00:01:46 -!- odiv has quit [Ping timeout: 240 seconds] 00:02:05 -!- CSDCS has quit [Read error: Connection reset by peer] 00:07:42 -!- demiskeleton has quit [Quit: Leaving] 00:08:09 Unstable branch on crawl.s-z.org updated to: 0.15-a0-1230-gf41e293 (34) 00:08:48 -!- Blombor has quit [Client Quit] 00:18:42 Unstable branch on crawl.develz.org updated to: 0.15-a0-1230-gf41e293 (34) 00:22:23 Grunt: Uh, you spelled centaur wrong in those titles thing 00:22:33 and then he fixed it. 00:25:43 |amethyst: maybe you should remove the history of that game from sequell 00:27:41 -!- MDvedh has quit [Quit: Page closed] 00:27:48 -!- xordid has quit [Ping timeout: 240 seconds] 00:27:57 -!- KurzedMetal has quit [Read error: Connection reset by peer] 00:29:50 <|amethyst> If it were in my power to remove games from sequell, which it is not, it's not that game I'd be removing 00:30:45 -!- allbefore has quit [Quit: Page closed] 00:31:38 Would you be removing any at all? 00:31:53 <|amethyst> no, but I'd be tempted 00:32:09 Tempted towards which then? 00:32:27 <|amethyst> removing the games of the person who quit that game 00:32:46 man I don't know what got into him lately 00:32:58 he seemed... well, not this unbalanced 00:33:12 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140524030204]] 00:35:21 -!- ProzacElf has joined ##crawl-dev 00:36:58 -!- Nomi_ has quit [Ping timeout: 240 seconds] 00:39:52 obligatory "I warned you" 00:40:32 -!- nrook has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 00:40:47 "Sorry if this is a stupid question, but why not make chunks not rot instead?" 00:41:20 not sure the tavern thread about chunkless branch was really worth the time to make 00:41:21 C - 1024 chunks of yaktaur flesh 00:42:23 -!- rchandra has quit [Ping timeout: 245 seconds] 00:43:26 wow, trying to rebase things that you started weeks ago with the current master can really spiral into a mess 00:44:10 johnstine: Depends on what part of the code you're touching, if you hit a duration then yes that's awful. 00:44:25 yea 00:44:31 If you touched, say, Monster AI code probably nobody meddled with what you were doing. 00:45:43 I swear I did the same 3-way merge conflict resolution 00:45:46 multiple times 00:46:05 (It made the duration code better but it means it'll be extra hard to rebase anything from before then.) 00:46:11 after the third time seeing the same thing, I just did git rebase --abort 00:46:13 johnstein: Hmm, maybe try git.rerere 00:46:23 yea. I've heard about rerere 00:46:30 but I've never bothered learning it 00:46:44 johsntein: Maybe it's the same problem but in differant places? (Duration code had this a ton) 00:47:05 it was the part where not all the durations are listed now. just the important ones 00:47:33 the things I was messing with aren't terribly complicated 00:47:35 -!- rchandra has joined ##crawl-dev 00:47:48 Yes, that was my refactoring, luckily that means if you make a duration again in the future rebasing it will be easier. 00:48:10 so I might just start over using what I did before as a guide. is it typical to create a patch file, then manually edit it to avoid some of the hairy conflicts and just handle those separately? 00:49:28 johnstein: Well, normally what I'd do is go to the conflict and just wipe the old stuff and edit the HEAD stuff, diff tools would probably make that easier. 00:49:41 Not sure if maually editting a patch file even works, it probably does though. 00:50:34 I was using vim mergetool 00:50:48 and just accepting all the new master changes 00:51:00 :diffg LO :diffg LO :diffg LO 00:51:06 Yes that's normal, I would edit the new changes to before leaving though. 00:51:10 and was planning on going back later 00:51:16 but after doing it to the same files over and over 00:51:25 it seemed like I was going in circles 00:51:41 Hmm, don't know what was happening there. Was it muliple commits? 00:51:45 and I've learned to assume if something feels clunky with git, it usually means there's a better way 00:52:00 That's a good maxim with all technology. 00:52:02 I was doing a git rebase master 00:52:13 while on my feature branch 00:52:33 johnstein: Was this forked from the master or new_nemelex 00:52:34 and yea, had 3 situations where I had 6 files to resolve 00:53:24 %git 5dbbf13 00:53:24 07MarvinPA02 * 0.15-a0-962-g5dbbf13: Fix royal jellies being 6 times more likely from acquirement than rations 10(11 days ago, 1 file, 3+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5dbbf134ce8b 00:53:31 that's where I forked my feature branch 00:53:41 I did one silly merge of new_nemelex 00:53:46 but I immediately reverted it 00:53:55 so maybe that's messing me up 00:54:04 I should probably do git rebase -i master 00:54:12 and remove that one from the list 00:54:22 unless git is smart enough to not apply then revert 00:55:01 but it's ok 00:55:08 Oh, wait, you merged new_nemelex and then reverted it? 00:55:18 I'm still learning good git flows 00:55:32 You really should rewrite history to remove those commit entirely. 00:55:46 with rebase, each commit has to be handled individually. 00:55:47 reaverb: https://github.com/jmbjr/dbro/commits/pot_grog_ds 00:56:08 reaverb: ok. I will do that 00:56:33 I've never really known how best to organize myself 00:56:42 most places say 'commit early and often' 00:56:57 (By the way if you have a commit you want to put "actually" in front of you should git commit --amend) 00:57:22 but that results in a lot of dumb little commits 00:57:33 johstein: Commiting early and often is what you should do, it's far easier to rewrite history with really small little commits than really huge, monster ones. 00:57:35 that I assume would get squashed into a single 'patch' 00:57:40 yea 00:57:53 -!- keszocze has quit [Ping timeout: 264 seconds] 00:57:54 it seems like a good idea. but cleaning up later seems really tedious 00:58:10 johnstein: Well it's a lot more tedious when it becomes a mess later :D 00:58:37 It takes practice, I find rewriting history fun sometimes. 00:58:47 like that silly potion I'm working on. at one point I tried to add a 'song of slaying' effect to it. worked, but didn't feel right, so I had to remove it. maybe I should rewrite that out of the history? 00:59:12 johnstein: That is a textbook example of something which should be removed from the history. 00:59:36 is there any consideration on "maybe I might want to add it back later?" or is that where git reflog comes in handy? 01:00:02 that is, the commits are still there. just not in the history of the branch I'm working on 01:00:03 johnstein: In that case, make a third branch with the song of slaying still in. 01:00:08 What potion are you working on? 01:00:12 Grunt: grinder doesn't have a title 01:00:16 and keep the history of the orginal branch clean. 01:00:22 gammafunk: Intentional. 01:00:31 Just like Blork the Orc 01:00:39 magicpoints: oh, just trying to modify the 'bad' potions into 'interesting' ones (like lignification) 01:00:41 Intentional would be a terrible title 01:01:00 gammafunk: Heh, it's because "Grinder" is sort of a title. 01:01:03 so basically, you have a feature branch with EVERYTHING, and a pruned feature branch? 01:01:17 Just feels that way. And titles are all about feels. 01:01:42 hm. actually, that's not quite what you said reaverb 01:01:54 hrm, my feels are the opposite, but I'm not sure I'd fight Grunt over it 01:01:56 he's dangerous 01:02:01 johnstein: Hmm? 01:02:15 reaverb: oh, just trying to work out the work flow 01:02:33 johnstein: No, you have a feature branch for EACH thing you revert, and a pruned feature branch. At least that's how I do it. 01:02:49 what about ignacio 01:03:00 oh never mind 01:03:01 he's in there 01:03:33 johnstein: I've gotten 4-5 branches on the same thing in extreme cases, that might not be the best way - I'm not a git expert. 01:03:39 reaverb: so if your feature branch is dabbling in a lot of things... yea, that 01:03:49 Vashnia the Elite Marksnaga, more like Vashnia who cheats to get a high killratio 01:03:59 gammafunk: How does she cheat? 01:04:00 -!- ussdefiant has quit [Ping timeout: 265 seconds] 01:04:09 she just clearly is 01:04:21 reaverb: thanks for the info. I'll try again later. bedtime 01:04:34 gammafunk: Clearly is what? 01:04:47 johnstein: Sure, I should got to sleep too soon. 01:05:12 no way that killratio is right! 01:05:29 !killration Vashnia 01:05:31 Vashnia wins 6.543% of battles. 01:05:40 !killratio Lamia 01:05:42 Lamia wins 11.24% of battles. 01:05:52 !killratio Donald 01:05:54 Donald wins 1.091% of battles. 01:06:12 !killration asterion 01:06:13 asterion wins 3.104% of battles. 01:06:20 gammafunk: What do you think of Asterion's title. 01:06:26 it's pretty good 01:06:34 magicpoints: Yes I have no idea why !killration works either. 01:06:39 !kw !killration 01:06:39 No keyword '!killration' 01:06:49 !cmd !killration 01:06:49 kw aren't commands 01:06:49 Command: !killration => !killratio 01:07:02 Hmm, somebody must of added that after misspelling it. 01:07:09 It might have even been me. 01:07:38 There was also a player who had killration as an alt name 01:07:58 Hmm 01:08:20 killration sounds like the new permafood 01:09:23 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:11:45 -!- Cham has quit [Ping timeout: 252 seconds] 01:11:49 -!- category has quit [Quit: Page closed] 01:15:07 -!- DrinkMachine has joined ##crawl-dev 01:15:56 -!- moose has quit [Quit: Leaving] 01:17:19 Kvaak: food id minigame? you eat it and you're fatally poisoned 01:18:21 -!- Twinge has quit [Ping timeout: 252 seconds] 01:22:25 worth the chance of winration 01:23:08 -!- RZX has quit [Read error: Connection reset by peer] 01:23:34 -!- Twinge has joined ##crawl-dev 01:24:07 that sounds suspiciously like eating kobold chunks to identify rPois 01:25:18 -!- buddhastalin has quit [Ping timeout: 240 seconds] 01:27:08 we do love minigames 01:27:46 -!- Twinge has quit [Ping timeout: 240 seconds] 01:28:11 gammafunk: we had Grinder the Cruel for a bit. I'm ambivalent. 01:28:23 I kind of like that 01:28:46 maybe also show the uniques current killratio when they enter los 01:29:05 or when you xv them 01:29:21 hah 01:29:36 Formicids "feel slightly jumpy" when putting on a ring of teleportation by golthoon 01:29:51 you'll need a local sequell or equivalent for offline 01:29:58 gammafunk: btw I prefer "The Grinder" <_< 01:30:12 Well with the "The" there it is ok, yeah 01:30:51 -!- SupermanBananaX has quit [Quit: Page closed] 01:33:48 -!- zercules has quit [Ping timeout: 240 seconds] 01:34:24 !function cast_simulacrum 01:34:25 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/spl-summoning.cc;hb=HEAD#l2025 01:38:17 -!- ontoclasm has quit [Quit: Leaving.] 01:41:19 hrm, for monster simulacra, how does everyone feel about it behaving like animate dead? 01:41:28 for the player version, we're going with the animate skel approach 01:41:30 -!- WalkerBoh has quit [Remote host closed the connection] 01:42:05 it could be animate dead style, but make a smaller number per monster 01:42:09 say half as many 01:42:49 -!- category has quit [Quit: Page closed] 01:44:52 -!- UncertainKitten has quit [Quit: Connection reset by pier.] 01:46:01 The main point of simulacrum is to be able to spawn a pile of nasties when you need it, forcing it to be tied to immobile corpses makes for degenerate behavior (Dragging monsters back to your field of corpses so you can animate them) 01:46:43 Being able to cart a stack of chunks for a while lets you choose the location for them (Since they're both short-lived and fragile that's important) 01:46:59 well 1) I'm talking about monster simulacra (the spell that monsters cast) 01:47:19 and 2) the new version of the spell for players works like animate skel 01:47:27 so there's no point in dragging monsters anywhere 01:48:18 -!- jeffro_ has quit [Read error: Connection reset by peer] 01:48:42 Sorry, I may be behind, is "works like animate skeleton" "has to be standing on top of the corpse" or is there a new version of animate skel 01:48:51 has to be standing on top 01:49:03 So then there's just as much reason to drag mobs. 01:49:05 and if short-lived is truly a problem, we can just make them not short lived 01:49:29 -!- dtsund has quit [Ping timeout: 264 seconds] 01:49:33 (Since you can't cart the simulacrum around with you until you find something to fight) 01:49:36 dragging around monsters for that purpose sounds like not-optimal behavior 01:49:55 Ah, that's not what I meant. 01:50:21 thing is with old (current) simulacrum you could create a bunch of hard-hitting glass cannons for unexplored floors 01:50:31 dragging monsters to a "corpse pile" is what I'm referring to 01:50:38 I meant: Kill something, you'd like to use it's corpse for simulacrum, to do so you have to find something and drag it back to the corpse so you can kill it with the spell. 01:50:41 now you can only do that if you have kiku corpse drop available or something 01:51:00 like I said, we can make the simulacra like zombies and not have a duration 01:51:07 and as for frail, well they're supposed to be frail 01:51:10 Well, that would probably be good. 01:51:13 (No duration) 01:51:34 Or maybe like "Duration about as long as a chunk would take to rot away completely" 01:52:34 -!- jeffro has joined ##crawl-dev 01:52:37 Which would make for about the same usefulness functionally (without the ability to transport it across floors, which is actually a very large loss) 01:52:55 (but I understand that might be part of the thing that people object to being "a thing") 01:53:24 like I said you can't use the new simulacra to help clearing completely unexplored floors 01:53:32 all I'm objecting to is the fact that my question is about monster simulacra, not player simulacra 01:53:32 since they don't follow you up/down stairs 01:53:45 Yeah, sorry, that's way off-topic 01:54:02 I don't have any objection to your proposal for the monster spell. 01:54:07 Personally. 01:54:33 (Perhaps it might be extra-nasty, but that can be hashed out.) 01:54:53 -!- Twinge has joined ##crawl-dev 01:57:20 -!- roctavian has quit [Quit: Page closed] 01:59:08 -!- FVG has quit [Disconnected by services] 02:05:33 -!- SkaryMonk1 has joined ##crawl-dev 02:09:37 -!- bmfx has quit [Quit: leaving] 02:12:17 -!- reaverb has quit [Quit: Leaving.] 02:14:17 -!- Mateji has quit [Read error: Connection reset by peer] 02:14:28 -!- TheMattybee has quit [Ping timeout: 245 seconds] 02:17:36 monster simulacra currently never actually happens so I say gammafunk idea looks excellent 02:17:45 -!- FVG_ is now known as buzzy 02:17:49 Unstable branch on crawl.beRotato.org updated to: 0.15-a0-1230-gf41e293 (34) 02:17:52 -!- buzzy is now known as bazzie 02:25:46 which monsters even get it? 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ZZZzzz…] 07:02:09 -!- Sgeo has quit [Read error: Connection reset by peer] 07:08:40 -!- LexAckson has joined ##crawl-dev 07:10:43 -!- archaeo has joined ##crawl-dev 07:12:33 -!- Euph0ria has quit [Ping timeout: 252 seconds] 07:15:29 -!- Mister_Fox has quit [Ping timeout: 252 seconds] 07:16:10 -!- Lasty1 has quit [Quit: Leaving.] 07:17:11 -!- ckyle has joined ##crawl-dev 07:17:51 -!- CKyle_ has joined ##crawl-dev 07:21:00 -!- CSDCS has quit [Read error: Connection reset by peer] 07:28:46 -!- gnuvince has quit [Changing host] 07:33:22 -!- radinms has quit [Ping timeout: 240 seconds] 07:35:39 -!- bmfx has quit [Quit: Lost terminal] 07:35:53 -!- alefury has joined ##crawl-dev 07:36:12 typo: Nessos the Markscentair 07:36:49 <|amethyst> %git f41e2931 07:36:50 07Grunt02 * 0.15-a0-1230-gf41e293: Typo fix (ontoclasm). 10(10 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=f41e2931f9f6 07:37:07 oh :) 07:38:45 -!- debo has quit [Ping timeout: 240 seconds] 07:39:24 -!- CSDCS has quit [Read error: Connection reset by peer] 07:44:34 -!- MaxFrost has quit [Ping timeout: 240 seconds] 07:45:55 -!- magicpoints has quit [Ping timeout: 252 seconds] 07:46:26 -!- SkaryMonk1 has quit [Ping timeout: 255 seconds] 07:46:54 -!- SkaryMonk1 has joined ##crawl-dev 07:49:02 -!- Xenobreeder has quit [Quit: Page closed] 07:56:32 -!- scummos| has quit [Client Quit] 07:58:00 -!- CSDCS has quit [Read error: Connection reset by peer] 07:58:23 -!- scummos| has quit [Read error: Connection reset by peer] 07:58:24 -!- CKyle_ has quit [Quit: CKyle_] 08:01:58 -!- MaxFrosty has quit [Ping timeout: 245 seconds] 08:06:08 -!- Tux[Qyou] has quit [Ping timeout: 245 seconds] 08:10:27 -!- wheals has joined ##crawl-dev 08:19:37 -!- scummos^ has quit [Read error: Connection reset by peer] 08:20:15 -!- scummos__ has quit [Read error: Connection reset by peer] 08:20:34 -!- CSDCS has quit [Read error: Connection reset by peer] 08:27:03 -!- Yermak has quit [Client Quit] 08:27:03 -!- Lasty1 has joined ##crawl-dev 08:31:34 -!- Patashu_ has quit [Ping timeout: 265 seconds] 08:32:48 -!- SirSamVimes has quit [Ping timeout: 240 seconds] 08:42:19 -!- CKyle_ has joined ##crawl-dev 08:49:28 -!- CSDCMS has quit [Ping timeout: 252 seconds] 08:59:41 -!- Aryth has quit [Ping timeout: 264 seconds] 09:07:02 -!- ProzacElf has joined ##crawl-dev 09:07:38 -!- Hailley has quit [Quit: Petra is closed!] 09:11:19 -!- ActinalWhomp has joined ##crawl-dev 09:17:11 -!- ckyle has quit [Quit: ckyle] 09:18:55 -!- ckyle has joined ##crawl-dev 09:21:47 -!- PleasingFungus has joined ##crawl-dev 09:42:29 -!- ussdefiant has joined ##crawl-dev 09:45:48 -!- SkaryMonk2 has joined ##crawl-dev 09:46:14 -!- st_ has joined ##crawl-dev 09:47:05 -!- SkaryMonk1 has quit [Ping timeout: 264 seconds] 09:49:59 -!- Bloax has joined ##crawl-dev 09:50:36 Ashenzari warns you: A ravenous helmet mimic is! by Sar 09:50:52 rip it is 09:52:15 -!- eb_mobile has quit [Ping timeout: 240 seconds] 09:52:29 -!- ActinalWhomp has quit [Ping timeout: 264 seconds] 09:52:59 but hey, at least you have a mtla! 09:56:58 -!- Psimage has joined ##crawl-dev 10:00:32 -!- PleasingFungus has quit [Ping timeout: 255 seconds] 10:00:52 -!- SkaryMonk2 has quit [Quit: Leaving.] 10:06:35 -!- eb_mobile has joined ##crawl-dev 10:06:44 -!- PleasingFungus has joined ##crawl-dev 10:07:15 -!- Amnesiac has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 10:07:43 -!- Blomdor has quit [Quit: Page closed] 10:07:46 -!- ussdefiant has quit [Ping timeout: 240 seconds] 10:07:50 wheals: Something is. 10:08:10 I kind of want to just close that with 'working as intended' 10:08:12 It is a mimic! 10:08:21 !send Bloax it 10:08:21 Sending it to Bloax. 10:08:29 !send grunt exploded by 10:08:30 Sending exploded by to grunt. 10:08:34 -!- bedkrab has quit [Read error: Connection reset by peer] 10:08:36 !send PleasingFungus blown up by 10:08:36 Sending blown up by to PleasingFungus. 10:09:02 w/e 10:10:28 -!- conted has quit [Quit: Page closed] 10:11:24 !send Grunt blasted by 10:11:25 Sending blasted by to Grunt. 10:12:38 !send wheals slain by 10:12:38 Sending slain by to wheals. 10:15:53 -!- eb_mobile has quit [Ping timeout: 264 seconds] 10:18:46 -!- UncertainKitten has joined ##crawl-dev 10:18:49 Ashenzari warns you, "Grunt is!" 10:19:06 -!- ckyle has quit [Quit: ckyle] 10:19:21 * Grunt warns you: Ashenzari is. 10:19:32 -!- UncertainKitten has quit [Client Quit] 10:19:34 actually, Cheibriados is these days 10:20:50 * wheals warns you: Grunt is a foul. 10:21:11 I hope the next info bot that gets added is called Ashenzari 10:21:30 and then we can implement a !warn command 10:22:01 actually that was the predecessor to Chei 10:22:25 huh 10:22:56 well, in crawl context it *is* kinda obvious as an infobot name 10:23:13 -!- Keanan has joined ##crawl-dev 10:23:35 -!- Mateji has quit [Ping timeout: 252 seconds] 10:23:37 uh I think Sif Muna might disagree 10:23:37 archaeo: You have 1 message. Use !messages to read it. 10:23:44 !messages 10:23:44 (1/1) PleasingFungus said (1w 15h 56m 50s ago): I lied :P Good guess, though! 10:23:57 dang 10:24:00 sif might disagree but omniscience *is* Ash's schtick 10:25:29 get out cszo troll 10:25:52 -!- nooodl has joined ##crawl-dev 10:27:42 UNUSED(pow); 10:27:48 template < class T > 10:27:49 static inline void UNUSED(const volatile T &) 10:27:49 { 10:27:49 } 10:28:10 -!- keszocze has quit [Ping timeout: 240 seconds] 10:29:15 not sure what that guru magic is all about 10:29:23 -!- Ladykiller69 has quit [Ping timeout: 260 seconds] 10:30:11 hrm, so we're definitely keeping vp blood bottling for now? 10:30:52 -!- Morg0th has quit [Quit: leaving] 10:30:52 -!- alefury has quit [Quit: ChatZilla 0.9.90.1 [Iceweasel 29.0.1/20140511074055]] 10:30:57 -!- radinms has quit [] 10:34:21 -!- _D_ has quit [Quit: leaving] 10:34:55 could the bottling happen in lieu of creatures dropping meat? 10:36:58 |amethyst: you monster: http://www.reddit.com/r/dcss/comments/271pmr/premature_death_to_my_1st_15rune_victory/ 10:41:47 -!- Keanan has quit [Quit: Leaving.] 10:43:16 -!- Nightbeer has quit [Ping timeout: 240 seconds] 10:43:58 -!- dpeg has joined ##crawl-dev 10:45:50 -!- zxc232 has quit [Quit: Leaving.] 10:46:26 -!- Tux[Qyou] has quit [Ping timeout: 255 seconds] 10:49:30 -!- blabber has joined ##crawl-dev 10:49:46 -!- ProzacElf has quit [Ping timeout: 240 seconds] 10:50:06 -!- debo has joined ##crawl-dev 10:50:08 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140524030204]] 10:51:34 -!- ontoclasm has joined ##crawl-dev 10:54:50 -!- ProzacElf has joined ##crawl-dev 11:01:20 -!- nooodl has quit [Quit: Ik ga weg] 11:05:46 <|amethyst> gammafunk: already sent a pm to the user with a copy of their save :) 11:05:56 <|amethyst> gammafunk: though they'll have to build smithgod themselves 11:06:30 TSO of cszo does what he can... 11:06:52 |amethyst: what is the point of that UNUSED(pow) line? 11:07:03 !function animate_dead 11:07:04 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/godabil.cc;hb=HEAD#l1603 11:07:07 is the relevant function 11:07:54 -!- tabstorm has quit [Quit: Page closed] 11:08:16 <|amethyst> gammafunk: it's a function template that takes one argument and does nothing with it 11:08:43 <|amethyst> gammafunk: probably the volatile parameter is so that the parameter won't be optimised out 11:09:08 I got the idea it's just to avoid a compiler warning about an unused variable, just wasn't sure why anyone would do that 11:09:22 as in, why not remove the variable 11:09:22 <|amethyst> that's exactly what it's for 11:09:45 <|amethyst> probably that one can be removed 11:09:50 <|amethyst> places where you'd keep it: 11:10:01 <|amethyst> 1. whether the variable is used depends on #defines 11:10:09 maybe the function is passed as an argument somewhere 11:10:20 <|amethyst> 2. the function has to match a certain parameter list because of what you said 11:10:26 <|amethyst> s/parameter list/signature/ 11:10:30 yeah, didn't think about no. 1 11:10:35 well, thanks for the info 11:11:11 <|amethyst> I guess also 3. Someone might want to make power have an effect someday 11:12:23 <|amethyst> though the power would be very very low for monsters 11:12:29 <|amethyst> well 11:12:56 <|amethyst> I guess not *very very*, but 5 + random2(5) 11:13:13 -!- PleasingFungus has joined ##crawl-dev 11:13:15 -!- Ladykiller69 has quit [Read error: Connection reset by peer] 11:14:10 <|amethyst> and yred animate would use SK_INVOCATIONS + 1 which is still quite low compared to spell power numbers (except that it has a cap of 0 :) 11:14:20 <|amethyst> s/that it/that the spell/ 11:19:51 -!- stickyfingers has quit [Quit: Page closed] 11:21:53 -!- Ladykiller69 has quit [Ping timeout: 252 seconds] 11:26:50 -!- Vaporware has joined ##crawl-dev 11:26:50 -!- Vaporware has quit [Changing host] 11:26:50 -!- Vaporware has joined ##crawl-dev 11:30:13 -!- chance_ has joined ##crawl-dev 11:30:24 is ther any way to host your own DCSS server? 11:34:02 -!- Basil has joined ##crawl-dev 11:34:29 -!- Nightbeer has quit [Ping timeout: 264 seconds] 11:35:15 chance_: |amethyst would be the person to ask about how to go about doing that :) 11:35:26 beware the server cost... 11:35:53 Beware the bandwidth cost? 11:35:57 <|amethyst> johnstein has done it most recently! 11:35:58 <|amethyst> https://crawl.develz.org/wiki/doku.php?id=setting_up_dgamelaunch_and_webtiles 11:36:06 <|amethyst> well 11:36:08 <|amethyst> actually 11:36:26 <|amethyst> do you want to have console + webtiles, just webtiles, ? 11:36:35 <|amethyst> and do you want to be an "official" server? 11:37:23 <|amethyst> Just a plain self-standing webtiles server is pretty easy to set up 11:37:30 im just looking for something to use personally 11:37:35 <|amethyst> see webserver/README 11:37:44 webtile i guess, and thank you very much! 11:48:14 -!- Keanan has joined ##crawl-dev 11:54:05 -!- scummos__ has quit [Ping timeout: 265 seconds] 11:54:20 -!- alefury has joined ##crawl-dev 11:56:54 -!- dtsund has joined ##crawl-dev 12:02:08 Natasha will not display her death message is she kills herself while confused. by NTRAFF 12:03:15 A test balloon: the current situation for wands & identification is not ideal (at least I will always fire unidentified wands at a spot two spaces away, as soon as I am in safe position). We could id on pickup, but I'd like to propose something else before that: 12:03:19 Wand behaviour as now, but evoking a wand with unknown charges will use up a random amount of charges (say 1d3). 12:03:45 -!- st_ has quit [Read error: Connection reset by peer] 12:03:55 Analysis: players do identify their top tier wands already, so no change here. With my proposal, I hope to make players think about blowing ?id elsewhere, at least sometimes. Thoughts? 12:04:08 How would you expose this to players? 12:04:10 sounds like a penalty tacked on just to keep id relevant 12:04:17 -!- st_ has joined ##crawl-dev 12:04:26 Eronarn: thanks for the meaningful input 12:05:10 -!- lobf has joined ##crawl-dev 12:05:24 PleasingFungus: the trivial solution is to put it in the manual. However, it is certainly possible to augment the current message so that you see that dealing with this only partially understood device is not perfect. 12:05:53 (For perspective: this is a similar train of thought that led me to suggest ?id on decks to reveal the top card.) 12:06:03 <|amethyst> dpeg: I would like to see more uses for ID, yes 12:06:26 <|amethyst> dpeg: I think what Eronarn is trying to say, or at least part of it, is that it feels like putting on a band-aid after doing an amputation 12:06:32 yeah, if you were going to do this, I think it'd have to be a different message - it's nice to put things in the manual, but you can't expect that any given player has read it. 12:06:39 <|amethyst> given what's happened to ID in the past few versions 12:06:56 In my case, I wouldn't use ?id on very many wands, but an early /cold, /fire etc. might be a target for me. Depends on the thread and scarcity of ?id in this particular game, of course. 12:07:14 the idea is to start doing more to make ID interesting and relevant, I think - swinging back in the opposite direction, after having removed a lot of the uses for ID (for good reason!) 12:07:24 <|amethyst> yeah 12:07:38 rather than just being a band-aid, it'd be the first step down the road to ID rehabilitation 12:07:39 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 12:07:41 |amethyst: I understand, but it'd be nice if others wouldn't have to interpret the meaning. I've written why I think the id minigame is worth having, so now I am looking for making it better. 12:08:21 PleasingFungus: yes, I have lots more radical ideas but this one seemed timid enough to mention here :) 12:08:25 I wonder whether a 'scroll of shafting' would be a fun item 12:08:35 would definitely spice up the scroll-id minigame 12:08:52 though I guess that'd encourage read-iding scrolls by going back to d:1 12:08:53 <|amethyst> dpeg: What are the advantages over *don't* ID wands on pickup and do give the penalty? 12:08:55 PleasingFungus: yes. Although for id purposes, we'll hear from players who go to D:1 (or Temple) for id purposes :) 12:08:57 yeah 12:09:07 <|amethyst> dpeg: I guess that you have information on which to base your decision the first time 12:09:18 <|amethyst> dpeg: but the decision remains for the second and the third wand 12:09:44 <|amethyst> (of the same type) 12:09:57 |amethyst: sometimes, I actally use ?id on fully unknown wands. This is when I am in danger, and have ?id to spare. In these case, I'd save charges with the proposal. (Hopefully on a good wand!) 12:10:17 <|amethyst> dpeg: radical proposal: allow identify to work on enemies 12:10:17 dpeg: i don't think that making your wands worse unless you read ID on them contributes to the ID minigame 12:10:25 it just turns ID scrolls into mini recharging scrolls that you can use once per wand 12:10:31 <|amethyst> dpeg: to ID their equipment (one piece or all, whatever) 12:10:52 <|amethyst> dpeg: I guess that's probably horrid from a UI perspective 12:10:54 I don't think "make identification do something other than identify the item" is the right way to fix the ID game, yeah 12:11:28 I have no clue why you people think that I want to "fix the id game" with a miniscule change like this. 12:11:37 -!- bmfx has quit [Quit: Lost terminal] 12:11:48 it doesn't fix it, but i don't think it even *helps* it 12:11:57 I just want to increase the number of potentially useful ?id targets. 12:12:07 -!- gammafunk has quit [Ping timeout: 252 seconds] 12:12:24 <|amethyst> make curses more plentiful (on good items too) and greatly reduce remove curse? 12:12:45 <|amethyst> well, I guess "on good items too" is orthogonal so ignore that part 12:13:04 |amethyst: can be done, but then we're in an area of interlocking mechanics, and it gets more complicated. 12:13:07 <|amethyst> (ashenzari can convert ID scrolls instead) 12:13:36 |amethyst: or could convert ?rc to curse scrolls on a better rate than 1:1 (this is also what I propose on the equipgod for ?ea, ?ew). 12:14:41 -!- valtern has quit [Ping timeout: 264 seconds] 12:15:06 <|amethyst> I'm trying to think of other ways to make identify more useful on worn/wielded items 12:15:11 <|amethyst> err 12:15:18 <|amethyst> on the kinds of items you would wear/wield 12:15:48 <|amethyst> since the problem with consumables is the you use ID once per item type and there are only a limited number of those in the game 12:16:02 Just kill the ID game already 12:16:31 Unstable branch on crawl.akrasiac.org updated to: 0.15-a0-1230-gf41e293 (34) 12:16:56 |amethyst: my more radicaly proposal is this (it's not fleshed out and not 0.15 stuff, okay): using a randart (let's stick with jewellery first) will immediately give away and apply all negative properties, and how many positive properties you have. However, these positive properties will only identify slowly (use some function of time, or xp, and/or item's initial floor level). So you can wait and use it, thereby identifying its properties one by one, ... 12:16:57 -!- ActinalWhomp has joined ##crawl-dev 12:17:02 ... or blow ?id to make a decision right away. 12:17:20 dtsund: only because you couldn't come up with a decent system? 12:17:34 |amethyst: I don't really see much potential for identification on equipment without pretty radical changes elsewhere, since if the equipment is not a randart then you are just trading a scroll of identify for a (possible) scroll of remove curse 12:17:38 No, because it doesn't really serve the sort of game Crawl is 12:17:49 and if it is a randart then you are just trading a scroll of identify for the remove curse and also the tiny chance of Contam 12:17:49 -!- chance_ is now known as six40sword 12:17:51 dtsund: it serves my games pretty well. 12:18:32 I guess there is the chance of distortion on a weapon or faith on an amulet too 12:18:39 Like with all systems, improvement is much harder than removal. For id, I think it's worth it (which means that I think a lot about it.) 12:18:41 <|amethyst> dpeg: well, in practice you can infer some properties anyway, so we had automatic inference for UI convenience 12:18:52 dpeg: ash currently gives three curse scrolls per remove curse scroll, fyi 12:18:59 |amethyst: oh, the point is you cannot! The ring may have rF but you wouldn't know! 12:19:01 (in fact I would frequently use an ID scroll on randart amulets, even now that they auto-identify) 12:19:09 No time for silly id tricks! 12:19:22 <|amethyst> dpeg: except when you get a resistance message when the dragon breathes on you 12:19:26 well, the 'you resist' would be a pretty strong clue, I'd think... unless the game would hide that information from you too? reduce damage without an indicator? that'd be very odd 12:19:29 PleasingFungus: yes, so that number is a parameter we can keep tweaking. 12:19:32 |amethyst: I assumed dpeg meant that the rF+ doesn't actually apply until it's identified 12:19:33 <|amethyst> dpeg: oh... make it not *do* anything 12:19:41 yes 12:19:43 huh 12:19:54 <|amethyst> that sounds interesting 12:20:01 You know this ring has five potentially game changing properties, but only time or an ?id will tell. 12:20:07 I don't know why I would ever put on an unidentified randart in the first place if its properties are guaranteed to be strictly bad, though... 12:20:17 minmay: it could have none! 12:20:17 eh? 12:20:27 oh I see 12:20:44 I mean if it's *really* early and it's a weapon, maybe 12:20:55 <|amethyst> I think identifying some of the properties to start out wouldn't be terrible 12:20:58 My proposal needs immediate detection and application of negative properties in order to avoid some pretty obvious strange behaviour. 12:21:01 <|amethyst> some of the good ones 12:21:11 dpeg: like what? 12:21:13 |amethyst: there is a huge amount of leeway, no question about that. 12:21:26 -!- Ququman has joined ##crawl-dev 12:21:26 PleasingFungus: the item getting worse with time, for example. I don't want that. 12:21:32 mm 12:21:48 <|amethyst> dpeg: right, but if it's strictly negative or zero, there's no real reason to put it on rather than blow an ?id 12:21:50 I'm... not convinced that'd be bad? 12:21:57 <|amethyst> dpeg: unless you're really short on ?id 12:22:03 PleasingFungus: if you don't immediately identify negative properties then you have stupid id tricks like crawl used to have for jewellery etc, if you don't immediately apply negative properties then you'd avoid identifying the item if it's good (because identifying it would make it bad) 12:22:07 <|amethyst> dpeg: or there are many more artefacts than currently to use your ?id 12:22:11 Let's take potions, for example. The difference between ID-game and no-ID-game there is this: without an ID game, you need to have found a potion in order to use it. With the ID game, you need to have found a potion and a scroll of ID in order to use it. The only thing ID does there is throttle your options in the early game, adding a mild interface burden and requiring the use of a randomized resource. 12:22:24 Because use-IDing potions is generally counterindicated. 12:22:34 ??dtsund 12:22:35 dtsund[1/1]: elliott: Speaking as someone who is almost certainly a better player than you, I find that quaff-ID is usually an excellent idea 12:22:51 minmay: except that iding it might just make it better? 12:23:04 dtsund: I am not a really good player, but I am sure that you are over-simplifying things here. 12:23:19 PleasingFungus: you must quaff potions of mutation a lot 12:23:23 I do! 12:23:29 :) 12:24:10 |amethyst, PleasingFungus: sure, but many rings have no negative properties. A middle ground would be to give away as many good as negative properties etc. The basic idea is to create a tradeoff between immediate-id (with scroll) and longer term, free id. 12:24:14 if I find, say, a good demon whip, why would I ever want to add random randart properties to it (by identifying it)? either it stays the same, or it gets worse 12:24:34 well, the idea would be that the items slowly ID over time 12:24:36 <|amethyst> dtsund: but if there were, say, 1/10 the ID scrolls that there are currently, would that still be the case? 12:24:37 just by using them 12:24:55 What this randart proposal would do is have players going around using the randart as a swap for safe situations, which is interface burden 12:24:57 okay so I carry around another, worse weapon to use against things I don't need to use the demon whip against 12:24:58 minmay: you couldn't prevent the properties coming up one by one. And they'd all be positive, so why would you mind? 12:25:00 because using the demon whip makes it worse 12:25:01 great 12:25:07 -!- valtern has quit [Ping timeout: 260 seconds] 12:25:08 or better 12:25:17 this is the sort of thing where I'm not convinced your idea of 'optimal play' is optimal? 12:25:20 dpeg: we're talking about pleasingfungus' proposal to make the negative properties initially unidentified at first 12:25:29 ah, I see 12:25:30 dpeg: I'm arguing in *support* of your idea 12:25:37 I thought you were arguing against that too 12:25:40 yes, yes, I happily note 12:25:43 -!- predator117 has quit [Ping timeout: 245 seconds] 12:26:07 PleasingFungus: well, I argue against it for other reasons, but I specifically support that, IF dpeg's idea is implemented in any fashion whatsoever, the negative properties should identify and apply right away 12:26:08 |amethyst: It wouldn't be an improvement; ID games with very little ?ID equivalent work best when you have some way to obtain partial information about objects 12:26:17 anyway, *these* are the more long-term ideas I have for id... for now, I just wanted to check if modifying wands slightly could be feasible 12:26:50 NetHack does this in an imperfect fashion, Brogue does it in a more focused fashion, Crawl doesn't 12:27:08 For the record, I suggested to Pender that non-identified rings should work like +1 in Brogue, and it worked very well. (Yes, I am aware of the differences between Crawl and Brogue.) 12:27:35 <|amethyst> ack, I must be going; back in a while 12:27:43 see you! 12:27:51 mm. maybe you're right about negative property ID. I'll drop it 12:28:13 -!- keszocze has quit [Ping timeout: 245 seconds] 12:28:44 (By the way, that quote above in my learndb entry is about searching for !curing and !hw early if you've got a lack of ?id) 12:28:47 dtsund: Crawl has a little bit of such partial information (monsters using items). 12:29:03 That's more along the lines of full ID, though 12:29:13 it could be better, yes 12:29:18 I can only think of one situation where it's even partial (!curing vs. !hw) 12:29:22 yeah, the only partial ID is he -yes 12:31:09 id will never be as prominent in Crawl as it is in Nethack or Brogue, but I believe that it plays a meaningful role already now, and can be improved substantially (that means, with actual ideas, not just as a wish) 12:31:27 the partial identification for monsters using curing/heal wounds also doesn't really work - you can almost always tell which one of the two was used 12:31:54 dtsund: re: potions being useless without ID at present. potions are already emergency options; in the early game, where ID is relevant, an unided potion is still an emergency option, just a worse one 12:32:24 I can't help but read that as an argument in favor of random earlygame deaths 12:32:42 "Whoops, I got paralysis. GG, I guess." 12:33:10 -!- bmfx has quit [Quit: leaving] 12:33:23 strawman 12:33:44 * dpeg goes back to math 12:33:46 -!- valtern has quit [Ping timeout: 240 seconds] 12:34:22 How? He's explicitly arguing that unided potions have use as emergency tools. What I outlined is a rather likely outcome. 12:34:28 sure. 12:34:42 if you don't use the potions, dying is also quite likely. 12:34:48 since you are, presumably, in a tight spot in the early game. 12:34:58 -!- Keanan has quit [Quit: Leaving.] 12:35:26 So, dying is likely if you do, and likely if you don't. 12:35:45 paralysis is a pretty small percentage of potions. 12:35:48 it doesn't change the chance though 12:36:08 Paralysis alone, sure. 12:36:12 if you knew it was !para, you just wouldn't have any potions 12:36:26 dtsund: are you saying you don't, at present, ever quaff un-id'd potions? 12:36:31 No, I do. 12:36:38 it doesn't change the chance though if you knew it was !para, you just wouldn't have any potions 12:36:43 wheals: Nonsense 12:36:43 -!- PleasingFungus has left ##crawl-dev 12:36:46 this is only true if the only potions in your inventory are potions of paralysis 12:36:47 -!- PleasingFungus has joined ##crawl-dev 12:36:51 What he said 12:37:53 -!- caleba has quit [Quit: caleba] 12:43:08 -!- Keanan has joined ##crawl-dev 12:43:10 -!- valtern has quit [Remote host closed the connection] 12:45:40 -!- Kalir has quit [Changing host] 12:48:07 -!- wheals has quit [Quit: Page closed] 12:48:42 -!- scummos__ has quit [Ping timeout: 265 seconds] 12:50:41 -!- the_glow1 has joined ##crawl-dev 12:50:44 -!- the_glow has quit [Ping timeout: 252 seconds] 12:50:53 -!- rossi has quit [Ping timeout: 252 seconds] 12:51:51 -!- mopl has quit [Quit: Page closed] 12:52:28 -!- Yermak has quit [Quit: Page closed] 12:53:29 -!- blabber has quit [Read error: No route to host] 12:56:18 -!- simmarine has joined ##crawl-dev 12:58:17 -!- blabber has joined ##crawl-dev 12:58:22 -!- keszocze has quit [Ping timeout: 265 seconds] 13:00:16 -!- Tux[Qyou] has quit [Ping timeout: 240 seconds] 13:04:49 -!- dtsund has quit [Quit: dtsund] 13:07:34 -!- N78291 has joined ##crawl-dev 13:07:40 -!- Keanan has quit [Quit: Leaving.] 13:08:55 I have an ossuary entrance in the smithgod branch that has a bailey portal in it 13:11:51 -!- Keanan has joined ##crawl-dev 13:13:25 -!- dtsund has joined ##crawl-dev 13:13:40 -!- NTRAFF has quit [Quit: Page closed] 13:15:19 nice 13:18:18 take the bailey portal 13:18:43 oh I see what you mean - I thought you meant the bailey portal was inside the ossuary 13:21:16 -!- ActinalWhomp has quit [Ping timeout: 240 seconds] 13:21:43 me too 13:27:18 fr: nested portals 13:27:20 portal portals 13:27:35 I guess those are zigs, but who uses those? seriously 13:27:51 -!- Keanan has quit [Quit: Leaving.] 13:29:48 -!- Psimage has quit [Ping timeout: 240 seconds] 13:30:29 -!- rchandra has joined ##crawl-dev 13:37:43 PleasingFungus: looks like it crashes when you enter 13:37:55 haha 13:38:05 !lm N78291 13:38:06 68866. [2014-05-16 03:58:28] 78291 the Sorcerer (L27 NaAE of Qazlal) found a silver rune of Zot on turn 107882. (Vaults:5) 13:38:07 !lm N78291 crash 13:38:08 24. [2014-01-18 00:58:35] 78291 the Master Archer (L27 HEHu of Dithmenos) ERROR in 'tags.cc' at line 3288: Invalid item: longbow (Hell) 13:38:34 http://dobrazupa.org/morgue/78291/crash-78291-20140602-183722.txt 13:45:31 -!- Redz has joined ##crawl-dev 13:45:56 -!- Redz has left ##crawl-dev 13:50:54 -!- denstark has quit [Ping timeout: 240 seconds] 13:53:48 -!- oberstein has quit [Ping timeout: 252 seconds] 13:55:53 -!- PepeRC2 has quit [Ping timeout: 255 seconds] 13:56:00 -!- oberstein has joined ##crawl-dev 13:58:05 -!- HDA has joined ##crawl-dev 13:58:07 -!- reaverb has joined ##crawl-dev 13:58:14 Porbably some enum stuff, Hmm. 13:58:35 fix for OS X / *BSD strlcpy warning causes another warning in tiles build by geekosaur 14:01:23 I have a question about Spellforged Servitor. Some spells like orb of destruction and chain lightning will turn it hostile, but some other spells, like freezing cloud will not. Its a pretty dangerous monster to have hostile to you often and there isn't even a prompt about harming him with chain lightning. Any chance it could be changed to be more friendly? 14:02:18 -!- reaverb has quit [Ping timeout: 240 seconds] 14:03:59 -!- nooodl has joined ##crawl-dev 14:04:03 There is already plenty of danger using the Spellforged Servitor, many of his spells can hit you indirectly and do plenty of damage 14:05:30 !lg * killer=spellforged_servitor x=kaux 14:05:30 7. [kaux=orb of destruction] Zeia the Devastator (L21 GrCj of Vehumet), blown up by spellforged servitor on Vaults:4 (v_misc_3) on 2014-05-18 14:36:12, with 301608 points after 90331 turns and 6:37:22. 14:05:35 also directly! 14:06:08 I had one particularly funny death when he confused me with dazzling spray :) 14:07:07 ??blown up by[spellforged 14:07:07 blown_up_by[7/8]: Zeia the Devastator (L21 GrCj of Vehumet), blown up by spellforged servitor on Vaults:4 (v_misc_3) on 2014-05-18 14:36:12, with 301608 points after 90331 turns and 6:37:22. 14:09:11 how do you place a portal vault in wizmode, &L doesn't seem to do it 14:10:23 -!- reaverb has joined ##crawl-dev 14:10:57 N78291: &P or &L and entry vault, iirc 14:11:40 looks like &L actually does do it, I just got a stone arch instead of a portal entry with a wizlab because of the bug 14:13:18 -!- tabstorm has quit [Ping timeout: 240 seconds] 14:17:09 -!- lobf has quit [Quit: lobf] 14:17:25 -!- UncertainKitten has joined ##crawl-dev 14:20:51 V - 140 fruits 14:20:53 from one vault 14:20:56 chunkless is a thing 14:22:08 I wonder if that's one of the vaults that wheals fixed? 14:23:38 I don't see any in the diff between the full branch smithgod difffs, is that portal vault but replicatabled in master? 14:23:58 -!- gnuvince has quit [Ping timeout: 240 seconds] 14:24:07 http://bpaste.net/raw/S5uZzCrD2eYrms9McKmt/ 14:24:14 pretty sure this is the problem 14:24:27 I guess it needs save compat stuff though? 14:24:33 Oh, hmm. 14:24:42 I don't think that needs save compat stuff. 14:25:21 <|amethyst> err 14:25:28 <|amethyst> what is TAG_MAJOR_VERSION in that branch? 14:25:32 34. 14:25:38 But the 34 one is missing it to. 14:25:43 so it even out? oops. 14:25:59 <|amethyst> hm 14:26:09 <|amethyst> you don't *need* compat stuff 14:26:17 <|amethyst> but if you want to fix saves with buggy temple 14:26:54 <|amethyst> but, it's an experimental branch 14:27:00 <|amethyst> they can start a new game to get the fix 14:27:06 Yes. Hmm. 14:27:21 We could just push the fix but add a player prop if it's below a minor tag. 14:27:25 -!- PepeRC2 has quit [Ping timeout: 252 seconds] 14:27:29 So that we an add save compat later. 14:27:41 retrocatively. 14:27:42 <|amethyst> ? 14:27:55 <|amethyst> I wouldn't worry about that 14:28:04 <|amethyst> the longer you wait the fewer people will need it 14:28:10 |amethyet: Hmm, ok. 14:28:21 N78291: Are you going to push that or should I? 14:28:29 <|amethyst> if this were trunk then, yes, you should fix the buggy saves quickly 14:30:51 -!- Lasty1 has quit [Quit: Leaving.] 14:31:21 -!- bedkrab is now known as Fatkrab 14:34:02 reaverb: I'm about to push it 14:36:49 N78291: Ok, Thanks. 14:37:41 chei is taking it easy evidently 14:38:22 03N7829102 07[smithgod_rebased] * 0.15-a0-1175-g0c5c42c: Fix portal vaults leading to the wrong place. 10(18 minutes ago, 1 file, 3+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0c5c42c82ac8 14:38:25 Chei always does that :D 14:38:25 I'll rebuild the servers since I missed that during the rebase. 14:38:28 ??rebuild 14:38:28 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 Grunt, |amethyst, or Napkin for CDO. Use your powers wisely. 14:38:40 Hmm, just cszo has smithgod_rebased ? 14:39:41 <|amethyst> reaverb: probably 14:39:56 <|amethyst> yeah, cbro doesn't 14:40:03 Ok, I'm rebuilding now (or trying to rebuild it now) 14:40:04 <|amethyst> and no one else would I think 14:40:07 Experimental (smithgod_rebased) branch on crawl.s-z.org updated to: 0.15-a0-1175-g0c5c42c 14:43:03 -!- blabber has quit [Quit: leaving] 14:44:19 do we need the enum helmet_desc_type any more 14:44:27 it doesn't seem to be referenced anywhere 14:44:49 <|amethyst> we do not, good catch 14:45:14 <|amethyst> do you want to push that? :) 14:45:41 it's in some gdb thing, should i just delete that line too? 14:45:48 <|amethyst> gdb thing? 14:45:56 crawl-gdb.py 14:46:28 <|amethyst> hm 14:46:38 i don't even know what that file's for 14:46:44 <|amethyst> maybe let SamB deal with that unless you know gdb python stuff 14:46:56 yeah, i don't 14:47:14 ontoclasm: it's for pretty printing stuff in gdb 14:47:38 ontoclasm: if you don't know how to remove it just add an "# XXX remove" comment? 14:48:42 well, i'll try just cutting it out 14:48:50 <|amethyst> SamB: why is that type_boots instead of boot_type ? 14:50:45 I don't know 14:51:15 ontoclasm: I hope your gdb and your libstdc++ pretty-printers are on speaking terms ;-) 14:51:53 <|amethyst> it looks like maybe plus2typename is unnecessary, since the bardings have their own item subtype, don't they? 14:52:23 |amethyst: hmm? 14:52:42 <|amethyst> SamB: gloves_desc_type and helmet_desc_type are both gone 14:53:15 <|amethyst> SamB: and "boot" types are distinguished by the item's plus2 anymore 14:53:20 <|amethyst> aren't 14:53:24 ah 14:53:48 did I not leave enough notes about updating the logic in the printers ... ? 14:53:58 I'm assuming that the answer is yes 14:54:14 <|amethyst> ontoclasm: while you're at it, can you cut boot_type too ? 14:54:26 sure 14:54:41 <|amethyst> SamB: it's more that you're the only person to look at it until now 14:55:25 I mean, notes in other parts of the code like "if you add/remove one of these, or change the interpretation of this field, please go update the pretty printers" 14:55:52 ontoclasm: does GDB give you the helpful "you haven't said its okay to auto-load stuff from this tree" warning? 14:56:04 <|amethyst> SamB: that would be nice, yes :) 14:56:17 SamB: let me try building it 14:56:20 I guess I had trouble figuring out where to leave notes like that 14:56:22 <|amethyst> SamB: with the filename rather than just "the pretty printers" 14:56:32 <|amethyst> SamB: I would say on the struct/enum definition 14:56:45 <|amethyst> SamB: add a doxygen block if one isn't there already! :) 14:56:52 hmm 14:57:14 <|amethyst> we still need to do a bunch of cleanup of our doxygen stuff 14:57:28 you mean, summarize the stuff that's encoded in the pretty-printers in English as well 14:57:28 SamB: no errors that i see 14:57:37 ontoclasm: did you run gdb yet? 14:57:47 i... don't know how 14:57:49 xD 14:58:09 "gdb ./crawl" should tell you if you screwed up the syntax to the point where it won't load 14:58:13 <|amethyst> SamB: I was thinking just "if you change this, also change blah in crawl-gdb.py" 14:58:28 |amethyst: in doxygen? 14:58:42 <|amethyst> SamB: if the block's already there then sure 14:58:50 SamB: no errors, it just goes to (gdb) 14:59:00 after saying how it was cofigured 14:59:03 <|amethyst> SamB: I was only half-serious about adding one 14:59:40 <|amethyst> SamB: shouldn't have a doxygen block with *only* that warning; just use a comment instead 14:59:56 <|amethyst> SamB: but if you feel like writing documentation while you're at it, I certainly won't stop you :) 15:00:25 well, i'll push it and if stuff breaks you can berate me 15:01:29 -!- rubinko_ has quit [Ping timeout: 264 seconds] 15:03:40 fun fact: the German verb "beraten" means "to advise" 15:04:04 dpeg: well, as long as they don't verrat me 15:04:57 ontoclasm: was it configured with python support? 15:04:57 I can only abraten from that, indeed. 15:05:22 what says "info pretty-printer"? 15:06:15 This GDB was configured as "i686-pc-mingw32"... 15:06:28 info pretty-printer returns undefined 15:06:35 i screwed it up didn't i :C 15:06:47 ontoclasm: oh 15:06:50 no wonder ;-) 15:06:54 forgot you were on Windows 15:07:10 ontoclasm: don't worry, that command comes from GDB 15:07:18 if anyone screwed up it's whoever packaged that gdb ;-) 15:07:25 xD 15:07:57 but given the way python works on Windows I can't say I actually blame them 15:08:39 what the 15:08:43 dang 15:09:06 how did you modify an infinite quantity of files 15:09:14 what 15:09:21 good 15:09:22 er. 15:09:23 -!- Redz has joined ##crawl-dev 15:09:25 ontoclasm: 15:09:34 you could just blame ontoclasm when I do that you know 15:09:36 -!- Redz has left ##crawl-dev 15:09:51 !learn add ontoclasm Cheibriados: ontoclasm * 0.15-a0-1176-gf00dcafe: Break Windows. (forever, ∞ files, 0+ 32768-) http://s-z.org/neil/images/DieselRobin.jpg 15:09:51 ontoclasm[15/15]: Cheibriados: ontoclasm * 0.15-a0-1176-gf00dcafe: Break Windows. (forever, ∞ files, 0+ 32768-) http://s-z.org/neil/images/DieselRobin.jpg 15:10:03 good ∞ 15:10:06 darn mojibake 15:10:06 hm 15:10:10 ??mojibake 15:10:10 I don't have a page labeled mojibake in my learndb. 15:10:15 <|amethyst> !learn add ontoclasm[1] 03ontoclasm00 * 0.15-a0-1176-gf00dcafe:00 Break Windows. 11(forever, ∞ files, 0+ 32768-) 13http://s-z.org/neil/images/DieselRobin.jpg 15:10:16 ontoclasm[1/16]: 03ontoclasm00 * 0.15-a0-1176-gf00dcafe:00 Break Windows. 11(forever, ∞ files, 0+ 32768-) 13http://s-z.org/neil/images/DieselRobin.jpg 15:10:20 <|amethyst> ??ontoclasm[1] 15:10:21 ontoclasm[1/16]: 03ontoclasm00 * 0.15-a0-1176-gf00dcafe:00 Break Windows. 11(forever, ∞ files, 0+ 32768-) 13http://s-z.org/neil/images/DieselRobin.jpg 15:10:23 !learn add mojibake ∞ 15:10:24 mojibake[1/1]: ∞ 15:10:31 <|amethyst> !learn mv ontoclasm[1] ontoclasm[15] 15:10:31 ontoclasm[1] -> ontoclasm[15/16]: 03ontoclasm00 * 0.15-a0-1176-gf00dcafe:00 Break Windows. 11(forever, ∞ files, 0+ 32768-) 13http://s-z.org/neil/images/DieselRobin.jpg 15:10:47 <|amethyst> !learn del ontoclasm[16] 15:10:48 Deleted ontoclasm[16/16]: Cheibriados: ontoclasm * 0.15-a0-1176-gf00dcafe: Break Windows. (forever, ∞ files, 0+ 32768-) http://s-z.org/neil/images/DieselRobin.jpg 15:11:04 <|amethyst> Apparently it's only broken when Sequell is reporting back the result of the change 15:11:07 <|amethyst> not for actual queries 15:11:13 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 15:11:19 ??mojibake 15:11:19 mojibake[1/1]: ∞ 15:11:26 !learn del mojibake 15:11:26 Deleted mojibake[1/1]: ∞ 15:11:50 -!- tcjsavannah has quit [Quit: tcjsavannah] 15:11:58 !learn add mojibake is normal when Sequell is telling you about the result of a learndb change 15:11:58 mojibake[1/1]: is normal when Sequell is telling you about the result of a learndb change 15:12:21 science 15:12:43 so, does this mean that kw-diesel was always supposed to be a vin diesel ref? 15:13:08 <|amethyst> PleasingFungus: I don't think so 15:13:24 hm 15:13:26 <|amethyst> PleasingFungus: that image came after DieselRobin had been around for a while 15:13:30 that would be a good ref, though 15:13:40 -!- CSDCS has quit [Read error: Connection reset by peer] 15:13:42 <|amethyst> I think it's more the "big trucks" sense 15:13:52 big trucks with high ev 15:13:58 :) 15:14:23 I remeber having the problem with Grunt[12] 15:14:28 ??grunt[12 15:14:29 grunt[12/12]: (╯°□°)╯︵  ʇunɹb 15:14:32 o 15:14:46 * dpeg wonders what those new devs are really up to. :) 15:15:01 dpeg: Removing elephant slugs 15:15:18 Progress! Albeit slow, still progress. 15:15:23 dpeg: adding torpor slugs 15:15:32 well. maybe 15:15:40 it's slow going 15:15:53 Crawl.Stagger.Fall. 15:16:12 mainly I've been working on boulder form. it's basically working now! weird but true 15:16:12 removing everything 15:16:15 as you can see 15:16:30 I need to decide whether it should be boulder form or boulder beetle form 15:16:30 Bloax: hey, I have been proposing several of these removals! 15:16:48 PleasingFungus: decisions... that can take ages. (Speaking from experience.) 15:17:38 the problem with boulder form is that it'd be hard to justify it not being tmut earth... which we already have three of 15:17:47 also, it'd be a bit closer to statue form than I prefer 15:17:56 !send dpeg progress 15:17:56 Sending progress to dpeg. 15:18:00 PleasingFungus: Removing stoneskin would probably be best in that case. 15:18:15 Grunt: progression to the mean! :) 15:18:18 reaverb: you would want to do that regardless, though 15:18:29 (admittedly: so do I) 15:18:41 PleasingFungus: Heh, might as well just do it then. 15:18:49 <|amethyst> reaverb: so, we're getting new mollusc replacements, right? more octopodes? 15:18:55 EE nerfs... 15:19:01 Eating fruits needs text adjusted by caleb 15:19:03 So assuming nobody starves, when will pushing chunkless be good? A week? Two weeks? etc. 15:19:09 uhhhh 15:19:10 a month? 15:19:11 |amethyst: Ha. 15:19:12 maybe? 15:19:16 I really want to mess around with it a lot more 15:19:27 playing a chunkless game right now. there's way too much food 15:19:30 way way way too much 15:19:31 as a caster! 15:19:32 PleasingFungus: Hmm. 15:19:41 possibly this is as a result of my meat-drop changes 15:19:48 though the 180 fruit from a vault didn't help 15:19:51 The league of invertebrae in online games just filed a complaint about overly hasty and ill-advised mollusc removals. 15:20:00 <|amethyst> someone should implement those measurements evilmike was talking about 15:20:03 -!- PsyMar has quit [Read error: Connection reset by peer] 15:20:08 I agree 15:20:23 someone should! 15:20:37 <|amethyst> whoever wants the branch to be merged eventually :) 15:20:52 sounds like reaverb, then :) 15:20:59 reaverb: branch should be merged if we (devs) agree that chunkless is better than chunky. 15:21:06 I do! :) 15:21:07 <|amethyst> maybe I'll look into it, but no promises 15:21:24 dpeg: how much chunkless have you played yet? 15:21:29 one! 15:21:33 that's something! 15:21:35 DDHe 15:21:37 <|amethyst> someone should decide what needs to be collected 15:21:47 how died right away because I suck, but there is indeed plenty of foods 15:22:23 well orc is now hive so there is a ton of food early 15:22:30 everything is now hive 15:22:35 the question is how it lasts into extended I imagine 15:22:41 <|amethyst> !learn add food_NSA total nutrition consumed over the game, breakdown of what nurtition was spent on (spells, abilities, time, etc), rations found, rations consumed 15:22:41 food NSA[1/1]: total nutrition consumed over the game, breakdown of what nurtition was spent on (spells, abilities, time, etc), rations found, rations consumed 15:22:51 presumably as well as it did before? if not better 15:23:05 given, you know, there weren't many chunks in extended before... 15:23:18 -!- rbrrk has quit [Ping timeout: 240 seconds] 15:23:27 -!- ToastyP has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 15:23:32 -!- APV has quit [Quit: Page closed] 15:24:08 <|amethyst> dpeg: a few years ago I would have said "food stasi"; congratulations, the US has replaced DDR in the 'stereotypically intrusive security apparatus' meme war 15:25:52 Hmm, even if those things were added to the seqeull stats, how would we access them? 15:26:33 -!- unpaidbill has quit [Ping timeout: 245 seconds] 15:26:41 put them in morgue files was the traditional way 15:27:31 <|amethyst> I'd prefer sequell, and with !lg (relevant kws would have to be added to Sequell, and the branch's logfile/milestones posted and added to sequell's sources.yml) 15:27:45 -!- Sarzael has quit [Quit: Page closed] 15:27:47 <|amethyst> but the breakdown would more or less have to be in the morgues instead 15:27:55 -!- CSDCS has quit [Read error: Connection reset by peer] 15:28:19 <|amethyst> I guess maybe it could be an encoded list, but probably handling that in sequell would be a real pain 15:28:43 <|amethyst> oh that reminds me 15:29:25 reaverb: the tavern thread you made about chunkless has some good content already. 15:29:53 dpeg: And also some very very bad content : ( 15:30:06 Oh well. 15:30:08 reaverb: that was a given! The surprise is the good stuff :) 15:30:33 anything particularly notable? 15:31:29 -!- lobf has joined ##crawl-dev 15:31:42 <|amethyst> !tell greensnark logfiles/milestones up for new branches smithgod_rebased and chunkless (also smithgod weightless and new_nemelex are obsolete but the logfiles are there and sequell doesn't know them) 15:31:42 |amethyst: OK, I'll let greensnark know. 15:32:14 How does chunkless interact with Sublimation/Simulacrum, out of curiosity? 15:32:25 If some vaulting wizard wants a project if might be good to set up a encompass vault showing off the "curse skulls block of the stairs" idea. 15:32:35 Just wanted to get that out there. 15:32:50 Talk about ghouls (should they be allowed to carry corpses, so as to prevent 'c'hopping for them?); Sublimation perhaps best restricted to self, but also other ideas (see Sjohara). And for me: people who want their trolls to eat corpses :) 15:33:20 dtsund: simulacrum now works like animate skeleton (but producing multiple simulacrula instead), and sublimation... I saw code that was supposed to make sublimation work on corpses that you're standing on? but that doesn't seem to have actually been pushed...? 15:34:11 reaverb: my wizard days are gone. I hope I can contribute a new portal vault to 0.15. 15:34:31 dpeg: Hmm, new protal vault as in new map or new type of portal 15:34:39 new type 15:34:49 Which one? Demon's Pit? 15:34:53 Dragon's Den? 15:36:36 Slug's Subterrane 15:36:40 *Slugs' 15:36:43 An early one (such as Sewer etc.) where you liberate someone/thing stronger than you, and then you have to fight stuff that's also harder than you'd otherwise get at this stage. 15:37:04 -!- ActinalWhomp has joined ##crawl-dev 15:37:06 The permally reward vault? 15:37:15 the brogue portal vault? 15:37:23 I think I can do this on my own, all the features are already around. 15:38:23 -!- Lasty1 has joined ##crawl-dev 15:38:34 PleasingFungus: Brogue portal vault? 15:39:32 the talk about liberating someone made me think of - doesn't brogue have allies that you rescue? 15:39:35 like monkeys from cages or w/e 15:39:54 yes! 15:40:43 sublimation working on corpses on the floor sounds like it would be worse interface-wise than currently 15:40:43 MarvinPA: You have 1 message. Use !messages to read it. 15:41:00 since it would require a prompt on whether you want to use it on yourself or the corpse 15:41:11 MarvinPA: agreed 15:41:28 %git :/Sub 15:41:28 07Grunt02 * 0.15-a0-1219-g437dc98: Allow Sublimation of Blood to affect corpses on the ground. 10(27 hours ago, 1 file, 44+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=437dc98bd6d4 15:41:35 that's still not *worse* than the current ui 15:41:42 oh 15:41:43 also true 15:41:57 wielding chunks is easy and only ever done deliberately 15:42:00 unless he merged it into trunk, so now you can sublime chunks, or corpses, or yourself 15:42:07 standing on corpses will just happen a bunch regardless 15:42:10 that's probably worse 15:42:12 I think the question is if we can live with the hp2mp only version of the spell. 15:42:14 Maybe it could just always work on the corpse period. 15:42:25 MarvinPA: yeah, but the process of wielding chunks & swapping chunk stacks is tedious 15:42:30 Err, assuming you're standing on one. 15:42:36 and yes just making it only work on hp is fine i think, that's the more interesting usage anyway 15:42:39 dpeg: I would personally be fine with that 15:42:40 what if you want to animate it instead 15:42:43 me too 15:42:52 I'm find w/hp only though. 15:42:54 Not that it really matters, but I always liked the concept that Nec spells drain your health. 15:42:57 it might need a bit of a buff at low spellpower 15:43:19 i doubt it 15:43:31 -!- CSDCS has quit [Read error: Connection reset by peer] 15:43:35 ~ 15:43:37 It's a pretty strong spell. 15:43:39 it's true 15:43:50 dpeg: One idea I have kicking around in my head that might never actually go anywhere is to make some Nec spells inflict rot when cast, and add an early Nec spell that consumes corpses in LOS to undo rot 15:43:52 it's always been weird that it was two good spells in one level 2 package 15:44:12 dtsund: sounds like the second spell would just be grabbed by everyone, & neuter rot 15:44:19 if it's "early" 15:44:24 dtsund: That sounds weird. Remove armour and stack wiz to remove rot as a non-necormancer? 15:44:26 the fact that it rewards/requires high spellpower is also what makes work reasonably well anyway 15:44:47 That's one of the misgivings I have about the idea 15:45:10 I'm... not super fond of spells with strategic effects 15:45:22 *strategic benefits 15:45:38 I despise spells with strategic effects. 15:45:45 the idea of a nec spell that inflicts rot as a cost is not unreasonable - that's less severe than borg's (though of course it'd have to be quite the benefit!) 15:46:00 Hm, is chunkless sublimation important enough to warrant a c-r-d mail? 15:46:07 but something that removes rot is iffier to me. let people suffer their rot 15:46:21 dpeg: I doubt it? 15:46:29 Yes, rotting for the greater glory! 15:46:31 The spell that kind of specifically made me think of it is Corpse Rot 15:46:32 'you have made your rotten bed. now you must lie in it' 15:46:45 PleasingFungus: okay, then we can just go ahead and clear up that one loose end off chunkless? 15:46:47 Which is a really powerful effect, and somewhat tedious to set up 15:47:06 dpeg: someone would have to revert grunt's change 15:47:15 so best to wait for Grunt 15:47:18 which is, amusingly, not actually in chunkless 15:47:20 but yes 15:47:25 dtsund: better now in trunk (we can also tweak how quickly corpses rot). 15:47:25 -!- Patashu has joined ##crawl-dev 15:47:30 PleasingFungus: it looks like it is to me 15:47:47 it's not in the version of chunkless I was playing online this morning... maybe cbro hasn't rebuilt? 15:47:48 I would say corpse rot is worse in trunk now since you have to lead things back to corpses if you aren't with kiku 15:47:49 %git chunkless~ 15:47:49 07Grunt02 * 0.15-a0-1219-g437dc98: Allow Sublimation of Blood to affect corpses on the ground. 10(27 hours ago, 1 file, 44+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=437dc98bd6d4 15:48:02 instead of just picking up a rat corpse to use 15:48:18 N78291: but potentially it is better, as soon as corpses rot away quickly enough to make luring unrewarding. 15:48:54 guh, i dunno why this isn't working 15:49:35 http://pastie.org/9251345 15:49:38 any hints :C 15:49:47 there are straightforward ways to make it useful without luring - a --ne, which should be a melee hybrid anyway, could kill a guy and then corpse rot to deal with following enemies... the trouble is that you can't tell if a corpse drops, because we still have the ridiculous 'can only see the top item in a stack' restriction 15:50:03 ontoclasm: what's the problem? 15:50:13 it never returns anything but the first tile in each list 15:50:34 PleasingFungus: it's not so ridiculous: letting players browse through stacks would bog down gameplay. 15:50:40 modrng is acting like item.rnd is always 0 15:50:51 More generally, I like the idea of Necromancy as a school where every spell has a cost (though sometimes you can get someone else to pay that cost) 15:51:09 but it's not; i jut moved those lines down from somewhere else 15:51:20 I think if Regneration caused a bit of draining it would be good. 15:51:29 Since hunger isn't really enough to keep you from spamming it. 15:51:34 dpeg: it is a ridiculous kludge that causes all kinds of hacks to deal with it 15:51:43 move gozag gold to the top of stacks! move corpses to the bottom of stacks! 15:51:45 reaverb: good call! Would also address those eternal "why is Regen in Nec" complaints. 15:51:48 go walk over every stack to see what's in it! 15:52:05 it's fucking terrible and the worst 15:52:09 ctrl-x is a thing 15:52:12 dpeg: Hmm. 15:52:15 and a thing that should actually be useful 15:52:30 PleasingFungus: I cannot comment on code, but allowing players to check stacks from afar would lead to many more keypresses, I am sure. 15:52:51 I'm unconvinced, tbh! 15:53:04 A good solution is to splash items, but I don't want to devise a system for that. 15:53:14 PleasingFungus: well, it does make it so every time a stack comes in view the optimal thing is to press ctrl-x 15:53:19 more 4.1 ideas 15:53:23 N78291: yes, 15:54:04 ontoclasm: and, henceforth, after every kill which produces a stack. 15:55:04 ontoclasm: this is only true if you actually need to know what's in every stack, all the time 15:55:04 most of the time you don't - 15:55:04 <|amethyst> I think the important thing is that walking over the item has a cost 15:55:04 <|amethyst> while ctrl-x does not 15:55:04 - and when you do, you should be able to! 15:55:04 -!- Patashu_ has joined ##crawl-dev 15:55:04 -!- Patashu has quit [Disconnected by services] 15:55:04 |amethyst: is this a thing that needs to have a cost, though? 15:55:25 'is there actually a corpse in the tile? can I cast animate dead, or corpse rot'? Is this a thing that should be a spooky mystery? 15:55:39 <|amethyst> PleasingFungus: what happens if you decide you don't want the item? 15:55:45 ? 15:55:55 <|amethyst> PleasingFungus: you have to press another key to mark it as "don't pickup" 15:56:04 <|amethyst> otherwise, next time you press o, you're going to visit it anyway 15:56:40 -!- ais523_ has joined ##crawl-dev 15:56:44 ah, I see what you're saying. exposing discovery of new weapons, armour, etc 15:56:45 <|amethyst> I guess that only applies if one of the items is on autopickup though 15:56:57 oh, that wasn't what you were saying 15:56:59 yeah that's a problem now 15:57:11 <|amethyst> true, if it's on top of the stack 15:57:18 no, period? 15:57:25 -!- Amnesiac has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 15:57:32 <|amethyst> oh, since you pick it up when you do walk over 15:57:38 yes 15:58:09 PleasingFungus: I certainly agree the current behaviour is somewhat cumbersome. I just think that your suggestion makes it even more cumbersome :) 15:58:33 item spreading~~ 15:59:07 <|amethyst> and that you get a slight advantage (knowing about more floor items) if you do the cumbersome thing 15:59:09 getting potentially tactically relevant information for free ==> players are encouraged to do it all the time ==> slower gameplay (or you sacrifice a little power) 15:59:26 people are only encouraged to do it when it might actually be relevant 15:59:32 -!- Krakhan has quit [Changing host] 15:59:43 <|amethyst> PleasingFungus: how do you know whether it's relevant? 15:59:45 but hold on, I'm typing something up 15:59:53 the point is it could always possibly be relevant 15:59:56 PleasingFungus: this could be any battle: a potion dropped by a monster -- you wanna know so that you can pick it up instead of the next monster 16:00:11 This is unfair: 3 on 1 :) 16:00:15 rather! 16:00:29 well that specifically isn't a concern with monsters not picking things up, when that gets merged 16:00:38 but yes it's still better to know that it's there than to not know that it's there 16:00:42 if that information is available 16:00:44 MarvinPA: Yeah. 16:00:50 -!- CSDCS has quit [Read error: Connection reset by peer] 16:00:51 do monsters not pick up consumables in no_mon_pickup, or only not pick up equipment? 16:01:05 good markscentair 16:01:05 <|amethyst> I guess if it told you the entire stack contents when it comes into view 16:01:14 I use Ctrl-x sometimes (I suggested it, after all) but I still wish it could be more concise. 16:01:15 MarvinPA: couldn't the same be said for having access to fsim? it's better to know whether your +2 falchion is better than your +0 scimitar, so you should constantly be running fsim... 16:01:19 PleasingFungus: Don't pick up things you've seent. 16:01:50 <|amethyst> PleasingFungus: except you only need to do that once for each weapon type, or enough that you have a gut feeling 16:01:50 (in no pickup) 16:01:58 reaverb: rule question: would they pick up a potion in a stack from corpse drop -- technically, you've seen that square, not the contents. 16:02:07 <|amethyst> PleasingFungus: whereas gut feeling doesn't tell you whether the item under that dagger is a scroll or a scale mail 16:02:32 here is an argument against being able to see all items in a stack. right now, you can't see items below the top one in a stack; therefore, autoexplore automatically visits all stacks [I think?], to let you see if there's anything useful there. if you can see all items in a stack, then either autoexplore visits it - and wastes time - or doesn't - and you can't see if there's a useful item in... 16:02:34 ...that stack without specifically looking [though of course this is also true at present for large stacks, in e.g. orc...] 16:02:47 I was trying to type this up for the last five minutes but people kept interrupting me 16:02:52 How about: monsters can only pick up stuff that was in their LOS when they spawned? 16:02:59 Bad people! 16:03:07 conversation should be verboten, imho 16:03:19 <|amethyst> PleasingFungus: yeah, I think missing items would be a problem but that could be surmounted 16:03:48 -!- Patashu_ has quit [Read error: Connection timed out] 16:03:54 -!- LNCP has quit [Read error: Connection reset by peer] 16:04:02 <|amethyst> PleasingFungus: but if you don't tell the players what the items are automatically, people who press ctrl-x religiously will have a slight advantage over those who do not 16:04:12 -!- gammafunk has joined ##crawl-dev 16:04:19 In an ideal world, we'd have squelching of trivial items, and splashing of corpse drops (all IMO). However, I think Crawl has more urgent issues. 16:04:28 -!- Patashu has joined ##crawl-dev 16:04:57 dtsund: yes, could be done. But "don't pick up if you seen the square" is good enough, and could be already in. 16:05:04 |amethyst: only when knowing what the advantages are is relevant, which, most of the time, it's not. it's notable that of course you can already tell what items will be on the floor if you're paying attention - since weapons & armour are visible on monsters, and always drop. it's only consumables that are a problem, I think 16:05:24 right now, players who religiously note down & track the location of all monster items have an advantage 16:05:38 over players who do not (which, coincidentally, is all players) 16:05:39 again though, you can't know whether it the information is going to be relevant or not in advance 16:05:43 whether the* 16:06:02 -!- Whoasauce has quit [Client Quit] 16:06:15 <|amethyst> it's not just monster drops 16:06:25 <|amethyst> the floor could have generated with a pile of stones on top of a spellbook 16:07:10 <|amethyst> (or on top of a +9 dtrident of pain or whatever, for an example that is more likely to be not autopickup) 16:07:54 MarvinPA: give me an example of a situation in which ctrl-xing a stack gives you a tactical advantage (omitting consumables, since I've acknowledged those are a problem in a pre-mon_no_pickup world) 16:08:35 PleasingFungus: the presence of a scroll of teleport/blinking when you have none and things go south? 16:08:41 ah, damn 16:08:44 haha 16:08:49 well, that's not exactly what I was thinking of 16:08:53 there's a +9 plate mail in the stack, which you never notice because you didn't see it ever 16:08:58 since that's not monsters using consumables 16:09:03 consumables are also relevant in a post-mon_no_pickup world 16:09:11 the only way you'll know it's there is if you ctrl-f for plate mail 16:09:12 since as dpeg said you might want the consumable quickly, yeah 16:09:44 <|amethyst> ontoclasm: technically that's a strategic advantage, but that's even more important 16:09:53 oh 16:09:54 yes 16:10:08 ontoclasm, |amethyst: yeah that's "missing items", which I also noted was a potential problem with this situation. but actually... 16:10:09 PleasingFungus: I can tell you I'd Ctrl-x a whole lot -- I am very prone to this kind of thing, unfortunately (blame those ten years sunk into Nethack). That's why I try to get rid of 'em in Crawl! :) 16:10:22 not tactical, but something like scrying into the elf:3 vault and deciding whether you want the items 16:10:32 N78291: you can do that now, though 16:10:40 not if they are under stacks 16:10:44 most of them aren't 16:10:50 possibly none of them? not sure 16:11:08 they can be; random items can generate on top of vault-placed ones 16:11:13 yeah, true 16:11:13 ...or under, whatevr 16:11:14 loot vaults with stacks of items exist, the principle extends to those generally 16:11:21 insofar as it is a problem 16:11:27 which I am not really convinced it is 16:11:33 it's a problem insofar as autotravel is 16:12:04 the problem of 'missing items' in a non-tactical sense can be handled by keeping autotravel the same; this will theoretically 'waste turns' compared to ctrl-fing everything, but autotravel already wastes turns 16:12:12 going back and forth to explore tiny corners, etc 16:12:24 <|amethyst> and what's the gain in that case? 16:12:45 <|amethyst> since you're visiting just as many stacks as before 16:12:48 -!- Zooty has quit [Ping timeout: 240 seconds] 16:12:51 PleasingFungus: the auto-explore issue can be solved. But you would still see me Ctrl-X for *every* stack that occurs, both when exploring, and when fighting. 16:12:59 |amethyst: there's no gain in a strategic sense 16:13:02 that's never been what I'm looking for 16:13:07 <|amethyst> PleasingFungus: no, I mean the UI gain 16:13:17 the gain? the gain is that you won't have to do dumb shit like shove gold to the top of piles, and corpses to the bottom, and guess wildly about whether there are corpses present for animate dead or corpse rot or.... 16:13:40 all this hacky bullshit 16:13:51 PleasingFungus: the first to properly prioritise (if autoexplore shows me two items, one is a stack with a ring beneath stones and the other is a scroll, I'll get the ring first), the other to check corpse drops all the time. 16:13:55 the corpse thing was for apport I thought? which wouldn't change 16:13:56 dpeg: I am okay with players doing dumb shit if it's not actually optimal. players make stashes right now, and organize them compulsively 16:14:11 that's goofy but who cares 16:14:17 PleasingFungus: but I am talking about a tactical gain! 16:14:48 I'm pretty sure the circumstances in which it is tactically critical to grab that ?tele or that... whatever emergency item are quite rare 16:15:17 PleasingFungus: that makes it worse: you feel bad if you lazily don't ctrl-x all the time, only to realise that it could've prevented that death :) 16:15:24 since you (a) need an emergency item (and therefore are in an emergency), (b) don't have an item of that type already, and (c) need to walk over to some other corpse pile to grab it 16:15:33 and it's actually at the bottom of a pile... 16:15:35 if i make a patch of this stupid helmet thing, could somebody look at it for me :( 16:15:38 and it's actually there... 16:15:53 PleasingFungus: sure it's rare. But you create many stacks during a game. 16:16:06 another application is ziggurats, btw 16:16:22 do you run out of consumables that often, and need specific consumable types, and have the time to walk over to wherever they are, and...? 16:16:30 the only thing that is actually any issue here at all game-playwise as far as i can see is the "hacky bullshit" of corpses being on the bottom of stacks 16:16:31 I just think it's so niche a case as to be negligible 16:16:59 MarvinPA: yes. it's a great handicap to corpse rot 16:17:01 and making it optimal to ctrl+x every kill if you know animate dead is pretty clearly not an improvement there 16:17:20 anybody know what https://crawl.develz.org/mantis/view.php?id=8626 was for? 16:17:36 <|amethyst> ontoclasm: bh probably does 16:17:49 he's working on a new draconian profession, iirc 16:17:52 a support class? 16:17:52 oh 16:17:56 ok 16:18:21 not sure why he put the sprite for it onto mantis separately... 16:18:38 <|amethyst> PleasingFungus: ignoring the tactical stuff for a minute.... say you keep the autotravel behaviour 16:18:50 a draconian profession, or a profession for draconians? 16:18:59 Zannick: clearly both 16:19:10 <|amethyst> PleasingFungus: hm 16:19:28 <|amethyst> PleasingFungus: never mind, you addressed what I was going to say with "autotravel is suboptimal anyway" 16:19:34 MarvinPA: just make animate dead back-out if there's no corpses around. right now there's an information leak from doing that 16:19:38 ontoclasm: bh, presumably? 16:19:52 but there'd be no leak if you have the ability to check the stacks 16:20:05 trying to remember why wheals reverted that. 16:20:12 %git :/animate 16:20:14 07wheals02 * 0.15-a0-987-gf040398: Don't waste time casting Animate Dead, usually. 10(10 days ago, 3 files, 25+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=f040398a199a 16:20:24 well because stacks are known currently 16:20:29 *aren't 16:20:30 oh right, because he couldn't use enough information 16:20:32 so it was bad 16:20:42 PleasingFungus: but you would make one little thing more comfortable (mass use of corpses), at the expense of making many little things less comfortable (presence of stacks). 16:20:42 you would still ctrl+x to see which corpses have dropped and where 16:21:52 PleasingFungus: if you really want this, it would probably be cleaner to announce corpse generation. ("You kill the kobold. It leaves a corpse.") 16:22:15 -!- Krymise has quit [Quit: Textual IRC Client: www.textualapp.com] 16:22:30 Its corpse falls to the ground 16:22:35 dpeg: or you could announce all drops (as someone said earlier on the page), thus preventing the need for even the truly neurotic to ctrl-x 16:22:35 You throw up the horns 16:22:45 Annouancing those generations sounds really spammy. 16:22:50 yeah, probably 16:25:21 Yeah, requiring movement to a changed square to gain item information seems to work nicely as a cost, even if it is a bit counter-intuitive 16:25:50 PleasingFungus: I still don't fully understand if you find the code or the emerging gameplay to be "hacky bullshit". I don't think the latter can be improved easily but the former can, perhaps? 16:27:05 -!- Patashu has quit [Ping timeout: 255 seconds] 16:27:15 https://dl.dropboxusercontent.com/u/1000017/crawl/0001-Helmet-tiles-roctavian-8519.patch 16:27:53 i'm stumped 16:28:32 ontoclasm: I'll take a look 16:28:37 thanks :( 16:29:42 <|amethyst> !learn add reaverb https://www.flickr.com/photos/kevygee/4842264461/ 16:29:42 reaverb[5/5]: https://www.flickr.com/photos/kevygee/4842264461/ 16:30:35 -!- ActinalWhomp has quit [Ping timeout: 265 seconds] 16:32:24 read ?genocide, typed "w yes" 16:32:55 -!- namad7 has quit [Ping timeout: 260 seconds] 16:33:17 <|amethyst> The scroll was cursed! http://s2.hubimg.com/u/7092635_f520.jpg 16:36:27 -!- surprisetrex_ has quit [Quit: Leaving] 16:38:49 ontoclasm: the problem is that get_item_info doesn't transfer the value of rnd for armour for some reason, only for jewellery and rods 16:39:06 I'm pretty sure you can just change that to always set ii.rnd = item.rnd 16:40:15 |amethyst: what's even going on there 16:40:26 <|amethyst> Bloax: it's a slug eating a dead mouse 16:40:49 <|amethyst> Bloax: I couldn't find a picture of *several* slugs eating a dead mammal, much less human 16:42:44 <|amethyst> actually I think it looks more like a kangaroo rat 16:42:53 !function monster_simulacrum 16:42:54 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/spl-summoning.cc;hb=HEAD#l2182 16:42:58 not enough slug-centric horror movies around, it seems 16:43:01 <|amethyst> but the source said Oregon so I guess not 16:43:21 <|amethyst> dpeg: ah, here we go 16:43:21 dang |amethyst, I can't unsee that 16:43:25 <|amethyst> dpeg: http://www.imdb.com/title/tt0093995/ 16:43:36 <|amethyst> "Slugs, muerte viscosa" (original title) 16:43:46 <|amethyst> that should be Gastronok's title 16:44:34 <3 16:44:39 edlothiol: okay, i'll do that, thanks 16:45:05 btw, whoever took part in the titles of uniques: was a very nice surprise! 16:45:17 -!- the_glow1 is now known as the_glow 16:47:26 dpeg The God-Forger 16:47:45 |amethyst the Code Monger 16:48:16 -!- Moonsilence has quit [Ping timeout: 240 seconds] 16:48:30 gammafunk the Gamma Funk 16:49:15 <|amethyst> gamma "P" funk the Parliamentarian 16:50:29 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 16:50:43 Bloax the Degenerate 16:51:07 -!- Fatkrab is now known as atomikkrab 16:52:40 -!- N78291 has quit [Quit: null] 16:55:22 -!- Nomi has quit [Ping timeout: 240 seconds] 16:56:38 -!- allbefore has quit [Client Quit] 16:57:48 Grunt: "Nessos the Markscentair" 16:58:00 johnny0: already fixed 16:58:23 oh, i must be looking at a log based off a commit :/ 16:58:23 reaverb the Objective 16:58:34 yup, whoops 17:00:33 -!- ais523_ has quit [Quit: Page closed] 17:01:11 <|amethyst> johnny0: you are now the fourth person to mention that :) 17:02:08 i even checked the shortlog to make sure it hadn't been fixed yet :( 17:02:12 I clearly am no Grunt, but I'm almost done with player/monster simulacrum 17:02:20 and after that we can remove chunks in chunkless probably 17:02:25 maybe there are some more things to be handled 17:02:26 |amethyst: "Markscentair" sounds like a particularly strong fragrance for men 17:02:47 <|amethyst> gammafunk: was there a plan for ghoul other than "eat corpses off the ground"? 17:03:08 hrm, the ways of the Grunt are strange, but to my knowledge no 17:03:16 ghouls, yes, but also the most important change: disintegration sfx 17:03:30 no reason why there couldn't be some other Gh change 17:03:43 maybe i'll make some gore tiles 17:03:54 ontoclasm: fr: "cute" gore 17:03:57 mm 17:03:57 very anime 17:04:15 My Neighbor Huge Guts 17:04:39 http://s3.roosterteeth.com/images/MSpencer48ada425a9816.jpg 17:04:47 what if Gh had some kind of internal "soul" meter that works like chunks would otherwise? 17:05:00 like you kill a dude, "You suck out its soul as the corpse falls to the ground!" 17:05:08 too much of an interface screw probably :\ 17:05:10 -!- CKyle_ has quit [Quit: CKyle_] 17:05:46 -!- Daekdroom has quit [Ping timeout: 240 seconds] 17:05:56 Hm, healing from rotting stuff is relevant for Ghouls, right? 17:06:04 -!- ystael has quit [Ping timeout: 276 seconds] 17:06:45 <|amethyst> archaeo: I think giving you the healing as the monster dies is a different dynamic from giving you a time-limited healing item that you can use whenever (but slowly)... it would be more like perma-makhleb 17:06:50 ontoclasm: if crawl had a no-gore mode I would totally enable it 17:06:55 too bad console though 17:07:15 PleasingFungus: disintegration is easy: can still splash around blood. And skeleton parts, if we want (probably not beef jerkies). 17:07:17 http://i.imgur.com/Qf3t3LA.jpg very anime 17:07:38 kawaii 17:07:38 just replace all the blood tiles with smiley faces 17:07:45 |amethyst: you could put a hole in the bottom of that "soul" bucket, but it's just a spitballed suggestion; it'd be a lot of complicated nonsense to preserve a mechanic I don't know if people are overfond of to begin with 17:08:04 Bloax: the girl is actually fighting! 17:08:33 <|amethyst> gammafunk: You see here an orc with a sad face. You call on the mopey to cheer up... The mopey are smiling! 17:08:38 dpeg: also note how the man looks like a man 17:09:04 wow, cisnormative much? check your privilege, shitlord 17:09:21 joey is my tulpa 17:10:18 <|amethyst> Is that geordi laforge with a clock on his face? 17:10:30 <|amethyst> on the horse 17:10:55 anime footsoldier/mooks are not allowed to have visible eyes. it is manga law 17:11:06 PleasingFungus: check your privilege for killing peaceful civilians https://dl.dropboxusercontent.com/u/63152810/le-myfugginfacewhen.gif 17:12:22 peculia 17:12:24 r 17:13:33 solid privilege checking, though. 17:16:48 03ontoclasm02 07* 0.15-a0-1231-gb928990: Remove some unused enums 10(2 hours ago, 2 files, 0+ 24-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b92899017ce1 17:16:48 03ontoclasm02 07* 0.15-a0-1232-g9d807a2: Some undead-ish tiles (roctavian, 8519) 10(2 hours ago, 3 files, 0+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9d807a285af5 17:16:48 03ontoclasm02 07* 0.15-a0-1233-g949fd7c: Randart weapon tiles (roctavian, 8519) 10(2 hours ago, 2 files, 0+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=949fd7c8833b 17:16:48 03ontoclasm02 07* 0.15-a0-1234-g2f773b7: Spell icons (roctavian, 8519) 10(31 minutes ago, 9 files, 0+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2f773b7a4e0e 17:16:48 03ontoclasm02 07* 0.15-a0-1235-g5bf09a8: Helmet tiles (roctavian, 8519) 10(24 minutes ago, 22 files, 32+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5bf09a84563a 17:18:03 Unstable branch on crawl.lantea.net updated to: 0.15-a0-1230-gf41e293 (34) 17:19:56 dang 17:20:45 one step closer to spell icon completion 17:21:54 A new layout for Pan by infiniplex 17:22:52 infiniplex is awesome 17:23:19 archaeo: slowly progressing! 17:24:05 we're probably approaching halfway done 17:24:32 of course i did one of the least important bits first >.> 17:24:51 ontoclasm: I think they'll look really nice when they're all done 17:25:24 and in the meantime it's just trunk tiles players who have to look at it, so no harm done, right? <_< 17:25:31 -!- APV has quit [Quit: Page closed] 17:26:30 well, i hope it doesn't irritate people too much xD 17:26:39 what was the least important bit? 17:26:53 invocations 17:27:01 03ontoclasm02 07* 0.15-a0-1236-g031d0d7: Recall / VD spell icons 10(4 minutes ago, 2 files, 0+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=031d0d796e7f 17:27:11 they're all done except for ones i'm putting off for particular reasons 17:27:15 -!- category has quit [Quit: Page closed] 17:27:26 ...but of course nobody sees them really 17:27:27 <|amethyst> You hear a loud clap! 17:27:59 -!- LexAckson has quit [Read error: Connection reset by peer] 17:29:37 -!- dpeg has quit [Quit: Lost terminal] 17:30:19 -!- dpeg has joined ##crawl-dev 17:32:25 -!- debo has quit [Ping timeout: 265 seconds] 17:33:02 -!- CKyle has joined ##crawl-dev 17:34:03 -!- bhaak has quit [Ping timeout: 245 seconds] 17:36:53 * Grunt appears. 17:37:11 !banish Grunt 17:37:11 PleasingFungus casts a spell. Grunt is devoured by a tear in reality! 17:37:31 * Grunt escapes from ##crawl-dev! 17:37:54 -!- six40sword has quit [Quit: Page closed] 17:39:57 oh. grunt. people were talking about reverting the 'sublime corpses' thing, since it seems like it might be a bit clunky, and self-sublimation is already quite useful 17:40:30 <|amethyst> is it okay that the spell becomes useless for Mu, Gr, Vs? 17:41:06 Mu, Gr, and Vs can't sublimate themselves? 17:41:11 they have no flesh! 17:41:16 or blood! 17:41:22 <|amethyst> oh 17:41:25 <|amethyst> I guess VS do 17:41:37 vs are weird, but they have flesh at least as much as spriggans do 17:41:46 <|amethyst> Gh 17:41:49 they're both kind of plant-y 17:42:00 Spriggans are not part plant at all. 17:42:04 aren't they? 17:42:05 "Sublimation of Energy"? 17:42:17 -!- Nomi has quit [Ping timeout: 264 seconds] 17:42:17 No, they're fairy like. 17:42:21 o 17:42:35 mu is probably the largest concern w.r.t sublimation 17:42:40 PleasingFungus: I'm okay with whatever people want to do with that. 17:42:43 aight 17:42:48 <|amethyst> if they were made of plants that would make their herbivory somewhat more sinister 17:42:50 -!- MgDark has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0/20140414143035]] 17:43:00 I don't have a strong opinion myself 17:43:02 I did see a suggestion elsewhere that you could target corpses with it (and/or target yourself) if people want alternatives. 17:43:24 iirc marvinpa was most concerned about sublimation ui 17:43:41 Well, I'm not happy with the way it works in chunkless right now either :) 17:44:01 ? 17:44:12 I mostly don't think the gains of Sublimation doing any sort of targetting will come with enough benifits to be worth it. The corpse thingy could become a differant spell if necessary. 17:44:17 Grunt: many people seem to agree that Sublimation is still good when restricted to HP. Plus it improves the interface at once. 17:44:21 (i.e. the prompt if you're standing on a corpse) 17:44:28 <|amethyst> the other one could be higher level 17:44:33 <|amethyst> sublimate all corpses in view 17:44:47 This reminds me of an idea I had earlier for a higher level spell: 17:44:58 |amethyst: sounds better as a non-spell to me. 17:44:58 <|amethyst> (probably with some additional cost) 17:45:05 hostile sublimation, sort of like vampiric draining only it gives MP and not HP. 17:45:09 <|amethyst> dpeg: yeh, probably 17:45:23 <|amethyst> s/eh/eah/ 17:45:34 "yeh" is also a word in some dialects :) 17:45:41 <|amethyst> which skull would that be in DoomRL? 17:45:52 -!- scummos__ has quit [Read error: Connection reset by peer] 17:46:01 Blood Skull 17:46:14 Well, Blood Skull is closest, but that's health. 17:46:24 yeah, I saw hostile sublimation suggested - the suggestion was a LOS-wide effect, which would obviously be Very Very Strong, but there are a lot of ways you could play with the effect 17:46:43 Hostile sublimation? 17:46:54 Wouldn't that just be Yredelemnul's Drain Life invocation? 17:47:11 ...well, with MP instead of HP. 17:47:53 -!- ckyle_ has joined ##crawl-dev 17:49:06 -!- Craig_ has quit [Quit: Leaving] 17:51:02 Perhaps some god could have a Drain Magic invocation, restoring MP and applying strong antimagic to all enemies in LOS? 17:51:03 spending MP to gain MP seems strange 17:51:04 <|amethyst> dtsund: it's a big enough difference between Makhleb and Vehumet 17:51:30 <|amethyst> dpeg: it's like sucking on the siphon hose 17:52:40 dpeg: Sublimation of Blood already spends MP to gain MP 17:52:55 dpeg: Since unless you want to turn in into a Kiku Invocation or something... 17:53:38 I like that sublim is available to anyone, although perhaps it being an L2 spell now is problematic 17:53:45 I haven't tried chunkless sublim 17:55:37 at L2, it seems a little overpowered in chunk-filled crawl, but sounds about right in chunkless, no? 17:56:21 it grants more mp 17:56:31 as in, it doesn't grant the mp of what one chunk used to 17:56:44 and that happens in one turn 17:56:56 instead of 4 turns to butcher, a turn to wield, a turn to cast 17:58:12 forgot, also a turn to pick up the chunks 17:58:41 reaverb: sure. I am not convinced we need a straight-up amplified version of Sublimation (spend more MP to get more MP, though) -- other costs may be fine, though. 17:58:51 dpeg: Hmm. 17:59:19 gammafunk: well that's not an issue if casting it on corpses is going away again anyway 17:59:34 oh, that's being discussed? 17:59:41 yeah then it's a non-issue 17:59:48 <|amethyst> I think letting it work on corpses is more problematic than it was on chunks 18:00:05 yeah, it becomes like cboe the spell with no large downside 18:00:16 i think multiple people have suggested it and haven't seen anyone in favour of keeping it, at least 18:00:23 <|amethyst> also because you were more likely (barring sp) to have a use for chunks than you are now for corpses 18:00:37 <|amethyst> so it was at least consuming an actual resource 18:00:45 yeah, the only competition is other necromancy 18:01:03 well for not-gh and maybe a couple other species 18:01:04 i was mainly worried about the interface at first but yeah there are plenty of gameplay problems with it too really 18:01:30 Seems like the Sublimation nerf can go in? Grunt was alright with it, too. 18:02:10 <|amethyst> should it be changed to work on the bloodless? 18:02:28 <|amethyst> (it would have to be renamed) 18:02:50 Sublimation of HP 18:03:03 iconic name 18:03:31 like I said above: Sublimation of Energy 18:03:42 i think it'd be fine for it to be useless for the bloodless, probably also fine to change if there's a good name idea 18:03:54 sublimation of energy is weird 18:04:03 Metabolic sublimation? 18:04:14 do Mu have metabolisms? :\ 18:04:22 -!- lobf has quit [Quit: lobf] 18:04:34 i guess "of blood" makes it weird that you can't cast it on potions of blood, maybe it has to be really really fresh blood though 18:04:42 how about Sublimate Self 18:04:56 or just Sublimation 18:05:05 "essence" so you can make all the anti-Dj folks collectively go AAAAAAGH 18:05:13 :p 18:05:16 I am not a chemist, but wouldn't it be "Sublime Self"? 18:05:19 -!- e1999 has quit [Quit: Leaving] 18:05:36 +1 for "just Sublimation" tho 18:05:39 i think changing that could be a separate thing, anyway 18:05:50 not particularly important either way 18:05:55 <|amethyst> archaeo: they're both used 18:05:59 I don't know why Self requires a different verb really 18:06:08 it doesn't, I was just curious 18:06:08 but yeah maybe there's a chemistry thing in there 18:06:23 <|amethyst> archaeo: I think perhaps with slightly different meanings but I'm not sure 18:06:41 1 [ no obj. ] Chemistry (of a solid substance) change directly into vapor when heated, typically forming a solid deposit again on cooling. • [ with obj. ] cause (a substance) to do this: these crystals could be sublimed under a vacuum. 18:06:41 <|amethyst> archaeo: i.e. you sublimate something, which sublimes 18:07:09 <|amethyst> ah 18:07:09 geekosaur: Sublimation of Essense allows me to make more Dr. Strangelove references, so I support it on that grounds 18:07:20 Sublime Precious Bodily Fluids 18:07:23 -!- scummos__ has quit [Ping timeout: 245 seconds] 18:07:27 Sublimation +1 18:07:31 also the name of my new band 18:07:35 heh 18:07:56 <|amethyst> name the spell differently depending on your species 18:08:00 If I'm turning elephant slugs into a dummy monsters, is there a way to automatically ghost them or do I need to go to tags.cc 18:08:00 <|amethyst> sublimation of blood 18:08:04 or is just leaving them fine. 18:08:05 Sublime Cadaveric Decomposition is the name of a band already. 18:08:05 <|amethyst> sublimation of embalming fluid 18:08:24 <|amethyst> sublimation of rock 18:08:40 reaverb: I think AXED_MONS() handles it? 18:08:42 <|amethyst> reaverb: hm, since it won't be AXED I guess you mean? 18:08:50 <|amethyst> gammafunk: right, but he's keeping it as a genus monster 18:08:53 |amethyst: correct. 18:09:22 <|amethyst> reaverb: how about 1. rename it to MONS_ELEPHANT_SLUG_OLD 2. axe that 3. add MONS_ELEPHANT_SLUG at the end 18:09:54 <|amethyst> reaverb: or, as you were suggesting, you could find the code in tags.cc that deals with axed monsters and copy that 18:10:14 I think it'll be easier just to add a special case in tags.cc 18:10:21 hrm, I'm curious. if the genus monster is being kept, why does that affect elephant slugs? 18:10:30 <|amethyst> honestly 18:10:34 Because there was no genus monster. 18:10:41 But I'm making one. 18:10:44 oh, so you're making a genus monster 18:10:53 hrm, why are we making one (honest question)? 18:10:58 <|amethyst> gammafunk: elephant slugs are currently genus elephant slug 18:11:10 <|amethyst> gammafunk: elephant slugs are being removed but gastronok is staying 18:11:15 ah, gastro 18:11:20 that's the short answer 18:11:32 A) |amethyst suggested it for Gastronaut B) I've been thnking of renaming worms elephant slugs like royal jellys and honeycombs. 18:11:45 Since slugs send the message of "slow" better than "worm" 18:11:51 ok, I suppose that makes sense 18:12:01 although I wonder if you're just creating more work for yourself :) 18:12:30 is reaverb some kind of taxonomist irl 18:12:52 Gastronok (06w) | Spd: 5 | HD: 20 | HP: 150 | AC/EV: 2/1 | Dam: 40 | 10items, 10doors, amphibious, spellcaster, see invisible | Res: 06magic(80), 12drown | Chunks: 09poison | XP: 1587 | Sp: airstrike (0-50), slow, swiftness, sum.small mammal, cantrip | Sz: Big | Int: normal. 18:12:52 %??gastronok 18:12:53 Hmm, why would you suggest that? 18:13:03 unknown monster: "gastronaut" 18:13:03 %??gastronaut 18:13:04 -!- ActinalWhomp has joined ##crawl-dev 18:13:16 all of this species genus manipulation 18:13:22 Yes I can't spell Gastronok's name. 18:13:23 species/genus 18:13:33 haha, Gastronaut 18:13:37 -!- debo has joined ##crawl-dev 18:13:37 Slugs is spaaaaaaace! 18:13:41 *in 18:13:51 <|amethyst> http://fusion.ddmcdn.com/kids/uploads/space-food-300.jpg 18:13:56 <|amethyst> A gastronaut 18:14:03 I see 18:14:12 Space Chef 18:14:22 The ultimate conclusion of Top Chef 18:14:45 <|amethyst> I could not find any pictures of stomachs wearing spacesuits 18:15:11 <|amethyst> maybe should have used something from Fantastic Voyage 18:17:03 * geekosaur finds himself thinking of Niven's bandersnatchi 18:17:39 Dummy monster flagst are just the no generate flag right? 18:17:47 -!- predator117 has quit [Ping timeout: 255 seconds] 18:18:12 M_CANT_SPAWN 18:18:28 -!- maha_ has quit [Client Quit] 18:19:47 <|amethyst> reaverb: and whatever is appropriate 18:19:51 <|amethyst> so M_NO_SKELETON too 18:20:01 huh. chunks created from explosions seem to still be put on autopickup 18:20:06 in chunkless 18:20:24 <|amethyst> PleasingFungus: what does item_is_useless say? 18:20:51 they're marked grey 18:20:53 !function item_is_useless 18:20:54 Couldn't find item_is_useless in the Crawl source tree 18:21:10 -!- magicpoints has joined ##crawl-dev 18:22:24 !function is_useless 18:22:24 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/skills2.cc;hb=HEAD#l487 18:22:33 NOPE 18:22:35 -!- Arkaniad has quit [Ping timeout: 260 seconds] 18:23:21 swing and a miss, sequell 18:28:10 <|amethyst> !function is_useless_item 18:28:10 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/itemname.cc;hb=HEAD#l3192 18:28:11 <|amethyst> sorry 18:28:25 <|amethyst> gtg for a bit 18:29:06 -!- nooodl has quit [Quit: Ik ga weg] 18:31:16 -!- lobf has joined ##crawl-dev 18:31:27 I kept messing that up with is_stationary_item vs. item_is_stationary 18:31:34 -!- category has quit [Client Quit] 18:31:41 -!- home has quit [Changing host] 18:31:42 !function item_is_stationary 18:31:43 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/itemprop.cc;hb=HEAD#l659 18:31:46 heh, oops 18:31:50 rip consistency 18:32:28 -!- edlothiol has quit [Ping timeout: 252 seconds] 18:32:42 bool item_is_stationery (item_def &item) {return item.base_type == OBJ_SCROLLS;} 18:33:07 haha 18:33:49 clearly we need nethack-style scrolls with blanking through water and /cancellation and also magic markers 18:33:54 -!- alefury has quit [*.net *.split] 18:43:25 -!- ckyle_ has quit [Quit: ckyle_] 18:46:17 -!- Patashu has joined ##crawl-dev 18:47:05 -!- Nomi has quit [Ping timeout: 264 seconds] 18:49:34 -!- casmith789 has quit [Quit: Leaving] 18:52:39 -!- rchandra has quit [Ping timeout: 265 seconds] 18:54:31 -!- Ququman has quit [Remote host closed the connection] 18:54:58 -!- ActinalWhomp has quit [Ping timeout: 240 seconds] 18:58:50 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140516030204]] 19:02:24 -!- Keanan has joined ##crawl-dev 19:07:53 -!- Keanan has quit [Quit: Leaving.] 19:08:39 -!- demiskeleton has quit [Ping timeout: 252 seconds] 19:09:55 -!- Euph0ria has quit [Read error: Connection reset by peer] 19:13:07 -!- Lasty1 has quit [Quit: Leaving.] 19:15:15 -!- ckyle_ has joined ##crawl-dev 19:15:47 -!- Blazinghand|Work has quit [Read error: Connection reset by peer] 19:18:09 -!- Lasty1 has joined ##crawl-dev 19:28:34 -!- dtsund has quit [Quit: dtsund] 19:29:16 -!- Basil has quit [Ping timeout: 240 seconds] 19:36:58 -!- Mattias has quit [Ping timeout: 245 seconds] 19:39:03 -!- Kramin has quit [Ping timeout: 245 seconds] 19:39:10 -!- Mattias has joined ##crawl-dev 19:40:14 -!- ActinalWhomp has joined ##crawl-dev 19:41:52 -!- Basil has joined ##crawl-dev 19:43:29 -!- debo has quit [Ping timeout: 264 seconds] 19:44:42 -!- Vaporware has quit [Read error: Connection reset by peer] 19:46:35 -!- Nomi has quit [Ping timeout: 260 seconds] 19:48:54 -!- LexAckson has joined ##crawl-dev 19:52:48 -!- Nomi has quit [Ping timeout: 245 seconds] 19:52:54 -!- Nomi_ is now known as Nomi 19:54:14 -!- Daekdroom has quit [Quit: Saindo] 19:56:34 -!- mamgar has quit [Ping timeout: 240 seconds] 20:03:16 -!- rchandra has joined ##crawl-dev 20:03:17 -!- Zermako has quit [] 20:04:55 -!- Keanan has joined ##crawl-dev 20:07:03 -!- dpeg has quit [Quit: leaving] 20:07:52 -!- Bloax has quit [Quit: Error: Bloax not found] 20:10:58 -!- Arkaniad has quit [Ping timeout: 240 seconds] 20:13:22 -!- bmfx has quit [Quit: Lost terminal] 20:14:47 -!- caleba has quit [Quit: caleba] 20:18:18 -!- sirtheta has quit [Quit: Page closed] 20:18:47 -!- Keanan has quit [Ping timeout: 252 seconds] 20:19:27 -!- gnuvince has quit [Changing host] 20:19:51 -!- Ladykiller69 has quit [Read error: Connection reset by peer] 20:21:48 -!- archaeo has quit [Ping timeout: 240 seconds] 20:22:42 -!- debo has joined ##crawl-dev 20:26:49 -!- mamgar has quit [Quit: Leaving] 20:26:52 !function cast_simulacrum 20:26:53 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/spl-summoning.cc;hb=HEAD#l2025 20:30:05 -!- predator217 has quit [Ping timeout: 255 seconds] 20:30:52 I think Gozag's item duplication is still undocumented (it says you can do this once, but doesn't mention the altar in that message or ^ as far as I could see) 20:32:01 ^ mentions it! 20:32:05 hrm, should player simulacram really leave a skeleton now? 20:32:21 *simulacrum 20:32:30 gammafunk: why not? 20:32:32 At first I thought yes, but I'm not sure 20:32:44 Grunt: for one, it complicates my message handling! 20:32:54 -!- zardo has quit [Quit: Page closed] 20:32:55 The corpse you were butchering .....vaporizes? 20:32:56 How so? 20:32:58 but the bones are left 20:33:08 The flesh of the corpse you were butchering... 20:33:14 I guess 20:33:37 oh but that's monster simulacrum, I should say 20:33:47 it's just that if it does it for monster, it would for player 20:33:59 but now that I think about it, the issues aren't the same 20:34:09 so ignore me 20:34:14 Xom entertained by hitting plants with chaos weapon by golthoon 20:34:22 haha, classic Xom 20:35:05 Grunt: I assert that you snuck that in after my message, it wasn't there a few minutes ago :) 20:35:22 rchandra: pfui :b 20:36:47 -!- ActinalWhomp has quit [Ping timeout: 240 seconds] 20:39:55 -!- ActinalWhomp has joined ##crawl-dev 20:40:02 -!- tarantoga has quit [Read error: Connection reset by peer] 20:41:31 -!- Keanan has joined ##crawl-dev 20:43:49 -!- caleba has quit [Quit: caleba] 20:44:28 -!- Mattias has quit [Ping timeout: 245 seconds] 20:47:47 -!- Nomi has quit [Ping timeout: 240 seconds] 20:49:38 -!- ActinalWhomp has quit [Ping timeout: 240 seconds] 20:49:41 -!- Kramin has quit [Quit: This computer has gone to sleep] 20:50:19 -!- gnuvince has quit [Ping timeout: 252 seconds] 20:50:25 -!- ackack has joined ##crawl-dev 20:51:36 -!- Mattias has joined ##crawl-dev 20:53:29 -!- crate has quit [Ping timeout: 265 seconds] 20:56:33 -!- Mattias has quit [Ping timeout: 245 seconds] 21:00:05 -!- PsyMar has quit [Read error: Connection reset by peer] 21:00:21 -!- Mattias has joined ##crawl-dev 21:06:30 -!- Crehl has quit [Quit: qqqqqqq] 21:06:41 Vasek (L6 MuFE) ERROR in 'tileweb.cc' at line 212: Socket write error: Resource temporarily unavailable (D:4) 21:08:39 03gammafunk02 07[chunkless] * 0.15-a0-1221-ga7e27b0: Rework the player version of simulacrum 10(19 hours ago, 1 file, 32+ 82-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a7e27b0216fd 21:08:39 03gammafunk02 07[chunkless] * 0.15-a0-1222-g7bb6237: Rework monster simulacrum to act like animate dead 10(68 minutes ago, 1 file, 53+ 145-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=7bb6237a2712 21:08:39 03gammafunk02 07[chunkless] * 0.15-a0-1253-g828117c: Merge branch master into chunkless 10(10 minutes ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=828117c92049 21:09:39 reaverb: I don't have time to remove chunks tonight, and not sure if I will tomorrow, but that might be the last of the "big issues" for getting rid of chunks 21:09:57 gammafunk: Gh are still unresolved IIRC 21:10:13 in terms of whether to give them anything additional? 21:10:26 they can eat corpses now so they won't die but that doesn't keep their minigame. 21:10:46 gammafunk: Yes, anything other than corspe eating. 21:11:36 hrm, could go with some kind of powered by death approach, but it wouldn't be great to just copy that mutation I guess 21:12:07 Somebody mention a "soul meter" which I think could work. 21:12:15 but perhaps something about corpses being in LOS though 21:12:22 Grow on kill things, "a" ability to get the current eating chunk effect though. 21:12:43 (the ability would drain the "soul meter" 21:12:44 ) 21:13:09 yeah that seems iffy 21:13:13 -!- Mattias has quit [Ping timeout: 245 seconds] 21:14:23 I've been more focused on balancing the perma-food generation. I didn't realize everybody was going to try to remove all uses of chunks. (Removing chunks entirely is probably a good change but I was mainly focused on remvoing eating them) 21:14:42 well the former is certainly quite important 21:14:45 and since you made the current branch basically all I did was start the discussion :D 21:14:46 so no harm in doing that 21:15:12 well it's bee a pretty good team effort so far 21:15:53 -!- Nomi_ has quit [Ping timeout: 252 seconds] 21:16:03 Yes except for me being all snappy at the beginning. 21:16:51 it happens. I snapped at Basil once when he made fun of Sif 21:16:57 Oh, and there's a semi-consensus on making Sublimation of Blood only work on health but it appears nobody has implmented by that. 21:17:12 -!- Mattias has joined ##crawl-dev 21:17:19 Yeah that sounds like a good change 21:17:32 MarvinPA was talking about it, maybe he wouldn't mind doing it 21:17:47 it is a removal after all 21:18:15 -!- Watball has quit [Quit: Leaving] 21:19:05 -!- eb_ has joined ##crawl-dev 21:19:21 That's the problem with distributed projects, sometimes everbody decides somebody else will do it :D 21:19:48 Like me making curse skulls stationary again like a week after everybody agreed it would be a excellent change. 21:19:49 I've mostly found that others have beaten me to the punch 21:19:59 but it really depends on the change I guess 21:20:32 Yes. 21:20:38 curse skulls are stationary again? nice 21:21:05 rchandra: Yes. Next step: Try making them always block the stairs. 21:21:37 -!- home has quit [Read error: Connection reset by peer] 21:21:52 stationary curse skulls makes curse toes cooler, too 21:22:09 rchandra: eh, not since the deathcap change really. 21:23:38 esran (L3 MfBe) (D:2) 21:28:31 -!- Amnesiac has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 21:30:05 can i make an implementable for my spell icons? 21:30:23 ontoclasm: Sure! 21:30:47 Seems exactly like something which would be a implementable (this is on mantis correct?) 21:30:59 yes 21:32:57 -!- Morik_ has quit [Quit: This computer has gone to sleep] 21:36:34 -!- TAS_2012v has quit [Ping timeout: 240 seconds] 21:48:57 -!- joy199 is now known as joy1999 21:49:18 Spell & Ability Icons by ontoclasm 21:50:12 -!- Lasty1 has quit [Quit: Leaving.] 21:51:36 -!- schistosomatic has joined ##crawl-dev 21:52:23 -!- Mattias has quit [Ping timeout: 245 seconds] 21:54:55 -!- Mattias has joined ##crawl-dev 21:57:35 we'll see if that gets any takers 21:59:33 -!- ckyle_ has quit [Quit: ckyle_] 22:00:13 ontoclasm: Is it really best to have the icon borders hardcoded? Might be good to do something like clouds where the layers occur in-game. 22:00:58 -!- gnuvince has quit [Changing host] 22:01:17 -!- ckyle_ has joined ##crawl-dev 22:02:28 -!- MaxFrost has quit [Ping timeout: 276 seconds] 22:02:48 -!- Mattias has quit [Ping timeout: 245 seconds] 22:07:18 -!- kekekela has quit [Ping timeout: 240 seconds] 22:08:44 -!- Mattias has joined ##crawl-dev 22:09:58 -!- Nomi has quit [Ping timeout: 240 seconds] 22:12:51 -!- ussdefiant has joined ##crawl-dev 22:16:47 why not make sublimation of blood work on corpses at your feet 22:16:48 or is that too 22:16:49 'tedious' 22:17:00 question 22:17:03 that's what it does currently in chunkless 22:17:06 are there any uses for chunks still in the game? 22:17:07 but the problem is balance 22:17:23 it's probably better to just allow it to sublim the player's hp 22:17:30 Simulacrum I think 22:17:41 simulacrum got overhauled to work like animate skeleton 22:17:52 in chunkless, not in trunk 22:18:01 I'm starting chunk removal right now 22:18:01 yeah 22:18:06 I think only ghouls are left for chunkless 22:18:06 lightli: ghoul eating and sublimation blood are the remaining things atm 22:18:18 or just ghouls now, ok 22:18:43 not even ghouls, technically 22:18:45 they eat corpses 22:18:48 oh 22:18:57 but they probably do need some additional changes 22:19:02 if being able to subliminate corpses is too good, wouldn't the old version that let you carry chunks around to subliminate them wherever be even better? 22:19:04 to offset the loss of the chunk healing 22:19:26 make it so eating a corpse always is treated as rotting? 22:19:33 no because corpses are not chunks 22:20:09 -!- caleba has quit [Quit: caleba] 22:20:36 oh 22:20:48 -!- phalm has quit [Ping timeout: 240 seconds] 22:20:53 so ghouls don't get healing from eating bodies of the dead anymore? 22:23:44 Lightli: corpses stationary 22:23:59 oh yeah that's an issue 22:26:36 reaverb: the plan is to keep vp blood bottling and the blood minigame for now? 22:26:54 gammafunk: Yes, unless somebody else plans the change it. 22:27:03 Haven't heard anything about it changing. 22:27:18 -!- Nomi_ has quit [Ping timeout: 240 seconds] 22:28:48 hrm, I guess we might want an auto-eat option in the short term, but for now I'll just remove auto_eat_chunks 22:29:53 03reaverb02 07* 0.15-a0-1237-gba203fc: Remove Elephant Slugs (actually turn them to dummy monsters) 10(22 hours ago, 10 files, 13+ 19-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ba203fcf0cb2 22:30:11 -!- Fhqwhgads_ has quit [Remote host closed the connection] 22:31:29 -!- Staplefun has quit [Ping timeout: 264 seconds] 22:34:10 -!- Quashie has quit [Ping timeout: 240 seconds] 22:35:24 Hmm. I'm not so sure about removing the elephant slug from Sprint 1. 22:35:52 Replacing it with a goliath beetle removes a significant amount of early EXP on a map that is already EXP-starved. 22:36:35 -!- LexAckson has quit [Read error: Connection reset by peer] 22:38:36 (to be honest, I think all of the earlier sprints could use larger rebalancing to make their early games less frustrating) 22:39:35 elephant slug (16w) | Spd: 4 | HD: 20 | HP: 116-145 | AC/EV: 2/1 | Dam: 40 | Res: 06magic(80) | Vul: 09poison | Chunks: 09poison | XP: 200 | Sz: Big | Int: insect. 22:39:35 %??elephant_slug 22:39:41 goliath beetle (02B) | Spd: 5 | HD: 5 | HP: 38-63 | AC/EV: 10/3 | Dam: 30 | Res: 06magic(20) | Vul: 09poison | Chunks: 09poison | XP: 48 | Sz: Medium | Int: insect. 22:39:41 %??goliath_beetle 22:39:51 4 golaith beetles 22:40:35 magicpoints: I couldn't tell how good an idea that was. 22:40:53 Is 4 golaith beetles a serious suggestion? I can do that. 22:41:21 4 is too much, but 2 or 3 might be ok 22:41:25 magicpoints: By which I mean I haven't played that sprint since my offline days and you probably know more about it than me :D 22:41:28 I've never played the sprint 22:41:59 Obviously add orb beetles 22:42:27 sprint I could probably use some earlygame changes yeah 22:42:39 I was thinking maybe a single yak? Not quite sure how that would play out but it's about the same amount of exp and doesn't seem excessive 22:42:41 it's still not a cakewalk after you get past the first few rooms 22:42:47 if you have more exp 22:43:14 (theoretically) 22:43:53 Well sprint 1 is silly in general, like if you kill everything you'll be fighting Lom Lobon at about xl 13 or 14 22:44:08 yes, the other side to the argument is 22:44:39 where exactly would you say a difficulty spike is, since it never really stops being silly 22:45:06 also there are those rooms nobody ever goes to 22:45:15 at least I think nobody goes there 22:45:20 to the far right 22:45:31 Probably the least fair thing in the map is the room with 4 demonic crawlers? Since they are hard to kill and hit decently hard 22:45:51 yeah demonic crawlers were less brutal in whatever version it was made I think 22:46:04 forgot about that 22:46:28 magicpoints: yak instead of goliath beetles? 22:46:33 And as ridiculous as sprint 1 is, it's still not as fucked up as sprint 2 22:46:51 In sprint 2 I can barely tell wtf is going on at all 22:47:06 I think sprint 2 was even nastier before noise changes 22:47:30 Noise changes? 22:47:31 since I'm pretty sure gloorx' room of crazy would come after you 22:47:59 yes noise changes, probably long before you started playing judging by your reaction 22:48:51 magicpoints: So you think a yak would be better in Sprint 1 rather than goliath beetle[s] correct? 22:49:18 you'll have to ask someone else for details, but I am almost sure the room with gloorx would wake up upon picking up the orb even if you had arrived there from the other side 22:49:27 Yeah, a lone yak probably 22:50:10 Ok, Thanks, credit as magic points fine. 22:50:16 err, (magicpoints) 22:50:51 -!- ActinalWhomp has joined ##crawl-dev 22:54:39 -!- floatingatoll has quit [Quit: &] 22:54:41 guess I'll just use that. 22:54:47 credit also acceptable as crazynumkeys 22:54:54 (joke) 22:55:16 03reaverb02 07* 0.15-a0-1238-g488ec72: Replace the old elephant slug in Sprint 1 with a yak (magicpoints) 10(8 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=488ec72f0367 22:55:48 -!- tabstorm has quit [Ping timeout: 240 seconds] 22:57:26 Do people move while under the BARBS effect? I was thinking about nerf barbs damage. 22:58:00 From what I understand, it's supposed to do enough damage to dissuade moving. 22:58:32 yes 22:58:47 eb_: What is that "yes" for? 22:58:54 @grunt 22:58:58 Grunt: True, but I've found it's so high I basically never want to move. That might be wrong, which is why I wanted to discuss it. 22:59:17 Since if I'm just a bad player the change would probably be for the worse. 22:59:28 that has more to do with manticores being more often found in open places so you'd have to move a lot to be out of danger 22:59:41 instead of taking a couple steps around a corner 22:59:41 eb_: Hmm. 23:01:06 I'd just not place 2 (or 3? can't remember) manticores in shoals entrance vaults 23:01:21 ...is there really an entry vault that does that? 23:01:24 yes 23:01:31 -!- ckyle_ has quit [Quit: ckyle_] 23:01:36 !vault shoals 23:01:37 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/altar/ashenzari_visionary.des;hb=HEAD#l233 23:01:38 I've died to it, and then I found it again after knowing it was murder and almost died to it again 23:01:49 !vault shoals_en 23:01:50 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/branches/shoals.des;hb=HEAD#l55 23:01:57 well, barbs status has some secret sauce to how it works 23:01:58 ??barbs 23:02:00 manticore[1/3]: Slow, late-D and Shoals threat. Good melee, has finite ammo of flung barbs, which deal damage with every movement when embedded into a target. Moving enough or standing still for bit will remove the status. 23:02:00 (I remember looking through the others when I added a couple more of them in and don't remember something so egregious.) 23:02:02 ??barbs[2] 23:02:02 manticore[2/3]: Barbs last for 3-6 turns (plus 2-4 if they hit you again, up to 12), but this duration only decreases when you wait or (33% chance) move. Damage for moving with barbs is 2d(4+times hit by spikes) up to 2d6. 23:02:06 ^ 23:02:10 -!- sgiratch has quit [Ping timeout: 240 seconds] 23:02:13 it's just a few manticores and hippogriffs near the stairs 23:02:14 maybe this should be communicated better to the player 23:02:26 it prints a message every time you move 23:02:30 oh 23:02:35 well no I mean the duration of barbs 23:02:36 _entry_beasts 23:02:37 is really opaque 23:02:39 Patashu: it used to be very cryptic in the first place and i was the first death to them as aresult 23:02:51 the colour of 'Barbs' should change as you remove turns from its duration 23:02:54 well plenty of things only last for a certain amount 23:02:58 like how berserk changes when it's about to run out 23:03:13 yes, but barbs only goes down when you stand still. oh, it also goes down when you walk. sometimes. and if you just do anything else nothing happens. 23:03:16 name one other status effect that works like that 23:03:33 I think it would be good to just make it always go down if you walk. 23:03:38 -!- ackack has quit [Quit: Leaving] 23:04:01 also sometimes barbs vanish while I'm doing other things and I can never figure out why 23:04:02 well it would be better if it was reduced every time you moved but just a tiny amount 23:04:03 does curing remove barbs? 23:04:10 or is it just because I removed them by waiting/moving and didn't notice 23:04:15 So I can get rid of that extract_manticore_spikes() hack. 23:05:12 Patashu: why would curing remove barbs? 23:06:20 eb_: Technically, if you roll really badly, that vault can place 9 manticores. 23:06:25 heh 23:06:33 ??curing 23:06:34 potion of curing[1/1]: Common potion that restores 5-11 health and cures sickness, poison, confusion, and rotting. Compare with {potion of heal wounds}. 23:06:44 reaverb: I think a lot of people don't know curing cures confusion 23:06:46 1 in 387,420,489 chance. 23:07:06 !lg * 23:07:07 3299229. Jabberwock the Skirmisher (L1 DsWn), quit the game on D:1 (eino_arrival_cavern_e) on 2014-06-03 04:06:20, with 0 points after 1 turn and 0:00:05. 23:07:08 Patashu: That's like the biggest use of curing? 23:07:23 I've seen tvs of people being confused for long periods of time, having curing and not drinking the curing 23:07:46 Patashu: And then dying? 23:07:55 Maybe they just didn't care enough to quaff it. 23:08:36 well, I dunno 23:08:39 Grunt: I'm assuming you're going to hanlde entry_beasts. Correct? 23:08:58 I haven't decided what "handle" will entail here quite yet. 23:09:01 ...actually, I have an idea. 23:09:11 I'd just do NSUBST to spawn exactly one manticore. 23:09:23 Is that what you were thinking? 23:09:26 Think a bit further than that. 23:09:31 spawn N manticores, where each has the strength of 1/N of a manticore 23:09:38 The manticore shudders and splits. 23:10:04 Grunt: Somehow make sure there are 0-1 manticores? 23:10:32 or just spawn the manticore randomly on a shuffled corner or side and let rotate / mirroring handle the rest? 23:11:34 03Grunt02 07* 0.15-a0-1239-g4e31f84: Don't spawn eight manticores in a Shoals entry. 10(62 seconds ago, 1 file, 9+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4e31f848abaa 23:11:36 I meant in terms of the other guys that could be present. 23:11:52 Oh, hmm. 23:11:57 (...this is a bit silly, but I kind of like presenting it that way.) 23:12:28 I could just as well do eight floor tiles and an NSUBST. 23:12:29 * Grunt shrugs. 23:12:36 Yes I bet NSUBST would be a bit clearer (unless the reader does not understnad NSUBST whcih is quite possible) 23:13:00 Maybe Hangedman would find that version easier to read. 23:13:17 well des shouldn't be written around an assumption that the reader can't read des 23:13:37 gammafunk: That's true :D 23:14:12 -!- Frank2368 has quit [Quit: Page closed] 23:15:31 -!- CSDCS has quit [Read error: Connection reset by peer] 23:15:36 Grunt: that des looks like you're using that fedhas ability 23:15:40 gammafunk: <3 23:15:56 Speaking of which, I keep trying to think of a good way to fix that for when there are no enemies in sight. 23:16:05 Having to spam the ability button to place plants only where you want them is terrible. 23:16:50 -!- CKyle has quit [Quit: CKyle] 23:18:18 -!- zeia has quit [Ping timeout: 240 seconds] 23:19:03 -!- tbuck_ has quit [Ping timeout: 245 seconds] 23:19:17 -!- CKyle has joined ##crawl-dev 23:20:11 -!- Sizzell has quit [Ping timeout: 252 seconds] 23:20:15 prompt for a direction each time, allowing the player to cancel the previous entry? 23:20:20 would be a bunch of code 23:20:28 -!- |amethyst has quit [Ping timeout: 276 seconds] 23:21:29 -!- |amethyst has joined ##crawl-dev 23:22:03 The vague idea I've had is to let them toggle the numbers individually. 23:22:11 I don't think that would work too well in practice, though. 23:22:13 -!- Sizzell has joined ##crawl-dev 23:22:19 -!- Amnesiac has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:23:00 seems like it'd work ok 23:23:05 what's the problem with it? 23:24:00 Well, what I'm aiming for is to reduce the amount of button spam. 23:24:28 I guess in the case I'm targeting it would work well, but I'm assuming it would throw people off who use Growth in combat, when it automagically places plants between you and your foes. 23:24:46 oh, didn't realize it did that 23:25:42 I also assume that they'd all be toggled on by default, or at least up to what you have fruit for 23:27:39 mmmmm 23:27:48 Actually, that gives me an idea. 23:27:59 notice I don't like growth placing plants closer to enemies in combat 23:28:02 others might disagree 23:28:14 Some automagic keystroke combination to select 1-N for arbitrary N. 23:28:16 but if I'm trying to make some oklobs I'd rather tank for them 23:28:34 -!- bones__ has joined ##crawl-dev 23:28:37 I need to think more about this. 23:29:19 eb_, I'm not really sure how often people make use of Growth in such a way that that behaviour is relevant. (I think I barely noticed myself in my Fedhas wins.) 23:30:33 I can't say for others but I usually try to do it out of combat and yes this results in endless spam 23:30:49 -!- bones___ has quit [Ping timeout: 252 seconds] 23:30:56 and when I try to do it in combat it also is basically never doing it the way I'd want it to 23:31:01 :v 23:31:48 -!- PleasingFungus has joined ##crawl-dev 23:32:00 -!- CSDCS has quit [Read error: Connection reset by peer] 23:33:17 -!- Morik_ has quit [Ping timeout: 264 seconds] 23:36:17 -!- floatingatoll has joined ##crawl-dev 23:40:20 hm. does anyone know a vault that spawns with two small stone rooms facing each other [==] - and outside, a bunch of food (might be specifically fruit?) 23:40:36 it gave me 150+ fruit, which seems a bit much - I'm trying to fix it but I have to find it first 23:41:46 PleasingFungus: blue_anna_alchemist 23:42:02 PleasingFungus: you probably want the fruiting_plant subvaults specifically 23:42:14 -!- Krakhan has quit [Ping timeout: 255 seconds] 23:42:48 That vault was already "fixed" 23:42:55 so yeah. 23:44:23 -!- bones__ has quit [Ping timeout: 252 seconds] 23:44:37 -!- bones___ has joined ##crawl-dev 23:44:57 -!- N78291 has quit [Quit: null] 23:46:45 -!- CSDCS has quit [Read error: Connection reset by peer] 23:47:46 when was it fixed? 23:47:57 because I encountered those fruit in a game started this morning 23:48:13 A while back. 23:48:19 %git fruiting_plant 23:48:19 Could not find commit fruiting_plant (git returned 128) 23:48:22 so... it's either another vault, or it wasn't fixed 23:48:24 %git:/ fruiting_plant 23:48:29 %git :/fruiting_plant 23:48:30 07|amethyst02 * 0.14-a0-1353-g8e2ef8a: Let fruiting_plant spawn in D. 10(6 months ago, 1 file, 3+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8e2ef8a400b8 23:48:46 PleasingFungus: That why fixed is in quotation marks. 23:48:57 ha 23:49:09 What I meant was "that vaults has already been modified to try and make it drop less fruit" 23:49:13 yeah, it's alchemist 23:49:24 grunt is right, as grunts often are 23:50:48 -!- morik has quit [Disconnected by services] 23:50:50 -!- bfein__ is now known as morik 23:50:59 mmm. nrook feels strongly that my linking food drops to monsters is a bad idea - that I am 'replicating the problems of the old system' by making players press o an extra time while passing over corpses 23:51:07 does anyone else feel anything about this? 23:52:17 autoexplore won't stop when you get extra good, will it? 23:52:20 *extra food 23:52:21 I still think just uping spwan rates could work but I do not feel strongly about this. 23:52:36 Also the o thing still applies in case the monster dropped a potion or something. 23:52:59 rchandra: not sure. will observe 23:53:37 when I autopickup extra robes and stuff I know that doesn't stop the 'o' 23:53:39 -!- rossi has quit [Quit: WeeChat 0.4.3] 23:54:17 hm 23:54:18 yep 23:55:57 -!- bones__ has joined ##crawl-dev 23:56:21 -!- eb_ has quit [] 23:56:45 |amethyst: cszo keeps freezing and booting me. 23:58:07 -!- bones___ has quit [Ping timeout: 265 seconds] 23:59:23 -!- Basil has quit [Read error: No route to host]