00:01:15 Unstable branch on crawl.s-z.org updated to: 0.13-a0-2236-g7be3fc8 (34) 00:05:40 Unstable branch on rl.heh.fi updated to: 0.13-a0-2236-g7be3fc8 (34) 00:07:40 -!- Silurio1 has quit [Ping timeout: 246 seconds] 00:10:07 -!- Helmschank has quit [Ping timeout: 276 seconds] 00:10:08 gammafunk: yes, Grunt is a savage vaulter, not a savage critic ... 00:10:13 hadn't you figure d that out yet? 00:11:54 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 00:12:17 -!- darkflagrance has quit [Ping timeout: 250 seconds] 00:13:45 I had figured out that first part for sure 00:14:07 -!- indspenceable has quit [Remote host closed the connection] 00:21:15 -!- Roarke has quit [Quit: Page closed] 00:24:42 -!- url has quit [] 00:25:52 -!- whig has joined ##crawl-dev 00:29:09 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 00:31:34 -!- dcss25381 has quit [Ping timeout: 276 seconds] 00:31:42 -!- valrus has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 00:31:47 gammafunk: if you want harsh critique ask tenofswords ;) 00:32:38 or radiosilence 00:34:18 -!- kait has quit [Ping timeout: 264 seconds] 00:35:49 -!- mumra_ is now known as mumra 00:39:44 -!- dupo has quit [] 00:43:36 Nomi the Impaler (L16 DrSk) ASSERT(this) in 'actor.h' at line 34 failed on turn 32925. (Vaults:1) 00:44:40 didn't I tell you about that feature whereby you can identify as a nick you aren't actually connected as? 00:45:35 -!- Nomi has joined ##crawl-dev 00:45:53 what was that bug about ._. 00:46:19 what bug 00:46:25 i mean crash 00:46:36 !lm Nomi crash -log 00:46:36 19. Nomi, XL16 DrSk, T:32925 (milestone): http://crawl.akrasiac.org/rawdata/Nomi/crash-Nomi-20130704-054336.txt 00:46:58 Nomi the Impaler (L16 DrSk) ASSERT(this) in 'actor.h' at line 34 failed on turn 32925. (Vaults:1) 00:47:34 hmm, not really intelligable without a stacktrace 00:48:21 player::hurt, from fire_final_effects 00:48:52 i bet some dead monster had a fineff that dealt damage 00:49:08 and it died before that fineff 00:50:27 -!- Nomi_ has joined ##crawl-dev 00:51:32 ?? song of slaying 00:51:33 song of slaying[1/1]: Skald spell which gives you a slaying bonus for each monster you kill at the cost of noise. 00:52:04 that should totally give "You are singing in the rain." if you walk into some rain 00:52:09 ?? spectral weapon 00:52:10 spectral weapon[1/1]: Creates an allied spectral clone of your wielded weapon, which strikes enemies in melee when you do. Damage it takes is shared with you. Its offensive stats scale with your weapon skill, and its defenses scale with spell power. 00:52:24 > damage it takes is shared with you 00:52:27 is that a fineff? 00:52:56 -!- Nomi has quit [Ping timeout: 256 seconds] 00:53:14 because then that would explain nomi's crash. ogre cast fireball hitting the weapon and itself, killing itself in the process 00:53:37 -!- Nomi has joined ##crawl-dev 00:55:12 -!- Nomi_ has quit [Ping timeout: 256 seconds] 00:56:27 -!- bonghitz has quit [Remote host closed the connection] 00:57:20 -!- djanatyn has quit [Excess Flood] 00:57:24 -!- mason--- has quit [Ping timeout: 256 seconds] 00:57:58 -!- us17 has quit [Ping timeout: 256 seconds] 00:58:03 -!- Nomi has quit [Ping timeout: 245 seconds] 00:58:40 -!- Nomi has joined ##crawl-dev 00:59:05 %git :/Spectral 00:59:06 07qoala * 0.13-a0-2210-g26cee09: Unbreak Spectral Weapon damage sharing. 10(22 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=26cee099ebc3 00:59:56 hm, but this crash was 2221 01:03:21 -!- kait_ has quit [Read error: Connection reset by peer] 01:03:54 !tell qoala spectral weapon damage sharing still crashing? monster killed itself with fireball: http://crawl.akrasiac.org/rawdata/Nomi/crash-Nomi-20130704-054336.txt 01:03:55 Zannick: OK, I'll let qoala know. 01:08:37 -!- kait has quit [Ping timeout: 276 seconds] 01:12:29 -!- Hailley has quit [Quit: Petra is closed!] 01:12:31 -!- simmarine has quit [Ping timeout: 276 seconds] 01:13:50 -!- yxhuvud has quit [Ping timeout: 240 seconds] 01:14:47 -!- GuraKKa has quit [Read error: Connection reset by peer] 01:29:23 -!- dtsund has left ##crawl-dev 01:30:58 -!- Nomi_ has joined ##crawl-dev 01:31:11 -!- kait has quit [Ping timeout: 256 seconds] 01:31:43 -!- dtsund has joined ##crawl-dev 01:33:36 -!- Nomi_ has quit [Read error: Connection reset by peer] 01:33:44 -!- Nomi has quit [Ping timeout: 256 seconds] 01:38:09 -!- Pacra has joined ##crawl-dev 01:38:17 -!- Pacra has quit [Client Quit] 01:46:21 -!- dcss33939 has quit [Read error: Connection reset by peer] 01:47:18 -!- simmarine has joined ##crawl-dev 01:47:43 -!- ProzacElf has joined ##crawl-dev 01:56:32 -!- edlothiol has joined ##crawl-dev 01:59:44 -!- ystael has quit [Ping timeout: 256 seconds] 02:01:31 -!- Kalir has quit [Quit: BRB, DEAD] 02:01:32 -!- rchandra has left ##crawl-dev 02:04:54 -!- Pacra has joined ##crawl-dev 02:16:09 -!- grimdox has quit [Quit: Page closed] 02:17:30 -!- Blazinghand_ has quit [Ping timeout: 246 seconds] 02:24:30 -!- pelotron_ has quit [Ping timeout: 246 seconds] 02:24:44 -!- kait has quit [Read error: Connection reset by peer] 02:25:20 -!- Grathtarg has quit [Quit: Page closed] 02:29:00 -!- SkaryMonk has joined ##crawl-dev 02:37:45 -!- Pacra has quit [Quit: Pacra] 02:41:40 -!- crate has quit [Quit: Leaving] 02:45:29 -!- mnoqy has quit [Quit: hello] 02:57:21 -!- Blazinghand_ has quit [Ping timeout: 248 seconds] 02:59:22 Orc warrior "unaffected by your stone of flame" by Scrotar 03:05:27 -!- ackack has quit [Ping timeout: 246 seconds] 03:10:14 -!- simmarine has quit [Quit: Leaving] 03:10:31 I wonder if this is just orc warriors having AC 03:24:31 oh dear 03:24:44 was wondering why a new spell wasn't being reloaded in the player's spells 03:25:30 apparently spell ids are only marshalled as a byte, and i just hit 256 spells :( 03:28:37 -!- Lightli has quit [Quit: zzz] 03:29:19 03mumra 07* 0.13-a0-2237-g8b27fd8: Suppress a compiler warning 10(8 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8b27fd8d3bc9 03:31:55 -!- ophanim has quit [Read error: Connection reset by peer] 03:32:12 -!- alefury has joined ##crawl-dev 03:36:49 -!- eurtek has quit [Ping timeout: 250 seconds] 03:41:51 -!- Thyme has quit [Ping timeout: 246 seconds] 03:55:56 -!- Aponym has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:56:43 -!- Mu_ has joined ##crawl-dev 03:57:16 -!- Quashie has quit [Ping timeout: 246 seconds] 03:58:41 -!- Quashie_ has quit [Ping timeout: 248 seconds] 04:10:17 -!- mason--- has quit [Quit: Leaving] 04:10:30 SenorPwnage (L17 SpVM) ASSERT(mindex <= MAX_MONSTERS) in 'mon-util.cc' at line 418 failed. (D:16) 04:11:59 -!- vadatajs_ has quit [Client Quit] 04:12:56 -!- buppy has joined ##crawl-dev 04:23:45 -!- heteroy_ has joined ##crawl-dev 04:26:30 -!- ussdefiant has quit [Ping timeout: 252 seconds] 04:26:57 -!- Wensley_ has joined ##crawl-dev 04:27:22 -!- Wensley_ is now known as Guest68885 04:27:56 -!- jarpiain_ has joined ##crawl-dev 04:30:28 -!- SkaryMonk has quit [Ping timeout: 256 seconds] 04:30:47 -!- SkaryMonk has joined ##crawl-dev 04:30:53 -!- flowsnake_ has joined ##crawl-dev 04:31:14 -!- mumblet is now known as Guest85577 04:32:05 -!- buppy has quit [*.net *.split] 04:32:06 -!- Hailley has quit [*.net *.split] 04:32:06 -!- alefury has quit [*.net *.split] 04:32:06 -!- Nexos has quit [*.net *.split] 04:32:06 -!- yxhuvud2 has quit [*.net *.split] 04:32:06 -!- notlainiw has quit [*.net *.split] 04:32:06 -!- heteroy has quit [*.net *.split] 04:32:06 -!- sacje has quit [*.net *.split] 04:32:06 -!- Adder has quit [*.net *.split] 04:32:07 -!- flowsnake has quit [*.net *.split] 04:32:07 -!- hart_ has quit [*.net *.split] 04:32:07 -!- LoremIpsum has quit [*.net *.split] 04:32:07 -!- Wensley has quit [*.net *.split] 04:32:07 -!- jarpiain has quit [*.net *.split] 04:32:07 -!- mumblerit has quit [*.net *.split] 04:32:07 -!- Guest85577 is now known as mumblerit 04:32:13 -!- Quashie has quit [Ping timeout: 245 seconds] 04:36:37 -!- Isvaffel has quit [Ping timeout: 276 seconds] 04:39:10 -!- alefury has joined ##crawl-dev 04:39:52 -!- buppy has joined ##crawl-dev 04:49:55 -!- radinms has quit [Ping timeout: 260 seconds] 04:52:42 -!- Quashie has quit [Read error: Connection reset by peer] 04:53:31 -!- Quashie_ has quit [Ping timeout: 276 seconds] 04:53:53 -!- Sysice has quit [Ping timeout: 245 seconds] 04:54:18 -!- dtsund has quit [Ping timeout: 245 seconds] 05:05:51 Grunt has commit access by eo 05:10:06 -!- Melum has quit [Quit: Was eaten by a grue.] 05:17:42 -!- gammafunk has quit [Quit: gammafunk] 05:17:55 -!- leStahL has quit [Ping timeout: 264 seconds] 05:21:30 <|amethyst> Grunt: looks like you have a fan 05:24:20 really? I can't open the link but considering the title and that this is a BUG tracker ... 05:24:37 <|amethyst> bhaak: I marked it private 05:24:44 <|amethyst> bhaak: so as not to encourage others 05:25:12 <|amethyst> bhaak: my reply said essentially that: "Perhaps you misunderstood the point of a bug tracker?" 05:25:21 hehe 05:25:39 <|amethyst> It had as the text of the bug, this: 05:25:42 <|amethyst> ??eocrawl 05:25:43 eocrawl[1/2]: get rid of: (by priority) labs. (by alphabet) badforms beogh blade ctele felids forest gloom hammers haste meph profane halls salamanders submerging supmoths tso conducts. 05:25:50 <|amethyst> ??eocrawl[2] 05:25:51 eocrawl[2/2]: (already removed) badwiki chaos butterflies Grunt killer bee larvae pan rogue gallery secret doors tavern translucent green crystal warwick von hugsford. 05:26:24 <|amethyst> except it was listed as "Also remove:" instead of "(already removed)" 05:26:41 -!- heteroy_ has quit [Quit: ChatZilla 0.9.90 [Firefox 21.0/20130511120803]] 05:27:18 <|amethyst> !lg BlackSwan orc 05:27:18 1. BlackSwan the Conjurer (L9 DgCj), slain by an orc warrior (a +0,+1 orcish hand axe) on Orc:2 on 2013-07-03 16:32:10, with 5500 points after 10459 turns and 0:47:17. 05:27:29 <|amethyst> !lg BlackSwan orc -tv 05:27:30 1. BlackSwan, XL9 DgCj, T:10459 requested for FooTV (telnet://termcast.develz.org or http://termcast.develz.org). 05:27:34 <|amethyst> !lg BlackSwan orc -tv:cancel 05:27:35 1. BlackSwan, XL9 DgCj, T:10459 cancel requested for FooTV (telnet://termcast.develz.org or http://termcast.develz.org). 05:27:41 <|amethyst> !lg BlackSwan orc -tv:channel=devtv 05:27:42 1. BlackSwan, XL9 DgCj, T:10459 requested for devtv (telnet://termcast.develz.org or http://termcast.develz.org). 05:28:25 <|amethyst> hm, perhaps I misunderstood how -tv:channel= works? 05:28:50 <|amethyst> !lg BlackSwan orc -tv 05:28:51 1. BlackSwan, XL9 DgCj, T:10459 requested for FooTV (telnet://termcast.develz.org or http://termcast.develz.org). 05:30:49 <|amethyst> !lm BlackSwan 05:30:49 40. [2013-07-04 04:58:47] BlackSwan the Slinger (L9 DgHu) killed Psyche on turn 7411. (D:9) 05:30:56 <|amethyst> !lm BlackSwan -log 05:30:57 BlackSwan, XL9 DgHu, T:7411 (milestone) has no matching game. 05:31:14 -!- Nexos is now known as Nexos_ 05:33:11 -!- ProzacElf has quit [Quit: Leaving] 05:33:35 -!- evilmike has joined ##crawl-dev 05:34:51 -!- adityarajbhatt has quit [Quit: WeeChat 0.4.1] 05:41:21 !messages 05:41:22 (1/2) lainiw said (14h 22m 18s ago): i tried to send someone a message on clan from the terminal, and got this error: "You fall into the water! You sink like a rock. 05:41:42 !messages 05:41:43 (1/1) lainiw said (14h 22m 10s ago): (Couldn't open kryft's spool file. Aborting.)" 05:41:54 haha, is that an error message built into webtiles, or are you just being an evil person 05:41:54 evilmike: You have 2 messages. Use !messages to read them. 05:42:23 -!- archaeo has quit [Quit: Page closed] 05:42:33 or I guess dgl in this case 05:43:17 <|amethyst> That's the message dgl gives when it can't open the player's mail spool 05:43:57 -!- nooodl has joined ##crawl-dev 05:44:46 <|amethyst> TZer0: /var/mail is the directory it wants to use (see CHROOT_MAILSPOOL in dgl-manage.conf, and the various uses in dgamelaunch.conf) 05:45:26 I was playing console too if that matters 05:45:30 <|amethyst> TZer0: I have: drwxrwsr-x 2 crawl crawl 16384 Jun 26 01:44 /home/crawl/DGL/var/mail/ 05:45:55 <|amethyst> probably 700 would be enough as long as it's owned by crawl 05:46:01 -!- bonghitz has quit [Remote host closed the connection] 05:46:36 Waterpls (L3 LOTm) ASSERT(themonst) in 'monster.cc' at line 5969 failed. (D:3) 05:46:46 Waterpls (L3 LOTm) ASSERT(themonst) in 'monster.cc' at line 5969 failed. (D:3) 05:46:52 Waterpls (L3 LOTm) ASSERT(themonst) in 'monster.cc' at line 5969 failed. (D:3) 05:46:56 <|amethyst> !lm Waterpls crash -log -3 05:46:57 3. Waterpls, XL6 DECK, T:4199 (milestone): http://dobrazupa.org/morgue/Waterpls/crash-Waterpls-20130610-125438.txt 05:46:59 <|amethyst> !lm Waterpls crash -log -2 05:46:59 4. Waterpls, XL3 LOTm, T:1920 (milestone): http://dobrazupa.org/morgue/Waterpls/crash-Waterpls-20130704-104635.txt 05:47:01 Waterpls (L3 LOTm) ASSERT(themonst) in 'monster.cc' at line 5969 failed. (D:3) 05:47:04 <|amethyst> !lm Waterpls crash -log 05:47:04 5. Waterpls, XL3 LOTm, T:1920 (milestone): http://dobrazupa.org/morgue/Waterpls/crash-Waterpls-20130704-104645.txt 05:47:51 <|amethyst> that's in monster::attempt_escape 05:48:06 <|amethyst> themonst is supposed to be the constrictor 05:49:55 <|amethyst> which I guess was a S2S ball python 05:52:03 -!- Voker57|2 has quit [Changing host] 05:52:04 -!- Voker57|2 is now known as Voker57 05:53:40 <|amethyst> nothing surprising in the core dump 05:54:06 <|amethyst> somehow the snake died without releasing constriction, or the constriction structures were out-of-sync before that 06:03:12 -!- st_ has quit [Read error: Connection reset by peer] 06:05:27 heh, what did grunt do now 06:12:32 surprisingly, just completely mundane stuff 06:13:00 maybe that bug report guy was upset because grunt isn't being insane enough 06:14:55 damn hammers are ruining the crawl experience 06:15:18 <|amethyst> gloom hammers 06:15:34 <|amethyst> and submerging supmoths 06:15:46 wasn't gloom removed already? 06:16:07 <|amethyst> was it? last I heard Jory's tower got more gloom 06:16:13 oh 06:16:27 evilmike: i suspect it's probably one specific person who still hasn't forgiven grunt for profane halls 06:16:32 but that is complete subjecture of course 06:16:55 I always hear stories about it 06:18:03 -!- DracoOmega has joined ##crawl-dev 06:18:32 apparently spell ids are only marshalled as a byte, and i just hit 256 spells :( <- This sounds rather ungood 06:22:05 I guess spell marshalling code needs a second change in as many days? ^^; 06:22:05 <|amethyst> it's easy enough to change with a tag 06:22:05 DracoOmega: i already wrote a patch to fix this one 06:22:05 is there any opinion on changing felids? 06:22:05 Changing them how? 06:22:05 I don't have any ideas, I just didn't think many people liked them 06:22:05 A number of people vocally DISlike them, but I don't think their overall popularity is actually that low 06:22:05 !lg * t s=-race 06:22:05 50350 games for * (t): 48x Green Draconian, 53x Mottled Draconian, 54x Pale Draconian, 58x Red Draconian, 59x White Draconian, 64x Purple Draconian, 68x Grey Draconian, 69x Black Draconian, 70x Yellow Draconian, 750x Halfling, 816x Ghoul, 876x Demigod, 912x Centaur, 914x Deep Dwarf, 1197x Sludge Elf, 1201x Felid, 1543x Draconian, 1547x Vampire, 1568x Troll, 1585x Human, 1625x Naga, 1741x Kobold, 1... 06:22:05 !lg * t s=-crace 06:22:05 50350 games for * (t): 750x Halfling, 816x Ghoul, 876x Demigod, 912x Centaur, 914x Deep Dwarf, 1197x Sludge Elf, 1201x Felid, 1547x Vampire, 1568x Troll, 1585x Human, 1625x Naga, 1741x Kobold, 1762x Merfolk, 1769x Ogre, 1959x High Elf, 1983x Tengu, 2086x Draconian, 2769x Mummy, 2785x Spriggan, 2786x Hill Orc, 3863x Demonspawn, 4336x Octopode, 4353x Deep Elf, 5167x Minotaur 06:22:05 Look at all those things people play less! :P 06:22:08 (That being said, I would be perfectly happy to see felids learn to use wands. They can already use most other evocables, and there are awkward situations with them being unable to use /digging at the very least) 06:23:31 03hhkb 07* 0.13-a0-2238-g280b783: Fixes help menu scrolling when at the first line 10(14 hours ago, 1 file, 3+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=280b7835a7bc 06:23:32 the people who play felids go through like 10 in an hour though 06:23:32 a lot of people dislike felids because of their extra life thing, I think 06:23:32 I've heard all kinds of different complaints besides that 06:23:32 personally I don't care too much. I dislike felids because of the item restrictions, it makes the game boring for me 06:23:32 That one I probably find more common 06:24:27 New branch created: summons-tweaks (7 commits) 06:24:30 03dolorous 07[summons-tweaks] * 0.13-a0-2148-g3ce946c: Make aboms from twisted resurrection heal from corpses, version 2. 10(3 months ago, 2 files, 21+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=3ce946c9a45c 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2149-g90f6f3a: Limit Twisted Resurrection to three abominations 10(5 days ago, 9 files, 102+ 17-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=90f6f3a32f2d 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2221-g5a779b1: Merge branch 'master' of gitorious.org:crawl/crawl into summons-tweaks 10(12 hours ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5a779b1199b5 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2240-g522fbc8: Merge branch 'master' of gitorious.org:crawl/crawl into summons-tweaks 10(8 hours ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=522fbc83e1c3 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2241-g5fafab8: New spell: Summon Tentacle 10(3 hours ago, 18 files, 265+ 15-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5fafab86bcc8 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2243-g9e91255: Merge branch 'master' of gitorious.org:crawl/crawl into summons-tweaks 10(3 hours ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9e91255e9e89 06:24:30 03mumra 07[summons-tweaks] * 0.13-a0-2244-gad1b86d: Marshall spell types as short instead of byte 10(3 hours ago, 2 files, 27+ 16-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ad1b86d04a80 06:24:32 what was the philosophy behind felids? am I remembering wrong, or were they intended as a beginner species? 06:25:00 buppy: just a really weird race, not really meant for beginners 06:25:16 ^ if anyone could look over that last commit to check i haven't done anything really stupid that would blow up save files i'd be grateful ;) 06:25:26 should probably pick that one into master 06:25:41 Well, the life thing buffers you against misplays, but they're so fragile that you also die frequently when no other race would have 06:26:04 yeah thats why extra lives dont bug me really 06:26:17 Probably that is the reason I personally dislike them most - because even if you play well, it's very hard to avoid getting blindsided relatively often 06:26:33 I don't think this is bad in terms of design, just that I don't favor it personally 06:27:07 Like, I don't actually mind them; that is just the aspect of them which I probably like least. The item thing actually doesn't really bother me for something to play on ocassion 06:27:46 mumra: Did you not make twisted rez into a single superabomination after all then? (Or just not YET?) 06:28:10 mmmmm super aboms. Is it actually fun in practice, then? 06:28:17 I also wonder how it works for monsters casting it now 06:28:24 DracoOmega: not yet no, those are just the same commits i pushed to another branch 06:28:54 but superabom does seem like a good idea 06:28:55 evilmike: Well, I had independently been thinking of making monster twisted rez 'cheat' even more than it currently does, a little while back, since it always seems pretty non-threatening 06:29:06 good idea 06:32:47 -!- blackflare has quit [Ping timeout: 256 seconds] 06:32:47 the problem with the monster version is that the crawling corpses charge the player once they're created 06:32:47 -!- SkaryMonk1 has joined ##crawl-dev 06:32:47 <|amethyst> yeah, I didn't really AI them up much 06:32:47 -!- SkaryMonk has quit [Ping timeout: 256 seconds] 06:32:47 i don't think that's the only problem 06:32:47 Yeah, I don't think that's the only problem, either 06:32:47 seems like they should surround the necromancer til they join 06:32:47 availability of corpses is probably a bigger problem 06:32:47 Even when they successfully merge, they're not really that scary 06:32:47 Since twisted rez needs more corpses than, say, animate dead, to actually function 06:32:47 superabom would help with that; and they could cheat by not requiring as much meat 06:32:47 Yeah 06:32:47 They already do cheat that way, but they could cheat even more 06:32:47 <|amethyst> "super"abom presumably being bigger than current ones? 06:32:47 <|amethyst> because the spell shouldn't suck compared to animate dead 06:32:47 mumra: So, player spells were marshalled as bytes, but monster spells as shorts? =/ 06:32:47 DracoOmega: don't ask :P 06:32:47 |amethyst: Well, yes. The idea is that instead of a legion of weak things, you get a single strong thing 06:32:47 mumra: I cringed a bit 06:32:47 DracoOmega: hehe 06:32:47 <|amethyst> DracoOmega: like tentacled monstrosity strong? 06:32:47 <|amethyst> (once sufficiently big, that is) 06:32:47 Nice ifdefing a function parameter, too 06:35:22 |amethyst: Maybe? I have no idea what is specifically reasonable here 06:35:22 It depends on how many corpses it takes to keep the thing powered 06:35:22 (Since it also doesn't heal without new corpses) 06:35:22 DracoOmega: it looked like a byte->short change had been kind of partially prepared for, with the assumption that this wouldn't happen til version bump (and missing several cases anyway) 06:35:22 i figure if you get enough corpses, and maybe depending on the highest HD corpse you've gotten or something, the super abom should be obscene 06:35:22 Yeah, I think it's fine to make it really strong 06:35:22 Since it takes work to get an maintain 06:35:22 And cannot be easily replaced 06:35:22 no constriction, but better attacks than a tmons otherwise 06:35:22 And that would make it extremely distinct from animate dead, which the present version mostly isn't 06:35:22 <|amethyst> just make it an N-headed chimera 06:35:22 <|amethyst> one per corpse :) 06:35:22 Oh dear 06:35:22 speaking of chimera, FR this monster: http://www.youtube.com/watch?v=1Dkq6Lp8_gg 06:35:33 Cherry-picked 1 commit into stone_soup-0.12 06:36:09 -!- Pacra has joined ##crawl-dev 06:38:17 -!- ctair has joined ##crawl-dev 06:40:54 -!- Pacra has quit [Ping timeout: 264 seconds] 06:40:58 On a more controversial note, something I have been mulling over for a little while now 06:41:08 I have been pondering the possibility of downscaling the xp from later-game monsters somewhat and/or raising xp requirements for higher levels. 06:41:11 Over the last number of versions, the amount of xp available in a 3-rune game has increased by something like 35%, which is quite significant. And it's difficult to make some places reasonably challenging the more easily players are able to overlevel for them. 06:41:41 my (possibly very misinformed) intuition is that raising xp requirements would be easier 06:41:56 A bunch of this is from lategame vaults, though not all of it. But I think high level vaults are themselves too fun to want to trim, so I think it might be good to do this from the other end 06:42:02 ooh, an everythingnerf 06:42:12 <|amethyst> maybe the XP cap from monsters could be increased 06:42:17 Late D alone has gained like 200k exp in the last couple versions 06:42:19 35% s a lot, I would have guessed that's because more vaults placing in late D 06:42:33 <|amethyst> alongside increasing XP requirements I mean 06:42:35 -!- Johnny is now known as Guest1203 06:42:37 -!- dcss77775 has quit [Read error: Connection reset by peer] 06:42:40 But nearly every branch has gained some 06:42:47 (I have been running stats and experimenting with formulas and such) 06:42:53 cool 06:43:00 <|amethyst> since AIUI the monsters that hit those limits are mostly extended 06:43:15 What limits are you talking about? The 15k per monster limit? 06:43:28 i think its a good goal to adjust the curve to fit the current state of the game, the last time it was balanced, the xp distribution was different 06:43:31 The only things that hit that are like Cerebov and co, and almost entirely irrelevant to this 06:43:48 <|amethyst> DracoOmega: yeah... it's kind of weird that cerebov gives you 1.5 OOF worth of XP 06:43:59 Why? He's harder than 1.5 OOFs, even 06:44:12 <|amethyst> 1.3 I mean 06:44:17 <|amethyst> DracoOmega: that's what I mean 06:44:18 i dont think we need that 15k cap anyway 06:44:22 <|amethyst> DracoOmega: he should give more than 15K 06:44:24 Oh 06:44:28 I thought you said to LOWER the cap 06:44:37 Possibly the cap is unneeded, sure 06:45:17 changing monster xp values might be difficult anyway, unless you want to affect the balance for the whole game 06:45:40 Well, the xp formula already gives diminishing xp for monsters based on their raw xp value 06:45:47 oh 06:45:48 This can be made a bit more diminishing (I already tested this) 06:46:00 Which proportionally affects lategame encounters more, automatically 06:46:06 yeah thats good 06:46:30 Like, I don't have specific desired numbers yet, but I have experimented with most of the parts needed to do this 06:46:42 <|amethyst> Does level XP versus skill XP need to be tuned at the high end? 06:46:55 It would need to be tuned at any point level xp is adjusted, yes 06:46:57 <|amethyst> since levels are irrelevant past a 3-rune game 06:47:10 Ironically, making levels take more xp makes skills train faster 06:47:15 Unless you adjust them too 06:47:24 Since you spend more time at the levels where skill points are cheaper, meaning more skill points in total 06:47:32 -!- vadatajs has quit [Remote host closed the connection] 06:47:38 (I ran a bunch of simulations) 06:47:44 <|amethyst> hm, yeah 06:47:47 I thought that only mattered early on? 06:47:53 Or is it still that significant at high levels 06:48:06 I think they stop getting more expensive at like xl 22 or something 06:48:18 Let me check 06:48:20 interesting, thought it was way lower 06:49:04 Actually, I think it might be nice to shift the cost from being quite so front-loaded, too. Like, I don't mean to affect the really early game balance at all, but there's a really noticable cutoff around 15-ish or something, where skill training seems to get suddenly much slower 06:49:10 <|amethyst> Is there a need to change anything below XL 22? 06:49:14 Possibly you have noticed this while playing, too? 06:49:23 it was a lot worse in older versions 06:49:31 Possibly, yes 06:49:42 where after a certain skill level (was 15ish) every level past that cost the same amount 06:49:44 or something like that 06:49:47 It might be nice to smooth that out a touch too, if only for how it feels 06:49:55 I don't mean for the skills themselves 06:49:57 I mean skill point costs 06:50:36 Okay, it looks like skill point costs stop rising at xl 23, actually 06:51:03 Though they don't rise a whole lot for the couple levels before that, either 06:52:00 But, say, at the moment a skill point at xl 15 costs about twice the xp of one at xl 13 06:52:14 I don't mind the way it works right now anyway. Low levels definitely are MUCH cheaper, but you tend to raise skills to extreme levels for high level spells and huge weapons. makes sense to encourage specialization for stuff like that 06:52:35 Again, I'm not meaning levels within a specific skill itself 06:52:40 Perhaps I am being slightly unclear here 06:52:49 I am fine with that 06:53:00 Oh, I see, you said skill points 06:53:20 yeah that's an internal thing crawl uses, right. 06:53:25 Yeah, the rate of training EVERYTHING slows down dramatically with your xl, and this happens pretty sharply around the end of Lairish 06:53:38 Or a bit after 06:53:56 So it actually depends on your XL and not your total XP gained?? 06:54:02 Total xp gained, sorry 06:54:05 ok good 06:54:06 Draining doesn't matter 06:54:09 <|amethyst> !tell bh I know gargoyle wall-swimming has been proposed, but I don't know that we could get that working in a non-broken way by 0.13... Would a reasonable substitute for now be clinging + increased stealth and/or EV while next to a wall? 06:54:11 |amethyst: OK, I'll let bh know. 06:54:12 Xp apt doesn't matter, either 06:54:13 iirc there actually was an exploit aaaaages ago where you could self-drain 06:54:21 Yeah 06:54:58 But like, at xl 13 (for a -0.5 xp apt race, which doesn't exist :P) a skill point costs 56 xp 06:55:03 At xl 15, it costs 100 xp 06:55:40 Though this is a totally seperate point to curbing lateergame xp gain, of course 06:56:13 and I suppose the biggest effect would be on the bit of D between Lair and Vaults, and also the orc mines except for some high level orcs 06:56:14 But it has always sort of felt like you gain skills at a fairly rapid pace, and then suddenly slow to a crawl around midgame 06:56:29 And probably theoretically it would be nicer to smooth this out a little 06:56:56 i imagine you'd need to take a good look at early monster xp values 06:57:03 <|amethyst> (for those who are following along at home, see calc_skill_cost() in skills.cc) 06:57:10 a lot of them are TINY 06:57:13 Of course, I'd like to do this without making earlygame notable harder than it is, since that is fine like that :P 06:57:51 do you think theres a particular part of the midgame that feels slowest? 06:58:04 personally i think post-lair but before vaults feels the most like this 06:58:08 Yes, same 06:58:10 things pick up once you start getting to high level monsters 06:58:19 <|amethyst> what XL range is that? 06:58:26 but i think part of this is also because, immediately after lair, you kind of "downgrade" back to the mid-D monsters 06:58:31 |amethyst: Maybe ~14-18? 06:58:32 -!- Guest1203 has quit [Quit: Page closed] 06:58:35 many of them which you fought before entering lair 06:59:08 so, on top of the skill point cost going up, the monster XP values don't catch up to you until a bit later 06:59:08 evilmike: I do wonder though, as I was saying, whether this could be improved by slowing skill gain a touch for late Lair, and raising it a little afterward, so that the decline wasn't so sharp 06:59:18 it might 06:59:30 I can't do more than guess though 06:59:38 Making the mid D monsters more rewarding, and making them also a little stronger in relative terms 06:59:49 And yeah, this is hard stuff to know for sure without a lot of playtesting 07:00:21 <|amethyst> currently: 28 (11), 40, 56, 76 (14), 100, 130, 165, 195 (18), 215, 230, 240, 248 (23), 250 07:01:03 -!- bonghitz has quit [Ping timeout: 252 seconds] 07:02:44 <|amethyst> (err, 248 is 22) 07:03:18 In any event, shall I interpret the climate as being generally favorable to trying this? :) 07:04:07 <|amethyst> could be something like 28 (11), 38, 40, 54 (14), 70, 88, 108, 130 (18), 150, 170, 190, 210 (22), 220, 240, 260, 280, 300 (27) 07:04:54 Perhaps. I'd want to run some numbers against the level xp values to see how that comes out to total skill points by xl 27, though, since it's actually hard to predict at a glance 07:05:14 <|amethyst> yeah, you'd want a concommittant adjustment to the levels 07:05:28 -!- Nexos_ has quit [Ping timeout: 276 seconds] 07:05:51 Since I recall my first attempt to slow things down actually made them faster, so... :P 07:06:46 i would throw in: making later D layouts a bit smaller (kind of planned anyway) with less monsters - fewer but more meaningful encounters 07:06:52 -!- rossi has quit [Quit: WeeChat 0.4.1] 07:07:27 'More meaningful' might imply a few more notable end-tier threats, since I think a lot of late D vaults are as meaningful as you can otherwise get 07:07:36 I am a little wary of making things smaller though 07:07:45 <|amethyst> As for post-lair boringness... 07:07:58 <|amethyst> would moving some of the portal vault spawn locations out of lair help that? 07:08:12 I don't think so, actually 07:08:42 Since that means less fun for Lair, but also stuff like ice caves and such are at their best (in my opinion) if you run into them just a little bit more early than you'd prefer 07:09:13 <|amethyst> and more portal vaults just means more content/XP creep 07:09:21 <|amethyst> s/more/new/ 07:09:42 Not necessarily a huge lot, depending on what is in them 07:10:26 But moreover, I've been increasingly inclined to think that reducing xp gain in some fashion is a better solution than avoiding using hard and challenging encounters in as many places. (Why I brought this up in the first place) 07:11:21 Since I had been using weaker stuff in Forest/Crypt somewhat to dilute things, but this often results in a lot of the levels that are just really easy and kind of pointless, and it feels bad to have to hold back strong stuff for fears of being too generous with xp because of them 07:11:23 -!- sacje has quit [Quit: sacje] 07:11:58 <|amethyst> yeah 07:12:42 <|amethyst> needs care not to make things too much more difficult for three-rune players 07:13:00 <|amethyst> or at least, not to do so intentionally 07:13:03 Well, there are points in a 3-rune game that can easily stand to be harder and probably SHOULD be harder 07:13:08 And there are points that should not 07:13:51 <|amethyst> I mean, if you can't get past level 22 without doing "extra" content, that could be an issue 07:14:15 What do you mean by extra here? 07:14:19 Places like Elf? 07:14:32 <|amethyst> if you can because you're getting more XP in your three-rune branches too, that's fine 07:15:02 Yeah, it could also be nice to shift some more of the xp to Lair rune branches and such. Some of them at the moment are fairly underwhelming outside their rune vaults 07:15:13 <|amethyst> maybe not elf, but slime, hell/pan/abyss/tomb, blade, maybe forest/crypt 07:15:37 And those branch deadliness stats I compiled the other week show how dramatically the danger in those places cuts off past a fairly modest xl 07:16:26 Well, certainly I wouldn't mean to push players to do Hellpan and such if they only meant to 3-rune 07:16:35 That's not the intent 07:16:54 And I'm actually not that concerned about the xp gain in extended itself, either 07:17:07 <|amethyst> I mean, even pushing them to do forest/crypt is lengthening the "minimum" game somewhat 07:17:10 One nice thing about extended is that it has a lot of threats that are scary no matter WHAT your power level is 07:17:35 |amethyst: I have the distinct impression that the majority of people who skip places like Crypt/Forest are people confident enough not to care about the xp anyway 07:18:30 -!- Pacra has joined ##crawl-dev 07:18:33 <|amethyst> DracoOmega: perhaps.... I'm representing the players like myself who can barely win as it is and don't want to make it even harder by having more places we might bie :) 07:18:39 <|amethyst> s/bie/die/ 07:18:41 Heh 07:18:48 Yes, I don't mean to sideline such altogether 07:19:06 But I think even if a player is poor, there is still a noticable lull in that stretch of the game 07:19:19 <|amethyst> yeah 07:19:30 Where you are unlikely to die even with poor/no tactics, except against a few specifically high-tier threats 07:19:49 (I have done a great deal of spectating all kinds of players in Crypt/Forest and such over the last number of weeks) 07:20:41 <|amethyst> I guess even in my first game with a rune (which was my first win) I cleared slime down to 5 for the XP 07:20:47 i would throw in: making later D layouts a bit smaller (kind of planned anyway) with less monsters - fewer but more meaningful encounters 07:20:52 this comes up from time to time, i still don't like it 07:21:13 |amethyst: Yeah, I think clearing more and more stuff for xp and loot is something done proportionally more by worse players, who want that safety buffer 07:21:25 |amethyst: So I actually don't think changes will affect the game length of those least confident, much 07:21:36 if you want to make levels smaller, i'd suggest looking at Pan layouts, but actually keep the monster count the same. 07:21:48 Yeah, Pan is one of the few places I can get behind smaller levels 07:22:01 (Also there is those Pan changes I had been thinking about....) 07:22:58 evilmike: fair enough; i like it personally because it'd just be cutting out popcorn monsters and exploration which you've done more than enough of by that stage 07:23:06 (and there would still be large encompass vaults) 07:23:06 i find that "meaningful encounter" in crawl tends to involve a large number of monsters, or a high density 07:23:09 but yeah, certainly for Pan 07:23:18 evilmike: I don't know if you'd heard any of those, when the discussion of moving the demonic rune to Crypt/Forest came up? 07:23:20 dcss actually went a long way to cutting popcorn in late D already, it used to spawn low level monsters 1/3 of the time 07:23:36 Yeah, I remember random hobgoblins on D:27 07:24:06 <|amethyst> L9 Summoning/Translocation: Unleash Pandemonium. Creates a portal to Pan and 1d2 pandemonium lords, with friendliness chance depending on the number of runes you have. 07:24:09 evilmike: Well, by 'moving', I mean 'axing, and replacing with one elsewhere' 07:24:09 but i find the DCSS is designed well for large-scale fights with tough enemies, and that kind of thing is usually more fun than fighting single hard uniques with tons of hp. that can be fun too, but it can feel like a gear-check sometimes 07:24:12 -!- guest_____ has quit [Quit: Page closed] 07:24:14 evilmike: making the levels smaller could increase the density of monsters without increasing XP of course 07:24:23 <|amethyst> (doesn't work in pan) 07:24:27 tome4 tends to do "small fights with extremely tough monsters" a lot btw, it feels like BS sometimes 07:24:34 evilmike: Yeah, I agree. Having multiple moving parts to an encounter, doing different things, affects tactical positioning and such way more than a single really tough thing 07:24:58 |amethyst: Are they unfriendly if you stole their runess? :) 07:25:14 DracoOmega: i am fine with moving the demonic rune, but i'm going to assume the idea also means putting pan portals mostly in the pan lord vaults 07:25:19 which seems good to me 07:25:23 evilmike: Yes, it was 07:25:43 <|amethyst> kryft: not the unique pan lords :P 07:25:46 Make Pan shorter, and force you to actually enter some of those vaults, since without the demonic rune the random Pan lords would be just something to ignore 07:26:17 <|amethyst> put the down-portals where the rune currently goes 07:26:26 Yeah 07:26:35 L9 Dial Gloorx 07:26:39 With, maybe a 20-30-ish% chance for one outside the rune vault 07:26:44 So that it isn't ALWAYS inside 07:26:53 Well, not always ONLY inside, rather 07:27:07 -!- _D_ has quit [Quit: leaving] 07:27:11 Hellion Island clearly loses its status as the level's rune vault, though :P 07:27:56 i think you might want to make the rune levels more common too 07:28:42 right now, the frequency they show up at is based on the expectation that you're just diving most of the time 07:28:48 rather than fighting through most levels 07:28:53 Yeah, most definitely 07:29:04 A couple levels on average between the big ones, probably 07:29:16 Certainly not a long extended number - no need to make it feel like a slog 07:29:32 they way it works now it starts at around 2% and gradually increases to 50% depending on the number of levels you've visited 07:34:18 -!- leStahL has quit [Remote host closed the connection] 07:34:23 -!- radinms has quit [Ping timeout: 240 seconds] 07:36:16 Well, if Pan was to be finite with this change, I had thought of, say, selecting a random length at game start and shuffling the major levels among it. Though possibly that wouldn't have that large an effect on the surface, though it WOULD prevent the unlikely chance of it going on forever 07:37:35 I kind of wonder what the record is for longest pan visit (counting up to the 5th rune) is in recent versions. dont think its possible to check this 07:37:50 you'd need to check which pan level the player got the 5th pan rune on 07:37:58 Well, it is saved in the log 07:38:02 or maybe 4th unique rune 07:38:05 Says how many levels you visited 07:38:11 But I don't think you can ask sequell this 07:38:26 Oh, did you mean on a single stretch? 07:38:34 I don't think THAT is preserved anywhere 07:38:47 no i just mean how many levels you visited in that game, until getting all the unique runes 07:39:13 Well, the demonic one can go on a bloody long time if it feels like it 07:39:36 not that it matters much to use sequell, you could just caclulate the probability of certain lengths 07:39:37 I am pretty sure no one enjoys exploring their 20th full floor looking for a rune that won't spawn :) 07:39:45 i'm just curious if anyone in particular has been amusingly unlucky 07:39:50 Yeah, heh 07:52:03 -!- PsiRedEye22 has quit [Ping timeout: 250 seconds] 08:04:37 -!- darkflagrance has quit [Ping timeout: 250 seconds] 08:05:24 -!- thrash_7 has quit [Ping timeout: 246 seconds] 08:07:30 -!- Pacra has quit [Quit: Pacra] 08:14:48 -!- dagonfive has quit [Read error: Connection reset by peer] 08:16:31 -!- tcjsavannah has quit [Quit: tcjsavannah] 08:18:07 -!- MarvinPA has joined ##crawl-dev 08:20:16 -!- Nightbeer has quit [Read error: Connection reset by peer] 08:20:58 -!- heteroy has quit [Ping timeout: 245 seconds] 08:22:07 -!- Nexos_ has quit [Ping timeout: 264 seconds] 08:22:21 -!- Vizer_ has quit [Quit: bye] 08:22:41 mumra: Incidentally, I did look over that spell marshalling code commit a couple times and it LOOKS okay to me, but I couldn't say with 100% confidence I'm not overlooking something too :P 08:25:21 DracoOmega: cool, thanks. it definitely didn't seem to break anything, and i guess with a minor tag there nothing can go horribly unrecoverably wrong ;) 08:26:34 if anyone intends on adding any new spells any time soon we'll need the conversion 08:26:43 Save/load code always makes me slightly nervous since it's a little fiddly and minor errors can creep in 08:26:46 -!- Rebthor has joined ##crawl-dev 08:27:01 yeah it's kinda scary 08:27:19 is this how gloom is supposed to work - I am in gloom, I can see things that are out of gloom/ 08:27:46 %dump 08:27:46 http://dobrazupa.org/morgue/rebthor/rebthor.txt 08:28:17 -!- scummos has quit [Quit: Lost terminal] 08:30:00 -!- SkaryMonk has joined ##crawl-dev 08:31:16 -!- SkaryMonk1 has quit [Ping timeout: 276 seconds] 08:33:46 -!- ackack has quit [Ping timeout: 246 seconds] 08:36:46 gloom just reduces your LOS 08:39:30 -!- st_ has joined ##crawl-dev 08:40:20 Is gloom actually different than fog, except more durable and spreading? 08:44:39 -!- mnoqy has joined ##crawl-dev 08:44:43 <|amethyst> it is cancelled by Sunlight 08:44:53 Haha, aside from that? 08:45:06 Mu_: but I can see outside of gloom 08:45:10 that's what I'm saying 08:45:10 <|amethyst> doesn't look like it 08:45:19 Rebthor: Well yes, it's basically fog 08:52:03 -!- orionstein_away is now known as orionstein 08:55:47 i like infinite pan 08:56:23 sometimes its fun to just see how many zigs you can beat and stuff like that 08:56:34 Well, I like infinite Zigs 08:56:34 it would be bad to lose that possibility imo 08:56:36 Not so much infinite Pan 08:56:47 not having to scum for zigs would also be nice 08:56:52 But there were proposals to just give you an item to spawn another Zig portal if you clear the last floor of your old zig 08:57:04 And also a prosal to guarentee one zig in late D 08:57:07 thats a decent idea regardless, zig scumming sucks 08:57:11 one idea that came up was putting an item that lets you create a zig portal into zig:27 08:57:18 and by that i mean scumming for zig entries, not scumming zigs themselves 08:57:23 but then you would still have to get gold 08:57:23 Yeah 08:57:32 -!- blackcustard has joined ##crawl-dev 08:57:40 and for gold, panscumming is needed :( 08:57:54 I have to have to wonder if the gold is even necessary at that point. Like, if you can clear a Zig, you can do anything anyway 08:58:01 So the only real limitation is player time 08:58:03 pretty much, yes 08:58:17 And something that you can definitely absolutely do, but which takes a lot of time to do, is kind of bad 08:58:43 if it was free and guaranteed in late D, it's basically adding a new dungeon branch in the same vein as elf. optional but you get good loot 08:58:53 and early zig is usually easy 08:59:01 Well, I didn't mean the FIRST one was free 08:59:05 ah 08:59:12 But that the item at the end of it would let you enter a new one for free 08:59:18 Since by then you have already demonstrated that you can loot Zig:27 08:59:28 -!- rossi has quit [Quit: WeeChat 0.4.1] 08:59:31 And at that point, I figure we can just as well let that character do whatever it wants :P 09:01:02 Since I think it would be a sad thing to prevent characters that want to do infinite zigs from attempting infinite zigs 09:01:23 It's not really a balance consideration at all, as far as I'm concerned, since you are already clearing zigs and can therefore break anything else in the game in half 09:02:08 i wonder if the price of the guaranteed one should have a narrower range 09:02:18 it can vary a lot 09:02:27 Yeah, might be a sensible idea 09:02:50 I don't know what the highest is, I've seen 5000 before 09:02:59 -!- absolutego has quit [Quit: leaving] 09:02:59 It can get over 10k, I think 09:05:29 -!- Bloax has joined ##crawl-dev 09:05:51 it's either just under or just over 10k but i forget which 09:06:23 i got a 9.5k one a while ago in my current game 09:07:09 -!- santiago has joined ##crawl-dev 09:08:27 -!- agentgt has quit [Quit: WeeChat 0.3.5] 09:09:33 oh it's even more than that actually, 14k 09:10:29 14k is a bit silly 09:10:51 I actually think it's a bit odd that loot quality is linked to this, too. It's behavior I don't think people would expect, either 09:11:21 quality isn't affected, just quantity 09:11:30 but yeah, still weird 09:11:43 Ah. Well, still boils down to 'better loot' since you have more shots at good stuff 09:11:52 But enemy difficulty isn't affected, either 09:12:54 So probably I would think that with this new zig proposal, it would make sense to narrow the price range and detach loot quantity from it altogether 09:19:48 -!- MaxFrost has quit [Client Quit] 09:20:12 theres a guy on the tavern who wants to rewrite zig code in c++ according to some old wiki proposal 09:20:57 if it makes it easier to understand/modify that might be good. if it's just change for the sake of change, i'm against it. the overall design for zigs is good already 09:20:59 I saw the thread. I am not sure how specifically useful this would be, but certainly make zig code CLEARER would be good 09:21:00 grandiloquent gentleman or something, i think he already wrote patches that were accepted 09:21:13 Since zig code at the moment is rather unintuitive 09:21:25 And even making small adjustments to some things is kind of hard 09:21:40 (My lua is bad, but I am told this sentiment is shared even by people who are more comfortable with the language) 09:22:33 most dungeony stuff is done in lua, im not sure porting the ziggy part of it to c++ is a good idea 09:22:45 -!- thrash_7 has quit [Quit: thrash_7] 09:23:39 the problem, aside from being difficult to understand, is that if you make a mistake, LUA in crawl is way harder to debug 09:23:45 Tons of dungony stuff is done in C++ 09:23:59 A lot more of it NOW is done in lua, though 09:24:10 Since just about all the new layouts are lua-based 09:24:32 oh, i didnt know the older ones werent 09:24:46 Well, and the underlying stuff that ties it all together is in C++ too 09:24:56 Like parsing vault definitions and constructing stuff out of them 09:25:19 anyway, what i was trying to say is, if told what to do this person on the tavern might do some very useful things! 09:25:21 it doesn't matter so much what the language is anyway, it would just be nice if it was easier to do things like add a new monster theme 09:25:22 Even if it passes control of this to lua at lots of points 09:25:36 adding a new monster theme is pretty easy 09:25:40 evilmike: Yeah, the zig lua's problem isn't that it's in lua. It's that it isn't very intuitively organized, I think 09:25:46 you go to the part in ziggurat.lua with the monsters, and add it 09:25:50 Adding a monster theme is one of the things that actually IS fairly easy 09:26:14 oh, well, the last time I looked at it was more than a year ago, I guess it's easier than I remembered 09:26:20 its neat that it doesnt require compiling 09:26:38 testing zigs is still super annoying though 09:26:47 evilmike: HangedMan made a bunch of changes to a number of monster sets a couple months back or whatever 09:26:55 ah. well, if he can do it... 09:27:00 Haha 09:27:02 Poor HangedMan 09:27:25 a proper forest set with some trees would probably be cool 09:27:35 And some water, likely 09:28:10 That kind of thing might be hard to do currently. At the very least, *I* wouldn't know how to do it 09:29:34 look at how slime floors do it? 09:30:10 i guess it may be a bit complicated, but i havent checked 09:30:36 My immediate reaction on this front would be to pester mumra, I think :P 09:30:45 always a good idea 09:31:18 We each have our parts of the codebase we understand better :) 09:35:59 -!- Aryth has quit [Ping timeout: 246 seconds] 09:45:58 Unless someone has something better, here's a little placeholder: https://dl.dropboxusercontent.com/u/63152810/SpiderBag.png 09:45:59 -!- dcss59 has quit [Read error: Connection reset by peer] 09:45:59 It looks like a sack, but not particularly of spiders 09:45:59 -!- Cheibriados has quit [Ping timeout: 256 seconds] 09:47:09 -!- Cheibriados has joined ##crawl-dev 09:47:09 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 09:47:11 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 09:48:33 Well, I am not saying it is a bad placeholder, as such. But I would ultimately think the icon better if it looks more evocative of spiders. A web pattern on it, even 09:57:57 -!- Rebthor has quit [Ping timeout: 256 seconds] 09:57:57 -!- Cheibriados has quit [Ping timeout: 246 seconds] 09:59:07 -!- Cheibriados has joined ##crawl-dev 09:59:07 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 09:59:08 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 10:00:17 -!- SkaryMonk has left ##crawl-dev 10:02:41 Perhaps I should better-label some of these spreadsheets so that even I don't lose track of what some of these numbers are supposed to mean? :P 10:08:18 That sounds like a very good idea. 10:08:18 -!- Poncheis has quit [Ping timeout: 264 seconds] 10:08:18 -!- Cheibriados has quit [Ping timeout: 264 seconds] 10:09:32 -!- Cheibriados has joined ##crawl-dev 10:09:32 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 10:09:34 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 10:09:54 -!- Nakatomy has quit [Ping timeout: 256 seconds] 10:13:10 -!- crab_ has quit [Quit: Page closed] 10:16:48 wasn't that the one everyone complained about 10:16:48 Some people complained about not being able to be 100% immune to trap, yes 10:16:48 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 10:16:48 With a minor investment 10:22:56 03galehar 07* 0.13-a0-2239-g315986e: Purge some obsolete transifex config. 10(50 minutes ago, 2 files, 1+ 18-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=315986e51ba1 10:23:55 -!- oberstein has quit [Ping timeout: 264 seconds] 10:25:40 -!- stabwound has quit [Ping timeout: 276 seconds] 10:27:20 -!- Rebthor has joined ##crawl-dev 10:29:18 -!- Alexor has quit [] 10:30:00 -!- mnoqy has quit [Quit: hello] 10:31:58 -!- stabwound has joined ##crawl-dev 10:35:19 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 10:42:23 imo not enough things are removed in 0.13, someone should remove mechanical traps and the traps skill 10:43:21 elliott? 10:43:39 -!- hart__ has quit [Ping timeout: 260 seconds] 10:44:01 are you sure you're allowed to remove things in 0.13 10:45:58 -!- the_glow has quit [Ping timeout: 245 seconds] 10:46:23 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 10:46:45 ? 10:47:08 im not, but im sure someone who is would gladly commit it 10:47:31 Somehow I feel the subtext was lost here :P 10:47:36 yes 10:47:51 DasRunzen (L8 DjFE) ERROR in 'abyss.cc' at line 1251: ASSERT failed: grd(*ri) of 0 out of range DNGN_UNSEEN + 1 (1) .. NUM_FEATURES (134) (Abyss:1) 10:47:55 DracoOmega: btw, where are those lethality statthings? 10:48:29 I just have a smattering of them in spreadsheets on my computer. They were mostly calculated by looking at deaths in branches versus enter/end milestones in the same version 10:48:45 ah 10:49:06 would be neat to have them somewhere online 10:49:20 Though apparently what I said the other day about Lamia probably wasn't correct, since Snake was ALREADY distinctly the most likely to kill people of any Lair rune branch 10:49:25 I suppose people are bad at handling constriction 10:49:59 So sure, she kills a lot of people, but statistically it seems plausibly many of those people would have died to something else there anyway :P 10:50:17 -!- oberstein has joined ##crawl-dev 10:51:59 -!- ussdefiant has joined ##crawl-dev 10:52:04 ime snake is pretty easy, except greater nagas 10:52:33 -!- rossi has quit [Ping timeout: 248 seconds] 10:52:46 !lg * place=snake s=ckiller 10:52:47 5843 games for * (place=snake): 1440x a greater naga, 691x a naga warrior, 316x an anaconda, 284x a grey snake, 283x a naga, 246x a naga mage, 166x a black mamba, 162x Lamia, 131x Nikola, 124x Boris, 100x Frederick, 98x pois, 95x Saint Roka, 91x Aizul, 84x a player ghost, 84x Margery, 80x a black snake, 72x Xtahua, 70x Agnes, 64x Wiglaf, 62x Mennas, 59x Norris, 58x a guardian serpent, 58x Rupert, ... 10:52:53 this confirms my suspicion 10:53:04 really not sure how snake could possibly be the most dangerous lair branch, yes 10:53:22 because it has dangerous enemies with ranged attacks 10:53:26 i would have expected spider, because its a hellhole 10:53:29 elliott: I am only quoting statistics! 10:53:44 Certainly it would not be my impression of relative difficulty 10:54:03 oh 10:54:06 But lots of things which are relatively easier if you know what you're doing can still kill more people who deal with them poorly 10:54:06 !lg * place=snake recent s=ckiller 10:54:07 1275 games for * (place=snake recent): 277x a naga warrior, 274x a greater naga, 162x Lamia, 72x a naga, 66x an anaconda, 44x a black mamba, 37x Nikola, 36x a naga mage, 20x Aizul, 17x Saint Roka, 17x Wiglaf, 16x an illusion of Mara, 16x a guardian serpent, 15x a player illusion, 14x a player ghost, 14x Boris, 13x Norris, 12x Jorgrun, 11x Mennas, 10x a salamander, 10x Mara, 9x quitting, 9x Rupert,... 10:54:24 and thats ckiller, not ikiller 10:55:18 Napkin: the thingy CDO uses to pull git through seems to be stuck 10:55:19 kilobyte: You have 2 messages. Use !messages to read them. 10:55:19 I could compare with pre-constriction Snake, but I wouldn't be surprised at all if the death numbers jumped a lot at that point 10:55:52 snake can be pretty nasty nowadays 10:55:55 yeah, constriction is somewhat easy to underestimate 10:56:02 and poison arrow is still as nasty as ever 10:56:19 pre-constriction snake itself had two major versions. one wasn't too bad. the other was pre-poison arrow nerf 10:56:24 which was the deadliest 10:56:57 poison arrow nerf? 10:57:09 what kind was it, damage, or resistability? 10:57:26 before, only real threats were poison arrow (and even then only from greaters) and possibly getting teleported into the Snake:5 vault. Possibly anacondas for most squishy chars, but even that was defining "threat" loosely. 10:57:45 poison arrow used to be 75% unresistable, or around that 10:58:06 neat 10:58:09 combined with huge range (although for the longest time, all spells had full range) and it was way scarier than it is now 10:59:41 btw, lamia nerf? a weaker band might already do a lot 11:00:08 and maybe a bit less HD 11:00:23 To be honest, I'm not even sure she needs the band 11:00:38 Sure, she's the 'queen', but it's not like there's a shortage of naga everywhere else around her anyway 11:00:41 I can't really say much about Lamia myself since I tore through snake all the times I've been there lately. 11:00:44 making it not have greater nagas would be a step in the right direction 11:00:57 But I can imagine it being annoying to have two greater nagas there in addition to her. 11:01:00 I agree that she doesn't need a band 11:01:27 Well currently she's the Saint Roka of Snake. 11:01:35 Well, Roka spawns lots of places there are no other orcs 11:01:35 Except instead of knights she has warlords. 11:01:39 except scarier than roka 11:01:42 Lamia doesn't spawn anywhere that there are not naga 11:01:55 well, she also has massive HP, melee damage, spell damage, mesmerize, and is immune to enchantments 11:01:58 Probably if she spawned OUTSIDE of Snake the band would be more thematically integral 11:02:13 alefury: Most lategame uniques have enough MR to be BASICALLY immune to enchantments 11:02:17 "lamia band" wins with "khufu band" 1/3 of the time 11:02:21 nerfing lamia sounds really easy since all the numbers are maxed out you can just decrease any one 11:02:32 and compare their depths 11:03:37 DracoOmega: meh, agony still works 11:03:56 Hmmm... might be one of the few exceptions 11:04:03 With its massive power multiplier (x4!) 11:04:19 well, it works on some 11:04:31 wiglaf, for example, who only has 112 MR 11:04:40 113 11:04:53 if you have high power 11:05:01 i've always disliked monster MR for this reason, some stuff just seems like it's too good at it. i understand this stops confusion and EH from being too overpowered, but its still disappointing 11:05:24 imo mr in general doesnt work well 11:05:40 it works better for players, and better for monsters at the lower range 11:06:03 my complaint is for the high range for monsters, since MR is all or nothing, it falls too far on the side of "nothing" to be fun to me 11:06:17 evilmike: The MR formula has a lot of things about it that are really unpleasant when you look at it closely (as I did a little while back) 11:06:24 Unless you have a lot of evocations a big chunk of your wands become worthless post lair. 11:06:31 Which is kind of annoying. 11:06:34 for players, I don't mind though, because it stops banishment and paralysis from making the game unplayable 11:06:37 imo it would work much better if it also helped reduce the duration, but couldnt make you (or monsters) completely immune 11:06:44 evilmike: It is nearly impossible to threaten some later-game players with anything resistable at all, due to how sharply success drops off after a point 11:06:58 evilmike: And a single ring of MR is about an extra 80% resistance in some situations 11:07:00 -!- Nakat0my has quit [Quit: Verlassend] 11:07:02 I've never looked at it myself 11:07:05 but that's interesting to hear 11:07:11 Bloax: how is that different from wands of flame/frost which are useless from the Lair's entrance? 11:07:29 I just know from intuition, certain monsters are effectively magic immune except for agony 11:07:46 It's different because wands of flame/frost are very weak wands. 11:07:50 I mean I've actually gotten spells of in unlikely cases, but its a waste o fmp 11:08:02 evilmike: It came up when I was trying to balance some hex-using encounters for Forest, and found that it was basically impossible to get them to do anything against good MR races without overwhelming bad MR ones, since the difference is so great by high levels 11:08:06 While confusion/paralysis/enslavement/slowing are quite good ones. 11:08:11 I remember wand of confusion working pretty well in Elf when they still could drown 11:08:20 (One of the main motivations for adding Strip Resistance to some of these) 11:08:34 thats a good effect 11:08:42 And unlike frost/flame you can actually put them to use. 11:08:42 a demon should get it :) 11:09:03 The unfortunate part of that is that you'll likely drain all of the wand's charges before it breaches the MR of a monster. 11:09:11 what i'd like to see is the debuff effects (and other things that check MR) be balanced to be roughly on par with each other, with no extreme outliers like paralysis 11:09:16 -!- Doi has quit [Quit: Page closed] 11:09:42 and then MR can just be weakened overall for players 11:09:42 Well, I don't mind paralysis as an effect, but it DOES basically require you to be able to get near-immunity to stuff 11:09:48 that's what I mean 11:10:08 it's deadlier than almost anything else, and so your strategy can tend to only care about that 11:10:13 One thing I thought about in terms of more general MR overhauls is to make it have less of a binary effect, but also scale duration 11:10:18 What's the duration of paralysis, by the way? 11:10:19 and I think because it exists, MR has to be balanced in a way that allows players effective immunity 11:10:26 or the paralysis effect just becomes total BS 11:10:36 So that good MR won't be as likely to prevent things from working at all, but when they DO work, it will be more mild 11:10:47 i think the other effects should just get a major powerful boost 11:10:50 Really short-term paralysis isn't nearly so overwhelming 11:10:50 *power 11:11:02 elliott: Except the formulas in play at the moment actually make that do very little later in the game 11:11:18 Since even max power effects basically can't touch an elf with a ring, ever 11:11:22 At higher level 11:11:23 short term isn't so deadly, right 11:11:33 but you cant guarantee it will be short 11:11:39 Well you usually survive a couple of starcursed mass screams. 11:11:45 Well, those are ALWAYS short 11:11:52 While being whacked at by other things that prevent you from smashing them. 11:12:03 At max power, it lasts 1-2 turns only 11:12:05 (maybe they're short but they're still the spawn of satan) 11:12:13 -!- Burer has quit [Ping timeout: 245 seconds] 11:12:37 DracoOmega: right well if there are broken formulae they need to be fixed 11:12:55 but i think it is okay for paralysis just to be much less likely to hit, so that you can have enough MR to not worry about it much but still be susceptible to other stuff 11:13:11 elliott: Well yes, is that not what I was saying in broader terms? I do agree with you about paralysis being harder to have land than the others. 11:13:22 and i think boosting the power of other effects is better than nerfing paralysis's chance there 11:13:31 confusion, paralysis, and banish are fine if they are easier to block, since two of those are debilitating and one is a nuisance in the lategame 11:13:37 since MR swaps are quite easy to come by 11:13:45 the rest of the hexes that I can think of though, would be better if they were harder to resist 11:14:03 but I don't know how to do that, because like DracoOmega said, a power boost doesn't seem to have much of an effect 11:14:11 sleep is fine being hard to resist imo 11:14:17 -!- kekekela has quit [Quit: Page closed] 11:14:19 s/hard/easy 11:14:44 sleep is interesting, because there are actually 2 sleep spells. one just checks MR, the other (EH) also checks rC 11:14:53 i mean aizul 11:15:07 yeah, I think it might only be ghosts that use EH 11:15:13 Also spriggan enchanters 11:15:29 i should really play newcrypt and forest :/ 11:16:48 Sleep is kind of fine because it's a one-free-hit paralysis. 11:16:58 it's not just one free hit 11:17:40 -!- the_glow1 has quit [Ping timeout: 276 seconds] 11:17:58 Well it's certainly much milder in that aspect than paralysis. 11:18:24 Which turns you into a punching bag for a couple of painful turns. 11:18:52 evilmike: Well, they get no MORE than one hit 11:19:06 evilmike: Though they may get several turns to approach or do non-hitting things, sure 11:19:21 That only makes it more interesting. 11:19:21 I meant that they get extra damage from "stabbing" 11:19:26 oh 11:19:32 They do, though a surprising amount of time that doesn't do much 11:19:40 sleep is good because it lets you die to a bat as a deep dwarf 11:19:42 Since they can get the multiplier on a damage roll of like 5 or something 11:19:44 And still do nothing 11:22:04 Well as long as they can't "spit you like a pig!!!!!! You die.." that might be okay. 11:22:15 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 11:22:28 Yes, monster stabbing bonuses that were anything like symmetrical with player ones would be horrid 11:23:22 (Not that you need stabbing bonuses to hit for !!!!!! :x) 11:24:41 elliott: did someone do it? the bat challenge? 11:24:45 ??bat challenge 11:24:46 bat challenge[1/2]: Die to a bat as a deep dwarf. 11:24:50 ??bat challenge[2 11:24:50 bat challenge[2/2]: No, berserk doesn't work. And inner flame is cheating. Forms don't work either! 11:25:09 -!- santiago has quit [Ping timeout: 248 seconds] 11:25:12 can we get rid of !!!!!!!!!1!!!!elebenty-one!!!!, please? 11:25:55 why????? 11:25:57 I like getting a vague idea of how much damage I'm doing. I've only ever seen absurd amounts with stabbing, anyway 11:26:03 and compared to sil it's nothing... 11:26:22 it makes me feel like '90s 133t d00dz are around 11:26:57 Does specifically "!!!!!!!!!1!!!!elebenty-one!!!!" exist? o_O 11:27:20 i think the recent change to expand the number of !s was a bit much 11:28:02 Well I'm kind of on the same side as evilmike on the exclamation marks. 11:28:18 Also because it's very satisfying to read things such as " 11:28:19 You eviscerate the electric eel!!!!!". 11:29:26 -!- ussdefiant has quit [Ping timeout: 246 seconds] 11:30:18 how come picking up the orb doesn't show like 10 exclamation marks? 11:30:29 seems more exciting than stabbing a kobold 11:30:30 -!- bonghitz has quit [Remote host closed the connection] 11:32:12 out of battle, people are less excitable 11:34:40 you've clearly never stabbed a kobold 11:45:15 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 11:47:33 -!- Mattias has quit [Remote host closed the connection] 11:48:03 -!- Mattias has joined ##crawl-dev 11:54:43 -!- heteroy has quit [Ping timeout: 276 seconds] 11:55:57 njkz123 (L12 LOSk) ASSERT(this) in 'actor.h' at line 34 failed. (D:13) 12:02:06 njkz123 (L12 LOSk) ASSERT(this) in 'actor.h' at line 34 failed. (D:13) 12:07:27 <|amethyst> !lm njkz123 crash -2 -log 12:07:28 2. njkz123, XL12 LOSk, T:13038 (milestone): http://dobrazupa.org/morgue/njkz123/crash-njkz123-20130704-165557.txt 12:07:30 Stable (0.12) branch on crawl.akrasiac.org updated to: 0.12.2-10-g0fb3e6e 12:08:22 <|amethyst> is_player on a null pointer 12:10:24 <|amethyst> from fire_final_effects 12:12:17 -!- Kalir has quit [Changing host] 12:13:18 Unstable branch on crawl.akrasiac.org updated to: 0.13-a0-2239-g315986e (34) 12:14:42 <|amethyst> passing a NULL agent to player::hurt 12:19:24 <|amethyst> ah 12:19:45 <|amethyst> a deferred damage fineff (spectral weapon damage sharing) that triggered off a spore exploding 12:19:54 <|amethyst> so the agent was no longer a valid monster 12:21:13 -!- eith has joined ##crawl-dev 12:24:26 -!- Nightbeer is now known as Ladykiller69 12:25:35 <|amethyst> it's not clear how to fix it, either, since ouch requires an mindex for the killer (so it has to still be in the list) 12:28:07 |amethyst: yeah, i !told qoala about it yesterday when someone else saw it 12:28:50 <|amethyst> well, it's not necessarily specific to SW 12:29:02 <|amethyst> any deferred damage effect that hits the player will do it 12:29:07 -!- orionstein is now known as orionstein_away 12:29:14 <|amethyst> monster::hurt is full of checks for a null agent 12:29:24 are there any besides sw? 12:29:35 <|amethyst> but player::hurt wants to give credit 12:30:55 <|amethyst> you can't be injury bonded currently, and I'm not sure how that tentacle spell in mumra's branch works 12:31:18 -!- Aryth has quit [Ping timeout: 264 seconds] 12:32:03 <|amethyst> I mean, we could "fix" this by making it an exploding it 12:32:55 <|amethyst> i.e. by not trying to take the mindex or account for visibility 12:33:49 <|amethyst> even if we saved the mindex when we created the effect, it could have been killed and even reused during fineffs 12:34:46 <|amethyst> we could reference count monsters :/ 12:35:47 can we save information about the actor separately when we set up the fineff? 12:35:51 Wants to give credit in what way? Is this for anything other than death attribution? 12:36:15 Because yes, copying some information when the fineff is created seems like it might be okay in that case? 12:36:28 death and low health (notes) 12:36:36 -!- alefury has quit [Quit: ChatZilla 0.9.90 [Iceweasel 22.0/20130626043228]] 12:36:43 That doesn't need an mindex so much as just a name, though 12:36:44 -!- Hailey has quit [Quit: Petra is closed!] 12:37:09 no, it needs a few things 12:37:23 (I guess it could affect pain mirror, but arguably a monster shouldn't take pain mirror damage for hitting your spectral weapon anyway) 12:37:24 name, ikiller, kaux... 12:37:28 <|amethyst> !tell kilobyte any thoughts on how a deferred_damage_fineff targetting the player could properly attribute the damage when the monster is dead? see !lm njkz123 crash 2 (it's a deferred damage fineff where the target is the player and the agent is an exploded spore) 12:37:30 |amethyst: OK, I'll let kilobyte know. 12:37:48 <|amethyst> DracoOmega: well, it's not really that easy to copy 12:38:00 <|amethyst> DracoOmega: unless you change ouch... 12:38:19 class dead_actor extends actor ... 12:38:29 <|amethyst> I guess you could create a copy of the monster and put it in menv 12:38:58 |amethyst: That's sort of what I think I meant, yes 12:39:19 <|amethyst> I don't know, it might be easier just to not remove it in the first place 12:39:26 |amethyst: i just added another monster type to the same special case that spectral weapon uses 12:39:27 <|amethyst> actually 12:39:30 <|amethyst> it might still be there 12:39:33 deferred deletion 12:39:39 <|amethyst> and it's just the mid cache that's broken 12:40:21 fineffs, the cause of, and solution to, all of our fineff problems 12:40:29 <|amethyst> Well, not a fineff 12:40:41 =p 12:40:48 <|amethyst> just make sure that deletions don't take full effect until all fineffs are finished running 12:40:57 finfineff 12:41:00 That sounds like a good general policy, if possible 12:41:11 Since there are other similar cases this has cropped up for, if I'm not mistaken? 12:41:19 <|amethyst> FR: atomic transactional effects on actors 12:41:45 <|amethyst> DracoOmega: who knows what's behind the Kirke crash, I can't reproduce it 12:42:08 i've been suspecting some kind of mindex corruption 12:42:08 Well, I seem to recall some earlier crash involving a ball lightning and a preserver 12:42:32 <|amethyst> can a preserver bond with the player? 12:42:37 Not at present 12:42:38 <|amethyst> hm 12:42:55 <|amethyst> that might be related, might not 12:43:05 <|amethyst> this one is because of damaging the player in the fineff 12:43:08 Well, the ball lightning thing was fixed. I just forget exactly how. 12:43:20 I might have even fixed it myself, but I don't remember, haha 12:43:27 <|amethyst> monster::hurt seems to deal with nulls pretty well 12:43:40 <|amethyst> well, at least it checks for them anyway 12:45:13 Oh, nevermind 12:45:23 -!- Lightli has joined ##crawl-dev 12:45:25 It only was SUSPECTED for a while that the preserver was the cause 12:45:34 But actually it was just a monster killing itself mid-cleave 12:46:12 So I suppose this explains why I couldn't remember exactly what the problem was, if there wasn't actually a problem there :P 12:46:59 -!- edlothiol has quit [Remote host closed the connection] 12:47:09 -!- mizu_no_oto has quit [Client Quit] 12:49:17 -!- Thyme has joined ##crawl-dev 12:49:31 -!- indspenceable has joined ##crawl-dev 12:54:42 -!- rossi has quit [Ping timeout: 252 seconds] 12:57:51 -!- Thyme has quit [Ping timeout: 240 seconds] 13:02:54 Bloax: the description for sack of spiders is "a woven silk bag", i.e. spider silk, it's meant to look halfway between a spider egg sac and a bag really; but thanks anyway, this is a good placeholder 13:03:10 ah 13:03:25 Never read the description of it. 13:03:43 -!- Kromgart has quit [Quit: Leaving] 13:03:57 03mumra 07* 0.13-a0-2240-gf439ca8: Placeholder tile for Sack of Spiders (Bloax) 10(50 seconds ago, 3 files, 4+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=f439ca867699 13:04:13 Bloax: i was going to do this Twisted Resurrection thing where your abomination keeps growing bigger and bigger 13:04:45 Bloax: so we'll need bigger and scarier aboms, and the final stage should be like panlord size 13:04:51 is that an invitation to "go make some insane grotesque sprites" or am i hearing wrong 13:04:51 if you have any ideas about that ;) 13:05:21 well i thought it seemed up your street 13:05:52 and like current aboms we could have several tiles that look drastically different and randomly pick from them when it's created, so the more the merrier 13:06:22 let's see 13:06:26 i don't know whether to have a growth stage _in between_ current small and large abominations, then an even bigger one past large, and finally the towering ones with a taller tile 13:06:39 since large are already relatively quite big 13:07:07 although those tiles certainly have room for more grotesqueness and detail 13:07:45 perhaps the really big ones should start to look more obviously like a load of extra corpse parts have been slapped on and quality has gone out the window ;) 13:13:33 https://dl.dropboxusercontent.com/u/63152810/n/abom/LittleAbomination.png 13:14:26 Probably the lowest tier of abominations. 13:14:51 -!- Doo has quit [Client Quit] 13:20:23 -!- scummos has quit [Quit: Konversation terminated!] 13:20:27 -!- alefury has joined ##crawl-dev 13:24:12 -!- Duralumin has quit [Ping timeout: 240 seconds] 13:24:38 |amethyst: that's why the old fineff code never stored any pointers -- they can become invalid 13:24:39 kilobyte: You have 3 messages. Use !messages to read them. 13:25:45 I mean, the whole point is not in delaying, but in handling disappearing actors (possibly even if the level has been switched!) gracefully 13:26:56 -!- Doopstein has quit [] 13:27:16 https://dl.dropboxusercontent.com/u/63152810/n/abom/SmallAbomination2.png 13:28:11 -!- Duralumin_ has quit [Ping timeout: 268 seconds] 13:30:57 -!- alphonso has quit [Quit: Page closed] 13:31:23 -!- CKyle has joined ##crawl-dev 13:31:33 -!- Duralumin__ has quit [Ping timeout: 252 seconds] 13:32:23 https://dl.dropboxusercontent.com/u/63152810/n/abom/LittleAbomination2.png 13:35:15 -!- Lightli has quit [Ping timeout: 250 seconds] 13:42:43 Bloax: those looks perhaps more like the 'crawling corpse / macabre mass' stage, i.e. before they combine into actual aboms; i think rather than formless blobs of flesh we want kind of recognisable bits of features but generally horrific looking (see: current small/large aboms) 13:42:59 Well yeah. 13:43:16 Though I do like smallabomination2 13:43:17 the final stage wants to look like e.g. a big tower of corpses all welded together 13:44:51 yeah i like smallabomination2, it puts me more in mind of a homunculus 13:45:45 -!- bh_ has joined ##crawl-dev 13:45:59 -!- bh_ is now known as bh 13:46:04 hi 13:46:04 bh: You have 1 message. Use !messages to read it. 13:46:06 !messages 13:46:07 (1/1) |amethyst said (6h 51m 57s ago): I know gargoyle wall-swimming has been proposed, but I don't know that we could get that working in a non-broken way by 0.13... Would a reasonable substitute for now be clinging + increased stealth and/or EV while next to a wall? 13:46:26 !seen |amethyst 13:46:26 I last saw |amethyst at Thu Jul 4 17:43:40 2013 UTC (1h 2m 46s ago) saying 'well, at least it checks for them anyway' on ##crawl-dev. 13:46:42 |amethyst: I really like that suggestion 13:47:50 ??cling 13:47:51 cling[1/2]: You're stuck to the wall. Works kind of like levitation. Can't cross a channel like this: #~@# 13:47:58 ??cling[2] 13:47:59 cling[2/2]: You open the door. You fall off the door. 13:48:05 yeesh 13:51:23 -!- Datul has quit [Quit: Page closed] 13:52:12 mumra: Well the others could still be harmless but less fragile than the macabre masses. 13:52:18 Also: https://dl.dropboxusercontent.com/u/63152810/n/abom/EnormousAbomination.png 13:52:19 How's that? 13:52:44 does that contrast at all with the dungeon floor 13:52:46 it looks really dark 13:54:11 Bloax: i don't want to add another level of harmless ones; if i add an in-between tier they'll be as strong or nearly as strong as current large aboms 13:54:21 and then bump up large aboms a bit 13:54:25 https://dl.dropboxusercontent.com/u/63152810/n/abom/EnormousAbominationAction.png 13:55:02 A towering figure like that oughta be rather easy to spot. 13:55:24 Bloax: that still doesn't mean it's allowed to be the same colour as the dungeon floor ;) 13:55:26 ??abomination 13:55:27 abomination[1/1]: A hideous demonic and undead form with randomized ac, ev, speed - possibly faster than you. Random color x; uppercase abominations are much stronger. Usually found in the Abyss. 13:55:59 Well white/pink aren't exactly the dungeon floor color. :v 13:56:21 s 13:56:33 heh 13:56:42 i would still heavily adjust the levels and possibly hue :P 13:57:35 guys why don't we just replace the monsters with monocolor shapes somewhat representative of what the monster is instead of making the game look pretty 13:57:54 :v 13:57:57 but that one does look pretty cool, however maybe more variation in colour would be good 13:58:05 no one plays tiles anyhow 13:58:10 *ahem* 13:58:11 FR: ASCII tiles 13:58:11 the current large aboms are quite colourful and detailed 13:58:32 which considering they're loads of corpses of different monsters welded together by arcane magick makes sense 13:58:34 mumra: though in ascii, they're all red, 'cause we have limited character/colorspace 13:58:37 bh: letters shaped as monsters 13:58:47 -!- _D_ has quit [Quit: leaving] 13:58:54 Bloax: K-shaped kobolds! 13:59:05 painful 13:59:11 bh: i thought in ascii everything looked completely awesome because console players use their IMAGINATION? 13:59:12 "A is for Abomination: A Crawl A to Zed" 13:59:33 Abomination to Zot 13:59:33 mumra: have you ever felt fear at the letter 'd'? 14:00:00 I have a constant fear that something's always 'd'ere 14:00:06 bh: depends if that 'd' is at the start of a letter from a DEBT company 14:00:07 -!- mason--- has quit [Quit: Leaving] 14:00:32 In the first word of that last utterance alone, I released a hound, an ant, a wisp, and an elf! 14:01:12 has anyone ever had a line of monsters form YMCA? 14:01:35 Well some more colors would be nice. 14:01:58 But for starters I'd like to just make some grotesque meat shapes. :q 14:02:02 Console glyph/color limitations ARE a bit vexing sometimes. I have another couple things that may be coming down the pipe at some point and the largest dilemma is what I can put them on, since the obvious choices are already overfull 14:03:16 Bloax: heh. you could also apply this desire to meatsprint tiles :) (and that's partly why i want these to have more features and be less like "formless mass of meat") 14:03:28 -!- Thyme has joined ##crawl-dev 14:03:38 Q 14:03:42 there's always Q... 14:03:43 Well yeah I did have a thought of meatifying some stuff for meatsprint. 14:03:52 Q_Q 14:04:13 you see an orb of tears 14:04:38 and if Q isn't an option, find a boring monster, arrange for it to have an unfortunate accident, and steal the glyph 14:04:49 Haha 14:05:13 I have been honestly tempted to make it a yaktaur, just because there are free cs. Who says they HAVE to all be archers, hey? >.>; 14:06:02 did you know that centaurs are rather frightening with quarterstaves early on 14:06:14 more roles in late yaktaur packs could be good 14:06:44 It could be, but this wasn't really intended for that. Yaktaur was perhaps more a comedy option :P 14:06:56 they already work well though, i'm not sure what you could add that would actually make yaktaur packs better 14:06:57 -!- jeffro has joined ##crawl-dev 14:07:12 to me they fall under "simple, but works" 14:07:17 Yes, I do agree there 14:07:29 This was just 'Well, I need a living humanoid with free glyph space' :P 14:07:34 heh 14:07:52 But maybe I'll just be boring and use a @ with an ETC color, but boo =/ 14:07:56 I forgot, which are gargoyles on. 9 or 6? 14:07:58 9 14:08:04 is 6 used for anything? 14:08:18 upside down gargoyle? 14:08:19 No, though some people have said that this is where demonspawn ought to go if there are demonspawn monsters at some point 14:08:25 ah 14:08:37 demonspawn seem like a monster that would have jobs, so 6 seems like a good plan 14:08:38 ie: a demonic underclass :P 14:09:48 want to see something "funny" - ood is orbiting me and will not hit me 14:09:53 has orbited a dozen times 14:09:55 that can happen 14:09:57 You'd think demonspawn would at least be a bit more like demigods. 14:10:03 Always amusing when you can manage to end up in that situation 14:10:05 DracoOmega: i suggest removing things to free up glyphs/colours! 14:10:22 MarvinPA: Well, you'd need to remove about a bazillion things to free up @ :P 14:10:37 MarvinPA: But I actually did consider removing deep elf soldiers at one point for an e 14:10:46 no one would even notice 14:10:48 You could use % 14:10:53 no 14:10:54 Since they're kind of sad, and I can't even keep fighters and soldiers straight half the time 14:11:16 -!- scummos has quit [Read error: Operation timed out] 14:11:29 deep elf soldier (05e) | Spd: 10 | HD: 3 | HP: 9-18 | AC/EV: 0/12 | Dam: 6 | 10weapons, 10items, 10doors, fighter, spellcaster | Res: 06magic(24) | Chunks: 07contam | XP: 33 | Sp: magic dart (3d4), slow, haste, blink / throw flame (3d5), confuse, invisibility, magic dart (3d4) / throw frost (3d5), cantrip, haste, throw flame (3d5), magic dart (3d4), invisibility | Sz: Medium | Int: high. 14:11:29 %??deep elf soldier 14:11:34 deep elf fighter (04e) | Spd: 10 | HD: 6 | HP: 18-36 | AC/EV: 0/13 | Dam: 9 | 10weapons, 10items, 10doors, fighter, spellcaster | Res: 06magic(48) | Chunks: 07contam | XP: 175 | Sp: magic dart (3d4), slow, haste, blink / throw flame (3d6), confuse, invisibility, magic dart (3d4) / throw frost (3d6), cantrip, haste, throw flame (3d6), magic dart (3d4), invisibility | Sz: Medium | Int: high. 14:11:34 %??deep elf fighter 14:11:41 -!- kekekela has quit [Client Quit] 14:11:49 orc (04o) | Spd: 10 | HD: 1 | HP: 4-10 | AC/EV: 0/10 | Dam: 5 | 10weapons, 10items, 10doors | Res: 06magic(4) | Chunks: 07contam | XP: 3 | Sz: Medium | Int: normal. 14:11:49 %??orc 14:11:52 bh: Well, deep elf soldiers are literally orc wizards, stat-wise, if you didn't notice 14:11:57 Though with better gear 14:12:00 deep elf soldier (05e) | Spd: 10 | HD: 6 | HP: 20-36 | AC/EV: 0/12 | Dam: 6 | 10weapons, 10items, 10doors, fighter, spellcaster | Res: 06magic(48) | Chunks: 07contam | XP: 175 | Sp: magic dart (3d4), slow, haste, blink / throw flame (3d6), confuse, invisibility, magic dart (3d4) / throw frost (3d6), cantrip, haste, throw flame (3d6), magic dart (3d4), invisibility | Sz: Medium | Int: high. 14:12:00 %??deep elf soldier hd:6 14:12:05 -!- crate has quit [Ping timeout: 248 seconds] 14:12:23 I've never noticed any difference between the lower tier elves 14:12:28 "Oh an elf, die die die" 14:12:38 Yeah, it's not like fighters are very scary, either 14:12:47 a lot of the lower tier deep elves suck anyway 14:12:54 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 14:12:58 aka all of them 14:13:07 Yeah, like if it weren't for the presence of the high tier stuff, Elf could easily be done super early 14:13:13 Knights and fighters only have one thing dangerous about them. 14:13:22 Well, knights can be midly dangerous at times 14:13:24 yes 14:13:32 And this danger is annoyance due to being the pricks they are and destroy your consumables. 14:13:33 ??polymoth 14:13:34 polymoth[1/2]: why 14:13:38 ??polymoth[2] 14:13:38 polymoth[2/2]: New to 0.13, polymorphs monsters in your line of sight into stronger monsters. Much less likely to polymorph something already polymorphed, with a chance that goes lower as HD rises. 14:13:59 Bloax: there's a "fix" for that 14:14:36 bh: Incidentally, I don't think I'm really that fond of that proposal, even though I know consumable loss is wildely maligned 14:15:11 Though at present I am not sure I can articulate the why of it very well, sorry =/ 14:15:28 DracoOmega: I'm up in the air on it. If someone else wants to merge it, they're welcome to. I'm not going to merge it myself. 14:18:00 Consumable loss would be alright if vaults wasn't a place where your consumables go to die. 14:18:41 -!- Silurio has quit [Ping timeout: 256 seconds] 14:19:02 -!- indspenceable has quit [Remote host closed the connection] 14:20:28 One thing I DO think is probably okay to adjust in terms of consumable destruction is to make things fully absorbed by AC at least somewhat less likely to incur item damage 14:20:41 Since at the moment it doesn't matter if you get hit for 0 or 100 14:20:53 -!- gammafunk has joined ##crawl-dev 14:20:58 The deep elf knight casts a spell at you. 14:20:58 _The puff of flame hits you! You resist. Your scroll of blinking catches fire! 14:21:01 (This also means that item destruction is proportionately way more painful for really low EV builds) 14:21:03 "woohoo" 14:21:32 The best part of that is how I take like 3 damage from that puff if anything. 14:22:08 clinging is weird 14:22:18 you don't cling diagonally? 14:24:23 -!- dtsund has joined ##crawl-dev 14:30:14 would anyone object to me nerfing Gargoyle HP? The feedback I've received is that they're `too strong` 14:30:37 I would not only not object, but suggest as much (+1 hp apt is plenty good) 14:30:56 Probably a few other apts and such could use adjusting too, I think, but hadn't gotten around to looking closely yet :P 14:30:59 !apt hp 14:31:00 HP: Tr: 3!, Og: 3!, DD: 2, Na: 2, Mi: 1, Dr: 1, Gh: 1, HO: 1, Dg: 1, Gr: 1, LO: 1, Ce: 1, Mu: 0, Ds: 0, Hu: 0, Vp: 0, Mf: 0, Ha: -1, Op: -1, Dj: -1, HE: -1, Ko: -2, Te: -2, DE: -2, Sp: -3, Fe: -4* 14:31:09 Gr: 1 -> 0 14:31:10 Wait, I thought they were +2? 14:31:12 <|amethyst> !apt gr 14:31:13 Gr: Fighting: 1, Short: -1, Long: -1, Axes: -1, Maces: 1, Polearms: -1, Staves: 1, Slings: -1, Bows: 0, Xbows: 0, Throw: 0, Armour: -2, Dodge: -1, Stealth: 2, Stab: 0, Shields: -2, Traps: -1, UC: 1!, Splcast: -1, Conj: 1, Hexes: -1, Charms: -2, Summ: -1, Nec: -3*, Tloc: -1, Tmut: -1, Fire: -1, Ice: 1, Air: -3, Earth: 3!, Poison: 0, Inv: 1, Evo: 0, Exp: 0, HP: 1, MP: 0 14:31:17 Someone said they were +2 anyway >.> 14:31:27 This was back before they were in the bots for me to check 14:31:50 DracoOmega: I'm not crazy :) I stat'ed them in with the other martial races 14:31:57 Okay, some of that looks far more reasonable than I'd been led to believe 14:32:02 -!- Qwertycoatl has quit [Quit: leaving] 14:32:19 Stupid bots not being up to date the last time I went to look :P 14:32:24 * DracoOmega shakes fist ineffectually 14:32:36 the only 'broken' stat was Fighting +2 14:32:37 er 14:32:38 UC +2 14:32:53 <|amethyst> conj +2 was pretty good too 14:32:55 Well, at one point I'd heard they had like +2 conjurations or something tooo 14:33:14 -!- Kalir has quit [Ping timeout: 240 seconds] 14:33:29 03bh 07* 0.13-a0-2241-g96d22f5: Gargoyle Clinging 10(6 minutes ago, 3 files, 14+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=96d22f58f35f 14:33:31 |amethyst: I don't want to give them an EV boost for clinging. Seems imbalancing 14:34:23 I'd still like to see that 'merge with defensive bonus, but slow withdrawl' thing at some point 14:34:32 And see how it plays 14:35:12 if that goes in, maybe rock worms should do extra damage :) 14:35:50 -!- gammafunk_ has joined ##crawl-dev 14:36:07 I might reduce earth to 'only' +2 and am slighly unsure what's going on with their fire/ice apts, not that the latter really matters much in this case 14:36:53 !apt exp 14:36:54 Exp: Ha: 1!, Hu: 1!, Ko: 1!, Op: 0, Gh: 0, HO: 0, Mf: 0, Gr: 0, Te: 0, Na: 0, Og: 0, Mu: -1, Mi: -1, Ds: -1, Sp: -1, Dj: -1, Dr: -1, Vp: -1, HE: -1, DE: -1, LO: -1, DD: -1, Ce: -1, Tr: -1, Fe: -1, Dg: -2* 14:37:03 Maybe also a -1 xp apt 14:37:10 -!- simmarine has joined ##crawl-dev 14:37:17 Mu is only -1? 14:37:19 !apt mu 14:37:20 Mu: Fighting: 0, Short: -2, Long: -2, Axes: -2, Maces: -2, Polearms: -2, Staves: -2, Slings: -2, Bows: -2, Xbows: -2, Throw: -2*, Armour: -2, Dodge: -2, Stealth: -1, Stab: -2, Shields: -2, Traps: -2, UC: -2*, Splcast: -1, Conj: -2, Hexes: -1, Charms: -2, Summ: -2, Nec: 0, Tloc: -2, Tmut: -2, Fire: -2, Ice: -2, Air: -2, Earth: -2, Poison: -2, Inv: -1*, Evo: -1, Exp: -1, HP: 0, MP: 0 14:37:20 Not sure that the +1 hp is a problem, really. Though they'd still be a strong race with 0 14:37:23 ...or right 14:37:24 <|amethyst> bh: needs some stuff in _status_mut_abilities (output.cc) and describe_mutations (mutations.cc) 14:37:46 <|amethyst> bh: so people know whether their form has suppressed it 14:38:04 * bh shoots first 14:38:34 -!- Kalir has quit [Changing host] 14:38:35 <|amethyst> bh: also, that form check can be done with !form_changed_physiology() 14:38:47 |amethyst: and, yuck. You can kill yourself with forms and this 14:38:54 -!- broquain1 has joined ##crawl-dev 14:39:01 bh: Are you sure you can? 14:39:04 -!- bhaak_ has joined ##crawl-dev 14:39:04 -!- valrus has quit [Ping timeout: 248 seconds] 14:39:16 bh: Since forms are supposed to be pretty good about making sure you can survive in your new one, before letting you transform 14:39:37 And clinging is at least accounted for when you're a spider and want to switch into something that can't cling 14:39:40 <|amethyst> might assume that only a form running out can end clinging 14:39:46 <|amethyst> since previously that was the only way 14:40:04 -!- the_glow has quit [Ping timeout: 248 seconds] 14:40:12 <|amethyst> s/might/the code might/ 14:40:14 I suppose it's possible? But I thought it essentially just assumed you weren't clinging 14:40:19 -!- HellTiger has quit [Ping timeout: 248 seconds] 14:40:28 ... 14:40:36 This seems more like an abomination unique,. 14:40:41 -!- gammafunk has quit [Ping timeout: 248 seconds] 14:40:41 -!- sacje has quit [Ping timeout: 248 seconds] 14:40:41 -!- gammafunk_ is now known as gammafunk 14:41:08 -!- BrightCloud has quit [Ping timeout: 248 seconds] 14:41:12 -!- Vbitz has quit [Ping timeout: 248 seconds] 14:41:12 -!- marcmagus has quit [Ping timeout: 248 seconds] 14:41:13 -!- broquaint has quit [Ping timeout: 248 seconds] 14:41:13 -!- rphillips has quit [Ping timeout: 248 seconds] 14:41:16 -!- bhaak has quit [Ping timeout: 248 seconds] 14:41:16 -!- Gretell has quit [Ping timeout: 248 seconds] 14:41:16 -!- Arkaniad has quit [Ping timeout: 248 seconds] 14:41:16 -!- Quashie has quit [Ping timeout: 248 seconds] 14:41:21 -!- bd- has quit [Ping timeout: 248 seconds] 14:41:21 -!- ekix has quit [Ping timeout: 248 seconds] 14:41:39 -!- doome has quit [Ping timeout: 248 seconds] 14:41:46 https://dl.dropboxusercontent.com/u/63152810/n/abom/BigBadAbomination.png 14:41:46 -!- ground4_ has quit [Ping timeout: 248 seconds] 14:41:51 -!- sacje has quit [Changing host] 14:41:51 <|amethyst> hm, yeah 14:41:51 -!- crate_ has quit [Ping timeout: 268 seconds] 14:41:56 <|amethyst> feat_dangerous_for_form: if (which_trans == TRAN_SPIDER && you.is_wall_clinging()) 14:42:11 Well, seems easy to fix anyway? 14:42:39 <|amethyst> err 14:42:52 <|amethyst> err, I left out the next time 14:42:53 <|amethyst> line 14:42:57 <|amethyst> return false; 14:43:07 !apt ice 14:43:23 Ice: Dr[white]: 2!, Gh: 1, Mf: 1, Gr: 1, DE: 1, Ha: 0, Op: 0, Dr: 0, Hu: 0, Ko: 0, Vp: 0, HE: 0, Na: 0, Ds: -1, HO: -1, Dg: -1, Te: -1, DD: -1, Ce: -1, Mu: -2, Sp: -2, Dr[red]: -2, Fe: -2, Mi: -3, Dj: -3, Tr: -3, Og: -3, LO: -4* 14:43:23 -!- bhaak_ is now known as bhaak 14:43:23 <|amethyst> (i.e. you're safe if you're spider-clinging but not gargoyle-clinging) 14:43:33 Grathtarg the Skirmisher (L11 GrWn) ASSERT(this) in 'actor.h' at line 34 failed on turn 12553. (Lair:1) 14:47:52 onit 14:47:52 <|amethyst> so at least there it seems gargoyle should be safer than spider 14:47:52 Ha 14:47:52 -!- TAS_2012v has quit [Ping timeout: 276 seconds] 14:47:52 -!- namad7 has quit [Ping timeout: 276 seconds] 14:47:52 -!- Zaba has quit [Ping timeout: 276 seconds] 14:47:52 -!- Nicksvaffel has quit [Ping timeout: 276 seconds] 14:47:52 I did test a bunch of form changing situations when I fixed a few of the ways you could kill yourself doing this, but can't recall exactly everything I tested for at this point (or exactly how it worked) 14:47:52 Just that I was satisfied at the end of it, for the state at that time :P 14:47:53 Also, man but it would be nice if these population stats could run somewhat faster 14:47:53 |amethyst: perhaps I should have added GR cling as a mutation. oops. 14:47:53 fixed, kilobyte 14:47:53 <|amethyst> bh: oh, doesn't have to be a real mutation 14:47:53 it'll be easier as one 14:47:53 <|amethyst> bh: but look in those two places to see how pseudo-mutations are handled 14:47:53 the rest of the Gr intrinsics are real mutations. 14:47:53 <|amethyst> yeah, it might be simpler that way 14:47:53 -!- Zaba has joined ##crawl-dev 14:47:53 <|amethyst> also, what about gargoyle monsters? 14:47:53 gargoyle (159) | Spd: 10 | HD: 4 | HP: 13-31 | AC/EV: 18/6 | Dam: 10, 6, 6 | 11non-living, 10doors, fly | Res: 06magic(32), 10elec++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 142 | Sz: Medium | Int: normal. 14:47:53 %??gargoyle 14:47:53 they can fly 14:47:53 right? 14:47:53 <|amethyst> oh right 14:47:53 <|amethyst> @??gargoyle 14:47:53 -!- Zaba is now known as Guest744 14:47:53 But say guys, should there be a unique abomination? 14:48:02 hey Zaba, want to crash a wedding in Moscow? ;) 14:48:16 -!- Nexos_ has quit [Ping timeout: 276 seconds] 14:48:31 -!- lukano has quit [Remote host closed the connection] 14:57:59 -!- Cheibriados has joined ##crawl-dev 14:57:59 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 14:57:59 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 14:58:00 DracoOmega: I hope not. 14:58:14 bh: Well, if they can't, then they don't really seem to be made of something I'd call stone 14:58:21 bh: Players in statue form can be hit by LRD, for instance 14:58:32 -!- stabwound has joined ##crawl-dev 14:58:33 And that's fairly living, too 14:58:53 DracoOmega: if that's the case, let's make them LRD vulnerable 14:59:09 Possibly what would make most sense for them is to be pseudo-living, like what statue form does 14:59:18 -!- bonghitz_ has quit [Remote host closed the connection] 14:59:35 Random thought: maybe make them actually have a negative hp apt, but get natural AC? Would seem more stone-like 14:59:52 And there actually isn't any race with a natural AC bonus that doesn't also have a good hp apt 15:00:27 And statue form resists are pretty strong on their own, and it would at least be consistant with an existing implementation of 'living stone' 15:00:46 As opposed to some new thing that isn't quite like like a stone monster OR statue form OR a living player 15:01:37 So I think it would be clearer to players and such how exactly it works 15:01:54 Bloax: i kind of preferred the posture and definition of the first one i think, but what both of these could do with is like ... tiny screaming faces embedded in their flesh / strange chitinous features / ... basically i don't think you're going wild enough with your imagination ;) 15:02:23 -!- tcjsavannah has quit [Ping timeout: 240 seconds] 15:02:23 -!- tcjsavannah_ is now known as tcjsavannah 15:02:37 DracoOmega: I think the best thing to do would be bringing them in line with statue form 15:03:17 Isn't that what I just said? ^^; 15:03:25 DracoOmega: yes, that's me agreeing with you 15:03:28 Oh, okay 15:03:54 And then the monster gargolyes could have the same thing done with them. Perhaps I might even find some fun new thing to do with their greater 'livingness' 15:04:29 Bloax: ideas - http://s91291220.onlinehome.us/formica/argos.gif http://3.bp.blogspot.com/-hVYVbXx0pMM/T0UvXMCE0MI/AAAAAAAAAZE/yMXGToW4URo/s1600/114775_CN_GL.jpg 15:04:48 interestingly i found both those images by googling "dcss abomination" :P 15:04:50 good ol' D&D... 15:05:13 I'm not good at such things. 15:08:59 -!- Pacra has joined ##crawl-dev 15:11:47 not good at D&D, or not good at drawing things with many mouths and faces? :P 15:11:58 -!- bhaak_ is now known as bhaak 15:12:03 -!- dcss16104 has quit [Read error: Connection reset by peer] 15:12:06 -!- nickajeglin has quit [Ping timeout: 264 seconds] 15:12:06 the latter 15:12:12 especially around 32x48 15:12:12 heh 15:12:22 where such little features look more like the other details 15:12:44 anyway these were just examples to demonstrate the level of horrificness that the top-tier aboms should convey 15:12:53 since they take upwards of 60 corpses to build :) 15:12:59 oh god 15:13:13 60 is a lot 15:13:15 -!- tcjsavannah has quit [Read error: Connection reset by peer] 15:13:25 Though I guess they're pretty strong? 15:13:38 your own personal little cerebov 15:14:38 it's no Living Wall: http://www.wizards.com/mtg/images/daily/sf/sf48_LivingWall.jpg 15:14:42 (mtg card) 15:15:54 -!- Azzkikr has quit [Ping timeout: 246 seconds] 15:20:19 -!- Nivimer is now known as Nivim 15:21:35 why does cling only use the cardinal directions? 15:21:43 -!- Grathtarg has quit [Quit: Page closed] 15:21:58 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 15:22:17 I was fairly sure you could cling around corners? 15:23:26 03bh 07* 0.13-a0-2242-gb5bcb6a: Mutation'ify Gargoyle Clinging 10(63 seconds ago, 5 files, 15+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b5bcb6a6edac 15:24:07 <|amethyst> DracoOmega: you can by moving diagonally 15:24:13 <|amethyst> DracoOmega: but you can't do this: 15:24:17 <|amethyst> s.. 15:24:20 <|amethyst> .## 15:24:22 <|amethyst> .## 15:24:37 DracoOmega: yes, very strong, but also hard to make; should be pretty rare to get one ideally 15:25:21 |amethyst: is that intentional? 15:25:50 <|amethyst> probably, but I don't know the justification 15:26:28 <|amethyst> it does make gap-crossing somewhat more difficult 15:26:57 mumra: https://dl.dropboxusercontent.com/u/63152810/n/abom/BigWhat.png 15:27:12 |amethyst: I wonder if we could encode NP-hard problems in dungeon maps with clinging :) 15:27:28 <|amethyst> bh: heh... I was about to say, autoexplore doesn't understand clinging 15:27:41 <|amethyst> and would have to be told the difference between permanent and temporary clinging 15:28:10 <|amethyst> also, currently I think gargoyles only get the stealth bonus while there's actually water beneath 15:28:31 <|amethyst> probably they should whenever they're capable of clinging (and get a greyed-out cling light?) 15:28:53 -!- nickajeglin has quit [Ping timeout: 240 seconds] 15:29:06 * elliott doesn't know the justification for clinging to begin with :/ 15:29:22 https://dl.dropboxusercontent.com/u/63152810/n/abom/BigWhat.png * 15:29:33 wait huh 15:29:41 <|amethyst> elliott: spider portal vault layouts? 15:29:53 elliott: You're like spider man, except made of rock 15:30:11 elliott: http://upload.wikimedia.org/wikipedia/commons/thumb/d/df/Gargoyles_on_Notre_Dame_de_Paris.JPG/1280px-Gargoyles_on_Notre_Dame_de_Paris.JPG 15:30:14 <|amethyst> %git d007f26 15:30:14 07Arxale * 0.8.0-a0-2315-gd007f26: Wall clinging 10(2 years, 8 months ago, 24 files, 191+ 28-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d007f26fafd3 15:30:29 DracoOmega: I actually meant more generally than that 15:30:30 <|amethyst> %git ffeed6d 15:30:30 07galehar * 0.8.0-a0-5175-gffeed6d: Allow monster spiders to cling on walls. 10(2 years, 5 months ago, 21 files, 104+ 74-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ffeed6d7ee9e 15:30:40 also I meant player clinging more than monster clinging 15:30:56 <|amethyst> elliott: player clinging was there first(!) 15:31:03 I think clinging is actually kind of fun on those ocassions it comes in handy, but admittedly those are rare 15:31:07 <|amethyst> (guess I can't blame Spider then) 15:31:13 |amethyst: that actually does surprise me 15:31:37 it always seemed like one of those monster-player symmetry things that causes more hassle than it's worth 15:31:53 Nope! (Well, at least not originally, anyway) 15:31:58 -!- scummos^ has quit [Read error: Connection reset by peer] 15:32:13 -!- mnoqy has joined ##crawl-dev 15:32:59 |amethyst: you always get the stealth boost, water or not 15:33:42 <|amethyst> aha, I see 15:33:50 <|amethyst> it already does what I was saying with darkgrey 15:34:03 -!- sacje has quit [Quit: sacje] 15:35:40 wait for the tavern to complain about "adding on gimmicks" 15:36:58 !apt Earth 15:36:59 Earth: Gr: 3!, DD: 3!, Dr[grey]: 2, Gh: 1, DE: 1, LO: 1, Ha: 0, Op: 0, Dr: 0, Hu: 0, Ko: 0, HO: 0, Vp: 0, Na: 0, Ds: -1, Sp: -1, Dg: -1, Ce: -1, Tr: -1, Mu: -2, Mi: -2, Dr[black]: -2, HE: -2, Mf: -2, Fe: -2, Dj: -3*, Te: -3*, Og: -3* 15:37:27 -!- ystael has quit [Ping timeout: 256 seconds] 15:37:28 Something not DD with 3 earth seems okay. 15:37:36 2 is still very good 15:38:08 why not increase its ice to 2 too then 15:38:10 -!- mumra_ has joined ##crawl-dev 15:38:14 would be nice and cool 15:38:28 <|amethyst> earth is in theme for them, ice not really 15:38:28 I am actually unsure why it has a good ice apt, to be honest 15:38:44 Well fire doesn't really fit either. 15:38:44 I don't think it's inherantly a problem, but I am uncertain why 15:38:58 <|amethyst> ice has the fewest races with positive aptitudes 15:39:06 <|amethyst> !apt ice 15:39:06 !apt ice 15:39:08 Ice: Dr[white]: 2!, Gh: 1, Mf: 1, Gr: 1, DE: 1, Ha: 0, Op: 0, Dr: 0, Hu: 0, Ko: 0, Vp: 0, HE: 0, Na: 0, Ds: -1, HO: -1, Dg: -1, Te: -1, DD: -1, Ce: -1, Mu: -2, Sp: -2, Dr[red]: -2, Fe: -2, Mi: -3, Dj: -3, Tr: -3, Og: -3, LO: -4* 15:39:08 Ice: Dr[white]: 2!, Gh: 1, Mf: 1, Gr: 1, DE: 1, Ha: 0, Op: 0, Dr: 0, Hu: 0, Ko: 0, Vp: 0, HE: 0, Na: 0, Ds: -1, HO: -1, Dg: -1, Te: -1, DD: -1, Ce: -1, Mu: -2, Sp: -2, Dr[red]: -2, Fe: -2, Mi: -3, Dj: -3, Tr: -3, Og: -3, LO: -4* 15:39:16 <|amethyst> 4 + 1 drac 15:39:22 <|amethyst> !apt air 15:39:23 Air: Te: 3!, Dj: 2, Dr[black]: 2, HE: 2, Ha: 1, Dr[pale]: 1, Op: 0, Dr: 0, Hu: 0, Ko: 0, Vp: 0, DE: 0, Na: 0, Ds: -1, Sp: -1, Dg: -1, Ce: -1, Fe: -1, Mu: -2, Dr[grey]: -2, Gh: -2, HO: -2, Mf: -2, Mi: -3, Gr: -3, LO: -3, DD: -3, Og: -3, Tr: -4* 15:39:30 !apt Fire 15:39:31 <|amethyst> 4 + 2 dracs 15:39:31 Fire: Dj: 3!, Dr[red]: 2, LO: 2, Dr[mottled]: 1, Dr[pale]: 1, HO: 1, Te: 1, DE: 1, Ha: 0, Op: 0, Dr: 0, Hu: 0, Ko: 0, HE: 0, Na: 0, Ds: -1, Dg: -1, Gr: -1, DD: -1, Ce: -1, Fe: -1, Mu: -2, Sp: -2, Dr[white]: -2, Gh: -2, Vp: -2, Mi: -3*, Mf: -3*, Tr: -3*, Og: -3* 15:39:39 <|amethyst> 5 + 3 dracs 15:39:48 <|amethyst> and earth is 5 + 1 drac 15:40:03 -!- mumra has quit [Ping timeout: 246 seconds] 15:40:09 -!- indspenceable has quit [Ping timeout: 268 seconds] 15:40:25 |amethyst: that's why I gave it a positive ice apt, because it seemed underloved and not thematically inappropriate 15:40:32 well that doesn't seem like a very good reason to just randomly have it be higher 15:40:37 Ice is 6 in total positive aptitudes, air is 11, fire 12 15:40:39 -!- tcjsavannah has quit [Read error: Connection reset by peer] 15:42:20 -!- tcjsavannah has quit [Client Quit] 15:42:46 -!- indspenceable has joined ##crawl-dev 15:42:52 And earth is likewise 11. 15:42:55 glacier dwarves....... 15:43:10 MarvinPA: we have to make choices about aptitudes. If some aptitude is less frequently good, it'll discourage use. I don't see a compelling reason not to give players options. 15:43:48 0 is a good apt 15:44:02 and gives players options like "which spell school should i train" 15:44:43 Gh is a species already in the role of 'good at earth and ice' 15:44:48 altough it's undead 15:45:00 undead are a category for themselves if you ask me 15:45:18 because they're rather different from normal races just by being undead 15:45:24 the fact that overall, there are less races with high ice apt has absolutely nothing to do with the decision of "shall i train ice this game" on some race with 0 ice skill 15:45:27 gammafunk: Well, ghouls also have notably terrible int, but still 15:46:05 <|amethyst> yeah, it doesn't necessarily mean existing races should get + to ice 15:46:18 <|amethyst> but IMO it's something to keep in mind when considering new races 15:46:34 Well firestorm is already much more popular to icestorm. 15:46:41 <|amethyst> there's enough fire and earth now 15:46:41 As far as I know. 15:47:56 ice gargoyle? 15:48:50 gargoyles are hard and ice is hard, makes perfect sense 15:49:42 Except gargoyles are not hard, since they lack bonus AC AND are not really made of stone (yet)? :P 15:50:09 (In any case, must dash!) 15:50:12 maybe they should be able to petrify themselves 15:50:12 -!- DracoOmega has quit [Quit: Leaving] 15:52:46 :p 15:53:41 Bonus ice apt while petrifying 15:53:47 Makes perfect sense. 15:53:48 perfect 15:54:12 petrify yourself while your ice clouds finish off cerebov to make better use of the xp 16:01:31 -!- ProzacElf has joined ##crawl-dev 16:04:43 -!- nickajeglin has quit [Ping timeout: 264 seconds] 16:05:50 -!- mumra has joined ##crawl-dev 16:07:19 -!- Lightli has joined ##crawl-dev 16:07:20 -!- mumra_ has quit [Ping timeout: 246 seconds] 16:08:31 -!- ystael has quit [Ping timeout: 268 seconds] 16:10:07 -!- Wahaha has quit [Ping timeout: 264 seconds] 16:11:53 -!- indspenceable has quit [Remote host closed the connection] 16:12:08 -!- Ladykiller69 has quit [Quit: Verlassend] 16:15:33 -!- Sysice has quit [Ping timeout: 245 seconds] 16:15:37 -!- Silurio1 has quit [Ping timeout: 240 seconds] 16:15:53 -!- Aryth has quit [Read error: Connection reset by peer] 16:17:53 -!- Blazinghand_ has quit [Ping timeout: 240 seconds] 16:21:39 -!- eurtek has quit [Ping timeout: 250 seconds] 16:25:25 -!- Silurio has quit [Ping timeout: 248 seconds] 16:30:07 -!- scummos has quit [Read error: Operation timed out] 16:32:41 -!- ProzacElf has quit [Quit: Leaving] 16:33:21 -!- Ellk_ has quit [Ping timeout: 250 seconds] 16:35:00 -!- mumra has quit [Ping timeout: 246 seconds] 16:35:02 -!- Silurio1 has quit [Ping timeout: 268 seconds] 16:36:50 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 16:40:34 -!- Duralumin has quit [Read error: Connection reset by peer] 16:41:23 -!- ystael has quit [Ping timeout: 245 seconds] 16:41:34 hey Thyme -- you should argue with the village elders about item destruction 16:41:53 -!- evilmike has quit [Read error: Connection reset by peer] 16:42:01 Where? 16:43:12 right here 16:43:16 Oh 16:43:32 the dev sentiment seems to mostly be along the lines of "meh" 16:43:44 Item destruction as is is bad. 16:43:55 That destruction branch should be merged quicklike 16:44:16 Capitalization mistake in inventory by magicpoints 16:44:22 Except make the duration key off of dam/mhp 16:45:01 Basil has spoken. Praise be to Basil. 16:45:04 a convincing argument 16:45:15 bh: That's not Basil, that's Parsley 16:45:39 Well, I don't think that white imps should lock you out for 10-20 turns in Pan 16:46:03 Because that still makes them damn annoying in a bad way 16:46:44 god damn is spectral weapon placement stupid 16:46:57 And I'm sure that the devs have heard of the "item-dropping minigame" argument with respect to removing current destruction 16:47:28 I thought all the T-5s were removed from Pan anyways 16:48:16 As well as the fucking off to the stash arguments 16:48:20 Oh 16:48:28 Didn't know about that 16:49:08 Thyme: yeah, that's the argument I proffered 16:50:05 -!- Nomi has quit [Quit: leaving] 16:50:45 -!- ragingrage has quit [Quit: Page closed] 16:51:58 Hm 16:52:15 On a tangent, ideally corr would stop being a strategical worry sometime. 16:52:23 Or strategic 16:53:56 Since it seems that the most annoying things occur at the junction of tactical problems and strategic problems 16:53:57 guys 16:53:58 https://dl.dropboxusercontent.com/u/63152810/n/abom/BigScaryAbomination.png 16:53:59 "Your sword is covered in slime!" 16:54:04 am i finally on the right track 16:55:17 bh: Basically. 16:56:52 -!- indspenceable has joined ##crawl-dev 16:57:57 -!- mumra has joined ##crawl-dev 17:00:45 -!- Silurio has quit [Ping timeout: 256 seconds] 17:02:18 -!- Silurio1 has quit [Ping timeout: 246 seconds] 17:02:24 -!- scummos^ has quit [Read error: Connection reset by peer] 17:02:59 you 17:03:35 who me? 17:04:00 Bloax: that looks pretty awesom 17:04:07 https://dl.dropboxusercontent.com/u/63152810/n/abom/BigScaryAbomination.png ? 17:04:27 yeah that one 17:04:47 what about the idea where we model actual temporary destruction of stacked items 17:04:52 You might have noticed that I went berserk on it. 17:05:02 and basically slapped stuff on it 17:05:46 hmm, I guess that might not actually do anything bad though 17:06:30 -!- ctair has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 17:07:53 -!- bh has quit [Quit: Page closed] 17:08:07 -!- eith has quit [Ping timeout: 256 seconds] 17:12:25 -!- Poncheis has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 17:12:32 -!- eith has joined ##crawl-dev 17:12:49 The problem is how do we make all the other levels. 17:13:34 -!- indspenceable has quit [Remote host closed the connection] 17:19:16 -!- nooodl_ has joined ##crawl-dev 17:20:20 -!- nooodl has quit [Ping timeout: 252 seconds] 17:21:37 well, one of them needs to be really bulky and take up basically most of the tile 17:21:55 -!- radiosilence has joined ##crawl-dev 17:21:55 haha 17:22:01 (currently called "hulking abomination") 17:22:14 I think I got the predecessor to that big scary one. 17:22:20 and the other needs to be either halfway between that and current large aboms, or halfway between current small and large aboms 17:22:25 but the former would be better 17:23:10 https://dl.dropboxusercontent.com/u/63152810/n/abom/ToweringAbomination.png 17:23:34 32x40 -> 32x46 17:23:43 (it just needs some fuck-up-age) 17:24:09 let's just add something to its back 17:29:06 inquiry, could hulking abominations be good abyss monsters 17:30:29 -!- ackack has quit [Ping timeout: 248 seconds] 17:30:33 Isn't the BigScaryAbomination kind of hulking enough though? :x 17:30:43 or do we need to go bigger 17:32:38 -!- ground4_ is now known as ground4 17:33:32 -!- crate has quit [Ping timeout: 252 seconds] 17:33:37 -!- ystael has quit [Ping timeout: 268 seconds] 17:35:18 panlords are32x48 i think? but still don 17:35:34 -!- Villadelfia has quit [Ping timeout: 246 seconds] 17:35:40 still don't go *right* up to the edge, leave a 1-pixel border around the image 17:36:55 but i think the hulking one should be 32x32 (well, 30x30 *including* the outline that is) but simply take up a lot of the square 17:36:56 mumra: https://dl.dropboxusercontent.com/u/63152810/n/abom/ToweringAbomination2.png 17:37:23 ok yeah that's good 17:38:11 when we forego silly concepts such as "making structural sense" funny things happen 17:39:12 https://dl.dropboxusercontent.com/u/63152810/n/abom/Sizes.png 17:39:49 radiosilence: well maybe all of these could show up in the abyss with some rareness, but they're just higher hd / attk versions of the smaller aboms unless anyone thinks of anything more interesting they could actually do 17:40:13 Well it'd be a shame to leave them out of some fun. 17:40:23 Because these tiles look rather terrifying. 17:40:57 Bloax: in that last image, are they supposed to be the differnt size ones, or all towering? because i think only towering should actually be bigger than a tile 17:41:04 absorbing the other aboms until there's this one huge roving threat you just know you're going to face eventually 17:41:24 heh, abomzig 17:41:33 I'm thinking small -> large -> towering (enormous?) -> enormous (towering?) 17:41:47 hulking? 17:42:05 In this case it's old enormous, towering and enormous. 17:42:06 -!- Villadelfia has joined ##crawl-dev 17:42:10 well currently i have five sizes but maybe that's overkill 17:42:26 mumra: what do you call them 17:43:13 I am pretty happy on how abyss zigs are one of the few times zigs floors don't necessarily need more scaling 17:44:19 SamB: small -> large -> gruesome -> hullking -> towering 17:44:31 might swap large/gruesome 17:44:39 and also think of different names for small/large 17:44:41 abominable slime creature 17:44:59 clearly re-use those prefixes so people already know what size is what 17:45:02 radiosilence: i was more thinking of a separate floor that's *just* aboms 17:45:04 why gruesome 17:45:08 when you can have grotesque 17:45:26 oh 17:45:29 ehhhhhhhh 17:45:37 well i was wavering between gruesome and grotesque 17:45:47 Gruesome just sounds silly. 17:45:56 most of the work I've been doing is to avoid floors of almost-entirely-melee 17:46:09 Because while it's a truly gruesome sight, it's more disgusting and thus grotesque. 17:46:25 smajdalf (L7 DrCj) (D:4) 17:46:30 grues are scared of the light aren't they 17:46:35 radiosilence: i was also joking, but a floor of aboms that started merging together into a small number of huge ones would be pretty funny 17:46:45 pff 17:46:54 much easier to just do starcursed mass floor :P 17:47:27 That would be the first time I'd get the "tears at your sanity" shriek. 17:47:27 make two glass boxes in the starcursed mass floor 17:47:31 with giant eyeballs in them 17:47:46 then you will know what pain is 17:48:19 But yeah I think we might have the first variants of hulking/towering now. 17:48:44 there are vaults in abyss with lots of 0s and 9s, one can easily get assaulted by the full range of masses 17:48:46 ( https://dl.dropboxusercontent.com/u/63152810/n/abom/ToweringAbomination2.png and https://dl.dropboxusercontent.com/u/63152810/n/abom/BigScaryAbomination.png respectively) 17:50:19 -!- MaxFrost has quit [Ping timeout: 264 seconds] 17:51:56 perhaps: lowly -> horrible -> grim -> hulking -> towering 17:52:11 yes 17:52:32 or hm 17:52:45 what about no title for the lowest rank 17:52:50 and just have it as "abomination" 17:53:31 perhaps for the second rank, i like lowly much more than horrible 17:55:43 Disgusting abomination? 17:56:12 I don't like horrible because quality related adjective on a comparative-tier adjective list 17:56:34 i could split existing tiles up for one of the tiers; abomination_large, abomination_large4 and abomination_large6 are all significantly bulkier than the others 17:57:10 radiosilence: is horrid better 17:57:15 Much. 17:57:15 -!- DracoOmega has joined ##crawl-dev 17:57:23 better 17:59:45 The best part about doing these kinds of things is that even though I nudge and scale them down, they don't really get that much worse. 17:59:52 Because they're kind of that messed up already. 18:03:12 -!- mumra has quit [Ping timeout: 246 seconds] 18:05:19 ??halberd 18:05:19 halberd[1/2]: Two Handed Polearm. Damage: 13, Accuracy: -3, Speed: 15 18:05:23 ??gnoll 18:05:23 gnoll[1/2]: Present in packs, and predominantly packs punishing polearms of pugnacity. Possess prudence! Possibly provides pnets. 18:05:27 gnoll (08g) | Spd: 10 | HD: 2 | HP: 8-18 | AC/EV: 2/9 | Dam: 9 | 10weapons, 10items, 10doors | Res: 06magic(8) | Chunks: 07contam | XP: 14 | Sz: Medium | Int: normal. 18:05:27 %??gnoll 18:05:33 -!- Silurio has quit [Ping timeout: 264 seconds] 18:06:37 ??djinn 18:06:37 djinn[1/4]: Player species with hellfire (total fire) immunity, rN+++, rC-, high fire aptitude, and a single weird pool (essence) from which they draw both mana and health. 1 MP costs two essence. They have no hunger bar, but pay hunger costs through glow, which only gives them weird temporary mutations. !!Djinn is plural, djinni is singular!! 18:06:41 Oh sorry 18:07:10 -!- eith has quit [Ping timeout: 276 seconds] 18:07:27 -!- ontoclasm has joined ##crawl-dev 18:08:17 hi 18:09:10 horrid isn't much better 18:16:22 Lowly/plain/hulking/towering/colossal? 18:16:47 And I suppose include a reference to the next size in an abomination's description 18:21:23 -!- Silurio1 has quit [Ping timeout: 240 seconds] 18:22:03 https://dl.dropboxusercontent.com/u/63152810/n/abom/GrimAbomination.png 18:22:07 And another smaller one. 18:22:09 How's this? 18:23:27 https://dl.dropboxusercontent.com/u/63152810/n/abom/Progression.png 18:23:38 -!- nooodl_ is now known as nooodl 18:24:06 -!- indspenceable has joined ##crawl-dev 18:24:30 maybe i should fix its shading 18:28:32 -!- indspenceable has quit [Ping timeout: 252 seconds] 18:28:58 -!- pantaril has quit [Remote host closed the connection] 18:30:16 https://dl.dropboxusercontent.com/u/63152810/n/abom/Progression2.png 18:30:23 -> https://dl.dropboxusercontent.com/u/63152810/n/abom/GrimAbomination2.png 18:32:57 -!- rrage has quit [Ping timeout: 250 seconds] 18:35:07 -!- darkflagrance has quit [Ping timeout: 250 seconds] 18:39:05 Also should twisted resurrection be more like, spam abominations. 18:39:28 Or more like "care for your big corpse coloss". 18:42:51 s/./? 18:49:46 -!- Stendarr has quit [Ping timeout: 246 seconds] 18:52:01 -!- Nexos_ has quit [Ping timeout: 248 seconds] 18:52:35 -!- Vandal has joined ##crawl-dev 18:54:09 -!- Wiro_ has quit [Quit: Page closed] 18:54:58 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 18:58:50 -!- bonghitz has quit [Remote host closed the connection] 19:00:55 A new size of abomination? 19:03:33 -!- CC has quit [Quit: Page closed] 19:04:54 -!- scummos has quit [Ping timeout: 264 seconds] 19:05:31 -!- rkd has quit [] 19:07:34 -!- Nakatomy has quit [Remote host closed the connection] 19:10:03 -!- Sonder has quit [Ping timeout: 246 seconds] 19:12:11 -!- mnoqy has quit [Quit: hello] 19:12:38 -!- ShadeTornado has quit [Quit: Leaving] 19:15:25 -!- kekekela has quit [Ping timeout: 250 seconds] 19:19:06 New sizes of abominations, yeah. 19:19:28 What an abominable concept. 19:19:34 (todo: eldritch abominations <_<) 19:19:44 I think they already exist 19:19:49 We just see only a single limb at a time 19:19:54 -!- _dd has quit [Read error: Connection reset by peer] 19:20:00 Isn't the biggest one a bit close to that already? 19:22:04 Hello, is there some kind of "Want to help out the Crawl team? Start here!" page? 19:22:38 Vandal, not particularly, but a lot of now-devteam members got their start by writing patches for Mantis issues :) 19:22:54 cool 19:22:57 DracoOmega, clearly we need the entire creature somewhere! >_> 19:23:02 (Abyss:4-5 <_<) 19:23:49 -!- Eletious is now known as Eletious_ 19:23:50 fr h. p. lovecraft unique 19:23:58 Cthulhu!!! 19:24:15 that would be difficult to draw 19:24:16 spams XXX, casts summon ugly things and malign gate 19:24:22 i meant lovecraft the guy 19:24:25 ontoclasm: so, Mnoleg? 19:24:28 little dude in a tweed jacket 19:24:38 summoning horrors from beyond time 19:24:50 making racist comments 19:24:55 -!- Eletious_ is now known as Eletious 19:25:05 do you just want monsters with tiles that aren't impossible :P 19:25:13 >.> maybe 19:25:16 Poor ontoclasm. 19:25:22 We need to hire another tiles dev <_< 19:25:35 we need more implementable tickets made! 19:25:49 Implementable: come up with more implementables? 19:26:06 ontoclasm: Look on the bright side, instead of drawing tiles you could be spending hours upon hours staring at giant spreadsheets of numbers and formulae :P 19:26:33 implementables: draconian non-armours class signifiers, snaplasher vine set, forest set 19:26:35 oh speaking of tiles 19:26:41 fr a monster that defies description but has at least 37 limbs, purple-yet-not-purple skin, and fifteen eyes, all of which wear constantly changing expressions 19:26:51 does anyone know offhand if the teleport control tile from https://crawl.develz.org/mantis/view.php?id=6896 has been added? 19:27:12 I think it was added right after that appeared on the page? 19:27:14 * Grunt goes to look. 19:27:36 Nope 19:27:43 At least I still have a ? for evoking the ring 19:27:45 Oh, I'm thinking of Thief <_< 19:27:46 Now that I look 19:28:36 Well, easy enough to add in, in any case. 19:28:56 -!- temp is now known as nickajeglin 19:29:02 implentable (?) https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:tiles_missing_for_wizlabs 19:29:50 (Want me to add it in, or does someone else want to, or...?) 19:29:57 Grunt: go for it 19:30:00 oh, and thin mist still looks like default smoke as the only thing from tiles missing for 0.11 19:30:13 i'm on my laptop so it takes me ages to do anything 19:30:15 (well, and detect foo tiles but) 19:30:21 -!- nickajeglin has quit [Client Quit] 19:30:22 radiosilence: gah fuck, goddamn thin mist 19:30:30 hahahaha 19:30:32 i don't know how to do whatever the tiles stuff is so yes please 19:31:02 Well for actual tiles I'm kinda here. 19:31:29 sadly wizlab tiles are a ways down my priority list 19:31:40 like I saidddddd 19:31:46 maaaan 19:31:47 implementablllllllll 19:31:52 -!- nickajeglin has quit [Client Quit] 19:31:59 implementtable 19:32:02 how many bad submissions could you get 19:32:23 Okay, I'm on it (just making sure this compiles and works before committing). 19:32:58 while you're committing stuff 19:33:49 add e.kfeat("X = rock_wall") between lines 90 and 91 of volcano.des please 19:34:33 implantable 19:35:13 use that as the title for forest things 19:36:02 ooh, roctavian made some orc tiles 19:36:14 maybe orc will finally not look like brown lair! 19:36:23 ontoclasm, btw, I hope you don't mind my adding in your old disco ball tile >_> 19:36:27 haha 19:36:31 have fun 19:36:39 %git HEAD^{/disco ball} 19:36:40 07Grunt * 0.13-a0-2211-g62e0c54: A tile for the Pan disco ball (from #5385, by ontoclasm). 10(33 hours ago, 3 files, 5+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=62e0c5485053 19:37:19 ontoclasm: what orcs where 19:37:28 Bloax: Orc-the-branch, not orcs <_< 19:37:33 pff, complaining about orc 19:37:34 ah 19:37:52 there are some nice orc monster tiles though 19:37:59 what's much worse is all the rock in swamp vaults being lair walls 19:38:10 -!- bonghitz has quit [Ping timeout: 276 seconds] 19:38:10 i just haven't implemented them because of... a reason 19:38:27 -!- orionstein_away is now known as orionstein 19:38:27 orc king please 19:38:28 I seem to vaguely recall them looking less distinct 19:38:31 has a tile already 19:38:33 Than the present ones 19:38:38 But it's been ages 19:38:47 is the bog body i did not in for reasons too 19:38:53 https://crawl.develz.org/mantis/view.php?id=5746 19:39:26 yeah, the problem is that his warriors, knights, and warlord don't stand out as much as the current ones 19:39:36 orc knight and warlord design clearly need to somehow incorporate cyan 19:39:43 Their expressions are also kind of bad. 19:39:52 and by that I mean make all tiles magically have the same colours as console glyphs that's plausible right 19:40:02 radiosilence: i do that when i make tiles! 19:40:07 are hill giants orange in tiles too 19:40:14 very not 19:40:17 bug 19:40:23 elliott: The Vaults @ have matching colors, though! 19:40:26 http://crawl.develz.org/info/tile.php?q=Hill%20giant 19:40:37 DracoOmega: but do they look like uniques in tiles too 19:40:41 No 19:40:48 the problem obviously being that changing old tiles and losing something as distinct as a primary colour is mean for those poor tiles players 19:40:51 reflavour sigmund as a unique thingy 19:40:54 hill giants: the original victims of noodle-arm syndrome 19:41:02 Wasn't there some idea at some point to make unique humans have some other non-@ glyph? 19:41:07 So that @ wasn't superoverloaded 19:41:09 man I'd much rather have noodle arms 19:41:15 than whatever old fire giants were 19:41:21 i'd rather non-unique humans move glyph 19:41:27 since they're rather rarer 19:41:31 Weren't old fire giants peaheads? 19:41:32 old fire giants had old-man arms 19:41:33 well ok maybe not rarer 19:41:36 and tiny heads 19:41:39 but much less seen 19:41:42 I don't think they're particularly rare 19:41:44 and six-packs 19:41:51 (since things like vault guards appear much later than e.g. sigmund) 19:41:57 could have been worse 19:41:58 oh those tiles 19:41:59 -!- nicolae- has joined ##crawl-dev 19:42:00 oh god 19:42:03 If only there was a bold @ or something 19:42:12 Make Sigmund a sigma 19:42:16 haha 19:42:16 DracoOmega: yes, if only! 19:42:21 03Grunt 07* 0.13-a0-2243-gf5357c2: Evoke Teleport Control icon (reaver, #6896). 10(3 minutes ago, 3 files, 3+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=f5357c2eb00c 19:42:21 03Grunt 07* 0.13-a0-2244-g236abbe: Don't pointlessly use permarock in volcano entrances (HangedMan). 10(41 seconds ago, 1 file, 1+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=236abbe86780 19:42:23 @ 19:42:30 copyright symbol 19:42:44 very "ontorc" 19:42:45 that's not in CP437 19:42:50 Šigmund 19:43:03 hey, all my humans are on capital I 19:43:04 or ASCII, fwiw 19:43:20 SamB: But sigma is! 19:43:20 ontoclasm: truly, man is a beast 19:43:23 move beasts to E, who cares about the living/nonliving distinction 19:43:25 p.s. get it 19:43:32 MarvinPA: impressive close time there <_< 19:43:34 all my humans are tiles because i'm Super Cool like that 19:43:36 elliott: you blew my mind 19:43:38 Grunt: :) 19:44:24 nicolae-: Yes, isn't it great that tiles people don't need to worry about this? 19:44:34 tiles people get other things to worry about! 19:44:36 nicolae-: Except when you're making monsters and have to be kind to those poor deprived console peoples 19:44:43 like using &D in tiles constantly and then seeing ?s 19:44:51 yeah it's pretty great *kicks back in chair, puts feet on desk, doesn't know what 95% of glyphs mean* 19:44:52 Haha, yes 19:44:58 and trying to guess if it's a snail or a turtle or a draconian 19:45:07 Why the hell DO snails do that anyway? 19:45:17 because you haven't fixed it yet 19:45:21 go do that already 19:45:21 Hahahahahahaha 19:45:31 too bad snails can't be @ 19:45:37 because it rather looks like a snail 19:45:46 @y 19:45:49 (also, halos didn't have any tiles in some ancient versions) 19:45:58 Bloax: that's an excellent rendition, yes 19:46:06 \o/ 19:46:14 radiosilence: I remember when Leda's was first added, it had no tiles 19:46:28 radiosilence: And I didn't realize the radius shrunk, and was very confused when monsters keep getting slowed and unslowed 19:46:28 -!- scummos^ has quit [Quit: Konversation terminated!] 19:46:38 I did a bunch of testing and was about to report a bug 19:46:48 I can't remember at what point I realized what was going on 19:47:02 I was thinking more of the lack of warning for mennas 19:47:15 I think halo had tiles by THAT point, didn't it? 19:47:32 there was a brief period otherwise 19:47:35 Hmmm 19:47:38 DracoOmega: clearly should have SSH'd in to spectate yourself 19:47:50 most importantly right now there are these walls of ?s 19:47:54 nicolae-: i think the best thing about tiles players is when they try to like make a joke that involves glyphs or fake a console screenshot on tavern 19:47:57 made by moving oklob saplings??? 19:47:58 ????????????????? 19:48:02 (In any case, I actually do think it might be nice if we could seperate unique/non-unique @s, since there are so many @s) 19:48:02 because they make up the funniest glyphs for things 19:48:21 The dumb thing is that you can see the glyphs on the bots. 19:48:24 i would at least have the decency to look up a glyph before using them in a post 19:48:35 I think there should be overall glyph condensation 19:48:40 hill giant (04C) | Spd: 10 | HD: 11 | HP: 42-77 | AC/EV: 3/4 | Dam: 30 | 10items, 10doors | Res: 06magic(44), 12drown | Chunks: 07contam | XP: 657 | Sz: Giant | Int: normal. 19:48:40 %??Hill giant 19:48:43 Bloax: for most things, yes 19:48:44 i have glyph condensation 19:48:46 what are qwarves doing on q instead of g 19:48:50 dryad (087) | Spd: 10 | HD: 10 | HP: 56-84 | AC/EV: 6/12 | Dam: 10 | spellcaster | Res: 06magic(93) | Vul: 04fire | Chunks: 07contam | XP: 671 | Sp: awaken vines, awaken forest, minor healing (2d5) | Sz: Medium | Int: normal. 19:48:50 %??dryad 19:48:56 it gets on my windows on dewy mornings 19:48:59 what are killer bees/moths not doing on y/k 19:49:02 pfft tiles players don't have dignity, why would they look things up! 19:49:07 letters and punctuation running down the glass 19:49:08 Yce and skY beasts 19:49:15 also yes 19:49:19 oh i don't have dignity either i just get self-conscious about making dumb mistakes 19:49:22 put beasts on B, remove beetles 19:49:23 no tiles player has to deal with tree-like tiles 19:49:31 radiosilence: Well, sure some glyphs don't have much on it, but I don't think most of those make sensible homes for some of this other stuff 19:49:35 I'm under the impression that dryads don't actually look like 7 most of the time 19:49:37 make the dryad tile a palette swap of the tree tile 19:49:50 well yes it wouldn't be good for actually freeing e.g. @ in the end 19:49:53 just nitpicking 19:49:53 elliott: Hey, it already blends in more than it does on console (seriously) 19:50:01 that sounds incredibly difficult 19:50:03 elliott: Since it's actually the same color 19:50:06 mmm 19:50:10 -!- Roarke has quit [Quit: Page closed] 19:50:13 elliott: Like, frequently I can't find where on the screen it is 19:50:13 can you change that glyph btw 19:50:19 Yes, I did mean to do that 19:50:25 I think I will make it an m, like nymphs 19:50:29 And it can be merfolk and maidens 19:50:31 were they not originally on m 19:50:35 They were? 19:50:39 They were. 19:50:39 they were on not-7 19:50:39 it helps if you get the uglier tree tiles 19:50:42 with two trees 19:50:43 People complained. 19:50:48 maybe just leave them as 7 19:50:49 /^^&_|> 19:50:52 but actaully 7 19:50:52 "They're not merfolk!!!" 19:50:53 i don't really remember much about what it was other than that it wasn't 7 since that seems to be the most important thing about it 19:50:58 vroom vroom 19:51:00 SamB: Well, they're not a tree. They leave corpses and you can eat them! 19:51:10 (man it was a loss of quality to add in the mess of current disparate-style tree tiles 19:51:10 you've clearly never eaten a tree corpse 19:51:13 yum yum 19:51:16 Haha 19:51:38 Grunt: But they ARE 'm'aidens, no? :P 19:51:41 Duramboros (072) | Spd: 10-17 | HD: 6 | HP: 40-97 | AC/EV: 4/9 | Dam: 28, 2007(trample) | 05demonic, 10doors, fighter | Res: 06magic(24), 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 277 | Sz: Large | Int: normal. 19:51:41 %??hell beast name:Duramboros n_rpl 19:51:49 Grunt: Also, I have no idea what ELSE they could be 19:51:54 P 19:51:55 <_, 19:51:59 But they're not a plant! 19:52:02 (After all, we have more tree-like monsters on P already!!!) 19:52:37 how about Q 19:52:37 man there is no good analogy for duramboros 19:52:46 at least uragaan is a boulder beetle 19:52:49 what is duramboros 19:53:20 nicolae-: something from a game I'm playing besides crawl because I am exhausted 19:53:41 (it eats trees) 19:54:12 ah 19:56:03 -!- ontoclasm has quit [Quit: Leaving.] 19:56:17 -!- ontoclasm has joined ##crawl-dev 19:59:56 -!- ProzacElf has joined ##crawl-dev 20:00:45 -!- ontoclasm has quit [Ping timeout: 264 seconds] 20:02:49 -!- alefury has quit [Read error: Connection reset by peer] 20:05:15 -!- Eletious has quit [Quit: Leaving] 20:09:41 -!- st_ has quit [Read error: Connection reset by peer] 20:10:13 -!- st_ has joined ##crawl-dev 20:19:02 Working prototype for a forest end vault (water palace): http://pastebin.com/bcXJcVef 20:19:10 Would appreciate feedback 20:19:27 sure thing *points the microphone at the speaker* wweeeeEEEEEEOOOOOOOOOOOOO 20:19:38 nicolae-: heh 20:19:47 lol 20:20:24 The edges could use fuzzing. 20:20:27 personally i'd probably put more deep water around in places, if not as an actual obstacle then at least as flavor, but that's just me 20:20:31 agreed 20:20:36 with grunt 20:20:41 -!- dtsund has joined ##crawl-dev 20:20:47 +1 on fuzzing 20:20:47 What's this!? Someone agrees with me!? 20:21:02 nicolae-: Only problem with deep water is that it's harder to play with water nymphs, but I suppose I could use it towards the back 20:21:02 statistical inevitability 20:21:31 gammafunk: yeah, that's a good point, i would put it near the back too 20:21:41 also: that looks like a lot of loot compared to the other branch ends 20:21:56 I don't like making the entrance to a very open area more narrow, and I'd rather there be multiple entrances than just a way to see only one way into the vault when a large part of it is decorative (the perimeter of the forest) 20:22:02 nicolae-: It's basically the same as grunt_forest_end_chambers 20:22:10 see: several snake end vaults 20:22:11 But the enchantress is in that one 20:22:12 is it? it's been a while since i looked at the branch ends 20:22:29 man I am totally going to just finish my forest end 20:22:40 and patch out the other two ends 20:22:51 ah, okay 20:23:11 -!- Zermako has quit [] 20:23:41 one-tile thick walls and open space easily promote noise making everything flood in from the start and then most of the rest of the temple is wasted 20:24:02 though the immense height here helps (though I dislike this being large than most of the other ends) 20:24:38 radiosilence: The water does keep water-bound enemies in place, at least 20:24:50 -!- buppy has quit [Remote host closed the connection] 20:24:51 -!- Arkaniad|Laptop has quit [Quit: I've killed the senator.] 20:25:03 I wasn't aware of the noise/wall-thickness issue, though, and I could just thicken them 20:25:17 one _always_ has to think about noise 20:25:29 yeah it would be good to know some noise tips 20:25:36 uh 20:25:53 i'll just use silent spectres everywhere so i don't have to think about it 20:25:55 I'm not thinking about noise at all right now; I just keep thinking about ponies 20:26:17 sure you are 20:26:20 ponies make noise right 20:26:36 not my magical friend ponies 20:27:15 Do your magical friend ponies also tell you to kill your family every single day - and for each day it seems more and more like a good idea? 20:27:32 . 20:27:37 moving on 20:27:39 ...is... is that not what ponies are supposed to do 20:27:43 yes 20:27:57 how much wall thickness would you say is good for cutting down on noise propagation, radiosilence 20:28:00 for once hangedman makes the most sense out of anyone in the room 20:28:29 whos hangedman 20:47:27 -!- Cheibriados has joined ##crawl-dev 20:47:27 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 20:47:28 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 20:47:34 I'm trying to make some vaults and have a few portal vaults done 20:47:34 yeah i need to test that out 20:47:51 mumra: Wher's that + of yours 20:47:55 for the dragon do we want some unique dragon type? 20:48:04 Lightli: huh? 20:48:16 got lost in the netsplit 20:48:18 oh 20:48:30 mumra: i was just gonna use ice/swamp/original recipe to start with 20:48:45 unique dragon types might be cool but not necessary to the concept as far as i can tell atm 20:48:49 I was going to suggest gold myself 20:48:51 oh, nickserv is gone 20:48:53 I don't have particularly great amounts of faith in the dragon's den concept from pure availability of concepts 20:49:02 radiosilence: go on 20:49:04 but whatever, most important to see examples first 20:49:08 (joke option: pearl) 20:49:15 -!- dupo has quit [Ping timeout: 264 seconds] 20:49:17 -!- bakaflockaflame has quit [Read error: Connection reset by peer] 20:49:19 -!- cbus has quit [Ping timeout: 264 seconds] 20:49:19 -!- MarvinPA has quit [Ping timeout: 264 seconds] 20:49:19 -!- MarvinPA_ is now known as MarvinPA 20:49:20 -!- Sysice has quit [Ping timeout: 264 seconds] 20:49:20 -!- Aponym has quit [Ping timeout: 264 seconds] 20:49:20 -!- luukano has quit [Ping timeout: 264 seconds] 20:49:21 -!- sk3 has quit [Ping timeout: 264 seconds] 20:49:21 -!- _sk_ has quit [Ping timeout: 264 seconds] 20:49:22 -!- Ragnor has quit [Ping timeout: 264 seconds] 20:49:22 -!- Dr_Ke has quit [Ping timeout: 264 seconds] 20:49:23 -!- blackflare has quit [Ping timeout: 264 seconds] 20:49:23 -!- tali713 has quit [Ping timeout: 264 seconds] 20:49:23 -!- Eldarby has quit [Ping timeout: 264 seconds] 20:49:23 -!- Rjs has quit [Ping timeout: 264 seconds] 20:49:23 perl dragon? It'll have horrible syntax 20:49:37 -!- kryft has quit [Read error: Connection reset by peer] 20:49:42 but a dozen ways to handle it 20:49:45 well there's more than enough possibility for current portals to use dragons as end bosses, even if not as explicit and announced as such 20:49:50 -!- kryft has joined ##crawl-dev 20:50:16 -!- geekosaur has quit [Read error: Connection reset by peer] 20:50:21 like, if I were to stretch imaginations, a dragon assaulting a bailey would get in the additional variety that fire/ice are stuck in with volcanos/ice caves 20:50:29 stuck out of 20:50:34 -!- geekosaur has joined ##crawl-dev 20:50:40 -!- mumra_ has joined ##crawl-dev 20:50:46 -!- Xiberia has joined ##crawl-dev 20:50:47 well the main concept of the dragon's den was more sneaking past a high-end monster that you probably can't kill, and make it more a challenge about stealth, speed, cunning, using your items, etc. 20:50:52 nicolae-: how is the stealth aspect going to work? is the dragon's position going to be randomised or do we want it patrolling around or something? 20:51:05 Or just waltzing in and killing the dragon anyways? 20:51:06 mumra: not sure, actually, i wanted to ask the stealth knowers for thoughts on that 20:51:27 stealth is too fragile for my tastes 20:51:29 -!- tali713 has joined ##crawl-dev 20:51:38 yeah, i was going to try to design levels so that multiple tactics could work 20:51:51 just not the "murder the dragon" tactic 20:52:00 stealth, digging, teleporting, running real fast, etc. 20:52:48 since the idea was to have the den appear early, players would have limited options, and i wanted to make sure players would be able to use the options effectively 20:53:24 so that even if they didn't have invisibility or whatever they could still theoretically succeed through some other method 20:53:47 -!- platinum has quit [Ping timeout: 250 seconds] 20:54:18 will players understand they aren't supposed to fight it? 20:54:31 -!- jarpiain has joined ##crawl-dev 20:54:48 -!- Pacra___ has joined ##crawl-dev 20:54:53 -!- greensna1k has joined ##crawl-dev 20:55:32 well, i was going to do a thing in the branch description along the lines of "Confronting the dragon head on would almost certainly be suicide, but those with cunning may be able to sneak past the dragon in order to steal its treasures" 20:55:47 who reads those :P 20:55:58 -!- Nivimer has joined ##crawl-dev 20:56:04 How early are we talking? I've taken down storm dragons in lair 20:56:06 -!- djinni has joined ##crawl-dev 20:56:09 st_ I think if they tried it once and get obliterated they'd learn. We can always have bones of previous adventures lying around or a warning on the portal (like labs) if it isn't enough. 20:56:34 reaver: i was going to have an early adventurer skeleton near the entrance, possibly with a useful-for-stealin' item lying on their corpse 20:56:42 cool 20:56:58 radiosilence: yeah, nobody, but at least they can't say they weren't warned 20:57:01 I want specific depths on this before getting to judge much more than I have 20:57:09 -!- MarvinPA_ has joined ##crawl-dev 20:57:15 pre-lair-ish i think was the tavern idea 20:57:50 -!- kunwon1 has quit [Remote host closed the connection] 20:57:52 "and once you're at lair entrance depth you surely can deal with two ice dragons anyway right" 20:58:02 The Tavern thread: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=6951 20:58:05 -!- whig_ has joined ##crawl-dev 20:59:00 -!- hhkb_ has joined ##crawl-dev 20:59:03 PS has anybody noticed more Tavern stuff getting in the game recently? All portal vaults announced, Dragon's den, modified armor EVP. 20:59:14 yeah, it's weird, right? 20:59:19 -!- mumra has quit [*.net *.split] 20:59:19 -!- Xiberia_ has quit [*.net *.split] 20:59:20 -!- ystael has quit [*.net *.split] 20:59:20 -!- Pacra has quit [*.net *.split] 20:59:20 -!- Nivim has quit [*.net *.split] 20:59:20 -!- yxhuvud2 has quit [*.net *.split] 20:59:20 -!- rphillips has quit [*.net *.split] 20:59:22 -!- jarpiain_ has quit [*.net *.split] 20:59:22 -!- whig has quit [*.net *.split] 20:59:23 -!- herself1 has quit [*.net *.split] 20:59:23 -!- timpakay has quit [*.net *.split] 20:59:24 -!- greensnark has quit [*.net *.split] 20:59:24 -!- djinni_ has quit [*.net *.split] 20:59:25 -!- tJener has quit [*.net *.split] 20:59:25 -!- Pedjt has quit [*.net *.split] 20:59:26 -!- TZer0 has quit [*.net *.split] 20:59:26 -!- inpho has quit [*.net *.split] 20:59:26 -!- inpho_ is now known as inpho 20:59:27 pretty soon a tavern god will make it in and then where will we be 20:59:27 -!- kunwon1 has joined ##crawl-dev 20:59:29 -!- whig_ is now known as whig 20:59:51 I remember back when berserker rage was removed thanks to a certain someone 20:59:57 *coughmageykuncough* 21:00:11 your geomancy practice seems to be moving around something other than mud and dirt 21:00:14 -!- CreepingCrawled is now known as notCreepingCrawl 21:00:20 once bh starts turning his eye to gods you mean 21:00:24 -!- notCreepingCrawl is now known as CreepingCrawl 21:00:29 -!- CreepingCrawl is now known as CreepingCrawled 21:01:08 my two main concerns for dragon's den layout are "is it going to be possible to get the idea without a shitload of spoilers" and "is it going to be possible to actually survive this without being the best player in the world" 21:01:12 or Grunt 21:01:39 put a scroll of magic mapping at the entrance 21:01:51 -!- Nivimer is now known as Nivim 21:02:10 mumra: yeah, my thought was that early on you would find some consumable that would be useful, like !resistance or magic mapping, etc. 21:02:20 I'm just going to take the idea of a bailey being assaulted by a dragon for later work and wish all the luck to you even if I have nothing but doubts 21:02:52 dragon bailey like orc volcano 21:02:58 st_: Actually, wasn't he responsible for the first implementation of Chei as it was? 21:03:13 radiosilence: thanks. one layout idea i had was actually an abandoned castle inhabited by a dragon, with loot around like decent armor/weapons, etc. 21:03:21 mm 21:03:36 but then again it might be a while so feel free to steal it for a bailey 21:03:54 st_: well that's not fair a random bailey isn't half as dumb as "every portal vault entrance in this one branch has a very limited and weaker set" 21:05:27 -!- Pacra___ has quit [*.net *.split] 21:05:28 -!- blackflare has quit [*.net *.split] 21:05:28 -!- dupo has quit [*.net *.split] 21:05:28 -!- MarvinPA has quit [*.net *.split] 21:05:29 -!- lainiw has quit [*.net *.split] 21:05:30 -!- hhkb has quit [*.net *.split] 21:05:30 -!- pythonsnake has quit [*.net *.split] 21:05:32 -!- Naruni has quit [*.net *.split] 21:05:32 -!- y2s82 has quit [*.net *.split] 21:05:32 -!- Kaput has quit [*.net *.split] 21:05:34 -!- Lantell has quit [*.net *.split] 21:05:34 -!- johnny0 has quit [*.net *.split] 21:05:35 -!- iasov has quit [*.net *.split] 21:05:35 -!- Sabaki has quit [*.net *.split] 21:05:37 -!- Kalma has quit [*.net *.split] 21:05:37 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 21:05:37 -!- hhkb_ is now known as hhkb 21:05:37 -!- MarvinPA_ is now known as MarvinPA 21:06:25 -!- Pacra has joined ##crawl-dev 21:06:33 -!- Lantell has joined ##crawl-dev 21:07:29 -!- TZer0 has joined ##crawl-dev 21:07:38 -!- Ganrao_ is now known as Ganrao 21:12:24 -!- Naruni has joined ##crawl-dev 21:13:40 -!- indspenceable has joined ##crawl-dev 21:13:54 What's with all the netsplits 21:18:03 -!- indspenceable has quit [Ping timeout: 245 seconds] 21:27:05 -!- radiosilence has left ##crawl-dev 21:28:57 -!- nooodl_ has quit [Ping timeout: 240 seconds] 21:28:58 Can anybody tell me were the 0.11 survey results are? I haven't seen a wordpress on them. 21:29:20 -!- dtsund has quit [Quit: dtsund] 21:29:47 -!- SamB_ has joined ##crawl-dev 21:30:07 -!- SamB has quit [Read error: Connection reset by peer] 21:30:09 -!- SamB_ is now known as SamB 21:32:30 I think they are still lost in the void 21:32:35 (ie: jpeg has them, or whatever) 21:34:01 -!- ZanniqlcKzxkq is now known as Zannick 21:34:16 So are they expected to ever come out? 21:35:00 which monster was the one that shut doors until you killed it? 21:35:22 vault warden 21:35:44 thanks 21:35:44 has what 21:36:04 maybe ask dpeg to ask jpeg? 21:36:09 -!- Sysice2 has quit [Ping timeout: 264 seconds] 21:39:02 SamB: Would it make since to !tell jpeg instead, or does he never come here any more. 21:39:19 isn't jpeg dpeg's sister? 21:39:40 I think she is, yes 21:39:53 so yeah, I think you want to say "she" 21:40:13 Ok, so does she never come here anymore. 21:40:30 anyway I haven't seen her around here; the most interaction I think we've had is she responded to one of my bug reports when I was just starting 21:41:30 1tell dpeg We were wondering about when the 0.11 results were coming out. Could you ask jpeg if she's still working on it? 21:41:34 Is the message fine? 21:42:19 -!- ackack has quit [Ping timeout: 276 seconds] 21:43:32 -!- BrightCl1ud is now known as BrightCloud 21:45:14 -!- ChanServ has quit [*.net *.split] 21:46:43 well *I* don't see anything wrong 21:46:54 !tell dpeg DracoOmega, SamB, and I were wondering about when the 0.11 results were coming out. Could you ask jpeg if she's still working on it? 21:46:55 reaver: OK, I'll let dpeg know. 21:47:21 well I wasn't personally wondering that but whatever ;-) 21:47:42 I wasn't either, as such 21:47:47 But no matter :P 21:49:01 I just thought "We" sounded weird. 21:49:40 -!- CKyle has quit [Read error: Connection reset by peer] 21:49:48 -!- Daekdroom has quit [Quit: Saindo] 21:50:42 Unstable branch on crawl.s-z.org updated to: 0.13-a0-2244-g236abbe (34) 21:51:27 -!- CKyle has joined ##crawl-dev 21:53:28 ...terrible idea of the moment (no, I don't seriously intend for this to go anywhere): http://sprunge.us/PcQV 21:54:16 i'm down, let's do it 21:54:50 you can add those if add dwants 21:54:53 *if you 21:55:02 Grunt: A tribute to 4.1? :P 21:55:02 Dwants aren't dwants any more :b 21:55:08 DracoOmega: that was the base inspiration, yes :b 21:55:14 yes that is an unfortunate bug that you would have to fix 21:55:35 Also, you seem to have this odd habit of coding things you have no intention to ever use :P 21:55:41 its funny because ants bugs 21:55:43 I like tinkering with the game. :) 21:55:49 -!- dtsund has joined ##crawl-dev 21:57:09 So do I! Perhaps we have a slightly different definition of this, though. 21:57:38 -!- orionstein is now known as orionstein_away 21:58:25 -!- bmfx has quit [Ping timeout: 246 seconds] 21:58:42 -!- johnny0 has joined ##crawl-dev 21:58:42 -!- Pacra has quit [Quit: Pacra] 22:00:05 -!- RZX has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 22:04:27 -!- DracoOmega has quit [Quit: Leaving] 22:09:16 !tell dpeg s/0.11 results/0.11 survey results/ 22:09:17 reaver: OK, I'll let dpeg know. 22:12:11 -!- Korps is now known as KorpsDeKrieg 22:12:38 -!- MaxFrosty has quit [Ping timeout: 245 seconds] 22:16:07 -!- Ragnor_ has quit [Quit: leaving] 22:16:45 -!- reaver has quit [] 22:19:27 * Lightli may or may not have uploaded some vaults to mantis 22:20:03 Lightli: you don't remember? 22:20:11 ooh, mystery 22:20:32 -!- mumra_ is now known as mumra 22:20:34 browser crashed in the middle? 22:20:56 yeah, actually 22:21:08 Guess we'll find out when Chei mentions it 22:24:07 Some vaults by Lightli 22:24:15 ok it went through 22:24:45 -!- bh has quit [Quit: Page closed] 22:25:06 -!- boat has quit [Quit: Page closed] 22:25:08 i notice you still didn't try actually loading them in crawl 22:25:23 -!- pelotron has quit [Ping timeout: 246 seconds] 22:25:23 I can't even figure out where they break because it doesn't say 22:25:40 I know the problem is with the portal vaults at least 22:25:44 -!- ontoclasm has joined ##crawl-dev 22:25:58 don't portal entry vaults require a tag saying "this is a portal entry vault" 22:26:04 well i can tell you for sure that they break and also at least one reason why 22:26:21 but probably you should try them anyway and find out that they break and attempt to fix them breaking before uploading them 22:26:50 (one reason is "gnoll sergant") 22:26:59 ...I suck 22:27:38 how many times have you been told to test vaults before submitting them 22:27:41 kilobyte: fix that thing 22:27:43 what the heck 22:27:56 that thing where the UTF-8 mode screws things up 22:27:56 -!- Zannick has quit [Quit: Reconnecting] 22:28:11 -!- Zannick has joined ##crawl-dev 22:28:30 Lightli: are you using a truetype font in your console? 22:28:31 I knew at least the portal vaults were broken, but the problem is that crawl won't tell me why they are broken anymore 22:28:54 Probably, how do I fix it so I can learn why they are broke 22:29:16 I was hoping you would say "no" because if you did I was going to suggest that you try one 22:29:34 well, I haven't changed the font though 22:29:49 So how do I try a truetype font if I don't have one 22:30:06 don't you have Courier New or something you could try? 22:30:08 are you using mantis as a debugging service because your crawl is broken 22:30:20 elliott: I blame kilobyte 22:30:22 or MS 22:30:49 -!- Ragnor has quit [Quit: leaving] 22:31:36 SamB: Probably, but where do I change the font that crawl uses 22:31:45 * Lightli is embarassed and bad at making vaults 22:32:08 i think they mean changing the font in whatever text editor you're vaultmaking with 22:32:09 !learn add Lightli * Lightli is embarassed and bad at making vaults 22:32:09 lightli[19/19]: * Lightli is embarassed and bad at making vaults 22:32:10 -!- mnoqy has joined ##crawl-dev 22:32:23 oh 22:32:32 The thing with that is I just use notepad 22:32:38 no fonts to worry about 22:32:54 you can change the font in notepad, i think, unless you've got some super old version 22:33:09 oh 22:33:32 everything is written in that font but if you use courier new everything will line up and such 22:33:33 i thought the problem was just crawl not giving error messages when vaults don't load 22:33:42 or does that have something to do with fonts somehow 22:34:03 it lined up with the old font too 22:34:15 -!- kunwon1 has quit [Remote host closed the connection] 22:34:49 Lightli: I meant on your console 22:35:17 You mean on Crawl itself? 22:35:22 Where do I change the font for that then? 22:35:35 you're playing Console right? 22:35:44 Yes 22:35:47 Console 22:35:48 -!- kunwon1 has joined ##crawl-dev 22:36:10 well, I believe you right click on the titlebar and choose "Properties" 22:36:35 Got it 22:36:52 Says "Raster Fonts" at the moment, other options are Consolas and Lucida Console 22:36:59 try one of those 22:38:13 tried it, didn't fix the problem 22:38:31 oh well, was worth a shot :-( 22:38:45 Should I file a bug report for this bug while I'm at it? 22:40:31 also, random question, but did the appearance rate of portal vaults drop relatively recently? I remember back when I saw labyrinths almost every game and now I've gone games with maybe one portal vault at the most 22:41:15 -!- ahahaha has quit [Ping timeout: 250 seconds] 22:43:52 nothing changed that i'm aware of 22:44:22 Maybe the update that made all portal vaults announced might have done something with that 22:44:29 At the very least I remember labyrinths being much more common 22:44:37 it shouldn't have changed any frequencies 22:44:42 oh 22:45:30 -!- CKyle has quit [Quit: CKyle] 22:46:37 -!- Sabaki_|2 is now known as Sabaki 22:47:11 I'm curious, how does 'fuzzing' the edges in forest vaults actually help their integration into the level? 22:47:38 -!- ProzacElf has quit [Ping timeout: 245 seconds] 22:47:43 breaks up the sharp straight lines and corners mostly 22:47:49 I'm talking about the trick where you do something like SUBST: E = tE and then CLEAR 22:48:01 breaks up the sharp straight lines and corners of the edges mostly 22:48:14 so if you have a non-rectangular vault, is there a need to do it? 22:48:29 Almost seems like something the level gen could do, or at least there could be a tag 22:48:31 probably not so much 22:48:42 But there I go suggesting a feature and not making a patch 22:48:49 -!- indspenceable has joined ##crawl-dev 22:49:25 Vault errors don't print messages by Lightli 22:50:13 -!- tJener_ has quit [Changing host] 22:50:14 -!- kunwon1 has quit [Changing host] 22:50:14 -!- kunwon1 has joined ##crawl-dev 22:50:53 gammafunk: if the vault is already fuzzy-edged you probably don't need to fuzz? 22:51:28 SamB: I'm kind of just wondering if it really has much effect at all, even on rectangular vaults 22:52:02 it's an aesthetics thing 22:52:10 so you aren't wandering through the meadow and then --------------------- of trees 22:53:03 -!- indspenceable has quit [Ping timeout: 245 seconds] 22:53:11 -!- ParallaxScroll has quit [Quit: Page closed] 22:53:15 or wandering through the trees and then .................. of blank ground? 22:53:41 -!- ystael_ has quit [Ping timeout: 248 seconds] 22:53:51 Well, even if I fuzz the edges, you'll still see rectangular borders of tree from vaults 22:54:19 it'd be cool if there was an easy way for the level gen to grow patches of forest from those vault borders 22:54:28 I think the single-tile fuzzing isn't sufficient 22:54:52 mumra: this is where you chime in 22:57:14 Don't wake the slumbering mumra! 22:58:41 he was awake 15 minutes ago wasn't he 22:59:18 * Grunt pokes mumra with a stick. 22:59:24 ??mumra 22:59:25 mumra[1/1]: mumra: go to sleep; isn't it like 7AM where you are? :b go to sleep? i got MSVC all fixed up so i could start coding :P 22:59:43 @??treant 22:59:43 unknown monster: "treant" 22:59:49 treant (04P) | Spd: 7 | HD: 16 | HP: 133-173 | AC/EV: 16/3 | Dam: 48 | 03plant | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | Vul: 04fire | XP: 1869 | Sz: Big | Int: normal. 22:59:49 %??treant 23:00:28 -!- Ragnor has quit [Quit: leaving] 23:00:30 -!- ChanServ has quit [*.net *.split] 23:02:09 thorn hunter (16P) | Spd: 12 | HD: 14 | HP: 68-111 | AC/EV: 8/8 | Dam: 22, 16 | 03plant, sense invisible, !sil | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | Vul: 04fire | XP: 2339 | Sp: thorns volley (3d20), brambles wall | Sz: Large | Int: animal. 23:02:09 %??thorn hunter 23:04:35 -!- DarkMatt has quit [Quit: ChatZilla 0.9.87 [Pale Moon 20.1/20130518142809]] 23:06:29 i note that there aren't many vaults:$ quadrants tagged vaults_end_quadrant_prize_mall, only four it looks like. is this considered a thing, to fix 23:13:55 Stable (0.12) branch on crawl.lantea.net updated to: 0.12.2-10-g0fb3e6e 23:15:08 -!- dtsund has quit [Ping timeout: 245 seconds] 23:18:47 -!- crate has quit [Quit: Leaving] 23:23:00 -!- change has quit [Quit: Page closed] 23:24:23 -!- CKyle has joined ##crawl-dev 23:26:08 Guest744: Hi Zaba-in-disguise! 23:26:51 -!- mnoqy has quit [Quit: Reconnecting] 23:27:00 -!- jarpiain is now known as Guest78909 23:27:00 -!- pythonsnake is now known as Guest20430 23:27:03 -!- sacje is now known as Guest21838 23:27:04 -!- mnoqy has joined ##crawl-dev 23:27:30 -!- Zannick has quit [Quit: Reconnecting] 23:27:44 -!- Zannick has joined ##crawl-dev 23:27:44 -!- Zannick has quit [Changing host] 23:27:44 -!- Zannick has joined ##crawl-dev 23:30:21 -!- Ragnor has quit [Quit: leaving] 23:35:04 -!- Helmschank has quit [Quit: Leaving] 23:36:37 -!- bonghitz has quit [Ping timeout: 256 seconds] 23:38:11 -!- pelotr0n has quit [Read error: Operation timed out] 23:40:37 -!- bonghander has quit [Ping timeout: 276 seconds] 23:43:53 Unstable branch on crawl.lantea.net updated to: 0.13-a0-2244-g236abbe (34) 23:48:59 -!- Rebthor has quit [Quit: good night] 23:55:55 -!- CKyle has quit [Quit: CKyle] 23:56:05 -!- Arkaniad has quit [Ping timeout: 248 seconds] 23:57:00 -!- ussdefiant has joined ##crawl-dev 23:59:00 anyways, what's wrong with the portal vaults outside of the dumb typo