00:00:02 yup 00:00:13 I get that somewhat often, and it can sometimes feel pretty big compared to other levels. 00:00:18 mumra: got any pictures? 00:00:28 Stable (0.12) branch on crawl.s-z.org updated to: 0.12-b1-90-g0b46968 00:00:31 I loved the ghenna layouts you posted before 00:00:46 mumra is basically a superhuman 00:00:47 bh: i stopped posting pictures since you can just see them in trunk now :P 00:01:04 mumra: what dungeon branch? 00:01:12 bh: all the branches! 00:01:13 mumra: what, are you suggesting we cheat? 00:01:15 Unstable branch on crawl.s-z.org updated to: 0.13-a0-358-gbd2ac2f (34) 00:01:43 SamB: well if you spectate Tiran now you can see one of my Lair maps 00:01:55 i like that one too 00:01:55 Unstable branch on crawl.develz.org updated to: 0.13-a0-358-gbd2ac2f (34) 00:02:02 Grunt: there's actually two layouts that can produce that ant colony type thing which is why you see it too often 00:02:05 looks like it's been tunneled out by insects 00:02:06 i'll just retire the original one 00:02:13 since we left in the jester's cap tile, maybe we could add a fixedart? 00:02:39 -!- danharaj has quit [Quit: ~ Trillian Astra - www.trillian.im ~] 00:03:08 Int-, Something+, recurse 00:03:18 Make it give you blinkitis and random buffs :P 00:03:30 rChaos- 00:03:36 ??blinkitis 00:03:36 I don't have a page labeled blinkitis in my learndb. 00:03:38 ontoclasm: is that a thing? 00:03:44 <3 blinkitis 00:03:52 The following words in your search query were ignored because they are too common words: zot. 00:04:02 it's kind of obvious what it would be, I just wondered if it was already a thing 00:04:10 Wisp form has it 00:04:13 mumra: the what? 00:04:19 and you can get it from Xom 00:04:30 SamB: message i got trying to search the forum for 'Zot' 00:04:52 oh, I was going to say, it didn't seem like it would be that common on Google 00:05:06 bh: i posted some pictures in this thread of the prospective zot layouts: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=7445 00:05:12 but actually the final versions are much better 00:05:16 unless you *were* trying to use google to search it 00:05:35 and it gets really time consuming taking screenshots and sticking them together like that :P 00:05:40 mumra: I love the labyrinth layout 00:05:44 i kind of want to write a script to automate it 00:05:54 mumra: why not just a wizmode command? 00:06:52 SamB: that would be ideal, probably easiest way would be to dump the map to a text tile 00:07:35 but, people can easily do &Ctrl-R&{ in wizmode 00:07:52 D:15-20 is the best area to see all the new D ones 00:08:04 <|amethyst> what about some kind of evocation bonus for the jester's cap? 00:08:13 and there's stuff in every branch now except Dis, Swamp and Shoals i think 00:08:28 |amethyst: that's an interesting idea 00:08:29 Wearing the Jester's cap should make Xom happy. 00:08:30 evoke the cap for temporary chaos brand 00:08:36 -!- ussdefiant has quit [Ping timeout: 264 seconds] 00:08:39 oh and Orc and Slime. they don't get anything new, although i think Slime should actually be made a bit more distinct from orc 00:08:41 or that, xom acts every x turns 00:08:41 Havvy: nah. nothing should make xom happy :) 00:08:49 because right now it's an identical generator 00:08:49 |amethyst: Sadly, I don't think that would do much normally. Since Nemelex characters don't need more evocations skill, due to piety, and most other cases don't use the skill for much of anything 00:09:18 ??badgod 00:09:19 I don't have a page labeled badgod in my learndb. 00:09:22 But I guess it could be okay if you were using rods, maybe? 00:09:44 in tiles, it could offer to save you an image file even 00:09:47 <|amethyst> DracoOmega: have it give you the DD recharge ability at a higher cost :) 00:09:59 <|amethyst> DracoOmega: (okay, not really) 00:11:03 -!- CKyle has joined ##crawl-dev 00:11:24 Like, unless it did something else notable, an evocations boost on its own doesn't seem like it would really be worth putting up with some other downside for 00:11:44 <|amethyst> DracoOmega: how about something like half hunger (reducible to zero with evo skill) for evocations 00:12:08 Hmmm.... well, this basically means 'expensive rod spells' 00:12:14 Windows builds of master branch on crawl.develz.org updated to: 0.13-a0-358-gbd2ac2f 00:12:31 Though due to how rod hunger works, those normally ARE a bit hungering to use. 00:12:38 -!- indspenceable has quit [Read error: Connection reset by peer] 00:12:43 oh, another bad idea - a `swarm of bugs` monster that can occupy the same square as the player. 00:12:54 bh: that's an old idea 00:13:04 mumra: it's still bad ;) 00:13:05 Eronarn did half an implementation ages ago 00:13:25 could be something different as a player spell though 00:13:25 so you could have half a swarm of bugs cohabit the player's square 00:13:52 well the idea is the swarm occupies multiple squares 00:13:55 and kind of swarms around the place 00:14:38 -!- kekekela has quit [Ping timeout: 245 seconds] 00:15:57 FR Being able to change the default skills for a race/class combo. 00:16:16 it could be implemented as a real monster that inflicts a status effect when it hits something 00:16:30 Havvy: you can do that with lua in your rcfile 00:16:59 -!- bitsailor_ has quit [Quit: bitsailor_] 00:17:00 i don't know how but i know some people have 00:17:33 Speaking of rods, I assume there is no gameplay reason why hunger and power are not displayed for them? 00:18:25 Medar: sounds about right. The trend has been toward supplying full information. 00:18:51 -!- OminousNom has quit [Quit: Page closed] 00:18:57 Maybe I'll try to add them at some point. 00:20:28 -!- mnoqy has quit [Quit: hello] 00:21:45 http://media-cache-ec4.pinterest.com/192x/6c/b6/45/6cb64507c38a4e463f0abcc4d928d514.jpg 00:21:53 found it 00:22:05 awesome! 00:23:35 she _is_ lamia basically 00:23:53 -!- CKyle has quit [Quit: CKyle] 00:24:12 ??rod of destruction 00:24:13 rod of destruction[1/1]: Comes in 4 varieties. [fire] contains throw flame, bolt of fire, fireball. [ice] contains throw frost, throw icicle, freezing cloud. [iron,fireball,lightning] and [inacc,magma,cold] are self-explanatory. 00:24:52 ??innacuracy 00:24:53 I don't have a page labeled innacuracy in my learndb. 00:24:56 ??innac 00:24:57 I don't have a page labeled innac in my learndb. 00:25:02 ??inaccuracy 00:25:02 inaccuracy[1/1]: You might be looking for {amulet of inaccuracy} or {bolt of inaccuracy}, refine your search! 00:25:08 whoops 00:25:12 haha 00:25:23 That's the most inaccurate spelling of inaccuracy I've ever seen SamB. 00:25:31 really? 00:25:33 I could do worse. 00:25:35 but I won't 00:25:44 -!- CKyle has joined ##crawl-dev 00:25:50 I don't generally see people spell 'inaccuracy' 00:25:55 ??bolt of inaccuracy 00:25:56 bolt of inaccuracy[1/1]: Deals good damage at Evocations level 0 - 27. You can line up several nasty monsters and blast them down all at once (irresistable damage!). Especially good with a corona-type effect like Sunlight or TSO halo to make it more accurate. 00:26:03 I always use two n's >.> 00:26:17 inakurasyy 00:26:57 so is it bad to wield a cursed rod of innacuracy, compared to other rods? 00:27:08 -!- Melum has quit [Quit: Was eaten by a grue.] 00:27:22 inaccuracy is definitely bad against a lot of things 00:27:24 Well, any cursed rod is kind of bad since you get a few shots and then it does nothing 00:27:31 since it's.... inaccurate 00:27:46 okay so I can keep this commit message then 00:28:23 -!- madreisz has quit [Ping timeout: 245 seconds] 00:30:57 if you try to hit soemthing with the rod of inaccuracy you should get -1400 to hit 00:31:07 -!- syraine has quit [Quit: Page closed] 00:31:37 is that bashing or bolts? 00:31:41 bashing i mean 00:32:13 ??rod 00:32:14 rod[1/4]: Contains a few spells. Wield and Evoke to cast them. Uses an internal mana pool which recharges gradually over time, even if not wielded. A scroll of recharging increases a rod's limit and enchantment by 1d2 (up to a max of 17 and +9 respectively), and (always) recharges its mp to full. See {rods} for a list of types. 00:32:48 ??rod[2] 00:32:48 rod[2/4]: Evoking rods causes hunger in the same way casting spells does; see {spell hunger} for specific numbers. 00:32:55 ??rod[3] 00:32:55 rod[3/4]: Evocations skill and rod enchantment increases its recharge rate. A +0 rod with no skill gets 1 mana per 25 typical turns. Taking that same rod to +4 will double the recharge rate, 8 triple. Having 7 evocations skill will double the recharge rate. Having 14 evocations will triple the recharge rate. 00:33:01 ??rod[4] 00:33:01 rod[4/4]: So, to sum up, just increasing the rod enchant to +9 can cut the time from 25 turns to 7.69. Increasing your skill from 0 to 27 can cut the time to 6.25 turns. Having the rod and skill at max pretty guarantee a small bit over one point of magic every two turns. 00:34:05 03SamB 07* 0.13-a0-359-gf96c251: Don't auto-ID rods on pickup since they might be cursed. 10(11 minutes ago, 1 file, 2+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=f96c25173946 00:34:38 Especially likely? Really? Why? 00:35:02 well, 2/3 of the cursed rods in my sample were 00:35:16 Sounds odd 00:35:57 at one point it did feel to me like rods were that way 00:36:08 what's really odd is how few of them are cursed 00:36:17 not sure I've had a cursed rod for a while though, perhaps it's streaky like that 00:36:28 okay, now it's only 1/2 -- I found another cursed one 00:36:48 -!- Villadelfia has quit [Ping timeout: 245 seconds] 00:37:14 SwissStopwatch: a pretty small fraction are cursed 00:37:20 I didn't count 00:38:16 -!- CKyle has quit [Quit: CKyle] 00:38:33 maybe like 1 in 20? 00:42:15 on second thought I wouldn't really have any reason to believe that they would be especially likely to be inacc 00:42:23 -!- bh has quit [Quit: sleep] 00:42:28 since I don't remember a large pile of cursed inaccs or anything 00:42:46 you'd need a really big pile of rods to get a large pile of cursed ones 00:43:01 well yes 00:43:24 I think you'd have some remove curse by that point ;-P 00:43:38 also yes! 00:44:37 Curse and rods is mostly relevant in Tomb or Hell maybe 00:44:52 Since Tomb at least has enough curses to make swapping stuff all the time kind of annoying 00:44:59 well yeah 00:45:12 at least, it sounds like there would be a lot of mummies in a tomb 00:45:26 if it's anything like an ossuary 00:45:38 Moreso :P 00:45:46 well yeah, being a whole branch 00:46:04 Well, it's a lot more mummy-heavy than Ossuaries are, anyway 00:46:10 In that they are 99% of the stuff in there 00:49:11 * SamB doesn't actually remember finding non-mummies in ossuaries 00:49:23 possibly they were really easy to kill 00:49:30 maybe some ossuaries are like that 00:50:06 anyway tomb is a good place to drop items you aren't going to be actually equipping just because of the number of death curses you get 00:50:10 my memory is also pretty spotty 00:50:13 -!- ystael has quit [Ping timeout: 240 seconds] 00:50:54 does lamia use weapons? 00:50:56 and it's probably a sort of bad place to swap rods around because of that, you should just assume every item you bring in there will be cursed if you don't worship a god that absorbs them 00:51:01 ontoclasm: Yes 00:51:03 so what does a rod hit like? 00:51:08 SamB: A club 00:51:11 ie: terrible 00:51:23 why doesn't learndb mention this? 00:51:39 SwissStopwatch: I have done a rod-heavy tomb or two before (the mummy berserker I remember best) 00:51:45 Back when rod adjuration was mass abjuration 00:52:12 you misspelled abjuration 00:52:19 Only once! 00:52:31 I was thinking "at least once" 00:58:18 One thing that bothers me about rods, is that the cloud spells are really good even at low power, but damage spells are almost useless. 00:58:33 Might be improved if the power function took number of schools into account. 00:59:11 -!- st_ has joined ##crawl-dev 01:01:42 -!- ussdefiant has joined ##crawl-dev 01:03:04 -!- indspenc_ has quit [Remote host closed the connection] 01:03:12 -!- crate has quit [Quit: Leaving] 01:04:41 -!- Soundlust has quit [Ping timeout: 258 seconds] 01:08:15 Well, damage spells that are not rod-specific are pretty lousy at any power 01:08:23 Since rod power scales so much more poorly than spellpower 01:09:02 Inacc and thunderbolt are better since they aren't balanced for some other source with twice or more power 01:09:31 Hmmm... actually, seems you can raise rod power higher than I remember =/ 01:09:38 I thought it capped at like 54 or something 01:10:07 But it's 86 01:10:14 https://dl.dropboxusercontent.com/u/1000017/crawl/lamia.png 01:10:31 i'm paying back my balance for margery 01:11:54 so that was part of your secret plan to get a bikini snake woman in the game? 01:12:01 yep 01:12:12 also it is a sari get it right dude 01:12:32 well come on you only have so many pixels to work with there 01:13:00 to be honest I actually had to squint a bit to be certain that wasn't just shiny gold armour 01:13:14 xD 01:13:22 (not actually joking!) 01:13:25 it's... gold bits that might be clothes 01:13:28 (as funny as that sounds) 01:13:44 but yeah it doesn't.... contrast that much with the flesh maybe? idk 01:13:53 yeah, i might give her darker skin 01:13:58 Nice tail decorations 01:14:07 only black unique is a snake #racism 01:14:09 But yes, it blends a fair bit with the flesh 01:14:32 grinder!! 01:14:32 Well, presumably the purple stuff is also flesh. Not that bit :P 01:15:08 I guess that is snakeskin versus notsnakeskin 01:15:46 Well, yes 01:15:55 -!- dcssrubot533 has quit [Read error: Connection reset by peer] 01:16:23 I don't know if it would need to be that much darker but I guess the only way to find out is try different shades, see how it looks 01:18:45 -!- caleba has quit [Quit: caleba] 01:20:33 -!- MarvinPA has quit [Ping timeout: 276 seconds] 01:21:46 -!- Gibbs has quit [] 01:22:29 -!- Luterac has quit [Client Quit] 01:25:25 -!- spriseris has quit [Remote host closed the connection] 01:25:31 https://dl.dropboxusercontent.com/u/1000017/crawl/lamia2.png 01:25:44 now %300 less caucasian 01:26:24 and it also doesn't look like you're paying back the Margery balance on that one, so apparently I wasn't seeing it quite right 01:26:57 hah 01:27:14 needs more snakeskin eh heh heh 01:27:21 haha 01:27:30 -!- soundlst is now known as Soundlust 01:27:47 Hmmm... she actually feels a little TOO dark to me 01:28:01 mm, I could see that 01:28:35 Also, I do like the red eyes more than the blue ones, but I guess they didn't show up so well there? 01:28:39 -!- Wehk has joined ##crawl-dev 01:28:42 I think it's better than the first one because there's actual contrast though so I can make it out a bit better 01:28:59 Yes. I am saying something more inbetween, perhaps 01:29:02 yeah, red just sort of vanishes 01:29:21 okay, try reloading 01:29:44 redeyes show up pretty well on that one 01:30:00 Haha, she actually doesn't really like noticably lighter to me for some reason 01:30:09 xD 01:30:16 she definitely is though 01:30:19 that's %50 of the way between the previous two 01:30:24 Really? Wow 01:31:25 Like, I would say she looks more African than India in coloration. Not that the other naga look Indian in the slightest, of course :P 01:31:35 I would say this one looks indian 01:31:57 albeit that is a pretty wide range of skintones (not that african isn't) 01:32:40 Yes, it's both subjective and also only a few pixels :P 01:32:47 indeed. 01:32:54 probably the question is whether she should be colored differently than the other naga 01:32:59 which I don't really have an answer to 01:33:34 clearly i should just make all the naga indian-looking 01:34:25 naga are from india originally anyway 01:35:36 Yes 01:35:43 indeed. 01:39:20 * SamB wonders why the CSZO rebuild trigger page lists a recent build as having a save version of 34.0, when we've clearly had a number of minor bumps ... 01:39:24 anyway 01:39:37 time for cleep (actually time for sleep was like 3 hours ago) 01:39:49 -!- ontoclasm has quit [Quit: Leaving.] 01:48:05 -!- johnny0 has quit [Ping timeout: 248 seconds] 01:57:38 <|amethyst> SamB: apparently the script just sets the minor version to zero no matter what 01:57:48 <|amethyst> SamB: no clue why... 01:59:40 -!- remyroy has quit [Read error: Connection reset by peer] 02:00:04 <|amethyst> SamB: well, other than that it's harder to extract the minor version by running a script on tag-version.h 02:00:49 <|amethyst> SamB: well, not hard, just harder than extracting the major version 02:05:04 WebTiles: Scrolling with down arrow doesn't work in manual if at the start by Medar 02:06:29 -!- Villadelfia has joined ##crawl-dev 02:07:55 -!- rast has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 02:11:54 -!- ussdefiant has quit [Ping timeout: 276 seconds] 02:21:20 -!- PepeRC2 has quit [Ping timeout: 255 seconds] 02:24:02 -!- Wehk has quit [Quit: Forlater kanalen] 02:28:03 -!- Pthing has quit [Ping timeout: 245 seconds] 02:28:45 -!- GuraKKa has quit [Read error: Connection reset by peer] 02:31:18 -!- absolutego has quit [Quit: leaving] 02:33:05 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 02:35:24 Show item stack marker and autopickup graphic in more cases by Medar 02:46:00 -!- dcssrubot405 has quit [Read error: Connection reset by peer] 02:46:08 -!- indspenceable has quit [Remote host closed the connection] 02:47:31 -!- VolteccerJack has quit [Quit: Page closed] 02:59:22 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:12:08 check, |amethyst ;) 03:12:09 Napkin: You have 2 messages. Use !messages to read them. 03:14:38 |amethyst: 'The attacker is brute force attacking the WordPress administrative portals, using the username "admin" and trying thousands of passwords.' 03:14:59 first thing i did when installing was deleting that account 03:15:08 -!- eb has quit [] 03:15:31 thanks for the warning, though! 03:15:38 Well, couldn't they still DoS a bit from trying an invalid username? 03:15:42 If they were spamming it 03:16:52 i think they are rather targetting service providers 03:16:54 -!- Pthingg has quit [Read error: Connection reset by peer] 03:17:09 "CloudFlare has announced that they're giving all users (free and paid) protection from said attacks with their services." blabla 03:17:36 Ah 03:18:49 the log is quiet, too *phew* 03:19:19 well, it's actually never quiet ;) but no attack 03:22:11 that message rather sounds like another "the whole internet was affected!" 03:23:29 -!- nooodl has joined ##crawl-dev 03:28:03 -!- nooodl has quit [Ping timeout: 245 seconds] 03:28:34 -!- indspenceable has quit [Remote host closed the connection] 03:45:37 -!- alefury has joined ##crawl-dev 03:49:24 -!- Blazinghand has quit [Ping timeout: 276 seconds] 03:49:38 -!- Faygzee has quit [Ping timeout: 245 seconds] 03:53:22 -!- clinew has quit [Quit: Lost terminal] 03:56:08 -!- DracoOmega has quit [Quit: Leaving] 03:57:39 -!- Sojiro888 has quit [Quit: Page closed] 03:57:39 -!- bmfx has quit [Ping timeout: 256 seconds] 03:58:58 -!- dtsund has quit [Quit: dtsund] 04:00:55 -!- Kellhus has quit [Quit: Page closed] 04:01:18 -!- kingbuddyboy has quit [Ping timeout: 245 seconds] 04:01:28 -!- jeanjacques has quit [Quit: quit] 04:03:53 -!- simmarine has quit [Ping timeout: 240 seconds] 04:16:05 -!- dcssrubot693 has quit [Read error: Connection reset by peer] 04:17:12 -!- minqmay has quit [Quit: Leaving] 04:21:41 -!- Villadelfia has quit [Ping timeout: 248 seconds] 04:24:14 -!- Villadelfia has joined ##crawl-dev 04:32:43 -!- edlothiol has joined ##crawl-dev 04:49:32 -!- Cerepol has quit [Ping timeout: 252 seconds] 05:12:48 -!- dagonfive has quit [Ping timeout: 264 seconds] 05:15:56 -!- G-Flex has quit [Ping timeout: 252 seconds] 05:35:10 -!- santiago has quit [Disconnected by services] 05:38:13 -!- Vizer_ has quit [Ping timeout: 246 seconds] 05:38:30 -!- Vizer has joined ##crawl-dev 05:46:11 -!- dcssrubot932 has quit [Read error: Connection reset by peer] 05:46:57 -!- blabber has joined ##crawl-dev 05:50:36 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- IRC with a difference] 05:52:27 03kilobyte 07* 0.13-a0-360-g6b4d023: Purge the remaining code for Resurrect. 10(8 hours ago, 2 files, 1+ 27-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=6b4d02302045 05:52:27 03kilobyte 07* 0.13-a0-361-ge425237: Purge casting messages for Summon Holies. 10(8 hours ago, 1 file, 0+ 8-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=e4252377cb5e 05:52:27 03kilobyte 07* 0.13-a0-362-g296dda2: Fix jumping spiders leaping when blinked. 10(20 minutes ago, 1 file, 2+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=296dda2f510c 06:06:36 -!- Svendre has quit [Ping timeout: 260 seconds] 06:11:11 -!- syllogism has joined ##crawl-dev 06:19:06 -!- bonghitz has quit [Remote host closed the connection] 06:20:52 -!- rabbashanks has quit [Client Quit] 06:21:39 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 06:30:06 -!- dcssrubot566 has quit [Ping timeout: 264 seconds] 06:31:17 -!- Duralumin has quit [Ping timeout: 252 seconds] 06:33:12 -!- Svendre has quit [Ping timeout: 260 seconds] 06:36:31 -!- eith has joined ##crawl-dev 06:44:51 -!- absolutego has quit [Ping timeout: 260 seconds] 06:47:13 -!- jeffro has quit [Ping timeout: 245 seconds] 07:13:05 -!- dcssrubot381 has quit [Ping timeout: 252 seconds] 07:13:23 -!- Nakatomy has quit [Ping timeout: 255 seconds] 07:31:06 -!- Cryp71c has joined ##crawl-dev 07:32:06 -!- magistern has quit [Quit: This computer has gone to sleep] 07:35:52 !tell ontoclasm new lamia looks fantastic! 07:35:52 mumra: OK, I'll let ontoclasm know. 07:36:54 -!- tensorpuddin is now known as tensorpudding 07:39:08 -!- MarvinPA has joined ##crawl-dev 07:39:38 -!- dagonfive has quit [Read error: Connection reset by peer] 07:46:51 -!- kek has joined ##crawl-dev 07:49:59 -!- Escalator has quit [Read error: Connection reset by peer] 07:53:27 -!- pelotron has quit [Quit: Leaving] 08:32:38 -!- Cryp71c has quit [Ping timeout: 245 seconds] 08:41:08 -!- Archibald has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 08:41:23 -!- Nightbeer has quit [Ping timeout: 245 seconds] 08:42:44 <|amethyst> Napkin: oh, I missed the mention of CloudFlare 08:42:53 <|amethyst> Napkin: yeah, sounds like another of their marketing things now 08:43:24 <|amethyst> Napkin: My thought had been that might have been related to the load, not necessarily security 08:52:28 -!- Aryth has quit [Read error: Connection reset by peer] 08:57:43 -!- SkaryMonk has quit [Quit: Leaving.] 09:01:24 -!- Zermako has quit [] 09:02:06 -!- ontoclasm has joined ##crawl-dev 09:02:18 -!- dcssrubot624 has quit [Read error: Connection reset by peer] 09:03:05 -!- Aryth has quit [Ping timeout: 252 seconds] 09:04:01 -!- ldf has quit [Read error: Connection reset by peer] 09:15:09 -!- kek has quit [Quit: Kicked by KickServ] 09:16:09 -!- kek has joined ##crawl-dev 09:18:53 -!- Nexos__ has quit [Client Quit] 09:19:05 -!- Nexos_ has quit [Client Quit] 09:19:14 -!- Nexos has quit [Client Quit] 09:20:01 -!- santiago_ has quit [Ping timeout: 245 seconds] 09:22:54 -!- _dd has quit [Ping timeout: 264 seconds] 09:27:01 -!- mamga has quit [Quit: Page closed] 09:27:15 -!- Zifmia has quit [] 09:34:16 -!- pythonsnake has quit [Ping timeout: 260 seconds] 09:37:59 -!- myrmidette has quit [Read error: Operation timed out] 09:45:40 -!- ussdefiant has joined ##crawl-dev 09:55:15 -!- SkaryMonk has joined ##crawl-dev 09:58:16 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 10:01:23 -!- Escalator has quit [Ping timeout: 245 seconds] 10:01:33 -!- Escalator_ is now known as Escalator 10:02:29 -!- Egglet has quit [Ping timeout: 252 seconds] 10:09:00 -!- Infinite_Monkeys has quit [Quit: Leaving] 10:10:23 -!- eith has quit [Quit: KVIrc 4.3.1 Aria http://www.kvirc.net/] 10:25:21 -!- mamga has quit [Quit: Page closed] 10:29:59 -!- ryansee has quit [Quit: Page closed] 10:32:23 -!- dcssrubot825 has quit [Read error: Connection reset by peer] 10:35:28 -!- syraine has joined ##crawl-dev 10:35:31 I have a query! 10:35:49 /query someone then. <______< 10:36:06 * geekosaur turns it into a managehook >.> 10:37:03 Hmm 10:37:12 How do I have my rc trigger continuously 10:38:12 That is my query! 10:44:20 <|amethyst> syraine: you can't do that exactly, but you can define a function "ready" and call crawl.setopt("...") from there 10:44:39 <|amethyst> ready is called every player turn, just before you act 10:45:04 <|amethyst> s/can/should be able to/ # haven't tried it myself 10:45:11 Would I have to call this function every time I wanted to set an option 10:45:29 it gets called by Crawl itself 10:45:29 kilobyte: You have 1 message. Use !messages to read it. 10:45:38 Oh, good 10:46:44 Oh, I see 10:47:02 <|amethyst> I like how crawl.setopt ends up calling the C++ function read_options, while crawl.read_options calls Options.include 10:47:27 Crawl.setopt() requires an option to read, which is put in quotes 10:47:44 So it would involve placing every reactive line in the rc into quotes 10:47:49 Hm 10:49:05 Well, um 10:49:11 <|amethyst> syraine: actually 10:49:14 I am trying to take a note whenever the player goes berserk 10:49:17 -!- bmfx_ is now known as bmfx 10:49:44 Which uses you.berserk() and then crawl.take_note() 10:49:54 For example. 10:50:00 note_messages 10:50:17 Mmkay 10:50:33 Well, this actually takes a note whenever the player is berserk on startup 10:50:50 <|amethyst> syraine: oh, it's lua code, not options 10:50:59 Yeah 10:51:03 <|amethyst> syraine: so that's easier... you can just put your lua calls in ready 10:51:08 <|amethyst> no quotes needed 10:51:22 Could you give me an example 10:51:26 -awkwardly- 10:51:31 <|amethyst> function ready() 10:51:37 <|amethyst> if you.berserk() 10:51:46 <|amethyst> crawl.take_note("blah") 10:51:52 <|amethyst> end 10:51:53 <|amethyst> end 10:51:55 Woo 10:51:57 <|amethyst> that's not quite right 10:52:02 <|amethyst> because it will make a note every turn 10:52:07 Hehe 10:52:17 <|amethyst> you'll probably want to make a global variable to track whether you were berserked last turn 10:52:30 -!- Sealer has quit [Ping timeout: 245 seconds] 10:52:45 Yeah 10:53:36 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 10:53:36 <|amethyst> if you.berserk() and not wasberserk wasberserk = true take_note() elseif not you.berserk() wasberserk = false 10:53:52 What's wrong with just note_messages? 10:54:25 -!- bitsailor_ has joined ##crawl-dev 10:54:25 -!- bitsailor_ has quit [Changing host] 10:54:25 -!- bitsailor_ has joined ##crawl-dev 10:55:07 <|amethyst> syraine: (it would also still have problems on save load; you'd probably want to set wasberserk = you.berserk() then, in your rc outside the ready function 10:55:20 Mm 10:55:33 <|amethyst> syraine: as has been pointed out, note_messages might work a little better for this particular case 10:56:22 I put in an MPR just to see how it went and it actually not only triggered every turn, it triggered multiple times on the same turn - so yeah, I suppose something else will be used 10:56:44 <|amethyst> syraine: oh, maybe ready() is every time the player is prompted 10:56:54 Yep 10:57:02 No target in view! You are consumed by unyielding fury. _No target in view! You are consumed by unyielding fury. _No target in view! You are consumed by unyielding fury. _No target in view! You are consumed by unyielding fury. 10:57:06 -!- ussdefiant has quit [Ping timeout: 276 seconds] 10:57:40 <|amethyst> syraine: oh, right... not every prompt, but every time through the main loop even if last turn was aborted 10:59:50 On the plus side, I can now make elemental colours 11:00:05 -!- _dd has joined ##crawl-dev 11:01:24 <|amethyst> hehe 11:01:36 <|amethyst> syraine: also elemental glyphs! 11:02:06 Yes ~ 11:02:10 <|amethyst> syraine: change the orb glyph between 0 and o on each update :) 11:02:15 Hehe 11:02:46 Currently I have a set of glyphs lined up for different classes and I am using colours to show race 11:02:53 I could probably use colours for gods instead 11:03:49 <|amethyst> syraine: too bad combinig characters don't (AFAIK) work 11:03:54 <|amethyst> s/nig/ning/ 11:03:55 -!- rabbashanks has quit [Read error: No route to host] 11:04:14 I rather want to have different highlight colours 11:04:46 As in, purple on green or whatever 11:04:58 Since the central glyph is always black 11:05:36 Or if use_fake_player_cursor is off, the highlight is green 11:07:07 -!- rabbashanks has quit [Read error: Connection reset by peer] 11:07:32 * Grunt grumbles as he realises he can't update monster glyphs in real time. 11:08:23 -!- keksz has joined ##crawl-dev 11:08:27 -!- bh has joined ##crawl-dev 11:08:51 morning 11:09:41 bh coalesces out of seething chaos. 11:10:30 -!- indspenceable has quit [Remote host closed the connection] 11:10:33 Grunt: pretty soon I'll start assuming that you're a bot. 11:10:40 ??grunt[4 11:10:41 grunt[4/6]: Is not Gretell, despite what many zealous tabbers seem to think. 11:10:58 -!- kek has quit [Ping timeout: 245 seconds] 11:11:07 -!- rabbashanks has quit [Read error: Connection reset by peer] 11:13:40 ??bh 11:13:40 blade hands[1/3]: A potent level 5 transmutation spell that grants a large increase to unarmed damage but impedes spellcasting while active. Base damage is 8 + str/3 + dex/3 + UC. Also adds +6 to offhand punch damage. Does not stack with claws. 11:13:45 ??bh[2] 11:13:45 blade hands[2/3]: You could be casting Blade Hands instead of reading this entry. Get to it. 11:13:52 guess I'm cool. 11:14:28 blade hand bh! 11:14:34 I'm impresed you can type so well :b 11:16:05 -!- Arkaniad has quit [Ping timeout: 248 seconds] 11:16:22 He uses the other tentacles 11:20:23 -!- rabbashanks has quit [Read error: Connection reset by peer] 11:22:33 -!- Arivia has quit [Ping timeout: 245 seconds] 11:22:33 -!- Isasaur has quit [Ping timeout: 245 seconds] 11:22:33 -!- Kellhus has quit [Ping timeout: 245 seconds] 11:22:33 -!- madreisz has quit [Ping timeout: 245 seconds] 11:22:33 -!- Isaiah_ has quit [Ping timeout: 245 seconds] 11:22:33 -!- syraine has quit [Ping timeout: 245 seconds] 11:22:58 -!- Boyo has quit [Ping timeout: 245 seconds] 11:23:33 -!- omniguy has quit [Ping timeout: 245 seconds] 11:23:33 -!- VolteccerJack has quit [Ping timeout: 245 seconds] 11:24:13 -!- bh has quit [Ping timeout: 245 seconds] 11:25:32 i feel like maybe instead of blade tentacles we should've gone with 'Your tentacles change into hands, then change into blades!' 11:26:43 fr: octopodes deal four times the damage with blade tentacles because they have four times the appendages to work with. 11:27:17 Grunt: but they need to use some limbs to balance 11:28:47 -!- nooodl has joined ##crawl-dev 11:31:46 -!- rabbashanks has quit [Client Quit] 11:33:20 <|amethyst> Grunt: FR: humanoids also get blade feet and can't walk very well 11:33:35 |amethyst: what happens with nagas then? :b 11:33:45 <|amethyst> Grunt: they get just the hands 11:33:53 fr: blade tail!!! 11:34:06 <|amethyst> blade head 11:34:20 You head turns into a razor-sharp blade. You faint for lack of intelligence. 11:34:24 <|amethyst> -10 to intelligence, but you get a slicing retaliatory attack 11:34:40 -!- Taynav has quit [Ping timeout: 256 seconds] 11:35:16 <|amethyst> blade body... mimic Cerebov's sword and have him carry you right into the rune vault 11:36:01 -!- mnoqy has joined ##crawl-dev 11:36:45 <|amethyst> The orc warlord hits the hydra with you! The orc warlord lops one of the hydra's heads off! 11:36:57 The hydra grows two more heads! 11:37:00 <|amethyst> fortunately you remembered to cast ring of flames first, so you're a flaming weapon 11:37:31 <|amethyst> freezing is much easier: you just need ozocubu's armour for that 11:37:52 Plane Shift for distortion? 11:38:00 Or perhaps that needs Disjunction :b 11:38:52 -!- DrPraetor|2 has quit [Ping timeout: 260 seconds] 11:40:33 -!- rzimodnar has quit [Ping timeout: 243 seconds] 11:41:47 <|amethyst> Death's Door turns you into an artefact. Permanently. 11:41:48 -!- Arivia_ is now known as Ariiva 11:41:51 -!- Ariiva is now known as Arivia 11:42:09 Necromutation -> draining? 11:42:17 <|amethyst> pain maybe 11:43:06 Spider Form -> venom! 11:43:13 <|amethyst> and statue form brings back the Maxwell's Silver Hammer effect 11:43:22 <|amethyst> blade hands turns you into a triple blade 11:43:48 <|amethyst> and beastly appendage is just gross 11:45:27 the idea of jellyform makes me think we need a jelly sword unrand 11:45:48 Does it slimify on 1/10th of hits or something? 11:45:59 Acid damage the rest of the time? 11:46:01 -!- smeea has quit [Quit: Lost terminal] 11:46:10 something like that would be cool, yes 11:46:15 and it should jiyva mutate you of course 11:46:26 also it needs to be described as 'floppy' 11:46:58 oh hey: maybe it could slimify stuff when it dies, instead of killing it 11:47:16 (note that the jellies are still hostile if you're not a Jiyva follower!) 11:54:48 -!- MaxFrost has quit [Ping timeout: 264 seconds] 12:01:22 Wielded shield by caleb 12:02:29 -!- dcssrubot21 has quit [Read error: Connection reset by peer] 12:05:39 Stable (0.11) branch on crawl.akrasiac.org updated to: 0.11.2-13-g9771293 12:05:58 -!- santiago has quit [Ping timeout: 245 seconds] 12:12:07 Unstable branch on crawl.akrasiac.org updated to: 0.13-a0-362-g296dda2 (34) 12:12:15 personally i think we should prevent the player wielding non-weapons altogether. there's no actual gameplay reason for it anymore since ammo enchantment got removed. 12:12:24 and it is rather easy to do by accident 12:12:32 mumra: uh, lots of spells rely on wielding non-weapons 12:12:43 sublimation of blood, simulacrum, sticks to snakes, etc 12:12:46 elliptic: of course, allow wielding chunks and sticks 12:12:50 and stones 12:13:03 this doesn't sound like "prevent the player wielding non-weapons altogether" 12:13:09 but what's the point of being able to wield a shield or a load of bread? other than gaming mara 12:13:35 elliptic: forgive my inaccuracy ;) let me rephrase that to "prevent the player wielding silly things that there's no point wielding" 12:13:37 looking cool in the morgue file ;) 12:13:51 hehe i suppose 12:14:09 anyway i would count a chunk or a stick as a weapon if you have simulacra 12:14:10 facing mara 12:14:11 I do think it is a bit strange that some non-weapons can't be wielded because of size 12:14:12 :P 12:14:30 when this has no gameplay relevance 12:14:41 altough I'm not sure how the illusion melee damage is actually affected 12:14:41 Medar: exactly, that's kind of a spoilery thing anyway 12:14:52 the mara thing is also not the most solid of plans anyway 12:14:55 it's pretty bad mara strategy yes 12:15:19 like I did it once and then I realized the next time I saw mara that instead of him shooting me with b.fire while I wait for him to clone 12:15:21 oh right, you mentioned it earlier already 12:15:26 I should just hit him and run... 12:15:49 that's probably a good argument for removing that wield ability even, but eh 12:16:51 mumra: anyway if we are still going to allow wielding chunks, I don't see too much reason to forbid wielding a meat ration 12:17:03 mumra: maybe we could forbid wielding armour, though 12:17:14 Anyway, that bug should be reopened. The menus are buggy. 12:17:19 isn't the only problem here that they don't know about the w command 12:17:23 or jewellery 12:17:24 apart from the minor bug 12:17:35 elliptic: it is really easy to hit w instead of W, i've done it by accident quite often 12:17:42 Yeah, not allowing to wield items that can be worn in other slots would be good. 12:17:47 mumra: sure, so have I 12:17:49 So equipped is always the same thing 12:17:55 Medar: right 12:18:20 -!- indspenceable has quit [Ping timeout: 245 seconds] 12:19:25 in terms of interface there is very little reason to even have a different key for each slot. the only things that actually require a different key sometimes are quivering and wielding i think? 12:19:38 -!- G-Flex has joined ##crawl-dev 12:19:49 I just found a totally isolated two-square section in/near a swamp end vault 12:19:52 quivering shields is important functionality 12:19:58 %dump 12:19:58 No where information for G-Flex. 12:20:01 %dump swinepaste 12:20:02 http://dobrazupa.org/morgue/swinepaste/swinepaste.txt 12:20:08 mumra: well, different equipment slots behave differently 12:20:57 quiver for sure if you count that (it isn't really an equipment slot at all), but also there is stuff like armour changes being multiturn and swapping to bare hands being a thing 12:21:36 elliptic: yeah but the actions of equip or remove are conceptually the same whatever the slot (i guess what i'm suggesting would be a new key that's a universal equip/remove, but i realise we are very short on spare keys for this) 12:22:13 mumra: there's already an option that makes some of the keys interchangeable for this 12:22:14 It's nice to only see the relevant items too. 12:22:23 elliptic: oh, i totally didn't realise that 12:22:27 Medar: right, that's why I don't use the option 12:22:30 but some people like it 12:22:40 ok well it makes sense if there's an option 12:22:57 Lots of new players use the inventory for everything. Which is really ackward. 12:23:13 But it's quite hard to discover the separate keys, and to remember them when you are starting. 12:23:22 well there's no option for universal equip, just for merging equip and remove on the existing slots 12:23:39 G-Flex: hmm, i thought i fixed that, but then i went and changed something with the zone filler so i might have broken swamp 12:23:41 imo remove the functionality of using items from i, bug fixed 12:23:50 MarvinPA: oh, I thought it did merge rings and armour 12:23:51 G-Flex: what is the glyph that's a really small circle? 12:24:03 no, just lets you remove items with W or P 12:24:07 how strange 12:24:08 -!- Arkaniad has quit [Ping timeout: 260 seconds] 12:24:24 with jewellery you might have to pick < or > at least 12:24:27 so the UI is quite different 12:24:47 btw {god gift} now doesn't show by default on unidentified items, I thought consensus was to keep that? 12:25:10 it doesn't show on unided items? that sounds like a bug yes 12:25:20 show_god_gift defaults to unident 12:25:21 rather than yes 12:25:41 doesn't that mean it does show on unided items? 12:25:48 and just not on identified items? 12:25:53 (e6b09b3) 12:25:59 elliptic: err, right 12:26:02 s/un// in my message 12:26:03 %git e6b09b3 12:26:04 03kilobyte * 0.12-a0-3116-ge6b09b3: A new option, show_god_gift = yes|unindent|no. 10(2 weeks ago, 5 files, 25+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=e6b09b37ec31 12:26:06 okay then that sounds okay 12:26:28 I think it means there's no way to search for (identified) god gifts by default, though I might be wrong 12:30:10 -!- Stendarr has quit [Ping timeout: 246 seconds] 12:32:49 -!- santiago has quit [Read error: Connection reset by peer] 12:36:30 -!- eith has joined ##crawl-dev 12:38:03 -!- Infinite_Monkeys has quit [Ping timeout: 245 seconds] 12:39:11 -!- NekoRex has quit [Ping timeout: 256 seconds] 12:40:21 http://pastebin.ca/2358348 12:40:42 Patch to annotate it in stash.lua, so searching works with any setting 12:41:16 -!- Escalator has quit [Quit: ChatZilla 0.9.90 [Firefox 23.0a1/20130410065939]] 12:41:54 -!- caleba has quit [Quit: caleba] 12:45:17 -!- bmfx has quit [Read error: Connection reset by peer] 12:47:35 -!- evilmike has joined ##crawl-dev 12:51:54 -!- indspenceable has quit [Ping timeout: 252 seconds] 12:53:04 -!- Archibald has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 12:53:39 -!- keksz has quit [Quit: Kicked by KickServ] 12:57:16 -!- Aryth1 has quit [Ping timeout: 260 seconds] 13:00:18 -!- jeanjacques has joined ##crawl-dev 13:10:33 -!- nooodl has quit [Ping timeout: 245 seconds] 13:13:03 -!- Arivia has quit [Quit: Page closed] 13:17:12 03elliptic 07* 0.13-a0-363-g5d3cb56: Apply attack delay and hunger for failed reaching attacks (#6901). 10(14 minutes ago, 1 file, 16+ 2-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=5d3cb568636b 13:17:12 Cherry-picked 1 commit into stone_soup-0.12 13:17:32 -!- syllogism- has joined ##crawl-dev 13:17:53 -!- mumra has quit [Ping timeout: 240 seconds] 13:18:16 -!- syllogism has quit [Ping timeout: 260 seconds] 13:18:26 -!- nooodl has joined ##crawl-dev 13:18:33 !tell kilobyte Patch to allow searching for god gifts without show_god_gift=yes: http://pastebin.ca/2358348 13:18:33 Medar: OK, I'll let kilobyte know. 13:21:14 -!- maarek has quit [Quit: maarek] 13:25:04 -!- dtsund has joined ##crawl-dev 13:25:57 -!- indspenceable has quit [Ping timeout: 276 seconds] 13:28:28 -!- santiago has quit [Ping timeout: 245 seconds] 13:30:00 -!- blackcustard has joined ##crawl-dev 13:33:17 -!- Kalir has quit [Changing host] 13:36:32 mudo (L27 VpAE) ASSERT(zombie_class_size(cs) == Z_NOZOMBIE || zombie_class_size(cs) == mons_zombie_size(base)) in 'mon-place.cc' at line 2053 failed. (Zig:8) 13:40:45 -!- bonghitz has quit [Remote host closed the connection] 13:43:26 -!- simmarine has joined ##crawl-dev 13:45:06 -!- bitsailor_ has quit [Quit: bitsailor_] 13:46:12 -!- mumra has joined ##crawl-dev 13:46:32 -!- magistern has quit [Quit: This computer has gone to sleep] 13:49:10 -!- Fhqwhgads_ has quit [Ping timeout: 245 seconds] 13:49:19 -!- Fhqwhgads__ is now known as Fhqwhgads_ 13:56:11 -!- DracoOmega has joined ##crawl-dev 13:57:08 -!- Kellhus has quit [Ping timeout: 245 seconds] 13:57:33 -!- Boyo has quit [Ping timeout: 245 seconds] 13:57:33 -!- madreisz_ has quit [Ping timeout: 245 seconds] 13:57:55 -!- Boyo_ is now known as Boyo 13:57:58 -!- Wolfram has quit [Ping timeout: 245 seconds] 13:58:23 -!- Isasaur has quit [Ping timeout: 245 seconds] 13:59:11 -!- indspenceable has quit [Ping timeout: 245 seconds] 13:59:27 -!- Kalir has quit [Read error: Connection reset by peer] 13:59:28 (Regarding that Mantis issue) I really wouldn't like to lose the ability to ctrl+attack when confused near deep water. Not being able to safely move is already plenty penalizing without being unable to at least TRY to attack, I think 14:00:21 -!- Kalir has quit [Changing host] 14:00:50 Is the problem just that a lot of people don't even realize that ctrl+direction exists? 14:01:57 I knew it existed, didn't realise it would stop moving while confused 14:01:59 DracoOmega: I think so... I don't know a good way of letting people know about it though 14:02:14 Maybe just stick it in the prompt, like casting a spell without a visible target does for Z? 14:02:38 what do you mean? 14:02:56 Well, when you try to cast something with z and there's nothing there, it mentions that you can use Z instead if you REALLY want to shoot 14:03:09 So when it says 'Are you sure you want to move?' maybe it could point out that you could use ctrl not to? 14:03:17 Sphorg (L10 DDEE) ERROR: range check error (35 / 35) (D:3) 14:03:21 I guess that could be fine, yeah 14:03:44 mainly I just don't think it should automatically use ctrl 14:03:54 Yeah, I think I agree with that 14:03:55 Well, the problem with that is that it only shows up once you happen to get confused next to deep water/lava and then try to move. 14:04:14 Well, it would still clarify for this particular situation, no? 14:04:26 Which is one of the most important uses of it 14:04:50 But there are quite a few other uses too. 14:04:58 Staying in a corridor, on stairs etc. 14:05:08 Or just not wandering next to the dangerous dude. 14:05:15 Well yes. Does the tutorial mention it? 14:05:38 (I ask as if someone here would remember >.>)_ 14:06:10 I'm just kind of annoyed that I've never heard of it. And that prompt probably wouldn't have helped me either. Or it might have, eventually, at some point. 14:06:23 is it in the manual 14:06:48 Medar: Well, surely the prompt can be made explicit enough to get the point across here 14:07:11 As for people not realizing it is a good idea in more general circumstances, I don't know. There are probably lots of commands that fall under that umbrella 14:07:13 I mean the chances of running into that dialog are quite small. 14:07:19 Like using = to remap weapons so that you can use ' 14:07:25 If it only happens when you are confused and next to deep water. 14:07:38 -!- _D_ has quit [Quit: leaving] 14:08:04 That's different though, that's an interface issue. 14:08:18 Well, I wasn't suggesting this as a way to learn that ctrl+dir exists, but as a way to make clear that ctrl+dir would be safe there 14:08:41 It's an improvement for sure. 14:08:42 (And also point out that it exists if you didn't already know, but it's obviously not a general solution to people not knowing it) 14:09:26 -!- Elynae has quit [Quit: Page closed] 14:15:16 Mhgh. It really doesn't sit well with me. Especially since to get that information you have to do something obviously stupid. 14:16:03 -!- rossi_ has quit [Ping timeout: 252 seconds] 14:16:50 Medar: is it obviously stupid to someone who has never been confused next to deep water before? 14:16:58 -!- VolteccerJack has quit [Quit: Page closed] 14:17:23 I would say yes, at least for many of them. 14:18:03 Certainly for anyone who has played Nethack :P 14:18:19 Medar: also, you could learn that ctrl-direction doesn't move you while confused by, you know, trying this out sometime when you aren't next to deep water 14:18:59 Guess I'm just especially stupid then 14:19:48 I'm sure it's obvious for basically everyone else 14:19:53 -!- ystael has quit [Ping timeout: 240 seconds] 14:20:08 Except all of my friends who play this game 14:20:27 I didn't say that it should be obvious 14:21:07 just that it is possible to learn this by testing things, just like there are many non-obvious things that you can learn by trying them out 14:21:40 Besides, if you are concerned that ctrl+dir still moves you when near deep water, the fact that normal movement prompts when dangerous suggests that if this DOESN'T prompt, it's fine 14:21:51 Since as an overwhelming rule, Crawl prompts you when stuff could kill you instantly 14:22:00 Well you have to draw the line somewhere 14:22:03 I thought the game makes it very clear that ctrl+direction means "attack and don't move" 14:22:08 -!- ZipZipskins has quit [Ping timeout: 245 seconds] 14:22:20 DracoOmega: I'm not concerned with that 14:22:53 I just know multiple people who have beaten the game multiple times, and none of them know of this 14:23:08 Which tells me that it's extremely hard to just figure out 14:23:29 mainly I just don't think it should automatically use ctrl 14:23:32 also i agree here 14:23:50 fine to make it even more clear that ctrl is an option, but i dont think we should change what commands do just to help the player 14:24:07 if you want to risk moving in this circumstance its your choice. let stupid players drown imo 14:24:20 Medar: well it's pretty rare that using ctrl-dir while confused is actually useful 14:24:34 Then it could be removed 14:24:42 evilmike: well it also might be a good strategy sometimes, especially since sometimes scrambling free is guaranteed 14:25:03 Medar: it could, but my point is that you could easily win a few games without getting in a situation where it would help you 14:25:14 hmm true, I've never actually jumped into deep water on purpose though :P 14:25:24 evilmike: yes, just in theory though :P 14:25:29 i've always been aware of the fact you can survive, just... you know 14:25:59 drowning is sort of difficult imo 14:26:07 everyone has +4 swimming apt 14:26:22 -!- Aryth has quit [Ping timeout: 246 seconds] 14:26:30 I think my characters are usually too close to carry capacity to actually scramble 14:26:47 I wonder if anyone has dived into lava on purpose to do an amazing tactical escape 14:28:08 you can scramble as long as you aren't encumbered but its not guaranteed until you're below 50%. the big obstacle is being next to land... it doesnt help people who do things like try to cross lakes with tornado 14:28:14 -!- madreisz has quit [Quit: Page closed] 14:28:33 !lg * coc:7 ktyp=drowning sk=air_magic 14:28:34 No games for * (coc:7 ktyp=drowning sk=air_magic). 14:28:39 !lg * coc:7 ktyp=drowning 14:28:40 18. Callayne the Invulnerable (L27 HOAr), worshipper of The Shining One, drowned on Coc:7 (coc_mu) on 2013-03-31 16:03:51, with 1291130 points after 124153 turns and 7:39:05. 14:28:53 in theory I believe you can cross width one streams of water without lev by repeatedly trying to scramble free on the other side 14:28:55 ... time not to spam the channel with this :b 14:29:03 I've never actually had reason to do this though 14:30:21 elliptic: well, you have to have some way to step onto the water 14:30:49 right, with a confuse source 14:31:12 Confuse source but no flight or swim source :P 14:31:23 Or blink or cling or tons of other things 14:31:32 evilmike: that burns your scrolls though right? 14:31:38 DracoOmega: well, we have a background that starts with confuse spell and none of those 14:31:46 SamB: I assume lava burns your scrolls 14:31:48 Yes, I know 14:32:04 I have never actually taken a swim in lava, I've just been told you can do it with rF and enough HP 14:32:05 if there was an altar behind a single square of deep water I could see myself using this 14:32:20 evilmike: Yeah, it does hurt quite a lot, though 14:32:23 don't give anyone ideas 14:32:25 evilmike: lava is just like deep water except you take a lot of damage, yeah 14:32:27 Like, over 100, I think 14:33:00 actually wait, there is an altar vault behind a moat of deep water... 14:33:39 -!- indspenceable has quit [Ping timeout: 256 seconds] 14:35:17 -!- Fhqwhgads_ has quit [Ping timeout: 252 seconds] 14:35:18 -!- Fhqwhgads__ is now known as Fhqwhgads_ 14:35:19 Interestingly, I accidentally noticed one situation where the prompt is doubly misleading (though not really that important to fix, probably) 14:35:33 -!- st_ has quit [Read error: Connection reset by peer] 14:35:37 In that you will get warned when the only deep water near you is currently occupied by a hostile creature, and thus you cannot possibly stumble into it 14:35:44 -!- st_ has joined ##crawl-dev 14:35:53 -!- bh has joined ##crawl-dev 14:35:58 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 14:36:05 Is there any reason for eleven cloaks? 14:36:26 you are selling them 14:36:44 you work in the dungeon's coat room 14:36:56 :P 14:36:57 you are a fashion model 14:37:00 ok I'll stop 14:37:12 Well, there's no less reason than there is for elven anything 14:37:20 More than some, since they actually do something 14:37:25 ??elven 14:37:25 elven items[1/2]: Elven body armour impedes spellcasting less than other armour, especially if you are an elf. Elven cloaks and boots also boost stealth. Shields, gloves, robes and helmets merely weigh less. 14:37:31 eleven cloaks aren't very useful, not much moreso than ten 14:37:33 -!- Vidiny has joined ##crawl-dev 14:37:39 oh, the cloak weighs less. 14:37:45 It also gives a stealth bonus 14:37:48 This is the more important bit 14:39:02 'important' :) 14:39:12 Okay, how about this? I reworded the default prompt from 'move' to 'stumble around', since this seems somewhat clearer here, and then additionally add '(Use ctrl+direction to attack without moving)' afterward, if you were actually trying to move into a visible hostile 14:40:04 You could arguably add this note all the time, but it seems a little spammy if you really are just trying to move somewhere 14:40:39 it would be too spammy yeah 14:42:40 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 14:42:43 Just think of how many times on average someone has to be confused, before he happens to also be next to deep water or lava. 14:42:54 And then he still has to make a move that he might already know would be dangerous. 14:42:55 should orc allies retrieve their ammunition? 14:43:18 elliott: what if the eleventh is a really sweet artefact 14:43:23 -!- absolutego has quit [Quit: leaving] 14:43:49 So if this is trying to fix "no one knows about ctrl+move while confused". I don't think it does very good job. 14:44:49 Well, I think it's just as intuitive to expect ctrl+dir would not move you when confused when nothing BUT movement moves you while confused 14:44:59 You don't randomly move when doing anything else while confused 14:45:35 It wasn't intuitive to me. Nor any of my friends. 14:45:49 That's about 5 people who have won the game. 14:46:09 You have polled all these people on this topic or something? 14:46:17 Ok, I should reword. 14:46:36 None of us figured out you could do that when confused. 14:46:55 Which is in my opinion is the question that matters. 14:47:42 Well, probably you only noticed that moving while confused and next to deep water is bad when the game mentioned it in the first place? 14:48:06 I played Nethack before :( 14:48:17 Well, Nethack is happy to let you instakill yourself in many many ways 14:48:28 And Crawl is very cautious to make that impossible 14:48:35 and let you do stupid scummy things if you know how 14:48:37 Yes, that's good. 14:48:53 -!- G-Flex has quit [Ping timeout: 240 seconds] 14:49:01 In any case, if you assumed it worked differently because of experience with a different game that you assumed translated directly, I am not sure what to advise 14:49:12 Does Nethack not have some sort of stationary attack command? 14:49:16 -!- G-Flex has joined ##crawl-dev 14:49:16 The point is, it's much more likely to be confused away from deep water, than next to deep water. 14:49:24 Well, yes 14:49:27 old versions of dcss did let you instakill yourself next to water 14:49:28 But normally then stumbling around is fine 14:49:35 even today there are people paranoid about swamp drakes because of this 14:49:38 So you don't need to use ctrl+dir and it doesn't matter that you don't 14:49:47 Of course it matters 14:49:54 Why? 14:50:05 Because it gives you more options 14:50:06 There are plenty of cases where ctrl+dir while confused is actively worse than just dir 14:50:14 And many cases where it's better 14:50:17 I really feel like you are arguing two seperate points here 14:50:26 That's possible 14:50:33 -!- santiago has quit [Ping timeout: 245 seconds] 14:50:38 Informing players about all the things they could do that would be helpful, but which they don't realize they could do, is a somewhat seperate issue I think 14:50:41 And includes a lot more than ctrl+dir 14:51:05 we already say that ctrl+dir is "attack without moving" 14:51:06 For example, maybe they don't know that !curing will fix confusion? 14:51:28 I don't understand why players will assume that being confused suddenly makes them stumble around when trying to *attack without moving* 14:51:35 -!- Taynav has quit [Ping timeout: 260 seconds] 14:51:38 I think I'm playing one of mumra's maps. The floor has different colors and it makes me pleased. 14:51:39 I'm with you on this one 14:51:52 I just assumed it would work that way, and it did 14:51:53 bh: where? 14:51:58 dungeon 14:51:59 i didn't change any colours! 14:52:01 now, if we want to improve things for new players, this could be added to hints mode or something 14:52:07 Yes, certainly 14:52:09 but we don't need to babysit players in the normal game 14:52:18 If the tutorial or something doesn't mention it, it probably ought to 14:52:19 i mean, are you on a server? 14:52:22 mumra: perhaps we should do that! :) 14:52:24 hey crawl devs can you add "HOUSE OF BEEF" to the list of possible food store names 14:52:30 cszo. guess it must be a vault 14:52:31 DracoOmega: When you get confused you'll think "oh shit, how do I get rid of this" then using potion of curing is very logical 14:52:45 doome: make a vault. 14:52:45 Most people won't think "how do I attack without stumbling" 14:52:49 ok how 14:53:02 -!- bitsailor_ has joined ##crawl-dev 14:53:02 -!- bitsailor_ has quit [Changing host] 14:53:02 -!- bitsailor_ has joined ##crawl-dev 14:53:05 Because they don't think that pressing direction toward an enemy is a move command 14:53:10 They think it's a attack command 14:53:35 i am envisioning an orc warlord fortress with a meat shop in the back that only sells meat rations 14:53:36 doome: check out the source code and look in crawl-ref/docs/develop/levels, it has all the documentation you need. 14:53:40 Well, then how do you explain moving into invisible things and attacking them instead? Clearly it is doing double-duty somehow 14:53:42 alrighty 14:54:05 bh: that's the serial ruins vault, i think it's hangedman's? 14:54:07 doome: you should also look in crawl-ref/source/dat/des, the existing vaults are very illustrative 14:54:14 mumra: that sounds right 14:54:21 DracoOmega: I'm not saying it's illogical. I'm not saying it's impossible to figure out. I'm saying almost no-one will actually figure it out. 14:54:26 doome: consider including some beef jerky :) 14:54:30 Or do you think most people do figure it out? 14:54:38 and it's just a standard chaotic city layout, nothing to do with me ;) 14:54:39 ah yes i forgot about the jerky 14:54:45 I think most people figure out !curing vs. confusion 14:54:48 Well, we already have several people right here who claim to have 14:54:50 elliptic: scrambling tries to put you back where you came from if you stepped into water on purpose so that you can't use it to cross single-width tiles of water 14:55:15 ??scrambling 14:55:15 I don't have a page labeled scrambling in my learndb. 14:55:21 how effective is scrambling? 14:55:24 MarvinPA: oh, that's disappointing :( 14:55:29 ??desperate 14:55:30 i think the only way to cross water would be to get monsters to occupy all the spaces on the same side of the water that you could scramble back to 14:55:30 desperate[1/21]: potions of poison give you nutrition right? 14:55:31 medar, your argument is illogical 14:55:33 -!- santiago_ has quit [Ping timeout: 245 seconds] 14:55:33 in the turn that you step into water 14:55:48 .learn add desperate how effective is scrambling? 14:55:50 you are framing this as if the only choices are "most people will figure it out" and "almost no-one will" 14:55:53 i had no confusion about ctrl-move btw 14:55:56 probably i learned it for unseen horrors 14:56:00 and then it was obvious for water 14:56:04 !learn add desperate how effective is scrambling? 14:56:05 desperate[22/22]: how effective is scrambling? 14:56:31 just implementing the "Would you like to Ctrl-attack and be guaranteed to be safe, or would you prefer to maybe drown?" prompt sounds like the maybe least bad solution here, anyway 14:56:34 If scrambling is very ineffectual, why *not* let it carry a chance of letting you cross width-1 water? 14:56:36 Oh well, guess I'm really in the minority then 14:56:46 because then desperate people will do it on purpose 14:56:50 even if it's a pretty silly prompt 14:56:51 bh: it's pretty effective at keeping you from dying 14:57:03 there is nothing wrong with trying to do a better job of explaining this fact to players 14:57:16 I wouldn't mind being able to use it to cross water but if someone has already coded stuff to make this not happen, that seems reasonable too :P 14:57:19 elliptic: then this is a reasonable decision 14:57:24 it is just that we prefer to improve the existing documentation, and don't think there is a big problem with the messages in the normal game 14:57:45 elliptic: would you hate a race with great apts that acquired bad mutations as it increased in level? 14:58:05 wait so 14:58:08 ??scramble[2] 14:58:09 scramble[2/3]: Note that this means that as long as you are carrying less than 50% of your maximum capacity, it is impossible to drown by falling into water that is adjacent to land. Need to cross a one-tile-wide channel? Lighten your load, confuse yourself, and scramble across. 14:58:09 MarvinPA: Did you have some objection to what I just said earlier? Because I was about to push it otherwise 14:58:10 this isn't true? 14:58:15 oh, this is a new thing 14:58:20 oops 14:58:23 bh: i did have an idea to do some creative stuff with tile patterns in zot, but such aesthetics are secondary to actually getting all the layouts right ;) 14:59:01 bh: hm... I'd worry about people intentionally draining themselves to stay at a lower XL to avoid the bad mutations, maybe 14:59:10 DracoOmega: that seems okay, yeah 14:59:11 i'd quite like to see each branch have a properly unique set of tiles to begin with (they all have rock walls but very few have custom stone/metal) 14:59:15 Okay, then 14:59:23 bh, I had a strange idea of my own in relation to that idea. 14:59:29 like I've actually done that with Ds bodyslot mutations in the past, before I changed them to make them happen much earlier 14:59:34 ...a race that *starts* with bad mutations, and gradually loses them as it levels up. 14:59:41 Nobody would ever play it, though, obviously. 14:59:54 bh: also, console players tend to complain about floor colours getting changed so i have to be careful with this :P 14:59:58 That, and that concept would work too similarly to Ds. 14:59:59 since if you have boots of running and hooves 2 and have all your other Ds muts at XL 26, you definitely don't want to reach XL 27 15:00:02 it could be based on xp regardless of draining 15:00:03 or something 15:00:04 -!- light_ has quit [Quit: Page closed] 15:00:14 Grunt: you'd need a fixed set of bad mutations, right? 15:00:15 elliptic: Well, it could be possible to have mutation scheduling for this theoretical race 'cheat' and move the clock up based on exp that was drained? 15:00:17 also on another topic, if there is a custom shop themed as a butchery, there should also be a meat cleaver unrand that autochunks stuff you kill 15:00:22 Not that I necessarily think this is a great idea, mind 15:00:30 it could be based on something like xp, yes 15:00:30 (that is not a serious suggestion btw) 15:00:33 -!- santiago has quit [Ping timeout: 245 seconds] 15:00:37 or game time even 15:00:43 evilmike: the butcher's cleaver!!!! <_< 15:00:48 Hmmm... game time is interesting 15:01:00 it would need a good list of interesting bad mutations 15:01:06 Of course this means it would be like some kind of super speedrunner that was bad for long games, I guess? 15:01:12 DracoOmega: I think that is a good idea 15:01:23 xp gained, rather than total xp 15:01:31 give it wild magic [laugh track] 15:02:06 swine flu mutation 15:02:23 statrot 3! 15:02:29 Level up fast or die! 15:02:32 * Grunt flees in terror. 15:02:41 Well, part of the problem is that a lot of bad mutations presently that are actually bad are also really annoying 15:02:45 bh: btw it does sound kind of interesting to me... we have races where the power curve goes from "hard earlygame -> powerful lategame" but not as much of the opposite... 15:03:04 i wouldn't just to random bad mutations though, becuase of nuisance and because some are game ending if you cant cure them 15:03:08 imagine if you got slow healing 3 :P 15:03:12 -!- Nareusm has quit [Ping timeout: 264 seconds] 15:03:15 Well, obviously the list would need some tailoring 15:03:20 ^ yep 15:03:25 03DracoOmega 07* 0.13-a0-364-g3609cce: Improve prompts for moving while confused and near deep water or lava 10(10 minutes ago, 1 file, 6+ 2-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=3609cce16913 15:03:29 But a bunch of normal bad ones would just be a poor fit for this, I think, due to irritation factor 15:03:37 it should probably have new bad mutations 15:03:41 angelspawn 15:03:43 Stuff like slow movement and frail seem fine, though 15:04:02 An angel falling from grace 15:04:16 AsAs 15:04:21 random bad mutations seem like they'd just encourage startscumming and a whole lot of it 15:04:26 And getting more and more corrupted by the mortal world 15:04:30 since unlike Ds mutations, you can see them on turn zero 15:04:33 G-Flex: surely the same applies moreso to random good mutations 15:04:36 would Zin love or hate you? 15:04:38 On turn zero? Why? 15:04:38 err, who said you could see them on turn 0? 15:04:52 oh I think I either misinterpreted someone or completely failed at following the conversation 15:05:07 <+Grunt> ...a race that *starts* with bad mutations, and gradually loses them as it levels up. 15:05:12 thought you were talking about this 15:05:15 ... 15:05:15 Nah 15:05:20 while we're talking about this, which race should we delete? 15:05:25 bh: None of them! 15:05:26 felids 15:05:35 * Grunt deletes bh. 15:06:30 -!- CKyle has joined ##crawl-dev 15:06:34 -!- kekekela has quit [Quit: Page closed] 15:06:49 But there honestly might be enough thematic material to draw from the fallen angel motif for this. At least it seems like it could be potentially interesting 15:06:52 people talk about deleting halflings sometimes because they are fairly close to kobolds. i am not extremely fond of them, but i will say that ifind them more fun than kobolds 15:07:07 I am certainly not in favor of removing them 15:07:13 evilmike: I've suggested merging them in halfbolds or koblings 15:07:26 They are actually reasonably distinct, as far as I am concerned 15:07:31 they are quite distinct yes 15:07:44 They have some things in common sure, but... so do lots of things 15:07:55 -!- indspenceable has quit [Ping timeout: 260 seconds] 15:08:09 if I had to pick, I'd kill an elf 15:08:09 i really dont see the point in removing any of the current races in crawl anyway, even in cases where people say things are too similar, there are ways of making them more different 15:08:13 if I had to pick one race to delete, I'd pick sludge elf 15:08:22 * bh high-fives elliptic 15:08:30 I might agree, if I had to, but I don't see a reason to remove them either 15:08:32 they are distinct enough but they don't really make much sense 15:08:38 but yeah I don't feel a great need to remove them 15:09:04 -!- MakMorn has quit [Remote host closed the connection] 15:09:29 we need more races rather than fewer, anyway 15:09:34 !lg * playable x=cdist(crace) 15:09:41 1889776 games for * (playable): cdist(crace)=24 15:09:42 that is not 27 15:09:44 Haha 15:09:51 sludge elves do have the whole unarmed + transmuter thing with apts, but their bad HP makes me dislike them for that role, compared to races with slightly worse apts 15:10:07 I feel like that's the big problem with SE anyway, they seem designed for a special role which they still aren't that good at 15:10:14 buuut it's not a bad idea to have a race specialized for that 15:10:22 ??servitor 15:10:22 servitor[1/1]: : profane butler 15:10:31 profane servitor (05A) | Spd: 15 | HD: 18 | HP: 132-175 | AC/EV: 10/20 | Dam: 2505(vampiric), 1013(drain) | 07undead, 10items, 10doors, fighter, priest, evil, see invisible, fly | Res: 06magic(192), 02cold, 10elec++, 09poison+++, 12drown, 04rot+++, 13neg+++, 08holy, 13torm | XP: 5612 | Sz: Medium | Int: high. 15:10:31 %??profane servitor 15:10:35 well their apts are pretty similar to merfolk if the merfolk forgot how to use polearms 15:10:35 ??profane servitor 15:10:36 profane servitor[1/1]: A terrible undead angel, with both vampiric and draining attacks, and sometimes a demon whip. Resistant to holy attacks because of its blasphemous nature! Surrounded by an unholy umbra, which cancels out halos and causes accuracy penalties (but undead/demons/**+ Yred worshipers are immune) 15:10:50 -!- PsyMar has quit [Read error: Connection reset by peer] 15:10:56 Well, they have better elemental stuff in general, and worse support magic 15:11:00 its also nice to play a "normal race" good at earth magic, that isn't a deep elf 15:11:03 But yeah, I suppose 15:11:14 !apt se 15:11:14 SE: Fighting: 1, Short: -1, Long: -1, Axes: -2, Maces: -2, Polearms: -2, Staves: 0, Slings: 0, Bows: 0, Xbows: 0, Throw: 2, Armour: -2, Dodge: 2, Stealth: 2, Stab: 0, Shields: -2, Traps: 0, UC: 1!, Splcast: 1, Conj: -2, Hexes: 0, Charms: -2, Summ: 1, Nec: 1, Tloc: 0, Tmut: 3!, Fire: 1, Ice: 1, Air: 1, Earth: 1, Poison: 1, Inv: 1, Evo: 1, Exp: 0, HP: -1, MP: 1 15:11:14 -!- MakMorn has joined ##crawl-dev 15:11:46 apart from the fallen angel shtick, how else could we distinguish it? Is there an unfilled niche? 15:12:05 disco lights 15:12:08 Well, getting bad mutations on levelup but otherwise being strong at the start is plenty distinct 15:12:20 high dwarves 15:12:35 I mean, it would be a fair bit of work to make a long enoguh list of bad stuff that worked well 15:13:13 DracoOmega: specifically for apts though 15:13:34 -!- dcssrubot409 has quit [Read error: Connection reset by peer] 15:13:38 Well, their apts were supposed to be quite good, yes? I don't think they should have a strong niche focus with them 15:13:52 Since the core gimmick is distinct enough that generalist appeal would be good 15:14:24 You could argue for either good invocation or really bad invocations 15:14:33 generalist +1? yeah. good invocation might be thematic 15:15:02 If you meant +1 across the board, that doesn't really seem that amazing if you get a ton of drawbacks later 15:15:22 But figuring out apts is secondary to making the core mechanic work right 15:16:01 if you want to be really mean you could give them a high hp apt (higher than any current race) but really awful stat growth 15:16:10 so their hp and stuff caps out at something miserable 15:16:39 I was actually thinking they ought to have high stats 15:16:44 Relatively speaking, anyway 15:17:03 like second to Demigod? 15:17:16 Really, overall power will depend a lot on just HOW bad an average mutation set gets 15:17:28 So it's hard to figure out how to tweak the rest of their power until we know this 15:17:44 I'm out. I'll start a wikipage tonight if someone doesn't beat me there 15:17:58 IMO the mutations should be interesting stuff like blinkitis and zerkitis and blurry vision rather than boring stuff like frail and -stat, btw 15:18:18 -!- mumra_ has joined ##crawl-dev 15:18:30 can we do something about cleaving amongst bushes? 15:18:41 like there could be a couple of boring ones that directly counteract the stats/apts, but mainly it should be other stuff 15:18:44 sorry I meant high xp apt 15:18:55 That's a really good teamname "cleaving amongst bushes" 15:19:04 -!- mumra has quit [Ping timeout: 256 seconds] 15:19:19 evilmike: a high xp apt could be interesting yes 15:19:27 elliptic: A bunch of interesting ones, sure. But I think blikitis could get really annoying having to have it for a lot of the game 15:19:39 -!- bh has quit [Quit: Page closed] 15:20:02 DracoOmega: well, we should try it out somehow or other 15:20:05 DracoOmega: it isn't really that annoying in my limited experience, but yeah 15:20:19 or is it a thing already? 15:20:27 DracoOmega: i read that as bikini-itis 15:20:38 SamB: It's just a skeletal idea, and an early one at that 15:20:50 mumra_: Haha 15:20:56 -!- mumra_ is now known as mumra 15:21:47 -!- ryansee_ has quit [Quit: Page closed] 15:22:21 -!- Wester has quit [Quit: HydraIRC -> http://www.hydrairc.com <- *I* use it, so it must be good!] 15:23:20 anyway, cleaving amongst bushes prompts too much 15:23:35 Prompts how? 15:23:39 03dolorous 07* 0.13-a0-365-g68ecb99: Add spacing fix. 10(3 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=68ecb999e3ca 15:24:14 -!- bmfx has quit [Ping timeout: 252 seconds] 15:24:29 Fallen angel mutation idea: random mesmerization against undead or demons? ^^; 15:24:41 -!- CKyle has quit [Quit: CKyle] 15:24:49 you get a lot of extraneous "The bush is moderately wounded" type messages that overflow the message area and force a more prompt? 15:25:01 er, moderately damaged 15:25:43 well, messages can be muted if they are bothersome 15:26:10 it would seem a bit strange to me to have cleaving not attack plants/bushes that are there 15:26:11 -!- Boyo has quit [Quit: Page closed] 15:28:44 well, I mean, on 80x24 it runs out of space and you get a more prompt 15:28:58 yeah, what geekosaur said 15:29:24 elliptic: I was more thinking there might be a way to abbreviate the messages 15:29:38 -!- Ursa has quit [Quit: Page closed] 15:29:41 -!- nicolae- has joined ##crawl-dev 15:30:43 perhaps there's some lua trick that could toggle those on and off? 15:31:15 -!- ystael has quit [Ping timeout: 256 seconds] 15:36:09 -!- indspenceable has quit [Read error: Connection reset by peer] 15:37:35 -!- Duralumin_ has quit [Quit: Ухожу я от вас (xchat 2.4.5 или старше)] 15:42:13 -!- indspenc_ has quit [Ping timeout: 245 seconds] 15:46:18 -!- benyakrik has quit [Ping timeout: 245 seconds] 15:48:22 Hmmm... do you think it's bad that tomb cards in the Abyss are often way less effective than you expect? Since large parts of layout that don't appear to be morphing seem to be just repeatedly morphing into floor, which makes the walls go away extremely quickly 15:48:40 Even though they otherwise look close to static 15:49:05 i think it would be fair if tomb cards (and imprison too, if shifts affect it) are immune to morphing 15:49:22 I would be fine with that myself 15:49:29 no strong opinion either way, i just think it would make some sense if they were more "solid" 15:49:39 just say they're being temporarily sustained by magic/zin 15:49:55 If ANYONE was going to successfully counteract chaos, it ought to be Zin 15:50:28 -!- Spardakus has quit [Ping timeout: 245 seconds] 15:50:45 magically/divinely conjured walls make sense to stick around while sustained 15:51:07 I may poke bh about this later, since I am not actually sure how I would accomplish this 15:51:29 Though I have also heavily refactored how tomb walls are handled internally in some code I'm working on locally, so probably I should merge that first :P 15:51:55 (The branch isn't done yet, though, but once it is) 15:52:06 fr: unique rock worm that casts imprison on you (but with rock walls instead of silver) 15:52:21 i was messing around with forms in wizmode, it's kind of annoying that in fungus form there's no message explaining that you can't move with monsters in view, the arrow keys just stop working 15:52:23 Heh 15:52:35 Oh, huh. It should definitely have a message 15:52:43 i'd consider that a bug 15:52:45 Yes 15:52:52 i shall Report it, posthence 15:54:31 -!- bmfx has quit [Read error: Connection reset by peer] 15:55:53 -!- omniguy has quit [Ping timeout: 245 seconds] 15:56:48 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 15:59:05 When in fungus form, there's no message indicating that you can't move with monsters in view by nicolae 15:59:25 -!- syllogism- has quit [] 16:04:11 -!- bmfx has quit [Ping timeout: 245 seconds] 16:05:03 -!- SteampunkDuck has quit [Quit: Lost terminal] 16:09:48 -!- indspenceable has quit [Read error: Connection reset by peer] 16:11:21 -!- indspenceable has quit [Read error: Connection reset by peer] 16:13:53 -!- santiago has quit [Ping timeout: 245 seconds] 16:14:20 -!- jeanjacques has quit [Quit: quit] 16:14:58 -!- mnoqy has quit [Quit: hello] 16:16:03 -!- jeanjacques has joined ##crawl-dev 16:16:05 -!- indspenceable has quit [Ping timeout: 255 seconds] 16:18:41 -!- bmfx has quit [Ping timeout: 252 seconds] 16:25:56 -!- rzimodnar has quit [Ping timeout: 256 seconds] 16:26:02 -!- randomizr is now known as rzimodnar 16:26:18 "You're too shy to do that."? 16:26:47 well, it might be helpful to point out that the reason you can't move is tied into the presence of monsters 16:27:22 I guess "shy" might not be quite explicit enough about that 16:27:37 yeah, possibly 16:29:19 "You're too shy to do that in view of the ."? 16:30:13 FR '#' (Dump character) from skill select screen dumps character. 16:31:25 is there an inscription to prevent your dudes from taking a thing? 16:31:41 or preferably to avoid an entire stack? 16:31:47 -!- maarek has quit [Quit: maarek] 16:32:52 -!- fooobarrr has quit [Quit: Lost terminal] 16:34:19 -!- mamga has quit [Quit: Page closed] 16:36:06 -!- GuraKKa has quit [Read error: Connection reset by peer] 16:36:38 I don't believe so, no 16:37:09 just the pickup setting that can have them only pick up things you've dropped 16:37:29 yes, well, I'm particularly thinking of things you *have* dropped 16:39:38 -!- elliptic has quit [Quit: Leaving] 16:41:39 -!- mnoqy has joined ##crawl-dev 16:42:16 -!- elliptic has joined ##crawl-dev 16:47:35 -!- ldf has quit [Read error: Connection reset by peer] 16:48:27 -!- MAR has quit [Quit: Leaving] 16:49:25 -!- spriseris has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 16:50:30 I want to make your monsters not pick up stuff with a particular inscription. So, what inscription should that be? 16:51:26 -!- indspenceable has quit [Ping timeout: 256 seconds] 16:52:48 -!- hurdos has quit [Quit: Leaving.] 16:58:45 -!- GuraKKa has quit [Read error: Connection reset by peer] 17:00:06 should I just use !D ? 17:01:19 doesn't that make it so you should put that inscription on every single item 17:02:52 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:03:01 -!- st_ has quit [] 17:07:36 -!- freefall has quit [Ping timeout: 276 seconds] 17:13:23 -!- madreisz has quit [Ping timeout: 245 seconds] 17:23:22 -!- Nightbeer has quit [Read error: Connection reset by peer] 17:25:48 -!- indspenceable has quit [Ping timeout: 252 seconds] 17:26:18 -!- Spardakus_ has quit [Ping timeout: 245 seconds] 17:27:54 -!- CKyle has joined ##crawl-dev 17:31:15 -!- eith has quit [Ping timeout: 245 seconds] 17:38:03 -!- santiago_ has quit [Ping timeout: 245 seconds] 17:44:29 in general making ally micromanagement more of a thing seems like a bad idea 17:45:42 alternate proposal: your allies never pick up equipment 17:46:15 i would be in favour of making allies not use items rather than intoducing more micromanagement, yeah 17:46:17 A lot of people do actually like that they do, though, so it might be nice if they were just better at painlessly doing so 17:46:34 painless item micromanagement is an oxymoron 17:46:41 given that you generally have a lot more allies than you have yous 17:46:54 and the decisions aren't simple enough to be done automatically 17:46:55 Well, it wouldn't be MICROmanagement, ideally 17:46:55 Does Stealth++ stack with itself? 17:47:05 also people like lots of things :P 17:47:19 Yes, but I think this is actually sensible! 17:47:27 it's kind of scummy that you have to care about armours much more mediocre than what you have because you can give it to your friends 17:47:40 But, say, it might be nice if they would just go and equip themselves with relative junk that is still upgrades, without needing to be harangued to do so 17:48:04 -!- Arkaniad has quit [Quit: I've killed the senator.] 17:48:06 Without you ever really needing to think about it or direct them to do so 17:48:28 DracoOmega: if they do that then i basically guarantee there is a way of giftdropping them equipment you choose 17:48:36 and people will ask how to do that and it will be awful 17:49:02 even now you can giftdrop them jewellery before they can become hostile, as evilmike (I think) pointed out 17:49:04 I figured the more likely thing would be them skipping things you don't want 17:49:05 er 17:49:07 can become friendly 17:49:07 Than the reverse 17:49:34 Like, ideally we would want some simple metric that basically says 'stuff the player isn't likely to want is fair game', but this is obviously a little hard 17:49:47 Like, plain chain and scale and such, if you're wearing plate 17:50:03 Or weapons of a type you are unskilled in or have a better copy of already 17:50:03 basing what equipment monsters use on what the player is wearing sounds really bad IMO 17:50:18 like, this is already getting so complicated 17:50:22 Yeah, I know =/ 17:50:30 Another time it would be nice if they read minds 17:50:45 Since 99.9% of the items in the dungeon are safe for them to take without the player minding 17:50:51 But you really don't want them to grab stuff you DO want 17:50:55 if allies are to use weapons, the way i'd do it is remove the ^t screen and any instances of allies picking up stuff on the ground. then add a god ability with piety cost that lets you gift items to specific allies. it would be a lot of keystrokes but if the cost is heavy enough you won't use it too much 17:51:08 that sounds better than status quo to me 17:51:20 could work for armour too (people like giving their allies maxwell's and stuff) 17:51:29 evilmike: so the problem with preventing allies from picking up stuff on the ground is that people will giftdrop before converting 17:51:30 sorry i meant equipment in general, not just weapons 17:51:32 -!- Vidiny has quit [Quit: [19:23] don't they have refill machines in ikea [19:24] bet those muricans took their vases to those straight away after paying] 17:51:34 maybe it could be a beogh-specific thing 17:51:57 since yred minions are more "depersonalised" / some can't wear equipment, and also they're very strong already 17:52:09 Like, one big loss of not picking things up would be allies and ranged weapons 17:52:16 i was just thinking of beogh, yes. don't care about yred, ghouls just be unarmed specialists 17:52:17 Moreso than specific tailored improvements to their normal weapons, I think 17:52:32 DracoOmega: no, you'd just drop a few crossbows when you see the edge of an orc band, shout, and run away 17:52:38 and then come back and convert them 17:52:39 elliptic: i sort of think maybe enemies just shouldn't upgrade their equipment from the ground in the first place 17:52:49 elliptic: Well, that's way worse than the status quo if you need to do that 17:52:50 elliott: yes this is what I am getting at 17:52:54 ok then i agree 17:52:57 DracoOmega: right 17:53:03 the thing for me is, i like being able to make a super orc with good armour, a good weapon, etc. it increases a feeling of "investment" in that ally, along with the name and so on 17:53:16 but yeah that gift drop issue is annoying 17:53:20 i think it could work as a high-cost thing, not something you'd have to do for every orc to be optimal 17:53:21 Yes, I agree with evilmike and I think a lot of players that play Beogh think similarly 17:53:26 evilmike: right, so how about your suggestion in conjunction with making hostiles also not pick stuff up? 17:53:50 But doesn't this mean never running into enemies that have found snazzy artifacts or something? 17:53:55 That sounds slightly sad 17:53:57 yes, there is some loss 17:53:58 elliptic: well, they could not pick up stuff touched by the player at least. i'd be fine with that 17:54:07 as for making hostiles *never* pick stuff up, i dunno 17:54:08 DracoOmega: they can generate with snazzy artifacts 17:54:14 or at least i see no reason they shouldn't be able to 17:54:17 -!- CKyle has quit [Quit: CKyle] 17:54:18 (not saying they currently do; I don't know) 17:54:26 evilmike: kill yaktaur band, see nearby orc band, shout... 17:54:27 Well, it would probably be much less likely, anyway 17:54:38 evilmike: that has a downside 17:54:54 you want to pick up and drop every piece of equipment 17:54:55 the thing is, if they never pick stuff up, then only uniques will use wands, no crazy artifacts, and so on 17:54:59 so that enemies won't pick it up 17:55:01 also what elliott said 17:55:03 but we could deal with this if we change what enemies spawn with 17:55:13 you'd want to pick up every crossbow that is dropped _unless_ you are with beogh 17:55:26 Well, rushing to get some wand or rod off the ground before a monster gets it is kind of interesting 17:55:28 I think it is cool that enemies use a large range of stuff, I don't personally see any loss doing that at generation time 17:55:29 evilmike: right, we'd want to make non-uniques spawn with interesting things occasionally 17:55:42 in that case i'm 100% in favour of not making enemies pick up stuff 17:56:07 DracoOmega: true, though that is less interesting than it could be because monsters don't actually try to pick such things up 17:56:14 What? 17:56:16 they'll just pick them up if they happen to walk over them 17:56:19 enemies only pick stuff up if - yeah 17:56:25 at least if they see you 17:56:27 if you put an item in the corner of a room or whatever an enemy is unlikely to touch it 17:56:28 Oh, I thought you meant they wouldn't even if they stepped on it 17:56:30 because they won't path there 17:56:45 i mean it should still be extremely rare for an enemy to spawn with a wand or a ring or whatever, but it ought to happen sometimes. higher probability for uniques to get stuff (just like it is with wands now) 17:56:49 And I have run into interesting scary situations a few times involving other people finding a bow left by an early centaur 17:56:54 they will go in a straight line towards you even if a wand of death is just one square off the straight line 17:57:01 I additionally like enemies not picking stuff up because it reduces the tedium of stashing stuff so monsters don't get it 17:57:06 (though jellies still exist) 17:57:17 DracoOmega: well, you should really pick up the bow (or the arrows) if you are at all scared currently 17:57:20 (not saying it is required to stash things to avoid that, just that it is annoying for things to go missing from the floor like that) 17:57:23 I do forget T.T 17:57:25 DracoOmega: and at least drop it 10 squares away 17:57:30 (Although sometimes you are forced away too early) 17:57:32 -!- s951 has joined ##crawl-dev 17:58:43 In this theoretical system where monsters didn't pick anything up on their own, would an ally orc with a ranged weapon still get ammo for it? Or would you need to manually donate bolts back to them over and over again with piety? 17:59:01 -!- Cryp71c has joined ##crawl-dev 17:59:20 i think if you gift an ally a bow with the abiliy i described, it should just magically get some ammo 17:59:42 just plain ammo though 17:59:50 -!- s951 has quit [Quit: Leaving] 17:59:55 What, like some unlimited invisible supply? 18:00:00 -!- indspenceable has quit [Ping timeout: 245 seconds] 18:00:30 dunno if it needs to be like that, i just mention this because it would be tedious to double the keystrokes (and piety too) just because its a ranged weapon 18:00:49 Well, what about them even just picking them up again after shooting them? 18:00:49 well allies with a ranged weapon could pick up ammo 18:00:53 possibly allies could pick up ammo if they have a ranged weapon of that type 18:00:54 that sounds like not something people will care about 18:01:02 maybe not branded ammo or something 18:01:17 alternatively beogh should gift it some ammo 18:01:21 i gues just picking up off the ground is fine yeah 18:01:22 and if the orc dies it goes to heaven with beogh 18:01:37 (as in, gift it when it runs out) 18:01:49 its not really micromanagey when its just one resource that they go after 18:05:34 How would this item dontation thing work from an interface perspective? Honestly, the simplest thing might just be to stand on a stack of items, then it would go through orcs in order of HD and if that orc would choose to wear that item over its current gear, but the present metrics, it puts it on, and if it wouldn't, pass onto the next-highest HD orc until either someone gets it or no one wants i 18:05:34 t. Then repeat for more items. 18:06:06 And items that are taken off for this are then passed down the list? 18:06:11 DracoOmega: interface doesn't seem hard... you activate the ability, you select an item from inventory, you select a visible orc 18:06:25 what you just said does sound hard though :P 18:06:32 It does, really? 18:06:43 It just seems like a one-button 'give it to the best dude' thing 18:06:54 Without needing to find who that is, yourself 18:07:05 well you often don't want to give things to the "best dude" 18:07:13 since it is the weaker ones who need help 18:07:18 Hmmm 18:07:21 Well, perhaps 18:07:52 But you might want to give them to stronger stuff moreso if there's a piety cost every time you donate something 18:07:55 this shouldn't be an ability that people are using all the time; as evilmike said, it should have a noticeable piety cost 18:07:58 Since the weak ones will probably still die 18:08:09 And then you need to pay to get someone else to use it 18:08:28 DracoOmega: also, your suggestion has this "choose to wear that item over its current gear" thing 18:08:33 the whole idea is to _eliminate_ that! 18:08:48 I thought the main problem was just having to manually shuffle them over stuff? 18:09:26 (And change item pickup settings regularly) 18:09:50 ... 18:10:21 how do you think they are going to decide what item to wear? how do you make them stop wearing something? 18:10:37 it's much better to give the player full control over that 18:10:39 What? 18:10:43 rather than basing it on what the orc wants 18:10:58 -!- santiago has quit [Ping timeout: 245 seconds] 18:12:31 the point is that the orc can't read the player's mind; didn't we discuss this? 18:12:53 Well, yes. Possibly we are slightly misunderstanding each other, here. 18:12:56 interface wise what i was thinking is, invoke ability, pick item, then pick direction 18:13:04 keeping it to adjacent orcs makes sense and simplifies it a bit 18:13:39 the piety cost would be such that you'd use it to equip your special orcs, but not more than that 18:14:01 By not reading the players mind, I guess I was thinking more about not wanting them to automatically pick up and use items that the player would want to use themselves, and not them NOT picking up and using items that you want them to, but which they somehow think are worse than what they have 18:14:21 this is actually the same number of keys as equipping a ring, come to think of it (assumign shift counts) 18:16:32 anyway i should say, half the reason i like this is because when you pick specific orcs, you are kind of investing piety directly into your allies, and care about them more. thats my favourite part of beogh, taking named allies through tons of levels, and getting upset when they die 18:16:36 I dislike direction-based UIs, fwiw 18:16:42 they're easy to mess up with a single keypress 18:16:50 and you don't get feedback as to what you're actually about to confirm 18:16:55 well if you're just picking anything in LOS, what are you doing? throwing the item at them? :P 18:17:10 the item goes up to heaven and then back down onto the orc, it's like satellite internet! 18:17:12 Well, if it costs piety, presumably Beogh is involved somehow 18:17:30 on another note, it would be cool if you could use this invokation to gift potions and stuff too... 18:17:31 And if he can dump whole orcs at you from nowhere, he can probably move items 18:17:34 berserk orc warlord 18:17:49 crawl light shares potion effects with nearby orcs when quaffed 18:17:58 -!- Isasaur has quit [Ping timeout: 245 seconds] 18:17:58 good point about beogh teleporting orcs 18:18:00 i thought that sounded potentially interesting, though maybe op if it's for every potion quaff 18:18:15 (like if you quaffed speed and all your warlords got hasted or whatever) 18:18:21 beogh, god of translocations?? 18:18:38 even before 0.12 he was able to teleport orcs to you, but only as gifts 18:18:45 orcporting 18:18:49 evilmike: he still had recall ability 18:19:02 argh. translorcations would have been a better pun. 18:19:05 well i mean, its just so much stronger now 18:19:09 i guess he's been putting xp into it 18:19:32 nicolae-: translorcations is only if we get lava orcs, sorry 18:19:33 -!- edlothiol has quit [Ping timeout: 256 seconds] 18:20:10 can you quaff mutation next to your high hd orcs in crawl light, and get golden dragons? 18:20:18 Haha 18:20:37 i hope so 18:20:51 i suspect the list of potions it works on is restricted :P 18:21:07 quaffing curing to heal your orcs' rot 18:21:50 something like an ability that costs piety and lets you quaff a potion that is shared with all orcs up to, say, radius 3 sounds interesting 18:21:58 replace smiting with it :P 18:22:08 Yeah, I was thinking something similar just then, actually. Well, except for removing smiting :P 18:22:11 smiting is cool 18:22:25 replace water walking 18:22:52 i dont care if water walking goes, it has annoying issues with piety loss 18:22:53 Yes, water walking seems mostly a good way to die 18:23:04 I could never trust it when it's the top ability 18:24:07 Replace water walking with another referential miracle: wine into more wine, in this case :P 18:24:48 fishes and loaves 18:24:50 Make the name something to do with a drinking party 18:24:52 except... potionwise 18:25:54 how will elliptic drown in the abyss without water walking 18:26:09 Well, some people managed 18:26:09 he'll find a way 18:26:57 talking dogs 18:27:20 well, that one is non canonical, but it should've been in the bible imo 18:27:52 there's a talking donkey in the old testament 18:27:59 the bible totally needs a lot of editing 18:28:12 less geneaology, more talking dogs 18:28:17 agreedo 18:28:28 if we want an actual useful miracle, what about a raise dead invocation that you use on an orc corpse, brings it back to life (not a zombie) 18:28:44 dunno how it would work with stacks of corpses, i guess just pick the top one 18:28:56 that would have to cost an awful lot of piety, surely 18:29:04 so? 18:29:15 maybe not if they lost their equipment? 18:29:34 they should keep the equipment unless you disturb the remains, just like how undead work 18:29:58 not a lot of biblical miracles really work in crawl, it seems 18:30:02 beoghwise 18:30:23 -!- absolutego has quit [Quit: leaving] 18:30:23 -!- Wester has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 18:31:13 thats why i brought up raising the dead, since its something jesus did. and its cooler than water walking 18:31:24 and more useful than talking dogs 18:32:57 -!- Kellhus has quit [Quit: Page closed] 18:33:06 what if water walking was an ability instead so you wouldn't have to worry about timing out over water 18:33:19 but raising the dead is also cool 18:33:50 Well, water walking is pretty underwhelming, even if it was completely safe 18:34:04 Since getting across water is rarely that hard 18:34:31 This potion thing seems actually potentially useful, though :P 18:35:47 In any case, I need to step away for a bit now 18:37:05 anyone have any thoughts about 0.12 release schedule? I don't know how bad the bugs are at this point 18:37:23 i dont either but it should be by the end of the month imo 18:39:10 -!- ShadeTornado has quit [Quit: Leaving] 18:40:35 -!- ldf has quit [Ping timeout: 252 seconds] 18:42:47 -!- DrPraetor|2 has quit [Ping timeout: 256 seconds] 18:42:55 -!- Egglet has quit [Ping timeout: 246 seconds] 18:45:31 -!- Koolguydude has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 18:48:07 -!- Elkan has quit [Remote host closed the connection] 18:50:22 -!- alefury has quit [] 18:51:35 -!- bmfx has quit [Ping timeout: 252 seconds] 18:53:36 -!- bonghitz has quit [Remote host closed the connection] 18:54:38 -!- Spardakus has quit [Ping timeout: 245 seconds] 18:56:42 -!- indspenceable has quit [Remote host closed the connection] 19:03:39 -!- Cryp71c has quit [Quit: Leaving] 19:04:30 -!- dtsund has quit [Quit: dtsund] 19:04:34 -!- nicolae- has left ##crawl-dev 19:09:44 -!- Arkaniad has quit [Quit: I've killed the senator.] 19:14:53 -!- indspenceable has quit [Remote host closed the connection] 19:15:27 -!- Havvy has quit [] 19:18:11 -!- Arkaniad has quit [Read error: Connection reset by peer] 19:20:07 -!- johnstein has joined ##crawl-dev 19:21:28 -!- johnsteinVPS has joined ##crawl-dev 19:23:56 -!- johnstein has left ##crawl-dev 19:24:14 -!- Nakat0my has quit [Remote host closed the connection] 19:31:27 -!- Ondeyrat has quit [Client Quit] 19:33:30 -!- dtsund has joined ##crawl-dev 19:36:15 -!- johnstein has quit [Quit: ChatZilla 0.9.89-rdmsoft [XULRunner 1.9.0.17/2009122204]] 19:36:15 -!- johnsteinVPS is now known as johnstein 19:36:19 -!- CKyle has joined ##crawl-dev 19:41:31 -!- epdtry has quit [Read error: Connection reset by peer] 19:42:11 -!- Svendre has quit [Ping timeout: 252 seconds] 19:43:22 -!- CKyle has quit [Quit: CKyle] 19:45:59 -!- Havvy has joined ##crawl-dev 19:53:37 -!- ZChris13 has joined ##crawl-dev 19:56:25 -!- Poncheis has quit [Read error: Connection reset by peer] 19:59:44 -!- magicpoints has quit [] 20:04:46 -!- dtsund has quit [Quit: dtsund] 20:10:11 -!- mikee_ has joined ##crawl-dev 20:11:10 -!- Zermako has quit [] 20:12:30 -!- G-Flex has quit [Ping timeout: 245 seconds] 20:15:02 -!- G-Flex has joined ##crawl-dev 20:15:28 -!- Dixlet has joined ##crawl-dev 20:15:51 -!- dtsund has joined ##crawl-dev 20:16:34 -!- caleba has quit [Quit: caleba] 20:25:37 -!- Zifmia has quit [] 20:30:00 -!- Havvy has quit [Changing host] 20:30:01 -!- Havvy has joined ##crawl-dev 20:39:42 -!- blabber_ has joined ##crawl-dev 20:41:53 -!- blabber has quit [Ping timeout: 248 seconds] 20:44:24 -!- Arivia has quit [Quit: Page closed] 20:44:33 -!- blabber_ has quit [Ping timeout: 248 seconds] 20:44:52 -!- blabber has joined ##crawl-dev 20:50:10 -!- dtsund has quit [Quit: dtsund] 20:53:32 -!- Zifmia has quit [Quit: Wrong button bad with computers] 21:01:14 -!- bitsailor_ has quit [Quit: bitsailor_] 21:02:08 -!- Blade- has quit [Ping timeout: 245 seconds] 21:02:45 -!- rzimodnar has quit [Ping timeout: 256 seconds] 21:05:21 -!- elliptic has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 21:05:53 -!- Spardakus has quit [Ping timeout: 245 seconds] 21:05:57 -!- indspenceable has quit [Remote host closed the connection] 21:06:52 -!- elliptic has joined ##crawl-dev 21:07:24 -!- Blade- has quit [Client Quit] 21:14:27 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 21:17:12 -!- nooodl has quit [Ping timeout: 256 seconds] 21:21:49 -!- fooobarrr has quit [Ping timeout: 246 seconds] 21:29:06 -!- mnoqy has quit [Ping timeout: 256 seconds] 21:30:30 okay, given that I do want my dudes to have decent armour/weapons, am not prepared to add a thing where beogh gifts it to them directly, but still want to stash in peace, what inscription should prevent them using a piece of equipment? 21:31:56 -!- SkaryMonk has quit [Quit: Leaving.] 21:32:30 -!- wolfram has quit [Quit: Page closed] 21:33:53 -!- santiago_ has quit [Ping timeout: 245 seconds] 21:36:07 <|amethyst> !t maybe (since 't' interacts with allies) 21:36:08 Broken query near 'cv>=0.11 max=sc ntv=0 killer!="tentacled monstrosity" -tv' 21:37:12 also !t interacts with sequell! 21:41:03 SamB: can't you just use Ctrl+T pickup control? 21:41:23 elliott: does that stick on a given level? 21:41:40 it resets every level 21:42:04 so it won't stick if I leave and come back? 21:42:24 I doubt it 21:42:37 but am not sure 21:42:48 it won't but maybe it should 21:43:06 i don't know how useful the default setting thing really is 21:44:16 no point spending development effort on tweaking Ctrl+T to remember if what was talked about is going to be implemented, anyway :P 21:47:47 -!- morik has quit [Disconnected by services] 21:47:52 -!- morik__ is now known as morik 21:48:13 -!- magistern has quit [Quit: This computer has gone to sleep] 21:53:27 -!- bitsailor_ has joined ##crawl-dev 21:53:27 -!- bitsailor_ has quit [Changing host] 21:53:27 -!- bitsailor_ has joined ##crawl-dev 21:55:21 -!- VolteccerJack has quit [Quit: Page closed] 21:57:31 -!- bitsailor_ has quit [Client Quit] 21:58:29 -!- bh has joined ##crawl-dev 21:59:13 Hi. I created a stub page for the get worse as you get better race 21:59:23 "Fallen" 22:01:19 -!- remyroy has quit [Ping timeout: 256 seconds] 22:02:08 -!- Spardakus has quit [Ping timeout: 245 seconds] 22:05:50 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 22:08:48 -!- Boyo has quit [Ping timeout: 245 seconds] 22:11:32 -!- bh has quit [Ping timeout: 258 seconds] 22:12:12 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 22:13:42 -!- Blade- has quit [Quit: Page closed] 22:14:37 promising name 22:14:45 FaWn! 22:15:52 although i can't think of any others but still 22:15:55 how about Fullen 22:16:01 good as chaos knights 22:16:10 ??class list 22:16:11 class list[1/1]: 0.12 classes: AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Pr Sk Su Tm VM Wn Wr Wz 22:16:15 is fane a word? 22:16:32 sounds like it's probably some archaic something or other 22:16:52 fain is 22:16:56 i don't think fane is? 22:17:03 fane seems to be a word also 22:17:18 apparently so 22:17:33 FR: rename temple to fane 22:17:34 anyway the idea sounded interesting 22:17:55 would the bad muts it gets be fixed as it levels up? or random selection like Ds 22:17:58 everything is a word if you go archaic 22:18:11 Wizlab generated away from rest of level by Blade 22:19:15 MarvinPA: I think we were assuming at least some randomness? 22:20:12 -!- WalkerBoh has quit [Remote host closed the connection] 22:20:15 is fask a word 22:20:22 -!- santiago__ has quit [Ping timeout: 258 seconds] 22:20:25 i bet it is! 22:20:31 archaic for a merchant's hat 22:20:44 Well, when I get to rewriting reavers, there could be a fare! :P 22:20:52 good joke 22:21:16 !lg * playable x=cdist(cls) 22:21:23 1890532 games for * (playable): cdist(cls)=27 22:21:30 Haha 22:21:31 DracoOmega: which class are you removing 22:21:47 oh right 22:21:48 Pr 22:21:55 Hey, you can't do that 22:22:06 imo anything that ends in K 22:22:26 Skald? :P 22:22:33 including skald 22:22:37 I think Pr could be removed if we gave a high chance of early orc bands coming with beogh altars 22:22:46 i like that idea 22:22:52 Interesting 22:22:57 portable ones? 22:23:02 (this is because i want to get rid of pr of beogh, not because i want to get rid of pr of zin) 22:23:05 seems like a step backwards! 22:23:10 mikee_: no :P 22:23:19 -!- tcjsavannah has quit [Quit: Page closed] 22:23:19 how about do that beogh altar thing and then don't remove pr so hopr of zin can live in peace 22:23:53 but if, say, there was a common band early on with an orc priest and a few other orcs and a beogh altar, I think that would work fine 22:24:12 what if they were patrolling????? 22:24:23 what if orc entry vaults had an altar or something 22:24:23 no need for them to be patrolling 22:24:47 evilmike: that could happen also, as a guaranteed altar... but I think having earlier ones sometimes is good too 22:25:04 generating altars with bands might work but you'd either get a ton of beogh altars in the early dungeon, or only a few but a modest chance of no altars at all 22:25:09 and i'd really like it to be a guarantee 22:25:32 First orc band placed always has one? 22:25:36 a priest monster that offers to stop beating you up if you convert 22:25:38 And no others? 22:25:48 that might work 22:26:20 evilmike: well what I'm saying is that you could have, say, a 100% chance of one at orc entry (or orc:1 or whatever) and a 50% chance of one before that 22:26:23 it would be pretty funny if you could walk up to an orc priest and convert right there, with no altar. and then the priest baptizes you or something 22:26:36 converting to beogh with no altar might be cool yes 22:26:47 i guess hit p with a priest in los 22:27:25 it would be good because people who are scared of priests will end up taking beogh for no reason 22:27:40 Haha 22:28:20 well, I do like the idea that people might take a lot of damage from an orc priest and then convert in desperation 22:28:26 same 22:28:36 it's the situation with monsters converting at low health, but in reverse 22:29:12 IMO someone implement this and remove Pr 22:29:13 there's already a monster mechanic where a hopr can smite an orc and it converts... p after orc priest smite? 22:29:24 geekosaur: it's not specific to smite 22:30:07 huh. thnk that was the only times I saw it happen (and smite's too piety-hungry to overdo it) 22:30:13 It's just when you would otherwise have killed them 22:30:20 They don't die, and instead convert 22:30:35 -!- Fhqwhgads_ has quit [Remote host closed the connection] 22:30:40 But they need to have high enough HD (so this doesn't happen to common orcs) 22:31:12 -!- ToastyP has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 22:31:52 i might implement the item change if nobody else wants to 22:32:04 and the conversion thing i guess, though making beogh-specific changes feels dirty 22:32:16 Haha 22:32:28 And by item change, this includes the bit about nothing picking anything up ever? =/ 22:32:55 i would really suggest including a change to what monsters spawn with, if so 22:33:02 doing one and assuming the other will get done is a bad idea 22:33:04 -!- Ebonnov has quit [Quit: Page closed] 22:33:09 Yes, that would be a minimum, I think 22:33:26 Though I will be sad not to see crimson imps sometimes become considerably more dangerous depending on what is around 22:34:18 evilmike: yeah i agree 22:34:34 DracoOmega: well there's no reason every monster couldn't have the chance to spawn with wacky stuff 22:34:44 like if a crimson imp can use it now there's no reason it shouldn't be able to spawn with it 22:34:49 Hmmmm... perhaps 22:34:57 the conversion thing is easier in terms of design though, i don't think there are balance issues or any other serious concerns 22:34:57 They seem like they benefit more than most from this stuff 22:35:03 unless people REALLY like starting with zin 22:35:04 Since they are often harmless, but sometimes notable depending on what they have 22:35:23 Well, some people do really like starting with Beogh, too. But this is also interesting 22:35:37 if anything it buffs early beogh, because you can pick a caster 22:35:40 i like zin! but i don't like hopr being deprived zin, pr not existing beats that 22:36:10 one issue with converting with an orc priest or whatever is how to word the message/UI telling you you can do so 22:36:17 Well, it does make Beogh more accessible to a variety of starts, sure 22:36:24 since it would be a bit annoying for hill orcs to get "Press p now to go Beogh!!!" every game 22:36:26 nothing is wrong with zin, hes just lacking early, and rather mediocre in the lair 22:36:34 his late abilities are good 22:36:49 I was thinking of taking a stab at making recite more interesting/useful for early 22:36:51 At some point 22:36:55 So many projects :P 22:37:00 heh 22:37:13 I have like 20 things on my list for 0.13 already >.> 22:37:38 sounds good 22:37:57 0.13, most ruined version of crawl yet 22:38:24 the work you and others did on vaults was great, I'm glad that branch finally isn't Dungeon With Boxes anymore. monster list could still be tweaked more but its already good 22:38:31 -!- Chozo has quit [Remote host closed the connection] 22:38:42 Yes, tweaking monster spawns a bit there is one of the things on the list 22:38:53 Probably cut out some of the really common unintelligent stuff that D gets plenty of anyway 22:38:58 Like, say, ugly things 22:39:01 all i'd really suggest for a theme is made it more skewed to humanoids, and D just being the misc/whatever works branch that draws from anything 22:39:04 yeah 22:39:07 Yes, more or less that 22:39:35 And I have plans for revamping various boring undead and changing the Crypt spawn list to use them and more of the interesting thematic stuff we already have 22:39:54 although for OOD stuff I'd be a lot more flexible in Vaults, more like D (or the same for extreme OOD) because I like the way V:$ plays 22:40:00 i quite like vaults being "D monsters but with its own support dudes", fwiw 22:40:14 -!- inpho has quit [Client Quit] 22:40:15 elliott: Yeah, I didn't plan to do TOO far 22:40:26 But I think a few little changes might be okay, or at least worth testing to see how it feels 22:40:32 "D monsters but with its own support dudes and the best layouts in the game" :P 22:40:34 And, say, no giant slugs 22:40:41 it can still feel similar. i'm not talking about overhauls, just dialing certain things up or down a bit 22:41:34 could have stuff like orc warlord bands, which you dont really see much anywhere 22:41:43 -!- ZChris13 has quit [Quit: goodnight] 22:42:15 -!- blabber has quit [Quit: leaving] 22:43:43 -!- madreisz has quit [Quit: Bye] 22:45:07 elliott: As for the conversion thing, maybe enemy orc priests could just get dialog to that effect? Though it might be hard to stress what you're supposed to DO if they ask you to "Bow and swear that Beogh is your one true god!" 22:45:08 Or somesuch 22:45:15 right that is the thing 22:45:21 people will just think that is flavour text 22:45:25 Yes =/ 22:45:40 I am not sure there is a good solution to this 22:45:41 and "Bow and swear that Beogh is your one true god by pressing 'p'!" is just dorky 22:45:46 Yeah, exactly 22:46:17 maybe it could just be a Y/N prompt and you could set beogh = no in your rc :P 22:46:24 Even something direct about 'pray to Beogh' would probably still be seen as flavor text 22:46:41 maybe it could pop up a status light or something 22:46:49 so you know it's not nothing 22:46:49 Hmmm... that might work 22:46:59 Since people will at least go 'what's the light mean?' 22:47:16 For extra obviousness, make the status light just read 'Beogh' :P 22:47:25 it might just be best to stick with plain old altars if there's no smooth way to do it 22:47:39 'Swift Poison Press 'p' now you fool' 22:47:55 Engorged DONT PRESS P YOULL GET BEOGH 22:48:37 beogh conduct 22:48:43 -!- pierrechc has quit [Quit: Leaving] 22:48:57 -!- CKyle has joined ##crawl-dev 22:49:33 <|amethyst> Does the priest who smote you auto-convert? What about the rest of the band? 22:50:02 I think the priest at least would need to, in this case. If we're really hoping to force any tactical conversions 22:50:07 <|amethyst> It'd be kind of weird if you converted and the priest kept killing you, but even weirder if you converted and that turned the priest against his buddies 22:50:13 if you want to make it obvious i suggest having some chance of the orc priest giving you a y/n prompt if you have no god. not guaranteed. if you reply n then you never get asked again on that char 22:50:21 |amethyst: Well, the latter thing happens all the time 22:50:21 that doesnt seem very annoying imo 22:50:28 also you can hit p to convert to a priest if you want 22:50:33 -!- tenofswords has joined ##crawl-dev 22:50:43 Yes, maybe a one-time prompt would be fine 22:50:55 Since once per game is a really small interface burden 22:51:04 And it will get the point across, period 22:51:10 one time when I was bored and stuck I started on http://sprunge.us/ChSF but it is a headache to figure out much about current mon-pick still 22:51:34 also to make it clearer, replying y should basically just enter pray mode, with the same messages etc 22:52:01 <|amethyst> evilmike: or maybe you should just get the prayer screen when smitten the first time :) 22:52:14 well the idea isnt to tie it to smite, really 22:52:53 should you have to be hurt? 22:52:55 things I noticed: removing the random weak animals mostly results in trimming down the first two floors of stuff mostly weak by V anyway 22:52:58 <|amethyst> every time it cantrips 22:53:15 tenofswords: Yes, this seems to be true 22:53:19 SamB: well, to draw comparisons to how orcs convert to you, they sometimes convert when you damage them, sometimes just when they see you 22:53:19 V? 22:53:24 for players, it will basically be the same 22:53:34 * Grunt rambles to tavern about Skalds... (somebody go beat some sense into that rambling before I lose concentration completely) 22:53:35 either you convert in a panic, or you always wanted beogh and do it right away 22:53:36 DracoOmega: if it was "The orc offers you a chance to convert to Beogh." in teal, maybe it would work (since that colour is used for UI prompt type things) 22:53:51 Maybe? 22:53:52 that doesn't look like flavour and isn't awkward, of course the player has to figure out how to actually do it, but it could go in the manual or whatever 22:54:01 "The orc demands that you swear Beogh is the one true god." 22:54:05 (see also: Mennas) 22:54:13 that really just looks like flavour though :P 22:54:15 <|amethyst> elliott: if there isn't at least a force-more it would be very easy to miss 22:54:18 -!- inpho has quit [Client Quit] 22:54:30 I think I do like evilmike's idea about a once-per-game prompt 22:54:32 (Press p) wouldn't look like flavour 22:54:49 maybe (Hit p) where (Hit _) goes 22:54:54 that will also teach people to read their goddamn messages 22:54:59 that's a bit subtle 22:55:02 Also tiles 22:55:09 (Hit _) is only in online console games 22:55:15 click p :P 22:55:17 Or offline! 22:55:19 most online players dont even play console 22:55:23 oh, we should totally color that (Hit _) an elemental color 22:55:29 DracoOmega: is that actually in offline builds? 22:55:35 a non-dark elemental colour 22:55:48 i thought it was a special thing compiled into the online builds 22:55:49 evilmike: Well, I assume there is room for it, but there's obvious no messages incoming 22:55:56 I have no idea the backend 22:56:05 I don't play console offline, anyway 22:56:40 it would be kinda nice to get Hit _ in webtiles though 22:57:05 I think getting console messages to be readable in webtiles is kind of hard, though 22:57:13 Implementation-wise. But I don't actually know anything relevant 22:57:18 oh well 22:57:35 The console messages are pretty readable in webtiles. 22:57:53 What? 22:58:00 I mean ones that other players send you 22:58:08 Havvy: I believe he means what console spectators can leave 22:58:10 Oh, those. Yeah...those aren't readable at all. 22:58:12 Which, as far as I understand, you don't even get any notification of happening 22:58:37 implementation wise it'd be great for rcfiles to options to keep console messages or webtiles messages or both or neither rather than just the latter two 23:00:27 Well, I think console messages were sort of a bolted-on hack in the first place? 23:00:28 -!- tenofswords has quit [Read error: Connection reset by peer] 23:00:43 But I suppose I shouldn't talk, since I am really only going on vague impressions of past discussions by people who actually know something 23:03:07 -!- morik has quit [Quit: Page closed] 23:06:40 -!- danharaj has quit [Quit: ~ Trillian Astra - www.trillian.im ~] 23:15:02 -!- MaxFrost has quit [Ping timeout: 252 seconds] 23:16:41 -!- N78291 has quit [Quit: null] 23:17:15 -!- SirRoland19 has quit [Ping timeout: 256 seconds] 23:19:22 Grunt: haha @ the skald stats you posted 23:19:47 i dont like skalds, i think they have a lousy start and just aren't fun in general. but I had no idea they were THAT bad 23:20:44 skald has the same problem that crusader has (the initial spells are pointless early on) except without something like berserker rage to compensate 23:20:54 evilmike: what skald stats? 23:20:55 crusader had* 23:21:09 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=7611 23:21:17 winrate stats, so its not that reliable. but still! 23:21:43 wanderer isn't a challenge class by any stretch of the imagination 23:21:51 and reaching lair stats. i've never thought of those, I dont know how reliable they are 23:21:54 it hasn't been for years 23:22:22 For the record, I largely think I'm rambling in that post, but there might be a grain of validity to it in there somewhere. 23:22:58 certainly skald is on the weak side of things and some of the spells in the book really don't work well (fire/freezing brand) 23:23:08 some might say that wanderers of a certain race (dg) are the OPPOSITE of a challenge 23:23:14 Some might 23:23:14 haha 23:23:22 but really, wanderers often have pretty great starts 23:23:32 And sometimes you get one curare needle and nothing else :P 23:23:34 crossbows, books, high skills, etc 23:23:44 Though those starts make up for weakness with hilarity, so it's probably fine :) 23:23:48 yeah wanderers arent terrible 23:24:08 about skalds, they really should at least get a level 1 spell 23:24:10 But yeah, skalds could certainly use a little something 23:24:13 I just don't know what 23:24:19 Grunt: I like the idea of giving skalds a potion of berserk rage 23:24:34 are their starting skills any good 23:24:37 Hmmm... that's interesting 23:24:39 I came up with that on the spur of the moment as I was writing that post. 23:24:41 about a level 1 spell, nobody ever came up with a good idea 23:24:44 its really dumb how they start with a book but no spells, and its dual school stuff at l2 23:24:47 i know :/ 23:24:49 I also figured level 1 spells had been discussed before. 23:24:52 like can they actually cast the early brand spells right away 23:25:00 if someone did, they could certainly get one, but not having a level 1 spell really isn't that big a deal 23:25:04 crusader didn't have one either 23:25:15 good thing they dont exist 23:25:17 mikee_: they can cast the level 2 ones 23:25:24 Well, berserk rage probably wasn't that much harder to cast than freezing brand, was it? 23:25:30 and shroud is really good early on 23:25:33 Being single school as opposed to two 23:25:38 DracoOmega: sure, crusader was really powerful 23:25:47 I'm just pointing out that they didn't have a L1 spell either 23:25:50 Sure 23:25:54 Shroud is a very nice early spell for Sk, yes. 23:26:26 freezing aura and flame brand are disappointing spells in a starting book... they were meh on crusader and they were meh on skald 23:26:45 really I'd like to remove both of them and have a couple of new L1/2 spells, but it needs ideas 23:26:55 I often find myself forgetting to even cast them half the time 23:27:00 lethal infusion would probably even be better 23:27:10 Like, I know they do stuff, but after a while they seem unimpactful enough that I often don't bother 23:27:19 I dont like starting skalds or transmuters, for what its worth. Both classes can do fine once they get their decent spells. TM at least get some fun stuff, Skalds are just boring buffs even if some are powerful 23:27:19 Well, lethal infusion is definitely better than them at low level 23:27:24 lethal infusion would certainly be better, but makes it quite similar to Ne 23:27:51 -!- ussdefiant has joined ##crawl-dev 23:28:01 I think we could make a case for axing fire/freezing, replacing them with one spell (in the book), and adding lethal infusion. 23:28:11 someone raised the distinction the other day that ne is a 'sk that doesn't suck' 23:28:43 I do think it starts looking a little similar to Ne if we add lethal infusion (we'd end up with two Ne spells). 23:29:02 Yeah, I don't really like adding lethal infusion here 23:29:05 Even if it would be a buff 23:29:06 let necromancers keep it, they have a good starting book 23:29:28 skald needs new spells to be designed if you want to change the book I think 23:29:33 Maybe fire/freezing brand could do a little more than what they currently do? 23:29:36 (Not sure why) 23:29:39 i was just thinking that 23:29:40 what* 23:29:46 that sounds strange 23:29:51 because as it stands skalds seem to just get crappy leftovers for the most part 23:30:03 I also think they should get a conjurer style new book 23:30:16 even take away shroud of golubria, warpers get that to and they're way better than sk 23:30:22 reaver skalds 23:30:26 Haha 23:31:12 Well, I think there is room for reavers and skalds to be distinct melee hybrids, design-wise 23:31:20 Supportative versus destructive 23:31:27 Skald just needs to be supportive BETTER 23:31:31 whatever becomes of skalds they should stay melee. reavers are melee/ranged hybrids 23:31:32 this is canon 23:31:38 what if we made a list of appropriate spells for skalds and their book got a random selection from that? 23:31:51 too wanderish? 23:31:55 Yeah. 23:32:00 Worse, probably 23:32:00 incidentally, skalds are in the top half of classes by popularity 23:32:03 I think only wanderers should have random starting characteristics. 23:32:11 Since you could startscum in a much narrower range and thus be more likely to get what you want 23:32:12 so I wouldn't put too much credence in this "everyone hates them" myth 23:32:19 is this true in 0.11 too? 23:32:20 Oh, I don't think everyone hates them at all 23:32:25 But I do think they could be better 23:32:30 evilmike: 0.11+ 23:32:31 probably people pick sk because they decide they want to play a "hybrid" :P 23:32:50 i remember when sk was first implemented all of the mfcr fans went mfsk 23:32:53 i'm not pushing for a redesign because "everyone" hates them, I just think they could be better, somehow :P 23:32:58 even though it's not supposed to be the same class 23:33:14 Grunt: Yes @ remove random starting characteristics. 23:33:15 ignoring the weaknesses of Sk starting book, why not give them an enchanted weapon? 23:33:19 Well, it sort of felt like it was supposed to be 23:33:29 evilmike: that was in reference to Grunt's "nobody seems to like playing Skalds" 23:33:34 ah 23:33:48 Honestly, that potion of berserk rage does seem like a neat twist, though 23:33:55 yep 23:34:20 poor mummy skald 23:34:23 One of the few interesting ideas I've ever come up with? <_< 23:34:26 Skalds: angry norse dudes with beer and a bad temper, codified :P 23:34:32 Hahahahaha. 23:34:35 viking beat poet 23:34:39 Random starting characteristics are 'unfair'. 23:34:54 How is wanderer unfair? It's just... different 23:35:10 Wanderer is an exception since it is purposely like that. 23:35:19 let me look up skald starting skills 23:35:31 Uh, I had this noted down for the post (skills)... 23:35:42 if sk gets berserk rage potion they should get renamed to crusaders :P 23:35:43 Charms 3, spellcasting/fighting/weapon 2, armour/dodging 1. 23:35:50 from what i remember, if you hit level 2 without putting any xp into your magic skills, you cant really cast the brand spells 23:35:59 Havvy: random starting characteristics don't really exist... that is what wanderer is for 23:36:01 evilmike: sure you can 23:36:14 They did at one point, no? 23:36:18 evilmike: remember, brand spells don't require really high success 23:36:27 you can 'cast' them 23:36:33 30% fail is quite usable for them 23:36:33 I remember seeing my starting stats change when I first started playing. 23:36:42 Havvy: back several years ago, yes 23:36:57 of course it hardly matters to do an extra 1 or w/e cold damage to a hobgoblin 23:37:08 mikee_: shroud is more noticeable 23:37:08 yeah alright, 30% is usable. it's just annoyingly high given the effect you get 23:37:13 yeah i imagine so 23:37:31 ??starting stats[3] 23:37:31 starting stats[3/3]: AM 3,5,4 | AK 4,4,4 | Ar 3,4,5 | As 3,3,6 | Be 9,-1,4 | CK 4,4,4 | DK 5,3,4 | Fi 8,0,4 | Gl 7,0,5 | He 5,5,2 | Hu 4,3,5 | Mo 3,2,7 | Pr 5,4,3 | Sk 4,4,4 | St 2,4,6 | Tm 2,5,5 | Wn random | Wr 3,5,4 | Wz -1,10,3 | AE,Cj,EE,En,FE,IE,Ne,Su,VM 0,7,5 23:37:41 Havvy, that was quite a while ago 23:37:45 like 4 years ago 23:38:19 anyway, for now I'd suggest giving skalds a +1 weapon and a potion of berserk rage 23:38:39 Yes, that seems like simple and useful changes, and better spell ideas will hopefully come at some future point 23:38:46 yes 23:38:57 +1 to elliptic's suggestion. 23:39:08 (a +1,+1 short sword, for the record!) 23:39:18 I'm not a big fan of giving out enchanted weapons everywhere, but skald seems like an appropriate one to have them 23:39:34 Not many classes have enchanted starting weapons. 23:39:40 I think I hit all of them in that post. 23:40:33 also enchanters and assassins get enchanted daggers 23:40:39 Oh, duh. 23:41:03 I was researching enchanters while writing that and forgot that I didn't end up using that data <_< 23:41:12 (and forgot about assassins in general) 23:41:25 they don't get a choice of weapons so it is a bit different 23:41:36 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 23:43:10 Do people use the dagger much on assassins? I tend to play more as a regular melee character who starts with curare 23:43:19 I like assassins of trog 23:43:31 -!- mnoqy has joined ##crawl-dev 23:43:35 I don't play As much; most of the time it's been something like HaAs or VpAs, which I try to play at least somewhat stabbily. 23:43:38 well the dagger is quite good for regular melee for a while at +2 23:43:51 It is a pretty good regular melee weapon, yes. 23:45:31 I think most people to try use play assassins as stabbers 23:45:37 Even if this isn't necessarily great 23:45:46 But the class name lends itself to that thinking 23:46:29 well, they do a good job of transitioning into a stabber if you find a ring of invis or something 23:46:37 Yeah 23:46:57 and SpAs can legitimately try to stab most things (and use needles or melee on stuff that wakes up) 23:46:57 Funnily enough, I had better luck as a HaAs when I found an extremely early long blade of some sort (I think it was a long sword?) and focused on using that, with a bit of needling at the side. 23:47:05 -!- madreisz has quit [Quit: Page closed] 23:47:09 (He still didn't get too far, but it worked better than my usual As playstyle.) 23:47:12 Yes, that is probably the most normally viable 23:47:28 Pretend you are a normally melee person who happens to have a few powerful consumables 23:47:50 As of trog can also try to become a needlestabber 23:47:56 though those don't seem very popular nowadays 23:47:56 (That sounds like an Ar, though you're not necessarily a melee type there.) 23:48:19 I can't remember the last time I saw someone seriously needlestabbing. 23:49:54 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:51:20 I got the impression that needlestabbing became less popular when they stopped being effective against oof etc 23:51:45 Possibly. I didn't actually know of it back when they did that. Or back when I KNEW that they did that. 23:51:58 The ammo stacking change does work in their favor though 23:52:25 -!- CKyle has quit [Quit: CKyle] 23:53:42 hm, should MuSk get the potion of berserk rage 23:53:49 they could go nemelex and sacrifice it :P 23:53:52 Heh. 23:54:38 It looks like useless items get removed from the start anyway. 23:55:03 (I'm playing with an implementation of these changes, and started a MuSk, and it didn't get the potion.) 23:55:17 I see, yes 23:55:26 (I also have an implementation of the changes :P) 23:55:32 I figured as much. :b 23:56:13 imo push simultaneously 23:56:19 * Grunt pushes elliott. 23:59:04 Anyway, I'm going to sleep right away. 23:59:55 If you want to push the changes, go ahead; personally I'd be content to wait to see if any more brilliant ideas come up in the next day or so, but that would mean I wouldn't get to toy with the improved start right away. <_<