00:00:35 why do you think they call it "the gimp" 00:00:54 Pre-release branch on crawl.develz.org updated to: 0.11-b1-94-g6884582 (33) 00:01:51 -!- ryak has quit [Quit: If you think nobody cares, try missing a few payments] 00:02:11 03ontoclasm * r47cfca666f92 10/crawl-ref/source/rltiles/mon/animals/adder.png: Brighten adders up a bit 00:03:18 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-94-g6884582 00:04:02 <|amethyst> ontoclasm: good timing on the upload btw 00:04:16 -!- Vizer_ has quit [Quit: nipaa~] 00:04:31 Unstable branch on crawl.s-z.org updated to: 0.12-a0-379-g47cfca6 (34) 00:05:19 -!- Wensley has quit [Ping timeout: 246 seconds] 00:05:23 <|amethyst> because now it's on CSZO :) 00:06:04 he,y those are easier to see! 00:06:12 note to self 00:06:23 commit everything just before midnight 00:06:28 <|amethyst> looks good :) 00:08:16 -!- remyroy has quit [Read error: Connection reset by peer] 00:08:19 yay, now the bailey secret door thing is fixed (I assume?) 00:08:46 <|amethyst> I fixed it much earlier 00:08:49 <|amethyst> err 00:08:59 <|amethyst> I didn't fix it per se, but I updated CSZO early 00:09:15 ah 00:09:19 you might want to close https://crawl.develz.org/mantis/view.php?id=6170 :) 00:09:50 <|amethyst> oh, didn't notice the issue, thanks 00:12:37 -!- Yen has quit [Ping timeout: 240 seconds] 00:13:23 -!- link_108 has quit [Ping timeout: 252 seconds] 00:14:05 -!- link_108 has joined ##crawl-dev 00:14:18 hmm.. does the abyss need more state. Currently the abyss is a single cube. 00:14:29 It's approximately 2^31^3 00:14:30 -!- SirVaulterScoff has quit [Ping timeout: 244 seconds] 00:14:59 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 00:15:40 doesn't sound big enough 00:17:30 -!- Lightli has quit [Ping timeout: 245 seconds] 00:17:32 ontoclasm: suppose you have one square for every kilogram 00:17:40 making up Jupiter. That's about how big the abyss is. 00:18:39 sounds good 00:18:59 <|amethyst> let's memoize the whole thing! 00:19:11 <|amethyst> 96-bit computers aren't that far off! 00:19:24 |amethyst: I'll leave that to you 00:20:09 Windows builds of master branch on crawl.develz.org updated to: 0.12-a0-379-g47cfca6 00:20:11 I'd like to add a 'make me a badass' button to wizmode. Sometimes you want to be able to oneshot the dungeon. 00:20:35 &A27 does pretty well 00:20:48 evilmike: "There are some reasons to lock loot chambers, but a "no item pickup" flag of some sort would be better." -> 00:20:54 ontoclasm: I'm talking about +foo,+bar ring of slaying 00:20:55 %git be8529a4 00:20:55 MarvinPA * 0.12-a0-361-gbe8529a: Add a "no_pickup" tag to prevent monsters picking up loot in some vaults (13 hours ago, 5 files, 16+ 1-) https://gitorious.org/crawl/crawl/commit/be8529a4645c 00:20:58 ah 00:20:59 <|amethyst> you still have to create items and memorise spells 00:21:09 MarvinPA: yeah, I saw that just after I wrote that :P 00:21:12 heh 00:21:29 i think it could do with a version that you can apply to an entire vault rather than just individual items, maybe 00:22:07 my vault-fu is weak but i might try and figure out how to extend it for that 00:22:07 I think it would be more useful to have one that applies to a whole vault. But only make it work for items placed by the vault 00:22:16 so, a vault with that tag won't apply it to randomly generated items 00:22:21 MarvinPA: Look up how the tags work to apply properties to every square? 00:22:23 yeah 00:22:24 Like the no_tele_into 00:23:01 * dtsund doesn't envy the task of adding vault syntax 00:23:10 yeah, i didn't look into it much yet but something like the patrolling tag seems like it should be similar in theory, since that can be applied to entire vaults as well as individual monsters 00:23:29 <3 constructive solid geometry 00:23:34 hm, that seems kind of odd 00:23:39 it's depressing when all the gold gets picked up by mummies in tomb:3 00:24:01 if you -drop- a wielded weapon of distort and get banished, it drops the item before banishing you 00:24:02 evilmike: why would mummies pick up gold? What could they possibly buy? More teeth? 00:24:08 i think 00:24:16 ontoclasm: that's hilarious. 00:24:19 monsters just pick up items, even stuff they can't really use 00:25:02 For a long time, I had legitimately wondered why one of the Tomb:3 loot vaults was so much more empty than the other 00:25:03 crawl doesn't really do "loot drops" with monsters, aisde from the stuff they normally get. So I guess that behaviour fills that role 00:25:11 Before it occured to me that it was just full of gold that had since been taken 00:25:44 Is gitorious *really* slow? 00:25:56 it was for me a few minutes ago 00:26:06 ontoclasm: that seems reasonable 00:26:16 You are now empty-handed. 00:26:16 You drop a +1,+0 dwarven sabre of distortion. 00:26:16 You are cast into the Abyss! 00:26:21 ontoclasm: you unwield it and throw it on the floor and you end up in the abyss 00:26:25 yeah, i guess it makes sense 00:26:38 presumably normally you just tug it out of your hands and shove it in your pack when you get banished or something 00:26:50 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 00:27:22 distort weapons can be annoying. In one game I had a hell of a time leveling up because I just kept banishing everything 00:27:41 it was just sort of funny returning and finding my sabre on the floor at my feet 00:27:41 Well, that's much less of a downside now 00:28:38 hmm, what level of the abyss should banished monsters go to? 00:28:49 I guess they should just have a chance to spawn on whatever level you are currently on or whatever 00:29:27 I hope I can implement the monster spawn behavior -- I want normal monsters to appear in sight, screaming in a cloud of energy 00:29:42 I suppose that should become less common the deeper you go and weird awful things should become more common 00:30:00 keep in mind that not all monsters scream 00:30:06 yes. 00:30:21 It might be sort of fun to actually see banished monsters arriving, though 00:30:55 <_dd> ok ontoclasm how's this 00:30:58 The orc warrior stares at you wistfully as it is devored by a tear in reality! 00:31:01 <_dd> https://crawl.develz.org/mantis/file_download.php?file_id=3801&type=bug 00:31:33 oh yeah -- I should implement getting banished when you're in the abyss 00:31:43 significantly more evil-looking :) 00:31:44 If you get banished on A:27 where should you go? :) 00:32:00 you should die instantly 00:32:06 <_dd> here it is with background https://crawl.develz.org/mantis/file_download.php?file_id=3802&type=bug 00:32:12 alternatively make abyss infinite so there's no problem 00:32:26 looks good 00:32:56 i'll wait for khufu and then put them in 00:33:00 <_dd> ok 00:33:15 Something about the horns strike me as slightly out of theme, to be honest =/ 00:33:23 <_dd> hm i guess khufu should be somewhat similar to greater mummy 00:33:35 <_dd> what would you suggest instead of horns 00:34:10 <_dd> it's kind of hard to just make it look like a real skull at that size, without making it comically large... 00:34:11 I'm not sure. I actually thought the Menkaure tile of yours was a new mummy priest one for a bit 00:34:12 _dd: kangraoo ears! 00:34:20 it could have a hat 00:34:33 <_dd> one of those huge voodoo masks 00:34:35 I might honestly be more inclined towards a headdress of some sort, yeah 00:34:38 -!- marcmagus has quit [Ping timeout: 244 seconds] 00:34:39 http://www.tts-group.co.uk/_rmvirtual/media/tts/images/AR00328.jpg 00:34:43 <_dd> and a giant codpiece 00:34:49 hm, just found a 0.11 bug :/ 00:34:52 the bigger the codpiece the stronger the magic 00:34:59 The helpless hound fails to defend itself. 00:34:59 The hound barks! 00:34:59 You skewer the hound like a kebab!!! 00:34:59 You kill the hound! 00:34:59 <_dd> nothing says i'm a bad muthafucka like a big codpiece 00:35:29 Oh dear 00:35:59 elliptic: wouldn't *you* yelp if you got stabbed? 00:36:25 evilmike: btw, people seem to be getting a lot of shapeshifters in moth of suppression form 00:36:29 is that intentional? 00:36:33 <_dd> would it help if i made the horns shorter 00:36:47 (AFAICT nobody has actually encountered a moth of suppression, but I've seen at least two people encounter moth of suppression shaped shapeshifters) 00:37:04 elliott: allowing them for shapeshifters is intentional... it's interesting how common they are for shapeshifters though 00:37:09 I suppose it's just their HD 00:37:14 _dd: how about make the mask, say, bright red, and have no mouth at all 00:37:35 It might. To be honest, I'd still prefer the hat/headdress, personally (for whatever that's worth). At the moment, I can't shake something 'primal' or animalistic about the current tile of yours. Or something minotaurish. 00:37:36 it would be easy to make them invalid for polymorphs but I don't see the point. And yeah, right now they're more common as shapeshifters than normal enemies 00:37:37 evilmike: right -- seems to be that people (at least one person) are running into such shapeshifters many times per game, which seems undesirable 00:38:12 <_dd> hm back to the drawing board 00:38:17 the huge aura makes them stand out a lot more 00:38:23 right 00:38:34 I hate shapeshifters. Do they actually heal on shift? Or do they just shift a monster with currentApproximateHD()? 00:38:43 maybe it should be blocked by walls (wensley argued against this, though) 00:38:52 you could make some argument that shapeshifters wouldn't want to mimic something with such an obvious aura, because it'd give them away when it suddenly appears everywhere :) 00:39:14 but I guess it's tied to polymorph? 00:39:44 On the other hand, shapeshifters turning into them all the time means more changes for bug detection and testing! :P 00:39:47 It's easy to make monsters invalid for polymorph 00:40:50 DracoOmega: I only worry that a rare, unqiue and (hopefully) surprising enemy will become mundane due to being encountered frequently in shapeshifter form 00:41:15 ok -- how's this for behavior: getting banished within the abyss causes a random walk on your depth, biased toward pulling you deeper 00:41:20 the gigantic aura makes me want to make them unusable for polymorphs 00:41:32 I knew they'd be valid for shapeshifters, but didn't really think about the implications 00:42:15 if you're using polymorph to get rid of one scary big thing, a moth of suppression is probably going to be boringly easy to kill anyway, I suspect 00:44:34 bh: but what about the "The foo wobbles." message for banishing something that's already in the abyss :( 00:44:34 MarvinPA: I'll fix that 00:44:34 well i mean you'd have to remove it 00:44:34 and it's the greatest message 00:44:34 so that would be sad :P 00:44:34 bh: I'd just make it pull you deeper 00:44:34 and if you're on A:27 you wobble :P 00:44:34 yay 00:44:34 (alternatively there are MAXINT abyss levels rather than 27 so you always get pulled deeper) 00:44:34 <_dd> ok i made a shorter horn version and edited the skull face a bit 00:44:34 <_dd> https://crawl.develz.org/mantis/file_download.php?file_id=3803&type=bug 00:44:34 -!- ophanim has quit [Read error: Connection reset by peer] 00:45:17 eldritch tentacle is an awesome miscast effect 00:45:20 well, i'll give them M_NO_POLY_TO whenever gitorious comes back 00:45:33 at least until a better solution can be figured out 00:45:59 neat, silence, suppression, and halo all overlap perfectly in tiles 00:46:09 (completely by accident) 00:46:24 btw here is a possibly bad monster idea: give soul eaters the drain life spell 00:46:46 <_dd> ontoclasm, how does it look 00:46:57 pretty good actually 00:47:05 you can observe it on cszo 00:47:13 MarvinPA: what if banishment became unreliable when in the abyss? It would leave in the wobble message 00:47:22 st_ suggested a while ago to give soul eaters a full los "mini torment" spell, but drain life seems oddly fitting for them 00:47:24 It would also stop Lucy followers from just going banish mad 00:47:32 bh: n/27 chance to fail 00:47:34 * elliott tunes in 00:47:36 where n is your depth 00:47:39 ontoclasm: I like that 00:47:50 you can't really go completely banish mad since it costs piety, but ontoclasm's idea sounds good 00:47:56 ontoclasm: nice overlap 00:48:01 <_dd> ok then i'll let you know when i get khufu done 00:48:09 ontoclasm: is this wizmode 00:48:14 ah it is 00:48:20 no, i just ran into all those dudes in the abyss 00:48:45 ontoclasm: I like how it just shows "*" in webtiles 00:48:47 instead of *WIZARD* 00:48:57 this stabbing bug is being annoying to track down 00:49:02 the star of ultimate power 00:49:08 ontoclasm: you could get tiles players to watch you and I bet they wouldn't even notice it's wizmode! 00:49:09 since it only seems to happen 10% of the time or so 00:49:12 go deck yourself out and do some zigs 00:49:52 "how did I max out all my skills in 3k? well, that's a secret..." 00:49:52 In your confused state, you trip and fall through the gate. 00:50:17 -!- indspenceable has quit [Client Quit] 00:50:36 what determines shapeshifter hd anyway? is it always the same? 00:51:11 -!- Codrus has quit [Ping timeout: 244 seconds] 00:51:20 ontoclasm: pfft, you should get a vamp lajatang instead 00:51:25 -!- Dattu has quit [Ping timeout: 260 seconds] 00:54:29 -!- indspenceable has quit [Client Quit] 00:57:36 hm 00:57:38 maybe so 00:59:27 wow, it displays * in console too 00:59:37 ontoclasm: you can just use &t instead of using ea scrolls 00:59:44 also &% lets you say "scroll of enchant armour" to get it 00:59:48 Is you.depth absolute depth or level depth? 01:00:39 ah 01:00:58 neat 01:01:23 my ac is strangely low still 01:01:29 i am only barely diesel 01:02:35 <_dd> ok khufu done 01:02:53 -!- Dixie has joined ##crawl-dev 01:02:53 <_dd> i edited it from greater mummy since the old tiles are similar too 01:03:06 <_dd> but i think it's different enough 01:03:11 <_dd> if not i can edit it further 01:03:17 ontoclasm: IMO wear the white chocolate 01:03:19 er, the milk chocolate 01:05:35 how do I force a UI redraw? 01:09:12 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-94-g6884582 01:09:47 <|amethyst> hm, weird 01:11:39 bh: ^R? 01:11:54 dtsund: from inside codeland. I used redraw_screen() 01:12:15 Oh. 01:12:18 <|amethyst> what specifically needs to be redrawn? 01:12:27 branch/depth info 01:12:56 -!- laan has quit [Ping timeout: 245 seconds] 01:13:00 print_stats_level? 01:13:13 aren't there redraw flags to set for that 01:13:15 or is that a 4.1 innovation 01:14:20 |amethyst: can you pull my branch upstream? 01:14:27 <|amethyst> there isn't a flag for that in particular 01:14:34 <|amethyst> print_stats_level seems like it should work 01:14:36 <|amethyst> bh: sure 01:15:15 I think it's getting interesting enough to not be utterly dull. The current map is pretty darn trivial, but I think it's a good demonstration of the concept 01:16:22 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-94-g6884582 01:17:09 apparently the stabbing bug is due to monsters being woken up by smelling their own blood being spilled 01:17:20 nice 01:17:30 -!- MarvinPA has quit [Ping timeout: 264 seconds] 01:17:37 "bug" 01:17:44 <|amethyst> so, the interface sucks, but: http://dobrazupa.org/rebuild/ 01:17:59 <|amethyst> (no SSL for dobrazupa.org yet unfortunately) 01:18:02 -!- bh has quit [Quit: sleepytime] 01:18:09 03bh 07inception * r1ca8ab96392d 10/crawl-ref/source/abyss.cc: Remove abyss room generation 01:18:09 03bh 07inception * r56711abdfcf6 10/crawl-ref/source/abyss.cc: Abyssal Stair Chance 01:18:09 03bh 07inception * r00daad9c7c54 10/crawl-ref/source/ (enum.h tag-version.h tags.cc terrain.cc): Merge branch 'inception' of git://gitorious.org/crawl/crawl into inception 01:18:10 03bh 07inception * r35607c2b5e07 10/crawl-ref/source/ (abyss.cc items.cc main.cc stairs.cc): Stair and Rune Modifications 01:18:11 03bh 07inception * r6aea0ddcad12 10/crawl-ref/source/abyss.cc: Fix offset error 01:18:11 03bh 07inception * rbb63eb2994b8 10/crawl-ref/source/ (Makefile.obj abyss.cc dgn-proclayouts.cc dgn-proclayouts.h): Procedural Dungeon Generators! 01:18:12 03bh 07inception * r0a267cfb26e7 10/crawl-ref/source/ (abyss.cc dgn-proclayouts.cc dgn-proclayouts.h): More procedural layouts 01:18:12 03bh 07inception * r89c52e53f4bb 10/crawl-ref/source/ (cellular.cc cellular.h): Worley Changes 01:18:13 03bh 07inception * rc6d1edbd76da 10/crawl-ref/source/ (5 files): Old Abyss Clone 01:18:13 03bh 07inception * r9aeca2af6a5d 10/crawl-ref/source/ (abyss.cc abyss.h dgn-proclayouts.h): Mixed Column Abyss 01:18:13 03bh 07inception * r88ea4518e5e2 10/crawl-ref/source/ (beam.cc effects.cc main.cc spl-miscast.cc): We need to go deeper. 01:18:14 03bh 07inception * rc4debabac3eb 10/crawl-ref/source/stairs.cc: Message fixup 01:18:18 03bh 07inception * rc7f02a05bb7b 10/crawl-ref/source/abyss.cc: Remove liquids from the abyss. 01:18:20 03bh 07inception * r0c82497eea51 10/crawl-ref/source/ (perlin.cc perlin.h): Perlin Noise 01:18:26 03bh 07inception * r5c72e573e07c 10/crawl-ref/source/Makefile.obj: Add perlin.o to Makefile 01:18:37 RIP liquids 01:19:13 i kinda want to see how abyss plays now 01:19:18 <|amethyst> I had intended to print progress messages as it happens, but for now it will just spin there until it runs 01:19:26 <|amethyst> s/runs/finished rebuilding/ 01:19:34 <|amethyst> use responsibly, of course 01:20:09 <|amethyst> (you can also use e.g. http://dobrazupa.org/rebuild/trunk ) 01:20:10 anyways looks like a huge commit 01:20:45 Dixie: its not in trunk yet 01:22:54 -!- magistern has quit [Quit: This computer has gone to sleep] 01:24:14 03|amethyst * rf85a4c9c98d1 10/crawl-ref/docs/develop/new_dev_checklist.txt: Make new-dev IRC instructions more clear. 01:26:18 -!- ussdefiant has quit [Ping timeout: 244 seconds] 01:29:33 -!- yxhuvud has quit [Ping timeout: 255 seconds] 01:31:53 <|amethyst> I added the rebuild link to the admin front page on cszo DGL 01:32:17 -!- Zeor has quit [Quit: HydraIRC -> http://www.hydrairc.com <- IRC with a difference] 01:35:13 bh: I saw two adjacent gateways deeper and then got pulled into a different region :'( 01:35:29 bh inception * rc7f02a05bb7b /crawl-ref/source/abyss.cc: Remove liquids from the abyss. 01:35:31 le gasp 01:35:43 oh he's gone 01:36:10 thats a shakeup of megaproportions 01:36:16 gonna be interesting 01:36:17 it's not in trunk 01:36:21 :\ 01:36:24 should be 01:36:33 well he is redoing the whole abyss :P 01:37:33 !tell bh gateways leading out seem a little too common on Abyss:1 -- also, the abyss seems to shift too much; I keep finding portals deeper and then getting shifted while I walk towards them! 01:37:33 elliott: OK, I'll let bh know. 01:39:04 !tell bh and on abyss:2, gateways out seem very frequent, but gateways deeper seem fairly rare :p 01:39:05 elliott: OK, I'll let bh know. 01:42:07 03elliptic * rf9b887fb4ef2 10/crawl-ref/source/melee_attack.cc: Fix some monsters being alerted by smelling blood from their own death. 01:42:07 03elliptic 07stone_soup-0.11 * r6a8b81e6262f 10/crawl-ref/source/melee_attack.cc: Fix some monsters being alerted by smelling blood from their own death. 01:43:08 !tell bh it's looking good in general, though 01:43:08 elliott: OK, I'll let bh know. 01:43:28 it's supposed to just be a big grid of metal boxes at the moment, right? 01:43:37 evilmike: there are also sections that look just like the old abyss 01:43:48 the idea is to have a whole bunch of mini generators that get pieced together, it seems 01:44:06 but yes, right now it doesn't seem to have very good scaling, and the generators are a bit bland 01:44:11 early days 01:44:39 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 01:45:04 -!- Sgun has quit [Ping timeout: 246 seconds] 01:45:42 I'm just getting the metal boxes right now 01:45:48 they seem to be higher-weighted or something 01:46:08 doesn't really matter at such an early stage, I was just wondering about the old abyss flavoured stuff 01:46:19 because I'm not seeing that, except, it seems, in my immediate surroundings on being banished 01:46:37 right 01:46:53 I think the plan is to have one of the generators work by corrupting existing regular level generators in various ways 01:46:57 Unstable branch on crawl.s-z.org updated to: 0.12-a0-381-gf9b887f (34) 01:47:01 as part of a collection 01:48:07 sounds like it 01:48:51 ontoclasm: you have two people watching you on tiles 01:48:52 hmm, the "deeper into the abyss" portals seem to generate a whole new level, rather than corrupting the surrounding area like on when you get banished 01:49:16 bh made it sound like he had it do the latter, as an unintended feature 01:49:48 maybe he accidentally fixed it :) 01:50:25 aw. it sounded cool 01:51:31 <|amethyst> okay, the rebuild now shows stuff as it happens 01:51:36 this endless grid is in many ways more disturbing than the old abyss 01:51:50 <|amethyst> the problem was with mod_deflate, which I have now disabled for that particular UIR 01:51:51 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-95-g6a8b81e 01:51:53 <|amethyst> URI 01:52:45 it is quite bleak right now, yes 01:57:24 is somebody termcasting the new abyss 01:57:28 because you should 01:57:43 <_dd> ontoclasm wanna take a look at my quickblade tiles 01:57:52 <_dd> i just updated them 01:58:11 those look good 01:58:13 ontoclasm: it's not much to look at right now 01:58:49 <_dd> i don't think there's much point in making different tiles for elven qblades 01:58:55 nah 01:59:07 qblades are rare enough it'd be a waste 01:59:25 <_dd> yeah and also it's such a distinct design it was hard enough making 3 variants 01:59:54 -!- sssimon has quit [Quit: Page closed] 02:00:47 -!- yogaFLAME has quit [Quit: Page closed] 02:01:04 do you mind if i try messing around with the priest mask? 02:01:11 ontoclasm: there's really not that much to see next re: new abyss 02:01:11 <_dd> nah go ahead 02:02:25 -!- namad7 has quit [] 02:08:40 -!- moxian has quit [Quit: quit] 02:11:20 -!- tensorpudding has quit [Ping timeout: 246 seconds] 02:12:07 03evilmike * rf4c549335f9c 10/crawl-ref/source/mon-data.h: Give moths of suppression M_NO_POLY_TO. 02:12:47 <|amethyst> shapeshifters? 02:13:03 yeah 02:13:13 <|amethyst> want to try cszo's newest feature? 02:13:24 sure!! although this isn't really a bugfix 02:13:36 -!- Kalir has quit [Quit: leaving] 02:13:43 <|amethyst> mostly for testing purposes :) 02:14:12 it's doing a full rebuild by the looks of it... 02:14:15 _dd: how about this? https://dl.dropbox.com/u/1000017/crawl/mummypriest.png 02:14:19 <|amethyst> and to make my collection of binaries grow (it's only at 4 GiB) 02:14:39 <|amethyst> evilmike: should be fast because of ccache 02:14:53 <|amethyst> evilmike: it's a full rebuild because the last thing that was built was 0.11 02:15:03 ah 02:15:42 <|amethyst> it did ask you for a password, right? 02:15:48 yes 02:15:52 <|amethyst> ok, good :) 02:18:00 <|amethyst> OHH 02:18:07 <|amethyst> the web rebuild isn't using ccache :) 02:18:50 Unstable branch on crawl.s-z.org updated to: 0.12-a0-382-gf4c5493 (34) 02:21:01 -!- SkaryMonk has joined ##crawl-dev 02:23:37 -!- Sab0t has quit [Ping timeout: 240 seconds] 02:25:50 -!- josh__ has quit [Ping timeout: 245 seconds] 02:28:37 -!- Codrus has quit [Ping timeout: 240 seconds] 02:29:20 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-95-g6a8b81e 02:29:35 <|amethyst> There we go, it uses ccache now 02:30:14 I'll test it, what's the password? :P 02:30:37 <|amethyst> your CSZO account password, but you're not an admin :) 02:30:57 should be an easy fix 02:31:01 <|amethyst> :P 02:32:18 -!- SirVaulterScoff has quit [Remote host closed the connection] 02:35:02 -!- ZRN has quit [Ping timeout: 244 seconds] 02:35:48 -!- KKCryptic has quit [Quit: Page closed] 02:39:23 <_dd> ontoclasm, that looks pretty good 02:41:17 okay, i'm gonna commit em then 02:41:20 the qblades too 02:41:27 thanks :D 02:41:41 <_dd> i'll make some slight edits to it 02:41:47 oh 02:41:53 okay, go for it 02:41:55 <_dd> just a small tweak 02:41:59 let me know when you're done 02:42:13 <_dd> ok... won't take long 02:43:23 -!- joth00 has quit [Quit: leaving] 02:49:19 <_dd> ok there 02:49:34 <_dd> https://crawl.develz.org/mantis/file_download.php?file_id=3810&type=bug 02:49:43 |amethyst: do you still have that regex you wrote for tracking down secret doors? infiniplex's vaults subvaults have some, but the crash messages all helpfully point to layout_vaults (which is placing the offending subvaults) 02:49:54 -!- bonghitz has quit [Quit: bonghitz] 02:50:16 _dd: if i switch tabs back and forth he looks like he's rockin out 02:50:24 <_dd> :D 02:50:48 <_dd> yeah i moved the mask 1 px to the right, it seemed a bit too jutting out imo 02:50:53 mm 02:51:11 <_dd> also i did some pixel tweaks, tried adding some roundness back to the top of the skull 02:51:21 okay, i'll go ahead and commit 'em 02:51:32 <_dd> yeah 02:52:12 03evilmike 07new_vaults_layout * r41f1c1a720ed 10/crawl-ref/ (586 files in 44 dirs): Merge branch 'master' into new_vaults_layout 02:52:25 oh, dang, i have to learn how weapon display works now 02:53:31 I think it's just some bit switch statement that has x/y offsets in it 02:53:33 big* 02:53:36 yeah 02:53:59 <_dd> fwiw i think the weapon placement for the mummies is just 1 px up 02:54:04 <_dd> from normal 02:54:12 ok 02:54:29 let's see if i can guess correctly 02:54:58 <_dd> of course menkaure, greater & khufu won't even need weapons 02:55:04 yeah 02:55:08 <_dd> they have their hands full 02:55:08 and the other three are the same 02:55:16 <_dd> yeah the others are same 02:55:16 <|amethyst> evilmike: grep '^[NS][^:]*:.*[=:][^,/]*=' and grep 'subst([^)]*[=:][^,/]*=' for lua 02:55:19 thanks! 02:55:32 <|amethyst> (those don't look at the map, of course) 02:59:34 <|amethyst> hm, gitorious seems to be down-ish 02:59:49 it's extremely slow 03:00:43 <|amethyst> using the ssh repo doesn't work for me at all 03:00:50 <|amethyst> haven't tried git:// 03:01:08 <|amethyst> oh, there it goes 03:10:11 03ontoclasm * r5682cb9bf96e 10/crawl-ref/source/rltiles/ (5 files in 2 dirs): Qblade tiles (dd) 03:10:12 03ontoclasm * r4bd594facc02 10/crawl-ref/source/ (7 files in 3 dirs): Mummy tiles (dd) 03:11:06 -!- Silurio has quit [Quit: Page closed] 03:11:31 -!- Dixie has quit [Read error: Connection reset by peer] 03:12:39 -!- Lightli has joined ##crawl-dev 03:23:46 -!- deadrabbit has quit [Quit: leaving] 03:24:14 03evilmike 07new_vaults_layout * rf0a03b588336 10/crawl-ref/source/dat/des/branches/vaults_rooms.des: Desecretize the layout_vaults subvaults. 03:27:03 -!- Sab0t_ is now known as sab0t 03:34:48 -!- ontoclasm has quit [Quit: Leaving.] 03:35:40 -!- indspenceable has quit [Quit: Leaving.] 03:36:25 <_dd> player doll tiles seem to be messed up in the latest build 03:37:53 <_dd> other monster tiles as well... 03:38:05 <_dd> regular orc looks like saint roka 03:38:33 <_dd> all other tiles seem fine... 03:39:28 I think that's a webtiles caching thing 03:39:33 Unless that was fixed 03:39:41 (Assuming you're referring to webtiles, of course) 03:40:29 But I think that it didn't properly update the images client-side when changes were made to tile indexes server-side. Or something like that. 03:41:07 <_dd> no i mean local build 03:41:37 <_dd> orc warriors look like orc priests... lol this is gonna be confusing 03:42:09 <_dd> it's like there's some kind of offset error in reading the tiles png 03:43:18 <_dd> orc wizards look like regular orcs... gah 03:44:08 <_dd> can i revert to a previous trunk version without messing up saves 03:44:50 <_dd> also is anyone else having this problem with the latest trunk 03:45:10 <_dd> or is it just me and i messed up compiling it or something 03:45:19 -!- Nilsyn has quit [Quit: Page closed] 03:48:22 -!- evilmike has quit [] 03:53:03 -!- dtsund has quit [Ping timeout: 245 seconds] 04:00:29 -!- link_108 has quit [Ping timeout: 246 seconds] 04:10:29 -!- dpeg has joined ##crawl-dev 04:16:42 -!- y2s82 has quit [Remote host closed the connection] 04:22:38 -!- Zaba has quit [Ping timeout: 240 seconds] 04:23:19 -!- y2s82 has quit [Remote host closed the connection] 04:23:48 -!- Zaba has joined ##crawl-dev 04:29:39 -!- buki has quit [Remote host closed the connection] 04:36:00 -!- ebarrett has quit [] 04:45:49 !messages 04:45:49 (1/1) dpeg said (9h 42m 16s ago): potential abyss rune pickup messages: settembre 5 log, 2 am 04:48:08 <_dd> should i file a bug report or what 04:51:21 -!- nooodl has joined ##crawl-dev 04:51:58 galehar: off by some hours 04:53:11 _dd: does it also happen with a new game? 04:54:07 "You feel the rune guiding you out of this place." 04:54:14 galehar: good! 04:54:24 yeah, seems good 04:55:45 -!- Pacra has quit [Quit: This computer has gone to sleep] 04:55:49 -!- nooodl has quit [Ping timeout: 246 seconds] 04:56:31 -!- DracoOmega has quit [] 04:58:27 -!- freefall has joined ##crawl-dev 04:59:17 what's "Brogue-style monster pursuit"? 04:59:59 hm, perhaps that they use stairs even if not adjacent to you? 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.12-a0-358-ga6b1c90 05:05:43 also: "DoomRL-style sidestepping" 05:05:47 I'd like that for crawl too 05:08:18 -!- thened has quit [Ping timeout: 252 seconds] 05:08:19 -!- thened_ is now known as thened 05:09:00 yes, it's good that Light has it, makes it easy for us to test and incorporate 05:10:50 02:59:59 <@dpeg> hm, perhaps that they use stairs even if not adjacent to you? 05:10:53 yes 05:10:57 it's pretty broken as-is though 05:11:08 exploits &c 05:12:47 I am sure it can be exploited by the player ... one could say the same thing about Crawl's stair use. :) 05:13:28 I think the Brogue approach to stairs is good if you have few, tough monsters. With myriads of them, the other one may be better. They both work. 05:14:48 I thought it was broken enough when I used it to close distance with ranged attackers without needing to approach them, and get enemies to chokepoints on safe levels, but I hear there's a worse exploit where if you lay down clouds after taking stairs and break los with the staircase your enemies will die without you even seeing them 05:14:53 (did that cut off?) 05:16:07 "without seeing them" 05:16:16 ah, that's the full thing 05:16:28 <_dd> yes also with new game 05:16:41 monqy: yes, it might be something to design the game for, not to add on afterwards. 05:18:47 <_dd> galehar, yes it happens with new game too 05:19:21 <_dd> it's like the offset is screwed when reading the png with the tiles 05:19:31 <_dd> only for player and monster tiles though, item tiles seem fine 05:19:36 -!- Thrun has quit [Quit: leaving] 05:25:48 monqy: the cloud thing got fixed 05:26:05 is the fix exploitable.... 05:26:22 monqy: it simply considers disliked cloud squares as occupied 05:26:26 so they'll pop out beside it, usually 05:26:40 -!- scummos has quit [Remote host closed the connection] 05:26:43 arguably you can exploit this to push monsters into a specific place but that's pushing the definition of exploit imo 05:27:29 monqy: to be fair, you could approach distance with ranged attackers like that in brogue too, if they didn't have maddeningly smart AI 05:30:15 -!- nooodl has joined ##crawl-dev 05:36:25 -!- crate has quit [Quit: Leaving] 05:40:27 -!- edlothiol has joined ##crawl-dev 05:42:09 -!- animegrampa has quit [Ping timeout: 260 seconds] 05:50:28 -!- hart has quit [Ping timeout: 248 seconds] 05:53:20 -!- yogaFLAME has quit [Ping timeout: 245 seconds] 06:17:49 -!- sab0t has quit [Quit: Leaving] 06:17:54 -!- clouded_ has joined ##crawl-dev 06:19:10 -!- _159 has quit [Ping timeout: 245 seconds] 06:19:16 -!- bmfx has quit [Ping timeout: 244 seconds] 06:20:12 well, we can enable it only for friendly monsters. I'm not sure we need it for hostiles 06:20:43 Also, I'd be interested in some opinions about importing doomrl-like sidestep 06:22:16 -!- josh__ has quit [Quit: Page closed] 06:23:56 just don't make it work on hellfire burst 06:23:59 that would be bad right monqy 06:24:58 it would give an EV boost, so it would work on anything that can be dodged 06:25:15 which is on of the hellfire attack but not the other, right? 06:25:24 neither 06:25:35 sidestepping aoe stuff is really weird and unintuitive imo 06:25:39 -!- Syrio has quit [Client Quit] 06:25:50 aoe stuff can't be dodged 06:26:08 so sidestep woudln't have any effect 06:26:20 right 06:26:43 * elliott was referring to Light's implementation of it, which *does* let you sidestep against hellions and the like 06:27:07 wow, what a strange thing 06:27:14 (light implements sidestepping as giving a chance for the enemy to fire at your previous position) 06:27:15 maybe dtsund has been playing too much D&D :) 06:27:30 but that wouldn't make you actually dodge hellfire burst 06:27:58 i forget what you're actually able to dodge 06:28:01 ok, so I wouldn't import Light's implementation, I'd make my own 06:28:03 but i definitely remember dodgindg some hellfire 06:28:19 oh, maybe what happened is I "sidestepped" it, which then made it still hit me because aoe 06:28:23 it was weird anyway 06:28:34 also I think by "I" I mean "simmarine" 06:28:36 that's likely what happened 06:28:53 IMO, sidestep should give an EV boost against missiles and beams, proportional to the angle of your movement and the attack 06:29:09 so best at 90° 06:29:17 I think sidestepping would probably be cool 06:29:23 walking straight to a centaur wouldn't give any boost 06:29:25 zig-zagging to approach centaurs sounds like it could be a pain though 06:29:32 even if it is flavourful 06:29:48 -!- animegrampa has quit [Ping timeout: 255 seconds] 06:30:01 elliott: I already do it, feels better :) 06:30:22 I dunno how well it'd work in crawl, "interesting decisions"-wise, and all 06:30:25 it does *feel* like it should work, yes 06:30:26 <_dd> so hey the tiles thing 06:30:36 it works in doomrl well enough but doomrl does combat differently 06:30:41 really, I think people's expectations are that you and the monster take turns simultaneously 06:30:42 <_dd> is it just my build or is it a bug in the code 06:30:48 monqy: it would give a decision if we also had charge 06:30:50 <_dd> or what 06:30:53 which would mean something like sidestepping would make perfect sense without being done specially 06:30:58 but, that isn't the reality 06:31:07 galehar: sil-style charge? 06:31:12 04:30:41 really, I think people's expectations are that you and the monster take turns simultaneously 06:31:13 ? 06:31:14 really? 06:31:50 monqy: I think so... turning a corner and getting one-shotted by something seems weird, because it "just noticed you", and something like sidestepping intuitively feels like it should work 06:32:04 galehar: I didn't know exactly what you meant by charge (sil has a thing called charge) 06:32:15 there are lots of different ways to do charging 06:32:42 hence the question 06:32:46 -!- Nightbeer has quit [Ping timeout: 246 seconds] 06:33:01 -!- Tenaya has quit [Quit: Page closed] 06:33:28 <_dd> heyyy 06:33:55 <_dd> i mean is anyone else getting problems with the latest trunk tiles build 06:34:01 -!- Sprort has quit [Remote host closed the connection] 06:34:21 _dd: just tested, I think it's your build 06:34:27 it's fine here 06:34:35 <_dd> ok then i'll just try building it again from scratch 06:34:47 <_dd> maybe it's got some leftover files from earlier builds that aren't playing nice 06:34:59 <_dd> i think the something similar happened to me before 06:35:20 elliott: if you attack after walking 3-5 turns in a straight line, you get a damage bonus 06:35:22 <_dd> has there been any changes in init.txt lately? 06:35:38 so walking up to a centaur, you'd have to decide between sidestep and charge 06:35:43 Anything that makes melee more interesting should be considered (not necessarily used). galehar, how would we explain the sidestep bonus? 06:36:52 dpeg: make it land on the square you were last turn? 06:37:40 * elliott forsees charge-kiting spriggans 06:37:47 it sounds interesting though 06:37:56 charge-kiting? really? 06:38:07 monqy: sure 06:38:30 I hear it's only ineffective in Sil because it takes up a bunch of time (and stuff has a tendency to come through explored corridors to block you off) 06:38:32 -!- syllogism has joined ##crawl-dev 06:38:33 better than reach kiting and spell kiting at lesat 06:38:37 galehar: yes, that's good 06:38:45 ranged kiting, 06:38:46 -!- kwel01 has quit [Quit: Page closed] 06:39:29 charge's damage bonus would be based on str, so I don't see charge-kiting as a spriggan to be very efficient 06:40:13 also, kiting an enemy until you get 3 squares of distance takes a long time, it would be very inefficient 06:40:22 only works for str-weighted weapons, then? 06:40:25 charge-kiting ogre with haste and swiftness and fast movement 3 06:40:41 "can't just hit the enemies that's not stupid enough" 06:41:16 elliott: no, it would work with any weapon. Just be more efficient for strong players. 06:41:36 ok 06:41:37 it shouldn't be weapon dependent if it's the counterpart of sidestep 06:43:00 -!- Vizer has quit [Quit: nipaa~] 06:43:18 So, sidestep is based on dex, charge on str? 06:44:22 yes 06:44:24 galehar: if charge is heavily based on str and sidestep is only useful if you have a decent amount of EV anyway, then it seems like the choices would be diminished 06:44:36 <_dd> how do i force make to recompile the source when it hasn't been updated 06:44:38 ghallberg: yes 06:44:48 (because usually one would be better because you have a lot of str or you have a lot of EV) 06:45:18 not everyone has hugely imbalanced str/dex, though a lot of races do tend to exhibit that 06:45:30 <_dd> i mean when i do a make install i think it just copies the previously compiled files to the directory 06:45:46 _dd: make clean 06:45:55 monqy: well it's not str vs. dex, it's str vs. ev 06:45:59 <_dd> that was it thanks 06:46:29 monqy: so your high str is presumably either from being in heavy armour or using a launcher for which str is effective, unless you raised it solely for charge 06:46:40 and if you're in heavy armour you're likely to have lower EV than otherwise 06:46:49 (earlier on, at least, when you'd want to bother side-stepping every centaur) 06:47:20 well, even if you have high str, you might prefer to sidestep some enemies, especially centaur 06:47:32 since they are much less dangerous in melee 06:47:42 right 06:47:57 so minimizing damage when approaching is more important than taking them down quicky once you've reached them 06:48:20 The goals are two-fold, imo: (1) More choice within species/character improvement. (2) More tactical choices: instead of always ducking behind the corner, perhaps sidestep a ranged attacker (an option for all characters). 06:49:22 Sapher (L17 MuSu) ASSERT(in_bounds(where)) in 'misc.cc' at line 1143 failed. (Shoals:5) 06:52:01 -!- nooodl has quit [Ping timeout: 246 seconds] 06:57:39 -!- monqy has quit [Quit: hello] 06:59:46 -!- ludamad has quit [Ping timeout: 252 seconds] 07:01:56 -!- ussdefiant has joined ##crawl-dev 07:02:17 -!- alefury has joined ##crawl-dev 07:06:27 Sapher (L17 MuSu) ASSERT(in_bounds(where)) in 'misc.cc' at line 1143 failed. (Shoals:5) 07:10:39 <_dd> yess now it works 07:10:41 <_dd> thanks galehar 07:11:01 -!- ttghbbgeww has quit [Ping timeout: 252 seconds] 07:11:08 -!- ussdefiant has quit [Read error: Connection reset by peer] 07:11:43 -!- ussdefiant has joined ##crawl-dev 07:14:00 -!- ussdefiant has quit [Client Quit] 07:20:01 -!- nooodl has joined ##crawl-dev 07:21:36 you're welcome 07:21:58 turns out ontoclasm hasn't broken crawl tiles *yet* 07:21:59 :) 07:22:32 btw, the charge/sidestep proposal is on the wiki: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:combat:fighting_reform 07:23:23 it's not polished yet, I'd like to know what elliptic, evilmike, MarvinPA and kilobyte think about it 07:27:13 elliptic, evilmike and MarvinPA might all sleep right now 07:30:48 yeah, those american guys are really lazy 07:30:53 sleep all day 07:31:24 gotta ask again in a few hours 07:32:00 isn't marvinpa british 07:32:19 no idea, the PA made me think he's from the USA 07:33:12 but it's probably paranoid android, not Pennsylvania 07:33:18 it's fooled all of us :p. from the dev wiki: MarvinPA, ruining Crawl since 2011. I am not from Pennsylvania, nor am I the famous Marvin from that other game. 07:33:28 heck :) 07:34:11 -!- Yen has quit [Ping timeout: 244 seconds] 07:38:48 it stands for Practically American 07:38:53 referring to his available times 07:39:14 referring to both coasts? 07:41:15 Probably Available 07:48:51 <_dd> i just thought of something 07:49:02 <_dd> it seems like there are no naga uniques? 07:50:13 theres aizul, but hes a guardian serpent 07:50:16 <_dd> i think there should be a naga unique 07:50:19 hm, neither Ilsuiw nor Fannar is? 07:50:24 ah, Aizul 07:50:33 good old sleepy Aizul 07:50:38 ilsuiw is a merfolk, fannar is an elf 07:50:46 yes, makes actually sense 07:50:56 * dpeg is out of touch with the uniques 07:50:57 <_dd> naga is a playable race after all, they should at least be represented by one unique monster 07:51:07 _dd: just need a decent proposal :) 07:51:16 yeah, nagas are slow which doesnt make it easier 07:51:21 -!- Lawman0 has quit [Ping timeout: 272 seconds] 07:51:21 <_dd> i could come up with something probably 07:51:34 at least it would make them automatically different from most other uniques 07:51:37 <_dd> well there's gastronok which is slow as hell and i still had a hard time with him in lair 2 07:51:47 because you didnt go away? 07:51:54 <_dd> well i did and returned later 07:52:01 alefury: he wanted the hat. Everyone wants the hat. 07:52:04 gastronok does like 50 damag with airstrike or something, smite targetted 07:52:08 Gastronok (04j) | Spd: 5 | HD: 20 | HP: 150 | AC/EV: 2/1 | Dam: 40 | 10items, 10doors, 04eats food, amphibious, spellcaster, see invisible | Res: 06magic(80), 12drown | Chunks: 09poison | XP: 2131 | Sp: airstrike (0-50), slow, swiftness, small mammals, cantrip | Sz: Big | Int: normal. 07:52:08 %??gastronok 07:52:20 <_dd> yeah that's why it was so hard 07:52:28 well, the extremes are unlikely, but airstrike can hit hard 07:52:34 <_dd> i finally managed to kill him with scorpions & sticky flame 07:52:46 <_dd> but anyway this is beside the point 07:52:47 _dd: was the hat good? 07:52:50 <_dd> no 07:52:57 <_dd> i had a better hat in my head 07:53:21 <_dd> but at least i secured the level so i could stash my stuff in there 07:53:32 nagas are only slow-moving, not slow, by the way 07:53:34 naga (03N) | Spd: 8 (act: 80%) | HD: 5 | HP: 17-39 | AC/EV: 6/10 | Dam: 17, 303(constrict) | 10weapons, 10items, 10doors, see invisible, !sil | Res: 06magic(40), 03poison | Chunks: 09poison | XP: 109 | Sp: poison splash (d10) | Sz: Large | Int: normal. 07:53:34 %??naga 07:53:45 oh, well, slow, but fast-acting, which is the same i think? 07:53:48 naga mage (05N) | Spd: 8 (act: 80%) | HD: 7 | HP: 22-53 | AC/EV: 6/10 | Dam: 17, 403(constrict) | 10weapons, 10items, 10doors, spellcaster, see invisible | Res: 06magic(56), 03poison | Chunks: 09poison | XP: 357 | Sp: b.venom (3d12), mystic blast (3d13), haste, poison arrow (3d14), teleport other, teleport self | Sz: Large | Int: normal. 07:53:48 %?? naga mage 07:54:08 <_dd> anyway a naga unique should probably be a magic user 07:54:28 <_dd> or would that make it too similar to aizul 07:54:29 hard to make something that fits doesnt overlap with regular nagas 07:54:35 greater naga (13N) | Spd: 8 (act: 80%) | HD: 15 | HP: 62-103 | AC/EV: 6/10 | Dam: 27, 703(constrict) | 10weapons, 10items, 10doors, spellcaster, see invisible | Res: 13magic(immune), 03poison | Chunks: 09poison | XP: 1683 | Sp: b.venom (3d19), mystic blast (3d19), haste, poison arrow (3d22), teleport other, teleport self | Sz: Large | Int: high. 07:54:35 %??greater naga 07:54:38 do you know these dudes? 07:54:49 they are badass 07:55:00 <_dd> psht, i eat greater nagas for breakfast 07:55:35 i think a fighter could work decently too, if it has a polearm 07:55:39 <_dd> sure 07:55:41 and haste 07:55:45 <_dd> how about a summoner 07:55:52 have so many already 07:55:56 <_dd> true.. 07:56:12 I think it's good to start with a theme. What would your unique be about? 07:56:13 <_dd> i just thought that'd separate it from the existing naga magickers 07:56:24 <_dd> well at this point 07:56:30 <_dd> it'd be about being a naga :p 07:56:37 <_dd> i haven't really thought about it that far yet 07:56:39 it's corrupted by the power of zot. It's called Zaga :P 07:56:57 summoner + reaching is really cool, but taken by geryon 07:57:04 <_dd> hm mh 07:57:12 _dd: uniques should have some kind of mission. also makes it easier to come up with speech for them. 07:57:27 <_dd> yeah i know i can figure out something 07:57:39 also having some plan where the unique should appear helps 07:57:51 pre-lair? lair? snake? deeper d? 07:57:52 <_dd> well probably primarily at snake 07:58:00 clearly need a chei-worshipping naga unique with statue form and regeneration called tasonir 07:58:05 <_dd> snake would probably be the hip place to hang out for nagas 07:58:22 elliott: if it has haste it would be pretty badass i think 07:58:26 elliott: would need controlled blink + AI then 07:58:32 or that, haha 07:58:33 alefury: yes, a chei worshipper with haste :P 07:58:36 Haste goes against the Chei flavour 07:58:38 oh right, chei 07:58:43 i forgot 07:58:47 <_dd> naga berserker 07:58:52 does statue form melee depend on strenght? 07:58:54 ??statue form 07:58:54 statue form[1/3]: Grants great AC (17 + earth/2), a 30% HP boost, and +2 Str, but makes the base cost of an action 15 instead of 10, similar to the slow spell. Available slots: weapon, cloak, helmet, shield. Provides rPois, rElec, rN+. 3+str/3 bonus unarmed damage, and 50% damage bonus to all melee. In statue form, {stoneskin} adds more AC than normal. 07:59:05 ah, it does 07:59:37 would mean you just step away after it blinks :/ 07:59:40 <_dd> how about, the naga comes with it's pet snake 07:59:45 unless it has a polearm, then you have a problem 07:59:50 <_dd> and when you kill the snake he gets pissed and comes after you 07:59:56 alefury: constriction might also help 08:00:00 we got dowan + duvessa already 08:00:08 dpeg: thats part of the reason why you step away after it blinks 08:00:08 <_dd> yeah but they're like brother and sister 08:00:13 <_dd> this'd be master and pet 08:00:15 tasonir should have scorpion teleport 08:00:17 unique spell! 08:00:20 *right* after it blinks 08:00:25 (and you don't even have to implement it!) 08:00:32 <_dd> and i don't think it's too overused thing with one pair of uniques 08:00:49 <_dd> in fact i'd really like to see more uniques that interact with each other like that 08:00:58 _dd: depends on how its done i guess 08:01:03 Dowand Duvessa caused all sorts of problems... but probably the same for Kirke & her hogs, or Grum, or Pikel 08:01:14 <_dd> "Nooo! Mr. Slithers! You bastard!" 08:01:26 due was quite efficient at filling unique holes 08:01:27 <_dd> xxx goes berserk! 08:01:51 dpeg: so are minmays dreams i think, at least regarding duvessa :P 08:02:14 <_dd> bluh 08:02:18 I am always a bit afraid when minmay reports on another dream of his. 08:03:08 Naga of Chei is a good idea, just need to make sure it's a killer. 08:03:29 it would have slouch, i guess? 08:03:42 it will kill you fast, and casting haste will make it kill you faster 08:03:48 that'd be a very reasonable start :) 08:03:56 <_dd> sounds cool 08:04:09 statue form is also good 08:04:22 not that sure about that 08:04:30 but the flavour...! 08:05:11 it could work, but would have to be implemented, and should make a meaningful difference 08:06:05 nergalle having death's door is pretty cool. i missed the message though, which made the fight a bit weird 08:06:12 true 08:06:17 it would be nice if her tile changed while ddoor is on 08:06:36 i dont know if something needs to be done in console, console players tend to actually read messages 08:06:40 i think grunt implemented monster statue for 08:06:41 m 08:06:50 does the monster list get a (DDoor) or so? 08:07:05 no idea, tiles monster list sucks 08:07:08 webtiles monster list is much better 08:07:33 elliott: hey, we could have something (like a (portal) vault) where a bunch of puny critters come at you, say kobolds, and they all turn into statues at the same time. 08:07:51 < alefury> nergalle having death's door is pretty cool. i missed the message though, which made the fight a bit weird 08:07:59 this has happened to me. could she change color? 08:08:16 (well, in console) 08:08:23 to gray or something maybe? 08:08:29 sounds good 08:08:32 dpeg: that would have to be megabuffed monster statue form to make kobolds scary, I think :) 08:08:39 not that there's anything wrong with that 08:08:45 elliott: could be an early vault... would be fun to see. 08:09:07 -!- nooodl_ has joined ##crawl-dev 08:09:10 for early portals that demon pit idea using 4s and 5s would be nice 08:09:21 dont know why it never happened, maybe the monster set doesnt work that well 08:09:23 evilmike stepped back from it 08:09:42 any idea why? 08:10:16 !lg * ikiller=nergalle 08:10:17 110. quackv2 the Imperceptible (L15 VpEn), worshipper of Sif Muna, blasted by Nergalle (dispel undead) in Orc:2 on 2012-08-30, with 101675 points after 54409 turns and 4:17:18. 08:10:19 alefury: he had a worry that players would not want to fight the end boss he had in mind (cacodemon), iirc (I don't know the reason he stopped working on it, just saying this as a thing) 08:10:25 -!- nooodl has quit [Ping timeout: 246 seconds] 08:10:42 !lg * ikiller=nergalle cv~=0.10 08:10:42 No games for * (ikiller=nergalle cv~=0.10). 08:10:55 !lg * ikiller=nergalle cv=~0.10 08:10:55 18. MoogleDan the Shatterer (L17 OgHu), worshipper of Okawaru, blasted by Nergalle (bolt of negative energy) on D:17 on 2012-08-05, with 133251 points after 41905 turns and 6:18:16. 08:11:05 heh, thats kind of... low 08:11:15 !lg * ikiller=fannar 08:11:16 49. wwf the Transmogrifier (L9 FeTm), worshipper of Elyvilon, blasted by Fannar (Ozocubu's Refrigeration) in D:10 on 2012-09-04, with 2632 points after 14754 turns and 2:21:30. 08:11:26 I hear Negalle's AI handles ddoor badly or something 08:11:40 maybe fannar is dangerous after all, 50 kills in such a short time is not bad for a unique of that depth 08:11:46 Fannar got buffed multiple times in the past few days 08:11:54 huh? 08:11:57 his ice beasts won't flee now and he gets a quarterstaff of freezing 08:12:06 ah, that helps 08:12:11 the latter is probably irrelevant since he drops like a fly in melee anyway though 08:12:26 -!- nooodl has joined ##crawl-dev 08:12:26 (former because of fleeing almost-removal, latter because of plain staff removal) 08:12:40 oh, I didn't know evilmike dropped the idea of an early demonic portal vault :( 08:12:50 I thought he just postponed it because of time issues 08:13:11 elliott: a cacodemon seems not very good for an early vault? 08:13:34 -!- nooodl_ has quit [Ping timeout: 246 seconds] 08:13:37 but then again, 4s and 3s are much more interesting than 5s 08:13:43 can only do so much with imps 08:13:45 alefury: no, I forgot. But he had a reason. 08:14:09 alefury: he said he thought it was more manageable than people might think for a character of that depth, or something 08:14:22 (but that the scariness of a 2 would probably turn people off it) 08:14:24 cacodemon (082) | Spd: 10 | HD: 13 | HP: 79-115 | AC/EV: 11/10 | Dam: 22, 22 | 05demonic, 10doors, see invisible, lev, regen, !sil | Res: 06magic(156), 10elec, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 1895 | Sp: b.energy (3d20), slow, polymorph other, confuse | Sz: Large | Int: high. 08:14:24 %??cacodemon 08:14:26 cacodemon has summon 3 08:14:30 galehar: we'll talk him into it again :) 08:14:33 oh, not anymore i guess 08:14:41 maybe it wasn't cacodemon... it was some 2 08:14:45 didnt they use to be summoners? 08:15:03 slow and confuse at 13 hd is scarly early on though, so is 3d20 08:15:15 and poly other is always a huge turnoff 08:15:30 for comparison, sewers might throw two giant frogs at you -- what else? 08:15:32 ??2 08:15:33 2[1/1]: A demon between a 3 and a 1. Summon Greater Demon summons these and 1s. Many of the demons in this category used to be 1s before 0.10. 08:15:41 hm, no list :( 08:15:55 dpeg: a crocodile? 08:16:00 crocodile (07t) | Spd: 10 (swim: 60%) | HD: 5 | HP: 17-38 | AC/EV: 4/10 | Dam: 20 | amphibious, cold-blooded | Res: 06magic(20), 12drown | XP: 106 | Sz: Large | Int: insect. 08:16:00 %??crocodile 08:16:17 i think thats even one of the harder sewers? 08:16:22 alefury: I don't know... is there sewer with a crocodile? The maps that I made were really timid in comparison. 08:16:48 there's one with purgy or a crocodile, but you can run away from either if you don't want the loot 08:16:54 there's purgy 08:16:57 ah right 08:17:00 <3 purgy 08:17:03 absolutego: can't always run away from purgy, berserk 08:17:14 elliott: thats snorg 08:17:16 Purgy (03T) | Spd: 10 | HD: 5 | HP: 35 | AC/EV: 1/12 | Dam: 9, 4, 4 | 10doors, regen | Res: 06magic(13) | Chunks: 07contam | XP: 134 | Sz: Large | Int: normal. 08:17:16 %??purgy 08:17:22 err, oops, right 08:17:33 trolls all look alike anyway 08:17:38 theres a snorg lair entry though i think 08:17:44 not anymore 08:17:52 good 08:17:52 why not? 08:17:56 Snorg (09T) | Spd: 10 | HD: 8 | HP: 96 | AC/EV: 0/10 | Dam: 20, 15, 15 | 10doors, regen | Res: 06magic(64) | Chunks: 07contam | XP: 1451 | Sz: Large | Int: normal. 08:17:56 %??snorg 08:18:04 ??lair 08:18:05 lair[1/3]: Accessed from the main dungeon somewhere between levels 8 and 13. Eight levels deep. The lair is full of "natural" critters such as rats, snakes, and yaks. Two of the Swamp, Shoals and Snake Pit appear there, as well as Slime, and there is a relatively hard vault on Lair:8. The petting zoo of Crawl, if petting zoos had hydras. 08:18:13 D:8 snorg 08:18:17 yes 08:18:21 wimps :) 08:18:44 he has berserk, normal speed, 96 HP, and regen 08:18:58 basically it means "haha, no lair for you, bitch" 08:19:03 a good reason to skip Lair 08:19:18 well, Lair could've been D:13, so what? 08:19:23 well, I don't know if a cacodemon would be appropriate as a boss of such a portal vault, but if it isn't, it's no reason to give up the whole project 08:19:33 galehar: I agree 08:19:52 also, could have easy/hard versions with different depth like ice caves 08:19:56 imps are probably still more interesting than the sewer monster set, although a lot can be done with kobolds 08:20:29 i really like this idea of an early demonic portal vault 08:20:42 alefury: Sewers came very early (so are not very good on average) but fish is sometimes interesting there 08:21:14 it has some issues (demons are immune to lots of stuff), but ossuaries have the same issue and work well 08:21:44 i like sewers, but one problem they have is that power grows very fast early on, so often they are very easy or way too hard 08:21:59 alefury: yes. Also many of them are way too big, imo. 08:22:17 Especially early portal vaults should be small. 08:23:03 theyre not that big i think? the large ones are ~ 1/4 of the area of a regular D level maybe? 08:23:53 some of them feel huge to me... so big that I'm getting bored. might also be that many are very symmetric, so you know "oh, three more wings" 08:24:10 That's something I can improve, should just do it. 08:24:12 im sure i havent seen all of them 08:24:13 I find sewers rarely take more than two minutes or so if you use autoexplore 08:25:10 there's that one where you have to cut down a bunch of trees (which is bad) 08:25:27 and a couple where you have to be careful (the siren ending, the one with possible purgy) 08:26:04 I quite like sewers 08:26:08 a bit too much water for my tastes though 08:26:35 and the ones that need levitation to get over deep water but supply their own levitation are a bit silly 08:26:36 alefury: careful is good 08:26:37 deep or shallow? it is a sewer after all 08:27:02 elliott: no, they're good. I think some also come with a choice (cannot levitate over everything?) 08:27:07 dpeg: what as your last comment about? 08:27:18 absolutego <--> alefury, sorry 08:27:23 ah 08:27:37 * dpeg is the one-letter tabber. 08:27:42 lazy dpeg 08:27:50 one with kobolds has lots of poison, one with rats and snakes has many of them 08:28:01 guess you should have been more... careful :p 08:28:03 i don't "tab" any sewer 08:28:42 (that was a joke to dpeg) 08:29:02 dpeg: so, we should limit ##crawl-dev to 26 members at a time :) 08:29:19 no, 27! 08:29:24 |amethyst is the odd one out 08:29:28 galehar: no no... better plan: 26 devs (each with a different initial). All non-devs have to start with a symbol! 08:29:49 :) 08:30:04 * dpeg suggests that every developer adopts a god. 08:30:14 -!- dpeg is now known as drog 08:30:55 * galehar adopts Ash 08:31:05 * drog adds Sewer revision to the todo list. 08:31:08 because you know, I did a few skill realted stuff :) 08:31:32 Good point. I only ever throw books into the fire. 08:37:22 -!- Nightbeer has quit [Ping timeout: 246 seconds] 08:47:15 -!- MarvinPA has joined ##crawl-dev 08:48:04 MarvinPA! 08:57:15 -!- exu has quit [Ping timeout: 276 seconds] 09:10:34 -!- exu has quit [Client Quit] 09:14:54 GodEmperorLeto (L27 MiFi) ASSERT(in_bounds(where)) in 'misc.cc' at line 1143 failed. (Tar:7) 09:15:26 -!- exu has quit [Client Quit] 09:16:35 -!- barbs has quit [Ping timeout: 246 seconds] 09:18:57 drog: wrote something about curses on the tavern 09:18:58 GodEmperorLeto (L27 MiFi) ASSERT(in_bounds(where)) in 'misc.cc' at line 1143 failed. (Tar:7) 09:23:56 Tukima's Dance Leaving item weight (https://crawl.develz.org/mantis/view.php?id=6171) by Foophy 09:24:08 seems like both curse proposal have one thing in common: nerf ?RC to make it target one thing 09:24:55 could be more interesting to make it behave like ?id with a chance for a second or third RC effect 09:25:39 this would also change the id game by move ?RC to the targetted scrolls with id, ea and recharge 09:25:46 i dont really like that nerf to ?RC, i think if it was actually rarer it might be interesting to try and squeeze the most use out of each ?RC scroll 09:26:28 still the case with the chance for 2 or 3 RC effect 09:27:00 alefury: hauling a bunch of stuff to remove curse it all in one go is a bit bleh 09:27:04 true, if it happens often enough 09:27:11 Ash could also increase this chance and maybe increasing the max too 09:27:16 (reminds me of drog's criticism of brogue detect magic) 09:27:30 galehar: huh? surely ash hates you removing curses 09:27:36 it would be incredibly annoying with mummy curses btw 09:27:55 elliott: well, currently ?RC is already improved with Ash 09:28:04 hauling ?rc is the same mechanic ?dc was removed for 09:28:21 so i very much agree with making it behave like ?id 09:29:30 it would make the scroll-id game more elaborate, at least 09:29:30 well, maybe it might be better for Ash too. That ?RC isn't special-cased for him. 09:29:34 galehar: the difference is, ash currently doesnt boost the effect, ash lets you prevent some of it 09:29:42 galehar: I wouldn't call it improved 09:29:47 I'd call it Ash minimising the effect 09:30:03 so, the opposite: Ash wants you to remove as few curses as possible, and helps temper the horrible force that lets you do so 09:30:09 yes, yes, it would be a little Ash nerf but he can take it 09:30:31 s/he/ash :P 09:30:53 -!- absolutego has quit [Quit: leaving] 09:30:55 the crawl version of political correctness and gendering :P 09:30:59 * elliott has no objection to making the effect the same for everyone, just an objection to making Ash make ?RC more *powerful* at removing curses -- since it's contradictory 09:31:49 elliott: sure, I'm backing off from my earlier suggestion to make it more powerful with Ash. The same is just fine. 09:32:07 -!- Ragdoll has joined ##crawl-dev 09:32:07 what about mummies? 09:32:13 especially mummy zig floors, ugh 09:32:20 what about them? 09:33:11 oh, it would also change one thing: you can uncurse stuff you're not wearing. Although that's quite irrelevant. 09:33:19 what galehar said 09:34:11 if we want to nerf mummy curses, it's simple: let them curse only stuff you're wearing (something evilmike has suggestd somewhere IIRC) 09:35:01 anyway, I'm putting this on the top of my todo: change ?RC to behave like ?id. Using the Ash code, it should be simple to implement 09:35:09 so if anyone disagree, yell 09:35:32 mhh. the only case where cursing something non-worn is more interesting than something worn is with distortion weapons. you first have to uncurse your current weapon to switch, then uncurse the distortion weapon to be able to unequip it. 09:35:37 no problem with losing that 09:36:05 just change mummy curses at the same time and ill be happy 09:36:33 -!- casmith789 has joined ##crawl-dev 09:37:21 MarvinPA: opinion re galehar from a real player? ^ 09:37:29 well, on the one hand, it might make scroll-id more annoying 09:37:58 elliott: or more interesting, depends on how you look at it 09:38:12 galehar: yes, it is a careful line :p 09:38:19 if we want to nerf mummy curses, it's simple: let them curse only stuff you're wearing 09:38:25 alefury: I think it might actually make mummy floors more interesting 09:38:30 so before killing some mummies i just unequip jewellery? 09:38:33 since you're forced into the decision of what equipment you need to swap urgently, and the like 09:38:52 (not like you don't have a kajillion remove curse) 09:38:53 costs 1.5 turns, saves three RC charges 09:38:54 ChrisOelmueller: good point 09:39:16 ChrisOelmueller: well you could be relying on that jewellery to save you from mummy hurt... but I agree it's better for them to curse everything 09:39:42 don't get me wrong, i am horribly annoyed by mummy zig floors too and especially the jewellery curse crap in tomb 09:39:50 but this would be too easy to avoid for players 09:40:10 could just remove mummy item curses :P 09:40:15 you know you can already drop the jewellery, right? 09:40:20 i do, yes 09:40:23 it's still bad 09:40:27 perhaps have them curse worn items first, then other things? 09:40:31 actually I have thought it might be interesting if mummy item curse wore off over time (= XP), and were unremovable by curse (the magic is too strong etc.) 09:40:32 sure, mummy curses are bad 09:40:51 i like the suggestion to have them curse something when they come into sight, but its inconsistent with other death curses 09:40:52 so instead of a remove-curse chore it would be a matter of having to commit to your equipment for a while... like a mini-ash 09:40:58 (overlap with ash being the exact problem, probably) 09:41:42 well, they could curse at most as many items as you have slots 09:41:47 and prefer equipped items 09:42:00 so if you unequip your stuff it still gets cursed, but at most 2 rings and 1 amulet 09:42:26 would be super weird, though 09:42:27 that would make me actually carry all kinds of useless rings then 09:43:00 this sounds basically like all the exploitable ways you can do item destruction 09:43:08 ChrisOelmueller: oh right, just need two cursed rings of hunger/tele in inventory to block ring curses :( 09:44:21 how about this, the chance for mummy curses to work drops the more cursed items you are wearing 09:44:30 just doesnt stick, youre full of curse already 09:44:47 all slots cursed = no more mummy curses 09:45:01 and worn items are preferred 09:45:17 -!- Pacra has joined ##crawl-dev 09:45:18 how about this: when a mummy dies, the game asks "Are you trying to get around the mummy death? curse system [Y/N]" 09:45:23 if you say Y it berates you and curses all your items 09:45:26 if you say N it does whatever 09:45:37 what now, ChrisOelmueller?? 09:46:29 -!- simmarine has joined ##crawl-dev 09:46:53 i'm stunned by your amazing message craftsmanship especially 09:47:31 but actually this mummy talk is a good point for why we should try to make curses a bit more interesting 09:47:37 ChrisOelmueller: any ideas for breaking my latest version? 09:48:51 sticky curses are plenty interesting, as long as youre playing ash so you actually want to do something with cursed equipment 09:50:00 -!- henk_ has quit [Ping timeout: 245 seconds] 09:50:04 alefury: not breaking, but makes it sound similar to ash (what elliott mentioned earlier) 09:50:13 i.e. "advantage" for wearing cursed items 09:50:22 so? 09:50:29 i think that would be good in general 09:50:37 I think Ash's mechanic is fine and should stay even if curses change 09:50:43 i.e. separate (un)binding into invocations 09:51:12 elliott: the tavern response to that is spot-on btw, it would be much less interesting if it just used piety 09:51:21 -!- ussdefiant has joined ##crawl-dev 09:51:51 elliott: do you use tavern under some nick btw? 09:52:04 nope, I just read 09:52:18 usually someone else says what I would have, anyway 09:53:10 I'm not sure piety is *such* a renewable resource that an unbind invocation with a piety cost would be less interesting, since remove curse stretches the definition of consumable with how common it is anyway... but I fully admit I might be completely and utterly wrong 09:53:17 ah. in that case i usually thank the person (Has thanked: 33 times) ;) 09:53:33 with ash it is super renewable if youre bound a lot 09:55:34 it would have to be a pretty heavy cost I guess 09:56:03 someone on the tavern proposed 1/3 of current piety, like taking of "faith 09:56:07 amulets are ", right? 09:56:13 (sorry, tiles) 09:57:14 someone else immediately started bitching because this would actually keep unbinding somewhat limited 09:58:18 amulets are ", yes 10:00:50 -!- Poncheis has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 10:00:57 -!- crate has quit [Quit: Leaving] 10:07:51 -!- remyroy has quit [Read error: Connection reset by peer] 10:10:01 -!- Aryth has quit [Ping timeout: 245 seconds] 10:17:26 -!- SkaryMonk has quit [Read error: Connection reset by peer] 10:18:30 -!- domi_ has quit [Ping timeout: 276 seconds] 10:19:42 So now that I've finished winning MfIE, what's planned to go in next? 10:21:24 -!- Wensley has joined ##crawl-dev 10:21:27 ??test 10:21:28 summon butterflies[4/5]: 12Ƹ̵̡Ӝ̵̨̄Ʒ 9Ƹ̵̡Ӝ̵̨̄Ʒ 4Ƹ̵̡Ӝ̵̨̄Ʒ 8Ƹ̵̡Ӝ̵̨̄Ʒ 11Ƹ̵̡Ӝ̵̨̄Ʒ7 Ƹ̵̡Ӝ̵̨̄Ʒ 6Ƹ̵̡Ӝ̵̨̄Ʒ6 10Ƹ̵̡Ӝ̵̨̄Ʒ 10:22:25 10:22:30 10:22:53 ??drog 10:22:53 I don't have a page labeled drog in my learndb. 10:22:58 drog: new admin?? 10:23:34 learn add drog Like dpeg, except that he's burning all the books 10:23:55 Lightli: you mean whats planned to go out next, right? 10:24:16 Or that. 10:24:47 I vote we call Crawl .12 "MicroCrawl". 10:24:56 "The same game, but now a smaller file size! 10:27:38 could call it "Crawl Lite". "The same great taste, with half the calories!" 10:28:02 would have to add squarelos then :) 10:28:13 if we must 10:32:06 MarvinPA: you know that the only thing holding up the 0.11 release is that your rcfile doesnt work properly, right? 10:32:15 :P 10:32:40 and that is a blocking issue, quite rightly! :P 10:34:40 -!- Mandevil has quit [Quit: leaving] 10:39:41 MarvinPA: how many donations to the state of pennsylvania would it take to get you to sneak in squarelos right before 0.11 gets released 10:40:59 presumably one would suffice, given sufficient volume 10:42:02 ChrisOelmueller: maybe pennsylvania has high AC but low EV 10:42:12 making multiple small donations ideal 10:43:09 what? 10:43:39 -!- One-Eyed has quit [Quit: Page closed] 10:43:46 -!- Aryth1 has quit [Ping timeout: 245 seconds] 10:44:28 -!- absolutego has joined ##crawl-dev 10:44:33 drog: are we already up to the old tricks? http://is.gd/5S244I 10:46:02 alefury: yes 10:46:39 -!- absolutego has quit [Remote host closed the connection] 10:48:05 -!- DainHome has quit [Changing host] 10:48:16 -!- ussdefiant has quit [Ping timeout: 246 seconds] 10:53:38 -!- ussdefiant has joined ##crawl-dev 10:59:29 <|amethyst> so what remains before we can release? A way to clear list options? Anything else? 11:09:46 -!- magistern has quit [Quit: This computer has gone to sleep] 11:10:42 is the tutorial ready? 11:11:27 any changes to the manual needed? 11:11:30 the manual probably needs updating from the wiki, yeah 11:12:13 ugh that reminds me, i changed something for 0.12 that needed a manual update 11:12:13 -!- domi_ has quit [Quit: ă•ă‚ă†ăŞă‚‰] 11:12:32 but since we can't update the wiki manual until 0.11 is done, i forgot what it was that i changed :( 11:12:45 apts? 11:13:15 I bet the manual still talks about secret doors or something 11:13:20 (does the tutorial?) 11:13:29 secret doors are still in 0.11, so thats fine 11:13:48 oh, right, 0.11 11:13:59 yes, that release :P 11:14:54 yes, the *uncool* release, without all the fun radical changes! 11:16:16 0.11, the one that still has secret doors and stalkers 11:16:25 i must say, i like what was done with trunk so far :) 11:16:27 i can't think of anything else off-hand but i'll scan through recent mantis stuff 11:16:36 (Expecting a lot of attempts to win stalkers while they still can) 11:16:56 searching for "release" in ##crawl-dev logs didnt turn up anything but the tutorial for me 11:17:26 Lightli: well, there may be a new stalker at some point 11:17:27 somehow i don't expect a huge resurgence in stalker popularity 11:17:51 there are lots of ideas to fill the "another magical stabber" gap, they just would all require new spells 11:18:06 Why do we need two magical stabbers? 11:18:24 because theres a lot of open design space in that direction 11:19:10 "use EH and later invis to ohko 90% of monsters" is a fairly focused design after all 11:19:58 <|amethyst> how would "use other spell and later other spell to stab 90% of monsters" really be different? 11:20:09 <|amethyst> or do we mean a stabber that doesn't stab 90% of monsters 11:20:31 well there's the "tmut stabber" niche 11:20:35 one idea is to have a spell for killing unaware monsters in short range, so you wouldnt have stabbing skill 11:20:40 passwall is a unique spell for stabbing unlike EH and invis and the like 11:20:44 -!- Stelpa has quit [Changing host] 11:21:03 also different magic schools, which means the char goes in a different direction 11:21:07 unfortunately that is the high point of tmut stabbing spells and it would probably end up looking like a subset of the EE book with some utility spells and more stealth/stabbing skill :P 11:22:34 plus stalker is way too good a background name to waste 11:23:03 thats really the main reason i think its going to be back eventually 11:23:09 i dislike the whole redoing backgrounds without renaming them things because it's so weird with high scores 11:23:25 but, stalker :( 11:23:29 call them Stalkeringers and make them Sg 11:23:34 we dont need any more skalds 11:23:54 skald is a pretty impressively terrible background name, it's true 11:23:55 <|amethyst> no, we don't need any more crusaders :) 11:24:03 (but thinking of something better is hard...) 11:24:13 elliott: dont bother, its too late now anyway 11:24:16 indeed 11:24:27 also, lots of people tried, it really is hard 11:24:45 unless you want to go there: 11:24:46 ??battlemage 11:24:47 battlemage[1/8]: BATTLEMAGE 11:24:55 <3 11:25:04 still, "person who does poems about battles other people fought" is... :p 11:25:20 yes. 11:25:27 IMO just get it over with and rename skalds to battlemages (abbreviation: BM) 11:25:41 impossible 11:25:50 barcane marksman 11:25:58 barkane marksman, starts with dog god 11:26:10 how about barkane barksman? 11:26:29 as long as it involves dog god i am happy 11:26:31 sk makes words so it's fine 11:26:58 musk. husk. yay! 11:27:09 !hs * musk 11:27:10 327. minmay the Farming Archmage (L27 MuSk), worshipper of Sif Muna, escaped with the Orb and 11 runes on 2011-10-29, with 4831145 points after 224951 turns and 9:49:51. 11:27:20 musk must be so terrible 11:27:42 better than must 11:27:47 ok probably not 11:28:24 are ogre hunters supposed to start with a short blade? 11:28:24 lexackson: You have 1 message. Use !messages to read it. 11:28:24 desk on the other hand 11:28:28 back 11:28:33 !messages 11:28:33 (1/1) elliott said (about -275y 45w 4d 23h 42m 54s ago): Let them give glory to WENSLEY and declare WENSLEY'S praise in the coastlands 11:28:41 blame Wensley 11:28:43 haha 11:28:58 ??the wensley of israel 11:28:58 the wensley of israel[1/1]: (1/1) elliott said (about -275y 45w 4d 9h 35m 34s ago): WENSLEYar, O kings; give ear, O rulers! I — to WENSLEY, I will sing, I will sing praise to WENSLEY, the WENSLEY of Israel 11:29:12 -!- drog is now known as dpeg 11:29:28 lexackson: yes 11:29:31 *shouts "WENSLEY" into the sky shaking fist 11:29:32 all hunters do 11:31:06 * Lightli blames Fio 11:31:23 if the curse mechanic is changed, mummy curses have to be rethought anyway -- they can curse, but it has to be better 11:31:33 -!- Dixie has joined ##crawl-dev 11:31:59 well, thats a pretty big if 11:32:29 and probably a long while off if it happens 11:33:12 if galehar really changes ?RC mummy curses at least need some kind of bandaid 11:36:51 alefury: why? There are currently too many ?RC around, no problem if a scroll uncurses only 1-3 items. 11:37:29 Wait, you guys plan on changing how curses work? 11:37:57 Keep up this rate of changes, and Crawl will end up being a FPS by .15 11:38:37 -!- ussdefiant has quit [Ping timeout: 240 seconds] 11:39:19 as long as it hass console mode 11:41:35 alefury: I think that "curses as an offensive attack" is another use. Is that covered by your list? 11:42:43 wood golem (088) | Spd: 10 | HD: 6 | HP: 37-54 | AC/EV: 5/6 | Dam: 10 | 11non-living, 10doors | Res: 13magic(immune), 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 04fire | XP: 189 | Sz: Large | Int: plant. 11:42:43 <|amethyst> %??wood golem 11:42:48 <|amethyst> oh, speed 10 11:42:58 <|amethyst> I guess we can't add the word "lumbering" to the description 11:43:26 -!- ontoclasm has joined ##crawl-dev 11:44:54 -!- pantaril has quit [Remote host closed the connection] 11:45:42 -!- ussdefiant has joined ##crawl-dev 11:48:43 -!- indspenceable has quit [Read error: Connection reset by peer] 11:49:25 -!- Dixie has quit [Ping timeout: 260 seconds] 11:49:35 -!- Porost_ is now known as Porost 11:50:20 dpeg: im talking about current curses 11:51:37 alefury: yes. Mummies can curse your inventory, that's somehow an offensive effect. 11:52:15 2) Resource drain (?RC) for killing plain mummies without jumping through hoops. 11:52:17 its on the list 11:52:43 all later mummies don't do that, right? 11:52:56 yep, its just for plain mummies 11:52:58 (preparing the forum reply) 11:53:12 they drain other resources though, by draining stats or inflicting rot 11:53:36 Unless you're undead 11:53:58 they still drain your stats then, and they are harder to restore 11:54:06 -!- bonghitz has quit [Quit: bonghitz] 11:54:12 alefury: I've done my fair share of Tomb, but I forget that only plain mummies curse. 11:54:40 plain mummies are the least of my worries in tomb :) 11:54:53 -!- elliott has quit [Remote host closed the connection] 11:55:08 fr: something in tomb to scare off lichform/undead players 11:55:24 pearl dragons 11:55:33 <|amethyst> a holy mummy 11:55:51 holy mummy summoning spectral pearl dragons 11:56:04 <|amethyst> since "mummies as evil creatures" thing is really a 19th or 20th century invention 11:56:24 Many innate abilities are incorrectly suppressed (https://crawl.develz.org/mantis/view.php?id=6172) by MarvinPA 11:56:24 <|amethyst> s/"/the "/ 11:56:35 "undead as evil creatures" has a bit more history tho 11:56:44 |amethyst: should read some Egyptian literature on the matter and come up with Real Mummies -- just like we did with dwarves, ahem :) 11:57:02 Wensley: i wasn't even looking for suppression bugs but there you go :P 11:57:20 dpeg: so you mean tomb would be full of inedible coprses and a whole lot of gold, with secret doors everywhere? 11:57:32 oh, that kind of suppression. i was thinking transmutations. and then i was thinking, wait, didnt MarvinPA implement that? 11:57:51 <|amethyst> transmutation/form suppression was me actually :) 11:57:56 amethyst implemented the other kind, if you mean mutations being suppressed while mutated 11:57:57 er 11:58:00 while transformed 11:58:10 bah, now I have to fix bugs! 11:58:22 -!- Lightli has quit [] 11:58:23 MarvinPA: did you talk to galehar about his question on sidestep & charge? 11:58:31 I will file a counter-bug, "innate abilities should not be implemented as implict amulets" 11:58:42 <|amethyst> Wensley: that is the underlying problem, yes 11:58:56 yeah it seems like an awkward way of doing things 11:58:58 -!- ussdefiant has quit [Ping timeout: 246 seconds] 11:59:33 dpeg: not yet, i did take a look at light's implementation of sidestepping a good while ago and mention it in here i think 11:59:34 you can assign that bug to me, if such a thing is possible 12:00:00 MarvinPA: which is to say, assign all suppression-related bugs to me so that I see them in my email 12:00:05 assuming that is something that happens 12:00:29 Wensley: yes, that can be done 12:00:29 Wensley: hmm, you don't seem to be assign-to-able 12:00:38 MarvinPA: good 12:00:44 you will have to give me commit rights. "moth dev" 12:00:46 i'd be tentatively in favour of trying it, i think elliptic pointed out that it might not actually add much in crawl's case compared to how it works in doomrl 12:01:06 and it was possibly a good reason but i can't remember what that reason was :P 12:01:42 it might be a bit silly, because moving diagonally in a zigzag pattern gets you to that centaur just as fast as moving straight, but would let you dodge 12:02:44 charging also maybe has potential but would have to be careful with the implementation... in sil i think it is (or maybe was, it's since been nerfed) very gameplay-distorting 12:02:58 train ride, back tomorrow evening 12:03:01 <|amethyst> #define EUCLIDEAN 1 12:03:02 in that combat would involve a lot of kiting and charging as much as possible 12:03:08 -!- dpeg has quit [Quit: Tut-tut] 12:03:33 MarvinPA: implement attacks of opportunity whenever you step away from a monster. now charging works! :) 12:03:34 although in sil the enemy ai sort of assisted you in doing that... in crawl you'd only be able to do it if you're fast (but it might be really effective to do so) 12:03:37 |amethyst: sure, that would work. might cause other problems, but who knows? 12:07:22 -!- ussdefiant has joined ##crawl-dev 12:09:07 dpeg, galehar: I just commented on wiki about charge and sidestep... as I explain there, I don't think either of them are good ideas 12:09:07 elliptic: You have 1 message. Use !messages to read it. 12:09:45 I don't particularly like them in the games they come from and I can see reasons why they would work even less well in dcss 12:10:43 -!- kwel01 has quit [Quit: Page closed] 12:10:52 -!- Sgun has quit [Ping timeout: 246 seconds] 12:14:09 MarvinPA: what was the error when assigning bugs to me? my mantis name is "wensleydale" 12:18:08 MarvinPA, are you still planning to add cleave to .12? 12:24:18 the way I coded it, it attacks all 8 squares unless stopped by wall or ally 12:24:43 you get a small damage bonus based on number of adjacent enemies 12:25:10 that way the player is better off fighting in the open than in corridors 12:25:41 the damage bonus is tied to axes skill, but the attacks always work 12:26:40 -!- Kalir has quit [Changing host] 12:26:52 -!- elliptic has quit [Quit: Leaving] 12:28:14 Wensley: you just don't show up in the list of people on "assign to" 12:28:59 -!- blabber_ has joined ##crawl-dev 12:29:31 -!- erisdiscordia has quit [Quit: Leaving] 12:29:43 if you're an updated you might be able to just assign it to yourself 12:29:46 updater* 12:31:07 -!- elliptic has joined ##crawl-dev 12:31:13 and if you're not then someone should make you an updater i guess! (dunno who can other than napkin) 12:31:20 -!- kek has joined ##crawl-dev 12:31:59 I think galehar can make people updaters 12:33:18 -!- Lightli has joined ##crawl-dev 12:34:47 -!- absolutego has joined ##crawl-dev 12:34:55 -!- Yermak has quit [Quit: Page closed] 12:37:14 I think I am already an updater 12:37:21 I have edited bugs before 12:37:38 yes, my nametag says updater 12:38:13 but I don't see an "assign to" box anywhere 12:38:46 try "update issue" and assign it from there maybe? 12:39:04 I'm in the update issue screen, but I'm not sure what's not here :) 12:39:24 -!- y2s82 has quit [Remote host closed the connection] 12:39:26 oh I see 12:39:32 it's not a box, it's just "user0" 12:39:37 no way to assign 12:40:06 oh well actually you could just hit monitor issue 12:40:08 to get emails 12:40:14 that would've been a lot simpler come to think of it:P 12:40:21 haha, good enough 12:40:49 but yeah i guess mantis just doesn't let you assign to updaters/reporters the way it's set up currently, or something 12:41:15 -!- link_108 has joined ##crawl-dev 12:41:21 -!- link_108 has quit [Remote host closed the connection] 12:41:41 -!- link_108 has joined ##crawl-dev 12:52:26 Wensley: you can probably assign it to yourself with the "change status" dropdown 12:52:57 -!- Codrus has quit [Ping timeout: 244 seconds] 12:53:21 -!- dtsund has joined ##crawl-dev 12:54:09 -!- Stelpa has quit [Remote host closed the connection] 12:54:21 alefury: nope, didn't give me an option to assign to anybody in particular 12:56:51 -!- Morphy has quit [Quit: Page closed] 13:03:13 -!- codrus_ is now known as codrus 13:04:40 -!- MarvinPA has quit [] 13:05:11 What's next on the chopping block? 13:05:20 (or god forbid, what's getting ADDED next?) 13:05:21 wizards 13:05:33 they cast spells, big deal 13:06:06 axes are getting axed 13:06:07 Lightli: halflings 13:06:12 too much like swords 13:06:14 :7 13:06:29 Seriously? 13:06:33 no 13:06:34 :| 13:06:39 I mean for Wensley 13:06:40 see that + next to my name? 13:06:46 good point 13:06:50 -!- wasd22 has quit [Read error: Connection reset by peer] 13:07:01 -!- Wensley is now known as PlusWensley 13:07:11 That doesn't count. 13:07:11 brb removing halflings 13:07:14 GooglePlus Wensley 13:07:38 also, jewelry 13:07:45 so terrible 13:07:58 Now I KNOW you're lying 13:08:16 about the "being a dev" part, yes 13:08:24 about "jewelry being terrible", no 13:09:04 -!- MarvinPA has joined ##crawl-dev 13:09:19 MarvinPA: I was made a dev while you were getting a sandwich 13:09:24 as you can see 13:09:29 * Lightli facepalms 13:09:37 share with me all your dev secrets 13:16:01 -!- PlusWensley is now known as Wensley 13:16:05 Lightli: I have a confession 13:16:08 I was not actually a dev 13:16:36 I'm sorry you had to find out this way 13:16:42 I hope we can still be friends 13:16:56 !abyss Wensley 13:16:58 Lightli miscasts Banishment. Lightli is cast into the Abyss! 13:17:02 hahaha 13:17:04 The answer is yes 13:17:11 I hope we can still be devs. 13:17:26 Hey, I once got the @ symbol next to me when I joined the channel 13:17:50 Yes, for a short period of time I had turned into a CHANNEL OPERATOR 13:17:51 this channel or one almost but not quite spelled the same? 13:17:54 (I then kicked myself) 13:18:00 No, this channel 13:18:06 heh 13:19:47 Wait, which Hell gets Hell Sentinels for their 1? 13:19:58 Dis, I think. 13:20:30 Oh boy 13:21:05 I'm going to make a stair vault for Dis wherein the stairs are guarded by about 4-6 Hell Sentinels. (Number may change during development) 13:21:40 particleface (L27 DENe) ASSERT(!invalid_monster_index(mg.foe) || mg.foe == MHITYOU || mg.foe == MHITNOT) in 'mon-place.cc' at line 1680 failed. (Slime:6) 13:21:42 27 13:28:51 <_dd> ontoclasm, i updated funguses and made the new ballistomycete tiles 13:28:59 <_dd> let me know what you think 13:30:20 _dd: i see you finally found that texture button! ;) 13:30:39 <_dd> yeah it's always in the last place you look in 13:30:53 I keep looking after I find it, out of spite 13:32:05 -!- Lightli has quit [Ping timeout: 245 seconds] 13:34:10 -!- omnirizon has quit [Ping timeout: 245 seconds] 13:34:17 -!- Lightli has joined ##crawl-dev 13:34:19 http://pastebin.com/7eGQqS0G 13:34:21 Is it too mean? 13:34:22 -!- blabber__ has joined ##crawl-dev 13:34:50 ? 13:35:07 -!- blabber_ has quit [Ping timeout: 240 seconds] 13:35:09 Why the SUBST: 2 = 1? 13:35:27 50/50 shot of having a hell sentinel there or a blank space 13:35:27 Oh, wait. 13:35:37 Forgot that the . was actually syntax for a moment. 13:42:59 Remains. (https://crawl.develz.org/mantis/view.php?id=6173) by white_noise 13:45:16 -!- kek has quit [Quit: Leaving] 13:47:55 Lightli: it should probably have only 2 stairs 13:49:41 a single hell sentinel is already quite hard to kill for lots of characters, killing 6 while enduring hell effects would be a long and arduous endeavor for anyone who doesnt have tornado or shatter 13:50:02 so that vault means "go somewhere else" for lots of characters 13:50:10 that somewhere else should include a downstairs 13:51:31 oh, also maybe the door should be runed? autoexploring into 6 iron shots is not so fun. 13:51:45 What's the symbol for a runed door? 13:51:52 runed_door 13:52:00 i think 13:52:06 I meant like = 13:52:08 Or + 13:52:11 Or 1 13:52:22 you have to use KFEAT i think 13:54:07 every door in dis needs to be runed, so as to not give away the surprise of this vault 13:54:35 every monster in dis needs to be a hell sentinel, so as to not give away the surprise of this vault 13:54:37 http://pastebin.com/yHVc90rp 13:54:39 Better? 13:55:26 can the iron giant spawn in dis 13:55:29 The entry vaults should have Dispater in them, so as to not give away the surprise of this branch's final form 13:55:33 *floor 13:55:41 ^No, he's Sprint only. 13:55:52 says who? 13:55:56 and not demonic 13:56:11 but 13:56:14 "iron" 13:56:22 are gargoyles demonic 13:56:26 no they are just statues! 13:56:36 quid pro quo, q.e.d 13:56:36 True; Dis:7 has iron dragons and iron gargoyles and quicksilver dragons and and and 13:56:47 still more thematic than the iron giant 13:57:12 the iron giant (10C) | Spd: 10 | HD: 22 | HP: 220 | AC/EV: 18/2 | Dam: 60 | 10items, 10doors, !sil | Res: 06magic(117), 05fire, 02cold, 03poison, 12drown | Chunks: 07contam | XP: 7793 | Sp: iron shot (3d37), iron elementals | Sz: Huge | Int: normal. 13:57:12 %??the iron giant 13:57:18 Zannick: too late, I already used latin phrases 13:57:24 there is no hope for you now 13:57:35 fun times. i never met him, i dont play sprint. 13:57:52 !lm * sprint uniq=the iron giant 13:57:54 118. [2012-09-05] joy1999 the Talismancer (L17 DEFE) killed the iron giant on turn 3399. (D) 13:58:03 !lm * sprint killer=the iron giant 13:58:08 er 13:58:14 He sits on an island and throws rocks at you 13:58:14 57. [2012-08-23] Neoxx the Tortoise (L14 DsHu) found a slimy rune of Zot on turn 3641. (D) 13:58:14 !lg * sprint killer=the iron giant 13:58:15 3. Neoxx the Tortoise (L16 DsHu), worshipper of Okawaru, slain by the iron giant (a +4,+6 giant club) in Sprint (Sprint VI: "Thunderdome") on 2012-08-23, with 176030 points after 3889 turns and 1:46:40. 13:58:22 Zannick: isnt that chuck? 13:58:26 who i also never met? 13:58:32 oh, then i never saw the iron giant 13:58:39 haha, thunderdome 13:58:40 * Zannick confuses all these sprint-only Cs 13:59:03 evilmike really pulled out all the fancy monsters for sprint6 13:59:14 it has supmoths! 13:59:17 ??master blaster 13:59:18 master blaster[1/1]: %?? ancient lich name:Master_Blaster n_rpl hd:30 hp:1000 col:lightmagenta spells:fire_storm;ice_storm;hellfire;miasma;teleport_self 13:59:24 That probably needs updating 13:59:30 unknown monster: "master blaster" 13:59:30 %??master blaster 13:59:34 Or not. 13:59:41 -!- Camicio1000 has quit [] 14:00:57 Master Blaster (13L) | Spd: 10 | HD: 30 | HP: 1000 | AC/EV: 20/10 | Dam: 2013(drain) | 07undead, 10doors, evil, spellcaster, see invisible | Res: 06magic(560), 05fire, 02cold++, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: fire storm (8d23), ice storm (10d19), hellfire (3d20), miasma (3d20), teleport self | Sz: Medium | Int: high. 14:00:57 %??ancient lich name:Master_Blaster n_rpl hd:30 hp:1000 col:lightmagenta spells:fire_storm;ice_storm;hellfire;miasma;teleport_self 14:01:12 what no haste? 14:01:33 ??todo moths 14:01:33 todo moths[1/1]: carousel, vuln, miscast, recall, golubria, gypsy, amnesia, night terror, sanctuary 14:01:41 He has miasma, which is even more painful 14:01:42 !learn edit todo_moths[1] s/$/; urgency 14:01:42 todo moths[1/1]: carousel, vuln, miscast, recall, golubria, gypsy, amnesia, night terror, sanctuary; urgency 14:02:49 !learn edit master_blaster s@.*@ancient lich name:Master_Blaster n_rpl hd:30 hp:1500 col:lightmagenta spells:fire_storm;fire_storm;ice_storm;miasma;teleport_self 14:02:50 master blaster[1/1]: ancient lich name:Master_Blaster n_rpl hd:30 hp:1500 col:lightmagenta spells:fire_storm;fire_storm;ice_storm;miasma;teleport_self 14:03:21 you like fire storm? 14:03:30 evilmike does at least 14:03:44 Master Blaster: Needs moar Haste. 14:03:46 oh, its an actual sprint6 enemy? 14:03:49 yes 14:03:53 haha, nice 14:04:11 the final one? 14:04:23 indeed 14:05:27 !lm * sprint uniq=master blaster 14:05:28 No milestones for * (uniq=master blaster). 14:05:32 nobody has ever found him 14:05:40 it's just no unique, sadly 14:05:50 -!- Lightli has quit [Ping timeout: 245 seconds] 14:06:33 !lg * sprint killer=master blaster 14:06:34 No games for * (killer=master blaster). 14:06:41 also not working i guess? 14:07:12 !lg * killer=young halfling 14:07:12 36. BearRus the Chiller (L3 DEIE), slain by a young halfling in D:3 (lexackson kobold supper) on 2012-08-28, with 140 points after 2282 turns and 0:09:21. 14:07:31 !lg * sprint killer=~master 14:07:32 344. elliott the Eviscerator (L9 FeMo), worshipper of Jiyva, mangled by a deep elf blademaster (a +0,+0 elven sabre) in Sprint (Sprint V: "Ziggurat Sprint") on 2012-09-03, with 3511 points after 360 turns and 0:14:19. 14:07:36 lol 14:07:40 the number of people who have died to those halflings might literally be the most delightful thing in the game 14:07:41 !lg * sprint killer=~blaster 14:08:09 No games for * (killer=~blaster). 14:08:14 !lg * sprint map=arena_sprint s=-ckiller 14:08:15 3146 games for * (map=arena sprint): an ant larva, an azure jelly, Ignacio, Cerebov, a cyan very ugly thing, an efreet, a greater orb of eyes, a tarantella (green team), Asmodeus, a deep elf conjurer (purple team), an orb of fire, a wandering mushroom, a sphinx, a hound skeleton, a quokka simulacrum, a great mace, an iguana skeleton, a cacodemon, a giant frog (purple team), a vampire bat, Erica, p... 14:08:31 green team?! 14:08:36 removed 14:08:36 whaaaat 14:08:38 purple team, haha 14:08:58 Go team green! 14:09:12 crawl fortress 2 14:09:34 the most successful unique in that sprint is sigmund 14:09:42 -!- Ystah_1432 has quit [Quit: CyberScript - Salve as tartaruguinhas marinha. Use CyberScript. (www.cyberscript.org)] 14:10:07 of course 14:10:18 and giant spores have more kills than all other uniques combined i think 14:10:18 fr: greater sigmund 14:10:35 -!- Nightbeer has quit [Ping timeout: 246 seconds] 14:10:35 giant sigmund 14:11:30 -!- Ragdoll has quit [Quit: Ik ga weg] 14:16:26 -!- Nilsyn has quit [Quit: Page closed] 14:16:57 ancient sigmund 14:17:36 antique sigmund 14:17:43 bacon sigmund 14:18:08 freud sigmund 14:18:22 bacon for the bacon lord, skulls for the skull throne 14:18:24 Giant spiked sigmund of distortion. 14:20:32 -!- smeea has quit [Read error: Connection reset by peer] 14:21:09 signatures for sigmund 14:37:51 -!- Lightli has joined ##crawl-dev 14:38:50 Phantom (https://crawl.develz.org/mantis/view.php?id=6174) by dd 14:41:01 -!- ussdefiant has quit [Ping timeout: 246 seconds] 14:41:05 -!- erisdiscordia has quit [Quit: Lost terminal] 14:43:13 -!- voker57 has quit [Read error: Connection reset by peer] 14:43:28 -!- Serfuzz has quit [Remote host closed the connection] 14:45:53 _dd: i like it! 14:46:04 <_dd> what 14:46:09 <_dd> phantom? 14:46:20 <_dd> thanks 14:46:37 -!- Nightbeer has quit [Ping timeout: 246 seconds] 14:46:38 <_dd> the current one looks a bit scruffy, like there's some stray pixels around him 14:47:10 <_dd> damn stray pixels, buzzing around every summer 14:51:29 -!- ussdefiant has joined ##crawl-dev 14:52:00 -!- syllogism has quit [] 14:53:33 -!- Pthing has quit [Remote host closed the connection] 14:55:21 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 14:57:36 -!- link_108 has quit [Quit: link_108] 15:04:04 -!- link_108 has joined ##crawl-dev 15:04:31 -!- G-Flex has joined ##crawl-dev 15:06:02 -!- N78291 has quit [Quit: null] 15:09:38 -!- Porost has quit [Ping timeout: 250 seconds] 15:10:33 -!- Aryth1 has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 15:12:55 -!- Lightli has quit [Quit: Page closed] 15:14:36 -!- Psyknux has quit [Quit: My work is end \(^o^)/] 15:14:40 -!- Lightli has joined ##crawl-dev 15:17:31 -!- simmarine has quit [Quit: bye] 15:22:16 -!- evilmike has joined ##crawl-dev 15:23:13 galehar: just thought I'd say, I haven't *dropped* the idea of the demon pit portal. it's just that i found the current low level demon set too boring as it currently is. so it's more work than i originally thought 15:23:39 moth portal vault 15:23:57 galehar: basically, this is a concept that can't be defined by the terrain, like sewers. it's all about the monsters... luckily, 4.1 has a lot of weird imp ideas that can be drawn from 15:25:22 ooh 4.1 imps sounds great 15:25:32 well, except for the one that casts mutate 15:25:42 !tell hangedman < ChrisOelmueller> ooh 4.1 imps sounds great 15:25:42 Wensley: OK, I'll let hangedman know. 15:26:57 -!- yxhuvud has quit [Ping timeout: 240 seconds] 15:27:30 also, i wasnt thinking about cacodemons. i was musing about how if the portal vault spawns deep enough, a tormentor would be usable 15:27:35 cacodemon would be too brutal 15:29:10 -!- Lightli has quit [Ping timeout: 245 seconds] 15:29:11 -!- omni_ is now known as omnirizon 15:30:34 -!- shirish has joined ##crawl-dev 15:30:37 seems like both curse proposal have one thing in common: nerf ?RC to make it target one thing 15:30:51 galehar: what i proposed was actually to make ?RC less common but not nerf it 15:31:30 you can get your whole inventory cursed if you're doing hell, and its nice not to have to select items to uncurse one by one 15:31:45 hell/tomb i mean 15:33:10 not sure it would be a nerf to only have it uncurse 1-3 items but remove the restriction that you have to wear target item 15:33:27 (with the current rarity) 15:34:55 well, im not against that change in princple. 15:35:17 -!- Sgun has quit [Ping timeout: 246 seconds] 15:36:02 is there any way to edit my own issues on the mantis? 15:36:33 -!- Deathmic has quit [Read error: Connection reset by peer] 15:37:48 i just feel that making the scroll rare but powerful is more interesting than weak but common 15:39:04 lexackson: yes, you ask me to do it for you 15:39:17 so we'll have another scroll that we can target items with? 15:39:48 Wensley, okay, would you please? do you have a minute now? 15:39:54 that would be another positive effect, yes 15:42:24 galehar: (sorry for bugging you with pings), if you want feedback on sidestepping, my opinion is its probably not good. "move in a zigzag everywhere" isnt really a choice in that case, it would simply be the superior tactic most of the time 15:42:56 it would mean approaching a centaur in the open is safer than approaching it in a corridor. thats about all i can think of. also, autofight would need to learn to sidestep 15:43:13 -!- ussdefiant has quit [Ping timeout: 260 seconds] 15:43:22 -!- codrus has quit [Remote host closed the connection] 15:47:04 -!- animegrampa has quit [Read error: No route to host] 15:47:55 -!- Lawman has quit [Ping timeout: 245 seconds] 15:48:01 -!- shirish has quit [Remote host closed the connection] 15:49:23 -!- shirish has joined ##crawl-dev 15:50:40 evilmike: ok, good to know to early demonic portal vault idea isn't dead :) 15:51:10 -!- Sabaki has quit [Ping timeout: 255 seconds] 15:51:18 * elliott was referring to Light's implementation of it, which *does* let you sidestep against hellions and the like 15:51:24 about sidestep and charge, ok, thanks for the feedback (and elliptic too). I wasn't really sure the idea was worth it. 15:51:28 -!- Taynav has quit [Read error: Connection reset by peer] 15:51:33 You can sidestep hellion hellfire, but it doesn't do you any good. 15:52:12 about ?RC, making it like ?ID has one good sideffect. Ash worshippers are not strangely special cased. 15:52:12 ...actually, scratch that. 15:52:37 You can blink out of the way of Hellfire. But the chance to do so successfully is only 20%. 15:53:02 it also has a significant effect on the ID game. Maybe good, maybe bad, hard to say (and probably subjective), but my guess is that it would improve it. 15:53:18 with "charge", i kind of think it would work better as a spell or similar ability 15:53:40 a divine ability maybe 15:53:48 Note: the same is true in the origin game of DoomRL; arch-viles fire bursts will target the square you were standing on before, which only helps if you have Fireangel. 15:53:53 -!- kek has joined ##crawl-dev 15:54:08 (Which means it doesn't help at all, since Fireangel is broken in the current version.) 15:54:27 -!- shirish has quit [Remote host closed the connection] 15:54:30 my thought with "charge" is its a spell that turns you into something like a boulder beetle (complete with plowing through low HP monsters) 15:54:43 only difference from boulder beetles would be +damage depending on the distance of the charge 15:54:52 -!- shirish has joined ##crawl-dev 15:54:53 -!- namad7 has quit [] 15:55:07 -!- VolteccerJack has quit [Quit: Page closed] 15:55:53 I see. So once you've started rolling can you do anything besides rolling? 15:56:07 you should be allowed to stop, probably 15:56:13 don't want to roll into lava 15:56:40 -!- ToastyP has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 15:57:09 this idea is very different from the charge idea on the wiki. i just like the idea of a spell that turns you into a weird melee projectile :P 15:58:23 -!- Mandevil has quit [Quit: UkonÄŤuji] 15:59:02 yeah, sounds fun 15:59:25 I wonder who is this mstrpbk guy who is posting on c-r-d 15:59:48 with charge, do you specify an end location? 15:59:50 ood form 15:59:57 or just a direction? big difference I think 16:00:09 -!- Wensley has quit [Quit: leaving] 16:01:34 -!- Namey has quit [Quit: Leaving] 16:03:04 -!- faze has quit [Quit: leaving] 16:09:07 -!- s951 has quit [Quit: Leaving] 16:10:21 -!- absolutego has quit [Quit: leaving] 16:17:33 -!- atrodo has quit [Quit: ChatZilla 0.9.88.2-rdmsoft [XULRunner 12.0/20120420145725]] 16:18:53 -!- bakaflockaflame has quit [Ping timeout: 245 seconds] 16:19:02 -!- Flun has quit [Quit: Page closed] 16:20:47 -!- Morphy has quit [Quit: Page closed] 16:26:58 -!- alefury has joined ##crawl-dev 16:28:30 -!- KKCryptic has quit [Quit: Page closed] 16:30:09 -!- RollieTG has quit [Read error: Connection reset by peer] 16:32:23 -!- DainHome has quit [Ping timeout: 250 seconds] 16:32:30 -!- Lawman_ has quit [Quit: Page closed] 16:38:05 -!- rkd2 has quit [] 16:39:09 -!- amplicon has quit [Quit: Page closed] 16:39:43 I'd still be up for doing stuff for the demon portal. It's a lot of effort to get stuff set up for portals just so you can even start making maps and testing so I haven't been that motivated towards it 16:45:32 what i was initially doing was just setting up some ugly testing vaults (not even portal vaults, it doesnt matter), and throwing low level characters at them to get a feel for the gameplay 16:48:57 -!- G-Flex has quit [Quit: Time for us to bug out.] 16:49:19 yeah I had a few mockups too, I guess they weren't all that fun though 16:50:34 -!- clouded_ is now known as st_ 16:52:39 well, the competition is sewers 16:52:44 right? 16:53:23 i mean, the better the better, but it should be possible to make something better than sewers even with just imps 16:53:27 sewers have a limited monster set but the maps themselves are distinct 16:53:53 yeah, but demons have neat stuff like shadow imps 16:54:06 with the demon pit, there is some visual stuff that can be done, but for the most part the maps are just going to be regular vaults 16:54:08 can have a torture pit with corpses that get reanimated and stuff like that 16:54:11 so the monster set needs to carry the whole thing 16:54:49 right, you can have one vault where a shadow imp reanimates stuff. probably another doing silly things with hellwing teleports. and some other stuff like that 16:55:09 that's maybe enough for 4, 5 maps. we need more than that 16:55:49 -!- blabber__ has quit [Quit: leaving] 16:57:27 keep in mind, at the level this is intended for, hellwings are *hard*. even stuff like white imps are dangerous 16:58:03 shadow imp (065) | Spd: 10 | HD: 2 | HP: 6-16 | AC/EV: 3/11 | Dam: 6 | 05demonic, 10doors, evil, see invisible, !sil | Res: 06magic(8), 02cold++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 11 | Sp: pain (d8), animate dead | Sz: little | Int: normal. 16:58:03 %??shadow imp 16:58:11 its aliiiiive! 16:58:27 <|amethyst> I'm guessing 3s are out? 16:58:41 if a deep version is made, 3's could be used as bosses 16:58:46 sun demon (083) | Spd: 12 | HD: 10 | HP: 39-73 | AC/EV: 10/12 | Dam: 3004(fire:10-19) | 05demonic, 10doors, sense invisible, lev | Res: 06magic(80), 05hellfire, 10elec, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 921 | Sz: Medium | Int: normal. 16:58:46 %??sun demon 16:58:56 hm, speed 12, nasty 16:58:57 ugh, not that 3 perhaps? 16:59:00 also, i'd like to use kobold demonologists as bosses in the early ones, which can summon 3's 16:59:05 i hear it kills people in hell still 16:59:11 haha you god mutated (113) | Spd: 10 | HD: 6 | HP: 21-45 | AC/EV: 3/10 | Dam: 12 | 05demonic, 10doors, sense invisible, fly, !sil | Res: 06magic(48), 02cold, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 198 | Sp: iron shot (3d16), ufetubus | Sz: Medium | Int: normal. 16:59:11 <|amethyst> %??ynoxinul name:haha_you_god_mutated n_rpl 16:59:13 and on lair:8 for that matter 16:59:14 but for the most part, 3's are way too much 16:59:20 <|amethyst> err 16:59:23 <|amethyst> oops, neqoxec 16:59:32 at least you can spell the names :) 16:59:38 <|amethyst> I always get those two confused---I remember them by colour 16:59:44 fr god mutated 16:59:57 Xom drinks a potion of mutation! 17:00:10 even some 4's are probably out of the question. at least sixfirhys are, those are the most dangerous 4 17:00:14 -!- |amethyst is now known as lamehtyts 17:00:21 -!- lamehtyts is now known as |amethyst 17:00:42 what are all the 4s? 17:00:46 this is all ok, btw. the whole idea is to do something with the normally crap low-tier demons 17:00:52 hell wings? smoke demons? 17:01:06 -!- nooodl has quit [Ping timeout: 246 seconds] 17:01:06 so its nice is a 4 is a "boss", and 5's are threatening in smallish numbers 17:01:07 there's the strong nuclear 4s, the weak nuclear 4s, gravity... 17:01:26 ?? 4 17:01:26 4[1/1]: The weaker {common demon}s. 17:01:37 ?? common demon 17:01:37 common demon[1/1]: A '3' or '4'. Ranges from sun demon to rotting devil. 17:01:41 !source mon-data.h 17:01:46 Lines pasted to http://paste.ubuntu.com/1187907/ 17:01:52 its ordered by glyph, just read that 17:01:56 good learndb entries there 17:02:02 yeah 17:02:06 also unfr rotting devils 17:02:06 quality stuff 17:02:56 st_: remember how a while ago you wanted to give soul eaters a spell? what do you think about giving them drain life? 17:03:01 rotting devils are a pretty good example of what's wrong with how we use demons 17:03:09 <|amethyst> !learn edit 4[1] s/$/ {Blue devil}, {iron devil}, {orange demon}, {red devil}, {rotting devil}, {sixfirhy}, {hellwing}./ 17:03:09 4[1/1]: The weaker {common demon}s. {Blue devil}, {iron devil}, {orange demon}, {red devil}, {rotting devil}, {sixfirhy}, {hellwing}. 17:03:13 <|amethyst> ??3 17:03:13 3[1/1]: The strongest of the {common demon}s: sun demon, soul eater, ice devil, smoke demon, neqoxec, ynoxinul, chaos spawn. 17:03:28 istr some talk a long time ago about maybe moving the monster defs out of mon-data.h 17:03:28 evilmike: sounds interesting, not sure what the damage is on that 17:03:56 st_: its high enough to matter, and since it is basically a smite attack + heals the caster, it makes soul eaters kind of a priority target 17:04:13 <|amethyst> !learn edit 4[1] s/...B/: {b/ 17:04:14 4[1/1]: The weaker {common demon}s: {blue devil}, {iron devil}, {orange demon}, {red devil}, {rotting devil}, {sixfirhy}, {hellwing}. 17:04:33 yeah that could be cool, only thing which bothers me a little is the animation for drain life is kind of annoying 17:04:49 especially if you've got a lot of spamming of it going on 17:05:03 i think i'd give them drain life and pad out the spell list with SPELL_MELEE 17:05:12 cause with just that spell, they do spam it 17:05:39 <|amethyst> !learn edit 3[1] s/([:,] *)([^,.]*)/$1{$2}/g 17:05:39 3[1/1]: The strongest of the {common demon}s$1{$2}$1{$2}$1{$2}$1{$2}$1{$2}$1{$2}$1{$2}. 17:05:44 <|amethyst> curses! 17:05:53 mmh 17:06:00 cool 17:06:10 ??$2 17:06:10 2[1/1]: A demon between a 3 and a 1. Summon Greater Demon summons these and 1s. Many of the demons in this category used to be 1s before 0.10. 17:06:12 good 17:06:27 <|amethyst> !learn edit 3[1] s/.*/The strongest of the {common demon}s: {sun demon}, {soul eater}, {ice devil}, {smoke demon}, {neqoxec}, {ynoxinul}, {chaos spawn}./ 17:06:27 3[1/1]: The strongest of the {common demon}s: {sun demon}, {soul eater}, {ice devil}, {smoke demon}, {neqoxec}, {ynoxinul}, {chaos spawn}. 17:07:37 <|amethyst> !learn edit test[4] s/e(.)/é\1\1/g 17:07:37 test[4/37]: hmm wondé\1\1 if thé\1\1é\1\1s a té\1\1t é\1\1try 17:07:50 oh and speaking of monster spells 17:07:52 Ereshkigal (16&) | Spd: 14 | HD: 18 | HP: 250 | AC/EV: 10/30 | Dam: 40 | 05demonic, 10weapons, 10items, 10doors, evil, see invisible, !sil | Res: 06magic(240), 02cold, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 14085 | Sp: b.draining (3d22), b.cold (3d27), greater demon, torment symbol, paralyse, minor healing | Sz: Large | Int: high. 17:07:52 %??ereshkigal 17:07:54 <|amethyst> I guess no backreferences 17:07:58 there was an idea to give her silence 17:08:02 which spell should it replace, though? 17:08:30 <|amethyst> does minor healing accomplish much? 17:08:37 <|amethyst> not sure how powerful it is on monsters 17:08:40 its an emergency spell 17:08:45 <|amethyst> oh, but that's the emergency slot 17:09:05 emergency silence sounds wacky 17:09:25 I like healing on Eresh 17:09:38 could even be major 17:09:45 that would be good 17:09:58 I guess one of the bolt spells to be replaced... 17:10:19 i'm leaning towards keeping bolt of cold but replacing draining 17:10:30 i'd agree, but tar is all about draining 17:10:48 she has torment and draining, they're both covered by the same resist 17:11:18 also i could give her af_drain instead, so she'd drain in melee, not that it matters much 17:11:27 hm, fine :) 17:12:35 I was leaning towards keeping cold too 17:13:18 I think at some point Asmodeus *and* Dis used to have b.draining too, kind of silly 17:13:23 I think funky left 17:13:29 pops sorry wrong channel 17:13:46 well, asmodeus and dispater used to be the same monster :P 17:14:26 nu uh one of them was blue and the other guy was red! 17:14:56 the new door vault is terrible 17:15:03 i mean really terrible 17:15:09 yes 17:15:19 you can open the doors to make it so you only have to fight one monster at a time 17:15:25 and they cant do anything about it 17:15:32 it might need to simply be removed 17:15:46 how about if you open one door, all seals break 17:15:54 (if that's a simple fix at least) 17:16:07 <|amethyst> I think this is one case where monsters should be able to open them 17:16:28 also you can like fire storm right in front of those doors and nothing will happen 17:16:30 the other option is surround it with "warning statues" and use normal doors 17:17:11 that would still make outside level monsters open them, no? 17:17:29 correct 17:17:45 i just imagine autoexploring into an open door vault 17:18:22 if there were statues autoexplore would stop at those 17:18:48 right, doesn't help me if the vault was opened already however and i just meet half of its residents elsewhere 17:19:54 -!- voker57 has quit [Changing host] 17:20:01 a door timer that would remove runes after some (rather short) time could try to mimic the old behavior perhaps 17:20:16 <|amethyst> make it walls that turn into doors when you get into LOS 17:21:11 -!- stenno has quit [Quit: Leaving] 17:22:45 I don't know what to do for it. It kind of sucks to lose such a classic crawl thing 17:22:54 yeah 17:23:29 what |amethyst proposes would be easy to do, kinda awkaward with magic mapping though 17:24:21 <|amethyst> it would look like it used to, right? or not because secret doors blocked magic mapping 17:24:48 i don't think magic mapping was blocked by secret doors 17:25:01 the first "layer" was detected 17:25:13 <|amethyst> oh right 17:27:40 -!- Wensley has joined ##crawl-dev 17:28:10 -!- lorenz371 has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 17:28:20 -!- simmarine has joined ##crawl-dev 17:34:24 -!- MPR has quit [] 17:35:00 -!- Tolias has quit [Quit: Page closed] 17:35:49 -!- fooobaar has joined ##crawl-dev 17:37:43 speaking of eresh and tar, tar_mu will probably need to be redesigned, maybe fully would be best 17:37:57 -!- shirish has quit [Remote host closed the connection] 17:38:02 what if instead of secret doors in the pyramid, you use renamed bushes or something 17:38:18 the idea is to slow down progress, right? 17:38:37 I was thinking of something more lab style 17:38:45 people will hate it though 17:38:47 also would be a much needed buff to fedhas in extended 17:38:53 heh 17:39:37 turning the pyramid into a maze would be alright if its randomly generated. you'll need to find someone who knows how to do that 17:44:36 I recall one of mu's crypt finales also being full of secret doors 17:44:39 ??wensley 17:44:40 wensley[1/21]: Thoroughly approves of Mu's Crypt finales. 17:44:42 -!- Kellhus has quit [Quit: Page closed] 17:45:30 -!- One-Eyed has quit [Quit: Page closed] 17:45:33 he made one 17:47:23 03evilmike 07new_vaults_layout * r1f174085c205 10/crawl-ref/source/dat/des/branches/vaults_rooms.des: Replace some cases of no_tele_into with no_rtele_into. 17:48:42 -!- SurpriseTRex has quit [Ping timeout: 264 seconds] 17:54:09 -!- st_ has quit [Ping timeout: 276 seconds] 17:55:07 -!- erisdiscordia has quit [Quit: Lost terminal] 17:55:08 -!- DracoOmega has joined ##crawl-dev 17:57:05 -!- Cheibrodos has quit [Ping timeout: 245 seconds] 17:57:12 -!- OneEyedJack has quit [Quit: Page closed] 17:59:20 -!- link_108 has quit [Read error: Connection reset by peer] 17:59:31 -!- link_108 has joined ##crawl-dev 18:00:42 -!- namad7 has quit [] 18:01:24 -!- ussdefiant has joined ##crawl-dev 18:02:32 evilmike: once I cross a few items off of the suppression to-do list how would you feel about bumping supmoth spawning up to 11 18:02:38 Several tile corrections, edited vault guard tile (https://crawl.develz.org/mantis/view.php?id=6175) by roctavian 18:04:02 could dial it up a bit 18:04:18 -!- scummos has quit [Ping timeout: 264 seconds] 18:05:07 the end result (which will happen after the branch's monster list is redone) is, make them nonexistent (or close to that) on spider:1 and then get more common the deeper you go 18:07:09 the way stuff works now is really arcane and its hard to pick good numbers for stuff 18:07:42 I thought the mon-pick.cc stuff had been changed. 18:08:27 not yet 18:09:02 -!- Dingo has quit [Quit: World in peril] 18:09:16 -!- barbs has joined ##crawl-dev 18:10:45 -!- alefury has quit [] 18:12:39 -!- ZombieChicken has quit [Ping timeout: 272 seconds] 18:22:56 Trunk download links on http://crawl.develz.org/trunk/ [^] do not update (https://crawl.develz.org/mantis/view.php?id=6176) by moxian 18:26:50 -!- elliptic has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 18:28:55 -!- elliptic has joined ##crawl-dev 18:29:09 -!- heteroy has joined ##crawl-dev 18:42:24 -!- Lightli has joined ##crawl-dev 18:44:17 -!- CampinSam has quit [Ping timeout: 240 seconds] 18:44:21 -!- kek has quit [Remote host closed the connection] 18:49:56 Hello? 18:50:12 oh hey there 18:51:17 Any of the devs here? (No harm meant link) 18:52:29 no devs hang out in this channel 18:52:33 it's a sad, sad thing 18:53:25 Not really, all they do is plot what they plan on removing next anyways. 18:53:27 -!- Pacra has quit [Quit: This computer has gone to sleep] 18:53:45 ssssh! 18:53:51 or they'll remove you next! 18:56:13 No, they only remove stuff from Crawl 18:56:39 .12 has been 90% removing stuff, 10% adding little things like vaults 18:57:02 there is no .12 18:58:27 Teleport trap displayed on top of item (https://crawl.develz.org/mantis/view.php?id=6177) by infiniplex 19:02:46 -!- link_108 has quit [Quit: link_108] 19:03:11 Lightli: Well, you could also consider that removing takes less time than adding, and thus it is easiest to be done first if both are planned to be done. Also, get the controversy out of the way immediately 19:04:06 that's not really fair 19:04:17 case in point: adding an extra 0.1 to 0.11 19:04:20 It does, however, leave a very bad taste in the community towards the devteam if they basically keep doing that. Sure, I know it's only temporary, but it makes me worry that those jokes I make about "Crawl: Pocket Eddition" might turn out to be real 19:04:23 my bad, 0.01 19:04:39 what are you implying 19:04:53 presumably the spelling is intentional 19:05:08 i'd be worried if crawl suddenly removed all gods at once 19:05:11 To be fair, 0.12 gave us Arena!Sprint. They can remove whatever the hell they want. 19:05:20 pretty much everything below that is not for me to question 19:05:31 If you look back several versions, I think you'll probably find more stuff added than taken away 19:05:33 Lightli: you're getting annoying wit hthe constant comments about removing stuff 19:05:34 ^Demigods would suddenly become the best race 19:05:38 you're doing it like twice a day. cut it ought 19:05:40 out* 19:05:42 sure 19:05:46 Also that, yes 19:05:54 and yes, i'd trade bumblebees and stalkers for arenasprint again every single minute 19:06:25 Actually, they haven't removed bumblebees yet. 19:06:31 indeed. 19:06:35 Stalkers and associated spells are one of the few removals I've been personally saddened by to any real degree 19:06:36 Oh, and now that I have a dev's attention... 19:06:41 http://pastebin.com/yHVc90rp 19:07:51 SUBST: ) = 1. 19:08:05 thats a little weird. ) is normally used for stairs, but in this case, it's never going to be a stair 19:08:24 Crap that is an error 19:08:28 I meant it to be ) = 1) 19:08:52 So there might be two staircases there, but in exchange the opposition would end up down 1 hell sentinel 19:09:05 Maybe I should try to devise and code up some stalkery spells and see if anyone would care to look at them... >.> 19:09:05 keep in mind that hell sentinels are tough to kill. this many... it might be too much 19:09:26 like, it's not so much that they're hard (although they are), but that they are tanks 19:09:35 There is a VERY good reason why I didn't put all 3 staircases there. 19:09:53 what i think would be more interesting is, if you used hell sentinels as the front line, and put some casters behind them 19:10:01 i dont think your vault is unreasonable btw, its just a suggestion 19:10:53 DracoOmega: that'd be awesome, even if i have no power over accepting them i assume discussing such spells might help already 19:11:38 *joke* They could be the front line, backed up by HELLIONS /*joke* 19:11:41 I 19:12:18 i liked stalker when it was basically assassin + skald 19:15:20 Wait, there's a problem with that 19:15:34 Hellions are associated with Gehenna, Hell Sentinels are associated with Dis 19:16:20 ChrisOelmueller: Well, such things do come with for discussion every now and again, but I think it tends to end in a chorus of shrugging or mild disagreement. I don't know if actual implementations would change that or not, but who knows? 19:16:37 I have a bunch of partially-implemented spells locally that I haven't really done anything with since 19:16:43 (Not stalkery ones. Other ones) 19:17:20 there might be some alchemyish ideas on the wiki somewhere 19:17:59 wiki.eronarn.com 19:18:11 03evilmike 07new_vaults_layout * r4d8b6e907ed2 10/crawl-ref/source/dat/des/serial/grunt_rogues_gallery.des: Do not attempt to place serial_grunt_rogues_gallery in Vaults. 19:18:14 -!- RollieTG has quit [Ping timeout: 252 seconds] 19:18:58 Anyone care if I merge new_vaults_layout? it's still in need of polish (I suspect there are too many traps), but I don't see any critical bugs left and the main thing it needs now is playtesting 19:19:12 I care in that I want to see new!Vaults 19:19:28 the main objection I can think of is that we should redo the monster list as well, but I think that can be done afterwards 19:20:30 -!- heteroy has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 19:21:13 Yeah. It would probably be easier to change the monster list afterwards anyways. If we did it before, we'd have to make balance changes to fit the original vaults, and then do MORE balancing when we put the new layouts in 19:21:17 -!- ctair has joined ##crawl-dev 19:21:18 not gonna do it yet. tomorrow though, unless a major objection is raised 19:21:31 the way i see it, playtesting the new layout will give a better idea of what sort of monsters to use in it 19:21:41 I'll be at the edge of my seat. Proverbally. 19:23:49 evilmike: just don't keep everybody from testing 0.11 by adding all the cool new stuff to 0.12 right before the eventual tournament :) 19:23:56 -!- pelotron has quit [Ping timeout: 246 seconds] 19:24:06 03MarvinPA * r4946a8ee9c33 10/crawl-ref/source/xom.cc: Actually fix Xom effects lasting less than a turn 19:24:15 playtesting on cdo won't be possible anyways 19:24:22 people will be playing in the tournament anyway, and trunk could simply be disabled 19:25:01 i dont know if i could go back to fleeing 19:25:36 Or secret doors. For all I've said about removing things, they've all been things I never liked to begin with. 19:26:23 -!- Chozo has quit [Ping timeout: 268 seconds] 19:28:15 I was stalker's one fan, I swear T.T 19:30:17 Relax, at least your favorite race wasn't MD 19:30:25 (Personally never liked the buggers) 19:31:01 poor mdst 19:31:06 <|amethyst> next reddit challenge should be to do an MDSt on 0.9 19:31:22 Too bad they're such a poor fit for each other 19:31:24 poor gnpa 19:31:46 <|amethyst> "Á la recherche du temps perdu" 19:38:07 03evilmike * r25521f459b32 10/crawl-ref/source/ (mon-data.h mon-spll.h): Buff Ereshkigal. 19:38:50 How did she get buffed? 19:39:11 This one has longer commit log notes than the bone dragon one, you know :P 19:40:17 17:32:48 < Sizzell> Silurio (L27 KoBe) entered the realm of Cerebov. (Pan) 19:40:17 17:33:01 < Silurio> curious 19:40:18 17:33:07 < Silurio> crawl doesnt tell me its cerebovs 19:40:18 17:33:13 < Silurio> the chat does 19:40:36 i thought this was changed 19:40:38 i filled every spell slot with fire storm 19:41:06 %git 25521f4 19:41:12 evilmike * 0.12-a0-386-g25521f4: Buff Ereshkigal. (13 minutes ago, 2 files, 4+ 4-) https://gitorious.org/crawl/crawl/commit/25521f459b32 19:41:12 and gave here 99999 hp 19:43:47 Zannick: the change ages ago was just to make it so there was a message at all 19:44:01 okay, then i'm misremembering 19:44:27 it gives a panlord-specific flavour message and then "You feel a terrible weight on your shoulders! A mighty lord of Pandemonium must reside here." 19:44:36 oh 19:44:49 the panlord-specific message is what i'm thinking of, then 19:44:59 i guess silurio just didn't grasp that part 19:45:00 could probably just change to "a terrible weight blabla You have entered the realm of x" or something 19:45:24 i think people ignore the other message because it uses the plain message channel 19:45:37 The mighty Pandemonium lord Cerebov resides here. 19:45:49 eg. 19:45:57 by plain, I mean one message is "warning" (red) and the other is grey 19:46:02 right 19:46:07 also, the name of the pan lord shows in the ?: notes 19:46:13 also the flavour message doesn't actually give you the name :P 19:46:33 I... don't think I knew there WAS a flavor message, after all this time 19:46:44 still a step up from color matching 19:46:47 I mean, you can identify the lord from the way the level looks, but I never noticed >.> 19:46:51 "Searing heat pours from the floors and walls of this place.", "Shadowy figures dance across your vision.", etc 19:47:07 I honestly do not remember those at all 19:47:12 Are they somewhat recent, too? 19:47:23 not at all :P 19:47:29 Then I must be completely blind 19:47:30 they just blend in with all the other messages 19:47:44 Because I don't know HOW many times I've seen the 'might weight' thing and never once noticed that 19:47:52 i can warningify those while i'm changing the other one i guess? 19:47:59 yeah 19:49:11 maybe the "terrible weight" thing is completely unnecessary 19:49:21 I think so 19:49:26 you get a warning when you try to leave levels 19:49:42 it can just be "panlordspecific flavour message! The mighty lord whoever resides here!" 19:50:08 yeah 19:50:15 the flavour messages are nice though, should keep those 19:50:54 oh never mind, I misunderstood you. I see you are keeping those 19:56:08 03MarvinPA * rc45aea9657f7 10/crawl-ref/source/dat/des/branches/pan.des: Adjust the unique Pan lord entry messages 19:57:06 -!- bmfx has quit [Ping timeout: 252 seconds] 19:57:30 my alchemist idea was going to rely on evap 19:57:37 so if that's out, it'd need some revisions 19:58:09 I wonder if there's a way to get the same flavor of that across without the stuff that people disliked about it 19:58:22 -!- hart_ has quit [Client Quit] 19:58:24 <|amethyst> Eronarn: Homunculus! 19:58:26 Concept-wise, that was actually one of my more liked spells 19:59:55 -!- Oddtwang has quit [Ping timeout: 252 seconds] 20:01:49 -!- HangedMan has joined ##crawl-dev 20:02:07 homunculus spell is going to be terrible, given the track record of crawl summons 20:03:16 should make a tmut spell that gives something horrible body odor 20:05:49 olgreb's halitosis 20:06:57 -!- paymentplan has quit [Quit: Page closed] 20:07:08 summon skunk 20:11:07 Wensley: olgreb's haunting hangover 20:11:34 the target staggers and weaves along in search of painkillers and brunch 20:11:50 the toxic radiator and brewery wizlabs just get weirder and weirder 20:12:00 -!- pelotr0n is now known as pelotron 20:12:07 03evilmike * r4062d21ec7ca 10/crawl-ref/source/ (mon-data.h mon-spll.h): Let soul eaters eat souls. 20:12:40 Eronarn: targets afflicted by ohh are stunned when under the effect of corona 20:12:51 (unless they can cast darkness) 20:13:06 that commit sounds ominous 20:13:10 -!- domi is now known as domi_ 20:14:12 -!- Vizer has quit [Ping timeout: 244 seconds] 20:19:22 -!- ajikeshi_ has quit [Ping timeout: 244 seconds] 20:19:37 -!- G-Flex has joined ##crawl-dev 20:19:50 Zin gives less starting piety if you convert at an altar in the Orcish Mines. (https://crawl.develz.org/mantis/view.php?id=6178) by dtsund 20:20:40 dtsund: hah, nice 20:20:54 Bug reports that contain fixes are the best bug reports. 20:22:02 god dang it, people need to stop makin' tiles so wuickly 20:22:18 go to class > come home > like 6 new issues 20:23:26 -!- HellTiger has quit [Read error: Connection reset by peer] 20:35:21 -!- fooobaar has quit [Ping timeout: 260 seconds] 20:37:00 -!- bonghitz has quit [Quit: bonghitz] 20:40:16 -!- wheals has quit [Quit: Leaving] 20:41:33 evilmike: magic_research.des doesn't really work in Vaults in new_vaults_layout branch and shouldn't spawn in there for now (from little I understand of that builder it needs a broken-for-the-rooms subvault) 20:41:35 -!- edlothiol has quit [Ping timeout: 244 seconds] 20:42:05 , I echo for the third or fourth time 20:45:08 Quick question; how do I give items to monsters? I want to have iron devils with equipment 20:45:45 -!- link_108 has joined ##crawl-dev 20:47:21 Lightli: no you want to have hell sentinels with quad damage 20:47:26 admit it!! 20:47:37 That is stupid 20:47:56 I see through your facade 20:48:18 HangedMan: if only we had a way to !tell people something 20:48:42 HangedMan: please fix it then? 20:49:05 I should implement a !spam command that just shouts a message at people every minute or so 20:49:09 and by people I mean just elliott 20:49:27 you keep telling me "it doesn't really work". This is unhelpful. I don't know how it doesn't work, or why, or in which way. And it's your vault 20:50:01 -!- Dain_ has quit [Quit: Dain's default quit message] 20:50:45 evilmike is the new badass of ##crawl-dev 20:50:54 -!- bh has joined ##crawl-dev 20:50:54 -!- bh has quit [Changing host] 20:50:54 -!- bh has joined ##crawl-dev 20:51:02 HangedMan: alternatively, you could submit an actual bug report with the right information, and I can try to fix it. right now though, you know way more about this than I do 20:51:05 Ok, before I go overboard... 20:51:13 howdy -- anyone take a look at my branch? :) 20:51:13 bh: You have 3 messages. Use !messages to read them. 20:51:16 !messages 20:51:16 (1/3) elliott said (19h 13m 43s ago): gateways leading out seem a little too common on Abyss:1 -- also, the abyss seems to shift too much; I keep finding portals deeper and then getting shifted while I walk towards them! 20:51:17 Iron devils with Plate Armor and (demon?) tridents 20:51:22 Is this a bit TOO much? 20:51:25 !messages 20:51:26 (1/2) elliott said (19h 12m 22s ago): and on abyss:2, gateways out seem very frequent, but gateways deeper seem fairly rare :p 20:51:31 !messages 20:51:31 (1/1) elliott said (19h 8m 23s ago): it's looking good in general, though 20:52:06 Wait, shouldn't we have something at Abyss:27 for those few people crazy enough to go all the way to it's heart? 20:52:08 well 20:52:19 bh: I took a look at it. I didn't notice any bugs, although it's just "the land of boxes" right now 20:52:32 bh: check out the log for yesterday, elliot and I were talking about it a bit 20:52:40 evilmike: yeah, the important thing to look at is the code. The land of boxes is described in about five lines of code 20:52:46 heh 20:53:38 -!- fooobaar has joined ##crawl-dev 20:54:11 grunt subvaulted the contents of each room without the border walls, and serial_research_vaults_spin doesn't place any of those border walls, and I have no idea about how the new Vaults layout builder works so I don't know if the serial vault really needs a vaults_room_#_spin to place or those truncated dimensions are crucial or if serial_research_standalone just can't have the vaults_room_#_spin tag attached to it 20:54:22 ...that was longer then I thought it'd be 20:55:03 evilmike: I did fix the 'corrupt the surrounding area on descent' bug 20:55:09 bug/feature 20:55:11 oh god, i get to remember how c++ works 20:55:15 bh: any reason? It was a cool unintended feature 20:55:16 this'll be fun 20:55:24 evilmike: unintentionally :) 20:55:27 there's also some randomization work that wasn't properly copied over but I can do that right now 20:56:43 HangedMan: can you show me examples of the vault not working, with screenshots, and point to the problematic bits? Or a save file? 20:57:34 It sounds to me like you're saying "it places the serial vault without any walls" but it's hard to understand 20:58:36 http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/serial/magic_research.des;h=28559ad53fddaa3ce4abb3e35c0227c89d024978;hb=4d8b6e907ed2e71be9d0ec4af62a4b0634639020#l101 map has no walls while the vaults above them do, the subvaults below them rely on the walls to place 20:59:01 -!- voker57 has quit [Ping timeout: 246 seconds] 20:59:23 it's not a bug so much as this one version of the vault has a bad map and I don't know why it has that bad map 21:01:25 -!- minqmay has quit [Quit: Leaving] 21:04:44 evilmike: I think I figured out how to restore the buggy feature! 21:04:53 excellent 21:05:00 also, it's not a bug if you upgrade it to a feature... 21:05:10 it could still be buggy 21:05:35 -!- domi_ has quit [Ping timeout: 272 seconds] 21:05:46 evilmike: could I persuade you to take a stab at implementing a dungeon generator? 21:06:07 this stuff really goes far beyond my knowledge 21:09:21 -!- Lawman0 has quit [Ping timeout: 272 seconds] 21:12:22 HangedMan: I still don't see the problem. The layout provides walls for those "spin" subvaults 21:12:47 do you have an example (aka a screenshot, or a save) of it going wrong? 21:13:02 -!- MPR has quit [Changing host] 21:13:42 mpr("Strange, the shaft seems to lead back to this level."); -- how on earth does this happen? 21:13:47 you say a lot of "I don't know". Have you seen it break, or are you just assuming it's broken? 21:14:23 both assumption and grunt telling me when he changed the vault that it would be broken 21:14:39 ok. In this case, grunt is the person to speak to 21:14:56 !seen grunt 21:14:56 I last saw Grunt at Sun Sep 2 02:52:24 2012 UTC (3d 23h 22m 32s ago) saying ...thats bad cszo reporting! on ##crawl-dev. 21:15:27 I'm having trouble seeing what's broken here, and I can't get anything that seems broken in game (there are some issue with subvaults + serial vaults, but it's unrelated) 21:18:52 alright, time to learn how to compile crawl branches from git 21:19:01 okay, i give up, i suck too much at finding code 21:19:24 how do i find a monster's size, given its type as an int 21:19:31 body_size(type) ? 21:22:36 gosh -- down_stairs is… a mess. 21:22:59 -!- keen_ has quit [Client Quit] 21:26:28 <|amethyst> bh: there isn't a good way to get it by type, because for mimics and slime creatures that's not enough data 21:26:51 |amethyst: you mean ontoclasm 21:26:55 <|amethyst> doh 21:26:56 <|amethyst> sorry 21:27:00 <|amethyst> ontoclasm: ^^^ 21:27:14 <|amethyst> ontoclasm: it's best to get it from a monster_info or a monster 21:27:47 How do you force an item held by a monster to be good? I want the iron devils to have guaranteed egos on their demon tridents/regular tridents. Probably not the plate armour. 21:28:05 @??iron devil 21:28:05 iron devil (104) | Spd: 8 | HD: 8 | HP: 30-58 | AC/EV: 16/8 | Dam: 14, 14 | 05demonic, 10weapons, 10items, 10doors | Res: 06magic(64), 05hellfire, 02cold, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 324 | Sz: Medium | Int: high. 21:28:15 @??orc warrior 21:28:15 orc warrior (08o) | Spd: 10 | HD: 4 | HP: 18-40 | AC/EV: 0/13 | Dam: 20 | 10weapons, 10items, 10doors | Res: 06magic(16) | Chunks: 07contam | XP: 133 | Sz: Medium | Int: normal. 21:28:20 (I'm also tossing around the idea of a 1% chance for CPA so the AC ends up a even 30) 21:28:25 -!- fooobaar has quit [Ping timeout: 246 seconds] 21:28:33 Lightli: that sounds… generous. 21:28:48 It's supposed to be a vault in Dis. 21:30:26 <|amethyst> Lightli: ; demon trident good_item | trident good_item but that doesn't guarantee an ego I think 21:30:35 <|amethyst> (could be really high plusses) 21:30:39 Close enough 21:31:29 oops. Taking abyssal downstairs while in the dungeon does the wrong thing :) 21:31:47 <|amethyst> bh: it should assert 21:31:55 yes 21:32:12 -!- Keenn has quit [Remote host closed the connection] 21:32:33 -!- barbs has quit [Ping timeout: 276 seconds] 21:32:39 awesome. works! 21:33:37 -!- Daekdroom has quit [Quit: Saindo] 21:34:57 |amethyst: well, this is for skeletons, so i don't have to worry about slimes or mimics 21:35:17 <|amethyst> ... 21:35:27 <|amethyst> oh, of the base monster 21:35:37 skeletons as in what's left when a corpse rots 21:35:40 the item 21:36:00 and item.plus has the monster's type 21:36:03 http://pastie.org/4671622 21:36:24 i'm sure that's terrible code 21:37:19 i guess i could also get a monsterentry 21:37:39 <|amethyst> yeah 21:38:06 <|amethyst> see the first two lines of monster_info::body_size() in mon-info.cc 21:38:21 yeah 21:38:28 evilmike: fixed. If you stair dive in the abyss, the dungeon will resemble the area you left from as you go down 21:38:30 <|amethyst> in fact, I would even recommend pulling those two lines out into a new function 21:38:38 <|amethyst> get_mon_size(type) or something 21:38:39 bh: cool 21:39:11 that would go into mon-util right 21:39:24 -!- Keenn has quit [Ping timeout: 252 seconds] 21:39:48 <|amethyst> yup 21:39:51 okay 21:40:00 <|amethyst> also, _mons_class_habitat essentially duplicates this code 21:40:07 so what do folks think about the abyss having a mix of abyss'y and non-abyss monsters, with the balance shifting toward abyss'y the deeper you go 21:40:07 <|amethyst> so it could use the new function too 21:40:39 ...i'm gonna go drink and then come back and do this xD 21:40:54 <|amethyst> :) 21:41:05 c++ was a looong time ago 21:41:09 -!- evilmike_ has joined ##crawl-dev 21:41:58 bh: I think the abyss should always be abyss-y 21:42:06 -!- Nightbeer has quit [Read error: Connection reset by peer] 21:42:18 evilmike_: oh, I agree that it should be abyssy. But in A:1, you should say have some orcs poofing into existence 21:42:29 but by A:5, this should not be the case 21:42:33 you should have it generate abyss monstes, and rarely have monsters spawn which have just been banished 21:42:42 but it shouldn't ever be common, imo. just a rare, neat effect 21:42:47 works for me. 21:43:10 I'll need to learn how to change mon-pick. 21:43:29 keep in mind that whole thing is planned to be tossed out 21:43:37 oh. screw it :) 21:43:48 -!- y2s82 has quit [Remote host closed the connection] 21:44:00 Wait, they're considering going back to the 1 "floor" abyss? 21:44:09 Lightli: no, mon-pick. 21:44:15 <|amethyst> No, mon-pick is being rewritten 21:44:15 oh 21:44:32 Wait, what would be on the final floor anyways? Abyss:27 in other words 21:44:36 -!- evilmike has quit [Ping timeout: 248 seconds] 21:44:37 <|amethyst> and there's no "back" to go 21:44:40 -!- evilmike_ is now known as evilmike 21:44:53 <|amethyst> trunk has one-level abyss 21:45:04 Oh. 21:45:52 <|amethyst> bh's work is in a branch (well, in his repo, but I've been pulling it into branch 'inception' when he asks 21:45:56 <|amethyst> ) 21:46:32 The question is what would be on the final floor of the Abyss then 21:46:40 the abyss 21:46:59 Lightli: I could make A:27 be a cold, lonely place with very sparse features :) 21:47:03 <|amethyst> maybe the bottom floor is made up entirely of rune vaults and exits 21:47:06 <|amethyst> or that 21:47:08 I still don't understand why it's 27, it seems like runes are extremely common by the time you reach 5 21:47:21 Because 27 21:47:52 evilmike: heck if I know. someone said 27, so I did 27 21:47:57 heh 21:48:01 Crawl Numerology? 21:48:09 well, shortening it to 5 or whatever would be trivial, so it doesnt matter much right now 21:48:09 <|amethyst> abysszig 21:48:52 the way I see it, it should only be as deep as it needs to be 21:49:30 suppose you can get the rune on A:5 at XL15, maybe the abyss should be fun to play when you're XL25? 21:49:54 <|amethyst> eventually you're going to run out of new monsters 21:50:20 whoa -- it's raining 21:50:32 bh: nah, I say once you get the rune, you really have no reason to be there any more 21:50:57 Like, once you get the snake rune, there's no reason for snake to be fun to play past that 21:50:58 elliott originally asked for 27 because of robin conducts 21:51:01 <|amethyst> but what about the Cyberdemon Rune on Abyss:27 21:51:03 evilmike: whatever, these are all details that I'm not opinionated on 21:51:54 -!- elliptic has quit [Quit: Leaving] 21:52:15 fair enough 21:52:20 -!- N78291 has quit [Quit: null] 21:53:05 just 5 or 6 seems like it'd be enough, but also i haven't played it at all yet so whatever 21:53:27 i will check it out soon and we can see once it's more ready 21:53:34 right now this is all theory, anyway 21:53:39 yeah 21:54:28 !tell hangedman http://pastie.org/pastes/4671696/text once actual proof is gotten 21:54:29 HangedMan: OK, I'll let hangedman know. 21:55:05 HangedMan: I don't need "proof", I just need to understand what the problem is. It's probably a good idea to wait until grunt comes back 21:55:08 cannot communicate my frustration about this so I'll get to this at a further being-dead rate 21:55:08 HangedMan: You have 1 message. Use !messages to read it. 21:55:15 -!- elliptic has joined ##crawl-dev 21:55:30 |amethyst: can you pull my branch? 21:56:23 _research_probablistics (and three other subvaults) has a cage of stuff that assumes there is a wall in the map between lines #112 and #113 of magic_research.des 21:56:43 The new layout is a mix of old school abyss and my silly columns 21:57:01 are they still all metal? 21:57:11 yeah, that's a bug. 21:57:22 iron city of abyss 21:57:34 being lost in an infinite metal grid was slightly disturbing 21:57:49 evilmike: that's what I thought :) 21:58:14 03bh 07inception * rdb20cbd354c0 10/crawl-ref/source/ (abyss.cc dgn-proclayouts.h): Abyss Layout 21:58:14 03bh 07inception * rc8d4aa36ab2a 10/crawl-ref/source/ (abyss.cc effects.cc stairs.cc): Abyss Copying 21:58:22 -!- Keenn has quit [Remote host closed the connection] 21:59:06 you probably won't see many columns there, the mix frequency is too high. 21:59:22 HangedMan: ok, thanks, I can actually see what you mean now 22:02:37 sigh 22:02:37 the cage will look a bit awkward and part of it will be open 22:02:37 -!- HangedMan has quit [Read error: Connection reset by peer] 22:02:37 the rune spawn chance is way too high. I'll leave it for someone else to tweak 22:07:37 fr: Cyberdem-wait someone already beat me to it 22:08:14 @??chaos spawn 22:08:14 chaos spawn (053) | Spd: 11 | HD: 6 | HP: 20-47 | AC/EV: 7/12 | Dam: 2109(chaos) | 05demonic, see invisible | Res: 06magic(56), 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 199 | Sz: Big | Int: animal. 22:08:18 ??chaos spawn 22:08:19 chaos spawn[1/2]: Weird demon that hits with the {chaos} brand. Leaves a cloud of seething chaos upon death (wonder what would happen if you stepped in it). 22:08:25 ??chaos clouds 22:08:26 I don't have a page labeled chaos_clouds in my learndb. 22:08:28 ??chaos cloud 22:08:29 I don't have a page labeled chaos_cloud in my learndb. 22:08:31 ??cloud of chaos 22:08:32 I don't have a page labeled cloud_of_chaos in my learndb. 22:08:42 -!- vwzzz has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:09:18 what do chaos clouds do? 22:09:23 ??seething chaos 22:09:23 seething chaos[1/1]: Causes {chaos} effects. 22:09:37 is anyone working on new abyss mobs? 22:11:17 nope 22:12:16 would a chaos-spewing monster be frowned upon? 22:13:05 This is kind of mean, but how do you make a vault specifically have net traps? 22:13:41 (The idea being to hold them down while a bunch of iron devils go to work with their tridents/demon tridents) 22:14:08 03evilmike 07new_vaults_layout * r22d13743c8ec 10/crawl-ref/source/dat/des/serial/magic_research.des: Attempt to repair serial_hangedman_research placement in Vaults. 22:14:52 bh: well, we have a bunch of very nice tiles (and names, and descriptions) for abyss monsters, and no design for them. I could see a monster that spits chaos as being used for one of them 22:14:59 I'd suggest giving it a breath timer though 22:15:08 chaos spore? :) 22:15:16 oh, heh 22:15:29 ??chaos 22:15:30 chaos brand[1/10]: Imitates other brands, or can heal, polymorph, berserk, haste, invisify, petrify, paralyse, torment, cause miscasts and probably do a lot more to enemies. Added in 0.5, only gifted by Xom, Xom's vault guards, found on Pan lords, or on the uniques Crazy Yiuf (always) or Psyche (sometimes). 22:15:34 ??chaos[2] 22:15:35 I don't have a page labeled chaos[2] in my learndb. 22:15:39 ??chaos brand[2] 22:15:39 chaos brand[2/10]: Can very rarely raise hostile corpses, like the sword of Zonguldrok 22:15:54 if you smack an abomination with chaos, does it get healed? 22:16:05 Maybe? 22:16:24 -!- barbs has joined ##crawl-dev 22:16:48 look in rltiles/mon/abyss for tiles + monster names 22:16:58 answer is no 22:17:00 there were/are also descs for them floating around somewhere, but that's all we have 22:17:54 evilmike: those are very Lovecraftian 22:18:01 I'm not sure if due would mind someone taking up this project and designing monsters for them. I figure *something* should be done with them, though 22:18:21 I'm not a good enough player to design an entire monster 22:18:23 I have an idea for the vault I'm making; a sort of "High Priest of Dispater". 22:18:41 Does anyone even know if due had concrete ideas for this? 22:18:42 -!- omnirizon has quit [Ping timeout: 264 seconds] 22:18:51 It's supposed to be an unholy citadel, why not have someone lead the sermons? 22:19:15 bh: well, I could see the tentacled starspawn as being a sort of "land kraken", and maybe the starcursed mass could be your "chaos spore" 22:19:26 Lightli: I don't think dispater has priests, he isn't a god 22:19:28 evilmike: I'll take it 22:19:37 I was actually just thinking about a abyssal land kraken, ha 22:19:55 "wretched star" could be a corrupted silver star (think profane servitors) 22:20:02 Oh dear god 22:20:08 so ,that's half of them right there 22:20:09 ??silver star 22:20:10 silver star[1/1]: Orb of Zin. 22:20:17 ??orb of zin 22:20:18 I don't have a page labeled orb_of_zin in my learndb. 22:20:20 @??silver star 22:20:21 silver star (15*) | Spd: 10 | HD: 30 | HP: 150 | AC/EV: 12/15 | 08holy, see invisible, lev, !sil | Res: 13magic(immune), 05fire, 02cold, 11elec+++, 09poison+++, 04rot+++, 13neg+++, 08holy, 04napalm | XP: 7795 | Sp: holy light (3d40), silver blast (3d43) | Sz: little | Int: normal. 22:20:28 yowch. 22:20:45 Give it speed 20 and make all of it's attacks mutagenic 22:20:53 Maybe wretched stars could get that temporary mutation thing I've heard mentioned a few times? 22:20:57 @??orb of fire 22:20:58 orb of fire (05*) | Spd: 15 | HD: 30 | HP: 150 | AC/EV: 20/20 | 11non-living, see invisible, lev, !sil | Res: 13magic(immune), 05hellfire, 02cold, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 11437 | Sp: b.fire (3d40), polymorph other, fireball (3d43) | Sz: little | Int: normal. 22:21:05 Lightli: that sounds awful... 22:21:10 Where being near them gives you a bunch of bad mutations that go away when you get further away 22:21:13 -!- ussdefiant_ has joined ##crawl-dev 22:21:19 ..Oh, Draco's idea is much better 22:21:25 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:abyss#due_s_eldritch_monsters 22:22:16 by the looks of those descriptions, my ideas aren't too far off 22:22:28 -!- ussdefiant has quit [Ping timeout: 248 seconds] 22:22:51 -!- ussdefiant_ is now known as ussdefiant 22:22:58 Might be interesting if each tentacle from a tentacled starspawn did something different. Like an antimagic tentacle, a constricting tentacle, etc. 22:22:59 we could add a new liquid type -- seething chaos 22:23:12 Color-code them or something, rather than use a chaos brand 22:23:20 bh: we already have a cloud that does that 22:23:42 evilmike: aw… why do with a cloud what you can do with terrain? 22:24:04 well, I don't think anyone will want to actually enter a pool of chaos. It doesn't sound too different from deep water, because of that 22:24:33 maybe you could treat it like lava though? instakills you, no smoke, otherwise serves the purpose of lava (but for the abyss) 22:24:55 think it would be difficult to just restyle lava in the abyss? 22:25:32 bh: well, lava actually checks rF when you take a swim in it, and it produces smoke... so you can't just slap a new name on it 22:29:07 "pool of antimatter" 22:29:09 if you want a new terrain type, what about gaping chasms? sort of like what brogue spams everywhere 22:29:27 jump in the chasm, you go deeper in the abyss and take damage. or maybe they can just be bottomless pits into an infinite void 22:29:28 evilmike: oh! The abyss could use shafts :) 22:30:01 not sure if there's a good way to represent those visually, though 22:30:21 DracoOmega: Yes, I did 22:30:33 And thank you for reminding me to do my quick write-up which I have been delaying for aaaages 22:30:43 bh: where'd they dump you? 22:30:50 kilobyte was supposed to pester me :| 22:30:52 ussdefiant: deeper in the abyss 22:31:13 evilmike: how about {chaos} + casting you deeper 22:31:36 HAH! 22:31:51 bh: perhaps. I was just wildly coming up with ideas, so don't take them too seriously 22:33:16 whoa. The panlord tiles are horrifying. 22:34:19 Temujin (L21 DEWz) ASSERT(!invalid_monster_index(mg.foe) || mg.foe == MHITYOU || mg.foe == MHITNOT) in 'mon-place.cc' at line 1679 failed. (Slime:6) 22:34:40 <|amethyst> !lm temujin crash -log 22:34:41 6. Temujin, XL21 DEWz, T:49495 (milestone): http://dobrazupa.org/morgue/Temujin/crash-Temujin-20120906-033120.txt 22:34:42 Just to check, is Deflect missiles usable by monsters? 22:35:23 monsters can get it as a permanent buff 22:35:25 -!- DainHome has quit [Changing host] 22:35:38 That-wait actually scratch that I'm making this thing too hard 22:36:14 its like see invis, phase shift, etc. its just a flag some monsters have 22:36:21 you cant give it to them by vault definitions 22:36:28 Oh 22:37:22 Wait let me check something 22:37:25 Dispater (06&) | Spd: 10 | HD: 16 | HP: 450 | AC/EV: 40/3 | Dam: 50 | 05demonic, 10weapons, 10items, 10doors, see invisible, !sil | Res: 06magic(213), 05hellfire, 02cold, 11elec+++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 13932 | Sp: greater demon, crystal spear (3d35), iron shot (3d29), hellfire (3d20) | Sz: Large | Int: high. 22:37:25 %?dispater 22:43:19 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 22:47:59 DracoOmega: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:abyss&#due_s_eldritch_monsters 22:48:08 !tell kilobyte I finally wrote something up on the abyssal/eldritch monsters https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:creatures:abyss&#due_s_eldritch_monsters 22:48:08 due: OK, I'll let kilobyte know. 22:50:01 -!- ryak has quit [Quit: Always try to be modest, and be proud about it!] 22:51:22 -!- ctair has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:51:55 -!- eurtek has quit [Quit: Page closed] 22:52:22 -!- hangedman has joined ##crawl-dev 22:53:25 A teleporters serial vault (https://crawl.develz.org/mantis/view.php?id=6179) by infiniplex 22:54:23 -!- Twinge has quit [] 22:56:40 -!- hangedman has quit [Ping timeout: 245 seconds] 22:57:20 -!- Rewans has quit [] 22:59:04 ??lcs 22:59:05 lcs[1/2]: AKA: Lehudib's Crystal Spear or just crystal spear. Level 8 Conjurations/Earth spell, found only in Book of Annihilations and randart Sif gifts. 10d22 at max power, theoretically, and unresistable. The strongest single target conjuration, but its range is one square less than that of Iron Shot. 23:00:06 -!- bonghitz has quit [Quit: bonghitz] 23:00:09 -!- ToastyP has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 23:01:15 -!- wheals has quit [Quit: Leaving] 23:04:37 -!- magistern has quit [Quit: This computer has gone to sleep] 23:05:32 Debian builds of the trunk branch on crawl.develz.org updated to: 0.12-a0-388-g4062d21 23:06:50 -!- Wensley has quit [Quit: Leaving] 23:07:48 -!- Turgor has quit [Ping timeout: 248 seconds] 23:08:22 -!- Codrus has joined ##crawl-dev 23:08:55 -!- simmarine has quit [Quit: bye] 23:09:00 whoa, bro; huge damage 23:10:55 Question for a dev: What is it that auto-travel does when activated while standing over an item that just walking around doesn't do? I'm wondering why travel keys can do the same thing so auto-travel doesn't keep going back to stuff you already know about but walked away from. 23:13:25 it basically remembers whether you know what's in a square already 23:15:18 I'm playing .11 and it doesn't remember seeming all the time 23:15:32 -!- Poncheis has joined ##crawl-dev 23:15:34 huh -- how do I clear travel exclusions from the map? 23:15:35 It's always going back to stuff I've stood over which didn't change 23:15:38 (programmatically) 23:16:10 there were bugs about that 23:16:30 are you on an old build? 23:16:38 Is that bug report closed, do you know? .11 23:17:00 i thought those bugs were fixed, yes 23:17:05 type ?V in game and paste the first line in here 23:17:12 Okay, I'll go resubmit. Thanks. 23:17:29 (After I test in trunk that is) 23:17:31 if you downloaded 0.11 off of cdo its probably an old build 23:18:06 <|amethyst> I can confirm in 0.12 23:18:12 alright then 23:18:20 It's the cszo online version 23:18:23 <|amethyst> with sacrificeables 23:18:48 <|amethyst> pressing o when you're on the item already flags it as 'dropped' so you won't visit it again 23:18:50 <|amethyst> walking away does not 23:19:05 |amethyst: try just killing something, walking over and off it and hit auto-travel. Does it go right back? 23:19:22 <|amethyst> I created a corpse with wizmode, but yes 23:19:28 K thx 23:19:43 <|amethyst> then I can do jojojojojojojojo and keep coming back to it 23:20:21 <|amethyst> I'm not sure that flagging it dropped when you walk away is a good idea, but it's worth considering 23:20:53 <|amethyst> the reason being: what if you fight a bunch of monsters and step on (and off) one's corpse while fighting the others 23:21:13 <|amethyst> that would mean that corpse wouldn't be visited or autosacrificed 23:21:33 <|amethyst> are you with nemelex? 23:21:39 Yes 23:21:42 Why? 23:21:56 <|amethyst> well, with a blood god I'd just say "sacrifice the corpse" 23:22:11 <|amethyst> but with Nemelex there might be reasons not to do that 23:24:28 -!- Tally has quit [Read error: Connection reset by peer] 23:24:29 <|amethyst> (and with auto_sacrifice it would be even worse; either you'd fail to sacrifice things you wanted to, or you'd be unintentionally sacrificing in the middle of battle 23:24:33 -!- Tally_ is now known as Tally 23:24:34 <|amethyst> ) 23:24:41 <|amethyst> hm 23:24:53 <|amethyst> worth filing a bug about 23:25:07 <|amethyst> galehar might have some ideas 23:25:14 I'm confused about it now. 23:25:27 -!- Kalir has quit [Remote host closed the connection] 23:25:41 <|amethyst> ? 23:25:54 I'm trying to think of a non-irritating way for it to work. 23:25:57 -!- Crayth has quit [Quit: Page closed] 23:26:17 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 23:26:19 <|amethyst> if there were a way to flag an item on the ground as 'dropped', that would do 23:26:24 <|amethyst> or the whole stack 23:26:35 <|amethyst> of course you can pick up and drop them, but that takes a turn 23:26:52 I see, yes. 23:27:09 <|amethyst> "would do" as in "could avoid the problem"; I don't know that adding yet another command is an improvement overall 23:27:50 Well, it could be that if you 'walked' off an item you didn't drop then it flags it 'known' 23:28:02 <|amethyst> there have been situations with carrying capacity where I wanted to do something like that, anyway 23:28:04 Which it doesn't do now. 23:28:13 <|amethyst> Codrus: it's known 23:28:25 <|amethyst> you're visiting it because it's sacrificeable, not because it's known 23:28:35 <|amethyst> err, not because it's unknown 23:28:43 Oh 23:28:47 <|amethyst> so you'd have to flag it 'dropped' 23:29:18 -!- dtsund has quit [Ping timeout: 245 seconds] 23:29:23 So, if I worship a god that doesn't take item sacrifices (or no god) it won't go back to those items? 23:29:28 Or corpses 23:29:43 <|amethyst> right 23:29:54 <|amethyst> or if you've turned off sacrifices for that item type 23:30:03 <|amethyst> (only possible for nemelex) 23:30:06 Ok, didn't know htat. 23:30:07 -!- Kalir has quit [Ping timeout: 240 seconds] 23:30:10 *that. Thanks. 23:30:50 This is my first time w/ Nemelex. I was wondering why this issue was just this game frustrating me so 23:31:05 -!- Kalir has quit [Changing host] 23:31:41 So that explains it 23:31:58 <|amethyst> Codrus: you can use explore_stop -= greedy_visit_sacrificeable to turn it off 23:32:03 <|amethyst> err 23:32:13 <|amethyst> Codrus: explore_stop -= greedy_sacrificeable 23:32:31 in the rc file? or is there a way while playing 23:32:47 <|amethyst> in the RC file 23:32:50 K thx 23:34:02 <|amethyst> you can also do something like :if you.god() == "Nemelex Xobeh" then explore_stop -= greedy_sacrificeable :end 23:34:34 <|amethyst> (but that only takes effect when you start a game or load a save, and not when you change religion) 23:34:58 -!- shirish has joined ##crawl-dev 23:35:06 Still, that's not bad. I'm adding it. 23:35:32 -!- Dingo has quit [Quit: World in peril] 23:38:03 -!- shirish has quit [Remote host closed the connection] 23:39:53 Dispater (06&) | Spd: 10 | HD: 16 | HP: 450 | AC/EV: 40/3 | Dam: 50 | 05demonic, 10weapons, 10items, 10doors, see invisible, !sil | Res: 06magic(213), 05hellfire, 02cold, 11elec+++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 13932 | Sp: greater demon, crystal spear (3d35), iron shot (3d29), hellfire (3d20) | Sz: Large | Int: high. 23:39:53 %?dispater 23:42:25 -!- shirish has joined ##crawl-dev 23:47:09 -!- ussdefiant_ has joined ##crawl-dev 23:48:37 -!- ussdefiant has quit [Ping timeout: 240 seconds] 23:48:48 -!- ussdefiant_ is now known as ussdefiant 23:49:38 http://pastebin.com/Fp7SPPHm 23:50:03 Going to sleep, have fun balancing it out 23:51:03 shadow fiends are tartarus monsters, and I think that redefined hell sentinel is unnecessary (and a bit over the top) 23:52:39 also, you don't need to make every door runed 23:53:37 Quick question; how do I make the traps always net traps? 23:53:50 KFEAT: ^ = net trap 23:53:56 don't place non-randomized traps like this though 23:54:05 when you guarantee them, you're just making it a spoiler 23:54:22 another general rule, don't use darkgrey for things 23:54:41 Will lightgrey work better? 23:54:58 Or whatever color is metal? 23:54:59 yes, darkgrey is bad because out of los monsters are all darkgrey 23:55:27 I also think that a hell sentinel with 300 HP that casts hellfire extra-often is too much 23:56:02 I could make it cast LCS a bit more often or just lower it to 250 HP 23:56:16 -!- Deathmic has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 23:56:16 normal hell sentinels seem like they'd be fine in something like this, yeah 23:56:41 4 hell sentinels at once is very tough, yes 23:57:05 -!- shirish has quit [Remote host closed the connection] 23:57:10 oh, another thing... this is a loot vault. Loot should be limited to the hell endings 23:57:24 Then make it into a stair vault? 23:57:34 loot vaults encourage players to explore the whole level, which is something we explicitly _discourage_ in hells:1-6 23:57:56 -!- dtsund has joined ##crawl-dev 23:58:35 also hd 20 is sort of pointless since they're hd 19 anyway, and yeah 300hp is like pan-lord level stuff 23:58:57 not to mention the high defenses, which makes that HP feel even higher 23:59:05 True. HP 250? 200? 23:59:13 how about a default hell sentinel 23:59:19 That will also work 23:59:54 Dispater is simply "The lord of the Iron City of Dis." Not the god of dis