00:02:33 -!- Fhqwhgads_ has quit [Remote host closed the connection] 00:03:41 Unstable branch on crawl.s-z.org updated to: 0.14-a0-2604-g6f603d6 (34) 00:05:49 Unstable branch on rl.heh.fi updated to: 0.14-a0-2604-g6f603d6 (34) 00:17:16 -!- Pacra has quit [Ping timeout: 245 seconds] 00:18:08 -!- Yermak has quit [Ping timeout: 245 seconds] 00:22:19 -!- gnum has quit [Ping timeout: 260 seconds] 00:25:41 -!- mamgar has quit [Quit: Leaving] 00:25:48 -!- DracoOmega has quit [Quit: Leaving] 00:28:06 -!- ProzacElf has quit [Ping timeout: 260 seconds] 00:34:35 -!- ystael has quit [Ping timeout: 272 seconds] 00:37:02 !tell |amethyst I've uploaded a patch in mantis 0008124 based on our discussion. It's been well tested and should handle all the attitude change cases, but let me know if it's missing something. 00:37:02 gammafunk: OK, I'll let |amethyst know. 00:44:07 -!- AlphaQ has quit [Remote host closed the connection] 00:45:38 -!- sd1989 has quit [Ping timeout: 245 seconds] 00:48:59 -!- DrinkMachine has quit [Quit: Leaving] 00:50:54 -!- Krakhan has quit [Ping timeout: 245 seconds] 00:53:20 -!- BlackrayJack has quit [] 00:55:01 -!- Sequell has quit [Remote host closed the connection] 00:56:01 -!- WalkerBoh has quit [Remote host closed the connection] 00:59:48 -!- Nilsbloodaxe has quit [Ping timeout: 245 seconds] 00:59:54 -!- Sequell has joined ##crawl-dev 01:03:05 any cscope users around? 01:08:45 -!- Escalator has quit [Remote host closed the connection] 01:08:47 -!- ystael has quit [Ping timeout: 272 seconds] 01:11:33 -!- tsohg has quit [Ping timeout: 248 seconds] 01:12:49 -!- Whistling_Beard has quit [Read error: Connection reset by peer] 01:15:36 -!- jeffro- has quit [Ping timeout: 245 seconds] 01:18:59 -!- metasyntactic is now known as kunwon1 01:19:36 -!- Eracar has quit [] 01:20:20 -!- Ragnor has quit [Remote host closed the connection] 01:21:58 -!- Basil has quit [Read error: No route to host] 01:30:46 -!- Basil has joined ##crawl-dev 01:38:22 ah I see what was wrong. bad cscope.out db 01:38:31 due to bad cscope.files 01:38:54 baleet the cscope.file file and cscope -R -b fixed it 01:38:58 this is nice stuff 01:42:41 -!- PleasingFungus has quit [Ping timeout: 245 seconds] 01:43:29 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:43:42 -!- Blazinghand has quit [Ping timeout: 260 seconds] 01:45:27 -!- lobf has quit [Quit: lobf] 01:55:23 -!- ProzacElf has joined ##crawl-dev 01:55:29 -!- pelotr0n has quit [Ping timeout: 245 seconds] 01:59:34 -!- ProzacElf has quit [Ping timeout: 248 seconds] 02:03:21 -!- absolute1o is now known as absolutego 02:05:08 -!- SkaryMonk1 has joined ##crawl-dev 02:05:43 -!- minqmay has quit [Quit: Leaving] 02:08:40 -!- jj666 is now known as jj__ 02:09:58 -!- simmarine has quit [Read error: Connection reset by peer] 02:10:03 -!- djanatyn1 has quit [Max SendQ exceeded] 02:12:59 -!- Escalator has quit [Ping timeout: 245 seconds] 02:14:43 -!- jameyd has quit [Ping timeout: 264 seconds] 02:14:43 -!- BlackrayJack has quit [Read error: Connection reset by peer] 02:14:43 -!- SkaryMonk1 has quit [Ping timeout: 260 seconds] 02:14:43 -!- SkaryMonk1 has joined ##crawl-dev 02:14:45 -!- ProzacElf has joined ##crawl-dev 02:14:46 -!- SamB has quit [Read error: Connection reset by peer] 02:15:11 -!- kunwon1 has quit [Ping timeout: 245 seconds] 02:15:36 -!- Vizer has quit [Ping timeout: 245 seconds] 02:17:08 -!- ldierk has quit [Ping timeout: 252 seconds] 02:17:15 Unstable branch on crawl.beRotato.org updated to: 0.14-a0-2604-g6f603d6 (34) 02:18:11 -!- SamB has joined ##crawl-dev 02:19:05 -!- ldierk has joined ##crawl-dev 02:20:08 -!- SamB has quit [Read error: Connection reset by peer] 02:20:40 -!- SamB has joined ##crawl-dev 02:22:30 !tell wheals P on CBRO main page points to trunk and the inotify script is running again. ty for the heads up 02:22:30 johnstein: OK, I'll let wheals know. 02:22:54 -!- ainsophyao has joined ##crawl-dev 02:23:41 -!- tksquared has quit [Read error: Connection reset by peer] 02:23:50 -!- kunwon1 has joined ##crawl-dev 02:25:25 -!- SwissStopwatch has quit [Ping timeout: 272 seconds] 02:25:36 -!- DeathrayJack has quit [Ping timeout: 245 seconds] 02:27:43 -!- fearitself has quit [Ping timeout: 245 seconds] 02:31:11 -!- Sorbius has quit [Read error: Connection reset by peer] 02:35:56 -!- ToastyP has quit [Remote host closed the connection] 02:37:59 -!- Xiberia has quit [Ping timeout: 245 seconds] 02:38:28 -!- Xiberia has joined ##crawl-dev 02:40:16 -!- Akien has joined ##crawl-dev 02:46:23 -!- ldierk has quit [Ping timeout: 252 seconds] 02:46:28 -!- honeybadger has quit [Ping timeout: 245 seconds] 02:47:50 -!- Zeor has quit [Quit: g'doug!] 02:52:05 -!- Zaba_ is now known as Zaba 02:52:09 -!- ProzacElf has quit [Ping timeout: 245 seconds] 02:56:15 -!- dtsund has quit [Quit: dtsund] 02:56:15 -!- ldierk has joined ##crawl-dev 02:56:15 -!- Cheibriados has quit [Ping timeout: 252 seconds] 02:57:28 -!- Cheibriados has joined ##crawl-dev 02:57:29 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 02:57:30 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 03:01:08 -!- ldierk has quit [Ping timeout: 252 seconds] 03:03:59 -!- mongor has quit [Client Quit] 03:06:54 -!- ldierk has joined ##crawl-dev 03:07:59 -!- Quashie has quit [Ping timeout: 260 seconds] 03:08:24 -!- UselessOne has quit [Ping timeout: 245 seconds] 03:12:16 -!- tsohg has quit [Ping timeout: 245 seconds] 03:12:18 -!- jj__ has quit [Ping timeout: 245 seconds] 03:13:47 -!- ldierk has quit [Ping timeout: 252 seconds] 03:16:14 -!- ldierk has joined ##crawl-dev 03:20:16 -!- ussdefiant has quit [Ping timeout: 245 seconds] 03:21:58 -!- Akien has quit [Remote host closed the connection] 03:22:22 -!- mongor has quit [Quit: mongor] 03:23:08 -!- ldierk has quit [Ping timeout: 252 seconds] 03:23:09 -!- Cryp71c has quit [Read error: Connection reset by peer] 03:23:26 -!- Whistling_Beard has quit [Read error: Connection reset by peer] 03:27:31 -!- magicpoints has quit [Read error: Connection reset by peer] 03:29:48 -!- ontoclasm has quit [Quit: Leaving.] 03:29:52 -!- Akien has joined ##crawl-dev 03:30:13 -!- NilsBloodaxe has quit [Ping timeout: 245 seconds] 03:31:21 -!- UselessOne has quit [Quit: Ухожу я от вас (xchat 2.4.5 или старше)] 03:31:22 -!- Akien has quit [Remote host closed the connection] 03:32:20 -!- ldierk has joined ##crawl-dev 03:33:07 -!- Akien has joined ##crawl-dev 03:34:47 -!- Crehl has quit [Quit: qqqqqqq] 03:40:12 -!- Akien has quit [Remote host closed the connection] 03:58:28 -!- kait_ has quit [Read error: Connection reset by peer] 04:06:02 -!- master_j has quit [Max SendQ exceeded] 04:06:28 -!- tabstorm has quit [Ping timeout: 245 seconds] 04:13:39 -!- SkaryMonk2 has joined ##crawl-dev 04:16:15 -!- SkaryMonk1 has quit [Ping timeout: 272 seconds] 04:19:16 -!- alefury|2 has joined ##crawl-dev 04:19:23 -!- Klarki has quit [Ping timeout: 245 seconds] 04:25:10 -!- alefury|2 has quit [] 04:34:30 -!- ystael has quit [Ping timeout: 260 seconds] 04:48:44 Prevent chaos champions from generating with GC/GSCs. by Sage 04:51:26 -!- nixor has quit [Quit: Leaving.] 04:52:13 -!- eith|2 has joined ##crawl-dev 05:06:45 -!- BlackrayJack has quit [Ping timeout: 248 seconds] 05:13:14 -!- tsohg has quit [Ping timeout: 260 seconds] 05:41:52 -!- bonghitz has quit [Remote host closed the connection] 05:43:22 -!- Akien has joined ##crawl-dev 05:46:45 -!- PepeRC2 has quit [Ping timeout: 248 seconds] 05:53:29 -!- ivan`` has quit [Ping timeout: 240 seconds] 05:59:41 -!- ivan`` has joined ##crawl-dev 06:01:32 -!- ldierk has quit [Ping timeout: 252 seconds] 06:09:37 -!- Basil has quit [Ping timeout: 272 seconds] 06:14:09 -!- Daekdroom has quit [Read error: Connection reset by peer] 06:14:19 -!- SkaryMonk1 has joined ##crawl-dev 06:14:47 -!- PsyMar has quit [Quit: Stop, hammer time, collaborate, and listen. In the name of love.] 06:15:58 -!- conted has quit [Quit: Page closed] 06:16:42 -!- SkaryMonk2 has quit [Ping timeout: 260 seconds] 06:21:26 -!- ldierk has joined ##crawl-dev 06:26:00 -!- herself2 is now known as herself 06:26:05 -!- Akien has quit [Remote host closed the connection] 06:26:25 -!- Akien has joined ##crawl-dev 06:27:14 -!- eith|2 has quit [Ping timeout: 252 seconds] 06:31:31 -!- Akien has quit [Ping timeout: 245 seconds] 06:33:42 -!- radinms has quit [Quit: Leaving...] 06:46:51 -!- KurzedMetal1 has quit [Ping timeout: 245 seconds] 06:48:30 -!- roxton has quit [Ping timeout: 265 seconds] 06:48:31 -!- paxed has quit [Ping timeout: 265 seconds] 06:48:57 -!- paxed has quit [Changing host] 06:51:27 -!- MP2E has quit [Quit: night] 06:52:57 -!- soundlust has quit [Ping timeout: 265 seconds] 06:57:16 -!- Akien has joined ##crawl-dev 06:58:41 -!- CKyle has joined ##crawl-dev 07:00:22 -!- wheals has quit [Ping timeout: 265 seconds] 07:08:41 -!- Pacra has joined ##crawl-dev 07:09:58 -!- Sgeo has quit [Read error: Connection reset by peer] 07:11:39 -!- soundlust|2 has quit [Ping timeout: 252 seconds] 07:13:54 -!- ProzacElf has joined ##crawl-dev 07:16:46 -!- Hailley has quit [Quit: Petra is closed!] 07:27:46 -!- ProzacElf has quit [Ping timeout: 245 seconds] 07:34:42 -!- scummos__ has quit [Quit: Konversation terminated!] 07:49:34 -!- Akien has quit [Ping timeout: 260 seconds] 07:53:24 -!- Elsi has quit [Ping timeout: 245 seconds] 07:58:14 -!- CKyle has quit [Quit: CKyle] 08:03:54 Space missing in xv by ldf 08:14:46 -!- Akien has joined ##crawl-dev 08:14:52 -!- SkaryMonk2 has joined ##crawl-dev 08:15:01 -!- MaxFrost has quit [Ping timeout: 248 seconds] 08:15:54 -!- FractalFive has quit [Quit: leaving] 08:16:06 -!- SkaryMonk1 has quit [Ping timeout: 245 seconds] 08:17:49 -!- Crehl has quit [Quit: qqqqqqq] 08:21:33 -!- Cryp71c has joined ##crawl-dev 08:29:20 -!- cr0ne has quit [Quit: Leaving] 08:31:11 -!- LexAckson has joined ##crawl-dev 08:32:19 -!- Bloax has joined ##crawl-dev 08:36:46 -!- ackack has joined ##crawl-dev 08:40:41 -!- CKyle has joined ##crawl-dev 08:57:51 -!- zxc232 has quit [Quit: Leaving.] 09:08:46 -!- absolutego has quit [Quit: leaving] 09:09:14 -!- ainsophyao has quit [Ping timeout: 256 seconds] 09:15:43 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 09:16:46 -!- nixor has quit [Read error: Connection reset by peer] 09:17:30 -!- ainsophyao has joined ##crawl-dev 09:20:15 -!- pelotron_ has quit [Ping timeout: 272 seconds] 09:21:01 -!- tkappleton2 has quit [Ping timeout: 245 seconds] 09:33:20 -!- absolutego has joined ##crawl-dev 09:34:07 -!- ontoclasm has joined ##crawl-dev 09:41:09 -!- iasov has quit [Ping timeout: 265 seconds] 09:41:50 -!- floatboth has quit [Remote host closed the connection] 09:43:33 -!- RZX has quit [Ping timeout: 248 seconds] 09:43:49 -!- LexAckson_ has joined ##crawl-dev 09:43:55 -!- LexAckson has quit [Read error: Connection reset by peer] 09:44:32 -!- Sgun has quit [Ping timeout: 265 seconds] 09:55:46 -!- arb has joined ##crawl-dev 10:04:48 -!- SkaryMonk2 has left ##crawl-dev 10:07:47 -!- Vizer has quit [Ping timeout: 260 seconds] 10:12:22 -!- wheals has joined ##crawl-dev 10:14:00 -!- TheMattybee has quit [Quit: <@katagi> *draws a fridge rotom barfing pokemon guts everywhere* *asks when the next harry potter movie is coming out*] 10:15:02 -!- st_ has quit [Read error: Connection reset by peer] 10:15:36 -!- st_ has joined ##crawl-dev 10:21:24 -!- xnavy has quit [Quit: Leaving] 10:24:03 -!- arb has quit [Quit: WeeChat 0.4.2] 10:27:38 -!- BigBluFrog has quit [Quit: Page closed] 10:36:03 -!- Quazifuji_ has quit [Ping timeout: 245 seconds] 10:37:17 -!- Mandevil has quit [Quit: leaving] 10:45:49 -!- blabber has joined ##crawl-dev 10:49:08 -!- Pacra has quit [Read error: Connection reset by peer] 10:49:46 -!- PleasingFungus has quit [Ping timeout: 245 seconds] 10:50:31 -!- Pacra has joined ##crawl-dev 10:55:58 !messages 10:55:58 No messages for TZer0. 10:58:38 -!- Basil has joined ##crawl-dev 11:01:01 -!- Pacra has quit [Read error: Connection reset by peer] 11:01:35 -!- Brannock has joined ##crawl-dev 11:01:47 -!- DracoOmega has joined ##crawl-dev 11:02:03 MarvinPA: I don't suppose you're around? 11:02:14 -!- Pacra has joined ##crawl-dev 11:03:11 -!- Fhqwhgads_ has quit [Ping timeout: 245 seconds] 11:03:20 -!- Fhqwhgads__ is now known as Fhqwhgads_ 11:04:51 -!- Nethris has quit [Quit: Leaving.] 11:07:47 03Grunt02 07* 0.14-a0-2605-g5f9f4c6: Fix some typos in monster energy descriptions (#8150). 10(3 minutes ago, 1 file, 10+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5f9f4c61098c 11:07:49 -!- Morg0th has quit [Quit: leaving] 11:07:51 Unstable branch on crawl.akrasiac.org updated to: 0.14-a0-2604-g6f603d6 (34) 11:08:36 -!- ackack has quit [Ping timeout: 245 seconds] 11:12:20 DracoOmega: hi, vaguely 11:12:38 probably going to disappear and eat in a bit 11:12:53 MarvinPA: I played around with the new summon spells a bit last night and had some thoughts about a few potential changes that I wanted to run past you 11:12:53 -!- gnum has quit [Quit: Leaving] 11:13:17 (That I could code myself, but wanted your opinion on) 11:14:22 sure 11:14:24 Summon Forest really does feel like it lasts way too briefly - not nearly enough to even appreciate the effect - but it definitely kills things quite well at the moment. I was thinking that possibly the duration could be extended, but dryads themselves nerfed a fair bit (they were intended to threaten late midgame players, after all, and are probably too strong versus monsters in general) 11:14:45 Since I think it might be more fun to see the vines going around doing more work, but definitely it can't be much logner at current power 11:14:54 -!- scummos__ has quit [Ping timeout: 260 seconds] 11:15:09 Hydra duration or less? 11:15:20 -!- Pacra has quit [Read error: Connection reset by peer] 11:15:20 (Also, there's this odd thing where the terrain change is centered on a random spot in LoS meaning that sometimes the forest appears largely out of sight, and I think that's kind of strange 11:16:08 -!- Glowie has quit [Remote host closed the connection] 11:17:10 hmm, it actually felt pretty good to me even with the short duration 11:17:10 Presumably the reason you can't use it in really confined spaces is to keep from trapping monsters in forest corridors, but I think it could still be centered upon YOU and just have that same limitation 11:17:19 -!- Bloaxor has joined ##crawl-dev 11:17:26 I don't mean that it isn't strong! It just felt unpleasantly fleeting? 11:17:40 -!- Pacra has joined ##crawl-dev 11:17:57 Also, guardian golem's attack is so uselessly pathetic (base damage 2?) that I wondered if it's even worth it keeping it at all? 11:18:08 Since the fact that it CAN hit things might confuse people into thinking this would ever accomplish anything 11:20:02 (And also it feels too fragile. I coded the auto-bond thing, but for something that exists primarily as a shield, it dies surprisingly quickly) 11:20:17 Currently spellpower does nothing. It seems like it might make sense if spellpower increased its hp? 11:21:14 -!- Bloax has quit [Ping timeout: 264 seconds] 11:21:58 that sounds good yeah 11:22:22 What do you think of giving lightning spire a little more range in where you can place it? 11:22:25 Instead of melee range only? 11:22:33 Like, still short, but a touch more flexibility 11:22:50 hmm i never really found myself really wanting to place it further away 11:23:38 could do range 2 perhaps 11:24:30 -!- floatboth has quit [Remote host closed the connection] 11:24:49 -!- Akien has quit [Remote host closed the connection] 11:25:12 and longer forest probably is good really, i don't think forest should be in the starting book so having it be flashy/noticeable is good 11:25:40 And also less water, of course :P 11:25:47 yeah 11:25:49 At high power, it's like as much water as Swamp or more 11:26:19 One vague downside to the golem getting more hp with power is that makes it explode less, and sometimes the explosion seems like one of the more useful things it does. But maybe not if it's shielding allies and then blows up ON them 11:26:48 -!- rossi has quit [Quit: WeeChat 0.4.2] 11:27:07 (Also, I think I ought to change lightning spire duration to use aut instead of abjuration degree, since there's a giant time difference between 1 and 2 there, so there's less fine-grained control. It tends to vanish really quickly on a bad roll or otherwise stay around way longer) 11:27:38 yeah, i don't have much of a useful opinion on golem since i never even got it to explode in my game (and amnesia'd it now, i'd have to start a new game to try it again :P) 11:27:44 For that matter, I've wondered why golem is summoning/hexes instead of summoning/charms when it's explicitly something protective. Maybe to make it less accessible to a standard character build? 11:27:58 (Or maybe for the inner flame? :P) 11:29:46 (Or just pure summoning really, I guess) 11:30:25 And on the topic of experimental summons, I had another recent idea of my own based on a change I had considered making to one existing monster. 11:30:53 -!- eith|2 has joined ##crawl-dev 11:31:57 I'd thought about giving great orbs of eyes strip resistance (and making it so that they tended to apply this first, before launching other hexes) (and probably replacing paralysis with petrification at that point), and I thought that in this incarnation, a higher level summon/hexes spell that called a single one of those might be interesting. Could be a support to help land hexes of your own or a 11:31:57 general disabler while not being a powerhouse to throw at killing things directly in the conventional way. 11:33:11 doctordoom (L27 DsCj) ERROR in 'mon-util.cc' at line 1419: bogus mc (no monster data): invalid monster_type 1000 (1000) (Pan) 11:34:48 -!- Garhauk has quit [Ping timeout: 245 seconds] 11:39:56 I thought maybe I could toss it in there (though I suppose it's also harder to test higher level off-school stuff all in the same game, but still) 11:42:39 -!- st_ has quit [Read error: Connection reset by peer] 11:43:16 -!- st_ has joined ##crawl-dev 11:44:02 -!- tsohg has quit [Remote host closed the connection] 11:46:07 Anyway, I myself need to take off for a while, but later today I'll probably try coding up some of these tweaks 11:46:52 -!- Kalir has quit [Changing host] 11:46:54 -!- DracoOmega has quit [Quit: Leaving] 11:50:40 -!- ystael has quit [Quit: Lost terminal] 11:51:19 I found ghe golem spell to not be terrifically useful aside from being another meat shield that occassionaly exploded in a useful way 11:51:40 It sort of caused serial explosions whne I fought the mintaur, at least 11:52:00 s/whne I fought the mintaur/when I fought the minotaur/ 11:53:26 -!- DrinkMachine has joined ##crawl-dev 11:53:29 -!- minmay has joined ##crawl-dev 11:54:21 -!- Fhqwhgads_ has quit [Read error: No route to host] 11:57:45 -!- Gobbo is now known as GoblinBomb 11:58:51 -!- Akien has joined ##crawl-dev 12:00:19 -!- dtsund has joined ##crawl-dev 12:00:31 -!- dtsund has quit [Client Quit] 12:08:43 -!- BigBluFrog has quit [Quit: Page closed] 12:08:50 -!- SwissStopwatch has joined ##crawl-dev 12:08:57 -!- Akien has quit [Remote host closed the connection] 12:09:20 -!- dtsund has joined ##crawl-dev 12:09:52 -!- Ququman has quit [Read error: Connection reset by peer] 12:09:57 -!- ackack has joined ##crawl-dev 12:12:45 -!- st_ has quit [Read error: Connection reset by peer] 12:13:21 -!- st_ has joined ##crawl-dev 12:19:26 -!- MaxFrost has quit [Ping timeout: 264 seconds] 12:24:42 -!- Vizer_ has quit [Quit: bye] 12:29:35 -!- alefury|2 has joined ##crawl-dev 12:33:08 -!- Quazifuji_ has quit [Ping timeout: 245 seconds] 12:38:16 -!- ground4 has quit [Quit: WeeChat 0.4.2] 12:40:59 -!- simmarine has joined ##crawl-dev 12:42:46 -!- Basil has quit [Ping timeout: 245 seconds] 12:47:43 -!- Garhauk has quit [Ping timeout: 245 seconds] 12:53:49 -!- HellTiger_NB has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 12:54:14 -!- ProzacElf has joined ##crawl-dev 13:05:18 -!- ProzacElf has quit [Ping timeout: 252 seconds] 13:11:06 -!- ProzacElf has joined ##crawl-dev 13:12:07 -!- gammafunk has left ##crawl-dev 13:12:42 -!- gammafunk has joined ##crawl-dev 13:13:58 -!- tabstorm has quit [Ping timeout: 245 seconds] 13:32:36 -!- smajdalf has quit [Quit: Page closed] 13:33:46 -!- Bloaxzorro has joined ##crawl-dev 13:33:46 -!- Bloaxor has quit [Read error: Connection reset by peer] 13:38:50 -!- Bloaxor has joined ##crawl-dev 13:38:51 -!- Bloaxzorro has quit [Read error: Connection reset by peer] 13:40:50 -!- Nethris has quit [Quit: Leaving.] 13:41:29 -!- bonghitz has quit [Remote host closed the connection] 13:44:15 -!- scummos__ has quit [Read error: Operation timed out] 13:48:56 elliptic: anyhow, they have an M_VIGILANT flag that prevents their foe memory from naturally decreasing, but that out-of-los check will cause them to lose the player as foe eventually even if play stealth is poor 13:49:20 I'm just not sure if making them always aware of the player location (remove that check for them) would be a good idea 13:49:35 my question is, under what conditions should they forget the player 13:49:35 -!- tsohg has quit [Ping timeout: 252 seconds] 13:50:18 yeah, they should still forget about stealthy players sometimes... maybe the numbers in that check should just be changed for monsters with M_VIGILANT 13:50:19 we could make it much more infrequent that they fail that out-of-los check; they are the only monster currently with M_VIGILANT,so they could get a big boost 13:50:36 normals stealth is 120 I think 13:50:41 ??stealth 13:50:41 stealth[1/6]: Your character's ability to sneak around undetected. Base stealth is 3*dex + spf*SK_STEALTH, then modified as in {modified_stealth}. spf is based on the species, ranging from 9 to 21. See [2] to determine stealth values; [3] for the @ adverbs; and [4] for what the numbers mean. 13:50:47 ??stealth[3 13:50:47 stealth[3/6]: @ values are: Extremely unstealthy <10, Very unstealthy <30, unstealthy <60, fairly <90, normal <120, quite <160, very <220, extremely <300, extraordinarily <400, incredibly <520, uncannily >=520 13:51:03 -!- klarki has quit [Ping timeout: 245 seconds] 13:51:45 ohh, I was confused because of this check for M_VIGILANT in check_awaken 13:52:05 that made me think that they hadn't actually lost me as a target, because they always noticed me instantly and with no message 13:52:10 why does that thing even exist 13:52:57 M_VIGILANT? 13:53:17 it's probably not doing its intended purpose given that stealth roll 13:53:27 mon-behv.cc:738 13:53:28 well, specifically the part of it in check_awaken 13:53:30 is what I'm referring to 13:53:33 right 13:54:11 Yeah, with foe memory naturally decreasing 13:54:16 you could argue that is unecessary 13:55:49 -!- ProzacElf has quit [Ping timeout: 248 seconds] 13:57:06 -!- DracoOmega has joined ##crawl-dev 13:57:09 oh, you're saying why does the M_VIGILANT reference in check_awaken exist 13:57:19 What's this about M_VIGILANT? 13:57:21 maybe remove the check_awaken bit and divide the chance of it forgetting about you in mon-behv.cc by 2 or 3 13:57:44 -!- blabber has quit [Quit: leaving] 13:57:53 DracoOmega: I spent a while experimenting with curse skulls with ash detection to see what they were actually doing 13:58:44 Well, the check_awaken thing was because when curse skulls were stationary, they were always 'awake'. But non-stationary monsters don't have that property and I didn't want to nerf them in that regard (since it tended to make getting close to them much easier than it used to be) 13:58:45 DracoOmega: and I got quite confused by how they would start wandering around fairly frequently, but still instantly notice me when I entered their sight again 13:59:22 I don't see any reason to make stealth bad against them 13:59:31 Well, it's no worse than it always was 13:59:39 DracoOmega: mon-behv.cc:738 is probably making them wander like this 13:59:47 Before 0.13 13:59:56 yes, stealth will help you get closer to them... that is what stealth is supposed to do 14:00:20 the M_VIGILANT flag makes their foe memory not naturally decrease, but with that mon-behv.cc:738 roll they're going to forget the player pretty often anyhow 14:00:24 No, I mean that before 0.13 they were always aware of you in los no matter what 14:00:30 DracoOmega: uh, no 14:00:36 I stabbed plenty of them 14:00:37 Since that is a property stationary monsters had 14:00:47 Really? 14:00:52 Is this just a display thing then? 14:01:05 Because they would never display any indication of ever being unaware 14:01:20 So I was just trying to replicate the old behavior 14:01:21 sure they did, at least in console 14:01:43 P oklob plant (unaware) 14:01:46 8 Roxanne (unaware) 14:01:52 ...maybe it's a tiles thing? 14:02:00 I will have a look 14:02:13 DracoOmega: any thoughts on the wandering aspect? 14:02:16 In any case, the only reason I did that was to try and not lose the old behavior when also adding the stalking behavior 14:02:52 It wasn't intended to nerf stealth against them or something 14:02:58 DracoOmega: anyway, my proposal was to remove the check_awaken check and make them less likely to start wandering (because they are more likely to be out of sight than a normal monster is, so currently this is happening more frequently than normal) 14:03:17 I thought I specifically reduced their change to forget about you when out of sight, since they often lurk there? 14:03:20 chance* 14:03:23 For that reason 14:03:31 DracoOmega: it's mon-behv.cc:738 14:03:37 there's an out-of-los stealth check 14:03:48 if it passes that, it gets the players target and doesn't wander 14:03:55 if it fails, if loses foe memory 14:04:11 (despite M_VIGILANT meaning it's foe memory doesn't naturally decline) 14:04:22 s/if loses/it loses/ 14:04:37 monsters who lose foe memory go on to wander later in that function 14:04:49 Huh. I actually tested it a bunch with Ash myself when developing it and never noticed them wandering away much more quickly than normal, but I may have overlooked something somehow 14:04:52 (if they had the player as a foe and are hostile) 14:05:12 Maybe I just had lousy stealth on every character I tested it on 14:05:13 perhaps just giving M_VIGILANT a big boost in that roll? 14:05:22 DracoOmega: if you were testing it with less than 50 stealth then you would never see this, yeah 14:05:34 Yeah, probably I just had starting stealth for whatever the character was 14:05:35 (bad magic number) 14:05:39 -!- Garhauk has quit [Ping timeout: 245 seconds] 14:05:40 else if (!mons_class_flags(mon->type, M_VIGILANT) 14:05:52 ) 14:05:57 (cf. :743) 14:06:23 well there's also the quesion of 14:06:34 -!- Basil has joined ##crawl-dev 14:06:34 Grunt: well, I think they should still forget about stealthy players sometimes 14:06:35 is it wise to have them never lose foe memory 14:07:06 they will always know where the player is if we do that 14:07:06 Well, then they tended to forget about everyone a lot 14:07:23 I figure we can assume they're somewhat clairvoyant given their behavior 14:07:34 do they currently follow you after a teleport? 14:07:38 I guess they probably do? 14:07:39 I don't think so 14:07:45 Since I believe that just resets everyone's memory to 0 14:07:47 or actually yeah teleport has special code 14:07:49 right 14:08:02 in that case having them never lose foe memory sounds okay to me 14:08:23 but if the player blinks out of los? 14:08:30 they'll remember the player? 14:08:42 Well, normal things mostly do at that point too, no? 14:08:51 yes 14:09:02 Anyway, this was never meant to be a big nerf to stealth characters. I may simply have made a mistake here 14:09:17 it isn't really just stealth characters, but everyone 14:09:35 I cannot entirely remember the line of reasoning at the time, but it was definitely that I believed they were always awake before by some virtue of their stationaryness 14:09:42 since even with poor stealth, you used to have a decent chance for a turn or two before them noticing you 14:09:43 However little sense that might make if it's untrue >.> 14:09:56 cool, so no need for me to make any patch then? 14:10:00 -!- Tarragon has joined ##crawl-dev 14:10:09 I'm currently putting together some sort of a patch 14:10:52 I imagine they're an awful lot less scary these days due to the abjure-on-death chance, since I found the main threat was often being surrounded by things after you manage to get close enough to kill them 14:11:13 the main threat is still the torment 14:11:30 I think players were complaining about the lurking behaviour but then finding the curse skull long-gone when they were rested and ready to deal with them 14:11:43 wheals: Well, that can't actually kill you 14:11:47 -!- CJ__ has quit [Quit: Leaving] 14:12:09 they'll probably still complain about them after the fix, of course 14:12:20 Also, testing an old version, I am definitely getting sleeping curse skulls, but no dormant statues at all 14:12:26 DracoOmega: well, I doubt that makes a huge difference since you could always blink away after killing the skull and the summons just have melee 14:12:30 -!- bonghitz has quit [Remote host closed the connection] 14:12:33 statues have something else weird going on 14:12:42 I think I must have assumed they were the same thing 14:12:46 ah, a bug i found: if you enslave duvessa's soul, dowan doesn't react 14:12:49 but curse skulls and oklob plants have always been stabbable 14:12:52 presumably vice versa too 14:12:53 Probably where the misconception came from 14:13:00 though oklob plants had buggy display at some point 14:13:07 so that could have added to confusion 14:13:11 Possibly, yeah 14:13:20 And I just assumed curse skulls were like the others, since I couldn't RECALL not waking them up 14:13:26 You play an awful lot more stealthy things than I do 14:13:47 -!- ackack has quit [Ping timeout: 252 seconds] 14:13:58 statues can't be stabbed is the thing because ?? 14:14:23 -!- jeanjacques has joined ##crawl-dev 14:14:42 DracoOmega: curse skulls are also unnatural and intelligent, so more likely to wake up anyway 14:15:24 wheals: they don't "move in any way"; presumably curse skulls can rotate their skull, at least 14:15:53 Also, even though you COULD blink away, not everyone has a cheap source of doing this normally and some of the monsters are quite fast (jiangshi) or can blink after you (phantasmal warriors) 14:16:39 oh right, jiangshi exist now as summons... well, letting curse skulls summon those was definitely a buff :P 14:16:59 revenant (10L) | Spd: 10 | HD: 18 | HP: 64-95 | AC/EV: 8/12 | Dam: 26 | 07undead, 10doors, evil, spellcaster, see invisible | Res: 13magic(immune), 02cold++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1926 | Sp: ghostly fireball (3d23), ghostly flames, dispel undead (3d27), 04esc:blink away | Sz: Medium | Int: high. 14:16:59 %?/revenant 14:17:15 curse skull (11z) | Spd: 15 (act: 150%) | HD: 13 | HP: 55 | AC/EV: 25/3 | 07undead, evil, see invisible, lev, !sil | Res: 13magic(immune), 05hellfire, 04fire+++, 02cold++, 10elec++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1631 | Sp: sum.undead, s.torment | Sz: tiny | Int: high. 14:17:15 %??curse_skull 14:17:16 -!- earspliT has quit [Quit: leaving] 14:17:24 elliptic: I don't recall if you remembered that I cut their defenses heavily at the time too? :P 14:17:38 'only 25 ac' 14:17:39 @??curse_skull 14:17:39 yeah, I know, a lot has changed 14:17:40 curse skull (11z) | Spd: 15 (act: 150%) | HD: 13 | HP: 55 | AC/EV: 25/3 | 07undead, evil, see invisible, lev, !sil | Res: 13magic(immune), 05hellfire, 04fire+++, 02cold++, 10elec++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1631 | Sp: sum.undead, s.torment | Sz: tiny | Int: high. 14:17:56 curse toe (08z) | Spd: 7 (act: 70%) | HD: 14 | HP: 100 | AC/EV: 25/1 | 07undead, evil, see invisible, lev, !sil | Res: 13magic(immune), 05hellfire, 04fire+++, 02cold, 10elec++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 4087 | Sp: s.torment, sum.mushrooms | Sz: tiny | Int: high. 14:17:56 %??curse toe 14:18:00 wheals: Well, it was 40! (Also they had more hp) 14:18:32 immune to hellfire? 14:18:33 huh 14:18:51 Oh, hellfire shows up seperatedly from rF+++ on Chei now 14:18:51 -!- ackack has joined ##crawl-dev 14:18:51 I hadn't noticed 14:18:54 Primitive concept of evil 14:19:23 I guess I can see those resistances on curse skulls, but on toes it seems perhaps excessive 14:19:40 !lg * recent ikiller=curse_toe 14:19:41 20. Neuromancer the Centaur Blade (L27 CeHu), worshipper of Okawaru, blasted by a deathcap (drain life) (summoned by a curse toe) on Zot:2 on 2014-02-13 16:39:35, with 649227 points after 113302 turns and 6:17:46. 14:19:45 toes don't have 25 AC or i wouldn't stub mine quite so easily 14:19:52 !lg * recent ikiller=curse_toe s=place 14:19:52 20 games for * (recent ikiller=curse_toe): 6x Zot:5, 6x Zot:2, 4x Zot:3, 2x Zot:4, 2x Zot:1 14:19:53 otoh they are pretty tiny 14:19:58 should have fairly good EV 14:19:58 Yours aren't cursed either (I hope!) 14:20:06 Eronarn: do yours summon mushrooms? 14:20:07 sometimes it's hard to get my toe socks off 14:20:15 Eronarn: they're wearing custom-tailored toe plate armour 14:20:23 toe barding 14:20:27 yes 14:20:31 toe nail golem armour, clearly 14:20:33 fr playable toes 14:20:35 Clearly curse skull's clairvoyance comes from Ash 14:20:38 Curses and all 14:20:48 ToEE 14:21:21 !lg * recent ikiller=ancient_lich s=place 14:21:22 320 games for * (recent ikiller=ancient_lich): 153x Zot:5, 74x Abyss:1, 29x Vaults:5, 18x Crypt:5, 7x Vaults:4, 4x D:27, 3x D:20, 3x Abyss:3, 3x Pan, 3x Abyss:2, 2x D:23, 2x Zig:11, 2x Depths:3, D:16, D:22, Abyss:5, D:26, D:21, Abyss:4, Zot:4, WizLab, Depths:1, Zig:7, D:15, Zot:3, D:18, D:17, Tar:7, Crypt:4, Zig:18 14:22:03 !lg * recent ikiller=orb_of_fire s=place 14:22:04 218 games for * (recent ikiller=orb_of_fire): 174x Zot:5, 12x Zot:2, 10x Zot:4, 9x Zot:3, 8x Zot:1, 2x Zig:24, Zig:12, Zig:19, D:1 14:22:14 -!- Sydolfas has quit [Ping timeout: 246 seconds] 14:22:37 kills is not necessarily the best metric for danger of curse toes, since torment doesn't kill 14:23:07 any thoughts on renaming scrolls of vulnerability? I am also thinking about increasing their incidence a bit 14:23:09 well when lm adds a torment milestone I'll query that 14:23:37 possible names: "Scroll of magic purging" or "cleanse magic" "purge magic" 14:23:46 "magical cleansing" 14:24:03 the only issue with these names is they don't suggest -MR 14:24:10 I kind of like "purge magic" 14:24:12 as Dracoomega pointed out to me 14:24:49 purge magic sort of does 14:25:03 I tend to like "purge" now too. Maybe it has enough of a negative connotation to make the -MR make sense 14:25:19 -!- lobf has quit [Quit: lobf] 14:25:56 there's also maybe "scroll of anti-magic" 14:26:29 "magic or magical vulnerability" 14:26:33 My only quibble with that is that people might think it does something to monsters like antimagic weapons do 14:26:40 Purge Magic sounds probably reasonable to me, though 14:26:42 it could do that! 14:26:50 add some antimagic duration 14:26:56 would make it more useful 14:26:57 scroll of hexiness 14:26:58 Oh, that might be interesting 14:27:11 any thoughts on increasing the scrolls' appearance? 14:27:12 it could also drain some MP from the player, too 14:27:14 And the name would easily fit then 14:27:22 there's an issue that players might not be aware of the -mr aspect, which is important 14:27:25 (should antimagic weapon hits reduce MR too, then?) 14:28:48 03elliptic02 07* 0.14-a0-2606-g5a745ab: M_VIGILANT changes. 10(9 minutes ago, 2 files, 3+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5a745abeb842 14:29:14 (For fun's sake, the function that strips enchantments is already called antimagic() or something) 14:29:14 they could I suppose 14:29:15 I guess one issue with this is that antimagic weapon hits don't remove buffs 14:29:15 and they probably shouldn't 14:29:15 yeah and there's VS bite 14:29:15 dispelling? 14:29:15 I see nothing wrong with the scroll being a 'stronger' antimagic if we want it to do that 14:29:25 Weapons don't need to pick up all these effects 14:29:34 scroll of stripping 14:29:41 -!- MarvinPA_ has joined ##crawl-dev 14:29:48 scroll of "we really don't like magic" 14:30:08 scroll of "pro-magic" 14:30:36 -!- MarvinPA has quit [Ping timeout: 245 seconds] 14:30:49 Purge Magic could still work even if it applied an antimagic effect too, I'd think? 14:31:00 I agree 14:31:06 If we wanted to make sure there was not expectation that antimagic weapons did the same things 14:31:29 And yes, more common on top of this sounds good, since they're really too rare at the moment to get much mileage out of 14:31:53 (I imagine that fix I applied a little while back that makes them not have 1/10 of the intended duration probably helps somewhat if they existed :P) 14:31:59 ontoclasm: could you make an icon for "vulnerable to magic"? One issue is that the scroll has a very short duration for that effect so it has to be taken advantage of quickly 14:32:09 gammafunk: No it doesn't! 14:32:09 1 a game is still enough to keep me from dying when I hit a zot trap on zot:5 and start to petrify :P 14:32:12 Not anymore 14:32:19 DracoOmega: oh, nice! 14:32:19 i could do so, sure 14:32:22 yeah that was annoying 14:32:25 It accidentally used 'turns' where 'aut' was asked 14:32:29 aha 14:32:32 So it lasted 1/10th as long on monsters as players 14:32:40 (Since the player function DID take turns) 14:32:49 Tryign to poly TRJ to get my GDA of TRJ was so difficult 14:32:50 oh, that makes polymorphing TRJ much easier 14:33:01 Yeah, it used to last like 3 turns 14:33:04 yes 14:33:06 You kill the fire giant! 14:33:06 Which was kind of silly 14:33:21 I'm not sure 30 turns is really necessary but 3 was certainly too low 14:33:27 -!- HoneyLocust has quit [Quit: Page closed] 14:33:33 I had always assumed it lasted as long on monsters as players, and it looks like it was MEANT to 14:33:40 The symmetry is intuitive 14:33:46 right, it should be the same on each 14:33:54 But yes, it could possibly be shorter than that, so long as it's a nice bit higher than 3 14:33:54 mmm 14:33:55 and it definitely wasn't :P 14:34:01 Thought the asymmetry was a feature when I tried to poly TRJ 14:34:11 Nah, an oversight 14:34:20 I think lots of historical oversights have been assumed to be 'features' :P 14:34:26 sleepwalking 14:34:30 <_< 14:34:39 ??sleepwalking 14:34:51 sleepwalking[1/3]: What confused sleeping monsters do. By some considered to be not a bug. 14:35:01 Well, doesn't it get a unique description if you examine them? 14:35:03 i liked the xom confusion bug 14:35:04 well sleepwalking actually has code to support it :P (or has someone removed it?) 14:35:10 Which sounds like 'not a bug' (doesn't mean it's a good feature, mind) 14:35:18 DracoOmega: yeah, I think that description wasn't always there though maybe 14:35:29 simmarine: Which was this? 14:35:33 ??sleepwalking[2 14:35:33 sleepwalking[2/3]: Awesome! 14:35:33 ??sleepwalking[3 14:35:34 sleepwalking[3/3]: Here: A ball lightning (bewildered and confused, sleepwalking, mindless) 14:35:37 haha 14:35:38 it lasted 1/10 as long on monsters than players 14:35:45 Oh. Same deal, probably! 14:35:45 too bad it can't be on fire 14:35:47 so basically the same problem as ?vuln 14:36:00 It's really easy to mix up when some functions ask for turns and some for aut 14:36:04 And it's not really consistant which is which 14:36:05 simmarine: IMO a feature, xom would find that amusing 14:36:16 They both just say 'dur' or whatnot 14:38:54 "bewildered and confused,....mindless" that does seem impossible 14:39:10 Well, they don't say that anymore either 14:39:14 -!- jday_ has joined ##crawl-dev 14:39:26 Stuff that just moves in a confused manner all the time no longer claims to be confused 14:39:29 ??mindless 14:39:31 mindless[1/1]: A tag on slimes, some undead, and some bugs that causes them to step into various clouds when they cannot step around them, without regard for their HP. They also cannot be pacified with Elyvilon, and they cannot use stairs. 14:39:43 Like vapours or whatnot (since they're still quite capable of firing at you) 14:44:53 -!- bonghitz has quit [Remote host closed the connection] 14:47:01 i think i went through a bunch of duration/enchantment stuff a while ago and found a bunch of other things that were out by a factor of 10 in some direction 14:47:09 but then i didn't fix it or write down what they were, oops 14:47:45 oops 14:47:53 but yeah monster enchantments take aut and player durations take turns 14:48:37 -!- MarvinPA_ is now known as MarvinPA 14:48:38 -!- Bloaxor has quit [Read error: Connection reset by peer] 14:48:45 -!- Bloaxor has joined ##crawl-dev 14:48:57 (The portable altar of Nemelex falls away!) 14:48:57 or maybe the other way around! i forget 14:49:19 You have it correct, given the amount of BASELINE_DELAY in mon-cast.cc 14:51:36 Well, except that setting you.duration manually (as done in many places) is also in aut 14:51:36 But you.increase_duration or whatnot is in turns 14:51:36 And these are used interchangeably, mostly 14:53:00 nonethousand: you're making a patch to rename ?vuln ? 14:53:26 trying 14:53:38 well you could also add the anti-magic effect to it 14:53:50 hrm, is that just stepping on ?silence though? 14:53:59 does ?vuln mention glow dissipation 14:54:02 i think it does enough right now 14:54:23 yeah forgot about that side-effect of dispel 14:54:29 I think I'll limit this patch to rename + increase appearance a bit 14:54:30 -!- Zermako has quit [Ping timeout: 252 seconds] 14:54:38 maybe what it does now is enough; no need to shoehorn more things into it 14:55:38 onto might also give us an icon for the "vulnerable to magic" status, which will be helpful 14:57:04 i dont really understand why vuln gives -MR while cancelling all enchantment type thingys, it seems to me to be doing two opposite things 14:57:21 since the -MR is, of course, to give things enchantments (well, hexes) 14:57:27 but it also cancels existing ones? 14:57:58 if anything i would think it would be +MR 14:58:06 yeah, I think it's a case of "do enough stuff so that the scroll is broadly useful" 14:58:16 well having it just cancel enchantments is useful 14:58:21 except the scroll never exists 14:58:22 so no one uses it 14:58:32 crate: see what nonethousand said about a patch above 14:58:56 right but that doesnt address the fact it's doing two opposing things :p 14:59:11 indeed not 14:59:11 fine, but I'm sure they're two seperate issues 14:59:17 sure 14:59:41 it is a kind of weird trade off but I think making them appear more often will at least get people using them 15:00:00 (also +MR would get people using them) 15:00:29 anyway that was just a thought i've had for a while about vuln that I hinted at in my v:5 topic but it was off-topic there so i didnt elaborate 15:05:52 Well, this is an interesting method of digging 15:05:56 I was expecting worse things to happen 15:06:21 I tried casting Summon Forest, then burning down a tree and standing where it was, then waiting for the original wall to come back 15:06:29 I assumed I would end up inside a wall :P 15:06:35 -!- gnum has quit [Ping timeout: 272 seconds] 15:06:50 oh actually that reminds me, could regular trees just be opaque like mangroves 15:07:05 -!- tenofswords has joined ##crawl-dev 15:07:11 I think there are some vaults that rely on them not being so 15:07:18 yeah 15:07:18 Most likely 15:07:36 I was about to say there are vaults designed around "two-tiles of tree" just to obstruct views but 15:07:49 well those vaults could instead use one-tile of tree! 15:07:51 expecing single-tile tree to allow view is probably the bigger issue for vaults 15:07:54 right 15:08:04 but the ones with single-tiles would have to be looked at 15:08:04 It ruins that Veh altar vault :P 15:08:16 (that vault has been disabled for ages anyway) 15:08:19 Oh, has it? 15:08:23 i don't think these vaults would be a great loss compared anyway 15:08:32 I assume there are others that use trees in a similar way to glass, though 15:08:36 But possibly changes can be made 15:08:44 compared to the decreased annoyance of having one less type of transparent wall 15:08:57 And I guess this annoying "two-tree" rule 15:09:05 Anyway, probably being able to turn a wall into a tree and then burn the tree down and not have the wall come back is okay 15:09:22 jungle_book is the other one tothink of 15:09:25 It's way more labor-intensive than digging any other way, anyway :P 15:09:41 DracoOmega: finally, felids have another source of dig 15:09:48 yes jungle_book would lose the hidden loot i guess 15:09:59 It's not hidden now, is it? 15:10:02 I thought it was unhidden 15:10:05 its unhidden 15:10:09 making trees block los would hide it again 15:10:13 You could probably put a tiny bit of glass showing the item, though 15:10:17 With trees in the way otherwise 15:10:20 as in that bit of loot could just be removed 15:10:25 yes 15:10:31 -!- rebthor has quit [Quit: ChatZilla 0.9.90.1 [Firefox 26.0/20131205075310]] 15:10:32 in general having areas full of trees where you can see lots of enemies but not target them just plays badly 15:10:44 as was demonstrated by and fixed in swamp 15:10:45 Yeah, sometimes 15:10:48 alternatively get rid of trees, theyre basically wax and wax wasnt very interesting 15:11:16 I don't like removing trees altogether for thematic reasons alone 15:11:29 -!- chewymouse has joined ##crawl-dev 15:11:32 gammafunk: Honestly, I'd just let felids use wands. I don't see any compelling reason why they can't 15:11:39 DracoOmega: agree :) 15:11:42 oh yeah let's do that too and remove dig spell 15:11:58 for players only I assume? 15:12:26 imo rename trees to wax 15:12:27 problem solved 15:12:46 rubber trees instead 15:13:35 well, the game's theme did fine without trees for 5 DCSS versions not to mention all the crawl versions before that 15:14:28 either way if trees become like mangroves would mangroves also be removed 15:14:52 mangroves still have the difference of leaving shallow water on destruction I guess 15:15:08 mangroves don't make forest fires 15:15:11 yes 15:15:28 solution: remove forest fires??? 15:15:30 -!- chewymouse has quit [Client Quit] 15:15:44 or remove trees and keep mangroves 15:15:46 making all trees mangroves and calling them "trees" would be fine by me but also just making regular trees opaque would be an improvement 15:15:52 if you remove mangroves and put trees then people will just want to burn down trees for ground 15:16:04 or i guess minus the shallow water bit 15:16:30 simmarine: but if you remove trees and put mangroves then merfolk in forest will burn them down for shallow water 15:16:42 what's forest 15:16:49 merfolk reasons 15:17:14 It is surprisingly hard to get a good metric for 'openness' here for Summon Forest that doesn't have the disfavorable effects of the current behavior (like sometimes making half the effect happen outside your los) 15:22:38 so, what would people think of making trees like mangroves for all purposes (los, fire cloud instead of forest fire) except for water? 15:22:43 -!- kwel01 has quit [Quit: Page closed] 15:23:18 my problem with that is that they're then just "walls you dig with fire instead of dig" 15:23:46 I like forest fires 15:23:57 I just think they're a problem in a place like Swamp 15:24:00 Yeah, forest fires help differentiate trees from walls 15:24:13 forest fires are really scummy IMO 15:24:14 In the more rare situation of running into other trees, I think they can be interesting 15:24:38 perhaps if monsters were less content to run through forest forest 15:24:42 er forest fires 15:24:55 that doesn't really solve the problem, since stuff like awaken forest would still exist 15:25:01 -!- ProzacElf has joined ##crawl-dev 15:25:02 it took me 1.5 years of crawl to realize that forest fires existed 15:25:03 so you'd still want to destroy a bunch of trees 15:25:09 awaken wax wall 15:25:20 reflavour spriggans as bees 15:25:23 awaken floor 15:25:33 tenofswords: Roots 15:25:56 DracoOmega already did it :) 15:27:11 -!- Nethris has quit [Quit: Leaving.] 15:29:29 -!- Guest60574 is now known as DieSignund 15:30:01 -!- ProzacElf has quit [Ping timeout: 272 seconds] 15:34:44 03MarvinPA02 07* 0.14-a0-2607-g8732b4a: Don't suppress green draconian stinger in dragon form 10(84 minutes ago, 1 file, 2+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8732b4a5aca2 15:34:49 oh god, i have no idea how to make trees opaque without breaking save compat 15:37:02 -!- BigBluFrog has quit [Quit: Page closed] 15:37:33 actually... 15:37:55 -!- gnum has quit [Ping timeout: 260 seconds] 15:38:15 embrace oblivion 15:38:25 find solace in nonexistance 15:38:49 I guess the changes/removals of existing vaults with trees can be a seperate commit 15:39:52 03tenofswords02 07* 0.14-a0-2608-g8827e6a: V:$ Experiment 2.0: reinstate outside rim, open subvault corners (crate) 10(10 minutes ago, 1 file, 781+ 774-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8827e6af11f4 15:40:06 let it begin 15:40:11 (again) 15:40:21 i guess i should actually see what it plays like at some point 15:40:47 ok which file has the weights for scroll generation 15:41:30 oh, you put monsters at the extremes 15:41:57 makeitem.cc probably? 15:42:09 makeitem.cc, function _generate_scroll_item 15:42:09 live, actual monsters, with sharp fangs and pointy teeth... 15:43:24 thank you wheals, elliptic 15:44:02 -!- DieSignund is now known as DieSigmund 15:48:18 !vault player_in_branch 15:48:18 Couldn't find player_in_branch in the Crawl source tree 15:48:22 !source player_in_branch 15:48:23 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/player.h;hb=HEAD#l818 15:51:41 -!- elliptic has quit [Quit: Leaving] 15:52:32 -!- eith|3 has joined ##crawl-dev 15:55:04 Decorative tile issues in a bazaar by Medar 15:55:29 -!- eith has quit [Ping timeout: 245 seconds] 15:56:46 -!- Pacra has quit [Read error: Connection reset by peer] 15:58:03 -!- Pacra has joined ##crawl-dev 15:58:33 -!- LordSloth has quit [Read error: Connection reset by peer] 15:59:18 -!- ToastyP has quit [Quit: ChatZilla 0.9.90.1 [Firefox 26.0/20131205075310]] 16:00:15 03MarvinPA02 07* 0.14-a0-2609-g9569ea0: Don't give Ds monsters giant clubs (#8149) 10(3 minutes ago, 1 file, 1+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9569ea0ce2e8 16:05:02 good 16:05:26 -!- bmfx has quit [Ping timeout: 252 seconds] 16:06:11 so what's the difference between unmarshallFeatureType and unmarshallFeatureType_Info? 16:08:14 One is for map info, I assume. Which is what the player knows (rather than the true map itself) 16:08:32 <|amethyst> wheals: the latter is 4 bytes and the former 1 16:08:43 <|amethyst> also, the latter is scheduled for removal 16:08:55 Oh, so it's not what I said? 16:08:58 <|amethyst> well 16:09:06 <|amethyst> what you said is true as far as where they are used 16:09:19 <|amethyst> but other than compat there's no reason to have both 16:09:32 Oh? But what about remembered features that may have changeD? 16:09:42 so do i need to modify _Info for save compat with games past TAG_MINOR_0_11? 16:09:49 <|amethyst> DracoOmega: that's a matter of where they are marshalled (as part of the level or part of map info) 16:10:04 Oh, okay 16:10:09 So just use the same thing in two places 16:10:12 ok 16:10:16 Instead of two different overlapping data types 16:10:40 -!- Aryth has quit [Read error: Connection reset by peer] 16:10:53 <|amethyst> wheals: if you're doing unmarshalling fixups, then yes you should probably do both 16:11:27 yeah, i decided to just remove mangroves from the source and turn them into trees via a minor save tag 16:11:31 <|amethyst> though I note that kilobyte omitted the fountain squash in umarshallFeatureType_Info 16:11:42 <|amethyst> I suspect that was unintentional 16:11:56 Also, while you're here, I wanted to merge master back into summon_spells so that it can take advantage of the new autofoe stuff. I have never really done stuff with other public branches. Is there no way to not get older branch-specific commits lost in the past when itself later merged with master? 16:12:00 yeah that was the main reason i was wondering whether there was a difference :) 16:12:41 DracoOmega: just git rebase origin/master? 16:13:17 you'd have to force push the new summon_spells branch, but that's not a big deal 16:13:38 I sort of thought force pushing was an act of last resort? 16:13:45 But my git-fu is kind of perfunctory 16:13:50 -!- djanatyn1 is now known as djanatyn 16:13:55 <|amethyst> It depends on how "public" the branch is 16:13:56 man git fu 16:14:06 <|amethyst> the CSZO experimental stuff doesn't care 16:14:25 <|amethyst> *but* MarvinPA might :) 16:14:46 -!- exant has quit [Quit: Page closed] 16:14:55 <|amethyst> if you don't want to rewrite history, you can just merge in master 16:15:08 <|amethyst> that won't lose old commits or anything 16:15:27 <|amethyst> git log master..branch will still list all the commits that are in the branch and not in master 16:15:40 I guess I mean in terms of what the history looks like if/when later merged into master 16:15:48 So that the new stuff comes as a tidy bundled block? 16:16:04 <|amethyst> probably the best thing to do there is to rebase it onto master at the very end when ready to do that 16:16:27 Does that work in a straightforward manner if master was merged into the branch at different points? 16:16:27 <|amethyst> but if you had to resolve conflicts in the branch, you'd have to repeat that 16:16:47 <|amethyst> (which is what rerere is for, but I don't really know rerere) 16:17:10 <|amethyst> DracoOmega: It should, though again the conflicts might have to be re-resolved 16:17:53 That mightn't be so bad 16:18:08 rerere 16:18:11 <_< 16:18:17 imo just merge in master, safe in the knowledge that we reached peak merge-messiness already with the fight rewrite 16:18:26 <|amethyst> MarvinPA: heh 16:18:40 <|amethyst> either way, double check your enums before you push 16:18:53 (but really listen to people other than me since i'm pretty clueless on merge stuff) 16:18:55 <|amethyst> %git 296184e 16:18:55 07|amethyst02 * 0.14-a0-2414-g296184e: Add a warning to the save compatibility documentation. 10(10 days ago, 1 file, 25+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=296184e7596e 16:19:02 beware the enum cost! 16:19:59 I have pretty much always rebased instead of merged, so I guess I can usually avoid that problem 16:20:07 Since trivial enum conflicts always seem to need to be hand-resolved >.> 16:20:22 is there a way to get git checkout -b to make a branch based on master instead of the current branch? 16:20:33 i guess i could just remember to switch to master first 16:20:44 git checkout -b blah origin/master you mean? 16:20:49 oh, ok 16:20:53 -!- elliptic has joined ##crawl-dev 16:26:10 -!- Krakhan has quit [Changing host] 16:29:19 <|amethyst> DracoOmega: the same thing can happen with rebases, too. The issue is that git's conflict resolution is perfectly happy if it can find *a* way to merge, even if it puts the enums in the wrong place for master 16:29:26 -!- Akien has joined ##crawl-dev 16:29:42 (as I learned the hard way) 16:29:47 I wonder how that happens, since most of these conflicts LOOK trivial 16:29:50 <|amethyst> particularly since it the right place for master and the right place for keeping save compat within the branch are different places 16:30:02 And yet it still doesn't resolve them automatically 16:30:22 <|amethyst> DracoOmega: the real problem is when it does resolve them automatically and gets it wrong 16:30:24 So what does it take for it to think it can do it, I wonder? 16:30:38 Yes, I'm just curious what the circumstances would be 16:30:43 <|amethyst> like master: MONS_FOO, MONS_BAR (added after branch), MON_BAZ 16:30:59 <|amethyst> and branch: MONS_FOO, MONS_BRANCH_1, MONS_BRANCH_2 16:31:20 <|amethyst> as far as git is concerned, MONS_FOO, MONS_BRANCH_1, MONS_BRANCH_2, MONS_BAR, MONS_BAZ is a perfectly reasonable resolution 16:31:28 -!- Akien has quit [Client Quit] 16:31:40 I have always seen it complain in those circumstances, though 16:31:54 So I wonder if it's some specific combination of surrounded spaces or something? 16:32:06 -!- st_ has quit [Read error: Operation timed out] 16:32:09 surrounding* 16:34:40 <|amethyst> hm 16:34:47 <|amethyst> that's a good question 16:34:53 I wonder how common we want purge magic to be...maybe around curse X levels? (a bit below immolation) 16:35:18 err, a bit below immolation + most other scrolls :P 16:35:24 I don't know that I think it needs to be below immolation 16:35:52 Or not by a whole lot, anyway? 16:35:53 definitely shouldn't be more common than blinking/immolation etc 16:36:08 just for clarity, "immolation" was misleading, all the common scrolls besides identify, tele, and remove curse are at that level 16:36:15 Oh, huh 16:36:19 right 16:36:30 Maybe I assumed immolation is rarer than it is because you usually don't count them? :P 16:36:43 ??purge magic 16:36:43 I don't have a page labeled purge_magic in my learndb. 16:36:51 johnstein: renaming vulnerability 16:36:56 ah ok 16:37:08 just a rename? or functional changes as well? 16:37:17 increasing their appearance a bit, too 16:37:20 ok 16:37:54 -!- redmoss has quit [Quit: Leaving] 16:39:42 -!- LexAckson_ has quit [Quit: Leaving] 16:41:26 as common as immolation seems good to me 16:42:39 DEPTH: Swamp, Zot:1-4 16:42:43 that's as common as enchant weapon I for the record 16:43:02 which I'm a bit hesitant to do 16:43:13 Well, what are the actual numbers here? 16:43:15 Old and new 16:44:24 _generate_scroll_item in makeitem.cc, "it depends on stuff" 16:44:33 it was weight 140 for depth_mod > 4 and I'm making it 270 16:44:35 -!- CKyle has quit [Quit: CKyle] 16:44:43 reducing the chance of remove curse 16:45:01 270 is the weight for curse weapon, armour, jewellery 16:47:55 -!- scummos__ has quit [Ping timeout: 260 seconds] 16:48:44 And what's immo and such? 16:48:49 331 16:51:51 Well, 270 is an improvement anyway, I'd say 16:52:08 should holy world really be considered a high level scroll wrt depth? 16:52:16 oh, I guess undead players yeah 16:53:05 !lg * vmsg~~holy_word 16:53:06 No games for * (vmsg~~holy_word). 16:53:21 hrm, I wonder if those scrolls could somehow be merged in a cute way 16:53:42 torment if player is undead, holy word if not 16:53:49 not that simple, but it might work 16:53:56 still the monster side of things to consider 16:53:58 <|amethyst> Holy Word + Torment = Half-Off Special 16:54:07 Scroll of WORD 16:54:11 , yo! 16:54:14 <3 16:55:00 -!- Ladykiller69 has quit [Quit: Verlassend] 16:57:11 -!- Chris7 has quit [] 16:57:47 What about those poor demonspawn that get affected by BOTH? ^^; 16:58:15 scroll of harm demonspawn 16:59:55 gammafunk: merging the scrolls makes them less interesting, since currently there are still situations where undead want to use holy word or living want to use torment 17:00:20 sure hope this didn't break anything ;; 17:01:02 Rename scroll of vulnerability to scroll of purge magic and increase appearance slightly by n1000 17:01:05 -!- LordSloth has quit [Quit: gotta drive] 17:01:28 Yes, holy word is still useful to undead players, since while you take more DAMAGE than the monsters will (usually), it stuns them and not you 17:01:34 And the stun is mostly what you usually care about 17:01:52 yeah, and it can never actually kill you (since it does torment damage to you) 17:01:53 -!- gowby has quit [Ping timeout: 245 seconds] 17:01:55 Yeah 17:02:18 -!- ldf has quit [Quit: ldf] 17:02:20 I haven't found ?torment useful very often on living characters, but I can see that it could happen 17:02:35 living characters still have various ways of getting partial torment resistance 17:03:06 -!- ystael has quit [Read error: Operation timed out] 17:03:21 Somehow I find myself recalling the time I Dealt Four at Nikola and pulled 3 torment cards in a row 17:03:24 or total 17:03:25 ?torment is probably pretty useful if you are using it on a big group of things that you are then going to hit with a rod or something else limited 17:03:28 fungus form! 17:03:31 And then failed to kill him with the last one 17:03:46 -!- tsohg has quit [Remote host closed the connection] 17:03:48 (It was vitriol, I think) 17:04:01 the most common situation I've used torment with is from behind kiku zombies 17:04:03 Nice instantly losing 87% of my hp :P 17:04:31 i think personally my biggest gripe about torment/hw scrolls is i have to identify them 17:05:17 you mean ?id them? 17:05:26 there's always the proposal of making all scrolls ID on use regardless of effect 17:05:26 or just use one of the very few? 17:05:27 well if i want to use them 17:05:41 -!- bonghitz has quit [Client Quit] 17:05:42 if you use-id holy word or torment you might well not find another 17:05:45 typically i ?id scrolls when i get down to four or five unseen for that sort of reason 17:05:54 oh they do ID on read I guess? 17:05:56 yes 17:06:05 but then the scroll is gone 17:06:06 so that doesnt help terribly much 17:06:32 this has somehow never bothered me 17:06:45 -!- eith|2 has quit [Ping timeout: 252 seconds] 17:06:50 this is what it means to have a somewhat rare item, you might not find it :P 17:06:57 torment sounds like it should be powerful but it just seems so limited 17:07:07 well the problem is more that when i do find it i read-id it and then welp there goes my one scroll 17:07:15 (alternatively it burns up) 17:07:16 Honestly, probably my biggest problem with holy word is item destruction. Since the times you want to use it are rare enough that probably you lose it before they occur 17:07:21 -!- BigBluFrog has quit [Quit: Page closed] 17:07:28 (?silence has this problem too) 17:07:45 i leave those on the ground until i'm going to do a branch where i expect they will be needed (usually zot, maybe crypt) 17:07:51 -!- scummos__ has quit [Ping timeout: 252 seconds] 17:11:09 Remove mangroves, make trees block LOS always by wheals 17:14:28 surely the better thing to do with chaos champions is to just define their long list of weapons rather than have special cases for unideal weapons 17:15:36 so really i don't know where to go from here 17:15:47 i can't look at every vault with a tree in it 17:16:25 I coulddddddd 17:17:27 Also, I don't like outright removing mangroves and just using normal trees in Swamp 17:17:39 Due to those having land under them and mangroves having water 17:18:25 DracoOmega: best solution: remove item destruction 17:18:26 I think wheals' patch leaves that behavior 17:18:48 Oh? It wasn't apparent from the description 17:18:53 (I never looked at the code) 17:19:11 There were two differences between trees and mangroves, besides LOS: 17:19:11 the latter didn't start forest fires and left shallow water when 17:19:11 destroyed. That behaviour is kept, instead checking whether 17:19:11 the tree (technically, the player) is in Swamp. 17:19:22 pffff 17:19:46 whats wrong with mangroves? the los thing is good I think? 17:19:58 because trees suck 17:20:06 walls are much better 17:20:54 <|amethyst> Isn't the tree LOS thing also an issue with transparent rock? 17:21:16 <|amethyst> and grates and statues 17:21:19 two transparent rock in a row is still transparent 17:21:25 trees are this weird thing 17:21:43 bushes 17:22:00 good thing shoals did not end up being partially comprised of bushes 17:22:31 i guess you could argue the special-casing by branch is bad but shoals also has a special environmental effect 17:22:35 and hells i suppose 17:22:49 |amethyst: I couldn't find any instances where monster attitude was set but mons_att_changed() wasn't called aside from the ENCH_CHARM case, which I handled in patch I uploaded yesterday, but if you recall/find any such instances please let me know 17:23:00 <|amethyst> gammafunk: hmm 17:23:30 I just searched for "->attitude = " 17:23:45 kind of feel there should simply be a monster::set_attitude() method and make attitude private 17:23:53 ohhhh 17:23:59 your patch also makes trees not bad 17:24:08 <|amethyst> gammafunk: private? 17:24:08 yeh 17:24:09 good patch then! 17:24:11 <|amethyst> gammafunk: what's that? 17:24:14 <|amethyst> :P 17:24:19 the swamp tree tiles should still be mangrove tiles though 17:24:24 those look swampier 17:24:25 hehe 17:24:26 spider also used to have it, this clearly implies we need an environmental effect for, uh, snake 17:24:33 is that some kind of "object-oriented programming' thing? 17:24:43 what did spider have? 17:24:53 <|amethyst> gammafunk: there is a special case in the spore death code but you don't need to worry about that (it only affects plants that are bout to die) 17:24:55 the whole generating spider webs over time 17:25:05 wow, there isn't any private monster data, is there 17:25:19 Yeah, I saw cases where a monster was dying or getting created 17:25:28 snake should have the monsters settling towards the center 17:25:30 since it is a pit 17:25:34 but those shouldn't apply 17:25:42 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 17:25:47 snake should have specialty shaft traps that throw you into a bubble of snakes 17:25:58 is private data in monster:: a bad idea or is that just "how we roll"? 17:26:10 -!- Garhauk has quit [Quit: Page closed] 17:26:19 why did it have to be snake pit 17:26:29 <|amethyst> gammafunk: maybe enslave soul? 17:26:46 ah, I saw that and assumed the monsters dies 17:26:58 er saw that the soul is created, so the monster must die 17:27:03 I should test it though 17:27:13 i remeber that someone said there was a bug with enslaving one of the elven twins 17:27:23 s/enslaving/enslaving the soul of/ 17:27:28 <|amethyst> gammafunk: if I'm reading this correctly, it just changes the existing monster 17:28:00 that's a bold manouver; I'll test 17:29:05 <|amethyst> as for information hiding... maybe it would be a good idea, but in some places you need to get around it 17:29:09 -!- johlstei has quit [Ping timeout: 248 seconds] 17:29:38 <|amethyst> e.g. setting the attitude maybe shouldn't *always* call mons_att_changed, because it happens when the monster is created too 17:29:42 <|amethyst> or when it's unmarshalled 17:29:42 haha, setting piety to 200 for yred in wiz mode is pretty amusing 17:30:08 <|amethyst> (but of course there are ways to deal with that) 17:30:35 |amethyst: yes, I was thinking move the mons_att_changed call within monster::set_attitud() with boolean argument to the later to allow such instances 17:30:38 -!- NilsBloodaxe has quit [Ping timeout: 245 seconds] 17:30:40 but not sure it'sreally helpful 17:30:58 well esp if we consistently don't use private monster data; 17:31:06 -!- ackack has quit [Ping timeout: 245 seconds] 17:32:19 welp, yes it doesn't handle enslave soul 17:32:30 <|amethyst> severed malign portal tentacles 17:33:02 <|amethyst> and likewise ones where the duration runs out 17:33:16 |amethyst: you mean it doesn't handle alignment conversion there? 17:33:17 <|amethyst> s/duration/friendliness duration/ 17:33:40 <|amethyst> those do call behaviour_event immediately, though, so maybe the mons_att_changed call is hidden there 17:34:01 hrm, behaviour_event calls mons_att_changed for breaking charm, I recall 17:34:12 <|amethyst> yeah, but that wouldn't be the case here 17:34:22 <|amethyst> because the attitude has already been changed before the event is called 17:34:24 -!- Basil has quit [Read error: Operation timed out] 17:34:53 so the case with malign portal tentecals is one where they become neutral? 17:35:01 *tentacles 17:35:04 Unstable branch on crawl.s-z.org updated to: 0.14-a0-2609-g9569ea0 (34) 17:35:12 <|amethyst> there's one where they become neutral and one just below it where they become hostile 17:35:21 -!- Tarragon has quit [Ping timeout: 252 seconds] 17:35:26 -!- dtsund has quit [Quit: dtsund] 17:35:28 so the solution is just call mons_att_change(), correct? 17:35:34 or it can't do that? 17:35:58 <|amethyst> I don't know 17:36:18 <|amethyst> player_anger_monster also does call mons_att_changed but does call behaviour_event 17:36:47 doesn' call mons_att_changed? I'll take a look anyhow 17:37:01 <|amethyst> doesn't 17:37:02 <|amethyst> yeah 17:37:34 <|amethyst> player_anger_monster does delete ENCH_CHARM but maybe they weren't charmed 17:39:15 <|amethyst> and those are all I found 17:40:52 <|amethyst> sorry I haven't had time to actually look over your patch 17:41:10 No prob, this was the info I need, I'll make a new version 17:41:31 <|amethyst> (I shouldn't have time to chat in IRC either, but that's easier to put down than working on a patch) 17:41:53 -!- fearitself has quit [Ping timeout: 245 seconds] 17:42:11 Well, that's changes to Summon Forest water and centering. Now to try and scale the dryad down enough to make the effect longer 17:42:42 DracoOmega: I found the golem guardian spell to not be great 17:42:58 (Since you actually can't recast it until it expires, it occurs to me that longer duration has the interesting effect of penalizing you more if the dryad gets killed in the meantime) 17:43:02 Which could be a positive 17:43:11 gammafunk: Well, don't worry, I've been working on that too :P 17:43:14 It's another meat shield, but it has a hard time doing useful things other than that; maybe the share damage aspect is bnot bad 17:43:18 right on 17:43:31 Injury bond is passively applied to allies automatically, without needing to wait for it to cast it 17:43:38 And it has more hp (which goes up with spellpower) 17:43:38 It was nice when I got serial explosions from multiple casts of it next to the minotaur! 17:44:18 Can that improve the vault monster that does that, as well? 17:44:19 pair guardian golem and fulminant prism so you don't have to worry about the monsters setting off the bomb early 17:44:35 I recall them not being terribly effective, at least compared to wardinals, sentinels, convokers 17:44:36 That... actually might kind of work 17:44:45 What vault monster that does it? 17:44:50 preserver? 17:44:57 Of Vaults monster 17:44:59 Oh* 17:45:03 wardinal, sentinel, convokinal 17:45:06 I, uh, thought there was some vault monster with injury bond 17:45:17 preserver, yes, I might just be mistaken 17:45:22 Yes, them 17:45:24 ironheart preserver (09@) | Spd: 10 | HD: 12 | HP: 60-96 | AC/EV: 0/10 | Dam: 25 | 10weapons, 10items, 10doors, spellcaster | Res: 06magic(48) | Chunks: 07contam | XP: 1037 | Sp: minor healing (2d6), injury bond | Sz: Medium | Int: normal. 17:45:24 %??ironheart_preserver 17:45:31 They're the least noticable of the lot, but I think they still do some work 17:45:54 preserver bat (15b) | Spd: 30 | HD: 1 | HP: 2-5 | AC/EV: 1/14 | Dam: 1 | sense invisible, fly, !sil | Res: 06magic(1) | XP: 1 | Sp: injury bond | Sz: tiny | Int: animal. 17:45:54 %??bat name:preserver n_adj spells:injury_bond 17:45:54 preservers are secretly a vechicle to put in more deep elf annihilators and deep elf sorcerers :P 17:45:56 the other three certainly do a lot of work, so it's ok 17:46:06 tenofswords: Haha. Also that maybe! 17:46:16 there, a vault monster with injury bond 17:46:34 tenofswords: do deep elf annihilators/sorcerers really preserve very much? 17:46:57 if evilmike ever updates thunderdome or if I ever feel like stabbing at it, there is almost surely going to be a round with preservers accompanied by... something fragile 17:46:59 I guess they'd preserve the vaults look pretty well 17:47:01 <|amethyst> Deep Elf Canner 17:47:13 *loot 17:47:27 the deep elves fry your body into good sizes for tins 17:49:21 Hellfried chicken? 17:49:42 The Fragile (16J) | Spd: 15 | HD: 100 | HP: 100 | AC/EV: 1/4 | Dam: 22 | amphibious, evil, regen, !sil | Res: 06magic(400), 03poison, asphyx, 12drown | Vul: 08holy | XP: 12688 | Sp: shadow creatures, airstrike (0-210), smiting (7-17), 04esc:death's door | Sz: small | Int: plant. 17:49:42 %??slime creature hp:100 hd:100 name:The_Fragile n_rpl col:jewel generate_awake perm_ench:haste spells:shadow_creatures;shadow_creatures;shadow_creatures;airstrike;smiting;death's_door 17:50:09 The Fragiler (16J) | Spd: 15 | HD: 100 | HP: 5 | AC/EV: 1/4 | Dam: 22 | amphibious, evil, regen, !sil | Res: 06magic(400), 03poison, asphyx, 12drown | Vul: 08holy | XP: 2713 | Sp: shadow creatures, airstrike (0-210), smiting (7-17), 04esc:death's door | Sz: small | Int: plant. 17:50:09 %??slime creature hp:5 hd:100 name:The_Fragiler n_rpl col:jewel generate_awake perm_ench:haste spells:shadow_creatures;shadow_creatures;shadow_creatures;airstrike;smiting;death's_door 17:50:25 instant win for boegh worshipers 17:51:29 random question 17:51:37 Rod of fiery destruction doesn't warn you if the explosion will hit you by Medar 17:53:56 -!- lobf has quit [Quit: lobf] 17:54:53 -!- CKyle has joined ##crawl-dev 17:55:20 <|amethyst> Medar: I think I see where I caused that 17:55:47 Damn beams! 17:55:48 <|amethyst> Medar: hm, maybe not 17:56:27 <|amethyst> never mind, what I was thinking of isn't the problem 17:56:35 -!- ackack has joined ##crawl-dev 17:58:58 -!- NilsBloodaxe has quit [Ping timeout: 245 seconds] 18:00:38 -!- Wolfechu has quit [Ping timeout: 245 seconds] 18:04:11 |amethyst: I added a call to mons_att_changed() but grand avatars don't work upon enslave because the enchant isn't copied; I suppose just deleting avatars upon enslavement is the solution 18:05:21 each avatar type has an end_foo() function available 18:06:54 <|amethyst> Medar: oh, I see 18:07:01 <|amethyst> Medar: the beam thinks it's aimed_at_feet 18:07:46 Hmh. 18:08:58 -!- tabstorm has quit [Ping timeout: 245 seconds] 18:09:00 -!- ProzacElf has joined ##crawl-dev 18:09:32 -!- Basil has joined ##crawl-dev 18:12:10 <|amethyst> this doesn't happen for IMB because the spray beams there have different source (the centre) and target (the end of the beam) 18:12:28 <|amethyst> it doesn't happen for fireball because that doesn't use .fire() 18:12:42 IMB can't splash the caster (IIRC) 18:13:11 might not be the worst feature for this rod either :) 18:13:17 <|amethyst> right, but even if it could it wouldn't have the same problem 18:13:30 -!- ProzacElf has quit [Ping timeout: 260 seconds] 18:18:10 -!- simmarine has quit [Ping timeout: 260 seconds] 18:20:42 -!- thedefinite has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 18:21:44 -!- simmarine has joined ##crawl-dev 18:22:39 -!- DrinkMachine has quit [Ping timeout: 260 seconds] 18:25:38 -!- whig has quit [] 18:29:12 -!- caleba has quit [Quit: caleba] 18:30:18 <|amethyst> Medar: this is not the first time that the aimed_at_feet logic has been a problem 18:30:26 <|amethyst> Medar: I can't figure out the best way to fix this 18:31:08 -!- dtsund has joined ##crawl-dev 18:31:10 <|amethyst> Medar: one possibility would be to just have it explode in the first place, rather than firing a second beam that then explodes when it reaches its target 18:31:26 <|amethyst> Medar: (its target being the same cell where the second beam originated) 18:31:34 <|amethyst> Medar: but I'm not sure about side-effects of that 18:31:41 Mmm. 18:32:19 <|amethyst> Medar: another is to add some way to avoid the if (target == source) thing in initialise_fire 18:32:42 by the way, how is the new rod 18:33:02 <|amethyst> Medar: my first thought was to just make source = parent->source in the new beam 18:33:05 <|amethyst> Medar: that didn't work 18:33:53 <|amethyst> Medar: that made it fire the exploding beams down the original path, meaning they all hit the first monster 18:34:00 <|amethyst> (assuming it survives) 18:35:28 <|amethyst> Medar: So not fixing this right now, but I did spot another bug that is currently being hidden 18:35:43 A ghost bug comes into view. f - a ring of see invisible (right hand) 18:35:57 tenofswords: My first impressions were that it's cool, but doesn't do that much damage 18:36:55 * tenofswords shrugs 18:37:50 |amethyst: Oh well. Maybe you should write some of this down on the bug report. 18:38:00 how about the other new rod 18:38:14 What's the other new rod? 18:38:26 !bug 8103 18:38:26 https://crawl.develz.org/mantis/view.php?id=8103 18:38:33 <|amethyst> Medar: hm.. I might try just making it explode 18:38:45 well first clearly I need to take in this crystal guardian thing 18:39:18 except I get something about trailing whitespace from copying the patch off sprunge.us and then git freaks out??? 18:40:03 wheals: it should -only- fire weird bolts 18:40:22 acid, quicksilver, chaos, uh 18:40:42 bolt of uh 18:40:44 surely there are some other bizarre ones 18:40:44 crystal 18:41:03 metal shards 18:41:07 shadow 18:41:17 bolt of bone shards 18:41:24 "rod of miscellany" 18:41:36 bolt of inner flame 18:41:44 anyway i wanted a kind of simple rod, we have enough weird and unique ones 18:41:47 Bolt of white fluffiness 18:41:58 bolt of summon vapours 18:41:59 rod of chupacabra 18:43:03 <|amethyst> Medar: found another bug, but it might already be on mantis (and is probably at least a year old) 18:43:11 <|amethyst> That beam is likely to hit you. Continue anyway? 18:43:11 <|amethyst> Really fire at your orc? 18:43:20 <|amethyst> I answered N to the first one 18:43:28 Urgh. 18:43:43 wheals: really all you need to do for that rod is add bolt of iron IMO 18:43:51 bolt of ice! 18:43:57 <|amethyst> okay, changing fire() to refine_for_explosion() then explode() *seems* to work 18:45:02 Video of neil in action: http://gfycat.com/DimpledDeficientCopperbutterfly 18:45:09 <|amethyst> My thought on the rod: Rod of Message Spam 18:45:50 how so? 18:46:00 <|amethyst> maybe I'm testing it in too crowded a location 18:46:05 oh, the other one 18:46:08 <|amethyst> but I get several pages of messages from one zap 18:46:16 <|amethyst> oh, yeah, fiery destruction I mean 18:46:16 fireballbolt 18:46:38 -!- ackack has quit [Ping timeout: 260 seconds] 18:46:41 I guess that's true. 18:46:54 I never read anything so I don't notice :\ 18:47:26 <|amethyst> Medar: I wouldn't notice, except for --more-- 18:47:54 <|amethyst> and I do my debugging in a fairly big window, so it's not often that I get a too-many-messages-in-one-action more there :) 18:48:23 <|amethyst> (20-line message area) 18:48:32 Ok, that's a lot. 18:49:05 -!- ackack has joined ##crawl-dev 18:49:31 <|amethyst> because each explosion gives you the explosion message, plus up to 8 "engulfs" messages, plus up to 8 monster damage messages 18:49:37 <|amethyst> and there can be several explosions 18:49:57 sounds like disc of storms in a ziggurat 18:51:10 maybe just skip the "engulfs" parts? 18:52:55 <|amethyst> hm, how to title this commit 18:53:06 The blast of exploding explosion explosion engulfs and explodes on the kobold! 18:53:59 -!- LordSloth has quit [Remote host closed the connection] 18:56:18 The kobold explodes! 18:56:39 the explosion of kobold engulfs the kobold! 18:57:30 yeah, the spell should put inner flame on anything it hits 18:57:31 pleh 18:57:42 _Branches wave dangerously above you. x3 18:57:42 Tentacle connect failed! What the heck! severed status 0 18:57:42 _Pathed to 64 36 from 63 35 mid 1 count 6 18:57:47 yay tentacles 18:57:52 grunt, can you make me a new patch, git thinks that http://sprunge.us/QQST is corrupt 18:58:15 also can all of crawl have phrases like "What the heck!" for errors 18:58:29 yes please 18:59:16 tenofswords: Works fine for me. Copy & paste error? 18:59:31 wget -qO - 'http://sprunge.us/QQST' | git am 18:59:39 If you are on Linux 18:59:40 tenofswords: remove the --- line from the comment 18:59:51 oh 19:00:25 <|amethyst> okay, this seems to work 19:00:29 ...nope, still thinks it's corrupt 19:00:55 03|amethyst02 07* 0.14-a0-2610-gd768359: Give player-hit warnings for \FD (#8154) 10(14 minutes ago, 1 file, 2+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d7683599b083 19:00:55 03|amethyst02 07* 0.14-a0-2611-gb78098f: Don't prompt for self-hits while targetting \FD. 10(25 minutes ago, 1 file, 1+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b78098f4675f 19:00:57 (define "corrupt"?) 19:01:09 |amethyst: do you mean |FD?? 19:01:39 fr: tiles in commit messages 19:02:05 wait, does amethyst use \ for rods too 19:02:13 it does bug me that d| doesn't select rods 19:02:17 <|amethyst> they were split 19:02:20 oh 19:02:24 <|amethyst> I don't use \ for the glyph 19:02:37 &o\ 19:02:42 wheals: it bugs me more that d+ selects manuals 19:03:01 it bugs me that d+ selects anything 19:03:04 "$ git apply C:/../crystal.patch [] C:/.../crystal.patch:86: trailing whitespace. ' else if (real_flavour == BEAM_CRYSTAL && flavour == BEAM_CRYSTAL)' C:/.../crystal.patch:87: trailing whitespace. ' flavour = coinflip() ? BEAM_FIRE : BEAM_COLD;' fatal: corrupt patch at line 89 19:03:12 wheals: why 19:03:24 + isn't a glyph for anything! 19:03:25 except doors 19:03:41 well it's kind of hard to press d∞ 19:03:46 fr door items 19:04:04 <|amethyst> tenofswords: what's line 89? 19:04:12 } 19:04:27 <|amethyst> with a space at the beginning? 19:04:28 like, literally, just '}' 19:04:45 with a space yes 19:05:40 did you try saving it directly without copy/paste? 19:05:49 <|amethyst> ohh 19:06:00 <|amethyst> tenofswords: is it missing the newline at the end? 19:06:02 or is this a EOL thing 19:06:08 with linux and windows 19:06:17 -!- dck has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client] 19:06:29 saving it worked 19:06:45 <|amethyst> yeah 19:07:00 <|amethyst> it was probably missing the newline at the end of the file 19:07:25 <|amethyst> did that get rid of the trailing whitespace warnings too? 19:07:31 yes 19:07:43 <|amethyst> so missing newline and *also* DOS line endings in the patch file 19:08:19 <|amethyst> Here's a nickel, kid, go buy yourself a real OS 19:08:23 |amethyst: Rod patch seems to work. 19:08:26 <|amethyst> (j/k of course) 19:08:26 :P 19:08:33 MarvinPA: What happened there? (Or do you not have any idea?) 19:08:50 <|amethyst> Medar: also trying to decide whether to close the bug 19:08:59 <|amethyst> Medar: because I did nothing about the doubled "Okay then" 19:09:20 no idea, i thought for a second it was the same turn the duration ended and the walls turned back but actually it was a turn before that 19:09:23 Just close it IMO, there are more of those to find if someone feels like it. 19:09:45 Like cloud spells not giving one. 19:09:49 When you cancel them, that is. 19:10:15 MarvinPA: Man, all the water in that version you're using looks awfully inconvenient :P 19:10:31 i guess it goes well with ice beasts though! 19:10:33 mfsu the new powercombo 19:10:36 not that the nagas care either 19:10:39 Heh 19:10:44 (THE POWER CLASS OF 0.14) 19:10:50 (GO FOR SPLINT MAIL-- wait...) 19:10:53 Summon Merfolk 19:10:55 I think the little ponds in the new version look okayish 19:11:12 I'll probably push what I have once I finish these duration/power tweaks 19:11:15 summon merfolk is called shadow creatures 19:11:22 no, it's called deck of war 19:11:44 Greedy bastards 19:12:17 MarvinPA: Yeah, I think that's actually an interesting balance mechanism to it lasting longer, too 19:12:35 MarvinPA: Since it gets to do more, but if the dryad dies early, you can't refresh it right away 19:12:39 yeah 19:13:15 oh another advantage to opaque trees 19:13:20 -!- Utrick has quit [Client Quit] 19:13:37 is otherwise you can summon forest and then back up behind trees in a corridor while the stuff happens 19:13:44 if that makes any sense 19:13:47 (What, you don't want to summon forest to scry on things???) 19:13:52 but the stuff is out of los... 19:14:03 since when do summons attack out of los! 19:14:06 wheals: i mean with transparent trees 19:14:14 MarvinPA: isn't it still "out of los" for summon purposes 19:14:17 oh i see, otherwise 19:14:25 oh i don't even know, maybe 19:14:27 MarvinPA: Do the trees there count as 'in los', though, any more than glass does? 19:14:29 i thought you were saying that there'd be a secret tech 19:14:31 MarvinPA: I recall not being able to get summons to attack things through trees before, at least 19:14:37 you definitely can't target stuff with ta 19:14:42 but i think stuff was still fighting, not sure 19:15:45 This reminds me. Being able to summon stuff through grates is a bug, right? 19:15:58 MarvinPA: just tested it, stuff will not fight 19:16:03 ah ok nevermind then 19:16:07 -!- scummos__ has quit [Ping timeout: 272 seconds] 19:16:10 secret tech fixed 19:16:42 rip 19:20:06 |amethyst: ok, updated avatar patch is in the report, which hopefully covers all the cases, for whenever you feel like looking at that 19:25:38 -!- johlstei has joined ##crawl-dev 19:26:19 -!- Escalator has quit [Ping timeout: 245 seconds] 19:29:21 -!- hams` has quit [Ping timeout: 245 seconds] 19:34:35 -!- Foamed has quit [Quit: Heading to bed.] 19:35:34 grunt, fun fact: the crystal bolt doesn't bounce off metal 19:35:42 ... 19:35:58 yes, it is quite vexing 19:37:19 oh, did grunt already get to it? 19:37:19 second fun fact: lightning bolts bounce off open sea 19:37:27 -!- ProzacElf has joined ##crawl-dev 19:37:34 haha 19:37:37 yes, open sea / lava cound as solid features 19:37:39 that is a good one 19:37:47 which I learned when implementing that throw ability 19:38:02 does open sea count as a gazebo? 19:38:26 rename it to the hard, hard open sea 19:38:45 oh i guess gazebos are gone 19:38:54 it is certainly a fearsome, invulnerable foe 19:39:54 -!- alefury|2 has quit [] 19:41:37 03Grunt02 07* 0.14-a0-2612-gca0c6ec: Give Nikola a small chance of getting the arc blade (wheals, dck). 10(4 minutes ago, 1 file, 2+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ca0c6ec61b72 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2557-gfe507cf: Automatically apply injury bond from guardian golems 10(17 hours ago, 6 files, 30+ 16-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=fe507cf78ae0 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2558-gacd4404: Properly expire injury bond from friendly sources 10(17 hours ago, 1 file, 4+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=acd4404d4162 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2559-g74a6667: Improve guardian golem defenses, scale hp with spell power 10(6 hours ago, 3 files, 10+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=74a666722cce 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2560-gfd2042d: Increase Summon Lightning Spire's range to 2 10(6 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=fd2042da072e 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2561-g61c93ed: Change Summon Forest openness criteria, always center on caster 10(4 hours ago, 1 file, 14+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=61c93ed9b444 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2562-g323ca68: Attempt to expire the dryad from Summon Forest at the same time as the forest itself 10(4 hours ago, 1 file, 4+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=323ca680e6d4 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2563-g28b0058: Reduce water created by Summon Forest, change form 10(2 hours ago, 1 file, 43+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=28b0058d480b 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2564-g230ef3e: Make Summon Forest last longer, weaken dryads 10(21 minutes ago, 2 files, 11+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=230ef3e62244 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2627-g8b69275: Merge branch 'master' into summon_spells 10(10 minutes ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8b692751aca0 19:41:41 03DracoOmega02 07[summon_spells] * 0.14-a0-2628-ga12c500: Add autofoe behavior to the new summons 10(7 minutes ago, 1 file, 4+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a12c500c563e 19:41:41 ... and 1 more commits 19:41:43 Well, that's the various summon_spells stuff pushed 19:41:45 Oh, haha 19:41:51 There it goes 19:42:31 1 more commits 19:42:33 why even say that 19:42:39 Haha. 19:42:49 might as well just say the commit 19:42:52 Haha 19:43:00 It is an exciting commit 19:43:06 That removes the 2 damage melee from guardian golems 19:43:06 "Ruin everything." 19:43:07 cliffhanger 19:43:14 <|amethyst> I thought I fixed that 19:43:27 Anyway, I guess I'll go rebuild the branch now? 19:44:28 thorn lotus (06P) | Spd: 8 (move: 160%) | HD: 11 | HP: 41-69 | AC/EV: 4/9 | 03plant, !sil | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | XP: 230 | Sp: v.thorns (3d15); v.thorns (3d15) | Sz: small | Int: plant. 19:44:28 %??Thorn lotus 19:44:38 they had only two damage melee before? 19:44:54 -!- ainsophyao has quit [Remote host closed the connection] 19:45:00 Yes 19:45:02 good injury bond bug, cut down in its prime before it had a chance to do anything fun 19:45:07 Haha 19:45:09 tenofswords: crystal bolt bounces off of metal fine for me here??? 19:45:21 Thank god for debug info for monsters or I never would have noticed 19:45:28 But I was like 'why do they still have injury bond'? 19:45:35 The source was also 'pet program bug' :P 19:45:40 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 19:45:46 haha 19:45:46 why would guardian golem not scale well with spellpower 19:45:54 ... set off by his pet program bug 19:46:15 What do you mean? It didn't before, and now it does. 19:46:33 hr8 19:46:35 And scaling hp of a damage sponge with spellpower seems like a pretty reasonable thing for spellpower to do 19:46:38 with a g 19:46:54 I wonder if "crystal guardian" will need a rename considering the current guardians 19:46:56 I mean numbers are provisional, etc, etc. 19:47:11 guardian mummy, guardian serpent, vault guard, guardian golem, orb guardian, crystal guardian 19:47:27 not sure I like the name guardian golem all that much 19:47:30 guardian gargoyle 19:47:37 (fr siege gargoyles) 19:47:46 seige golem! 19:47:48 because being able to kill things is overrated 19:47:48 er 19:47:52 (clearly have sandblast based on large rocks) 19:47:53 siege 19:48:04 concierge golems 19:48:09 haha 19:48:13 golem protectorate 19:48:33 mail golem, to replace your pager 19:48:42 of the GIA, golem intelligence agency 19:48:53 so how much hp does guardian golem have 19:49:08 (assuming 25 power and then max power 19:49:43 grunt: well, metal does work, but not in arena 19:49:50 accursed arena 19:49:59 (fr arena:accursed) 19:50:07 imo replace zotdef with arenadef 19:50:23 -!- Cheibriados has joined ##crawl-dev 19:50:23 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 19:50:23 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 19:50:41 Experimental (summon_spells) branch on crawl.s-z.org updated to: 0.14-a0-2629-g88aaa33 19:50:57 <|amethyst> okay, that should be fixed for real now 19:51:11 <|amethyst> I accidentally wrote > 1 instead of > $count the first time 19:51:21 <|amethyst> and I don't really have a rig for testing Chei 19:51:33 <|amethyst> short of pushing 11 commits to a junk branch :) 19:51:43 what should 19:51:52 <|amethyst> 20:42:24 < Cheibriados> ... and 1 more commits 19:52:01 ah, right 19:52:21 <|amethyst> it will now go up to 11 if there are exactly that many commits 19:52:23 quick, code up 11 more features so we can test chei! 19:52:27 <|amethyst> otherwise it caps at 10 19:52:32 (These go to eleven...) 19:52:47 DracoOmega: oh did you mention something about lightning spire duration? and it sometimes being abj duration 1 so it was super short, and sometimes being 2? 19:53:00 yesterday that is 19:53:11 -!- Ston_ is now known as Guest13781 19:54:08 -!- Guest13781 has quit [Client Quit] 19:55:38 -!- Zermako has quit [Quit: Good night and good luck to all.] 19:55:49 i guess it could just be 2 + random2(pow)/10 19:56:51 hrm, these crystal 8s get demolished by element giants even in tiniest arenas 19:57:30 So the have a... no, you already know where I'm going with this >_> 19:58:08 make them dual-wield a flaming great sword and freezing battleaxe 19:58:17 greater ettin 19:58:20 -!- Basil has quit [Read error: Connection reset by peer] 19:58:28 surely it's a flaming battleaxe and a freezing great sword 19:58:38 eh whatever 19:58:52 flaming claymore and freezing claymore 19:59:20 claymores aren't allowed on non-uniques!!!!! 19:59:32 or is that bastard swords 19:59:33 holy claymore / elec exec axe unique ettin 19:59:37 !fight deep elf blademaster; choko unrand:plutonium_sword . choko unrand:plutonium_sword v 20 yak 19:59:51 !fight deep elf blademaster ; choko unrand:plutonium_sword . choko unrand:plutonium_sword v 20 yak 20:00:07 chokowaru command 20:00:38 hekatonkheire unique 20:00:41 hm 20:00:58 !fight deep elf blademaster ; choko unrand:skullcrusher . choko unrand:skullcrusher v 20 yak 20:01:18 mm, there's more of a chance when unnerfing their damage 20:01:34 !fight deep elf blademaster ; choko unrand:skullcrusher . choko unrand:skullcrusher . choko unrand:maxwell's_patent_armour v 20 yak 20:01:42 -!- DieSigmund is now known as UnknownUser 20:01:56 no 20:01:59 clearly double dark maul 20:02:05 who is going to make the maxwell's forge with angels smithing things with silver hammers 20:02:24 nikola should appear there sometimes 20:02:38 maxwell's patent forge 20:03:01 -!- Basil has joined ##crawl-dev 20:03:04 maxwell's patent office 20:03:11 >_> 20:03:16 with patented innovations like the obsidian axe, the dark maul and the coffin of consumable insecurity solutions 20:03:43 broken portal to a certain trove hidden out back 20:03:59 and occasional crappy randarts branded sco >.> 20:04:14 rip unrand trove 20:07:09 -!- honeybadger has quit [Quit: Page closed] 20:15:36 MarvinPA: Yeah, maybe. I tested it a bit and it didn't seem as short as it looked at first and I realized that a lot of other summons did it similarly. But maybe what you say is also fine. 20:16:31 -!- kait has quit [Ping timeout: 260 seconds] 20:17:39 -!- SamB has quit [Ping timeout: 272 seconds] 20:19:21 -!- SamB has joined ##crawl-dev 20:19:54 -!- Bloaxor has quit [Quit: Error: Bloax not found] 20:24:50 -!- chewymouse has joined ##crawl-dev 20:26:44 -!- chewymouse has quit [Client Quit] 20:28:35 why does shadow form not fly? 20:29:19 shadow (06p) | Spd: 10 | HD: 6 | HP: 15-35 | AC/EV: 7/10 | Dam: 1406(shadow stab) | 07undead, 10doors, evil, see invisible, lev | Res: 06magic(40), 12cold+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 219 | Sz: small | Int: animal. 20:29:19 %??shadow 20:29:27 oh, it levs 20:29:51 Why WOULD shadow form fly? 20:30:03 You're not turning into one of those things 20:30:06 Since you don't become undead 20:30:09 you're like, some floating shadow thingy 20:30:22 It says you're a shadow. Why does it specify that you're floating? 20:30:22 why are shadows even dead 20:30:27 i imagine shadows drifting around 20:30:38 Just imagine that it's just your shadow on the ground moving around 20:30:39 :P 20:30:40 shadowform isn't undead? doesn't it have rtorment though 20:30:49 nonliving, obviously 20:30:55 dith's newest enemy, yred 20:31:01 DracoOmega, well sounds like a thing that can still cross lava/water, which is basically flight :p 20:31:06 Haha 20:31:10 Maybe, I guess? 20:31:19 flaming corpses assaulting the shadows 20:31:24 It's not like I oppose it flying, but I also don't see that it's obvious that it has to 20:31:35 I wouldn't have thought it strange that it didn't 20:31:58 I suppose I have few strong feelings either way 20:32:41 Though something I DO have more of an opinion on... I think it would be nice if some of the shadow mimic actions weren't just 'add a bit of damage to what you just did' and rather some other kind of perk tied into them that isn't just a direct additive/mutiplicative bonus or something 20:33:03 I am not sure exactly what this would be, mind you 20:33:29 But like... your shadow casting daze on things that you hex, or the conjuration action being something a bit different than just 'bolt of a bit extra damage' 20:33:55 -!- thrkk has quit [Quit: Page closed] 20:34:07 Since aside from the wonky large effect on throwing (due to monster throwing code), it's really very similar to a bit of a state or skill boost that sometimes causes an extra animation 20:34:15 stat* 20:38:20 also causes message spam 20:38:39 have it cast IOOD no matter what your action was 20:39:59 Haha 20:39:59 I'm not really sure what to do about shadow mimic either but I do think it needs to be rethought 20:40:23 Like, the spam thing could be countered somewhat by making actions rarer but more impactful 20:41:16 I think it's neat flavor-wise, but in a lot of cases it really is just a mild passive power boost to whatever it is you're already doing (with more messages, yes) 20:41:33 it reminds me a lot of ash skill boost, except with more annoying messages 20:41:47 Yeah 20:42:11 (and umbra is sort of like the dodging/stealth part of ash skill boost...) 20:42:43 In some ways, I suppose that's true. It feels a bit more impactful on stealth anyway (and at least is probably comparatively unobtrusive?) 20:43:47 yeah, umbra is only obtrusive in that it turns everything purple 20:44:53 -!- ProzacElf has quit [Ping timeout: 248 seconds] 20:45:04 glaive of the prun is secretly the glaive of dith 20:45:13 -!- exant has quit [Ping timeout: 245 seconds] 20:45:33 Haha 20:45:43 your idea of having shadow actions that aren't mimicry might work, but requires a fair amount of work to come up with good actions I think 20:46:14 Yeah, I tend to agree. I've had a hard time with the bit of time I spent pondering anyway. But I feel that conceptually that would make it feel like the shadow was a somewhat unique perk 20:46:38 I can't really think of any actions I would like offhand 20:47:18 there's also the option of abandoning shadow actions and replacing shadow mimic by some completely different shadowy ability, if anyone has an idea 20:47:25 Yeah, I suppose 20:48:09 hm, what if the shadow does something when monsters attack you instead of the other way around? 20:48:35 Does that step on the passive fog a little? 20:49:44 possibly... the passive fog doesn't seem to trigger very often though at the moment (which is probably good since it feels like it could be annoying if it happened a lot) 20:51:03 I wonder about fighting things sometimes spawning an actual friendly shadow mimic monster that would fight the target in question for a couple turns, maybe with a shadow-themed skill or two on top of melee (though I wonder if this is somewhat too close to spectral weapon in some ways) 20:51:37 that sounds sort of awkward 20:51:42 Yeah, it might be 20:53:05 should clearly be like illude and anything attacking a shadow mimic destroys the shadow mimic but is also briefly stunned 20:53:39 What are some melee-triggered effects that could be useful and thematic without being too strong or obstrusive, I wonder? 20:54:17 Constriction? Disarming? 20:54:22 A long list does not readily come to mind :P 20:54:48 stabbing on weapons other than short blades 20:55:00 Well, you can already do that 20:55:04 Well, Dith is already really good at supporting stabbing 20:55:08 Without anything the shadow mimic does 20:55:21 So I'm not sure he needs MORE stabbing support 20:55:38 yes definitely not 20:57:31 -!- Crehl has quit [Quit: qqqqqqq] 20:57:31 I was going to say 'maybe the conjuration mimic could sometimes shroud things in shadow (ie: blind them)' but I realize that kind of supports stabbing pretty well too :P 20:57:57 -!- RZX has quit [Quit: ChatZilla 0.9.90.1 [Firefox 26.0/20131205075310]] 20:58:26 -!- Pacra has quit [Read error: Connection reset by peer] 20:59:23 -!- exant has quit [Ping timeout: 245 seconds] 20:59:35 -!- Pacra has joined ##crawl-dev 21:00:59 "off-hand" shadowboxing >.> 21:01:44 clearly it should attack directly behind you 21:02:04 -!- Yermak has quit [Quit: Page closed] 21:04:26 shadow mimic that fights your opponent's shadows 21:08:13 -!- Foamed has quit [Ping timeout: 272 seconds] 21:12:05 -!- Amy|Sonata has quit [Read error: Connection reset by peer] 21:12:26 -!- mamgar has quit [Quit: Leaving] 21:12:59 -!- magicpoints has quit [Ping timeout: 260 seconds] 21:15:55 what if the shadow mimic always targetted something -other- than what you hit 21:16:19 only one enemy visible -> no shadow mimics 21:16:37 i was going to suggest that but thought it might be too similar to cleaving 21:16:52 ontoclasm: maybe it turns the shadows of visible enemies into allies? 21:17:08 doesn't have to mimic you! 21:17:11 what if all your spells had searing ray behavior 21:17:12 hm 21:17:26 (hit s to recast with less mp) 21:17:33 actually when i first heard of dith, what i thought shadow mimic was going to be was 21:18:02 when you do something, x% chance that you summon a shadowthing that only exists for one turn 21:18:18 and you can shadowstep into it 21:18:45 tome actually has a shadow-based class, i recommend playing it for a lesson on what not to do 21:19:13 tome in general 21:19:20 what does tome do? 21:19:26 -!- pelotr0n has quit [Ping timeout: 245 seconds] 21:20:26 you passively summon up to 5 shadows; they are frail but have an X% chance of reforming immediately if killed; they don't hit hard in melee but have an X% chance of casting highly damaging conjurations; they have an X% chance of teleporting, including through walls 21:20:42 so combat against them feels incredibly random 21:20:59 sometimes they do nothing for a few turns and other times they teleport to the other side of a wall and deal more damage than you 21:22:11 that being said, the other darkness-related abilities that class gets are cool. like a LOS-blocking cloud of gloom that trails gloom, pursuing an enemy, even around corners; when it hits them, they're pinned and take damage each turn 21:22:48 ??gloom 21:22:49 I don't have a page labeled gloom in my learndb. 21:22:54 s??trivia[gloom 21:22:55 trivia[23/27]: Before 0.13, there was a cloud type called gloom which had no glyph, recoloured anything in it to purple, and dissipated faster when in a halo - as long as it was also not silenced. 21:23:25 it also previously had no tile! 21:23:37 i really want to know what that silence thing was about 21:23:39 then i gave it one which was maybe missing the point? 21:23:55 MarvinPA: maybe it checked with equality rather than bitmask? 21:24:23 -!- Lightli has quit [Ping timeout: 245 seconds] 21:24:25 where there tavern posts raging about the silence trick, I wonder 21:24:36 it was very deliberate-looking 21:24:36 gloom showed up in like one place so probably not 21:24:42 %git a0ae0798b3ff 21:24:42 07MarvinPA02 * 0.13-a0-2434-ga0ae079: Remove gloom 10(7 months ago, 11 files, 32+ 66-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a0ae0798b3ff 21:24:45 -!- ussdefiant has joined ##crawl-dev 21:24:47 haha 21:24:47 rip 21:27:39 hmm, what if enemies spawned shadows that couldn't move away from the enemy, and never attacked the enemy 21:28:04 so a cerebov shadow fights balrugs, but not cerebov 21:28:53 so "never attacked the enemy" is "never attacked any other enemy"? 21:29:00 Dowan's shadow hits Duvessa! 21:29:33 gammafunk: a monster's shadow only attacks other monsters 21:29:39 oh I see, yeah 21:30:25 that doesn't sound very strategic to me 21:30:28 so melee monster's shadow would only mimic melee after it's done attacking, if there was another monster adjacent to it (but not necessarily adjacent to you) 21:33:43 reaching shadows, cleaving shadows 21:35:54 wait 21:35:58 shadow puppet ability 21:36:16 summon shadows on walls 21:36:51 -!- tsohg has quit [Remote host closed the connection] 21:36:53 -!- Joey_ has quit [Ping timeout: 245 seconds] 21:37:19 do mangroves count as walls for shadows 21:37:40 tree shadows are pretty creepy, so why not 21:37:49 what's a mangrove 21:40:31 does an orb of fire have a shadow 21:40:37 -!- Hailley has quit [Quit: Petra is closed!] 21:41:20 -!- lobf has quit [Quit: lobf] 21:41:40 tenofswords: flames can have shadows actually 21:41:57 -!- ackack has quit [Ping timeout: 248 seconds] 21:42:09 fine, does a sun demon have a shadow 21:42:11 -!- Stelpa has quit [Remote host closed the connection] 21:42:45 deep 21:42:46 do shadows have shadows 21:43:07 -!- Daekdroom has quit [Quit: Saindo] 21:43:13 do shadow fiends have shadows 21:43:34 -!- ShadeTornado has quit [Quit: Leaving] 21:43:39 if you worship dith, they get renamed to shadow friend 21:44:10 -!- Stelpa has quit [Changing host] 21:44:12 I really wish dith didn't have just shadow, shadow demon, shadow fiend for his wrath (although really he doesn't even need a summon wrath) 21:44:16 wheals: shadows do have shadows 21:44:24 and shadow demons become "shadow this demon" 21:44:24 you can step into them 21:44:27 tenofswords: shadow wraith!! 21:44:49 dith's wrath should just set your LoS to 2 21:44:57 that would be hilarious 21:44:58 good ninja tech 21:45:02 mmm 21:45:03 invsible monsters wrath sounds bad 21:45:12 much less invisible slowing monster wrath 21:45:23 dith suppresses your sinv 21:45:36 and turns monsters invisible at random 21:45:44 blurry vision 21:45:50 mm 21:46:16 keep umbra, make monsters immune to it and not you 21:46:32 god wrath tends to be scheduled for after gaining some amount of xp now so wrath needs to be dangerous as a mid-fight thing, not infuriating as a mid-fight thing 21:47:19 by the way can I give oka deep elf masters 21:48:59 %git wrath-reform^{/Oka} 21:49:05 07Grunt02 * 0.14-a0-2447-g727b109: Scale Okawaru's wrath forces with XL; expand list of warriors. 10(9 days ago, 1 file, 37+ 12-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=727b10970870 21:49:15 -!- roxton has quit [Ping timeout: 265 seconds] 21:49:21 -!- wheals has quit [Read error: Connection reset by peer] 21:49:38 -!- wheals has joined ##crawl-dev 21:49:38 (I don't think that's finished, but it was an idea I had too.) 21:49:45 -!- Sizzell has quit [Ping timeout: 265 seconds] 21:49:50 base draconian :((( 21:50:13 You can get them from mercenary cards! 21:50:13 -!- Sonata has quit [Ping timeout: 265 seconds] 21:50:22 -!- Sizzell has joined ##crawl-dev 21:50:35 deep elf blademasters as oka worshipers 21:50:37 yes but in mercenary card the player is unlikely to be getting sticky flame 21:50:49 -!- ProzacElf has joined ##crawl-dev 21:51:28 -!- kiryaka has quit [Ping timeout: 245 seconds] 21:51:29 -!- tabstorm has quit [Ping timeout: 245 seconds] 21:51:44 mmm 21:51:50 Invocable Finesse for blademasters 21:51:52 "maybe" defenders 21:52:11 and obviously wargoyles 21:52:21 action spd 30 defenders 21:52:33 spriggan defender (08i) | Spd: 24 | HD: 15 | HP: 50-72 | AC/EV: 3/25 | Dam: 30 | 10weapons, 10items, 10doors, fighter, see invisible | Res: 06magic(140) | Chunks: 07contam | XP: 1396 | Sz: little | Int: high. 21:52:33 %??spriggan defender perm_ench:haste 21:52:49 haste is only 1.5! 21:53:25 well if oka is actually using finesse on his wrath droppings then hasted titans already are ridiculous 21:54:16 Here: a titan (durably summoned, unusually strong, attacking very rapidly) 21:54:29 Yes, that does sound a bit rediculous 21:54:32 'a bit' 21:56:31 -!- Fhqwhgads_ has quit [Read error: Connection reset by peer] 21:57:03 ettin would hit harder, no? 21:57:06 @??titan 21:57:06 titan (06C) | Spd: 10 | HD: 20 | HP: 82-134 | AC/EV: 10/3 | Dam: 55 | 10doors, fighter, spellcaster, see invisible | Res: 06magic(186), 10elec++, 12drown | XP: 2589 | Sp: b.lightning (3d24), minor healing (2d10), airstrike (0-50) | Sz: Giant | Int: high. 21:57:06 @??ettin 21:57:06 ettin (07C) | Spd: 10 | HD: 12 | HP: 48-83 | AC/EV: 9/4 | Dam: 45, 45 | 10items, 10doors, two-weapon | Res: 06magic(48), 12drown | Chunks: 07contam | XP: 1129 | Sz: Giant | Int: normal. 21:57:29 slightly more health and accuracy involved 21:57:30 Well, an ettin you can at least step away from and not expect it to hit you anyway 21:57:41 Also yes, big accuracy difference 21:58:07 FR: titan knight 21:58:17 what does "knight" even mean 21:58:35 dragon armor, shield, weapon B) 21:58:40 -!- ussdefiant has quit [Ping timeout: 252 seconds] 21:58:45 what is even remotely consistent besides "has good weapon and damage" between orc, hell, vampire, deep elf, draconian 21:58:51 knight (06C) | Spd: 10 | HD: 27 | HP: 117-174 | AC/EV: 10/3 | Dam: 55 | 10doors, fighter, spellcaster, see invisible | Res: 06magic(252), 10elec++, 12drown | XP: 6337 | Sp: chain lightning, haste, grand avatar | Sz: Giant | Int: high. 21:58:51 %??titan name:knight n_rpl hd:27 spells:chain_lightning;.;haste;grand_avatar actual_spells 21:58:54 er 21:58:58 s/n_rpl/n_suf/ 21:58:59 @??grand avatar 21:59:00 grand avatar (06R) | Spd: 30 | HD: 5 | HP: 50 | AC/EV: 20/5 | Dam: 30(reach) | 11non-living, see invisible, lev | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 08acid, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm++ | XP: 0 | Sz: Medium | Int: plant. 21:59:03 ??grand avatar 21:59:03 grand avatar[1/1]: (A spell that summons a) magenta R as a combination battlesphere and reaching spectral weapon, from {warmonger}s. Blinks close to the player. Triggers on ranged missiles and also any ally attacks/conjurations/ranged, but not often unless said hit does 15 hp. Low accuracy, possibly a bug. 21:59:09 weird 21:59:18 do they actually have low accuracy 21:59:20 or is that chei 21:59:49 -!- tenofswords has quit [Read error: Connection reset by peer] 22:00:57 Or maybe the fact that they have 5 HD? 22:02:47 oh, 5hd doesn't seem good 22:03:36 probably should just have same hd as caster 22:03:44 the hp are fixed anyhow 22:03:53 -!- Ruble has quit [] 22:04:33 yeah and the current code doesn't change the hd from the grand avatar monster definition 22:05:43 <|amethyst> speaking of which 22:06:05 <|amethyst> ignis were supposed to get much higher HD and either a really low XP mod or no-XP 22:06:08 <|amethyst> ignes? 22:06:13 ignis (08*) | Spd: 12 | HD: 1 | HP: 6-12 | AC/EV: 0/10 | 11non-living, lev, !sil | Res: 06magic(4), 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 2 | Sp: corona | Sz: small | Int: plant. 22:06:13 %??ignis 22:06:19 They don't actually spawn anywhere 22:06:27 And I kind of don't think there's a good reason they should 22:06:45 Corona does very little in 99% of cases 22:07:18 <|amethyst> oh, and they don't have sinv 22:08:54 -!- Ququman has quit [Remote host closed the connection] 22:08:58 -!- Wolfechu has quit [Ping timeout: 245 seconds] 22:09:39 <|amethyst> not that it matters much in the abyss, but it seems like if they could sinv, Corona as an anti-invis effect could be meaningful 22:09:58 what about making them dispel buffs more generally 22:09:59 an abyss monster idea i had a while ago was a neutral monster that heals/hastes you when you kill it 22:10:02 that seems quite scary 22:10:11 tentacled starspawn (11X) | Spd: 9 | HD: 16 | HP: 69-108 | AC/EV: 5/5 | Dam: 40, 25 | 11non-living, 10doors, see invisible, !sil | Res: 06magic(128), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 1710 | Sp: spawn tentacles | Sz: Giant | Int: normal. 22:10:11 %??tentacled_starspawn 22:10:15 (still keep them easy kills, just not something you want to have on screen) 22:10:23 |amethyst: Being invisible isn't that great in the abyss anyway 22:10:26 a lot of the scary abyss things can sinv, but then again it does that branch thing 22:10:30 |amethyst: Since just about everything dangerous can already see you 22:10:32 <|amethyst> DracoOmega: right, I think for the abyss they're not great 22:10:54 <|amethyst> DracoOmega: but in the places where you are likely to go invisible 22:12:33 03DracoOmega02 07* 0.14-a0-2613-gd5b7e08: Don't fire lightning torrent if friendlies are in the way 10(5 minutes ago, 1 file, 7+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d5b7e08ac71d 22:12:35 doesn't this depend on your build much more than actual places 22:13:52 <|amethyst> Yeah 22:13:54 -!- tenofswords has joined ##crawl-dev 22:14:00 <|amethyst> but I dunno 22:14:04 Also yes, the places someone who uses invis for stabbing is liable to use invis is moderately close to 'everywhere' 22:14:14 Except the ones where everything can already see you 22:14:33 <|amethyst> not getting very far in the game usually, I don't have a good feel for where invis is useful 22:14:59 <|amethyst> !lm . br.enter s=noun 22:15:00 1998 milestones for |amethyst (br.enter): 844x Temple, 369x Sewer, 215x Lair, 165x Ossuary, 72x Orc, 68x Lab, 65x Bailey, 32x Volcano, 31x Swamp, 31x IceCv, 23x Snake, 19x Spider, 17x Shoals, 12x Vaults, 11x Bazaar, 6x Elf, 5x Zot, 5x WizLab, 3x Slime, 2x Crypt, Hell, Trove, Hive 22:15:10 shoals :p 22:15:45 hive 22:15:51 !lg . br.enter=hive 22:15:52 Unknown field: br.enter 22:16:00 <|amethyst> lm 22:16:07 <|amethyst> !lm ontoclasm br.enter=hive 22:16:07 !lm . br.enter=hive 22:16:09 4. [2011-08-21 21:03:28] ontoclasm the Thaumaturge (L14 DEWz) entered the Hive on turn 48467. (D:15) 22:16:09 4. [2011-08-21 21:03:28] ontoclasm the Thaumaturge (L14 DEWz) entered the Hive on turn 48467. (D:15) 22:16:21 <|amethyst> !lm . br.end s=noun 22:16:21 184 milestones for |amethyst (br.end): 59x Lair, 52x Orc, 20x Swamp, 11x Snake, 8x Vaults, 7x Shoals, 6x D, 6x Spider, 5x Elf, 4x Zot, 3x Slime, 2x Abyss, Hive 22:16:32 yeah, i realized the problem and then just stared at it, unable to figure out how to create an 'm' 22:16:40 i'm smart 22:16:55 -!- Stelpa has quit [Ping timeout: 260 seconds] 22:16:59 just flip a w 22:17:05 yes 22:17:06 tiles reduces literacy, obvs 22:17:13 <|amethyst> Take nn and kern it hard 22:17:18 /\/\ 22:17:38 <|amethyst> When I was an undergrad I saw some graffiti in one of the engineering buildings here 22:17:46 <|amethyst> "Teletypes are obsolete in this modern era" 22:18:01 <|amethyst> with the r and n in "modern" kerned 22:18:02 -!- kunwon1 has quit [Ping timeout: 260 seconds] 22:18:06 I can't remember if anything in shoals besides bats sees invis 22:18:23 maybe nymphs? 22:18:28 |amethyst: the nerdiest gangster tag ever 22:18:50 water nymph (06m) | Spd: 10 | HD: 10 | HP: 35-64 | AC/EV: 4/13 | Dam: 1212(drown) | 10items, 10doors, amphibious, spellcaster | Res: 06magic(93), 12drown | Chunks: 07contam | XP: 670 | Sp: waterstrike | Sz: Medium | Int: normal. 22:18:50 %??water nymph 22:18:57 no 22:18:58 nopes 22:19:00 KeЯN 22:19:03 siren (11m) | Spd: 10 (swim: 60%) | HD: 13 | HP: 71-98 | AC/EV: 4/12 | 10weapons, 10items, 10doors, amphibious | Res: 06magic(121), 12drown | Chunks: 07contam | XP: 1060 | Sz: Medium | Int: normal. 22:19:03 %??siren 22:19:03 <|amethyst> maybe I should dig out a modem to show my class one of these days 22:19:26 satyr (09c) | Spd: 10 | HD: 12 | HP: 48-83 | AC/EV: 2/12 | Dam: 23 | 10items, 10doors, master archer, spellcaster | Res: 06magic(48) | Chunks: 07contam | XP: 892 | Sp: melee, cause fear, sleep | Sz: Medium | Int: high. 22:19:26 %??satyr 22:19:38 <|amethyst> "hear that slight change in the screeching? that means lag is coming up" 22:19:58 brrrrrWHEEEEEeeeeehhhhnnnn 22:20:11 free invis in shoals (and spider) clearly makes up for none in snake and maybe now swamp 22:20:12 kkkssshhhhnnhh 22:20:38 <|amethyst> Also known as a Merzbow album 22:20:50 mmm spriggans in swamp makes invis worse there, yeah 22:21:16 -!- ussdefiant has joined ##crawl-dev 22:21:27 wind drake (16l) | Spd: 12 | HD: 8 | HP: 46-74 | AC/EV: 3/12 | Dam: 12 | fly, DMsl, !sil | Res: 06magic(32), 12wind | Chunks: 07contam | XP: 287 | Sp: trample breath; airstrike (0-26), melee | Sz: Large | Int: animal. 22:21:27 %??wind drake 22:21:30 -!- kunwon1 has joined ##crawl-dev 22:22:00 are we considering addingn ignis to swamp? 22:23:21 i hope nobody is 22:23:23 but maybe? 22:23:33 I'm not 22:23:44 unknown monster: "will-o-the-wisp" 22:23:44 %0.9?will-o-the-wisp 22:23:57 i guess maybe that never has existed 22:24:22 -!- Stelpa has quit [Changing host] 22:24:52 give insubstantial wisps af_corona, obviously 22:26:20 <|amethyst> give them AF_STICKY_FLAME 22:26:21 insubstantial ignis 22:26:31 <|amethyst> same thing, but it makes pretty steam clouds 22:26:34 ignisp 22:26:35 also could somebody tone down sticky flame destruction already please 22:27:06 didn't that happen recently? 22:27:14 %git :/sticky 22:27:15 07kilobyte02 * 0.14-a0-313-g982c3f3: Extinguish sticky flame when a water elemental engulfs someone. 10(4 months ago, 5 files, 14+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=982c3f3fd301 22:27:35 -!- whig has joined ##crawl-dev 22:29:28 <|amethyst> hm 22:29:56 how about adding if (you.duration[LIQUID_FLAMES]) { mpr("You're on fire!") return; } to read_scroll 22:29:59 <|amethyst> falling into lava: slightly more dangerous to scrolls than 1.0 turn of sticky flame 22:30:08 and removing item destruction from sticky flame 22:31:38 rename sticky flame to sticky lava 22:31:55 <|amethyst> Same as fireball maybe? 22:31:57 While I am not inherantly opposing it on those grounds, it is not common that you actually have cause to read scrolls specifically while sticky flamed 22:32:36 the real thing is that it has the same effect almost all of the time 22:32:53 since people generally drop their scrolls and aren't reading them 22:33:54 -!- MaxFrost has quit [Ping timeout: 260 seconds] 22:34:01 although it's kind of funny to think that,if you were worried about dropping a particular scroll while you have sticky flame lest a monster get it (like ?summoning), you might consider just reading it instead 22:34:11 in which case you're reading scrolls while on fire 22:34:18 in order to not waste them 22:34:51 -!- ystael has quit [Ping timeout: 245 seconds] 22:34:55 Honestly, I wonder if it might be sane to combine a reduction in how much it burns things up with also burning up completely any you take out of your pack to drop in that length of time, just so that it was no longer good to stop and do that 22:34:56 well also the thing is sticky flame could just do more damage instead 22:35:23 So that you could at least lose the scroll drop dance 22:35:42 that sounds not good either 22:35:54 yeah, wouldn't you just want to forbid the player from dropping scrolls then? 22:35:56 there's still the "see a mottled dragon, drop all your scrolls, kill it" 22:36:01 dance 22:36:03 you already decided it's a better use of your turn to do nothing, just standing there in the face of whatever 22:36:12 or you mean there's a chance of dropped scrolls burning still 22:36:12 and what wheals said indeed is the bigger problem 22:36:52 what if just the impact damage did destruction 22:37:03 (the one that for some reason also isn't resisted by rSticky) 22:37:05 Well, like, even if sticky flame burned far fewer things, you'd still probably want to drop things to prevent further destruction 22:37:12 Well, I suppose THAT is possible 22:37:42 -!- ToastyP has quit [Quit: ChatZilla 0.9.90.1 [Firefox 26.0/20131205075310]] 22:37:49 -!- schistosomatic has quit [Read error: Connection reset by peer] 22:38:17 impact of sticky flame has a higher chance of item destruction than getting hit with e.g. bolt of fire? 22:38:38 I imagine it's the same as throw flame or whatnot 22:38:50 No, I mean, would you make it that way 22:39:03 I'm assuming "more chance of item destruction" is part of the design of sticky flame 22:39:18 but perhaps it just shouldn't be 22:40:06 In a way, it is a tad odd that no one ever thinks about the damage it does 22:40:14 Unless you're like xl 8 or something 22:40:32 yes, it's pretty much "oh no, scroll destruction" 22:40:34 it's komodo dragon in spell form 22:40:38 <|amethyst> one cast of sticky flame with &z (no skill) seems to destroy around 25-50% of your scrolls 22:40:48 ChrisOelmueller: I worry about the damage that komodo dragons do! 22:40:58 you're not the average crawl player 22:41:03 <|amethyst> testing with 100 scrolls, left with 55, 63, 67, 72 22:41:05 (and yes i had hoped to reduce the destruction to normal levels in the process) 22:41:06 But they do serious damage 22:41:16 serious damage to my 5 key!! 22:41:27 komodo dragon (04l) | Spd: 10 (swim: 60%) | HD: 8 | HP: 30-58 | AC/EV: 7/8 | Dam: 3007(disease) | amphibious, cold-blooded | Res: 06magic(32), 12drown | Chunks: 07contam | XP: 313 | Sz: Large | Int: reptile. 22:41:27 %??komodo dragon 22:41:33 30 is non-trivial by that point 22:41:38 crocodile (07t) | Spd: 10 (swim: 60%) | HD: 5 | HP: 18-37 | AC/EV: 4/10 | Dam: 20 | amphibious, cold-blooded | Res: 06magic(20), 12drown | XP: 106 | Sz: Large | Int: reptile. 22:41:38 %??crocodile 22:41:45 (The disease bit is pretty irrelevant, mostly) 22:41:48 yes but still people don't notice it because sickness is so awful 22:41:55 I don't even really notice the sickness 22:42:26 if they die they can blame the sickness and if they don't it's the pressing 5 for extended periods and no reason that you really remember negatively about the monster 22:42:31 "no regen for a while" isn't very effective in a game with the ability to rest at fairly low risk 22:42:56 Honestly, I don't remember anything negative about the monster except in the sense that they tend to be scary 22:43:10 No, their sickness not often that relevant (though sometimes a little) 22:43:31 yak (07Y) | Spd: 10 | HD: 7 | HP: 25-51 | AC/EV: 4/7 | Dam: 18 | Res: 06magic(28) | XP: 205 | Sz: Large | Int: animal. 22:43:31 %??yak 22:43:46 <|amethyst> cutting the expose_to_element power down to fireball levels makes it 20-25% 22:43:50 i noticed that you're rather not hating the 5-pressing as much, yes 22:44:00 that's not a point where we'll ever agree on anything 22:44:09 huh why do komodo dragons have rDrown 22:44:19 wheals: in real life they swim very well 22:44:22 is this some secret of biology only australians know 22:44:23 if that's any justification 22:44:26 I honestly cannot understand why 'press 5 to rest after a battle sometimes' is some awful onerous task 22:44:56 Is 'press tab to hit things sometimes' an awful onerous task? You press it many many more times, after all! 22:44:59 wheals: komodos infamously swim across open ocean to get from island to island 22:45:04 ??faq[2] 22:45:04 faq[2/10]: Q: Why do orbs of fire have rDrown? A: if you happen to enslave a merfolk aquamancer on zot:5, I think the orb of fire's rDrown will reduce the wave spell damage 22:45:25 remember when they had rdrown 22:45:26 Well, rDrown here is more for the fact that it's amphibious, no? 22:45:26 wow that entry must have predated phial of floods! 22:45:27 <|amethyst> cutting to down to bolt of fire level make it more like 10% 22:45:45 -!- Stelpa has quit [Ping timeout: 272 seconds] 22:45:46 didn't realize fball is words than bof 22:45:53 *worse 22:45:56 those sound like better levels all in all imo 22:45:59 i thought it was just my imagination 22:46:12 no, "explosion" has a higher chance by design 22:46:16 because things explode, see 22:46:28 also i now see that komodo dragons are aquatic, i've never noticed that before 22:46:39 donald the komodo dragon 22:46:50 well, physics play a massive roll in the design of crawl's effects in general, it's true 22:47:01 i saw a komodo dragon exhibit at a zoo recently 22:47:03 nothing get added until we've run it through matlab 22:47:06 <|amethyst> explosion is 5, "bolts" (beaming bolt beam beems) are 3, and normal beams are 2 22:47:07 they didn't really look like good swimmers 22:47:18 <|amethyst> falling into lava is 14 22:47:20 where's clouds in that 22:47:22 fr bee beem 22:47:35 <|amethyst> ChrisOelmueller: clouds are 7 22:47:35 bolt of bees 22:47:38 pk 22:47:40 ok 22:47:52 <|amethyst> and sticky flame is 12 per 1.0 turn 22:47:54 also a prime candidate for reduction to 3 or 2 22:49:08 sticky flame: like 3x more damaging to your scrolls than swimming in lava 22:49:21 it's lava swimming on you! 22:53:37 Tha shock serpent's electric aura discharges violently! 22:53:37 Tha lightnin' shocks ye 22:53:39 pssst 22:53:46 that's missing pronunciation there 22:54:24 fr: beam affect of item creation 22:54:34 hit with a bolt of zot, ?acquire appears in inventory 22:54:53 scroll that makes you acquire ammo 22:56:09 -!- gammafunk has quit [Quit: leaving] 22:56:28 -!- WalkerBoh has quit [Remote host closed the connection] 22:57:26 -!- MaxFrost has quit [Ping timeout: 246 seconds] 22:58:12 03DracoOmega02 07* 0.14-a0-2614-gedac3f2: Add missing punctuation (Pacra). 10(5 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=edac3f2819c3 22:58:26 oh huh rebase doesn't complain when i pull that if the patch is identical i guess 22:58:51 Oh, you just did it too? 22:59:02 item stasis, preventing picking up, dropping, using, losing items 22:59:03 yeah 22:59:23 <|amethyst> MarvinPA: yeah 22:59:39 <|amethyst> MarvinPA: Note that any commits in HEAD which introduce the same textual changes as a commit in HEAD.. are omitted 22:59:49 <|amethyst> MarvinPA: (quote from man git-rebase) 22:59:51 ah, neat 23:00:01 <|amethyst> so even editing the commit message is okay 23:00:27 <|amethyst> That could be a problem with rebasing reverts I guess 23:00:49 <|amethyst> or re-reverts rather 23:03:19 03MarvinPA02 07* 0.14-a0-2615-g0d7bd82: Don't place water monsters in Pan 10(24 minutes ago, 1 file, 1+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0d7bd82a055d 23:03:31 Haha 23:03:33 -!- conted has quit [Ping timeout: 245 seconds] 23:03:37 Poor sad Pan goldfish 23:03:44 (I ran into one just the other day) 23:04:09 yes, i just noticed a pan shark in someone's lom lobon fight which reminded me of it :P 23:04:42 Hey, don't deny the titans their backup :P 23:04:43 there's still, uh,, pan lava worms 23:04:47 -!- ebarrett has quit [] 23:05:29 why remove them from pan but not bazaar 23:06:22 I will fix bazaar liquid things when I am on an actual device 23:07:33 -!- Pacra has quit [Read error: Connection reset by peer] 23:08:26 -!- Pacra has joined ##crawl-dev 23:08:44 03|amethyst02 07* 0.14-a0-2616-g448cdef: Reduce sticky flame item destruction. 10(35 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=448cdef65521 23:09:52 "If this is too low" 23:09:58 I think approximately no one will claim this, ever 23:10:14 fr hellsharks 23:10:26 I might just pass out if someone seriously argues that sticky flame doesn't burn enough scrolls :P 23:10:42 hellyfish 23:10:44 DracoOmega: better keep some smelling salts on you 23:10:57 -!- exant has quit [Quit: Page closed] 23:11:01 crawl players will advocate literally anything 23:11:01 -!- gbeene is now known as FRUITROLLUP 23:11:02 <|amethyst> DracoOmega: But now players don't even need to bother running to water! 23:11:07 people were sad about potion of slowing removal 23:11:10 so yes what ontoclasm said 23:11:12 <|amethyst> DracoOmega: It's removing all the challenge of the game! 23:11:47 -!- sstrickl has quit [Read error: No route to host] 23:12:16 man, geh gets so much more thhan cocytus to the point of gettiing firebrands and not just hydra zombies 23:12:38 ChrisOelmueller: Wasn't that just one lone crazy person? 23:13:15 maybe it's us who's crazy 23:13:18 how would we know 23:13:23 does coc get tons of simulacra? 23:13:25 <|amethyst> DracoOmega: on the internet it's hard to tell the difference between one lone crazy person and a cult 23:13:29 if not it should 23:13:38 actually, rather few 23:13:39 It can get hydra simulacra 23:13:42 2 0.0% bring back gnomes 23:13:43 <|amethyst> (and lone crazy people attract cults anyway) 23:13:45 Sadly, the tentacles are not simulacra 23:13:45 hydra simulacra all over the place 23:13:51 29 0.5% bring back hive 23:14:03 2 0.0% give back Evaporate to Transmuters 23:14:11 Hey, I liked evaporate! 23:14:22 It is literally one of the things I was most sad to see cut 23:14:27 were you one of those two people! 23:14:29 No 23:14:32 <|amethyst> !lg . won 1 23:14:32 1/2. Neil the Sorcerer (L27 SpSt), worshipper of Kikubaaqudgha, escaped with the Orb and 3 runes on 2011-08-31 02:58:26, with 1298440 points after 120543 turns and 10:19:50. 23:14:41 Well, I don't actually recall that question at all 23:14:50 So I suppose it's theoretically possible, but it would surprise me 23:15:18 there's also "1 0.0% nerf deep dwarf mirror damage" which is ??? 23:15:25 maybe dddk enemy? 23:15:29 yes 23:15:30 yes 23:15:30 <|amethyst> yeah 23:15:31 Hey, I fulfilled their request 23:15:32 integrate hive with purposeless D:13-15 23:15:40 Without even knowing they requested it 23:15:51 is it not full? 23:15:53 that person JUST got his/her necromut defe murdered on zig:18 23:16:07 <|amethyst> Rename Hive to "the Bee Nest" 23:16:10 completely unfair :CCC 23:16:35 MarvinPA: Were you working on giving felid magical wand powers, by the way? Or was that just an off-hand remark earlier? :P 23:16:39 <|amethyst> then change the bees to spiders 23:17:06 spider bees 23:17:08 the best part of dp_box_level is that it has a hive with no queen bee 23:17:11 i made a note of it but wasn't particularly planning on doing it immediately 23:17:21 Ah 23:17:25 like making trees block los 23:17:29 It's something I had sort of half-planned to do off and on for ages 23:17:38 yeah 23:17:47 "magical wand powers" 23:18:03 felids get random wand powers on level up 23:18:05 are they going to roll around on the wand and get a charge on their fur 23:18:18 magical girl transformations 23:18:31 i have a whole bunch of half-finished stuff at the moment so i probably won't get to it any time soon, but it definitely seems like an okay change to me 23:18:35 magical catgirl transformations, you mean 23:19:37 (so if you feel the urge then go for it) 23:19:40 MarvinPA: Any other fun things on the list? :P 23:20:25 most important thing to remember in giving felids wands is to remove no_species_fe from wand trove 23:20:44 then remove SPECIES_FELID 23:21:01 add that tag to crawl instead 23:21:31 that is not how the tag worksssss 23:21:56 it'd just be crawl with no vaults or layouts or... 23:22:02 add it to all arrival vaults 23:22:25 or runes or the orb 23:22:26 crawl with no orb sounds good 23:22:26 Doesn't the game just give up and not give you an entry vault then (but still normal stairs)? 23:22:45 DracoOmega: ehh it's kinda mostly boring, some stuff to make runed doors work better that i have to do tiles/vaults stuff for and the racial weapon/launcher removal that was talked about in here a little bit 23:22:50 <|amethyst> ChrisOelmueller: but how will the Pan orblock work? 23:23:02 vaults stuff you say 23:23:04 MarvinPA: Does that include letting monsters open the doors? 23:23:12 it does indeed 23:23:16 Yay doorvault 23:23:28 Doorvault shall rise again! (Maybe >.>) 23:23:35 tenofswords: yes how would you like to check every vault for things that really do need to actually not be openable by monsters 23:23:36 |amethyst: mmm hopefully that one doesn't work even without? 23:23:39 <|amethyst> there are a few doors that are runed for the monster 23:23:57 (and then probably remove those vaults! or i guess use the old lua thing) 23:23:57 <|amethyst> those should be de-runed and get the marker instead 23:24:08 how much of a hurry do I need to be in 23:24:11 oh yes i also have racial armor removal patches for that purpose 23:24:17 <|amethyst> MarvinPA: there's one early one with an archer, let me find it 23:24:18 could go together v.well! 23:24:29 tenofswords: none at all since the other thing holding me up on it is figuring out a bunch of tiles code 23:24:40 kehehe 23:24:59 on my own list it goes, then 23:25:04 if i get around to doing a bit more on it so it's worth looking at then i'll push it to a branch 23:25:07 MarvinPA: What does tiles code have to do with it? 23:25:15 <|amethyst> lookout_dungeons_type isn't the one I was thinking of, but that might be one 23:25:38 DracoOmega: basically the change is to make it so runed doors stay runed once opened, and just solely act as a "warning something bad is/was here" 23:25:52 -!- pelotron_ has quit [Quit: ~Internet()] 23:25:59 <|amethyst> hunters_booth_kilobyte 23:26:07 so i have to figure out all the scary-looking tiles code for gates/doors 23:26:12 Ah 23:26:14 I've touched some of that before 23:26:20 just should use another bush 23:26:22 To get multitile sealed doors working 23:26:33 (I, uh... don't remember much about it off-hand, though) 23:26:48 But there might be a commit on that topic that shows what is needed to do? 23:27:03 <|amethyst> tenofswords: that makes it a lot harder though, doesn't it? 23:27:14 -!- omnirizon has quit [Ping timeout: 252 seconds] 23:27:16 hm yeah i'll have a look for something like that 23:27:34 <|amethyst> tenofswords: which might not be bad given the deep end to the DEPTH range 23:28:11 turret vaults are already innately bleh 23:28:12 <|amethyst> tenofswords: would it make sense to have an monster-locked door on say D:5-8 and a second bush deeper? 23:28:24 <|amethyst> explain? 23:28:46 <|amethyst> I mean, personal preference, or are there reasons 23:28:50 <|amethyst> I want to learn :) 23:29:03 03elliptic02 07* 0.14-a0-2617-g93122e0: Fix logic in player::malmutate(). 10(6 minutes ago, 1 file, 6+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=93122e0fcb95 23:29:16 mm nearly-6-year-old bugs 23:29:32 there's very little to do with the concept compared to most gimmicks and it means more immobiles, so it just means more bleh design 23:29:51 -!- kait has quit [Ping timeout: 245 seconds] 23:30:02 someday I might get to that mini_monsters.des review 23:30:06 <|amethyst> immobiles being bad because you can just avoid them? 23:30:22 <|amethyst> isn't area denial worthwhile? 23:30:37 I think immobiles are fine when they're guarding something to motivate you to get past them 23:30:44 %git 47a9f62 23:30:44 07dolorous02 * 0.4-a0-2201-g47a9f62: And generalize them a bit more. 10(6 years ago, 4 files, 15+ 12-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=47a9f623f76c 23:30:44 <|amethyst> I guess not when the area is randomly placed 23:30:49 <|amethyst> what DracoOmega said 23:31:12 elliptic: Oh, is THAT why you get the double messages sometimes? 23:31:14 yes, the vault is just a random block of arrows 23:31:18 the faq still has oklobs! 23:31:18 I had always wondered (but never looked into it, I guess) 23:31:36 DracoOmega: yeah, I found it when actually going and investigating the double messages 23:31:56 DracoOmega: thanks for the ! :] 23:33:38 Unstable branch on crawl.lantea.net updated to: 0.14-a0-2617-g93122e0 (34) 23:33:55 I just assumed it was a message bug 23:33:58 And not actually doing something 23:34:03 oh I guess I reversed the logic for bad vs random mutation 23:34:08 maybe I should fix that 23:34:36 <|amethyst> wait 30 minutes first 23:34:42 <|amethyst> :P 23:34:58 imo keep it like this 23:35:06 ??malmutate 23:35:06 malmutate[1/1]: Enemy spell that gives you a usually bad mutation. 23:35:29 1learn edit s/.*/gives you a 4/5th chance of a random mutation/ 23:37:09 03elliptic02 07* 0.14-a0-2618-g5301534: Fix swapped chances for RANDOM_MUTATION and RANDOM_BAD_MUTATION. 10(2 minutes ago, 1 file, 2+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5301534c84d3 23:37:41 -!- radinms has quit [Ping timeout: 252 seconds] 23:37:42 -!- CKyle has quit [Quit: CKyle] 23:37:47 <|amethyst> !learn add cheipoke h t t p : / / s - z . o r g / c g i - b i n / c h e i p o k e 23:37:47 cheipoke[1/1]: h t t p : / / s - z . o r g / c g i - b i n / c h e i p o k e 23:37:52 with less neqoxecs in pan and abyss, only poly on wand, and abjure-on-death stopping certain orcs, plus no demons from desu, there's less mutation in genrral now 23:37:57 :o 23:38:00 I guess maybe I should rebuild CLN since apparently it built in between those two commits 23:38:18 ??rebuild 23:38:18 rebuild[1/1]: http://crawl.akrasiac.org/rebuild/ https://dobrazupa.org/rebuild/ http://crawl.lantea.net/rebuild/ http://rl.heh.fi/rebuild/ http://crawl.berotato.org/crawl/rebuild/ Bug kilobyte, |amethyst, or Napkin for CDO. Use your powers wisely. 23:38:34 <|amethyst> MarvinPA: mostly I don't want bots following the logs and hammering the URL too much 23:38:46 aha 23:38:49 <|amethyst> MarvinPA: or learndb.html for that matter 23:39:27 -!- ystael has quit [Ping timeout: 252 seconds] 23:39:27 I wonnder if people notice said reduction 23:39:55 time to start a game on clan 23:40:19 well probably clan starting building like an hour ago and just happened to finish between the two 23:40:39 need to put neqoxecs in demon pit 23:40:46 i thought it was rhf that was super slow 23:40:46 Unstable branch on crawl.lantea.net updated to: 0.14-a0-2618-g5301534 (34) 23:40:59 <|amethyst> !learn edit cheipoke[1] s/ //g 23:40:59 cheipoke[1/1]: http://s-z.org/cgi-bin/cheipoke 23:41:01 MarvinPA: no, it had the commit hash for the bad commit 23:41:07 rhf is super out-of-date, clan is super slow (except i guess maybe not any more???) 23:41:07 it already will have jewellery rewards 23:41:18 <|amethyst> Now that I think about it, there are other things on that server more dossable than chei 23:41:25 cln seems fast to build now 23:41:32 evidently so yeah 23:41:55 wow did they buy a raspberry pi and move the compiling to there 23:42:04 <|amethyst> !tell TZer0 Did you or aleksi get an upgrade? People are commenting that rebuilds are much faster now 23:42:05 |amethyst: OK, I'll let tzer0 know. 23:43:20 maybe bought the ccache upgrade 23:43:29 <|amethyst> could be :) 23:43:48 Are there any other types of items felids currently cannot use which are not weapons? 23:43:57 armour 23:43:59 <|amethyst> DracoOmega: armour, rods 23:44:13 I included rods in weapons 23:44:22 I'm just looking at the phrasing of "You are incapable of any advanced item manipulation.\n" 23:44:28 Which doesn't really seem to even be true NOW 23:44:33 Given decks and sucyh 23:44:37 <|amethyst> then I won't be a smart-ass and say "magical staves" :) 23:44:58 Like, drawing specific cards from decks (and uncorking potions to drink them, even) seems relatively advanced 23:45:10 potions are in baby bottles 23:45:35 smash potion bottle in face 23:45:36 potions actually have digestible containers 23:45:36 what do you mean you've never shuffled a deck of cards with your teeth 23:45:52 hope one heals more than glass hurts 23:45:55 oh yes felid things 23:46:03 (a) remove the level drain on death, replace with skill drain 23:46:13 (b) remove all this weird shit about when you can and cannot get lives 23:46:19 Can't we just replace it with nothing? 23:46:26 that also works, yes 23:46:27 Isn't losing a life already the penalty? 23:46:34 It's a pretty notable penalty 23:46:45 replacing it with a moderate amount of skill drain sounds sort of cool 23:47:06 yeah, having a limit of 2 lives seems random? 23:47:20 And yes, I think there's some oddness with how earning lives works currently? But I'm not familiar with the specifics 23:47:20 anyway I approve of changes that make it impossible to lose XL 23:47:33 <|amethyst> the idea is to prevent building up 9 lives to brute-force something late-game 23:47:36 since that being possible is annoying 23:47:46 yeah, the limit is reasonable I think 23:47:48 skill drain instead of level drain sounds good to me also yeah 23:48:00 even if "reasonable" it doesn't work on the communication side 23:48:06 I *think* that wraith card and felid death are currently the only ways of losing XL? 23:48:14 and wraith card isn't important obviously 23:48:14 and playing one felid should also tell you how likely that scenario is to happen 23:48:15 -!- Krakhan has quit [Ping timeout: 252 seconds] 23:48:19 ??wraith card 23:48:19 wraith card[1/1]: Card from deck of Punishment. Hits you with a typical draining effect, and then on top of that (even if you already lost one level, or are undead or otherwise immune to draining) makes you lose an experience level. 23:48:19 Wait, you can lose a level to a card effect? 23:48:28 fr wraith card slows for forever 23:48:43 fr wraith card casts shadow form 23:48:45 DracoOmega: it's a punishment-only card, so not too likely to get it in normal play 23:48:49 Ah 23:49:01 ??deck of oddities 23:49:01 deck of oddities[1/1]: 1% of all cards are replaced by one of these: Genie, Bargain, Wrath, Xom, Feast, Famine, Curse. 23:49:04 But presumably all related code would be removed if the only 'real' source of it is gone? 23:49:21 right, I meant that wraith card could easily be removed or changed 23:49:28 Well, heavy drain alone is notable 23:49:29 I just haven't bothered to do so yet because of felids 23:49:37 Even if the card did nothing else 23:49:46 i don't think that entry is accurate, all it does is adjust_level(-1) 23:49:47 right, that's the easiest thing... I don't know how large the draining is with newdraining 23:49:55 not as long as there's a potion "trivializing" it no 23:50:00 i'm afraid you'll have to fix that first 23:50:05 Yes, I don't really like that 23:50:06 oh yes, can I fix that 23:50:15 yes please 23:50:38 presumably by introducing a cap on this scary early drain that never happens? 23:50:45 oh there was the talk of putting a cap on drain, yes 23:50:52 It has happened, but I think it only happens if you're doing terrible things 23:50:59 wpw why is sage_card randomly not static 23:50:59 Or Sonja (and probably still doing terrible things) 23:51:01 i've had duvessa drain me to nirvana and it's very very survivable 23:51:12 !learn edit wraith_card s/.*/Card from the deck of Punishment. Decreases your level by 1./ 23:51:13 wraith card[1/1]: Card from the deck of Punishment. Decreases your level by 1. 23:51:38 Yes, there's a very large boost to recovery rate when really heavily drained 23:51:45 sonja strats ideally don't involve meleeing her often 23:51:53 if so drain is the least of your worries 23:51:59 Yes, I figure it involed both Sonja and also not doing sensible things :P 23:52:19 yeah i think berserk duvessa with drain sword is more likely 23:52:25 ...ugh, I only just realized that might be a nethack reference 23:52:27 also restore abilities probably doesn't exist in these weird hypothetical early massive draining situations anyway, pretty sure someone else already pointed this out last time this came up 23:52:28 That seems kind of likely to just kill you 23:52:33 MarvinPA: yeah 23:52:34 so yes go for it imo 23:52:42 hm, how does ATTR_XP_DRAIN work? 23:52:47 tenofswords: wut 23:52:50 like what units 23:52:56 auxp 23:52:57 Each 100 reduces all skills by a flat 1 and also 3% of whatever they are. I think 23:53:17 It got changed a couple times, so I might be slightly off? 23:53:24 But I think it's something like that 23:53:34 sokething about specific drain of xl as opposed to using any other name for it? 23:53:48 * tenofswords shrugs 23:53:58 Well, level drain as a concept goes back to at least DnD anyway 23:54:12 Where presumably Nethack borrowed it themselves 23:54:26 i thought wraith corpses raised xl 23:54:41 Well, they do 23:54:48 But I think wraiths themselves level drain? 23:54:54 oh i see, yes 23:54:58 "Wraiths are often found in graveyards. They are known for the fact that by eating a fresh wraith corpse you gain a level. However, wraiths may also drain levels from you. " 23:55:04 yeah, it seems to be what dracoomega said except with 1/30 instead of 3% :P 23:55:23 It is close to 3%! :P 23:55:25 3.3333333333333333333333% 23:55:42 (I find the formula as written in the code kind of hard to parse) 23:55:45 so I guess easiest would be just capping the attribute at some fixed value 23:55:48 Yeah 23:56:08 I forget the threshold for darkred currently (and the threshold for even red could maybe be mudged a little higher?) 23:56:31 i havent had a problem getting severe drain early game, but i will say early drain is very annoying in how long it can take to go away 23:56:36 thresholds are 100 and 250 23:56:48 how about 400 max 23:56:48 maybe its not that heavy of an issue but it can take a whole floor for it to go away 23:56:50 -!- DrinkMachine has joined ##crawl-dev 23:56:52 to throw a number out there 23:56:54 while later on it doesnt take that much 23:57:20 500 is what came to mind first, though not a great deal of thought involved 23:57:59 I don't know how much drain the severe early drain complaints are getting 23:58:05 simmarine: It's proportional to your skill xp cost at the time, but I guess that isn't wholely consistant with incoming xp? Though I would expect that to mean that it worse off FASTER earlier on than slower, really 23:58:14 Well, 'drained to 0' I have heard 23:58:42 drained to 0 sounds like cases where previously you'd just have died 23:58:52 Kind of 23:59:05 I actually considered combating that at one point by just making draining inflict extra damage after a point 23:59:22 A little bonus neg damage if already heavily drained and drained more (kind of like stat death)