HD: 20 | HP: 155-211 | AC/EV: 20/4 | Dam: 30, 20, 2007(trample) | 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 5292 | Sz: Huge | Int: animal. 18:48:55 %??bone dragon 18:49:15 ??drown 18:49:16 deep water[1/2]: This most corrosive of solvents will dissolve almost anything that falls in, even artefacts and hapless adventurers. It may be possible to {scramble} free, however. Also known as blue lava. 18:49:23 ??drown[2] 18:49:24 I don't have a page labeled drown[2] in my learndb. 18:50:04 dtsund: would you be up for it? 18:50:25 <|amethyst> dtsund: more specifically, what do you think about doing a post about Crawl Light (including your reasons for forking, experiences, etc) for the frontpage of CDO? 18:50:59 I think I'd be interested, but I'd have to take time to write something worth reading. 18:51:02 -!- wheals has quit [Quit: Leaving] 18:51:10 there's no time pressure on either side 18:51:28 Most interesting part might be the advantages vs. disadvantages I've had relative to SS 18:51:28 -!- Kellhus has quit [Quit: Page closed] 18:51:44 -!- Sab0t_ is now known as sab0t 18:51:46 s/pressure.*//, always :( 18:51:58 Disadvantages are obvious: less manpower, anything that goes wrong I have to fix, etc. 18:52:00 true 18:52:28 -!- sab0t is now known as Sab0t 18:52:29 @??bone dragon 18:52:30 Advantages: mostly, since I'm doing this on my own and am lower-profile, I'm answerable to nobody and can do whatever I want. 18:52:30 bone dragon (15D) | Spd: 10 | HD: 20 | HP: 155-211 | AC/EV: 20/4 | Dam: 30, 20, 2007(trample) | 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 5292 | Sz: Huge | Int: animal. 18:52:56 <|amethyst> dtsund: yeah, I'd think there's much more room to enforce a consistent creative vision 18:53:00 @??drown 18:53:00 unknown monster: "drown" 18:53:05 bone dragon (15D) | Spd: 10 | HD: 20 | HP: 155-211 | AC/EV: 20/4 | Dam: 30, 20, 2007(trample) | 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 5292 | Sz: Huge | Int: animal. 18:53:05 <|amethyst> %??bone dragon 18:53:07 Hence, why Light has rather radical changes. 18:53:09 how do you see 2nd page on drown? 18:53:10 ??drown 18:53:11 deep water[1/2]: This most corrosive of solvents will dissolve almost anything that falls in, even artefacts and hapless adventurers. It may be possible to {scramble} free, however. Also known as blue lava. 18:53:16 ??drown2 18:53:16 I don't have a page labeled drown2 in my learndb. 18:53:20 link_108: deep water 18:53:29 ??deep water2 18:53:30 I don't have a page labeled deep_water2 in my learndb. 18:53:34 also, you can do this in a /msg Wenzell page 18:53:38 ??deep water[2] 18:53:38 dont wanna spam chat :/ 18:53:39 deep water[2/2]: Merfolk, octopodes and grey draconians can enter deep water and pick up items. Fedhas worshippers can use sunlight to make deep water shallow. Apportation cannot pull items from deep water. 18:53:49 dpeg: thanks!! 18:54:44 -!- Yermak has quit [Quit: Page closed] 18:54:51 link_108: you should fulfill your learndb querying needs in ##crawl btw 18:55:26 -!- Chozo has quit [Remote host closed the connection] 18:55:33 even better, in a private window, only you and Wenzell 18:55:39 alefury: kk! probably just gonna stick to private msg :) 18:56:04 dpeg: yea, exactly! ##crawl kinda moves fast sometimes 18:57:27 -!- Zaba has quit [Ping timeout: 276 seconds] 18:59:29 alefury: what about "The Abyss suddenly seems a lot easier to leave." (message when picking up the rune) 19:00:00 "You feel the rune guiding you out of this place." 19:00:07 yeah, that would be much better 19:00:23 * dpeg stops proposing phrases. 19:00:25 dpeg: yours just seems like someone wrote it to tell you that the abyss is now a lot easier to leave 19:00:31 alefury: you had nothing 19:00:37 "something about exits" 19:00:39 !!! 19:00:41 clown 19:01:24 dtsund: thanks 19:01:26 "The rune whispers, 'I know many secrets of the Abyss...'" 19:01:49 You hear the voice of Lugonu... "Hey, the exit's that-a-way. I opened some more just for you." 19:01:51 "The rune pull you towards the exit" 19:01:56 You hear the voice of Lugonu... "Hey, the exit's that-a-way. I opened some more just for you, pal." 19:02:05 The rune seeks to reunite with its exit. 19:02:11 np 19:02:29 You suddenly understand how the Abyss hides its exits. 19:02:45 -!- Zaba has joined ##crawl-dev 19:03:33 !tell galehar potential abyss rune pickup messages: settembre 5 log, 2 am 19:03:33 dpeg: OK, I'll let galehar know. 19:04:09 dpeg: is in the future 19:04:36 dpeg: By the log times, it's September 4 at 7 PM. 19:04:48 galehar will figure out 19:05:01 -!- link_108 has quit [Quit: link_108] 19:05:03 He's a European, after all. 19:06:24 There is a map of the Abyss drawn on the back of the rune. 19:06:59 There is a map of the Abyss drawn on the back of the rune. (It's out of date.) 19:08:02 "You feel some control over this place." 19:08:52 new abyss abilities 19:09:00 (not that much control, i know) 19:10:54 -!- pelotron has quit [Ping timeout: 264 seconds] 19:13:10 -!- pelotr0n is now known as pelotron 19:13:45 03ontoclasm * rb3d41779911b 10/crawl-ref/source/rltiles/effect/silenced.png: New silence tile (white_noise) 19:13:46 03ontoclasm * ra9acc623c6f1 10/crawl-ref/ (27 files in 10 dirs): Merge branch 'master' of gitorious.org:crawl/crawl 19:14:13 ontoclasm1: git pull --rebase might help you 19:15:33 yeah, i figured 19:15:40 i just did those out of order :< 19:15:53 sorry! 19:16:50 well, in future, if i have local commits i want to push, but i'm behind the server, i do that? 19:16:55 ontoclasm1: see docs/develop/git/config.txt 19:17:11 ontoclasm1: especially git config branch.master.rebase true 19:17:39 that'll do the rebase automatically 19:17:43 ah 19:18:07 which sometimes is what you want, but i still don't think it should be the recommended default anywhere 19:18:11 is ontoclasm1 a dev now? 19:18:19 might be useful in this particular use case however. 19:18:24 -!- SevenDeadlySins has quit [Remote host closed the connection] 19:18:41 Zannick: yep 19:18:43 crawl is doomed 19:18:44 ontoclasm1: the pre-commit hook is also good to have 19:19:10 someone ought to give you a + 19:19:13 ontoclasm1: we heard that often :) 19:20:06 <|amethyst> Zannick: ontoclasm has a + but ontoclasm1 doesn't 19:20:29 <|amethyst> oh wait 19:20:30 -!- ontoclasm1 is now known as ontoclasm 19:20:38 he's not on the access list, galehar or someone needs to add him i think 19:20:39 |amethyst: well, yesterdayish he didn't 19:20:45 <|amethyst> that's right, I think due or someone needs to do that 19:20:54 <|amethyst> MarvinPA: galehar tried but didn't have permissions 19:20:57 <|amethyst> maybe dpeg does? 19:21:03 rax or violetj 19:21:09 dpeg has but doesn't know how 19:21:15 -!- Predelnik_ has quit [Ping timeout: 245 seconds] 19:21:16 due told me once but I forgot =| 19:21:49 <|amethyst> dpeg: /msg chanserv access ##crawl-dev add login ontoclasm 19:21:58 <|amethyst> err 19:22:08 <|amethyst> sorry 19:22:10 not too late -- what else? 19:22:11 <|amethyst> dpeg: /msg chanserv access ##crawl-dev add ontoclasm committer 19:22:31 02:22 -ChanServ(ChanServ@services.)- Flags +Vv were set on ontoclasm in ##crawl-dev. 19:22:54 |amethyst: thank you 19:23:05 dpeg has learned the Add Committer spell! 19:23:18 Zannick: forgotten after sleep, promised 19:23:31 right. sleep. good night! 19:23:33 -!- alefury has quit [] 19:23:35 write it down in your spellbook, then :P 19:23:36 ;) 19:23:41 Whee, windows binaries done. 19:23:49 <|amethyst> it's in docs/develop/new_dev_checklist.txt 19:23:56 <|amethyst> I'm fixing it though 19:23:57 Zannick: my spellbook contains Latex and shell stuff, won't add irc 19:24:04 hahaha 19:24:37 dtsund: you cleverly managed to not advertise Light with MD. I agree -- someone who tries Light for the dwarves only might be the wrong audience. 19:24:41 <|amethyst> hm 19:24:42 <|amethyst> actually 19:25:03 -!- Oddtwang has quit [Read error: Connection reset by peer] 19:25:12 |amethyst: something wrong? 19:25:12 dpeg: While I disagree with Mi over MD, I don't disagree nearly enough to make a big deal out of it. 19:25:24 <|amethyst> oh, no, it's fine 19:25:24 dtsund: I understood! 19:26:08 -!- dpeg has quit [Quit: leaving] 19:27:18 monqy's has twice the amount of dorf anyway 19:28:12 actually it has 0 dorf :p 19:29:25 so guys 19:29:40 why is there even item destruction in the game? 19:30:02 who knows 19:30:04 its the worst thing 19:30:05 seems like it only encourages stashing, which is boring 19:30:42 should go bring it up on tavern, im sure somehow some dudes there will defend and justify it 19:30:57 <|amethyst> the same could be said for the 52-item limit 19:31:01 <|amethyst> or weight limits 19:31:07 -!- lexackson has left ##crawl-dev 19:31:11 The 52-item limit is built around interface constraints. 19:31:13 52-item limit has a strong UI justification at least 19:31:15 yes 19:31:30 <|amethyst> why no bags, then? 19:31:41 those are more annoying :P 19:31:49 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 19:32:10 but, having more than 52 item slots you actually want is vrey rare (much rarer than a useful item getting destroyed or running into weight limits) 19:32:12 *very 19:32:38 -!- lexackson has joined ##crawl-dev 19:33:20 well, the 52 limit makes sense, any more and you'd run out of letters 19:33:31 -!- wheals has quit [Quit: Leaving] 19:33:33 you spend ages hauling all gold, gems and shit to D:1, do an elaborate construction on a blessed bag of holding in 6 sacks in a blessed BoH in 6 sacks in a blessed BoH, then adjust you wands... 19:33:53 kilobyte: Don't forget collecting pet giants to carry all your polypiled gems. 19:34:20 heh 19:34:35 dtsund: the bag trick was enough 19:34:42 (Obligatory link to http://nethackwiki.com/wiki/DeathOnAStick in case anyone hasn't read it yet) 19:34:57 and after the obvious wand thing they were even lighter! 19:35:04 -!- Taynav has quit [Quit: Insert Witty Quit Message] 19:36:13 haha oh man 19:36:53 -!- minqmay has quit [Quit: Leaving] 19:37:21 maybe there just shouldn't be a good reason to ever want more than 52 items 19:37:52 Air Form! 19:38:52 what is air form? 19:39:25 ancient transmutation/air spell 19:39:35 turned you into an air elemental but mad eyou drop all your items 19:39:41 the best part of felids is that you don't end up carrying too many items 19:39:47 lol 19:39:58 lexackson: the usual justification for item destruction is that it makes decisions like how many scrolls of blinking to carry interesting 19:40:13 is serpent of hell form back in the game yet 19:40:19 without item destruction, there would absolutely no reason not to carry lightweight stuff like that 19:40:30 i like how it's important that they were idle for 38 seconds 19:40:33 -!- Stathol has quit [Quit: leaving] 19:40:33 whether that's a good enough justification is another matter 19:40:42 @??serpent of hell 19:40:42 Zannick: yes 19:40:42 Serpent of Hell (05D) | Spd: 14 | HD: 20 | HP: 102-141 | AC/EV: 12/9 | Dam: 35, 15, 1507(trample) | 05demonic, 10doors, sense invisible, fly, !sil | Res: 06magic(346), 05hellfire, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 10834 | Sp: hellfire (3d20), fire breath (3d40) | Sz: Huge | Int: high. 19:40:54 <|amethyst> Zannick: One is left to imagine a 38-second-long stream of profanity 19:41:03 yes 19:41:08 okay, thanks for explaining elliptic 19:41:10 id just imagine him being floored 19:41:20 frozen for those seconds 19:41:24 except he was ceiling'ed 19:41:26 /rimshot 19:41:47 /rimshot 19:41:53 !rimshot 19:41:53 i'd tend to think that item management is not a very interesting game to play 19:41:56 -!- dtsund has quit [Quit: dtsund] 19:41:59 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 19:42:03 Wensley: you can implement that as an apology for creating such an awful piece of "art" 19:42:19 chei is pretty slow to resp--- oh, i get it 19:44:30 -!- wasd22 has quit [Read error: Connection reset by peer] 19:44:56 it's cool that there are waypoints and searching and stuff, but would it not be better if you never wanted to stash in the first place? 19:45:58 elliott: I'll go do that right now 19:46:17 elliott: rest assured I hold no grudges for your refusal to accept my superiority 19:47:09 if crawl got rid of all the things people say are uninteresting (curses, food, ID, destruction, etc) the game would be really uninvolving 19:47:43 Wensley: it's ok, ontoclasm knows the truth 19:48:12 -!- TAS_2012v has quit [Ping timeout: 265 seconds] 19:48:29 items are uninteresting 19:48:42 haha 19:49:08 -!- Pingas has joined ##crawl-dev 19:49:50 i'll be spray-painting the secret everywhere 19:53:02 clouded_, i actually like curses, food, and id 19:55:52 it's just that with item destruction, you either accept it, find conservation, or spend a bunch of time stashing 19:56:22 <|amethyst> or leave things where they lie 19:56:53 that's just sloppy stashing :) 19:57:20 <|amethyst> and do you mean real time or in-game time? 19:57:23 or are you suggesting not using consumables out right? 19:57:24 well, it's more or less as effective and a lot less work 19:57:52 Vow_of_Poverty_Robin 19:58:12 <|amethyst> lexackson: well, if you need to enchant a weapon you can go back and pick up those scrolls 19:58:33 yeah 19:58:38 <|amethyst> granted, it is faster in real time if you did stash them together 19:58:53 <|amethyst> but ctrl-f foo isn't that bad 19:58:54 also, new players won't know about item searching 19:59:04 <|amethyst> then we should make that more prominent 19:59:04 i am not sure it is guaranteed fastest 19:59:21 autotravel takes time even with no delay 19:59:22 <|amethyst> because it's as important a feature as o and tab 19:59:23 or we could remove the need to drop scrolls 19:59:37 item searching is useful regardless of consumables 19:59:38 <|amethyst> true, you probably do run into something or get hungry along the way 19:59:41 that is true 19:59:43 to go back to pick up that cpa you now have enough str for 19:59:50 or to find that entrance to abys 19:59:52 s 20:00:02 or to look for a specific piece of loot on this branch end you just cleared 20:00:23 searching is a great feature 20:00:54 does the tutorial teach about ctrl+f? 20:01:24 i haven't seen it in a while, last time i showed someone the game was a year ago 20:03:07 -!- HangedMan has joined ##crawl-dev 20:04:07 -!- evilmike has joined ##crawl-dev 20:04:59 you'd remove a pretty significant tactical aspect of combat along with the inventory decisions if you removed item destruction 20:05:33 the things item destruction gain outweighs the negative things (which don't bother me anywayt) 20:05:33 nah 20:05:48 usually it happens by suprise 20:05:58 surprise* 20:06:21 not really 20:06:53 -!- bh_ has joined ##crawl-dev 20:06:58 i like item destruction for the most part. the only thing i dont like is dropping all your scrolls for mottled dragons 20:07:10 do you mean deciding whether or not to take turns dropping rare scrolls when you get surprised by a fire using enemy? 20:07:33 -!- virigoth has quit [Read error: Operation timed out] 20:07:49 item destruction sucks 20:07:49 …what if non-combat trick scrolls and potions weren't destroyable? 20:08:11 i think thats been proposed before? 20:08:17 -!- Flun has quit [Quit: Page closed] 20:08:22 -!- bh_ has quit [Changing host] 20:08:22 -!- bh_ has joined ##crawl-dev 20:08:24 it has 20:08:27 -!- bh_ is now known as bh 20:08:30 a good way to alleviate it would be to make item destruction much more common, but let you have stuff on a belt vs. in your backpack 20:08:41 and backpack stuff can't be damaged, but takes much longer to read 20:08:47 evilmike, played a bunch of thunderdome, thanks for making such a great game mode 20:08:50 Eronarn: that sounds tedium enhancing. 20:08:55 bh_: its a bad solution. the proper thing would be to make those thigns misc items, not make them magically indestructible potions 20:08:58 sounds like omega 20:09:19 bh: it isn't; doomrl has a mechanic like that and it works well 20:09:30 Eronarn, that adds a lot of complexity to a non core game mechanic 20:09:32 evilmike: You find a Bauble of Enchant Armour! 20:09:44 doomrl has item destruction? 20:10:10 let's copy cataclysm and have different encumberance levels for each body part, and containers everywhere (might need to add a pants slot so we can have cargo pants) 20:10:19 haha 20:10:20 I don't remember what you're talking about in doomrl 20:10:41 let's copy cataclysm and have drugs and magazines and basements and sleeping on broken glass you just punched out of a window 20:10:48 evilmike: while we're at it let's copy DF. How many teeth does my mummy have left? 20:11:05 bh: because of a recent bug, the mummy is actually made of teeth 20:11:12 hahaha 20:11:22 well we already have toenail golems 20:11:34 elliptic: it doesn't have item destruction but it does have a quickslot that is more than just an interface convenience 20:11:42 (also it does have item destruction, armor/boots) 20:11:54 does sil have item destruction 20:12:19 -!- Roarke has quit [Client Quit] 20:13:35 it does, fire burns staves and ice potions. That game doesn't allow you to stash things though so 20:13:47 it's only late game and doesn't happen often though 20:14:19 tome 4 is the only "big" roguelike I can think of with no item destruction whatsoever 20:14:26 I can think of a couple which have minimal item destruction 20:14:30 i hear tome 4 doesn't have consumables or something 20:14:33 tome doesn't really have- 20:14:34 yeah 20:14:50 (this makes me want to play tome. then i start playing tome and remember why I don't want to play tome) 20:15:29 that's like me except with adom 20:16:25 tome has a few consumables 20:16:33 very rare by now though 20:16:36 they've removed most of them 20:16:50 also adom is great. if you don't like fun 20:17:14 I think adom is fun if you play with a voluntary no-herb-farming conduct :P 20:17:26 and uh, pretend ultra wins don't exist 20:17:31 -!- Daekdroom has quit [Quit: Saindo] 20:17:52 -!- ajikeshi_ has quit [Read error: Operation timed out] 20:18:05 and don't get cyclops as your quest monster 20:18:20 and don't try to do anything optional 20:19:23 even herbs are sort of fun if you like cellular automata 20:19:47 herbs are actually fun to grow for a little bit but the amount you have to farm is ridiculous 20:20:18 ughhh blessed stomafilla 20:20:40 well you only really need to farm them if you want precrowns 20:20:49 i hear something about a cat lord 20:21:11 the cat lord thing is a bit overrated, because if he's hostile, you at least get a bunch of xp. miss out on a great artifact, but you can win without it 20:21:40 I have never heard what the artefact actually does 20:21:42 it must be pretty great! 20:22:03 it's just stats and an intrinsic or two i think 20:22:16 I actually never tried to kill cat lord because I was pretty good at avoiding killing cats and the few times I failed at that I was scared of him and just dived past 20:22:37 cat lord would be so much better if it were just an achievement 20:22:53 apparently the artefact isn't particularly amazing because it is bugged 20:23:07 adom's messed up xp system means that invisible enemies are worth way more xp, or something 20:23:08 or was bugged; I don't know if they've fixed that one yet 20:23:10 crawl should add a buggy temple 20:23:18 that is a good zone 20:23:25 -!- fooobaar has joined ##crawl-dev 20:23:33 I remember reading about some xp farming tactic where you make monsters invisible 20:23:34 evilmike: also XP is multiplied by the ratio between the monster's speed and your speed 20:23:49 evilmike: heya; have you (in thunderdome) experienced randart rings not inscribing certain properties? so far i got rings of protection that didn't tell me their ac+ or ac- but there may be more 20:23:50 so slowing yourself down is a good tactic 20:23:55 could have lots of abandoned ruin type vaults for spider's nest and swamp (who built those rune vaults anyway) 20:24:09 also this is making me think of natural selection 20:24:12 ChrisOelmueller: haven't seen that, but if that happens it's a bug with crawl, not the map 20:24:13 stupid ancardian jackals 20:24:16 generating randarts off of rings of protection in wizmode had the same effect by the way 20:24:33 yeah i just noticed because there's a huge randart selection in your sprint 20:25:47 the shops don't do anything special, it's just "any jewellery randart" x17 20:26:28 -!- link_108 has joined ##crawl-dev 20:28:43 -!- link_108_ has joined ##crawl-dev 20:31:50 -!- link_108 has quit [Ping timeout: 246 seconds] 20:31:51 -!- link_108_ is now known as link_108 20:33:11 -!- Vizer has quit [Ping timeout: 248 seconds] 20:39:06 -!- link_108 has quit [Quit: link_108] 20:40:21 -!- Dingo has quit [Quit: World in peril] 20:42:00 okay, ctrl+f is in the tutorial at the end of the item section 20:43:35 ChrisOelmueller: thats in crawl yes 20:43:53 i think it hides the base if you dont know everything about the ring 20:44:54 hmm 20:44:59 but there should be a different way of doing it... right now you get the usual self-id message for rings/amulets, but wont id if theres other modifiers you dont know (-tele off the top of my head, i guess resists too) 20:45:22 so, potions of might increase damage 20:45:42 but the tutorial never says anything about str adding to damage 20:45:57 -!- dtsund has joined ##crawl-dev 20:46:02 that's because str doesn't really increase damage 20:46:19 yep 20:46:25 I mean it does but it is pretty insignificant compared to the other effects of strength (not that those are much) 20:46:32 but potions of might increase str 20:46:35 and damage directly 20:47:20 but nowhere does the game tell you that, except that you might notice stronger attacks 20:48:19 "A magic potion which greatly increases the strength and physical power of one who drinks it." 20:48:34 right 20:48:49 "physical power" could maybe be improved but that's pretty clear that it does something in addition to raising strength 20:49:20 i guess so 20:49:24 the tutorial should have a message that says "You should read the description of items. Really." 20:49:26 tome has both strength and physical power as explicit stats 20:49:29 it sucks and is confusing 20:49:31 i think more than that people just assume str adds to damage 20:49:35 haha 20:49:48 it talks about items descriptions at some point 20:49:57 it's weird how many people think potions of brilliance are just +5 int, for example 20:50:12 right 20:50:20 ??potion of brilliance 20:50:21 brilliance[1/1]: Temporarily increases intelligence, spell power, and provides a wizardry bonus. 20:50:24 "magical power" there seems like a poor phrase to use 20:50:32 given that it has nothing to do with ring of magical power 20:50:32 ??potion of might 20:50:33 might[1/1]: +1d10 to damage and also +5 strength. 20:50:34 yeah, because we already use that for +mp 20:50:44 evilmike: but no one will read it 20:50:48 alternatively "magical power" is a poor phrase for the ring 20:50:55 the game mixes use of power and energy in a few places 20:50:58 brilliance's effects are super obvious if you actually use it though 20:50:59 i thought mp = magical power 20:51:05 also staff of power 20:51:09 or the wizardry is at least 20:51:14 MarvinPA: people just assume it's worthless and never use it :P 20:51:14 staff of energy and orb of energy 20:51:24 well those people are silly 20:51:27 what about changing magical power to magical energy and removing staff of energy? 20:51:27 haha 20:51:31 ring of power 20:51:35 good thinking 20:51:35 and change the quote 20:51:46 <|amethyst> ring of magic points 20:51:54 ring of potency 20:52:02 heh. 20:52:03 ring of bling 20:52:04 it's probably okay to just change orb of energy to orb of power 20:52:07 -!- link_108 has joined ##crawl-dev 20:52:10 ring of mana 20:52:11 orb of mana 20:52:13 staff of mana 20:52:20 but there is only one orb of power 20:52:27 potion of mana 20:52:33 (or is the orb no longer in that category) 20:52:54 anti-mana brand 20:53:11 lexackson: but it has nothing to do with the "power" listed for spells 20:53:30 elliptic, good point 20:53:55 really I'd like to use some word consistently for effects that increase your magic points 20:53:56 yeah, orb inventory category still is "Orbs of Power" 20:54:01 somehow, there should be consistent naming of mp effects and spell power effects 20:54:07 yes 20:54:08 it could be energy, it could be mana, it could just be magic 20:54:23 I don't really care, but we should pick one and then rename stuff :P 20:54:27 what about combining the staff of power and staff of energy effects? (maybe it could go back to 1/2 food cost, if it would be too much) 20:54:38 I feel like both items are poor compared to enhancer staves 20:54:49 i suggested that a while back 20:54:54 evilmike: I think combining staff of energy and staff of channeling makes more sense 20:55:00 Does anyone want to write a layout subgenerator for the abyss? I'd like some variety of ideas. 20:55:14 also we can just remove one of those staves, nobody would miss it 20:55:27 i'm all for removing items 20:55:31 there are too many 20:55:33 * HangedMan grasps for the light at the top of the well 20:55:33 power would be less-missed than energy 20:55:34 i even used staff of power in zigs 20:55:39 just using "magic" seems good to me 20:55:46 magic is pretty generic 20:55:47 can't say that about energy 20:56:06 evilmike: I'm pretty sure I've used power more than I've used energy (which isn't saying much) 20:56:08 that's what the hud and most of the manual and lots of other places use 20:56:11 staff of energy is a boring effect 20:56:11 someday I will be able to do a layout 20:56:15 I've played enough "pure casters" to appreciate staffs of energy. You really need to be casting high level spells _a lot_ though, and somewhat early 20:56:26 also we don't need even more things that trivialize food 20:56:30 so cut that one 20:56:39 also staff of energy has a bad name 20:56:44 except not anymore because staffs of energy were nerfed to oblivion :p 20:57:02 staff of sustaining? 20:57:18 STAFF_OF_BUGGINESS 20:57:24 why was energy changed anyway 20:57:29 what about replacing magic with mana everywhere? 20:57:48 elliptic: I dunno... I don't think we use the word "mana" anywhere at the moment, do we? 20:57:52 it would be less confusing to talk about at least 20:57:57 needs a good fix for antimagic then 20:58:00 mana would be pretty clear to most people 20:58:06 antimagic would be antimana I guess? 20:58:08 mana dart 20:58:14 evilmike: no 20:58:36 i am fine with magic being used only as an adjective, personally 20:58:39 i prefer magic to mana personally (also some messages do use mana currently but they probably shouldn't) 20:59:05 yes, I didn't mean everywhere the word appears in crawl :P just the places where it refers to a quantity of magic points 20:59:25 You feel your mana capacity is already quite full. 20:59:31 ring of mana, staff of mana, orb of mana 20:59:56 and +mana as artefact inscription 20:59:57 the item is called crystal ball, btw, not orb :P 21:00:05 oh 21:00:09 right 21:00:35 elliptic: what i referred to was the inventory category of the orb of zot being called Orbs of Power 21:00:40 "You don't have enough magic to cast that spell." when using z, but "You don't have enough mana to cast that spell." when you click on a spell in tiles, interestingly 21:00:41 crystal ball of mana then 21:01:08 some things refer to it as energy also 21:01:11 which is seriously confusing 21:01:20 endgame in tome you have like at least 6 plot orbs 21:01:33 what are crawl developers doing to address the orb gap 21:01:39 potion of mana, ring of mana, staff of mana, crystal ball of mana, "Mana: 20/30" on HUD 21:01:43 d 21:01:43 Wensley: You have 1 message. Use !messages to read it. 21:01:53 Eronarn, quality over quantity 21:02:02 i like MP better than Mana for the hud 21:02:10 -!- minqmay has quit [Quit: Leaving] 21:02:31 ChrisOelmueller: take a look at the HUD, it would look too much like AC, EV, SH 21:02:39 since it is right above those 21:02:51 hm, true 21:02:57 elliott: also "You don't have the energy to cast that spell." means you are too hungry! 21:03:07 and yeah lots of places refer to magical energy 21:03:42 alternatively, I would not mind doing stuff like "ring of magical energy" and removing staff of energy 21:04:10 energy has started looking like a nonsense word help 21:04:37 MarvinPA: just think about ynoxinuls for a moment 21:05:23 ring of neqoxecs 21:06:39 i much prefer "Health" and "Magic" to "HP" and "MP" at least 21:06:45 hmm, I like combining the staff of energy and channeling. Gives a reason to passively wield channeling instead of just swapping to it when you need some extra mp 21:06:47 "Mana" is worse than "Magic" because it is not the same length as "Health" :p 21:06:58 eh? 21:06:59 ;o 21:07:08 elliott: hint, neither is "Magic" :P 21:07:17 also, thinking back, I've had a couple of games where I found a staff of energy, and used channeling a lot more because of the surplus food. so the effects go well together 21:07:28 elliptic: er, hm. so it isn't 21:07:38 evilmike: yeah, that's why I was thinking combining them would make some sense 21:08:27 and it would be fine for the combined staff to be named staff of channeling I think 21:09:25 well, I see good reasons to remove one of those items, but I feel the effects are worth keeping 21:09:45 keeping the name "channeling" is good 21:10:29 this reminds me. does anyone use staffs of enchantment any more? 21:10:56 -!- bracc has quit [Quit: bracc] 21:11:55 -!- wasd22 has quit [Ping timeout: 268 seconds] 21:12:14 not afaik 21:12:23 they could be removed 21:12:44 -!- DracoOmega has joined ##crawl-dev 21:12:52 I can think of one case where I used it for an MR boost... that was a long time ago, I'm not sure if it still works that way 21:12:58 we already have some schools without enhancer staves (tloc, tmut) so I don't see any good reason to keep staff of ench 21:13:37 evilmike: currently the MR boost is only if you have some charms/hexes skill 21:14:03 what's the reason for that? Other enchancers just give you the resist without any skill requirement 21:14:46 it was just moved directly off the skill onto the staff i think? 21:14:51 oh, right 21:14:53 well, originally enchantment skill was what gave the MR boost, yeaha 21:15:18 but yeah i am all for removing them also 21:15:23 I think making staff of enchantment give a fixed amount of MR regardless of skill would be fine but I'd prefer to remove it 21:16:29 maybe a different item could get a hex enchancer, like a cloak or something. Hexes + staff just don't mesh well, and the effect on charms seems too small to care about 21:16:49 whoo, cloak of darkness 21:17:11 evilmike: we have scroll of vulnerability, we don't need a hex enhancer 21:17:38 that's true 21:18:38 -!- ludamad has quit [Ping timeout: 240 seconds] 21:19:12 The scrolls are rare enough that I'm not sure it's a fair comparison 21:19:32 (Not that I know a hex enhancer is necessary either, of course) 21:20:02 did secret doors get removed? 21:20:15 yes 21:20:18 (in trunk) 21:20:21 oh man 21:22:24 what are runed doors? 21:22:58 monsters cant open them until you do, and they stop autoexplore so you dont wander in by mistake 21:23:08 okay, thanks 21:24:54 also, whats the deal with staves? 21:25:05 no more qstaff? is the skill going away? 21:25:08 read the commit log 21:25:10 please 21:25:17 <|amethyst> only plain "staff" is gone 21:25:31 oh okay 21:25:54 <|amethyst> also, we removed mountain dwarves 21:26:02 |amethyst: you son of a bitch! 21:26:05 boycott crawl forever 21:26:16 it's okay, MD had a bad staves apt 21:26:19 haha 21:26:27 -!- Turgor has quit [] 21:28:18 elliott: Finally found and squashed that "doomed monsters get one last turn when you enter the level" bug. 21:28:40 what's a doomed monster 21:29:38 evilmike: Neostairs stuff. The way Light stairs work is that it tracks when a monster follows you and adds its index to a the_doomed_ones list, so it's slated for immediate removal when you reenter the level. 21:29:55 (It doesn't add to the_doomed_ones if the level is nonpersistent, for obvious reasons.) 21:30:58 I actually think the relevant code could be used to implement an interlevel Recall effect. 21:31:17 That sounds interesting 21:33:23 -!- bh has quit [Quit: bh] 21:35:33 lol 21:35:45 is there a way to get an rss feed of the commit messages? 21:36:27 Is http://git.develz.org/?p=crawl.git;a=shortlog insufficient for your purposes? 21:36:41 there's an rss button at the bottom you can use 21:36:43 evilmike: what happened was that you would go up, stuff would follow, you'd kill it, go back down, and the stuff that followed would be there and hit you and then disappear as soon as they do that 21:36:48 it was spooky!! 21:36:51 the ghosts of monsters passed 21:36:54 past also 21:37:36 that's great thanks guys 21:38:17 evilmike: To go into greater detail: in Stone Soup, whenever a monster initiates interlevel travel, you're always on the floor it's on when it leaves. So the game can just delete the monster, add it to the_lost_ones, and place it when you arrive on the destination floor. 21:39:20 Neostairs requires the game to be able to remove monsters even when you're not there, which you can't do normally because the floor isn't loaded in memory. 21:39:50 neostairs are like brogue stairs right? 21:39:54 Aye. 21:39:59 neat 21:40:31 so, what are your ideas for interlevel recall? My thought is that it would be a lousy spell/ability, but it might be alright as some kind of automatic effect that is "cast" when you use stairs 21:40:32 and that does sound like it could work for allies following you, since brogue allies od it 21:40:35 do* 21:40:38 probably after a delay 21:41:07 So what it does is add every monster that could *potentially* follow you to the_lost_ones whenever you leave a floor, and saves the monster's index as well. If the monster actually arrives on the floor, the index gets added to the_doomed_ones, and when you arrive on a floor, it checks whether there are any relevant the_doomed_ones entries and deletes them. 21:41:09 only problem is, you wouldn't want to encourage players to stair dance for easy recall 21:41:20 evilmike: I was thinking of just having interlevel recall be a Beogh thing. 21:41:35 <|amethyst> presumably non-functioning on skeletons/zombies 21:41:36 giving it as a god power would certainly be simpler 21:41:41 you should give it to yred too, though 21:42:18 In particular, it might be necessary because I made it so that monsters can't follow you across certain stair-like things 21:42:42 Portal vault portals among them 21:43:29 (I didn't want you to be able to lead, say, Mara into a bazaar and successfully ditch him there.) 21:44:38 <|amethyst> I thought in DCSS also things wouldn't follow you into a portal vault, only out 21:45:41 !seen _dd 21:45:41 I last saw _dd at Tue Sep 4 21:06:45 2012 UTC (5h 38m 56s ago) saying hehe yeah but itll show up in trunk earlier... on ##crawl-dev. 21:46:57 -!- ussdefiant has joined ##crawl-dev 21:47:12 i think i'm going to commit dd's sabres and then screw with the falchions to differentiate them 21:49:14 -!- Rewans has quit [] 21:50:52 evilmike: how about an arenasprint wave with moths of wrath, ghost moths, and moths of suppression 21:50:57 -!- Lawman0 has quit [Ping timeout: 272 seconds] 21:51:02 they were kind of brutal on a zig floor scale but they could be deadly in a more fun manner on a smaller scale I think 21:51:06 p.s. idea credit to HangedMan 21:51:06 elliott: sure 21:52:20 (if it is too brutal, it could be balanced out by butterflies :p) 21:52:45 I'll make it so it only happens after round 20, and the earlier ones are padded out with other y's 21:52:52 a zig:18-or-so of them can easily kill even a completely ridiculous zigging wizmode character, so it should probably be a pretty late wave 21:53:18 arenasprint's spawn mechanics seem better-suited to it 21:53:30 -!- Sequell has quit [Remote host closed the connection] 21:53:58 the supmoths have a tendency to get rid of your sinv also, which is fun with the ghost moths 21:54:07 -!- Codrus has quit [Ping timeout: 240 seconds] 21:54:13 yeah, I considered doing something kind of like what zigs did but decided it would be easier to balance if I simply split it up into discrete "tiers" 21:55:18 right, but the gradual spawning also 21:55:47 -!- vwzzz has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 21:56:26 -!- Sequell has joined ##crawl-dev 21:57:17 -!- edlothiol has quit [Ping timeout: 272 seconds] 21:59:46 -!- HangedMan has quit [Read error: Connection reset by peer] 22:00:23 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:02:21 -!- wh1te has left ##crawl-dev 22:02:33 03evilmike * r9a1d935f2ff9 10/crawl-ref/source/dat/des/sprint/arena_sprint.des: Add more moths to arena sprint. 22:02:41 mwahaha 22:06:11 -!- fooobaar has quit [Ping timeout: 268 seconds] 22:07:09 -!- smeea has quit [Read error: Connection reset by peer] 22:09:57 -!- omnirizon has quit [Ping timeout: 260 seconds] 22:11:48 -!- barbs has quit [Ping timeout: 276 seconds] 22:11:51 who needs to go on the access list? 22:12:12 oh 22:12:15 someone already added 22:13:51 -!- smeea has quit [Read error: Connection reset by peer] 22:15:18 -!- bh has joined ##crawl-dev 22:15:19 -!- bh has quit [Changing host] 22:15:20 -!- bh has joined ##crawl-dev 22:21:10 -!- remyroy has quit [Read error: Connection reset by peer] 22:24:42 -!- clouded_ has quit [Ping timeout: 264 seconds] 22:25:38 -!- ludamad has quit [Ping timeout: 240 seconds] 22:26:02 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 22:27:33 -!- barbs has joined ##crawl-dev 22:30:03 <|amethyst> did anyone tell bataille that wrath dilution doesn't work anymore? 22:30:10 <|amethyst> doh 22:31:04 this reminds me of how after mummy potion curses were removed, people kept dropping potions for about 2 versions after that 22:31:39 |amethyst: wrath dilution -- after ditching a god with nasty wrath you take a bunch of gods with weak sauce wrath? 22:31:52 <|amethyst> I'll probably back away from my summons for at least a version :) 22:32:05 <|amethyst> bh: yeah, fixed in 22:32:11 <|amethyst> %git db326eb 22:32:34 elliptic * 0.11-a0-444-gdb326eb: Eliminate wrath dilution. (6 months ago, 1 file, 20+ 12-) https://gitorious.org/crawl/crawl/commit/db326ebe0465 22:32:34 I'm probably going to be using message mutes a lot more on summoners 22:32:39 one reason to back away is to abuse summons... the other is to make the message spam shut up 22:36:03 |amethyst: I have a really cool, simple abyss generator :) 22:36:07 now I just need a few dozen more 22:36:46 -!- stenno has quit [Ping timeout: 246 seconds] 22:41:21 -!- monqy has joined ##crawl-dev 22:41:33 -!- N78291 has quit [Quit: null] 22:44:31 -!- Nightbeer has quit [Read error: Connection reset by peer] 22:44:38 -!- bonghitz has quit [Quit: bonghitz] 22:49:38 -!- stenno has quit [Changing host] 22:54:54 -!- bracc has quit [Quit: bracc] 22:55:43 -!- slitherrr has quit [Quit: Leaving.] 22:56:01 so, these sabres have variants for being runed or artifacts; do i have to change something in code to make them use those? 22:56:17 they are saved as sabre2 etc and in dc-item 23:01:37 bh: what does it look like? 23:01:37 elliott: You have 1 message. Use !messages to read it. 23:02:08 elliott: 2x2 columns with 2 spaces between each column, alternating with 2x2 columns with 6 spaces 23:02:24 it morphs between the two so you get dense columns v. sparse columns 23:02:28 you're not using the idea of taking regular layouts, and heavily corrupting them? 23:02:36 or are you talking about generators for the stuff in between that? 23:03:19 -!- Eurtek has quit [Quit: Page closed] 23:03:36 -!- ToastyP has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 23:03:51 evilmike: both 23:04:14 heterogenity is what will make this interesting 23:04:39 I think that will help a lot, yeah 23:04:59 <|amethyst> ontoclasm: take a look at tileidx_enchant_equ() in tilepick.cc . It depends on how many tiles you have for that item 23:05:13 ok 23:05:19 <|amethyst> ontoclasm: if there are two (as for sabres), the second is used for all cosmetic flags and for randarts 23:05:22 so it's automatic basically 23:05:25 <|amethyst> yeah 23:05:32 neat 23:06:09 <|amethyst> 1 -> everything; 2 -> normal, cosmetic; 3 -> normal, cosmetic, randart; 4 -> normal, embroidered/shiny/runed, glowing, randart; and 5 -> normal, embroidered/shiny, runed, glowing, randart 23:06:25 mm 23:06:30 -!- brochacho has quit [Quit: Page closed] 23:06:59 <|amethyst> (embroidered/shiny is the same flag because no item class can have both) 23:13:48 can I stop monster spawning in wizmode 23:14:29 yeah 23:14:34 -!- RollieTG has quit [Ping timeout: 246 seconds] 23:14:41 look at the &? screen, there is a command for spawn rate 23:15:04 <|amethyst> &Rc999999 or something 23:15:11 <|amethyst> don't know if you can actually turn it off 23:15:24 <|amethyst> also &G to remove all current monsters 23:15:25 03ontoclasm * rb46da3df9195 10/crawl-ref/source/ (12 files in 3 dirs): Sabre tiles (dd) 23:15:26 03ontoclasm * r695bd9bb9c16 10/crawl-ref/source/rltiles/ (7 files in 2 dirs): Give falchions a little extra breadth 23:15:29 -!- Fhqwhgads has quit [Remote host closed the connection] 23:15:37 ooh does that mean you can set spawn rate to 0 and then immediately fill every square on the level 23:16:16 or set it to a negative number to have monsters die off of natural causes 23:16:17 Wensley: Of course not. 23:16:22 I'm pretty sure 0 disables spawning 23:16:25 and 1 is the fastest 23:16:31 There's a limit to how many monsters there are in the monster array. 23:16:43 <|amethyst> no, zero seems to spawn 23:16:53 go negative 23:17:13 -!- pelotron has quit [Quit: ~Internet()] 23:17:52 Wensley: 0 got me no monsters in 5000 turns. -1 got me 27 monsters in 100 23:17:56 let's see what -100 does 23:18:30 <|amethyst> oh, no, zero is supposed to mean no spawn 23:18:46 Wensley: seems impossible to make it go crazy. sorry 23:19:15 tell hangedman wizmode is broken, please fix 23:19:48 Wensley: want to see what crazy numbers of monsters looks like? 23:19:55 yes please 23:19:58 yes please 23:20:03 give me a minute 23:20:08 are you going to allow negatives 23:20:39 -!- Neoxx has quit [Quit: Page closed] 23:20:41 I'm going to put a vault on pastebin, which you can use to break crawl (no, I am not going to commit this, don't worry) 23:20:53 ooh you should commit it 23:20:58 :p 23:21:03 ontoclasm: new vault for you to commit 23:21:26 -!- link_108 has quit [Ping timeout: 252 seconds] 23:22:23 -!- bracc has quit [Read error: Connection reset by peer] 23:22:33 -!- simmarine has quit [Quit: bye] 23:25:57 here you go: http://pastebin.com/Z5H1BP8A 23:26:24 very nice 23:26:39 <|amethyst> hahah 23:26:45 someone save that for april 23:26:47 heheh 23:26:48 <|amethyst> if you want to just brute-force it: &^Tfor i=2,78 do for j=2,68 do dgn.create_monster(i,j,'boggart');end;end 23:26:49 that looks like fun 23:26:54 -!- VideoGames has quit [Quit: Page closed] 23:26:58 elliptic: the server admins would crucify me :P 23:27:31 * |amethyst sharpens the nails 23:27:34 |amethyst: that just removes the walls 23:27:44 <|amethyst> elliott: check the northwest corner 23:27:44 oh, the MONS: boggart line is unnecessary there 23:27:59 oh, very nice 23:28:13 <|amethyst> elliott: eventually it runs out of slots for them :) 23:28:15 can boggarts ever summon boggarts 23:28:22 yeah 23:28:32 new spell: summon boggart 23:28:35 with the map I put there, they *only* summon boggarts. and only boggarts spawn on D:1 23:28:54 hmm 23:28:57 there should be a boggart zig floor :p 23:29:06 Amusingly, on D:1 boggart melee might actually be dangerous 23:29:12 evilmike: hm, how does it make it only summon boggarts? 23:29:15 now the doobie will -never- get passed 23:29:25 elliott: shadow creatures uses the level's monster list 23:29:27 <|amethyst> elliott: set_random_mon_list() sets the list for the floor 23:29:31 ah 23:29:33 <|amethyst> and what evilmike said 23:29:45 !learn add wcrawl A wcrawl-exclusive map, courtesy of evilmike: http://pastebin.com/Z5H1BP8A 23:29:46 wcrawl[11/11]: A wcrawl-exclusive map, courtesy of evilmike: http://pastebin.com/Z5H1BP8A 23:30:06 Is wcrawl a real thing that exists somewhere? 23:30:07 DracoOmega: people have died to boggart melee before 23:30:15 wcrawl exists in all our hearts 23:30:30 dtsund: elliott knows the score 23:30:49 Wensley: here's a cleaned up version: http://pastebin.com/A7PkyYyL 23:31:08 IMO clean up that WEIGHT line, so hacky! 23:31:09 you know. for science. 23:31:17 meh 23:31:19 Wensley: Oh, I'm sure someone HAS. But 99.9% of the time it's irrelevant 23:31:25 Someone has died to nearly everything imaginable 23:31:48 the weight line is easier than deleting all the other vaults 23:31:59 See, the thing about that is 23:32:02 isn't there a CHANCE thing you can do 23:32:11 Boggarts won't actually fill the floor because of the monster limit. 23:32:18 I don't like using CHANCE for stuff like this 23:32:21 yeah it's 700 23:32:23 !learn edit wcrawl[11] s/:.*/: http://pastebin.com/A7PkyYyL 23:32:23 Syntax is: !learn edit TERM[NUM] s/REGEX/REPLACE/opts 23:32:26 but they spam so much that it lags the game to hell 23:32:26 And as soon as you kill some boggarts, then they'll flood with summons. 23:32:27 -!- Poncheis has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 23:32:32 !learn edit wcrawl[11] s|:.*|: http://pastebin.com/A7PkyYyL 23:32:32 wcrawl[11/11]: A wcrawl-exclusive map, courtesy of evilmike: http://pastebin.com/A7PkyYyL 23:32:34 why does that limit exist anyway 23:32:40 can't you just s/FixedVector/std::vector/ 23:32:58 Fie on you. Arrays are good enough for anyone. 23:33:09 <_dd> bah damn cats are like organic alarm clocks 23:33:24 good for everyone who likes arbitrary limits 23:33:31 <_dd> i mean good morning 23:35:20 _dd: i have a request for you 23:35:22 <_dd> ontoclasm, i made some falchions some time ago, i didn't know at the time there were already falchions made and they didn't turn out very good anyway... but i could maybe try to improve the elven falchions so those could be used 23:35:30 oh, i did it 23:35:33 -!- marcmagus has quit [Read error: Operation timed out] 23:35:37 <_dd> oh ok 23:35:40 i edited the thinner falchions 23:36:01 my request is for a scarier mummy priest mask :D 23:36:11 <_dd> hmm 23:36:16 the others look awesome 23:36:24 <_dd> skulls not scary enough 23:36:37 <_dd> i guess the grim reapers been doing it all wrong :p 23:36:39 man skulls don't faze me bro 23:36:49 i eat skulls for breakfast 23:37:13 (a skull is totally fine) 23:37:41 i guess i just can't easily tell it's a skull, it just looks like a blank face 23:37:59 <_dd> hm 23:38:16 <_dd> i could make it into a sort of demonic mask with horns and glowing eyes 23:38:20 hm 23:38:30 -!- notwensley has quit [Quit: Leaving] 23:39:12 also, would you mind making khufu as well? 23:39:17 sorry xD 23:39:31 <_dd> yeah no problem i was planning on making it anyway 23:39:46 clearly this should the priest mask: http://www.theater-masks.com/i/masks/dog-and-cat-masks/egyptian_mau.jpg 23:40:09 <_dd> so scary 23:40:27 -!- link_108 has joined ##crawl-dev 23:41:16 i am slowly working my way back through the tile submissions 23:41:43 <|amethyst> excellent 23:41:59 at some point i'll have to break it to myself that my art is bad 23:42:01 -!- Psyknux has quit [Read error: Connection reset by peer] 23:42:22 which will be at once insulting and solipsistic 23:43:11 <_dd> i don't think your art is bad fwiw 23:43:21 hah, thanks 23:43:42 <_dd> didn't you make the new item icons 23:43:48 yep 23:44:02 i'm going to make the weapon/armour ones larger 23:44:10 <_dd> those look pretty nice, the only problem i have is remove curse being too similar to curse armor... 23:44:17 oh, and that 23:44:40 <+ontoclasm> i'm going to make the weapon/armour ones larger <- Yes!! :) 23:44:46 -!- ttghbbgeww has quit [Read error: Connection reset by peer] 23:45:04 would it help if remove curse's "aura" thing was all blue 23:45:22 <_dd> it might 23:45:34 <_dd> would have to see them side by side to be sure but probably 23:46:00 -!- imantor has quit [Ping timeout: 252 seconds] 23:46:01 <|amethyst> ontoclasm: btw, bonghitz last night thought adders are "now even more invisible in sewers" 23:46:12 ooh, good point 23:46:16 hm 23:46:40 lemme go take a look at them 23:46:55 <_dd> there's new adder tiles? 23:47:11 <_dd> hm i need to update my trunk 23:47:30 <|amethyst> ontoclasm: and I think you forgot to close your own bug when you committed those :) 23:48:14 hah, oh yeah 23:50:35 -!- Deathmic has quit [Read error: Connection reset by peer] 23:52:37 hm, they look pretty visible to me 23:52:58 maybe i could brighten them a bit 23:53:16 <|amethyst> I didn't check yet, just passing it on :) 23:53:33 well, you can observe my game on cszo 23:53:45 i get to use wizmode! :3 23:53:49 <|amethyst> :) 23:54:09 <|amethyst> btw, it doesn't work for 0.11 or 0.10 tiles on CSZO, sorry 23:54:14 <|amethyst> (it = wizmode) 23:54:18 ah 23:54:36 <|amethyst> I'll get around to patching those scripts 23:54:53 <|amethyst> oh, right 23:55:08 <|amethyst> there is no script, webtiles runs it directly 23:55:09 <|amethyst> hm 23:55:51 ontoclasm: quick, run |amethyst's Lua! 23:55:54 he can't complain, he wrote it ;) 23:56:37 <|amethyst> ontoclasm: what about adder on deep water? 23:57:01 yeah, i think i'll brighten it a bit 23:57:08 it is sorta hard to see 23:57:12 <|amethyst> not too much 23:57:25 <|amethyst> after all, snakes in water are supposed to be hard to see :) 23:57:31 -!- valrus has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 23:57:47 <|amethyst> we'll make them a slightly-differently-shaped tilde in console 23:59:17 <|amethyst> (kidding about the "not too much", btw; do what looks good :) 23:59:21 xD 23:59:37 i will be responible in my use of the b/c tool 23:59:59 <|amethyst> I think he's talking that artist talk