00:00:12 -!- magistern has quit [Quit: This computer has gone to sleep] 00:00:37 -!- ainsophyao has joined ##crawl-dev 00:02:54 -!- Pacra has quit [Ping timeout: 264 seconds] 00:05:21 -!- ainsophyao has quit [Ping timeout: 256 seconds] 00:05:49 Unstable branch on crawl.s-z.org updated to: 0.13-a0-2816-gd8154f0 (34) 00:06:02 Unstable branch on rl.heh.fi updated to: 0.13-a0-2816-gd8154f0 (34) 00:07:25 -!- F-Glex is now known as G-Flex 00:12:41 03bh02 07* 0.13-a0-2817-gdf70192: Make stat mutations less boring. 10(6 minutes ago, 5 files, 90+ 30-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=df70192d518b 00:13:04 !learn rm beneficial_mutation[2] 00:13:05 Deleted beneficial mutation[2/2]: Potion of meh. 00:13:06 -!- Giomancer has joined ##crawl-dev 00:13:26 -!- rossi has quit [Ping timeout: 264 seconds] 00:13:31 Unstable branch on crawl.develz.org updated to: 0.13-a0-2816-gd8154f0 (34) 00:13:34 okay.. I'm compiling crawl 00:14:14 Problem is, it seems to be defaulting to compiling the tiled version. 00:14:25 Am I crazy? 00:15:10 Giomancer: possibly... 00:15:21 compiling crawl would hint at "yes" 00:15:46 what are you doing though? which os, which build system? 00:15:47 I don't know if build examines your environment. can you `echo $TILES`? 00:16:30 ??ironrobin 00:16:30 ironman[1/6]: In the Ironman challenge you must take downstairs as soon as possible until you reach D:27, and then leave the dungeon alive. 00:17:25 learn add ironman killed by rune lock, rip 00:17:36 hm 00:18:13 Nope. 00:18:23 bh: that change in player-stats.cc 00:18:29 doesn't look right to me 00:18:31 Linux, gnu make 00:18:36 ChrisOelmueller: what part? 00:18:46 the missing 2* for weak/.... 00:18:57 oh it's just confusing, sorry 00:19:06 bad indentation is bad 00:19:36 that's what i get for viewing stuff in a browser 00:19:58 I can indent the second line another time 00:20:46 03bh02 07* 0.13-a0-2818-gb8a6fbb: Formatting fixes 10(31 seconds ago, 1 file, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b8a6fbb9282f 00:22:51 Aha! 00:23:10 So, on the defaulting to tiles, I was indeed crazy 00:23:42 what were you doing? `make TILES=false`? 00:23:56 i'd honestly rather blame the makefile, it can do very funny things at times 00:24:00 -!- ussdefiant has quit [Ping timeout: 240 seconds] 00:24:28 And I fixed the other thing I wanted to ask as well. :3 00:25:06 nah, I was ignoring tiles completely, and watching the make process start in the rltiles directory 00:25:41 -!- ainsophyao has joined ##crawl-dev 00:27:10 welp, that was quite the non-issue! 00:27:13 \o/ 00:27:38 -!- HaBeeee has quit [Quit: Page closed] 00:27:39 ??Giomancer 00:27:39 giomancer[1/1]: Proved beyond any reasonable doubt that he is oooold: Did the Pawlowian trigger of "push turtle" --> "Mario!" 00:27:48 \o/ 00:27:57 Anyway, tankies 00:28:11 -!- Giomancer has left ##crawl-dev 00:39:09 -!- Mumcon has joined ##crawl-dev 00:43:30 -!- themummra has quit [Quit: Page closed] 00:45:26 -!- sacje has quit [Ping timeout: 240 seconds] 00:47:34 Windows builds of master branch on crawl.develz.org updated to: 0.13-a0-2818-gb8a6fbb 00:51:33 -!- hurdos has quit [Ping timeout: 248 seconds] 00:52:33 -!- kait has quit [Read error: Connection reset by peer] 00:55:26 -!- Exister has quit [Ping timeout: 245 seconds] 00:57:02 -!- sacje has quit [Ping timeout: 240 seconds] 01:04:13 -!- yxhuvud has quit [Ping timeout: 253 seconds] 01:05:10 -!- Mumcon has quit [Quit: Page closed] 01:06:38 -!- Krakhan has quit [Ping timeout: 240 seconds] 01:16:54 -!- ig0rbit has quit [Read error: Connection reset by peer] 01:20:51 -!- bh has quit [Quit: Page closed] 01:22:11 -!- lobf has quit [Quit: lobf] 01:24:22 -!- hurdos1 has quit [Quit: Leaving.] 01:28:30 -!- PepeRC2 has quit [Ping timeout: 276 seconds] 01:31:45 -!- Chozo has quit [Ping timeout: 240 seconds] 01:34:14 -!- heteroy has quit [Read error: Connection reset by peer] 01:41:56 -!- underisk has quit [Quit: underisk] 01:45:52 -!- SkaryMonk has quit [Quit: Leaving.] 01:48:00 -!- orionstein_away is now known as orionstein 01:48:16 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:53:06 -!- buppy has quit [Quit: Leaving] 01:53:31 -!- rossi has quit [Quit: WeeChat 0.4.1] 01:58:47 -!- orionstein is now known as orionstein_away 02:02:19 so maybe draining could be toned down a little now? draco buffed it but i dont necessarily agree at all that it was "gone before the fight you got drained in was cured". it takes an ridiculous amount of time now to fix draining 02:02:30 this was even before trying tomb. tombs a little nuts with draining since its a death curse 02:02:55 i dont even necessarily mind draining being more noticable, but jeez it can take a long time to remove 02:08:54 yeah i'm not sure i'd agree with that either 02:09:25 and i only tested crypt after the changes, tomb sounds pretty bad from that even before the new buff 02:12:01 -!- Pacra has joined ##crawl-dev 02:12:36 -!- lobf has quit [Quit: lobf] 02:13:42 -!- kait has quit [Read error: Connection reset by peer] 02:14:10 -!- Aponym has quit [Ping timeout: 245 seconds] 02:15:22 -!- kait has quit [Read error: Connection reset by peer] 02:15:36 tomb curses are a weird edge case though, in the rest of the game you never really get those same effects piled on top of each other ad nauseum 02:15:53 well thats why i talked about tomb separately 02:16:02 yeah 02:16:05 also so far my experience in tomb, they werent even stacking up 02:16:24 if it was it wouldve been even more ridiculous. i had brightred drain without ever leaving tomb:1 stairs lol 02:16:38 it just takes a really long time not even counting tomb to deal with draining now 02:23:04 -!- Lumpydoo has quit [Client Quit] 02:34:12 Yeah 02:34:33 I got drained by a orc sorceror on Orc:1 and didn't have the draining removed until I had cleared the endvault of Orc:4 02:34:40 That was just ONE draining 02:35:09 -!- maurer_ has quit [Quit: Page closed] 02:35:29 -!- SkaryMonk has joined ##crawl-dev 02:35:56 i mean orc can be a little understandable since if you go there after lair you arent really ever training a skill up very much in the first place 02:36:16 you probably needed to beat up some knights or other highlevels to make any dent in draining before probably 02:38:09 It shouldn't take the entire branch to cure a single draining instance 02:43:01 -!- myrmidette has quit [Ping timeout: 245 seconds] 02:44:10 -!- GuraKKa has quit [Read error: Connection reset by peer] 02:45:41 -!- SkaryMonk has quit [Read error: No route to host] 02:47:05 -!- Twinge has joined ##crawl-dev 02:47:54 -!- SkaryMonk has joined ##crawl-dev 02:49:50 -!- darktwinge has quit [Ping timeout: 240 seconds] 02:59:07 -!- Senjai has quit [Ping timeout: 246 seconds] 03:05:38 but orc is already bad at giving you exp until orc:4 assuming you did lair first. thats nothing new 03:05:46 drain is dependant on how much exp youre getting 03:06:34 try paying attention to your exp gain when doing orc before killing orc:4 ending next time. you might not even gain a full level in a skill most of the time, its pretty normal 03:14:13 -!- Yermak has quit [Quit: Page closed] 03:26:41 -!- SkaryMonk has quit [Ping timeout: 245 seconds] 03:27:21 -!- SkaryMonk has joined ##crawl-dev 03:31:08 -!- gammafunk has quit [Quit: gammafunk] 03:31:25 -!- SkaryMonk has quit [Ping timeout: 240 seconds] 03:33:56 -!- simmarine has quit [Quit: Leaving] 03:34:37 -!- SkaryMonk has joined ##crawl-dev 03:50:17 -!- dpeg has joined ##crawl-dev 04:00:06 -!- dtsund has quit [Quit: dtsund] 04:01:45 -!- Chozo has quit [Remote host closed the connection] 04:31:42 -!- kaiza has quit [Ping timeout: 264 seconds] 04:33:48 -!- bonghitz has quit [Remote host closed the connection] 04:35:17 -!- Lightli has quit [Ping timeout: 250 seconds] 04:39:33 -!- _D_ has quit [Quit: leaving] 05:10:48 -!- Basil has quit [Ping timeout: 240 seconds] 05:11:18 -!- kait has quit [Read error: Connection reset by peer] 05:22:05 -!- sacje has quit [Quit: sacje] 05:25:18 -!- SkaryMonk1 has joined ##crawl-dev 05:26:38 -!- SkaryMonk has quit [Ping timeout: 240 seconds] 05:47:23 -!- mnoqy has left ##crawl-dev 06:12:38 -!- Blazinghand has quit [Ping timeout: 240 seconds] 06:15:05 -!- bmfx has quit [Read error: Connection reset by peer] 06:21:17 -!- _D_ has quit [Quit: leaving] 06:26:52 -!- UristMcSgeo has quit [Read error: Connection reset by peer] 06:28:27 -!- GuraKKa has quit [Read error: Connection reset by peer] 06:39:57 -!- Pacra has quit [Quit: Pacra] 06:42:56 -!- syllogism has joined ##crawl-dev 06:49:37 -!- Bcadren has quit [Read error: Connection reset by peer] 06:51:26 -!- fmul is now known as enygmata 06:57:42 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 07:04:40 -!- Virigoth_ has quit [Read error: Connection reset by peer] 07:27:29 -!- SkaryMonk has joined ##crawl-dev 07:27:31 -!- SkaryMonk1 has quit [Ping timeout: 245 seconds] 07:32:29 -!- gammafunk has joined ##crawl-dev 07:35:35 <|amethyst> dpeg: I wrote an implementable for descriptions of monster spells, but probably it should give more guidance on how detailed the descriptions are 07:36:02 <|amethyst> dpeg: because probably they shouldn't be quite as descriptive as for player spells 07:36:09 <|amethyst> dpeg: #7515 07:36:40 -!- Burer has quit [Ping timeout: 245 seconds] 07:37:14 |amethyst: I saw that, many thanks! 07:37:38 btw, I think it would look a bit nicer if the spell sets in x-v always came last 07:37:47 (not that that has much to do with what you say :) 07:38:38 I'd rename a number of spells 07:38:49 <|amethyst> probably, yeah 07:38:57 <|amethyst> I asked about porkalator, but some people really like the name 07:38:58 their names made sense for a private implementation detail, but suck for something that faces the player 07:39:07 Hexen 07:40:04 kilobyte: completely true, but that's an effort we gladly do, given how much this improves the game 07:42:13 I guess I should change db_lint to complain about missing monster spells then 07:42:34 -!- ebarrett has quit [] 07:42:35 <|amethyst> also there's still the question of how they show up in search 07:42:55 <|amethyst> I suggested putting monster spells at the end in darkgrey, but maybe there's a better way 07:43:16 actually, db_lint doesn't do spells at the moment 07:43:26 <|amethyst> kilobyte: ChrisOelmueller hacked up a version 07:43:31 <|amethyst> kilobyte: I don't have a copy 07:43:56 |amethyst: definitely at the end... we could also make a separate ?/ item if there are too many of them 07:44:13 -!- VolteccerJack has quit [Ping timeout: 250 seconds] 07:44:45 <|amethyst> dpeg: I thought about a separate menu, but then you'd have to put the shared player/monster spells in both (not necessarily duplicate them in the source of course) 07:45:24 <|amethyst> and for that you'd have to check which player spells are monster-castable (probably just iterating over all monster spellbooks) 07:45:57 -!- omniguy has quit [Ping timeout: 250 seconds] 07:46:47 <|amethyst> Oh, also it seems kind of strange for wretched stars to have "Iskenderun's" magic blast, unless we make up some mythology about how Iskenderun tried to conquer the abyss or something 07:46:57 <|amethyst> s/magic/mystic/ 07:48:23 |amethyst: good reason on player & monster spells 07:48:54 |amethyst: the wretched stars were taught by the best! 07:49:18 -!- Nakatomy has quit [Ping timeout: 264 seconds] 07:50:55 <|amethyst> oh, they are I_NORMAL 07:54:50 <|amethyst> then I guess it's not *so* strange, though somebody (don't remember who or where) thought they should have M_ACTUAL_CASTER so it's a spell instead of an ability, but then they become affected by silence :( 07:55:44 <|amethyst> also, maybe we should omit the list from M_FAKE_SPELLS monsters, or at least remove the word "magical" 07:59:01 -!- duralumin has quit [Read error: Connection reset by peer] 07:59:24 hrm, there's a problem: the "Melee" spell is no longer unique to the rod of striking 07:59:38 <|amethyst> kilobyte: it's fine, it's specifically omitted from monster lists 07:59:41 <|amethyst> kilobyte: as is Cantrip 08:01:16 -!- maha has quit [Ping timeout: 245 seconds] 08:01:53 -!- BizmarkRibeye has quit [Quit: WeeChat 0.3.8] 08:02:30 <|amethyst> though for ?/s purposes maybe it makes sense for the player one to be named "Striking" anyway 08:03:19 <|amethyst> I guess having the word "Melee" in the rod's spell list does make it quite clear how to use it though, in a way that "striking" wouldn't 08:08:35 -!- ainsophyao has quit [Remote host closed the connection] 08:09:52 -!- sumguy has quit [Quit: Page closed] 08:14:43 <|amethyst> agh, gitorious is down! 08:16:05 <|amethyst> They say "15:30 CET" but do they mean "CEST"? 08:16:32 <|amethyst> not sure if I need to wait 15 minutes or an hour 08:19:11 -!- ig0rbit has quit [Quit: Leaving] 08:19:59 enigmoo (L6 GrTm) ASSERT(themonst) in 'monster.cc' at line 6012 failed. (D:4) 08:21:51 -!- heteroy has quit [Read error: Connection reset by peer] 08:25:25 <|amethyst> I still haven't been able to reproduce that one; it seems to involve S2S, but I see no reason that a snaked stick dying wouldn't call stop_constricting_all 08:26:08 <|amethyst> enigmoo left the level and came back, but there was another instance of the same crash that did involve S2S but didn't seem to involve changing levels 08:26:29 <|amethyst> (unless maybe X[]) 08:27:18 <|amethyst> !lm * crash noun~~~themonst player!=enigmoo 08:27:18 Unknown field: player 08:27:20 <|amethyst> !lm * crash noun~~~themonst name!=enigmoo 08:27:20 No milestones for * (crash noun~~~themonst name!=enigmoo). 08:27:25 <|amethyst> !lm * crash noun~~themonst name!=enigmoo 08:27:25 6. [2013-08-25 08:13:11] VengefulCarrot the Grappler (L9 CeTm) ASSERT(themonst) in 'monster.cc' at line 6011 failed on turn 9713. (D:9) 08:27:32 <|amethyst> that one 08:27:36 <|amethyst> !lm * crash noun~~themonst name!=enigmoo -log 08:27:37 6. VengefulCarrot, XL9 CeTm, T:9713 (milestone): http://dobrazupa.org/morgue/VengefulCarrot/crash-VengefulCarrot-20130825-081311.txt 08:28:14 -!- heteroy has quit [Read error: Connection reset by peer] 08:42:29 -!- gammafunk has quit [Quit: gammafunk] 08:45:52 -!- orionstein_away is now known as orionstein 08:46:54 -!- petete has joined ##crawl-dev 08:47:54 -!- st_ has quit [Ping timeout: 276 seconds] 08:58:50 What do you think of the following hands-on modification to randart generation? New rules: (1) weapons cannot have both to-hit and to-dam negative. (2) There must be at least two properties, and not all properties can be numerical (Str+3, AC+2 etc.). (3) For randarts with a god in the name, same as (2) but with three properties. 08:59:18 (Yes, this may lead to addressing Oki/Trog gift rate in a second step.) 08:59:54 i like #1 09:00:15 i think also requiring at least +0 total modifier wouldn't be that bad 09:00:17 Sick of "+1 robe of Augmented Fears {rF}" 09:01:03 not sure how i feel about making god ones stronger 09:01:09 Eronarn: I am fine with completely crappy randarts -- I just want them to be ... special. 09:01:50 (3) is flavour only -- there is no way to reliably produce god-named randarts, is therE? 09:04:04 (Note: two parameters to tweak god gifting: timeout, and piety hit for gifts.) 09:05:15 I'm not sure if (3) is any better than just randomly choosing how many properties to add.. 09:05:27 I mean, it'd be hardly noticeable 09:06:44 Zaba: sure, it is the minorest point of my list 09:07:12 but Xom told me to put it there 09:07:59 <|amethyst> dpeg: for (1), does it even make sense for weapons to have Dam+ ? 09:08:21 |amethyst: I don't understand :O 09:08:28 <|amethyst> dpeg: since that's exactly the same formula-wise as enchantment (and corrosion doesn't matter because it's an artefact) 09:08:46 <|amethyst> it would be like armour of protection 09:08:48 |amethyst: ah, I see what you mean. No, it doesn't. 09:09:22 |amethyst: does Dam+ not help auxes? 09:09:41 I was referring to X,Y for weapons: +4,-7 sabre of speed -- fine with me. -3,-3 mace of crushing not. 09:10:08 (This is just an admittedly arbitrary attempt to make our artefacts more artefacty-looking.) 09:11:16 <|amethyst> ohh 09:11:38 -!- ainsophyao has joined ##crawl-dev 09:11:46 i like how tome's does it, it's some coherent templates (prefix/suffix, like normal items get), but you get more of them, and then some truly random stuff on top 09:12:00 it ends up making artefacts that are usually at least interesting 09:12:07 <|amethyst> dpeg: in practice no one would use something with -7 to-damage 09:12:27 <|amethyst> dpeg: I guess as a swap for resistances, but that's no different from -acc -dam then 09:13:26 <|amethyst> Eronarn: "templates" like brands? 09:13:35 <|amethyst> because all art weapons do have a brand 09:13:54 <|amethyst> (and multiple brands isn't possible unless special-cased like Nessos) 09:13:59 |amethyst: I know, and I don't want to make all randarts useful. I just want them to always look special. 09:14:22 A weapon with both -,- is always crap. A randart with a single property is not worth being smitten (?). 09:14:54 |amethyst: sort of; tome has many more properties so a 'brand' will do multiple things (say, +% light damage, +light resist, and light damage on hit) 09:14:57 If it could've been an unrand, we don't need a randart version of it (the corrosion bit is not enough to matter, imo). 09:15:05 and they're prefixes/suffixes, so a normal item can get two 09:15:39 and there are weak/strong tiers, so normally the best you can get is a strong prefix + strong suffix, but with an artifact you can get more than one prefix or suffix 09:17:00 it generally produces much more interesting things than having purely random generation 09:20:01 -!- ussdefiant has joined ##crawl-dev 09:22:06 -!- MaxFrost has quit [Ping timeout: 245 seconds] 09:23:27 -!- Burer has quit [Max SendQ exceeded] 09:27:05 -!- SkaryMonk1 has joined ##crawl-dev 09:28:26 -!- SkaryMonk has quit [Ping timeout: 264 seconds] 09:29:04 -!- LexAckson has joined ##crawl-dev 09:31:18 -!- heteroy has quit [Read error: Connection reset by peer] 09:33:16 -!- enygmata is now known as fmul 09:37:09 -!- heteroy has quit [Read error: Connection reset by peer] 09:37:42 -!- petete has quit [Ping timeout: 264 seconds] 09:39:11 -!- maha has quit [Ping timeout: 245 seconds] 09:39:17 -!- maha_ is now known as maha 09:39:23 <|amethyst> ours *tries* not to be completely random 09:39:32 <|amethyst> it just doesn't necessarily try hard enough 09:40:28 <|amethyst> we do at least make a token effort to compensate for negative properties or lack of interesting properties 09:41:32 <|amethyst> but multiple brands would need a fair amount of code change, not all of which is necessarily obvious 09:42:04 <|amethyst> themed sets of artefact properties could be interesting though 09:42:30 <|amethyst> wouldn't want them to be too fixed though 09:44:10 -!- mikee_ has joined ##crawl-dev 09:49:26 -!- heteroy has quit [Ping timeout: 264 seconds] 09:50:07 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 09:53:25 -!- petete has joined ##crawl-dev 09:57:01 -!- petete has quit [Client Quit] 09:57:16 -!- petete has joined ##crawl-dev 09:59:44 -!- gammafunk has joined ##crawl-dev 09:59:59 -!- Bloax has joined ##crawl-dev 10:00:52 -!- petete has quit [Client Quit] 10:01:08 -!- petete has joined ##crawl-dev 10:04:32 -!- petete has quit [Client Quit] 10:04:57 -!- petete has joined ##crawl-dev 10:05:55 -!- TAS_2012v has quit [Ping timeout: 260 seconds] 10:08:33 -!- petete has quit [Client Quit] 10:08:46 -!- petete has joined ##crawl-dev 10:12:21 -!- petete has quit [Client Quit] 10:12:34 -!- petete has joined ##crawl-dev 10:13:03 -!- SkaryMonk1 has quit [Read error: Connection reset by peer] 10:14:34 -!- Morg0th has quit [Quit: leaving] 10:16:39 -!- petete has quit [Client Quit] 10:16:53 -!- petete has joined ##crawl-dev 10:20:28 -!- petete has quit [Client Quit] 10:20:41 -!- petete has joined ##crawl-dev 10:24:16 -!- petete has quit [Client Quit] 10:24:29 -!- petete has joined ##crawl-dev 10:25:46 -!- gammafunk has quit [Quit: gammafunk] 10:27:30 -!- Burer has quit [Ping timeout: 245 seconds] 10:28:03 -!- petete has quit [Client Quit] 10:28:21 -!- petete has joined ##crawl-dev 10:31:56 -!- petete has quit [Client Quit] 10:32:08 -!- petete has joined ##crawl-dev 10:34:37 -!- magicpoints has quit [Ping timeout: 256 seconds] 10:35:43 -!- petete has quit [Client Quit] 10:35:45 -!- ussdefiant has quit [Ping timeout: 256 seconds] 10:36:01 -!- petete has joined ##crawl-dev 10:36:53 -!- Mandevil has quit [Quit: leaving] 10:41:29 -!- gammafunk has joined ##crawl-dev 10:43:31 -!- SkaryMonk has joined ##crawl-dev 10:43:46 -!- Burer has quit [Max SendQ exceeded] 10:46:09 |amethyst: So that players can easily test jump in non-Fe species, I've pushed a commit in the jump_attack branch to give boots of jumping to all boot-wearing species. The repo is git://gitorious.org/~gammafunk/crawl/crawl-gammafunk.git 10:46:55 I still need to figure out if there's any kind of elegant solution to the targetting situation with jump attack 10:47:29 Right now you can only jump attack a monster, but that can include friendlies, which introduces some 'degenerate' tactics, like use of sputterflies 10:48:23 These have conduct reprecussions for oka and TSO/Elyv, but I'm sure some people will not like this situation 10:48:48 An alternative is to only allow jump attack for hostile monsters, but that seems like a kludge 10:49:27 And allowing the player to jump without jump attack is best avoided imo 10:49:44 -!- Hailley has quit [Quit: Petra is closed!] 10:54:36 -!- duckroller has quit [Ping timeout: 245 seconds] 10:55:00 !tell Grunt I want to do a shoals end that's a bit different than the existing ones; something with a randomized circle/chain of islands (perhaps with structures) leading up to a central, larger structure. Do you think just an encompass vault is the best approach, or should I try to use some of the shoals layout code? 10:55:01 Maximum message length is 300 characters. Eschew verbosity, Gladys! 10:55:15 !tell Grunt I want to do a shoals end that's a bit different than the existing ones; something with a randomized circle/chain of islands (perhaps with structures) leading up to a central, larger structure. 10:55:16 gammafunk: OK, I'll let grunt know. 10:55:24 !tell Grunt Do you think just an encompass vault is the best approach, or should I try to use some of the shoals layout code? 10:55:25 gammafunk: OK, I'll let grunt know. 10:56:38 oh, gitourious is still down 10:56:52 *gitorious 11:02:01 -!- jeanjacques has joined ##crawl-dev 11:05:23 -!- Lightli has quit [Quit: leaving] 11:18:46 -!- ainsophyao has quit [Remote host closed the connection] 11:19:11 -!- gammafunk has quit [Ping timeout: 260 seconds] 11:23:48 -!- gammafunk has joined ##crawl-dev 11:28:59 -!- Ladykiller69 has quit [Read error: Connection reset by peer] 11:30:51 -!- knaveightt has quit [Quit: Relax, its only ONES and ZEROS!] 11:32:09 -!- Basil has joined ##crawl-dev 11:33:41 -!- HellTiger has quit [Read error: Connection reset by peer] 11:35:29 -!- debo has quit [Quit: debo] 11:36:56 -!- Burer has quit [Max SendQ exceeded] 11:39:50 -!- heteroy has quit [Ping timeout: 264 seconds] 11:43:31 -!- blabber has joined ##crawl-dev 11:46:40 -!- Zannick has quit [Ping timeout: 245 seconds] 11:52:07 -!- Kalir has quit [Changing host] 11:54:16 -!- Zephryn has quit [Quit: My work is end \(^o^)/] 11:55:35 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 11:55:47 -!- orionstein is now known as orionstein_away 11:56:52 -!- nooodl has joined ##crawl-dev 12:01:26 -!- VolteccerJack has quit [Quit: Page closed] 12:01:45 -!- dtsund has joined ##crawl-dev 12:02:31 -!- Kalir has quit [Read error: Connection reset by peer] 12:04:14 -!- Kalir has quit [Changing host] 12:07:27 gammafunk: you can force fire attack spells at nothing, and swing at the air... jumping to attack should probably let you do the same 12:08:19 Eronarn: Yes, the problem is that the player can do that to turn jump into a kind of 'semi-controlled' blink 12:08:36 Eronarn: They can deliberately attack nothing to get the desired movement 12:09:04 The landing site is still randomized in a 3x3 square, so it's not like normal cblink or sem-controlled 12:09:24 it's also pretty short range and not immediately repeatable 12:09:25 But it's still 'abusable' 12:10:04 at least aiui 12:10:11 SamB: Well the max movement is 5, which is not that short range, but yes not repeatable 12:10:49 -!- bonghitz has quit [Remote host closed the connection] 12:10:50 gammafunk: if it is too good to be usable outside of 'combat', then it's too good to be used in any situation where you can force a 'combat' 12:11:00 remember, even if it can only be used on hostile stuff, you can always turn allies hostile 12:12:28 Eronarn: I think that's perhaps the basic problem. I'm not sure how many devs would find a limited blink with special restrictions and a specially randomized landing site too powerful 12:12:57 You can jump over flying, giant enemies, can't do it from 'liquid ground', or if exhausted 12:13:30 So it has a number of limitations, but it's still a powerful positioning tool 12:13:45 -!- eith has joined ##crawl-dev 12:14:45 What I'm really trying to achieve is 'translocations + attack', but it does seem difficult to make somthing that doesn't have a component of 'standalone translocation' 12:15:09 -!- AriaC has quit [] 12:15:27 gammafunk: you could make it a not so great translocation, but quite good for attacking, so that there's very little incentive to just use it to jump around but still some to use it to attack with 12:15:40 sorry, s/You can jump over flying/You can't jump over flying/ 12:15:58 Eronarn: Yes, I'd like to achieve something like that, I think 12:16:18 perhaps it requires doing a charge (move a few squares in the turns beforehand)? 12:16:45 Eronarn: pouncing is usually done from a crouch 12:17:02 it could also immobilize you once you land, as you regain your balance 12:17:05 -!- kaiza has quit [Ping timeout: 245 seconds] 12:17:30 Eronarn: Yeah, I had considered soemthing like that, or others had suggested limited duration slowness 12:17:31 SamB: running long jump :) 12:17:55 *low duration; all durations are limited I suppose 12:18:16 shapeshifters ;) 12:18:35 they have a duration of some kind? 12:18:50 yes, that's how it's implemented - it's basically 'random chance to polymorph' enchantment that doesn't decrement duration 12:19:08 haha, interesting 12:21:05 -!- Gotham has joined ##crawl-dev 12:21:55 -!- tali713 has quit [Ping timeout: 246 seconds] 12:22:42 -!- bonghitz has quit [Remote host closed the connection] 12:27:37 -!- tali713 has joined ##crawl-dev 12:33:26 -!- lobf has quit [Quit: lobf] 12:36:29 -!- duralumin has quit [Read error: Connection reset by peer] 12:39:22 gammafunk: have you thought about something like letting it 'frontload' movement, rather than adding any? so if you want to go 4 spaces you have to run in that direction 4 turns 12:39:49 then you land and can't move for a bit 12:40:29 Game crash after death by whitenerdy53 12:41:28 -!- bonghitz has quit [Remote host closed the connection] 12:41:32 Eronarn: So the translocation would be 'instant', but the length of recovery would be based on how far you moved? 12:43:25 it would be a possibility; admittedly weird flavor, but possibly good effect 12:47:31 -!- the_glow has quit [Ping timeout: 245 seconds] 12:48:50 -!- Kalir has quit [Read error: Connection reset by peer] 13:00:06 -!- ground4 has quit [Ping timeout: 264 seconds] 13:04:49 -!- Xenobreeder has quit [Ping timeout: 240 seconds] 13:05:41 -!- jeanjacques_ has joined ##crawl-dev 13:08:52 -!- jeanjacques has quit [Ping timeout: 264 seconds] 13:08:52 -!- jeanjacques_ is now known as jeanjacques 13:10:14 -!- Psyknux has quit [Read error: Connection reset by peer] 13:11:27 -!- Moredread has quit [Ping timeout: 240 seconds] 13:11:58 -!- Burer has quit [Read error: Connection reset by peer] 13:13:00 -!- scummos has quit [Read error: Operation timed out] 13:18:50 -!- buppy has joined ##crawl-dev 13:22:01 -!- Snarwin has quit [Quit: leaving] 13:22:31 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 13:31:02 -!- gammafunk has quit [Quit: gammafunk] 13:32:30 -!- Burer has quit [Ping timeout: 245 seconds] 13:36:15 -!- Burer has quit [Client Quit] 13:42:37 -!- gammafunk has joined ##crawl-dev 13:43:56 -!- gammafunk has quit [Client Quit] 13:44:19 -!- timbw has quit [Ping timeout: 250 seconds] 13:58:55 -!- ackack has quit [Ping timeout: 268 seconds] 14:05:57 -!- DracoOmega has joined ##crawl-dev 14:10:54 -!- duralumin has quit [Ping timeout: 264 seconds] 14:11:53 03DracoOmega02 07* 0.13-a0-2819-g7cf6d9d: Revamp Stone of Tremors 10(3 hours ago, 2 files, 79+ 181-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=7cf6d9d9c74e 14:11:53 03DracoOmega02 07* 0.13-a0-2820-gc25e8ee: Reduce elemental evoker power (especially at low evocations) 10(3 hours ago, 1 file, 8+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=c25e8eee38ee 14:11:53 03DracoOmega02 07* 0.13-a0-2821-g87b9d2d: Reduce the recharge rate bonus from high evocations for elemental evokers 10(85 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=87b9d2dc9771 14:11:53 03DracoOmega02 07* 0.13-a0-2822-g388d670: Experimentally revamp scrolls of immolation 10(30 minutes ago, 2 files, 20+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=388d670c250b 14:11:53 03DracoOmega02 07* 0.13-a0-2823-g40650c1: Reduce default Inner Flame duration to something more sane 10(19 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=40650c192c2d 14:11:53 03DracoOmega02 07* 0.13-a0-2824-ge8be298: Make lost souls less attracted to extremely high HD creatures 10(14 minutes ago, 1 file, 2+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e8be298d6585 14:11:53 03DracoOmega02 07* 0.13-a0-2825-g2f028f1: Decrease Lost Soul speed and hp slightly 10(10 minutes ago, 1 file, 2+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2f028f1e300a 14:15:01 DracoOmega: so uhm, buff draining? 14:15:17 What? 14:15:21 there's some complaints in the logs 14:15:25 Ah yes, that 14:15:44 Well, a couple of my thoughts about that: 14:16:01 -!- herself has quit [Ping timeout: 246 seconds] 14:18:14 a) I had originally seen it as a longer-term status with a milder-than-normal effect, so it doesn't seem inherantly bad if it lasts a while (after all, old draining could last effectively even longer) 14:18:14 b) I really did see people curing it all the time by just killing the shadow dragon that just brethed on them, and I feel it should last at least a bit longer than that 14:18:14 c) If draining is actually unpleasant without rN, then this seems like a good reason to actually value rN for places that concentrate this effect, and thus itself not inherantly a bad thing 14:18:14 d) If mummy death curses drain too much, they can be tweaked independently (I didn't buff their numbers the other day, but of course they're affected by the general slowed recovery) 14:21:18 how does new inner flame do with ely? 14:23:58 Gods don't currently penalize you for it in any particular way. I can an argument that they should, but Ely doesn't mind if you refrigerate your allies at the moment either (or other LoS-style effects) so long as you don't actually kill them, so I adopted the same behavior here 14:25:34 -!- elliptic has quit [Quit: Leaving] 14:26:06 DracoOmega: how could possibly new immolation be a good effect? 14:26:48 old one did some area damage, useful for getting rid of a load of high-ev low-hp enemies like a pack of killer bees. Situational but non-useless. 14:26:53 Well, saying it could never be positive implies that normal inner flame is never positive either. Some characters could easily set up very destructive chain reactions with it, assuming they had good positioning and ranged attacks 14:27:09 new one: you can't hit anything next to you. To be affected by the scroll, they need to be next to you. 14:27:12 -!- gammafunk has joined ##crawl-dev 14:27:27 Um, no? They just need to be in LoS 14:27:33 ie, you need to be a spriggan/centaur for it to have any use 14:27:47 oh, and it did not destroy scrolls before, it does now 14:27:51 Ideally you'd want to read it when they were NOT next to you, obviously 14:28:38 Well, it certainly doesn't destroy scrolls on its own. You'd need to read it in combat and then blow something up while standing next to it, which is rather completely different from encouraging you to drop everything while read-IDing in safety 14:37:07 -!- eb_mobile has quit [Quit: I quit] 14:53:05 -!- _D_ has quit [Quit: leaving] 15:04:38 -!- jday_ has joined ##crawl-dev 15:09:48 -!- blabber has quit [Read error: Connection reset by peer] 15:11:01 -!- blabber has joined ##crawl-dev 15:17:21 -!- yalue has quit [Read error: Connection reset by peer] 15:21:45 -!- Greif has quit [Quit: Page closed] 15:21:51 <|amethyst> does tremors still make holes in walls? 15:24:39 -!- kaiza has quit [Remote host closed the connection] 15:25:12 !seen DracoOmega 15:25:13 I last saw DracoOmega at Mon Aug 26 19:28:38 2013 UTC (56m 34s ago) saying 'Well, it certainly doesn't destroy scrolls on its own. You'd need to read it in combat and then blow something up while standing next to it, which is rather completely different from encouraging you to drop everything while read-IDing in safety' on ##crawl-dev. 15:25:51 |amethyst: Yes, but it occurs to me that it's no longer deterministic that you get at least one (which is a problem for that sprint) 15:26:26 DracoOmega: I may be a minority, but I do use ?immolation. It works wonders against early ice beasts or those annoying killer bee groups. 15:26:26 <|amethyst> and I imagine you have less control now over which one 15:27:18 -!- blabber has quit [Remote host closed the connection] 15:27:26 |amethyst: I think I would again argue that the correct solution to this issue is to allow felids to use wands 15:28:17 dpeg: A vanishing minority, I think. I have scarcely even heard of someone using it offensively in a way that wasn't obviously bad 15:28:54 -!- syllogism has quit [] 15:29:31 (Like, trying to do so is usually more liable to be the punchline of a joke, no offense ^^;) 15:29:32 DracoOmega: but why are all the others right? The scroll has some uses! :) 15:30:08 Well, the damage is really tiny and in a majority of cases where that damage is large enough to be useful offensively, you are so early that using it is probably as scary or scarier than not 15:30:13 it has like 100 downsides and 0.5 up 15:30:24 ha, naysayers 15:30:35 and having immolation identified when you meet ice beasts does not qualify as "early" 15:30:37 Also those persistant ally problems that are hard to fix 15:31:11 i admit i also used it on bees, once 15:31:11 -!- Lawman0 has quit [Ping timeout: 260 seconds] 15:31:20 DracoOmega: I'll try your new ?immolation, of course. But couldn't it become that ?immolation, ?teleportation is a standard way to use it? 15:31:31 How would that help you? 15:31:38 true! 15:31:49 * dpeg is not a very good inner flamer 15:31:51 Haha 15:32:13 Well, the spell is kind of hard to use well (some would argue close to impossible, by design, though that's overreaching) 15:33:05 DracoOmega, ChrisOelmueller: six hours ago I proposed a quick & dirty change to randart generation. Did you see it? (I can paste again.) Are you interested? 15:33:17 -!- LexAckson has quit [Quit: Leaving] 15:33:34 -!- blabber has joined ##crawl-dev 15:33:54 -!- Zannick has joined ##crawl-dev 15:33:56 Well, in general I think would be in favor of randart generation being improved, sure 15:34:16 I don't know how I feel on the specifics 15:34:44 Feel free to come up with better specifics! :) 15:34:56 wrt felid wants: 'You have limited fine manipulators.' like blurry vision but for wands 15:35:01 *felid wands, rather 15:35:07 i'm not very interested, but what i explicitly didn't like was that properties of the name would use spoilers in any way 15:35:08 see also pigs, spiders 15:35:23 -!- gammafunk has quit [Quit: gammafunk] 15:35:29 i.e. things named after something are more likely to be identified in any way 15:35:34 that's just not necessary 15:35:49 Eronarn: Well, if they have enough dexterity to use many of the other items that they can, I am not sure why wands are special here 15:36:11 DracoOmega: wands have to be pointed directly at a target, most other things don't 15:36:31 ChrisOelmueller: I can see that you consider my god special case to be inelegant (and it was the most minor proposal of the three) -- but why spoilers? 15:36:53 Eronarn: Well, pointing a stick in your mouth at something seems like it wouldn't need as MUCH dexterity as rapidly drawing specific cards out of a deck 15:37:02 yeah that is necessarily not spoilers, by the time you know the name you already have it IDd so 15:37:08 but it is silly 15:37:24 DracoOmega: Paw Five 15:37:51 but yeah the only reason it shouldn't apply to decks is crippling nemelex for felids would be bad 15:37:51 <|amethyst> DracoOmega: can felids use decks without nemelex? 15:38:00 |amethyst: I am almost certain they can 15:38:07 <|amethyst> oh, hm 15:38:27 Also they can aim phials of floods just fine, which also involves removing a stopper 15:38:30 i dont think so 15:38:32 (Along with potions and things) 15:38:38 they can lap up potions :) 15:38:47 dpeg: guess i just don't like coupling that kind of information to anything 15:38:48 stopped can be pulled out with teeth :) 15:38:52 They still need to get the cork out! And where are they carrying them, anyway? 15:38:52 *stopper 15:38:57 alternately 15:39:02 geekosaur: Well, sure it can. But why can't they use their mouth to point a wand? 15:39:02 we could just say they're polydactyl cats 15:39:04 -!- simmarine has joined ##crawl-dev 15:39:16 or wine cork style, claw in center and pull 15:39:30 (not great corkscrews, but still can work) 15:39:51 <|amethyst> You drink the potion. Your head is stuck! 15:39:56 And yes, I double-checked, and they can use decks fine without Nemelex 15:39:57 also i'd kill for a "boring numbers" ring like ac+4 int+2 usually, much unlike putting SInv in there or whatever 15:40:12 DracoOmega: i think blurry wands is a good compromise indicating that they are less good, but not completely unusuable 15:40:27 Why do they need to be less good, though? They're not less good with any other item that is similar 15:40:36 <|amethyst> rods 15:40:49 Well, they can't actually WIELD those, so I don't feel that really counts 15:40:59 The restriction feels more consistant, anyway 15:41:07 (Also, not being able to use wands causes recurring problems like this) 15:41:09 DracoOmega: they don't need to be less good, but i think less good is an interesting disad 15:41:12 Regarding digging (and also disint) 15:41:12 what if, hypothetically, rods were to become changed soon as to not require wielding........... 15:41:16 -!- PolkaDot has quit [Quit: Lost terminal] 15:41:20 not being able to use wands at all is sort of bad though 15:41:20 like, say, somebody would have started a branch with that 15:41:58 ChrisOelmueller: Incidentally, about randarts, I think the problem is less properties and probably more that weapons/body armour is normally worthless just due to base type / enchant, so the properties don't even matter 15:42:03 and then everybody forgot about it despite the incredible piece of shit that current multi-spell rods are (coming from design and interface now) 15:42:16 well most body armour is worthless full stop 15:42:21 fr: rename rods to Spellguns 15:43:34 -!- bonghitz has quit [Remote host closed the connection] 15:44:19 DracoOmega: I don't want every randart to be good, but I want less crappy ones. Weapons are very rarely interesting if both enchantments negative, hence my suggestion (at most one negative). On the other hand, negatively enchanted armour pieces are in use (not on body armour but on minor slots), so I'd not modify that. 15:45:00 I don't mean to suggest every randart be good either, but I think there could stand to be MORE of them that are 15:45:22 Since randarts are also an opportunity to make base types that might not ordinarily be used see some use if the stats are interesting enough 15:45:37 The rate of randarts being generated can always be tuned based on how good their quality is 15:45:57 -!- gammafunk has joined ##crawl-dev 15:46:38 <|amethyst> dpeg: well, for the minor slots I think it might still be good to limit how negative they can go 15:46:58 |amethyst: not more than their maximal enchantment, for example? 15:47:02 <|amethyst> yeah 15:47:14 <|amethyst> or maybe no more than their base AC plus 1 15:47:15 Well, a -5 cap is not going to be worn by anyone who knows what they're doing, except in very strange circumstances 15:47:37 In general, the code for generating randarts at the moment is awful, though 15:47:51 So I think that if any change is made, it should just start from scratch 15:48:03 DracoOmega: yes, but then nothing happens 15:48:07 I've seen this before :( 15:48:10 What do you mean, 'nothing happens'? 15:48:18 otoh, if DracoOmega takes it on, a lot could happen :) 15:48:22 <|amethyst> dpeg: we've completely rewritten things before :) 15:48:23 That wasn't my way of saying 'It's too much work - let's not bother' :P 15:48:47 But rather let's not be tied too strongly to how things are, if an otherall better system can be concocted using the elements that we have 15:49:07 Shying away from minor changes because a major overhaul seemed more attractive, and then never came -- it did happen before (I am definitely guilty of some of them) 15:49:15 i'd like to see more possible effects 15:49:33 like +HP on vitality is cool, it could be a neat thing to have generally 15:49:51 Eronarn: more effects would be good in any system, I don't think that is directly related to randart generation 15:49:53 Like, I am thinking it might make sense that randarts with higher item levels might be given better modifiers particularly if they are poor base types, for example. 15:50:08 don't you spawn a hammer on me now 15:50:19 Perhaps not THAT poor a base type :P 15:50:28 imo, the current system produces too many items that are just not worthy a funny name and a strange glyph -- I definitely want to get rid of those, and I don't care so much that still many of them would be pretty useless 15:50:53 dpeg: disagree... one of the way tome randarts end up interesting is that they are so niche-y 15:50:54 But I think, in isolation, it might make sense that sometimes a particularly nice randart could be worth moving down a weapon rank for 15:50:55 randart %, i hear it's funny 15:51:13 if you are a fighter type, you can never use a wizard randart... and there are so many classes that, say, 50% are automatically unusable 15:51:14 -!- PepeRC2 has quit [Ping timeout: 264 seconds] 15:51:15 -!- mizu_no_oto has quit [Ping timeout: 260 seconds] 15:51:19 but, they're quite powerful and fun to look at anyhow 15:51:24 I mean, this is true now, but in circumstances that are either vanishing, involve not meleeing at all, or are early in the game 15:51:56 so if there were e.g. a randart sword that gave +Fire like a ring of fire, not that interesting to a MiBe, but makes it feel much more powerful 15:52:20 -!- Mattias has quit [Remote host closed the connection] 15:52:34 DracoOmega: I did think about more elaborate stuff, where e.g. the generator tries to compensate negative properties with good ones, but it's pretty complicated -- the current system does produce decent items, just too much trash along the way 15:52:48 <|amethyst> Eronarn: kind of steps on the toes of staves though 15:53:02 dpeg: Well, I think the current system is coded in a way that is extremely brittle to changes 15:53:10 sky weapons should rather not also get enhancers 15:53:29 DracoOmega: what isn't 15:53:31 dpeg: It's actually hard to even tell what it does 15:53:38 |amethyst: wouldn't it be cool if randart staves which tended to get other +magic stuff, and randart weapons that tended to get less-magic stuff, but both could do both? :) 15:53:42 ChrisOelmueller: Have you LOOKED at the randart rolling code? :P 15:53:45 yes 15:53:50 but also at other crawl code! 15:53:53 Fair enough. I do think it's particularly bad though 15:54:25 alright, no proposal from me then :) 15:54:34 well anything that uses literally hundreds of `if (chance_in)` is a great read 15:54:49 especially if you, like, actually want to figure out what it does 15:54:51 -!- Kalir has quit [Changing host] 15:56:15 (btw, I also think that the numbers on randarts should use a non-flat distribution: +1,+2,-1,-2 aren't very exciting) 15:57:45 Depends on the other modifiers on the item, really 15:58:31 dpeg: have you seen {sky weapons} 15:58:45 ??sky weapons 15:58:46 sky weapons[1/14]: A - +2,+1 flail (protect) 15:58:58 ??sky weapons[2] 15:58:59 sky weapons[2/14]: M - +1,+5 sling of the New World {flame, rC++} 16:00:02 other good ones are 4,5,8,14 16:00:09 ??sky weapons[4] 16:00:09 sky weapons[4/14]: f - -3,-4 sling "Cuypsicw" {frost, rF+ rC+} 16:00:30 would you say any of those qualify as particularly "bad"? 16:00:58 <|amethyst> the first one is not worthy of being an artefact 16:01:00 well, casters might wield them 16:01:12 <|amethyst> oh, and is not 16:01:16 oh you also might not know sky_______ 16:01:23 that could explain it of course! 16:02:17 ChrisOelmueller: I am afraid there's a joke to be understood which I am completely missing :) 16:02:46 -!- VolteccerJack has quit [Quit: Page closed] 16:02:47 <|amethyst> sky is a player whose choice of weapons is AIUI unconventional 16:02:55 !lg sky s=ch 16:02:56 6733 games for sky: 2539x SpWz, 721x SpEn, 718x DEWz, 207x TrBe, 196x SpEE, 148x TrMo, 88x HEWz, 77x TrFi, 63x SpAs, 61x SpTm, 52x KoAs, 47x MuWz, 44x NaWz, 44x FeBe, 41x VpEn, 39x DgEE, 38x MfIE, 35x OpMo, 34x TrWz, 32x OpVM, 32x SETm, 31x DgTm, 31x MuSu, 30x NaBe, 29x FeWz, 28x VpAs, 27x SpAK, 25x GhNe, 22x HECj, 22x NaHu, 21x OpEE, 21x KoBe, 20x LOWz, 18x MuIE, 17x SpIE, 17x FeEn, 16x DjWz, 16x... 16:03:01 <|amethyst> Chris can explain more 16:03:22 he's that ~caster~ 16:03:39 ah, nice challenge he plays 16:03:57 look at that castah 16:04:03 -!- Mattias has quit [Remote host closed the connection] 16:05:44 -!- Morg0th has quit [Quit: leaving] 16:08:31 -!- Mandevil has quit [Quit: Leaving] 16:09:36 -!- Voker57 has quit [Ping timeout: 245 seconds] 16:09:45 <|amethyst> my first win (DDNe, offline), my primary weapon was the +0,+5 falchion of Wiwkaur {holy, Str+1 Dex+2} 16:09:55 -!- kunwon1 has quit [Ping timeout: 260 seconds] 16:10:08 -!- xnavy has quit [Ping timeout: 240 seconds] 16:10:42 I think it's a nearly universal thing that many people's early wins involve questionable weapons 16:10:54 I have a couple that make me roll my eyes and shake my head 16:11:11 Like doing Zot with a randart morningstar of venom, back when morningstars were not very good 16:13:26 -!- heteroy has quit [Ping timeout: 264 seconds] 16:14:11 <|amethyst> my last win (nearly two years ago) I was using the +0,+6 mace "Tufyvulofy" {!p, freeze, Dex+4 Int+4} up until D:23 :/ 16:14:22 <|amethyst> now that I know better, I can't win ... 16:14:40 <|amethyst> (that last one was on a HOHe without magic) 16:15:04 It's been two years since you've won? =/ 16:15:09 <|amethyst> !lg . won 16:15:10 2. Neil the Faith Healer (L27 HOHe), worshipper of Elyvilon, escaped with the Orb and 3 runes on 2011-10-04 20:54:19, with 1318561 points after 99008 turns and 8:11:47. 16:15:25 <|amethyst> haven't won since I joined the devteam 16:15:34 -!- kunwon1 has joined ##crawl-dev 16:15:38 <|amethyst> !lg . place=zot 16:15:38 3. neil the Crack Shot (L26 MiGl), worshipper of Trog, blasted by an orb of fire (fireball) on Zot:5 on 2012-08-27 18:20:02, with 538861 points after 97334 turns and 6:00:12. 16:15:55 <|amethyst> has it really been a year since I've been to zot? 16:16:01 <|amethyst> !lm . br.enter=zot 16:16:02 5. [2012-08-27 17:57:06] neil the Phalangite (L24 MiGl) entered the Realm of Zot on turn 89565. (D:27) 16:16:04 <|amethyst> yup 16:16:58 <|amethyst> !lm . br.enter=vaults 16:16:59 11. [2013-06-07 05:51:34] neil the Executioner (L16 LOBe) entered the Vaults on turn 39253. (D:15) 16:17:05 <|amethyst> !lm . br.enter=vaults -2 16:17:06 10/11. [2012-08-27 06:11:22] neil the Impaler (L15 MiGl) entered the Vaults on turn 35081. (D:15) 16:17:07 Oh dear 16:18:39 -!- st_ has joined ##crawl-dev 16:20:02 -!- Daekdroom has quit [Ping timeout: 256 seconds] 16:20:11 clearly we need a neilrobin 16:20:16 -!- xnavy_ has quit [Ping timeout: 264 seconds] 16:20:17 <|amethyst> ??neilrobin 16:20:18 neilrobin[1/1]: Play for as long as you want, then kite as many enemies at once and die surrounded by them. Password 'robin'. See {neil} for an example game 16:20:22 <|amethyst> ??neil 16:20:23 neil[1/2]: !lg neil 3512 -tv 16:20:45 oh no, how will it be called then 16:21:17 <|amethyst> it's called abusing server admin privileges to copy people's saves and play them locally :P 16:21:32 hah 16:21:41 well i was trying to rip off zermakorobin but alas 16:21:45 -!- elliptic has joined ##crawl-dev 16:21:56 elliptic: Hi! 16:22:03 hi 16:22:05 -!- bonghitz has quit [Ping timeout: 245 seconds] 16:22:43 elliptic: you a random shot from the hip (feel free to ignore if you're pressed for time). Do you have a snappy idea how to improve randart generation? Would you rather leave it be, modify the existing algorithm, or redo it from scratch? 16:23:12 uh, I wasn't aware of any issues with current randart generation 16:23:26 no serious issues 16:23:49 I don't actually know what the current algorithm is, but it seems to work fine 16:24:16 -!- gammafunk has quit [Quit: gammafunk] 16:24:51 elliptic: okay! There was talk (starting on forum) that it produces too much rubbish. 16:25:24 these are presumably the same people who complain whenever acquirement doesn't give them the exact item they want? 16:25:29 surely you can't be taking the forums seriously 16:26:05 the same can be said about any other place where players or devs talk 16:26:06 Bloax: I am one of the not-so-many red guys who posts there 16:26:57 dpeg: i wonder why nobody wants to deal with those great proposals (how about shutting down the design subforum, it seems to be the worst from what i hear) 16:27:01 If you guys redesign the radarts i'd be happy to do design/name stuff.... I've done that before (mapping mechanics to prefix and suffix) professionally for a couple games :) 16:27:24 fr radarts 16:27:39 also excellentarts 16:27:40 Champions, Marvel Heroes. 16:27:53 I'd take radarts and excellecntarts over 'randarts' any day of the week. 16:27:59 ChrisOelmueller: huh? GDD has come up with good stuff. If you close your eyes from something only because it contains so much chaff, you'll miss the wheat. 16:28:48 well you also need lots of manpower to actually evaluate which is which 16:29:20 of course i may be biased by recent events 16:29:26 hard to ignore those 16:29:27 yes, but you get rewarded if you do it 16:29:50 for some, paying 10 units of frustration for 1 unit of reward is not a good deal 16:30:18 good ideas are priceless 16:30:53 ChrisOelmueller: Well, no one is forcing YOU to read it 16:31:09 i'm still seeing too much of it 16:31:13 even actively trying to avoid 16:31:17 How is that? 16:31:31 if only i knew 16:31:31 Do people keep linking you things or something? 16:31:49 (From the top off my hat, forum ideas that made it into the game: a god who gives piety from jelly slurping, uniques such as Gastronok, a large number of interface improvements) 16:32:04 f - [Vaults:5] the ring of the Dragon {+Fly Str+1 Dex+2} f - [D:16] the -4 wizard hat of the Ward {rN+ MR++ SInv} o - [Vaults:4] the +1 ring mail "Woda" {rElec SInv} i - [Vaults:3] the cursed -6 buckler of Responsibility {Dex+2} (158 gold) k - [Vaults:3] the +0 cloak "Nyomom Efuv" {rC+} 16:32:39 A bunch of randarts from two different games. 16:32:55 <|amethyst> the +1 ring mail "Woda" {rElec SInv} - is that apropos or unapropos? 16:33:02 the buckler is poor, as is the cloak (design, not power), the others are alright imo 16:33:04 What, Gastronok was a tavern thing? I thought both him and Jivya predated its existence 16:33:07 <|amethyst> water isn't usually associated with rElec 16:33:14 DracoOmega: Sourceforge forum 16:33:17 dpeg: were those interface things really discussed in the design section 16:33:26 They aren't utter trash. 16:33:34 But look at the depths. 16:33:46 A +1 ring mail on vaults:4? 16:33:57 would you use a +4 ring mail 16:34:01 crawl items aren't as depth-dependent as in many games 16:34:17 <|amethyst> ChrisOelmueller: as a primary spellcaster I might 16:34:52 ChrisOelmueller: I got good feedback on some threads I made myself (for example for the randgods) 16:34:58 <|amethyst> assuming I was from a not-terrible-str race anyway; and I hadn't found a good dragon armour 16:35:07 dpeg: that cloak is actually a pretty interesting item IMO, since you are giving up the ability to enchant to +2 in exchange for a useful ability 16:35:24 The cloak is okay. 16:35:41 ok 16:35:43 but you know what's okay too 16:35:46 ??cloak of flash 16:35:46 cloak of flash[1/1]: Unrandart +3 cloak {+Fly, EV+4} 16:35:59 I don't think you can compare average randarts to particularly good things 16:36:01 though if you wanna wear that prepare for http://pastebin.com/tBPSucYf 16:36:39 dpeg: if any type of randart needs work, it's the weapons IMO... they could use a simple enchantment buff 16:37:05 like trog gift randarts are fine because they get an extra +3 damage enchantment 16:37:10 elliptic: yes, my proposal for randart weapons was this: at most one of to-hit and to-dam is negative 16:37:16 that won't do anything 16:37:22 what would you do? 16:37:28 -!- Mattias has quit [Quit: かがんで廻ってひねってclap!] 16:37:34 the problem isn't just the negative stuff, it's that highly enchanted stuff is rare 16:38:03 yes, as I said before, I feel the chances shouldn't be linear 16:38:11 dpeg: Also, high accuracy and bad damage is still really bad 16:38:21 of course 16:38:33 dpeg: like I said, I think that trog randart weapons are quite strong... they just get an extra (-3,+3) 16:38:56 and surprisingly enough 16:38:56 * dpeg wonders if that was his suggestion back in the day :) 16:38:56 no need for anything complicated, just buff all weapon randarts by (+2,+2) or something 16:38:58 trog randarts are considered to be quite good 16:39:21 <|amethyst> elliptic: my other suggestion (not on weapons) was to cap armour at -1 net AC 16:39:25 <|amethyst> elliptic: no -6 boots etc 16:39:27 DracoOmega: what do you mean +27 -1 is bad!! 16:39:34 _You drop the -7 cloak of the Chupacabra {rPois rF+}. 16:39:49 interesting opportunities to trade 6 ac for rpois and rf+ 16:39:54 |amethyst: eh, I've actually used -4 boots 16:40:13 <|amethyst> elliptic: how many beneficial properties? 16:40:18 <|amethyst> and were some of them +Dam? 16:40:25 |amethyst: armour randarts are incredibly strong on average, I'd be hesitant to buff them 16:40:28 bad enchantments usually come with either trivial or nonexistent benefits 16:40:45 the above hat is pretty good for example 16:40:45 |amethyst: slaying + resists, yeah 16:40:53 Once they do come with something good but iwth a bad enchantment that's an interesting one. 16:41:00 imo every randart should have a positive aspect 16:41:04 in the right circumstances 16:41:26 the hat might be good for vaults if you don't want to get marked 16:41:30 |amethyst: also, I really don't see anything wrong with having some randarts that nobody would want to use 16:41:40 it makes identifying them more exciting 16:42:07 elliptic: I concur. I am just not happy with Foo {Dex+2}. That's not randarty enough for me, I expect better, and better could mean Bar {Contam Dex+2 rC-} 16:42:28 <|amethyst> dpeg: I think it refuses just +2 dex 16:42:43 |amethyst: good to know, thx :) 16:42:44 <|amethyst> dpeg: IIRC if there's only a boring property it gives one more property 16:42:52 <|amethyst> the problem is that other property might also be boring 16:42:54 dex+2 str+1 16:42:57 <|amethyst> yeah 16:43:00 or str-1 16:43:03 'woohoo' 16:43:05 exciting 16:43:21 -!- dtsund has quit [Quit: dtsund] 16:43:29 maybe the problem there is that people think dexterity is boring :P 16:43:33 i wonder why cynicism for randarts seems widespread 16:43:47 elliptic: yes, I suggested "at least two randart properties, one of which is not a number" but I have realised that this is too simple-minded. 16:44:08 How does the current system function? 16:44:10 personally I'd be quite happy to find a cloak of dex+2 on some chars... it's something you can't get from that slot otherwise, and can mean a noticeable difference 16:44:30 Does it roll a value and picks from a random list of effects that take up a random cost that must then not be exceeded? 16:44:37 or is it more brute 16:46:02 its probably bad when it generates a +2 robe of rc... the only real benefit is its immune to corrosion 16:46:39 -!- Mattias has quit [Remote host closed the connection] 16:46:43 <|amethyst> Bloax: it's a sequence of random decisions, each of which adjusts the "power level", and some of which depend on the power level 16:47:08 dpeg: a more serious interface suggestion from my side by the way, reduce the percentage of hp where monster is considered to be "almost dead" 16:47:26 ChrisOelmueller: what is the threshold right now? 16:47:32 20%, I think? 16:47:36 20% iirc 16:47:40 That's.. Not almost dead. 16:47:42 something else to think about: I think it would be quite bad if we buffed randarts to the point at which we had to generate half as many for balance, say 16:47:43 Reducing is fine by me. Any objections? 16:47:47 <|amethyst> Bloax: and at the end it looks at the total power level and maybe makes more adjustments 16:47:55 well the thing is that it goes in 20% steps 16:47:59 elliptic: I withdraw any randart suggestions! 16:47:59 because that means half as many times you get excited because you find a transparent plate armour or whatever 16:48:11 so then one would have to be increased, or another step would have to be inserted 16:48:18 I've forced myself to look optimistically at randarts. 16:48:22 elliptic: Well, inversely you might get excited less often, but MORE excited each time since it's more likely to be good 16:48:30 i didnt know it was in 20% steps 16:48:31 And check out every armor one I find. 16:48:34 elliptic: but before I pass: currently, the excitement is pretty often anticlimactic 16:49:06 tweaks to make the bad ones a bit better and the boring ones less boring could be fine, of course 16:49:07 Bear in mind that my excitement before this forced change quickly faded to cynicism after I stopped being new to the game. 16:49:08 simmarine: i only knew because i recolor those in my rc 16:49:12 ChrisOelmueller: currently it is 20,40,60,80,100? 16:49:28 there's a difference between 99 and 100 too iirc 16:49:36 ChrisOelmueller: why would we change them? they are nicely evenly spaced at the moment 16:49:43 elliptic: if you have any ideas (it could be a minor tweak), please tell us! 16:49:56 elliptic: "almost dead" is way too suggestive imho 16:49:59 well like I said I haven't actually ever looked at randart generation code 16:50:04 and doesn't convey "evenly spaced" at all to players 16:50:09 couldn't it just be renamed then 16:50:09 10,20,40,70 could be better 16:50:11 'Almost dead' implies 'just one more hit and you'll get there!' 16:50:18 ??almost dead 16:50:19 almost dead[1/1]: Still entirely capable of obliterating you. 16:50:20 Which might even be true! 16:50:22 <|amethyst> elliptic: the relevant code btw is _get_randart_properties 16:50:24 <|amethyst> err 16:50:26 ChrisOelmueller: then rename it 16:50:30 Well, something with 1 hp is still entirely capable of obliterating you 16:50:34 <|amethyst> that was for more than just elliptic, also bloax 16:50:47 'Critically Wounded' or something? 16:50:56 morbicund 16:51:16 -!- maha has quit [Ping timeout: 245 seconds] 16:51:18 dpeg: It WAS an uneven scale a while back and deliberately changed to be easier to read in this way 16:51:38 * dpeg decides to stick to the gods. 16:51:41 Was particularly bad with tiles monster healthbars, since each health state was already evenly spaced 16:51:54 So that their health strangely lingered in the middle 16:51:55 elliptic: not only about the name 16:52:10 ChrisOelmueller: then what? 16:52:25 FWIW, I always assumed they were evenly spaced even when they *weren't* 16:52:53 and tiles depicts it as evenly spaced... 16:53:02 ok, so maybe renaming would do the trick 16:53:09 well anything that's supposed to be the last step on this scale will sound like encouraging players to keep going even if they shouldn't 16:53:28 -!- bonghitz has quit [Ping timeout: 256 seconds] 16:53:33 this is something players just need to learn... as DracoOmega said, even 1 HP monsters can be dangerous 16:54:22 crawl doesn't even try to help them learn 16:54:27 Here: Sigmund, holding a scythe and wearing a robe (Almost dead, but could still kill you) 16:54:31 Haha 16:54:32 ChrisOelmueller: ????? 16:54:42 -!- ShadeTornado has quit [Quit: Leaving] 16:55:33 playing crawl (or any other roguelike) is how one learns that monsters are dangerous and assuming that they will die before you do will just get you killed 16:56:52 Yes, I don't see that renaming (or changing health thresholds) will really help anyone learn better tactics 16:57:36 renaming might still be good; critically wounded might be an improvement over almost dead 16:59:34 i do like that 16:59:36 -!- gammafunk has joined ##crawl-dev 16:59:42 since up until now i thought almost dead was a lot lower 17:01:24 -!- Tarquinn has joined ##crawl-dev 17:03:45 -!- blabber has quit [Quit: leaving] 17:03:46 this randart code has some interesting comments 17:03:57 // Demon weapons get an extra penalty -- why? 17:04:05 they are terrible 17:04:06 easy 17:04:06 // TODO: compensate for the removal of +AC/+EV 17:04:17 i think the cszo boggle game could use different dictionaries 17:04:26 Also I think items are more likely to get permacurse if they are BAD 17:04:27 mikee_: i suggested that to |amethyst! 17:04:29 <|amethyst> I should point out "-- why?" is part of the comments 17:04:31 ty 17:04:34 <|amethyst> s/ts/t/ 17:04:35 Which is the opposite scenario of where permacurse could be meaningful 17:04:43 <|amethyst> mikee_: different how? 17:04:45 well my suggestion just was to include xom and zin, so 17:05:10 well either different languages for the many boggle players on cszo... =P 17:05:18 or like a scrabble dictionary 17:05:46 also I think that +Str is a bit more common than +Int, which is a bit more common than +Dex 17:05:58 I know zilch of this but it really looks like it. 17:06:11 <|amethyst> hm; I don't think bsdgames boggle lets you change the dictionary (except in batch mode) 17:06:39 Unless of course these lines don't do what they really seem like they're doing. 17:06:42 if ((power_level < 2 && one_chance_in(5)) || one_chance_in(30)) 17:06:42 1095 { 17:06:42 1096 if (one_chance_in(4)) 17:06:42 1097 proprt[ARTP_CURSED] = 1 + random2(5); 17:06:42 1098 else 17:06:42 1099 proprt[ARTP_CURSED] = -1; 17:07:03 <|amethyst> I mean, you can build a new one, but there's no command-line parameter for which dictionary to use 17:09:21 elliptic: In my opinion, the code should be ripped out and rewritten in a way that is actually understandable, even if the end result is similar to what we have now 17:09:38 so the only way for it to work would be multiple boggles, you mean 17:09:38 It would make targetted tweaks so much easier to make 17:10:08 patches welcome 17:10:09 ;o 17:10:10 DracoOmega: the code isn't that bad, is it? :P 17:10:25 (cleaning up code always good of course) 17:11:26 The huge array of if's seems weird. 17:11:36 It's something I might realistically consider actually doing, to be honest 17:11:45 that would be great 17:11:57 <|amethyst> mikee_: yeah, which would be possible I guess with a switch 17:12:18 <|amethyst> mikee_: I mean, with a script that selects which binary to use 17:12:29 <|amethyst> mikee_: with each binary compiled with a different data directory 17:12:44 <|amethyst> mikee_: same thing we do for trunk :) 17:13:26 <|amethyst> "Boggle on crawl.s-z.org updated to: German" 17:13:37 mmm 17:13:44 -!- neunon has joined ##crawl-dev 17:13:46 hm, it looks like boring artefacts actually only get stat boosts to make them less boring 17:14:05 oh, no 17:14:25 what if 17:14:28 actually yes, that's what it looks like to me 17:14:30 boring artifacts just got rerolled 17:14:54 unless _randart_add_one_property is doing something I'm missing 17:15:19 the stat boost thing looked weird to me when I glanced at it but I don't think it functionally ends up working that badly 17:15:29 although randart code as a whole does work weirdly and badly 17:15:30 <|amethyst> elliptic: looks like it's picking from those three, yes 17:15:31 That might explain the frequent [stat]+x, [stat]+y artifacts. 17:15:42 <|amethyst> const artefact_prop_type artprops[] = { ARTP_STRENGTH, ARTP_INTELLIGENCE, 17:15:45 <|amethyst> ARTP_DEXTERITY }; 17:16:10 <|amethyst> elliptic: it can't be a completely random choice because it doesn't check for conflicts 17:16:47 <|amethyst> or, rather, it would need a duplicate of the conflict-checking code already in _get_randart_properties 17:17:40 <|amethyst> also, that infinite look in _randart_add_one_property is kind of silly 17:17:47 <|amethyst> loop 17:18:18 Would there be any terrible, terrible things with irreversible consequences happen if randarts with too low powerlevels just got scrapped and rerolled? 17:18:20 <|amethyst> I mean, if there were more than those three it might make sense, but you could just pick one of those three at random, then a direction (+1 or -1) to go if that fails 17:19:00 Bloax: yes, that would massively increase the power of randarts 17:19:23 mmm 17:19:30 It's weird to me that randarts don't just straight up guarantee one "interesting" property be generated no matter what but that code is messy 17:19:39 SwissStopwatch: yeah 17:19:42 elliptic: you spoke up against it, but I wouldn't mind just *removing* all the crappy (not necessarily bad) randarts, i.e. no compensation 17:20:08 dpeg: fewer distressingly furry items! 17:20:09 if there was a branch with it i wouldn't mind testing it 17:20:10 and I rather like +statx, +staty, +statz randarts, those are fun 17:20:35 I think one consideration with reducing number of randarts is maybe ID/removecurse scroll supplies, but those are never really a restriction anyway 17:22:39 <|amethyst> mark artefacts with an insufficient number of properties (not low power_level) as demi-artefacts 17:23:04 and give them stat bonuses 17:23:06 clearly 17:23:10 <|amethyst> almost immutable, except you can read vorpalise to give it one additional property (and make it further immutable) 17:23:23 <|amethyst> the one additional property not being something numeric 17:23:30 reading vorpalise on a ring? 17:23:34 read vorpalize to give your randart cloak rC- 17:23:35 -!- kai__ is now known as kaiza 17:23:44 <|amethyst> oh, right, non-weapons :P 17:24:06 it would be strange to make vorpalise do yet another different thing 17:24:09 it's never really randart traits you care about on a weapon anyway 17:24:33 unless you somehow get a lot of bad ones on a weapon that generated with good enchant and a useful brand, which I've never seen happen ever 17:24:34 Well, that's not really true 17:24:43 It's just that you don't care about them unless the base stats are ALSO good 17:25:25 yes, and they very rarely are on randarts 17:25:43 i'd like me some good Vamp cloak 17:25:53 there are plenty of good randart weapons out there 17:26:04 the ideal zermakorobin: flaming exec axe and vamp cloak 17:26:08 there probably could stand to be a few more though 17:26:48 well the weird thing to me is that the unrand weapons are mostly very good 17:26:56 Randart idea: in addition to attributes and resistances - equip mutations 17:27:28 a randart with antennae would be awesome (if it does not already exist) 17:27:31 SwissStopwatch: compared with what? unrand non-weapons are too... 17:27:35 -!- Vidiny has quit [Quit: Bit a shark disnae bother chasin fuckin minnows cause that's no gaunnae fuckin well satisfy.] 17:27:36 unrand armour pieces are frequently good, but they often don't really hold a candle to what randarts generate, same with rings/amulets 17:27:50 I think you are forgetting about all the mediocre unrand weapons 17:27:52 ??flaming death 17:27:53 scimitar of flaming death[1/1]: the +7,+5 scimitar of Flaming Death {flame, rPois rF++ rC- MR} 17:27:53 yes 17:28:00 I'm not forgetting about those 17:28:04 <|amethyst> ??morg 17:28:04 there are a lot of rather bad or underused unrands 17:28:05 morg[1/1]: Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb. {-1,+4 dagger; Pain Brand; Magic Resistance; +5 Intelligence} 17:28:10 morg is good 17:28:12 morg is pr - yes 17:28:12 uh morg is one of the best 17:28:18 <|amethyst> what was I thinking of 17:28:25 theres the crystal spear 17:28:29 ??Chilly death 17:28:30 dagger of chilly death[1/1]: +5,+7 dagger of Chilly Death {freeze, rPois rF- rC++ MR}. Not seen as a sapphire dagger. 17:28:34 a certain knife probably 17:28:38 chilly death is kind of bad 17:28:39 simmarine: Still awaiting the elliotpatch, that is :P 17:28:41 the unrand non-weapons are mostly incredibly good also 17:28:46 !learn edit dagger_of_chilly_death s/ Not.$// 17:28:47 No change because the regex failed to match. 17:28:52 !learn edit dagger_of_chilly_death s/ Not.*// 17:28:52 dagger of chilly death[1/1]: +5,+7 dagger of Chilly Death {freeze, rPois rF- rC++ MR}. 17:28:53 oops 17:29:03 they are but it's very easy to see randarts tha are better, compared to weapons 17:29:03 obviously randarts can be better, but randarts can be better weapons too (penguin) 17:29:03 also i didnt know that dagger existed (thats a really bad dagger) 17:29:10 -!- Rebenga has quit [Ping timeout: 240 seconds] 17:29:12 like ring of the mage is very good 17:29:14 i kind of like mentioning their appearance 17:29:15 ??Dagger of accuracy 17:29:16 I don't have a page labeled dagger_of_accuracy in my learndb. 17:29:19 knife 17:29:19 even if it no longer is a spoiler 17:29:20 or was it knife 17:29:21 yes 17:29:33 but that's not a -dev discussion 17:29:33 SwissStopwatch: how often do you see a randart ring better than robustness 17:29:35 03gammafunk02 {|amethyst} 07[jump] * 0.13-a0-2822-g67cd17f: For testing, give boots of jumping to all species that can wear them. 10(25 hours ago, 1 file, 4+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=67cd17f7a404 17:29:43 -!- kaiza has quit [Ping timeout: 260 seconds] 17:30:00 fairly often I think 17:30:02 |amethyst: thanks, that will help 17:30:06 I would say it happens reasonably often. Or at least a ring I might wear in preference to it. 17:30:09 must be nice :P 17:30:12 Like, not most games obviously 17:30:13 considering I don't actually value protection rings that highly 17:30:19 But certainly not a vanishing rarity either 17:30:19 compared to how I think you do 17:30:23 +8 AC is excellent 17:30:26 But yes, it might be personal preference on value there 17:30:39 obviously in different games different properties matter 17:30:41 but like rF++ MR Dex +4 isn't that hard to get, say 17:31:08 or something of that relative power level 17:31:15 obviously that specific thing will not happen much 17:31:23 <|amethyst> !learn edit morg[1] s/stance;/stance +;/ 17:31:24 morg[1/1]: Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb. {-1,+4 dagger; Pain Brand; Magic Resistance +; +5 Intelligence} 17:31:30 It's hard to get if it doesn't generate. 17:31:45 And you never know with all these brilliantly mediocore randarts. 17:31:58 like mask of the dragon is very good but a +3 hat of rC Dam +4 Int +3 also not that farfetched 17:32:07 SwissStopwatch: anyway, I agree that weapon randarts are worse than non-weapon randarts on average 17:32:09 Experimental (jump) branch on crawl.s-z.org updated to: 0.13-a0-2822-g67cd17f 17:32:16 yes that's mostly what I'm trying to say 17:32:23 <|amethyst> gammafunk: np 17:32:42 What about a +5 helmet of {Acc+2 Dam+6 SInv} 17:32:58 and I still suggest simply giving all weapon randarts +1d5 to accuracy and damage or something 17:33:01 on top of what they get now 17:33:08 I think part of it is that in some sense weapons and armour/jewel are held to different standards, like rings you expect to do at least one useful thing 17:33:14 Bloax: what point are you trying to make, sorry 17:33:19 so if you get one that does 5 useful things thast's great 17:33:21 <|amethyst> elliptic: that includes adding to Trog's bonus? 17:33:37 i don't know anymore 17:33:46 nerfing trog surely isn't impossibly bad? 17:33:50 you can get a weapon that adds 4 useful things but if it's +3,0 you're not using it unless maybe it's an exec axe or such 17:33:52 |amethyst: sure, why not :P 17:34:05 <|amethyst> elliptic: doesn't that increase the max enchantment? 17:34:09 |amethyst: could keep things capped at +15 somehow, yeah 17:34:15 whether it respects a cap would matter I guess 17:34:22 I don't know the formula for current randart weapon enchantment 17:34:43 I don't think an average of +3 on randart weapons would be that broken given what I'm used to 17:34:55 <|amethyst> elliptic: it probably involves several calls to one_chance_in :P 17:35:11 <|amethyst> or something equally ad-hoc 17:35:20 -!- duralumin_ has quit [Quit: Leaving] 17:35:27 soon DracoOmega will be able to tell us everything 17:35:28 actually wait the point might be that such things are actually very rare unless you go through like 50 games 17:35:38 oh no i pinged him, distraction from important rewrite business 17:35:42 sorry ._. 17:35:45 Haha. I'm not THAT fast 17:35:47 you monster :c 17:35:51 strong gear is not rare if you clear out the entire dungeon 17:35:58 <|amethyst> We have functions for various distributions; the code should use them more (and we should have more if we need them) 17:36:02 the problem is that you've cleared out the entire dungeon 17:36:17 and thus you have mostly extended game left 17:36:20 <|amethyst> because it's a lot easier to understand a parametric distribution than a bunch of ad hoc conditional 17:36:22 |amethyst: the code for this doesn't appear to be in artefact.cc I think? 17:36:22 where it doesn't really matter all that much 17:36:24 <|amethyst> s 17:36:39 |amethyst: for large values of "bunch" 17:36:39 yes but it's not all at the end of loot vaults 17:36:40 <|amethyst> elliptic: it make be in makeitem.cc? 17:36:53 <|amethyst> s/make/might/ 17:37:00 okay 17:37:05 _try_make_weapon_artefact 17:37:32 as you guessed, it has several calls to one_chance_in :P 17:37:54 -!- dtsund has joined ##crawl-dev 17:39:15 this boggle won't accept pineal but it'll accept guinea and teaing =P 17:39:40 Teaing? 17:39:47 teaing what 17:39:56 it's very British boggle 17:40:00 mm 17:40:04 very.... teaish 17:40:16 surely has that too 17:40:30 it wasn't available so we'll never know 17:40:31 just because Britain pillaged tea from the rest of the world doesn't mean it's just theirs! 17:41:02 -!- Zermako has quit [] 17:41:13 Whatever became of that glyph merge/shuffling, anyway? 17:41:14 also very strange that i guessed pineal and ignored pine 17:41:21 i guess this really is some kind of personality test 17:42:13 -!- dtsund has quit [Ping timeout: 245 seconds] 17:42:26 glyph merge? 17:42:35 do you mean I and E 17:42:47 hm, I think having a -9,+15 trog gift randart is possible 17:42:51 that sounds fun 17:43:10 Well, there was talk of moving non-unique @s to p, and merging current p into W (and a few other things at the same time) 17:43:17 -!- Silurio has quit [Ping timeout: 248 seconds] 17:43:23 To remove a bunch of glyph overlaps 17:43:31 oh, yes 17:43:33 (And also the idea of making classed draconians qs) 17:43:34 -!- sacje has quit [Ping timeout: 246 seconds] 17:43:39 i can help with that by means of unique patch 17:43:48 and ugh, that q thing sounds not cool 17:44:04 As opposed to them often looking like non-classed draconians? 17:44:05 predicting all kinds of conflicts with my genus stuff, great 17:44:31 but where would qwarves go? 17:44:37 is that really a problem? 17:44:53 i don't think it ever occurred to me that it could be 17:45:07 Well, at the time the idea was that the normal monsters would stop existing or being dwarves and Wiglaf and Jorgrun could just be @s 17:45:34 jorgrun should just be p if that's what AXED_MON ends up at 17:46:11 pwarves 17:46:42 so, unique patch yes or no 17:46:46 I had a bunch of these glyph changes done up in .rc format for console people to look at at one point. And I think MarvinPA said he was going to (but possibly never did?) And the topic just disappeared 17:46:56 that's one of the things i can split off that do not conflict with anything 17:47:11 Since I hesitate to just use my own judgement for an interface mode I do not heavily use 17:47:13 unique humans on p, that seems really weird 17:47:21 ☺warves 17:47:24 They'd still be @ 17:47:29 <|amethyst> mikee_: I guess at the very least I can build it with a full English dictionary 17:47:31 p is for non-unique 'people' 17:47:39 er, non-uniques 17:47:40 dwarves are not people 17:47:44 they're the superior race 17:47:46 =p 17:47:53 humans on p is weird 17:48:04 Angband does it! (I think someone said so) 17:48:11 merging current p into W could be done regardless 17:48:17 let's do the opposite of nethack 17:48:22 h for humans, @ for dwarves 17:48:31 sounds like a plan 17:49:09 -!- Bloax has quit [Quit: Error: Bloax not found] 17:49:37 In any case, I think removing all the glyph overlaps in @ would be a good thing, and also the fact that there is arbitrarily no more room for human (or several other humanoid) monsters. It seemd to have general agreement at the time, but then basically stalled 17:50:09 new colors needed for: hungry ghosts/spectral thing, shadow/shadow wraith, ghost/eidolon (probably fine), wraith/player ghost 17:50:31 Yes. I already did this work at one point :P 17:50:39 Though obviously stuff is contestable 17:50:42 <|amethyst> mikee_: still the question of how big of one... you suggested scrabble, is that easily and legally available as a raw word list? 17:51:13 empty colors after that merge: lightred, lightcyan, lightmagenta, brown (...) 17:51:17 so sounds workable 17:51:25 Like I said :P 17:52:08 <|amethyst> mikee_: because american-english-insane \union british-english-insane is way too big 17:52:16 well a branch from which to generate another glyph table might do more than some .rc file 17:52:25 or just pushing that merge to master :P 17:53:24 Well, I didn't feel especially comfortable making major glyph changes as a tiles player. I would rather defer to people more personally affected (since I find it harder to guage how strange some of the changes might seem in that case) 17:53:27 also i was serious about merging I and E 17:54:34 not sure which direction works better but there's no reason to keep these occupying two glyphs (elemental colors don't count as reason here) 17:54:47 <|amethyst> I think merging I and E makes sense 17:55:39 <|amethyst> though what would we use the extra letter for? 17:55:55 humans on I, clearly 17:55:55 I think it makes sense, but I don't really feel like doing merges unless we have some immediate use for the glyphs freed up 17:56:09 Since that is disruptive for less tangible gain 17:56:34 you mean, other monsters instantly taking the spot of something else you were used to is less disruptive? :o 17:57:06 -!- bonghitz has quit [Remote host closed the connection] 17:57:55 -!- herself has quit [Ping timeout: 245 seconds] 17:58:06 It is not less disruptive, but it is for a specific (and hopefully good) cause 17:58:16 As opposed to change that is disruptive with unclear benefit? 17:59:02 last time we changed monster glyphs we had to carry a rc file for veterans unwilling to adapt 17:59:09 well i'd like tengu be split from other things on H in some way 17:59:30 but Q was supposed to be that, and never happened either 17:59:36 dpeg: Well, that has happened multiple times so far, and is an easy thing to do anyway 17:59:55 There's no harm to it, whether people use it or not 18:00:02 03|amethyst02 07* 0.13-a0-2826-g28a6821: Describe M_FAKE_SPELLS as "special", not "magical" abilities. 10(10 hours ago, 1 file, 5+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=28a6821a50a4 18:00:02 03|amethyst02 07* 0.13-a0-2827-g04e3a93: Move spells to the end of the monster description (dpeg) 10(10 hours ago, 1 file, 85+ 77-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=04e3a93a1fb0 18:00:09 <|amethyst> makes sense to split tengu since they're a separate race 18:00:09 But most people won't, so I still don't see the advantage of making changes without clear gains 18:01:00 I think the H split suggestion that made the most sense to me was beast hybrids in one letter (eg: hippogyphs) and humanoid hybrids in the other (eg: minotaurs, tengu) 18:01:13 Since there isn't, and aren't likely to be, enough of any one race to need a whole glyph to themselves 18:01:26 tengu don't really exist, perhaps it might be simpler to make them not exist at all? 18:01:27 But we're not out of room on H yet either 18:01:37 if you're attached to reavers they could get a racechange 18:01:53 as much as i hope they will never exist, that's not very true 18:01:54 What about Sojobo? 18:02:20 Certainly the other tengu monsters are of no importance (though plain ones existed for a while, as little purpose as they served) 18:02:40 it's a player race though, and i think putting that glyph on something different from minotaur player race has something going for it 18:02:46 |amethyst, yes (with variants) but they might also be super big 18:02:48 -!- Nakatomy has quit [Quit: Verlassend] 18:02:54 i am searching for some now 18:03:15 * dpeg is in the "player should always be the @" camp 18:03:27 -!- Stelpa has quit [Remote host closed the connection] 18:03:53 roguelikes should always have some nondegenerate dwarves 18:03:56 just sayin' 18:04:02 halflings are out of place on '@', and since there's no obvious glyph and you want players to have in-game non-dummy monsters, you know what to do :p 18:04:10 -!- Stelpa has quit [Changing host] 18:04:12 <|amethyst> halflings should be on q 18:04:16 dpeg: it's a rc-file option 18:04:19 i put halflings on `a` here 18:04:27 dpeg: it even happens to be set to "@" by default! 18:04:50 ChrisOelmueller: because they're puny bugs who need to get stamped? :p 18:05:01 that, and it's an @ with some pieces missing 18:05:12 like half a brain 18:05:15 but if you want to merge them and kobolds into sludge dwarves, all for it 18:05:26 i even opened a bug for that once 18:07:24 |amethyst: a load of monster spells happens to match player abilities, BTW 18:08:04 <|amethyst> kilobyte: yeah, I noticed that; maybe those should be aliases 18:08:13 |amethyst: would it be a good idea to link them, or would you prefer dedicated text? 18:08:31 on the other hand, spells castable by both players and monsters are shared... 18:08:37 <|amethyst> yeah 18:08:40 <|amethyst> that was my thought 18:09:32 <|amethyst> there's mostly no point to writing dedicated text for the monster god/spell-like abilities if we don't do the same for player/monster spells 18:09:50 <|amethyst> not "no point" rather, but it's not urgent 18:09:51 -!- Pisano has quit [Quit: Leaving.] 18:10:38 heh, some monster spells had descs when they were player ones 18:10:49 |amethyst, http://sourceforge.net/projects/scrabbledict/files/ 18:11:06 the two dictionaries are in sowpods.txt.gz and twl.txt.gz 18:11:15 <|amethyst> kilobyte: I would say "too bad we removed that file" but it's in source control so 18:11:34 what if it was removed in cvs days 18:13:43 <|amethyst> oh never mind 18:13:45 <|amethyst> we didn't remove it 18:14:01 <|amethyst> kilobyte said in the commit message that it was dubious, so I just assumed it was gone 18:14:04 hrm, monster spell descriptions don't work in debug builds 18:15:04 <|amethyst> kilobyte: don't build or don't work? (trying a FULLDEBUG build now) 18:15:07 eh, how do you enable it at all? 18:15:19 <|amethyst> kilobyte: it should be in xv 18:15:23 I don't get any option to see spells on xv either 18:15:37 just a static screen 18:15:39 <|amethyst> it should be the last few lines 18:15:44 <|amethyst> oh 18:15:46 well, the descs are in ?/s 18:15:50 <|amethyst> doesn't fit? 18:15:53 ah heh 18:16:05 * kilobyte assumed they're available from the desc. 18:16:08 of course nobody knows or remembers ?/ but that's a different thing 18:16:08 <|amethyst> ahh 18:16:23 <|amethyst> no, not currently, but IWBN 18:16:54 <|amethyst> I'll add that to the implementable (as a "stretch goal") 18:18:26 -!- agentgt has quit [Read error: Operation timed out] 18:20:26 -!- TAS-2012v has quit [Ping timeout: 245 seconds] 18:23:39 !learn edit hellfire[2] s/and draconian scorchers/ draconian scorchers, [player] demonspawn and staff of Dispater/ 18:23:40 hellfire[2/4]: Comes in two flavors. Hellions, deep elf high priests, and draconian zealots use hellfire bursts, which can explode anywhere in LOS and do 3d15 damage. Deep elf sorcerers, brimstone fiends, draconian scorchers, [player] demonspawn and staff of Dispater use vanilla hellfire, which is 3d20 but requires a clear path. 18:24:40 <|amethyst> mikee_: thanks, sowpods it is 18:24:50 nice 18:26:08 !learn edit hellfire[2] s, , ,g 18:26:09 hellfire[2/4]: Comes in two flavors. Hellions, deep elf high priests, and draconian zealots use hellfire bursts, which can explode anywhere in LOS and do 3d15 damage. Deep elf sorcerers, brimstone fiends, draconian scorchers, [player] demonspawn and staff of Dispater use vanilla hellfire, which is 3d20 but requires a clear path. 18:27:05 -!- nooodl has quit [Ping timeout: 245 seconds] 18:27:32 -!- ainsophyao has joined ##crawl-dev 18:27:32 <|amethyst> mikee_: yeah, that's four times as big after encoding and indexing :) 18:29:08 twl should be significantly smaller at least 18:29:22 <|amethyst> mikee_: yeah, but isn't that American-only? 18:29:44 you mean, no teaing?? 18:29:49 haha 18:29:57 yes i think it is mostly just american 18:30:45 -!- Lightli has quit [Ping timeout: 250 seconds] 18:30:57 -!- scummos has quit [Remote host closed the connection] 18:32:13 <|amethyst> hrm, boggle's mkindex is producing something wrong 18:35:11 <|amethyst> ohh 18:36:23 what's the reason hell knights are immune to hellfire? Aren't they humans? 18:36:54 Boggle on crawl.s-z.org updated to: SOWPODS 18:37:41 also, curse skulls/toes/Murray -- but not liches 18:37:51 is that a version number? 18:37:52 :P 18:37:58 <|amethyst> Zannick: no, it's a dictionary 18:38:13 ah 18:38:22 <|amethyst> Zannick: the international scrabble dictionary 18:38:43 the usa is not international 18:38:50 in case you wondered 18:39:01 <|amethyst> ChrisOelmueller: US + UK is :P 18:39:11 <|amethyst> not *very* international mind you 18:39:13 i mean they're not using it 18:39:21 <|amethyst> oh, yeah 18:39:23 <|amethyst> I know 18:41:33 <|amethyst> mikee also linked to the US scrabble dictionary (TWL) above 18:41:46 <|amethyst> or, both are available from the same SF project 18:42:22 -!- HellTiger has quit [Ping timeout: 246 seconds] 18:55:50 Sprint-only spellcasting monsters' spellset display. by dck 18:56:51 -!- Gotham has quit [Read error: Connection reset by peer] 18:58:23 -!- Lawman0 has quit [Ping timeout: 260 seconds] 19:00:06 -!- simmarine has quit [Quit: Leaving] 19:03:14 -!- hart has quit [Read error: Connection reset by peer] 19:03:42 -!- pelotron has quit [Read error: Operation timed out] 19:04:59 -!- simmarine has joined ##crawl-dev 19:11:03 <|amethyst> not sure how to deal with that 19:11:18 <|amethyst> I thought about vault monsters, but didn't consider their prevalence in sprint 19:11:39 <|amethyst> maybe a monster id_spells flag that makes the actual spell list known 19:11:58 <|amethyst> but that doesn't help with the ones with alternate lists 19:12:10 <|amethyst> s/nate/native/ 19:15:12 you can show the monster's spells rather than the spellbook 19:15:25 only variable ones need to be special-cased 19:16:32 <|amethyst> kilobyte: that's what I meant 19:19:23 there's pretty few variable spellbooks 19:19:51 <|amethyst> so the id-spells flag could be turned on by default with spells: 19:20:02 -!- ainsophyao has quit [Remote host closed the connection] 19:21:02 <|amethyst> turning that on for monsters without spells: might be weird for unique polymorphing 19:21:10 03elliptic02 07* 0.13-a0-2828-g44efbc9: Increase enchantment on weapon randarts. 10(10 minutes ago, 3 files, 20+ 17-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=44efbc97f7b1 19:21:13 <|amethyst> but I guess that's fairly minor 19:21:52 only Erolcha has it random 19:22:02 elliptic: so something came out of it, cool 19:22:38 <|amethyst> hm 19:23:00 how would you describe the ability of a tree to sway its branches and/or roots? "mobility" sounds wrong to me. 19:23:18 <|amethyst> motility? 19:23:55 kilobyte: suppleness, pliantness? 19:23:58 <|amethyst> I guess that's not right 19:24:23 limberness? 19:24:48 LEO also coughs up "pliancy" which gets bonus points for not ending on "ness" 19:24:49 entness 19:25:38 or from a different angle: tropism 19:26:40 <|amethyst> tropism is usually in contrast with rapid plant movement 19:29:11 geekosaur: interesting! 19:30:39 in the past, I used to ineptly write descs, forcing poor dolorous to rewrite them into something resembling English 19:31:02 <|amethyst> I and I'm sure others can copy-edit :) 19:31:37 as my writing is as inept as ever, I'm afraid this will be needed 19:32:27 Monster database of master branch on crawl.develz.org updated to: 0.13-a0-2828-g44efbc9 19:35:54 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 19:36:41 <|amethyst> could also draft "translators" for that 19:36:50 <|amethyst> the transifex english team 19:36:57 so newdraining seems a little hardcore in tomb 19:37:26 <|amethyst> I think DracoOmega just hasn't gotten drained as far as some people :) 19:37:29 i think its rather bad in general with what DracoOmega did with the adjustment 19:37:37 <|amethyst> because once it's in the red it's difficult 19:37:43 <|amethyst> maybe it should scale nonlinearly 19:37:44 I wouldn't mind it if it healed off in a reasonable amount of time 19:37:57 i dont agree when DracoOmega said it was cured in same fight you got drained and i dont think i would mind if it was a little worse than what it was before. but imo its rather extreme now 19:38:00 I don't really want to be losing a full rank off a bunch of skills from killing one guardian mummy though 19:38:13 like the problem might well be specifically with tomb 19:38:26 also im putting off tomb for the last rune for this game now when it was supposed to be my 4th :/ 19:38:38 the thing about tomb is the death curses are gonna drain you to hell yes 19:38:55 well what you need to do is go there, kill like 3 mummies, then leave, do some of slime 19:39:00 Let me start by repeating what I said earlier 19:39:03 then when your draining is healed off.... 19:39:08 a) I had originally seen it as a longer-term status with a milder-than-normal effect, so it doesn't seem inherantly bad if it lasts a while (after all, old draining could last effectively even longer) 19:39:08 b) I really did see people curing it all the time by just killing the shadow dragon that just brethed on them, and I feel it should last at least a bit longer than that 19:39:08 c) If draining is actually unpleasant without rN, then this seems like a good reason to actually value rN for places that concentrate this effect, and thus itself not inherantly a bad thing 19:39:08 d) If mummy death curses drain too much, they can be tweaked independently (I didn't buff their numbers the other day, but of course they're affected by the general slowed recovery) 19:39:12 -!- petete has quit [Ping timeout: 256 seconds] 19:39:25 I do think the problem is specifically with mummies yes 19:39:43 Although if you get hit 2-3 times with the shadow dragon breath it'll stick around a while 19:39:45 -!- lobf has quit [Quit: lobf] 19:39:46 Those numbers weren't actually affected with the change the other day and are independent 19:39:49 well shadow dragon might be a little bit of a special case? theyre quite juicy for exp and you might get breathed once or maybe twice 19:40:10 I don't meant JUST shadow dragons. I have seen it with numerous things using bolt of draining and have watched it a fair few times 19:40:11 in general i was dealing with draining from melee attacks or whatnot and it'd take a couple fights or so before it'd go away 19:40:18 <|amethyst> try an early monster with a wand of draining 19:40:34 Note that recovery is greatly accellerated if you are heavily drained 19:40:46 I am not sure how much people are aware of this 19:40:50 if they're not 19:40:52 <|amethyst> how much? 19:40:53 maybe it doesn't work 19:41:09 well if they're not I would guess it's because usually it doesn't happen "enough" for that to kick in 19:41:14 -!- Jayrays has quit [] 19:41:15 (I wasn't aware) 19:42:22 I think it heals 10% quicker for every 25 draining points you have? I forget exactly. 19:42:48 that sounds like not a lot 19:42:52 yeah 19:42:55 I agree 19:43:00 That is not what I remember 19:43:01 like twice the recovery when you get hit 10x as hard 19:43:03 When I looked it up 19:43:08 No? 19:43:21 Even a single bolt of draining will drain more than 25 points 19:43:56 well yes but 25->250, 10%->100%. From a player perspective though, it'shard to be aware of how many "points" one has, I guess 19:44:14 Well, you don't really need to, but this is supposed to prevent a nasty run from taking forever to remove 19:44:14 <|amethyst> how many points is red? 19:44:14 -!- tgcid has joined ##crawl-dev 19:44:43 Lighred is >100 (which might be too low) and Red is >250 19:44:47 The new mechanic is good, and I think like DracoOmega that the old vesion was too mild. 19:45:13 I'm not disagreeing with that, I just specifically think it may need adjusting for Tomb specifically 19:45:15 I haven't really heard complaints outside of tomb; maybe just the mummy curse draining amount is too high? 19:45:20 new mechanic is good yes. i think it was okay before and even increasing the amount of time it takes to remove it is fine. i just think it went way too far in that 19:45:58 never thought id say this seriously. brb tornado 19:46:05 Oh dear 19:46:08 hooboy 19:46:25 yes those always seem to be near-misses where I am 19:46:34 good thing I don't live downstate 19:47:54 Okay, it seems the necro miscasts are 100 points of draining 19:48:43 Which is between 2-5 hits of draining melee, depending on how hard they're hitting you 19:49:36 I do have to wonder how much the situations where it seems overly strong involve no rN+, since I don't think it's bad if draining is sometimes bad without it. I mean, the resist wasn't generally that good, so I think it would be good for it to be more desireable in such cases 19:49:59 Not that mummy draining mightn't be able to use toning down anyway 19:50:07 <|amethyst> draining from necro miscasts does sound like a nice vicious cycle other than the mummy thing :) 19:50:32 -!- simmarine has quit [Quit: Leaving] 19:50:45 I think the number is not so unreasonable for a miscast which is a once in a while thing. It only becomes potentially questionable when it's happening a lot. 19:51:32 Possibly there should be diminishing returns on how much it can drain you 19:52:08 it won't really be that bad for a miscast yeah 19:52:58 -!- simmarine has joined ##crawl-dev 19:54:12 -!- Zermako has quit [] 19:55:39 I guess possibly it wasn't visible just how much the player was getting drained before, since by Tomb you were usually so far into xl 27 that you weren't going to get drained out of it again anywqay 19:55:56 And so you mightn't notice getting drained from like 26 to 21 or whatever 19:57:00 DracoOmega: well, you didn't get drained that much 19:57:20 I've cleared tomb for xp enough to know that 19:58:19 I had thought I tried to keep each effect roughly proportional to how much it drained in the old system, but now that I think of it, this would have been basically the same as a bolt of draining wouldn't it? So maybe not. 19:58:55 By any chance, would I be wrong in thinking that if you were clearing it for xp then you'd might either be Kiku or have decent rN or something? 19:59:30 -!- Staplefun has quit [Ping timeout: 264 seconds] 20:00:01 Ashenzari absorbs curses, so there's that too. 20:00:07 Not these he doesn't 20:00:14 -!- Pepe has quit [Ping timeout: 264 seconds] 20:00:16 He just absorbs item curses 20:01:02 Oh, well, I suppose I was misinformed. Sorry. 20:01:17 No need to apologize :) 20:01:32 It's a fairly easy misunderstanding in this case, anyway 20:01:34 repent by rewriting ranged combat code 20:01:39 Dear lord 20:01:46 "a light sentence" 20:01:56 just swap in the melee code "easy" 20:02:00 In any case, at the moment some kind of diminishing returns on miscast draining seems like it might make the most sense to me 20:03:55 -!- omniguy has quit [Ping timeout: 250 seconds] 20:04:26 Hmmm... at the moment it looks like killing a greater mummy is enough to cure half a draining death curse, if you had no rN (and all of it if you had even rN+, I think) 20:05:27 -!- Daekdroom has quit [Quit: Saindo] 20:06:35 I am not sure what your chance of actually getting drained from a death curse is, though. Miscast severity is not the easiest to calculate, I think 20:06:41 -!- eb_mobile has quit [Client Quit] 20:06:48 03elliptic02 07* 0.13-a0-2829-g063c240: Make vampiric weapons only trigger on 3/5 of attacks (instead of 4/5). 10(4 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=063c240a11ba 20:07:03 -!- Lightli has joined ##crawl-dev 20:07:07 ELLIPTIC YOU MONSTER 20:07:35 popcorn time? 20:07:45 no it's just Lightli 20:07:46 i need to be in ##crawl for that 20:07:47 -!- Lightli was kicked from ##crawl-dev by dpeg [Lightli] 20:07:51 Would be nice to have that info so that I could calculate average draining quantities versus xp at different rN levels 20:07:54 I assume everyone knew he'd say this :P 20:08:17 ChrisOelmueller: I'll rewrite ranged combat code, so long as everyone promises to not complain about how they "still don't understand it" or how I "wrecked balance beyond all repair so we might as well revert it all". 20:08:35 how could anyone possibly promise that 20:08:45 how could anything be beyond repair 20:08:50 I seem to recall some ancient spoiler that listed the actual probability. I wonder if it's even changed since then? 20:08:52 -!- Lightli has joined ##crawl-dev 20:08:54 what if you -did- wreck balance beyond repair!?!?!? 20:08:56 Zannick: See the ranged combat code. 20:08:57 ok I'm not that angry 20:09:08 Maybe I'll just conjure up some mummies and go kill a lot of them in wizmode. Clearly as good as math 20:09:14 note that i'm counting "rewrite completely" as repair :P 20:09:24 I actually have no idea what anyone would consider "balanced" for ranged combat though 20:09:28 does anyone actually know 20:09:37 not horribly overpowered? 20:09:39 doomrl 20:09:50 i know what i, as a member of "anyone" would consider balanced 20:10:02 mikee_: I would be fine with this 20:10:07 sure you count as anyone 20:10:08 s/ would/, would/ 20:11:14 yeah, my baseline is "i can survive using it" 20:11:31 and "it doesn't make the game trivial" 20:11:35 is the upper end 20:11:55 It's not really something that can be figured out without actually playtesting the results of the code anyway 20:12:17 I think some of the issue here is that the stuff giving you this draining is generally worth very little xp 20:12:29 Unlike most other sources of noticable draining 20:12:53 Mummy priests could probably stand to be worth more xp, but that still leaves all the guardians 20:13:06 -!- robotcentaur has left ##crawl-dev 20:13:27 it's really just the guardians that are problems I thiiink 20:13:35 (Actually, probably they could get a little boost anyway, due to the general danger from their death curses, but it won't be enough to make much difference on this specific issue) 20:13:58 i took the idea of using summons to absorb mummy curses in tomb 20:14:09 but before i decided to just do tomb last i was using them to actually absorb guardian curses 20:14:38 Like, a death curse drain is probably around 2 or so shadow dragon breaths in intensity 20:14:48 But guardian mummies are worth 1/6th of a shadow dragon 20:15:24 haha 20:15:49 also whats up with the difficulty gauge stuff? its so weird seeing lightgrey priests and yellow gmummies (and ancient liches) 20:15:49 From some brief testing, it seems that they don't really drain that heavily or that often on average 20:15:55 The issue is just that there's not enough stuff there to cure it 20:16:01 i guess i missed some change because ive never seen such a thing until this game 20:16:04 -!- debo is now known as denp 20:16:20 Oh, I guess the danger thresholds probably need to be changed 20:16:29 (It's based on how much xp they're worth) 20:16:50 So now that they give less, I guess they're not considered bad enough to remain red at xl 27 or something 20:17:20 Not something I had noticed as offline tiles doesn't actually have that display set up like that 20:18:19 I guess that also affects Ash, though? 20:18:33 slow things are generally worth bad xp 20:18:43 Greater mummies and ancient liches are slow now? 20:18:46 possibly they could just be made faster and slightly weaker otherwise 20:18:54 i mean guardian and priest 20:19:11 Well, I thought the point is that the aliches and such used to be red even at 27 and now are only yellow 20:19:11 arent those 10 20:19:14 -!- tgcid has quit [Remote host closed the connection] 20:19:22 guardian mummy (08M) | Spd: 8 | HD: 7 | HP: 36-56 | AC/EV: 6/9 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, fighter, evil, see invisible | Res: 06magic(46), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 329 | Sz: Large | Int: normal. 20:19:22 %??guardian mummy 20:19:26 why are they 8 20:19:33 i coulda swore they were 10 20:19:34 because my patch 20:19:39 that was misapplied 20:19:39 why are they slow 20:19:48 (i don't think i changed those btw) 20:19:49 oh i was responding to the earlier point about guardians and priests being worth too little xp vs. how much they drain 20:19:54 guardian mummy (08M) | Spd: 9 | HD: 7 | HP: 36-56 | AC/EV: 6/9 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, fighter, evil, see invisible | Res: 06magic(46), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 367 | Sz: Large | Int: normal. 20:19:54 %?guardian mummy 20:19:57 haha 20:20:16 or rather i had them changed to 10 then remembered whoops ossuaries 20:20:18 mikee_: Well, even slow I think they could stand to be worth a little more than they are 20:20:23 But that's a seperate point 20:20:35 oh no they were 9 before, since yeah ossuary 20:20:36 They'll never be worth enough to offset the draining on their own 20:20:59 -!- kunwon1 has quit [Ping timeout: 260 seconds] 20:21:02 well clearly making them speed 10, move 120%.... 20:21:05 (no) 20:21:36 guardian mummies still work pretty well as an annoying barrier 20:22:04 simmarine: mupr are 8 though! 20:22:11 thats so weird 20:22:16 unknown monster: "guardian priest" 20:22:16 %?guardian priest 20:22:19 oh 20:22:20 good monster 20:22:21 -!- bh has joined ##crawl-dev 20:22:25 mummy priest (05M) | Spd: 8 | HD: 10 | HP: 55-75 | AC/EV: 8/7 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, priest, evil, see invisible | Res: 13magic(immune), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1389 | Sp: demon, smiting (7-17), torment symbol, summon undead | Sz: Medium | Int: high. 20:22:25 %?mummy priest 20:22:35 i always thought they were 10 20:22:40 and guess what mummy is... 20:22:46 for player monster concistency, 20:22:48 it's 6 20:23:02 mummy (15M) | Spd: 6 | HD: 3 | HP: 15-24 | AC/EV: 3/6 | Dam: 20 | 07undead, 10doors, evil | Res: 06magic(20), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 04fire, 08holy++ | XP: 18 | Sz: Medium | Int: normal. 20:23:02 %?mummy 20:23:08 also khufu is 10, and menkaure 8 20:23:10 greater mummy (16M) | Spd: 10 | HD: 15 | HP: 183-211 | AC/EV: 10/6 | Dam: 35 | 07undead, 10weapons, 10items, 10doors, evil, spellcaster, see invisible | Res: 13magic(immune), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 9039 | Sp: demon, smiting (7-17), torment symbol, summon undead | Sz: Medium | Int: high. 20:23:10 %?greater mummy 20:23:12 because fuck everything 20:23:23 ChrisOelmueller: just write a damn patch :) 20:23:29 uhm i wrote a damn patch 20:23:36 just had the very wrong person looking at them 20:23:40 so now i won't do it again 20:24:01 if that bug is ever fully resolved i can look into it 20:24:19 link? 20:24:19 that includes correcting the commit message that partially stole my work 20:24:40 ... 20:24:41 https://crawl.develz.org/mantis/view.php?id=7396 20:26:53 -!- Kellhus has quit [Ping timeout: 250 seconds] 20:27:20 Incidentally, I find it sort of simultaneously funny/vexing when people get annoyed at the 'intelligent' behavior of thorn lotuses 20:27:27 When that intelligent behavior is 'permaconfusion' 20:28:02 ??thorn lotus 20:28:03 thorn lotus[1/1]: Water restricted plants which move slowly and randomly while quickly firing volleys of thorns at the player. 20:28:20 -!- mikee_ has quit [Read error: Connection reset by peer] 20:28:35 whoa. gitorious got overhauled 20:29:57 -!- mikee_ has joined ##crawl-dev 20:31:06 -!- mizu_no_oto has quit [Ping timeout: 264 seconds] 20:31:39 -!- ahahaha has quit [Ping timeout: 250 seconds] 20:33:01 DracoOmega: This is because plants that are able to move are radical and unexpected 20:33:06 DracoOmega: you saw my mutation patches, right? 20:33:42 Lightli: Well, I think it's more likely that someone saw it move away from them once or twice by coincidence and assumed this was intentional on its part 20:33:52 -!- Roshnak has joined ##crawl-dev 20:34:21 bh: Well, I saw you disable a couple more boring things at least, yes? 20:34:48 Disabled +1/-1's and changed +1's to +2/+4 and reduced the number of levels from 14 to 2 20:35:03 -!- Pacra has joined ##crawl-dev 20:35:07 Yes 20:35:16 bh: that was great 20:35:19 Also, there's no need to worry about stat death, you know 20:35:23 Since stat death no longer exists 20:35:38 but it does... 20:35:50 well stats at 0 that you cannot fix where you could before are still rather likely to be unpleasant all around 20:35:53 You cannot die from having a stat at 0, and have not been able to for a little while 20:36:17 and in fact rather likely to kill you if you're enough of a wreck that you had to rely on those first place 20:36:21 don't you take damage from having a stat at 0? 20:36:25 No 20:36:29 If something drain that stat 20:36:29 only if it's drained further 20:36:30 DracoOmega: confused movement is a lot better than what some monsters do, heh 20:36:31 You take it from having it get drained further below 0 20:36:50 ChrisOelmueller: whatever the case, I want people to lose because they screwed up, not because I changed their mutations 20:36:51 SwissStopwatch: I think assassins/enchanters should be fine in that regard now. I don't know if you noticed the commits dealing with them 20:36:55 And just remember that the penalties start at perma-slow and go from there 20:37:10 bh: you're the genius behind all those abyss deaths aren't you 20:37:22 It wasn't my fault. It was vault placement 20:37:24 heh 20:37:55 -!- kaiza has quit [Ping timeout: 245 seconds] 20:38:20 SwissStopwatch: Simultaneously more effective at their jobs, while also not requiring you to almost ever run after them 20:39:08 the part where they actually do things more now, you mean 20:39:30 Well, there's several changes that improve them actually doing things 20:40:10 -!- bonghitz has quit [Remote host closed the connection] 20:42:44 -!- Roshnak has quit [Quit: Page closed] 20:45:40 -!- brothergg has quit [Quit: Page closed] 20:47:25 03elliptic02 07* 0.13-a0-2830-gfdac054: Remove a magic number for pain brand. 10(4 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=fdac0543c5c9 20:47:31 I think in general forest is a lot less annoying if you attack at range one way or another 20:48:15 even the things that deflect missiles, it's better than walking up and hitting them 20:48:31 it's very much the anti walk-up-and-hit-things branch 20:48:51 possibly part of the annoyance is that hitting things is the dominant plan in crawl 20:49:12 i think not doing forest and quitting when you see a wellspring in D works 20:49:14 I'm not sure I've had that experience myself, unless you're talking about how cloud spells and fireball and such are really good against spriggans 20:49:30 And I've done Forest with melee stuff far more often than ranged characters 20:49:57 well I suppose I specifically also am assuming a way to shoot through foliage 20:50:03 These comments are so snidely :( 20:50:30 If you mean mine I'm being serious :P 20:51:09 i'm also serious fwiw 20:51:09 -!- MiBeeeee has quit [Quit: Page closed] 20:51:14 Forest is an optional branch like Crypt and Tomb. If your build is less adapted to it, what is the problem? We're not talking about Orc. 20:51:28 well the problem is that the most annoying monster in it also exists outside of it 20:51:30 for me 20:51:35 I also disagree that melee builds are particularly unsuited to it 20:51:37 ymmv 20:51:58 ChrisOelmueller: given that this is ##crawl-dev, your feedback skills are lousy 20:52:18 i haven't even tried 20:52:27 but i still feel like at least telling someone 20:52:31 I think one consideration there is that in a lot of plans, the ability to go do crypt if you need it was a given 20:52:54 It's fine if having the equivalent branch (newcrypt -and- forest) be not guaranteed easy is an intentional change 20:52:54 SwissStopwatch: also, Crypt used to be trivial 20:53:15 since I mean, doing oldcrypt during the time when it spawned nothing but giant-size zombies was the least fun thing 20:54:04 dpeg: also i'm not buying anything that remotely sounds like "monsters summoning things is interesting" because it's just a lie 20:54:11 curse toe 20:54:25 have you seen what happened to those 20:54:41 huh? I have seen them summon, yes 20:55:05 i really like removing things from crawl so much because when that doesn't happen, monsters tend to get "improved" by slapping some annoying stuff onto them instead 20:55:28 that doesn't make anything more interesting for me, as a player 20:56:14 i did support newcrypt, but i can't keep my temper when the topic is forest 20:56:46 ChrisOelmueller: well, anger will not get us good design 20:56:46 current forest didn't feel that bad to me but then again I walked away from every wellspring I saw and also was overleveled for it 20:57:12 Well, it got a few improvements since you were there, too (in my opinion, anyway) 20:57:53 wellsprings probably -are- really terrible if your primary plan is to melee things 20:58:11 oklobs are also really terrible if that is your plan 20:58:13 yes 20:58:13 dpeg: yes, that kind of feedback strategy evolved after i had to deal with grunt's way of receiving feedback repeatedly, sorry 20:58:16 I have killed far more of them in melee than I expect most anyone else, and I seriously do not understand what the issue with them is 20:58:19 i don't think i will be able to unlearn it 20:58:32 ChrisOelmueller: you are talking to the man who brought us new Vaults and the new Cj book 20:58:44 i am? 20:58:46 oklobs are very vulnerable to the walkaway plan of course 20:58:50 the new cj book is awesome though 20:59:09 ChrisOelmueller: yes, that was DracoOmega's: invention, execution, tuning 20:59:28 Like, wellsprings often summon maybe 1-2 elementals in a battle these days? Sometimes a bit more maybe, but I don't see why this makes them some huge abomination 20:59:29 well maybe if you're counting the monster set as only change to V 20:59:55 so I definitely think he deserves better feedback "omg, this just sucks, cannotbebotheredtosaymore" 21:00:05 +than 21:00:06 -!- enygmata has quit [Ping timeout: 264 seconds] 21:00:15 Like any other monster, sometime the RNG will make them churn out more than that, but also plenty of times they might not summon anything at all 21:00:47 Part of the thing is that potentially getting into melee with a water elemental is a risk with gigantic potential downside even if it usually won't turn out that badly 21:01:00 like they're not very strong but engulf is 21:01:50 I don't really want to get engulfed near a bunch of spriggans, especially if I might end up actually in water I can't move well in - this makes it an interesting thing in some way 21:01:57 just to check, does engulf stop spellcasting or just reading scrolls 21:01:59 Well, you can still move away unless you let yourself get completely hemmed in, and they can't reengulf you the following turn 21:02:08 Lightli: You are effectively silenced 21:02:11 oh 21:02:26 Like it's not a huge risk, it's just the sort of thing I always try to work around 21:03:16 dpeg: as i said above, i can't give more feedback than "i hate summons and everything i met there summoned a screen worth of different stuff" which kind of gave a very bad first impression 21:03:16 That doesn't sound like a bad thing. If anything, that honestly sounds like a good thing - that they create tactical situations and risks that require care around, particular in consort with other monsters and the surrounding terrain 21:04:12 actually, because of what I was doing I forget this detail, but... primal wave water doesn't go away in forest but does go away in shoals because of tides, right 21:04:21 No, it goes away everywhere 21:04:25 mm. 21:04:25 Because the water itself is temporary 21:04:31 Same as the phial 21:04:36 OK, I waswondering about that one 21:04:37 and sky beasts now 21:04:45 Water from rain clouds, yes 21:04:47 yeah right, water nymphs i also don't think i will ever unhate 21:04:55 All water created from sources outside of Fedhas is temporary 21:05:02 Lightli: Water cards! 21:05:03 Lightli: no 21:05:05 yeah, cards 21:05:08 What's so bad about nymphs? 21:05:11 possibly other things but I can't think of any 21:05:18 DracoOmega: their sexiness distracts from the game 21:05:18 -!- Moredrea1 has quit [Ping timeout: 264 seconds] 21:05:20 ok, and cards, because Nemelex is clearly the best god in the game 21:05:23 -!- bang has quit [Client Quit] 21:05:24 (is he still the best god?) 21:05:32 I will say that one reason I think ranged is good here.... is that it basically just avoids a lot of the gimmicks that I might otherwise worry about :P 21:05:35 DracoOmega: i like autoexplore not killing me 21:05:46 How in the world does that make autoexplore kill you? 21:05:50 it doesn't particularly work that well against a lot of the spriggans though 21:08:02 -!- caracal has quit [Ping timeout: 264 seconds] 21:08:41 I got a crash on my jump branch, but it seems to be due to something realted to boring beetles, looking at the messages and the stack trace 21:08:53 perhaps not boring beetles, but seems a monster spell issue 21:08:56 http://dobrazupa.org/morgue/gammafunk/crash-gammafunk-20130827-015957.txt 21:09:18 don't think it's related to the jump patch, but that's the crash log 21:09:39 wait, jumping might get in? 21:09:51 how heavily did it get nerfed from the initial implementation? 21:10:27 Lightli: it's not on the "will not implement" list probably 21:10:44 ok 21:10:57 -!- denp is now known as debo 21:11:06 Lightli: this is just testing in an experimental branch 21:11:12 just like formicids 21:11:18 itym dwants 21:11:27 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 21:15:35 ChrisOelmueller: Confusingly, the branch is still named dwants, and even shows up as dcss-dwants, but the species is formicid 21:15:42 uhm yes but that's a bug 21:15:48 and they will be proper dwants again soon 21:15:50 yes it -is- a bug 21:15:58 -!- kunwon1 has joined ##crawl-dev 21:16:31 what are they going to be called anyways? Dwants? Formicids? Orcants? 21:16:40 "who knows" 21:16:50 mountain dwants 21:17:03 i'd pay money for that 21:17:46 how about Formic :) 21:18:07 <|amethyst> %git jump 21:19:09 07gammafunk02 {|amethyst} * 0.13-a0-2822-g67cd17f: For testing, give boots of jumping to all species that can wear them. 10(28 hours ago, 1 file, 4+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=67cd17f7a404 21:19:09 you could name them "Deep Dwarf" and rename DD to Funicid 21:19:09 for more descriptivism 21:19:09 -!- bonghitz has quit [Ping timeout: 248 seconds] 21:19:09 ChrisOelmueller: <3 mountain dwants 21:19:09 LET MD RETURN 21:19:26 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 21:21:39 <|amethyst> %git jump~3^2 21:21:39 07pubby02 {kilobyte} * 0.13-a0-2805-g83f2281: Fix do_shaft: allow it to work anywhere. 10(7 weeks ago, 1 file, 2+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=83f22819373c 21:22:04 <|amethyst> that was fixed in -2806 :) 21:22:10 ah ok 21:22:22 am I likely to trigger it again? 21:22:29 the level started over 21:22:32 <|amethyst> gammafunk: it's not you, but a monster on the level 21:22:42 yes, I mean 21:22:49 is it likely to trigger again 21:23:30 <|amethyst> likely, but if you happen to make the monster your foe before it tries to cast, that will avert the crash 21:23:40 <|amethyst> let me see 21:24:21 <|amethyst> I guess because of the testing boot commit we'd probably be rebasing it onto master rather than merging anyway 21:25:23 -!- timbw has quit [Ping timeout: 250 seconds] 21:27:55 -!- ackack has quit [Ping timeout: 245 seconds] 21:29:23 -!- petete has joined ##crawl-dev 21:37:31 -!- duckroller has quit [Quit: i <3 pork (http://dev.ojnk.net)] 21:38:02 -!- Pepe has quit [Ping timeout: 264 seconds] 21:42:06 why does the ddoor+borg combo exist 21:42:33 -!- magistern has quit [Quit: This computer has gone to sleep] 21:43:39 the spell description states no healing effects will work, but borg supposedly works (it parafuses you) 21:43:59 oh, borg does state it works with death's door so i guess that isnt an issue 21:46:26 -!- xFleury has joined ##crawl-dev 21:47:23 <|amethyst> elliptic: did you intend to buff pain that much for the unskilled? 21:47:37 Hrmmm.. I'm running 0.12.1, and I'm at a Shining One's altar (located in Lair:4) with piety [*****.] with a +2 +2 Demon Blade equipped, and praying isn't doing anything.. 21:47:40 not much of a buff really 21:47:44 |amethyst: yes 21:47:56 <|amethyst> oh, I guess since the damage isn't much 21:47:57 xFleury: it's ******, not *****. 21:47:58 er 21:48:01 yeah 21:48:02 6*, not 5*. 21:48:13 the main point was just making damage a smoother function of skill 21:49:02 ugh, crawl wiki is wrong then, it lists no new abilities for 6* 21:49:12 Has Bless Weapon in the 5* section 21:49:20 http://crawl.chaosforge.org/Divine_Shield#Given_Abilities 21:49:20 well that's their problem, isn't it 21:49:22 crawl wiki is infamously wrong 21:49:26 ??badwiki 21:49:26 badwiki[1/27]: An old wiki (with lots of out of date and incorrect info; enter at your own risk): http://chaosforge.org/crawl/ There is an interesting essay about the relevance of the Chaosforge wiki located here: http://eronarn.info/misc/wiki.html 21:50:00 -!- DracoOmega has quit [Quit: Leaving] 21:52:54 -!- tcjsavannah has quit [Quit: tcjsavannah] 21:55:51 -!- pelotr0n has quit [Ping timeout: 245 seconds] 21:56:52 isn't the badwiki still stuck on .10? 21:57:07 except when it's stuck on 0.8 or older 21:57:19 except when bits of it are updated to .11 or .12 21:57:31 <|amethyst> well 21:57:31 i think shields was on .7 when i looked (this was around .11 or .12) 21:57:35 I did win a MfIE thanks to the badwiki, so... 21:57:37 <|amethyst> in 0.12 the piety breakpoint was 180 21:57:47 <|amethyst> for ****** 21:57:50 uh, no 21:57:53 <|amethyst> oh no 21:57:55 <|amethyst> that's Xom 21:57:55 it's been 161 forever 21:57:56 huh? 21:58:02 i just had that earlier :P 21:58:16 <|amethyst> did the TSO prayer code ever use >= 160 instead of > 160? 21:58:21 what does having ****** piety with Xom even do 21:58:27 |amethyst: possibly, there were bugs like that 21:58:28 well the 161 should be changed to 160 anyways 21:59:17 wait the wiki actually still gets updated? 21:59:53 yes, by those who are allowed (a set largely disjoint with "people who actually know how things work") 22:00:15 ionfrigate writing about crawl is like me giving feedback about forest 22:00:27 even the general tone matches i'm afraid 22:00:37 or listening to 4chan about crawl ever 22:00:52 http://boards.4chan.org/vg/res/46110094 22:01:02 ChrisOelmueller: is this the point where your dev feedback lapses into self-parody 22:01:10 -!- Fhqwhgads_ has quit [Ping timeout: 246 seconds] 22:01:24 <|amethyst> I would update things on the wiki 22:01:31 <|amethyst> but they deleted my account so meh 22:01:36 hahahahaha 22:01:39 well yes you're a good person 22:01:40 <|amethyst> and I don't feel like begging for one 22:01:41 -!- xnavy has quit [Ping timeout: 245 seconds] 22:01:43 they don't allow that 22:01:47 maybe i should apply 22:01:48 <|amethyst> they deleted everyone's account 22:01:52 tempted to !learn add badwiki that 22:01:59 wait, there are no accounts left? 22:02:03 the wiki is effectually dead? 22:02:04 deleting the account of a devteam member is sort of illustrative 22:02:04 yes, a wiki that requires begging for an account by e-mailing someone is just lame 22:02:09 <|amethyst> no, when they moved to the new server 22:02:16 -!- xnavy_ is now known as xnavy 22:02:17 oh 22:02:20 <|amethyst> I understand why they did it, but a captcha would have been better 22:02:27 |amethyst: by the end you had to beg for an account on the old server too 22:02:31 I think whenever anyone has talked about this any potential solution involves an entirely new website to begin with 22:02:33 before they moved 22:02:44 wow deleting a dev account 22:02:44 good 22:02:50 well 22:02:51 you know 22:02:52 and not only does it involve that it then involves a lot of work from a lot of people 22:02:57 <|amethyst> again, they didn't delete my account specifically 22:03:00 basically they know as much about maintaining a wiki as they do about crawl :) 22:03:05 |amethyst: how do you know! 22:03:05 <|amethyst> but they didn't migrate accounts over when they moved the server 22:03:13 <|amethyst> I guess that's true 22:03:15 it would look just the same 22:03:18 perfect disguise 22:03:19 learndb is pretty out of date as-is, these things are just hard to muster the effort for 22:03:21 <|amethyst> they may have manually added the "good contributors" 22:03:24 |amethyst, whats the word with the clua magic library? 22:03:33 even though a good source of play advice existing somewhere might well be beneficial 22:03:53 <|amethyst> Naruni: haven't had a chance to look at it much, sorry :( 22:03:59 :( 22:04:00 ChrisOelmueller, other things they did in the migration (like having to manually move over the pages they decided to keep) also suggest general cluelessness 22:04:21 geekosaur: have you ever used mediawiki's export stuff 22:04:32 i did on two systems, and it failed thrice 22:04:35 -!- Lawman0 has quit [Ping timeout: 260 seconds] 22:04:49 so while i'm all for ridiculing badwiki, this is not a good indicator :P 22:05:11 also to be fair the set of pages worth keeping ideally would've been judged to be so small you might as well manually export them 22:05:39 <|amethyst> Naruni: I think the general consensus among the devs was to keep the bars 22:05:57 <|amethyst> Naruni: which means the Lua interface should also return bars IMO 22:05:58 SwissStopwatch, the something awful forums actually had a real good thread going back in 0.5.0 22:06:14 how does SA get into this exactly 22:06:15 |amethyst: or the number range equivalent to the bars 22:06:16 <|amethyst> Naruni: also, you seem to have a stray reference to automagic.lua 22:06:21 like I'm aware a lot of crawlchat happens there 22:06:24 |amethyst, so we arent going to be able to lua script spell range or anything? 22:06:24 <|amethyst> ChrisOelmueller: like, the midpoint? 22:06:34 <|amethyst> Naruni: huh? 22:06:41 both endpoints i was thinking, rather 22:06:54 |amethyst: hm, what's the process if I want to commit to dwants branch? do I need to go through you? 22:07:05 <|amethyst> Naruni: oh, it's fine to feed real power into the range function 22:07:16 <|amethyst> Naruni: since the z screen does that anyway 22:07:31 |amethyst, i guess what im asking is for the l_spells.cc changes i made to include a clua spells library 22:07:46 <|amethyst> Naruni: right, I'm talking about that 22:08:00 <|amethyst> Naruni: your l_spells_power and l_spells_hunger functions return exact numbers 22:08:19 <|amethyst> which gives lua-aware players an advantage over others 22:08:51 <|amethyst> Naruni: I'm saying, fix that (and the stray automagic thing) and it's probably ready for trunk 22:08:53 ah gotcha. im totally ok with removing that stuff, but i would still like the range function, i am trying to write an automagic lua script after all 22:09:17 also, how should i handle the hunger game (sorry for the pun) 22:09:49 <|amethyst> Naruni: ChrisOelmueller's solution (returning the range of numbers the spell power/hunger might have, based on the bars) is maybe okay, but I still don't like exposing the magic "200" or anything like that 22:10:19 ok 22:10:29 ill re-do a patch 22:14:30 patch for what? 22:15:42 -!- bonghitz has quit [Ping timeout: 264 seconds] 22:15:47 |amethyst, im not seeing the automagic oddity you are talking about 22:16:15 <|amethyst> Naruni: in intifile.cc 22:16:24 ah got it 22:19:25 <|amethyst> !tell gammafunk btw, your enums are all out of order 22:19:26 |amethyst: OK, I'll let gammafunk know. 22:19:38 |amethyst: uh oh 22:19:38 gammafunk: You have 1 message. Use !messages to read it. 22:19:45 <|amethyst> !tell gammafunk anything that gets saved (SPARM_, ARTP_, MUT_) needs to go at the end 22:19:47 |amethyst: OK, I'll let gammafunk know. 22:19:49 <|amethyst> oh doh 22:19:54 -!- ussdefiant has joined ##crawl-dev 22:20:05 <|amethyst> gammafunk: with #if TAG_MAJOR for the right place 22:20:34 <|amethyst> see docs/develop/save_compatibility.txt 22:20:51 |amethyst: thanks, will check that out and make fixes 22:20:52 gammafunk: You have 2 messages. Use !messages to read them. 22:20:55 just to check, did the vampiric change get pushed to trunk yet 22:21:02 <|amethyst> %git HEAD^ 22:21:03 07elliptic02 * 0.13-a0-2829-g063c240: Make vampiric weapons only trigger on 3/5 of attacks (instead of 4/5). 10(2 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=063c240a11ba 22:21:09 <|amethyst> yes 22:21:12 dangit 22:21:16 will Lightli survive 22:21:27 He has a 20% less chance of surviving, possibly? 22:21:30 <|amethyst> save transfer isn't forced 22:21:44 it should be 22:21:56 I got a +11 vampiric battleaxe for my first gift, which is why I'm asking 22:21:57 that'd also fix some of your storage issues possibly 22:22:02 if you have those? 22:22:13 i'd imagine they exist after hosting so many games for long 22:22:22 <|amethyst> ChrisOelmueller: not yet, but probably within a year unless we move around ttyrecs 22:22:33 <|amethyst> move around as in to a different server 22:22:40 mhm 22:22:44 <|amethyst> or I get more disk :) 22:22:56 how much would force-transfer do? 22:23:11 assuming you kind of log into straw games 22:23:51 <|amethyst> ChrisOelmueller: looks like 35GB out of 182 total used 22:24:03 -!- Chozo has quit [Remote host closed the connection] 22:24:05 <|amethyst> which I want to say is a smaller fraction than it used to be 22:24:22 less than i expected indeed 22:24:25 <|amethyst> sorry, 35 GiB out of 174 22:24:36 <|amethyst> I was mixing my units 22:24:55 maybe i was misremembering r.ax' numbers from before cao move 22:26:07 |amethyst: that's all? 22:26:15 -!- ainsophyao has joined ##crawl-dev 22:27:39 -!- scummos has quit [Ping timeout: 240 seconds] 22:27:47 <|amethyst> ohh 22:27:54 <|amethyst> sorry, I was looking at the wrong column 22:27:59 <|amethyst> 35 GiB out of 258 GiB 22:28:05 <|amethyst> 174 is free :) 22:28:10 <|amethyst> so about 8 months 22:28:25 how large are boggle ttyrecs 22:28:27 important 22:29:35 <|amethyst> ChrisOelmueller: oh, I was only counting executables, not data 22:30:18 -!- knaveightt has quit [Quit: Life without danger is a waste of oxygen] 22:30:54 well yes i was referring to trunk executables above 22:30:55 <|amethyst> so a total of 50G for all trunk versions 22:31:07 <|amethyst> by data I don't mean saves 22:31:26 <|amethyst> but tiles, des/db cache, etc 22:32:00 <|amethyst> That's from du -sch /home/crawl/DGL/crawl-master/crawl-git-*/{data,saves/cache.*} /home/crawl/DGL/usr/games/crawl-git-* 22:32:07 -!- xFleury has quit [Quit: ChatZilla 0.9.90.1 [Firefox 23.0.1/20130814063812]] 22:32:09 <|amethyst> where /home/crawl/DGL is the chroot 22:32:24 wouldn't ttyrecs be cheaper to store as a series of keystrokes? :) 22:32:50 fr deterministic crawl 22:32:55 <|amethyst> bh: I hear brogue has problems because of this, and it's designed for that 22:33:32 <|amethyst> I mean, on the server since we keep the binaries it's okay for games that were never transferred 22:33:34 yep. their saves sometimes explode 22:33:53 <|amethyst> but once it is transferred from one version to another, you cease being able to replay it with a single crawl executable 22:34:19 oh right, that would be ugly 22:35:02 This reminds me of tinkering with Doom source code. 22:35:12 There was a lot of logic present solely to handle playback of old demo versions. 22:35:22 It was rather messy. 22:35:55 why does crawl package its own zlib? 22:36:11 For platforms that don't normally have a zlib, I believe? 22:36:14 (read: Windows) 22:38:14 <|amethyst> Hm... I still need to make the servers build with PCRE 22:39:02 <|amethyst> (I still think PCRE should be default for Unix builds if it's present on the system, but I have a tendency to break the Makefile so...) 22:39:22 Grunt: got any bad ideas for new mutations? 22:39:23 <|amethyst> if it's present on the system or if you're building contribs 22:40:02 <|amethyst> gammafunk: you should probably make some saves in trunk for testing compat 22:40:16 <|amethyst> gammafunk: with artefacts, mutations, and ego armours 22:40:25 <|amethyst> gammafunk: and make sure they look good when loaded into your branch 22:40:43 -!- eith has quit [Ping timeout: 246 seconds] 22:40:56 |amethyst: ok. so stuff in trunk with an assortment of those, and test loading the saves in jump? 22:41:02 <|amethyst> yeah 22:41:10 ok, will do from now on 22:41:16 <|amethyst> not just whether they load, but whether the things stay the same 22:41:37 <|amethyst> it's easy to miss things like that 22:42:07 <|amethyst> and sometimes no one catches it before trunk and then we end up with abominations like 22:42:11 <|amethyst> %git a079a5cb 22:42:11 07|amethyst02 * 0.13-a0-2175-ga079a5c: Recover saves with bad spectral weapons/wellsprings (kilobyte). 10(8 weeks ago, 1 file, 83+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a079a5cb2e01 22:42:25 <|amethyst> to fix the compatibility :) 22:42:34 ah yes, that was an epic bug 22:43:03 <|amethyst> in general: if in doubt, put it at the end of the enum 22:43:16 <|amethyst> for things like ABIL_ that are never marshalled it's not necessary 22:43:38 <|amethyst> oh wait 22:43:43 <|amethyst> ABIL is marshalled 22:43:50 <|amethyst> so you need to put that one at the end too 22:44:01 ok, I'll go with the put it at the end rule 22:44:12 <|amethyst> (the only bad thing that would happen there, AFAIK, is the letter assignments would be wrong) 22:44:33 <|amethyst> see, I would have broken people 22:44:46 <|amethyst> 's a menu if I had been making a commit 22:44:58 <|amethyst> not broken, but potentially scrambled 22:45:00 -!- myrmidette has quit [Read error: Connection reset by peer] 22:45:48 ??ring of fire 22:45:49 ring of fire[1/1]: A ring of fire (jewellery) acts as a positive fire enhancer, a negative ice enhancer and gives rF+ rC-. Not to be confused with {ring of flames}, a spell. 22:45:54 ??ring of flames 22:45:55 ring of flames[1/2]: Level 7 charms/fire. A third ring of fire, because two rings of fire aren't enough for some people. Surrounds each square around you with a cloud of flame and leaves clouds of flame in your wake. Confers rF++ and rC--, and makes you (but not loot!) immune to clouds of flame. 22:48:29 would a slow learner mutation be the worst thing? 22:53:09 <|amethyst> you mean like a -1 to all aptitudes? 22:53:56 yep 23:00:56 -!- Pepe has quit [Ping timeout: 256 seconds] 23:05:16 -!- heteroy has quit [Ping timeout: 264 seconds] 23:06:03 <|amethyst> it seems very bad, but then so is slow movement 23:06:22 <|amethyst> the question is, would the opposite mutation be overpowered? 23:08:21 What do we know of that effectively grants extra skill power? 23:08:26 And do we consider it to be overpowered? 23:09:22 <|amethyst> manuals 23:09:27 <|amethyst> but they're limited 23:09:56 -!- myrmidette has quit [Read error: Connection reset by peer] 23:10:29 <|amethyst> +1 to many skills is possibly not as good as +4 to one, if the one is the right one 23:10:48 <|amethyst> but permanent is a big deal 23:11:21 <|amethyst> it would be a mutation where getting it, playing, then losing leaves you better off than never having had it 23:12:06 <|amethyst> which I guess can be true for other mutations, in that they can prevent you from dying 23:12:11 |amethyst: how does that work 23:12:13 How does a DrFE turning white work? 23:12:24 Doesn't their FM skill get shifted down? 23:12:36 well, I mean, I personally always lose but still 23:12:40 <|amethyst> I was assuming based on the name that "slow learner" wouldn't do that 23:12:58 <|amethyst> (and thus the opposite) 23:13:01 -!- ystael has quit [Quit: leaving] 23:13:18 -!- Pisano has quit [Ping timeout: 264 seconds] 23:13:29 If that better-off deal is a concern, it could make you retroactively dumb. 23:13:36 <|amethyst> a mutation that decreases your learning rate *and* cuts 20% off all your existing skills seems bad bad 23:13:38 Or smart. 23:14:19 slow learner would mostly just mean "you gain 20% less xp" 23:14:31 which is quite unfun IMO 23:14:50 compare with something like berserkitis or teleportitis... bad mutations that actually do things 23:15:06 Hmm, is sluggish fun? 23:15:11 this one just makes you feel bad whenever you kill a monster, because you would rather cure the mutation first 23:15:49 <|amethyst> Basil: it requires you to change your play at least 23:15:56 Basil: well, people do play chei ;) 23:16:15 well people also play Dg 23:16:21 Dg doesn't gain 20% less xp 23:16:43 !calc 2^.5 23:16:43 Unknown field: x 23:16:45 -!- VolteccerJack has quit [Ping timeout: 250 seconds] 23:16:54 it is 2^(1/4) 23:17:00 <|amethyst> !apt dg 23:17:01 Dg: Fighting: -1, Short: -1, Long: -1, Axes: -1, Maces: -1, Polearms: -1, Staves: -1, Slings: -1, Bows: -1, Xbows: -1, Throw: -1, Armour: -1, Dodge: -1, Stealth: 0, Stab: -1, Shields: -1, Traps: -1, UC: -1, Splcast: -2, Conj: -1, Hexes: -1, Charms: -1, Summ: -1, Nec: -1, Tloc: -1, Tmut: -1, Fire: -1, Ice: -1, Air: -1, Earth: -1, Poison: -1, Inv: N/A, Evo: 0, Exp: -2*, HP: 1, MP: 2 23:17:36 <|amethyst> elliptic: mostly -1s across the board is kind of like 20% less XP, compared to human 23:17:41 -!- Zylkyth has quit [Ping timeout: 248 seconds] 23:18:02 |amethyst: yeah, but you get Dg things and the status is permanent so you don't feel bad about losing out on xp whenever you kill something 23:18:02 -!- Kellhus has quit [Quit: Page closed] 23:18:04 same as comparing slow mutation to chei (but no, neither is fun really) 23:18:07 <|amethyst> yeah 23:18:15 <|amethyst> you can always give up chei :) 23:18:41 -!- MaxFrost has quit [Ping timeout: 240 seconds] 23:19:06 !calc 2^(1/4) 23:19:07 Broken query near ')$ fmt:"${x[0]}"' 23:19:15 also, fast learner is something that people would actually mutation-scum specifically for 23:19:22 !calc 2**(1/4) 23:19:23 1 23:19:26 !calc 2**(1.0/4) 23:19:26 1.19 23:19:27 <|amethyst> !calc sqrt(sqrt(2)) 23:19:27 Unknown function: sqrt 23:19:30 !calc 2**(-1.0/4) 23:19:31 0.84 23:19:56 gain 16% less xp I guess 23:20:15 why does that only give two digits after the decimal 23:20:35 !calc 100*2**(-1.0/4) 23:20:35 84.09 23:20:43 have more digits :P 23:20:50 !calc 2.000**(-1.0000/4.000) 23:20:51 0.84 23:20:51 <|amethyst> SamB: probably sequell does that to all numbers on output 23:20:54 -!- flappity has quit [Read error: Connection reset by peer] 23:20:58 yeah 23:21:04 really !calc is a hack 23:21:07 <|amethyst> SamB: because it would look silly to have more places in ratios in real queries 23:21:08 !cmd !calc 23:21:08 Command: !calc => !lg xyz x=$$*$ fmt:"${x[0]}" 23:21:38 !calc 10**-10 23:21:39 0 23:21:52 that looks kind of silly IMO 23:22:00 yes well 23:22:02 "hack" 23:22:30 -!- sacje has quit [Ping timeout: 245 seconds] 23:22:32 if you want to put a bot in the channel that does arithmetic more sensibly, go ahead :P 23:23:17 %calc 10**-10 23:23:36 not sure this is an improvement in precision 23:23:40 <|amethyst> :) 23:25:02 -!- Silurio has quit [Quit: Saliendo] 23:25:39 03|amethyst02 07* 0.13-a0-2831-ge0b6379: Don't break wizmode artefact editing on the next major save increment. 10(49 minutes ago, 1 file, 11+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e0b6379050d8 23:25:39 03|amethyst02 07* 0.13-a0-2832-g473017b: Allow tweaking the last artefact property in wizmode. 10(35 minutes ago, 1 file, 8+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=473017b697b1 23:26:39 thanks a thousand times 23:32:02 -!- Senjai has quit [Changing host] 23:33:09 <|amethyst> kilobyte: what fixed #7430 ? 23:34:23 -!- Tarquinn has quit [Quit: Leaving] 23:39:36 enigmoo (L6 GrTm) ASSERT(themonst) in 'monster.cc' at line 6012 failed. (D:4) 23:39:47 -!- Vizer has quit [Quit: bye] 23:43:04 -!- Arkaniad has quit [Read error: Operation timed out] 23:44:28 Unstable branch on crawl.lantea.net updated to: 0.13-a0-2832-g473017b (34) 23:44:39 <|amethyst> I feel bad for enigmoo 23:45:04 <|amethyst> I would move the save out of the way, but I feel weird doing that without a request 23:45:21 <|amethyst> it crashes as soon as one takes a step 23:47:05 okay so i dont think i brought it up here before, it was mostly in ##crawl or with marvinpa i forget... marvinpa recently (maybe not so recent now) adjusted pan spawns to remove a lot of the trash monsters that pose no threat 23:47:18 so theres basically no more imps or whatnot 23:47:56 %git 27633c9 23:47:56 07MarvinPA02 * 0.13-a0-685-g27633c9: Remove 5s and other weak monsters from Pan monster lists 10(4 months ago, 3 files, 8+ 32-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=27633c9160bb 23:48:00 and now it feels like the monster variety isnt big enough. i guess it was more diverse before even though it was less dangerous (since weak stuff spawned) 23:48:45 i dont really have any ideas. this is my second time doing pan though and it just feels really same-y. this might be because you potentially see so many levels of pan, and its the only thing youre doing (well, i guess not always. but you dont often leave pan runes up to go do other runes and come back later) 23:49:25 i guess in places like d you still go to lair branches, vaults, crypt/forest, etc. so d doesnt feel as monotonous i guess 23:49:32 nice two i guess in there 23:51:50 !seen kilobyte 23:51:51 I last saw kilobyte at Tue Aug 27 00:31:37 2013 UTC (4h 20m 14s ago) saying 'as my writing is as inept as ever, I'm afraid this will be needed' on ##crawl-dev. 23:52:37 the obvious answer would be more mid-grade demons, but how desirable would that be 23:52:49 already a lot of different ones, I guess 23:55:38 -!- minqmay has quit [Quit: Leaving] 23:56:34 white imps are basically the only notable 5 23:58:04 theres also the side effect of having to plow through so many 3s. even with rmut youre bound to get mutated a couple times or so since theyre the common monster you find now 23:59:55 would it make sense to turn some low level mutaters into temp mutaters?