00:00:40 -!- Keanan has quit [Quit: Leaving.] 00:01:58 -!- eb_mobile has joined ##crawl-dev 00:02:54 -!- CSDCS has quit [Read error: Connection reset by peer] 00:03:19 -!- bones___ has joined ##crawl-dev 00:03:21 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 00:03:46 -!- Keanan has joined ##crawl-dev 00:06:49 -!- bones__ has quit [Ping timeout: 265 seconds] 00:08:11 Unstable branch on crawl.s-z.org updated to: 0.15-a0-1239-g4e31f84 (34) 00:08:16 -!- MgDark has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0/20140414143035]] 00:12:48 -!- dtsund has joined ##crawl-dev 00:14:10 -!- |amethyst has quit [Ping timeout: 240 seconds] 00:14:34 -!- Sizzell has quit [Ping timeout: 240 seconds] 00:15:13 -!- Sizzell has joined ##crawl-dev 00:19:03 -!- ActinalWhomp has quit [Ping timeout: 245 seconds] 00:19:40 -!- |amethyst has joined ##crawl-dev 00:19:42 -!- Furril has quit [Ping timeout: 252 seconds] 00:20:25 -!- KurzedMetal has quit [Read error: Connection reset by peer] 00:25:47 -!- bones__ has joined ##crawl-dev 00:26:55 -!- zxc232 has joined ##crawl-dev 00:27:18 -!- tabstorm has quit [Ping timeout: 240 seconds] 00:27:38 -!- bones___ has quit [Ping timeout: 240 seconds] 00:32:03 -!- MaxFrost has quit [Ping timeout: 252 seconds] 00:34:42 -!- Blomdor has quit [Quit: Page closed] 00:45:16 -!- bones___ has joined ##crawl-dev 00:48:52 -!- bones__ has quit [Ping timeout: 276 seconds] 00:49:46 -!- bones__ has joined ##crawl-dev 00:50:05 -!- bones___ has quit [Ping timeout: 264 seconds] 00:50:19 -!- sd1989 has joined ##crawl-dev 00:52:28 -!- bones___ has joined ##crawl-dev 00:55:29 -!- bones__ has quit [Ping timeout: 264 seconds] 00:55:55 -!- WalkerBoh has quit [Remote host closed the connection] 00:57:27 %git chunkless 00:57:27 07gammafunk02 * 0.15-a0-1253-g828117c: Merge branch master into chunkless 10(4 hours ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=828117c92049 00:57:31 &version cszo 00:57:31 %version 00:57:31 trunk: 0.15-a0-1239-g4e31f84; 0.14: 0.14.1-18-g0856e53; 0.13: 0.13.2; 0.12: 0.12.3; 0.11: 0.11.3; 0.10: 0.10.3-19-g6f05415 00:57:51 03reaverb02 07* 0.15-a0-1240-g51bfb8d: Replace some you.mutaiton[] calls with player_mutation_level() 10(29 minutes ago, 7 files, 21+ 17-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=51bfb8de72b7 00:58:09 reaverb: oops, typo 00:58:20 Oh, oops indeed. 00:58:40 I'm guess regeneration draining cost should occur when you cast it? 01:00:15 hrm, I'm not sure tying drain to regen is a good idea 01:00:19 -!- Red_Bucket has quit [Quit: Page closed] 01:01:52 -!- ontoclasm has quit [Quit: Leaving.] 01:02:15 -!- Kramin has quit [Quit: This computer has gone to sleep] 01:03:07 gammafunk: I have no idea what you that means :D 01:03:35 Do you mean "Tying it to the duration status" "Tying it to the spell" "Tying it to regeneration hp" etc.? 01:04:05 you're talking about the spell it seems 01:04:11 since you said "cast it" 01:04:21 but yeah I may not know what you're proposing 01:04:26 The suggestion is that casting regeneration also drains you some. 01:04:31 right 01:04:38 And he regen is buffed so it's still good. 01:04:48 yeah, it's kind of hard to tie a cost to regen 01:04:51 The logic being "Regen is good to cast every fight right now" 01:05:21 I find swapping ring of regeneration to be a bigger annoyance than the spell 01:06:06 yeah non-armour/mutaion sources of regen in general have that annoyance factor 01:06:10 Hmm, draining cost on equiping ring of regen? 01:06:25 (That obviously means no sticking it to the spell too of course) 01:06:36 no he means the swapping itself is annoying 01:06:41 or unequiping it, it doesn't really matter much. 01:07:00 -!- Mad_Wack is now known as Mad_Wack_Away 01:07:00 -!- Mad_Wack_Away has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzz…] 01:07:05 gammafunk: Yes, which why I'm suggesting "What if equipping ring of regen had a draining cost so that is not a good idea." 01:07:18 (that being the swapping) 01:07:38 right now there is a cost to regen 01:07:40 it's kind of just an incongruous tradeoff 01:07:43 the hunger cost.......... 01:07:46 -!- bones__ has joined ##crawl-dev 01:07:49 yeah that is true 01:07:59 you get regen, but now you're less good at everything 01:08:03 in chunkless maybe that's relevant? 01:08:06 well 01:08:12 PleasingFungus: Yes but that's utterly meaningless even in chunkless. 01:08:14 once I get around to fixing food spawnrates 01:08:17 maybe 01:08:20 with drain you'd have to make it a significant amount of drain to affect decision making 01:08:26 reaverb: maybe it should be boosted, then! 01:08:57 probably nutrition is the better cost, yes 01:08:57 I would far prefer to add the draining cost. 01:09:27 gammafunk: I can see draining ~0.5 skill levels per cast being sort of interesting - enough that repeatedly casting it would weaken you slightly, but not beyond recovery... I guess that'd be pretty crippling at low levels, though. hm. 01:09:29 reaverb: why? 01:09:49 -!- bones___ has quit [Ping timeout: 252 seconds] 01:10:04 well, repeatedly casting though, that really only is necessary at low power 01:10:10 PleasingFungus: A) Nutrition is changing so much right now it would be impossible to balance. 01:10:12 draining regen would make it really annoying and awful, I think. consider the effect on min delay. 01:10:14 correctly. 01:10:34 rchandra: I think you're not understanding the proposal. 01:10:43 this is quite possible 01:11:00 so balance it in trunk? chunkless is supposed to approximate the old nutrition levels... 01:11:12 so if we do that right, regen hunger costs should work as well in one as the other 01:11:38 PleasingFungus: B) In general I think balancing something with hunger is bad. 01:11:40 regen gives nausea obv 01:11:47 :v 01:11:53 :v 01:12:09 What is the :v for? 01:12:09 -!- morik has quit [Quit: This computer has gone to sleep] 01:12:12 eb 01:12:18 eb's silly suggestion 01:12:23 Ah. 01:12:32 -!- morik has joined ##crawl-dev 01:12:45 reaverb: why do you think balancing with hunger costs is a bad idea? 01:12:49 rchandra: The draining cost would only be when swapping the ring or casting the spell, once you had the regen status it would work as now. 01:13:17 rchandra is saying that casting regen would do all sorts of things like raise min delay 01:13:22 because it's lowering skill 01:13:33 well, it'd raise delay, not mindelay <- pedantry 01:13:38 casting a spell that reduces my melee attack efficacy by a lot is awful 01:13:38 yes 01:13:57 right, with the spell you want it to truly be a net positive to cast 01:14:02 otherwise no one will cast it 01:14:13 and drain it tough as a cost 01:14:25 I'm not saying you couldn't do it, but it'd be hard to make the "right" amount of regen 01:14:28 there's a reasonable space for spells that are a net positive *in some circumstances*... but yeah draining is a tough cost 01:14:29 gammafunk: I don't think nutrition alone will work as a ring of regen cost unless it's vamp-style because it will still be optimal to swap it out for combat 01:14:39 yeah 01:14:40 it's literally already a cost 01:14:47 it's based on: when you heal 01:14:53 drain or vamp on the ring swap does seem possible 01:15:02 -!- bhaak has joined ##crawl-dev 01:15:14 it'd have to be a major hunger cost 01:15:47 PleasingFungus: A) It's a hard cap. When you get to the end you just die. B) The nature of hunger leads to "checkmate situations" where you know you will die C) The swap issue D) Constantly babysitting a strategic number over time is tedious - hp works OK because you know you're full when after "5" 01:15:51 PleasingFungus: there already are circumstances it's not a net positive: you're undead, you're with a good god 01:16:04 for the spell, the turn cost is sufficient - the spell can have altered duration / power / level / etc. if needed 01:16:04 reaverb: this sounds like you want to get rid of hunger, not hunger costs 01:16:16 also, (c) isn't a thing 01:16:35 PleasingFungus: I do want to get rid of hunger, and worse way to do that is would be to add more stuff dependant on hunger. 01:16:51 oh god 01:17:08 PleasingFungus: long term goal though. 01:17:11 it is very hard to try to do things when every dial you try to touch 01:17:14 and every knob you try to touch 01:17:26 is marked "DEPRECATED - TO BE REMOVED - PLEASE DO NOT TOUCH -- reaverb" 01:17:43 no food. no charms. no hunger. no nothing 01:17:57 yeah as long as hunger is a thing, it's fair game to use, it just has to be a good usage 01:18:06 on further thought maybe ring of regen should just go away since "ring of less piety decay" (which is what it is, 99% of the time) isn't very interesting 01:18:14 but of course reaverb is free not to pursue a patch based on a hunger cost :) 01:18:17 minmay: ring of lower turn count :) 01:18:35 PleasingFungus: I think food and charms are the only thing on that list, and it's not like I tried to stop you from pushing the confusing touch patch after that discussion. 01:18:43 but if it stays it should at least just be "ring of less piety decay" and not "ring of less piety decay that you swap for a ring that's actually useful in combat, every time you're in combat" 01:19:11 ring of spawn fewer monsters 01:19:13 minmay: ring of faith preservation 01:19:23 yeah, that's the silly part of ring of regen, swapping it in a fight 01:19:26 yeah rings that are best swapped for combat aren't ideal... 01:19:29 there's probably a fix for that 01:19:31 I'll sleep on it 01:19:34 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140524030204]] 01:19:36 for regen the spell, it's a lost turn in a fight 01:19:41 of course those remaining 1% of cases (you are in a place where you cannot reach stairs) is relevant 01:19:55 or before the fight, but it's not a big deal 01:20:05 gammafunk: it's not if you cast it before the fight (just like you do with ring of regen swapping) 01:20:17 -!- bones___ has joined ##crawl-dev 01:20:20 yeah see above 01:21:18 gammafunk: So how exactly do you feel about =regen getting a drain cost? 01:21:58 -!- sgiratch has quit [Ping timeout: 245 seconds] 01:22:08 well, entertaining this for a moment 01:22:17 -!- Nomi has quit [Ping timeout: 252 seconds] 01:22:46 I'd imagine it'd have to go down like: you get red drain (i.e. a pretty significant amount) every time your swap 01:22:58 I think if you give a small amount it'd just be ignored by the player 01:23:04 Hmm. 01:23:30 -!- iFurril has quit [Ping timeout: 252 seconds] 01:23:41 -!- bones__ has quit [Ping timeout: 264 seconds] 01:23:51 I may need to remind myself how drain works; does it detract from incoming xp, or is it just an independent pool 01:24:06 as in, you don't have a lower XL eventually from a lot of drain over time 01:24:07 gammafunk: Drain drains your skills. 01:24:10 I does not touch XP at all. 01:24:18 yes, I'm asking about what it takes to restore 01:24:18 s/I/It/ 01:24:23 yeah so 01:24:30 Oh, yes, XP, you just need to gain it. 01:24:31 you'd have to add a lot for it to be meaningful 01:24:36 There is no permanant damage. 01:24:53 it'd be like contam; just adding "gray" levels of contam would be useless 01:25:01 so it adds enough contam to get a possible mutations 01:25:06 The point is just to stop swapping after a fight, I don't think anybody can cure red drain after just one fight. 01:25:10 this would need higher levels of drain for the player to care about that swap 01:25:29 if you get one additional miscast in a fight from lower skills, or one miss, or one turn wasted swinging slowly, that could make up for the entire beneft of regen in that fight 01:25:53 (or of the other ring, whichever way you're swapping) 01:26:03 rchandra: well with what he's proposing, you'd get the drain after taking it off 01:26:07 -!- UncertainKitten has quit [Quit: Connection reset by pier.] 01:26:26 gammafunk: Yes, after taking it off sounds best. 01:26:41 so even small amounts of drain mean you don't swap willy-nilly, it doesn't need to be red 01:26:42 basically it'd be like Contam 01:26:50 rchandra: That was my though. 01:27:01 I think if it's a small amount you could indeed swap easilly 01:27:26 gammafunk: I'm not sure why you keep comparing it to Contam Drain does stuff no matter how much you have. 01:27:48 oh it does "stuff" just not very much stuff 01:28:06 when you're early D perhaps you might care about yellow drain 01:28:16 03reaverb02 07* 0.15-a0-1241-g1fa2302: Rewrap a comment to 80 char 10(24 minutes ago, 1 file, 7+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1fa230282dea 01:28:18 also this probably goes without saying but ring of regen *is* pretty useless in combat so after making people keep it on in combat, you should probably also make it useful in combat so that it gets used ever 01:28:50 -!- bones__ has joined ##crawl-dev 01:28:53 (well, it's useful in combat if you find it early, but with the extra rarity on it that doesn't happen too often) 01:28:55 wild: add contam... and move to amulet? 01:28:58 minmay: I was thinking of giving it 50 instead for 40 regen points for a start. 01:29:14 eb_mobile: I really think drain would be better than contam. 01:29:22 errr yeah 01:29:24 Adding to an amulet would make some sense. 01:29:33 brain failure 01:29:36 but would conflict with the spell a bit. 01:29:40 reaverb: I hope you adjust tla and regen mutation appropriately if you move away from 20/40/60/100 01:30:10 minmay: I was about to say breaking that would be the problem. 01:30:30 yeah, I mean if you're setting small levels of drain, I think people will just keep swapping like always 01:30:48 -!- Moonsilence has quit [Ping timeout: 252 seconds] 01:30:54 it could work with a higher drain cost I guess, you might need to increase its regen rate then I suppose 01:30:58 -!- bones___ has quit [Ping timeout: 240 seconds] 01:31:03 gammafunk: I really doubt anybody would keep swapping even if the drain cleared after one fight. 01:31:20 why would you doubt that 01:31:25 gammafunk: And if it's more than that (which is should be) than the chance drops to nothing. 01:31:33 do people really swap regen that much 01:31:37 there's essentially no real cost 01:31:47 -!- lobf has quit [Quit: lobf] 01:31:58 -!- ussdefiant has quit [Ping timeout: 240 seconds] 01:32:01 gammafunk: Drain is a pretty big cost. rchandra mentioned the mindelay thing. 01:32:11 that's *if* you add significant amounts 01:32:22 you do realize how little small amounts of drain affects your skill 01:32:43 just barely becomes not anymore yes 01:34:09 if you use draining you also have to think about what to do to undead players 01:34:21 -!- bones___ has joined ##crawl-dev 01:34:21 since draining undead players doesn't seem very good 01:34:38 and letting them regen swap just like everyone in the current bad system doesn't seem very good 01:34:46 so you'd probably need to prevent ring of regen from working on them at all or something 01:34:59 gammafunk: Yellow drain is half a skill level on all skills. That's significant enough to not be worth swapping every fight. 01:34:59 (p.s. mummies should really be able to cast regen spell) 01:35:35 half a skill level means very little to most characters by the time they're able to do a lot of swapping 01:35:39 minmay: Not sure why draining undead player would not be good, particularly since they can already be drained. 01:36:32 gammafunk: Can I just try it? =regen has been as is for years and we can just test this and revert if it doesn't work. 01:36:53 Oh I'm not going to stop you from trying of course :) 01:37:13 I foresee a revert, but that's not the end of the world 01:37:19 -!- bones__ has quit [Ping timeout: 252 seconds] 01:37:23 the one thing we do currently with a drain cost is shadow form 01:37:31 and that provides (ostensibly) all these benefits 01:37:35 and gives a big drain cost 01:37:35 ....this makes me wonder if other things I thought were rejected I should have pushed. 01:37:46 gammafunk: Shadow Form gives yellow drain too. 01:37:53 At least initially. 01:38:08 it gets you to high drain pretty fast as I recall 01:38:16 not to mention it lowers your effective skill 01:38:25 so that drain can have more of an effect 01:38:31 shadow form also gives half damage and negative enhancers so 01:38:31 gammafunk: What do you mean "effective skill" 01:38:46 negative enhances 01:38:49 ??shadow_form 01:38:49 shadow form[1/2]: Dithmenos' 5* ability - for some skill drain, MP, and piety, you turn invisible for the duration (without glow), gain rTorment, rRot, rN+++, rPois+++, immunity to hostile enchantments, and 50% damage reduction, but you also deal only 50% melee damage and get two spell anti-enhancer levels. 01:39:04 two spell anti-ehancer levels, etc 01:39:32 anyhow drain wasn't much designed to be used as a "cost"; maybe it will work out in the end I guess 01:40:42 I think almost anything can be used as an effective cost. 01:41:27 especially hunger 01:41:33 Except hunger. 01:42:05 hunger is is a better cost that drain I think 01:42:22 Hmm, could you explain why you think that? 01:43:59 It's based on a resource you find through killing monsters and finding food; drain as a cost is "I'll make you as bad as you were a while ago, just find some monsters and go kill them (less effectively than you just were)" 01:44:14 hm 01:44:49 gammafunk: Could you maybe explain that a differant way? Something about draing making you less effective being bad? 01:45:14 removing regen putting you at low nutrition (like vamp) would maybe be more meaningful to prevent tactical swap 01:45:44 eb_mobile: tactical swaps aren't bad, just swaping every fight. 01:45:50 or after every fight. 01:45:58 hm 01:46:17 well you certainly can't do it every fight if you have a vamp-like cost 01:46:20 since you'll starve 01:47:01 -!- Patashu has quit [Quit: Page closed] 01:50:32 gammafunk: Would pushing the drain cost thing now be reasonable or should I discuss it with more people due ot PleasingFungus not likel it. 01:52:53 yeah maybe put it on crd with the ideas you like (for the ring, for the spell) 01:54:14 I don't think having two source of regen with drain costs is best (because it makes the two source more like each other). Not sure if crd is worth it, I was just going to wait for differant people to be around. 01:54:24 that works too 01:54:34 MarvinPA is a good one to ask 01:54:41 What I should probably tell crd about is remvoing the Hall of Blades. 01:54:47 elliptic, but he's been away, and dpeg 01:54:53 "tell" == "ask" 01:55:39 well sure, but others have commit access as well 01:55:45 dpeg supported it for the spell, I just thought of the ring when minmay mentioned it has worse problems with being nontactical. 01:56:01 gammafunk: Er, what does the commit access comment mean? 01:56:22 it means others have commit access (sad but true) 01:56:42 gammafunk: But what else was is suppose to mean? 01:57:05 -!- st_ has quit [Read error: Connection reset by peer] 01:57:17 -!- Elsi has quit [Ping timeout: 264 seconds] 01:57:38 -!- st_ has joined ##crawl-dev 01:57:50 I'm not really following you 01:58:16 -!- gammafunk has quit [Quit: leaving] 01:58:23 Bye gammafunk? 01:59:19 it just occurred to me as I tried to fall asleep 01:59:55 whyyyy not just make regen ring with on a delay like gourmand 02:00:13 s/with/work 02:00:38 because it's too obvious so devs must have had reasons for not doing it before. well done eb, sounds good to me :) 02:00:54 eb_mobile: That could work, but I think even hhe vamp hard hunger cost would be better. 02:02:48 not sure if rchandra sarcasm, will maybe check when I wake up. good night 02:03:15 eb_mobile: I think a timer would still be problematic. Good night! 02:03:31 the gradual taking effect is much less clunky than vamp or drain. if it only "charges" while at full hp there's no gain in swapping it in after combat, you'd have to leave it on before and during as well to have any effect 02:03:44 wasn't sarcasm 02:04:17 er maybe that is, I'm confusing myself. I do like the idea. 02:04:30 rchandra: Hmm, I would argue the opposite - slowly gaining the effect is more complicated than just getting a one off penalty. 02:04:42 Since you have to track an "invisible" varaible. 02:05:12 -!- Mateji has quit [Read error: Connection reset by peer] 02:05:27 chargining at full hp sounds weird to me - sit in a corner for a few hundered turns to activate your ring? 02:05:59 -!- moq has quit [Ping timeout: 260 seconds] 02:06:04 if it charges slowly at all times, it still becomes useful to put onn after each fight 02:06:30 just maybe instead of going from 50 to 25 turns to rest, you go from 50 to 40 02:06:37 Yes, but I think vamp hunger cost would be more elegant than making you sit in the corner for a while. 02:07:05 oh, I'd just press o and let it turn on when it's ready 02:07:47 rchandra: Yes, I imagine some players would wait for it to trigger. 02:09:34 -!- bones__ has joined ##crawl-dev 02:10:26 actually, it doesn't need to charge. just have it only "regen" until your hp >= the hp you had when you put it on. 02:11:14 Oh, hmm, so you can only put the ring on at full hp? 02:11:33 That seems reasonable. 02:11:56 you can put it on at half hp, but that will only give you accelerated regeneration until you reach half again (you might get injured down to 25%, say) 02:12:27 or you can only put it on at full, as long as that doesn't cause problems with dd/vp/mutations. 02:12:32 rchandra: That sounds a little overcomplicated. 02:12:38 Oh, yes, the mutations stuff. 02:12:43 -!- bones___ has quit [Ping timeout: 276 seconds] 02:12:55 DD don't benefit from = regen anyway, nor do bloodless vampries. 02:13:04 So I guess that's fine with them. 02:13:28 (I looked here for errors to see why my game kept hanging; is there a rebuild or something going?) 02:14:41 Nivim: if it's cszo I and some others were having that too, the operator doesn't seem to be in though. 02:15:03 -!- |amethys1 has joined ##crawl-dev 02:15:18 -!- |amethyst has quit [Ping timeout: 245 seconds] 02:15:32 If ring of regen is a problem because it gets swapped in for fights, would replacing it with potions of regeneration work? 02:15:40 rchandra: Which queries pull on that server's resources? Could someone have asked it for something really intensive? 02:16:01 -!- SkaryMonk1 has joined ##crawl-dev 02:16:08 -!- alefury has joined ##crawl-dev 02:16:12 maybe somebodyunnamed is running an unthrottled bot 02:17:32 potions aren't really a replacement for rings, as in they fill completely different roles 02:17:47 Unstable branch on crawl.beRotato.org updated to: 0.15-a0-1241-g1fa2302 (34) 02:17:58 also those would probably just be worse heal wounds 02:18:38 or just yet another buff i would drink before fighting some unique or entering v:5 02:19:11 -!- Mateji has quit [Read error: Connection reset by peer] 02:19:51 -!- SkaryMonk2 has joined ##crawl-dev 02:21:10 -!- SkaryMonk1 has quit [Ping timeout: 276 seconds] 02:22:48 -!- Orphic has quit [Ping timeout: 240 seconds] 02:26:17 -!- CKyle has quit [Ping timeout: 240 seconds] 02:26:30 -!- category has quit [Quit: Page closed] 02:26:30 -!- ProzacElf has quit [Ping timeout: 265 seconds] 02:26:31 -!- caleba has quit [Quit: caleba] 02:27:07 -!- kait has quit [Read error: Connection reset by peer] 02:30:15 SwissStopwatch, you should mention the door thing and bribe somebody to fix it. 02:30:20 -!- rchandra has left ##crawl-dev 02:30:32 What door thing? 02:30:57 Can you drink a potion of paralysis to bust out of DDoor early ? :D 02:31:52 -!- Basil has joined ##crawl-dev 02:32:08 -!- DrinkMachine has joined ##crawl-dev 02:32:45 reaverb: Door thing: Take a look at ##crawl; people have complained and commiserated! 02:42:07 -!- Kaput has quit [Read error: Connection reset by peer] 02:43:48 -!- bones___ has joined ##crawl-dev 02:47:05 -!- bones__ has quit [Ping timeout: 264 seconds] 02:54:21 -!- bones___ has quit [Ping timeout: 252 seconds] 02:54:54 -!- bhaak has quit [Read error: Connection reset by peer] 02:59:51 03reaverb02 07* 0.15-a0-1242-g2d44f70: Remove Goliath Beetles from the Spider's Nest and the Lair 10(9 minutes ago, 1 file, 0+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2d44f70a2ed8 03:07:07 -!- Blazinghand has quit [Read error: Connection reset by peer] 03:16:58 -!- st_ has quit [Ping timeout: 245 seconds] 03:25:30 -!- Patashu has joined ##crawl-dev 03:27:49 -!- Patashu has quit [Disconnected by services] 03:27:49 -!- Patashu_ has joined ##crawl-dev 03:29:28 -!- Amnesiac has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:34:02 -!- simmarine has quit [Quit: Leaving] 03:35:01 -!- Notipsum has quit [Ping timeout: 252 seconds] 03:35:24 -!- Hailley has quit [Quit: Petra is closed!] 03:35:29 -!- Arkaniad has quit [Ping timeout: 252 seconds] 03:37:34 -!- Deathawk_ has quit [Remote host closed the connection] 03:40:20 -!- myrmidette has joined ##crawl-dev 03:40:46 how often is the debian repo of trunk updated? 03:42:37 these seem quite old http://crawl.develz.org/debian/pool/trunk/c/crawl/ 03:43:05 -!- Notipsum has quit [Ping timeout: 252 seconds] 03:51:31 -!- scummos__ has quit [Ping timeout: 252 seconds] 03:52:57 myrmidette: Not very often, IIRC. 03:56:36 -!- schistosomatic has quit [Read error: Connection reset by peer] 03:56:45 -!- Basil has quit [Ping timeout: 252 seconds] 04:10:40 Some draconians in evilmike_zot_entry_castle spawn without cloaks by Sar 04:19:10 -!- SkaryMonk1 has joined ##crawl-dev 04:21:36 -!- Elsi has joined ##crawl-dev 04:22:04 -!- SkaryMonk2 has quit [Ping timeout: 276 seconds] 04:25:18 -!- ZombieChicken has quit [Ping timeout: 245 seconds] 04:30:58 -!- Quashie_ has quit [Ping timeout: 240 seconds] 04:33:06 -!- moq has quit [Quit: leaving] 04:33:37 -!- scummos__ has quit [Ping timeout: 265 seconds] 04:33:53 -!- dtsund has quit [Ping timeout: 264 seconds] 04:44:17 -!- edlothiol has joined ##crawl-dev 04:47:20 -!- PepeRC2 has quit [Ping timeout: 255 seconds] 04:50:18 does treeform prevent banishment? 04:50:29 no 04:50:36 thanks 04:50:36 -!- myrmidette has left ##crawl-dev 04:56:22 03reaverb02 07* 0.15-a0-1243-g3bc8b16: Simplify Xom's amusement at mutations 10(4 minutes ago, 1 file, 4+ 55-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=3bc8b168a1d0 04:57:04 -!- kait has quit [Read error: Connection reset by peer] 05:03:18 -!- sanka has quit [Ping timeout: 240 seconds] 05:05:08 -!- myrmidette has joined ##crawl-dev 05:06:32 -!- Hailley has quit [Quit: Petra is closed!] 05:09:15 -!- sgiratch has quit [Ping timeout: 252 seconds] 05:13:32 -!- reaverb has quit [Quit: Leaving.] 05:17:09 where can I search through commits by content? 05:17:18 -!- BlackrayJack has quit [Ping timeout: 240 seconds] 05:20:29 you have to use %git but I don't remember the syntax 05:20:32 %git mephitic 05:20:32 Could not find commit mephitic (git returned 128) 05:20:36 %git :mephitic 05:20:36 Could not find commit :mephitic (git returned 128) 05:20:38 %git :/mephitic 05:20:42 07DracoOmega02 * 0.13-a0-2477-geaae114: Adjust the list of spells which trigger battlesphere 10(11 months ago, 1 file, 4+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=eaae11492e9e 05:20:47 ok, I think that is it 05:21:42 any place outside the channel? 05:23:12 query cheibriados 05:23:25 all bot commands work in queries too (except for editing learndb) 05:30:56 -!- dpeg has joined ##crawl-dev 05:34:51 !seen PleasingFungus 05:34:52 I last saw PleasingFungus at Tue Jun 3 06:19:34 2014 UTC (4h 15m 18s ago) quitting, saying 'Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140524030204]'. 05:38:58 -!- radinms has quit [Ping timeout: 240 seconds] 05:44:58 -!- SpongeJr has quit [Quit: *squish*] 05:47:26 -!- nooodl has joined ##crawl-dev 05:52:47 -!- Furril has quit [Ping timeout: 260 seconds] 06:03:38 -!- Kramin has quit [Ping timeout: 240 seconds] 06:08:42 weird costs on equipping ring of regen sound not great to me, since all the other problems that minmay pointed out would still exist 06:10:05 and the whole thing that you do with rings is swap them depending on the situation, having one complicated exception to that sounds pretty awkward 06:10:25 -!- Kramin42 is now known as Kramin 06:11:18 -!- Deshter has quit [Ping timeout: 240 seconds] 06:11:36 some cost or other on the spell sounds fine conceptually, no clue if drain would actually work for that 06:11:45 -!- ais523_ has joined ##crawl-dev 06:15:35 -!- gammafunk has joined ##crawl-dev 06:16:09 !lg . -log 06:16:10 1423. gammafunk, XL4 HEIE, T:1395: http://dobrazupa.org/morgue/gammafunk/morgue-gammafunk-20140602-121216.txt 06:16:38 !lg . -log 06:16:39 1423. gammafunk, XL4 HEIE, T:1395: http://dobrazupa.org/morgue/gammafunk/morgue-gammafunk-20140602-121216.txt 06:19:35 -!- SkaryMonk1 has quit [Ping timeout: 255 seconds] 06:20:19 -!- SkaryMonk1 has joined ##crawl-dev 06:30:37 -!- Kramin has quit [Quit: This computer has gone to sleep] 06:32:11 -!- NeremWorld has quit [Ping timeout: 255 seconds] 06:45:44 Also, the precedent of an anti-swapping mechanic just got removed (gourmand). 06:47:58 -!- eb_mobile has quit [Read error: Connection reset by peer] 06:48:26 -!- eb_mobile has joined ##crawl-dev 06:50:08 A drawback for the spell sounds still alright to me. 06:52:08 -!- Lasty1 has joined ##crawl-dev 06:52:17 -!- iFurril has quit [Ping timeout: 252 seconds] 06:53:37 -!- Sgeo has quit [Read error: Connection reset by peer] 06:55:13 -!- Furril has quit [Ping timeout: 252 seconds] 06:56:29 -!- eb_mobile has quit [Ping timeout: 255 seconds] 06:59:27 -!- eb_mobile has joined ##crawl-dev 07:01:33 -!- MaxFrost has quit [Ping timeout: 245 seconds] 07:04:57 -!- ckyle has joined ##crawl-dev 07:07:22 -!- eb_mobile has quit [Read error: Connection reset by peer] 07:07:41 -!- eb_mobile has joined ##crawl-dev 07:09:44 -!- conted has quit [Quit: Page closed] 07:11:18 -!- Deshter has quit [Ping timeout: 240 seconds] 07:12:38 -!- eb_mobile has quit [Ping timeout: 265 seconds] 07:13:11 -!- Euph0ria has quit [Ping timeout: 252 seconds] 07:17:35 -!- MaxFrosty has quit [Ping timeout: 252 seconds] 07:18:35 -!- CSDCS has quit [Read error: Connection reset by peer] 07:21:35 !tell reaverb 51bfb8de72b7 uses player_mutation_level in places where it shouldn't. eg tags.cc, if you're transformed on load mutations won't be removed properly. possibly it's wrong in other places too? 07:21:35 MarvinPA: OK, I'll let reaverb know. 07:22:27 -!- Mateji has quit [Read error: Connection reset by peer] 07:25:11 -!- PolkaDot has quit [Ping timeout: 260 seconds] 07:25:55 -!- Lasty1 has quit [Quit: Leaving.] 07:27:59 -!- radinms has quit [Ping timeout: 260 seconds] 07:28:36 -!- scummos__ has quit [Read error: Connection reset by peer] 07:32:26 -!- MarvinPA has quit [Quit: Leaving] 07:35:04 -!- CSDCS has quit [Read error: Connection reset by peer] 07:41:33 -!- MarvinPA has joined ##crawl-dev 07:48:03 -!- iFurril has quit [Ping timeout: 260 seconds] 07:48:03 mpr("This blood tastes really weird!"); 07:48:04 mutate(RANDOM_MUTATION, "mutagenic blood"); 07:48:09 was that ever a thing I wonder 07:50:27 -!- CSDCS has quit [Read error: Connection reset by peer] 07:55:20 -!- Hailley has quit [Quit: Petra is closed!] 07:58:05 -!- LexAckson has joined ##crawl-dev 07:59:01 -!- scummos__ has quit [Quit: Konversation terminated!] 07:59:52 -!- DrinkMachine has quit [Ping timeout: 252 seconds] 08:01:51 -!- wheals has joined ##crawl-dev 08:02:28 maybe if you bottle the blood of a mutating corpse? 08:02:43 I dunno 08:03:26 well yes, but that's not allowed currently 08:03:31 I'm wondering if it ever was 08:03:43 -!- Furril has quit [Ping timeout: 276 seconds] 08:03:48 how about an hp cost for regen spell? so it'd be like a loan 08:04:00 I think if you did that 08:04:02 no one would ever use regen again 08:04:25 that depends on the cost 08:04:43 Well on the light drain thing, my feeling is that it won't really prevent anyone from using the spell after a given fight, although it will prevent stringing regen casts 08:05:29 plenty of people use sublimation, after all 08:05:37 and borg's for that matter 08:05:37 -!- magicpoints has quit [Ping timeout: 252 seconds] 08:05:42 I foresee it just being an annoying semi-limitation 08:05:56 how would the hp cost work? 08:06:51 you cast it and lose hp, and then regain that hp (and more) afterwards 08:07:00 but in a short fight it wouldn't be worth it 08:07:02 -!- CSDCS has quit [Read error: Connection reset by peer] 08:07:18 -!- HDA has quit [Ping timeout: 240 seconds] 08:08:18 well, regen is most useful when you've received significant damage, so taking on even more seems like unecessary risk 08:08:25 I'm not sure the spell would be usefull then 08:08:53 -!- Bloax has joined ##crawl-dev 08:08:53 it is a more meaningful cost than a bit of drain 08:09:37 otoh if the regen you did recieve was quite high 08:09:42 I suppose it could be worth it then 08:09:58 "cast this for VS-like regen, just hope something nasty doesn't wander into view" 08:10:01 -!- us17 has quit [Ping timeout: 252 seconds] 08:10:01 -!- us17_ is now known as us17 08:10:02 -!- us17 has quit [Changing host] 08:10:20 seems kind of workable 08:10:31 just rename it vine stalker form 08:10:44 Basil will give it instant thumbs up 08:10:45 it can be tmut instead of charms then too, so we won't have to remove it!! 08:10:55 because charms are verbotten 08:11:04 *verboten 08:11:07 -!- debo has quit [Ping timeout: 265 seconds] 08:11:56 !learn set ohloh see {gitstats[1]} 08:11:56 ohloh[1/1]: see {gitstats[1]} 08:12:09 ??gitstats 08:12:09 gitstats[1/3]: http://www.ohloh.net/p/stonesoup 08:12:41 wow, almost 500k 08:12:47 -!- scummos__ has quit [Quit: Konversation terminated!] 08:13:11 good thing we have a new source of dogmatic opposition to a random spell school just when the previous one disappeared 08:13:50 haha 08:14:13 i guess the thing with draining as opposed to hp cost is that possibly it'd work better at discouraging casting regen repeatedly after combat? 08:14:13 -!- allbefore has quit [Quit: Page closed] 08:14:31 yes, it does discourage repeated casting (drain) 08:14:42 but not a single cast after most fights 08:15:02 "one fight" can easilly turn out ot be multiple 08:15:18 in which case I guess the drain cost is doing its job 08:15:18 true, that is a problem with hp cost 08:15:41 tuning it to be shorter duration/stronger effect/noticeable draining per cast could work there maybe 08:16:00 right, yeah it could be workable with the right drain/duration combination 08:16:16 heavy drain is probably just too annoying 08:17:21 -!- Patashu_ has quit [Ping timeout: 252 seconds] 08:17:38 also since necro spell downsides are being discussed, maybe now is a good time to double the hp loss from borg again or something 08:18:40 wheals: is kudo rank just how many commits over a short period of time 08:18:53 seems like it's a pretty bad metric, but the stats are still nice 08:19:31 -!- SkaryMonk2 has joined ##crawl-dev 08:19:35 no idea, i was just making a redirect 08:20:23 .. 08:20:23 has a well established, mature codebase 08:20:23 maintained by a very large development team 08:20:32 well tyvm ohloh 08:20:45 -!- SkaryMonk1 has quit [Ping timeout: 252 seconds] 08:20:48 and it took an estimated "100 years of effort" 08:20:48 oh yeah also i did start working on self-only sublimation, i saw that in the backlog and forgot to mention it 08:20:59 -!- scummos__ has quit [Read error: Connection reset by peer] 08:21:18 yeah, that's nice. I'm moving along with removing chunks in chunkless 08:21:51 -!- LexAckson has quit [Ping timeout: 252 seconds] 08:21:54 i like how n7 is the third person on the first page in terms of first commit date 08:21:55 -!- DrinkMachine has joined ##crawl-dev 08:22:05 had no idea bh had been around for quite so long either 08:22:19 -!- DrinkMachine has quit [Client Quit] 08:23:49 oh there's a code browser 08:24:54 too bad it doesn't seem to work in chrome for me 08:26:33 MarvinPA: sounds great, thanks! 08:30:29 oh, i was thinking about ghouls in chunkless 08:31:09 i'd suggest letting permafood restore rotting (but maybe not hp?) in the same way that new chunks do now 08:32:15 then corpses could restore the equivalent of three (or so) rotten chunks, and change "you like flesh, especially rotten" to "you like meat, especially raw" 08:33:05 I wondered if we could Ghouls allow to pick up corpses, which would then result in "a body part", a new item which can rot. That way we could keep the current gameplay without changes. (At the cost of a new item.) 08:36:17 -!- Basil has joined ##crawl-dev 08:36:21 strangely enough, I was thinking about the opposite food change for NetHack: keep corpses, remove permafodo 08:36:24 *permafood 08:36:48 because my problem with permafood is that it's basically a global timer compared to the start of the game 08:37:02 like, you must clear X levels in (X*Y) turns 08:37:30 which means that if you're "ahead" on the food clock, optimal play is to go farm for a while 08:40:26 ais523_: no, because there are many things that cost food besides time. 08:40:50 right 08:40:57 I guess you're basically using "time in the dungeon" as a cost 08:41:08 so if those effects are powerful enough, that should serve to discourage farming 08:41:13 because they're more cost-effective 08:43:34 yeah, that is the plan 08:44:26 Since Nethack uses corspes for much more than just a clock (it's a source of intrinsics), I can understand the desire to do it the other way around. 08:45:08 it's also because in NetHack, you have a stack of enough food rations for the rest of the game by like D:15, and enough C- and K-rations for pretty much anything imaginable once you hit the Castle 08:46:26 yes, problematic design 08:47:30 -!- scummos__ has quit [Quit: Konversation terminated!] 08:49:19 problematic item generation probabilities, at least 08:49:36 half the problem with maintaining NetHack is that like half the problems are really superficial and easily fixed, and the other half are fundamental 08:49:41 and it's not always clear which is which 08:50:38 -!- CKyle_ has joined ##crawl-dev 08:50:46 -!- scummos__ has quit [Client Quit] 08:51:40 are missile plus and plu2 (the item props) used any more to anyone's knowledge? 08:52:51 -!- scummos__ has quit [Read error: Connection reset by peer] 08:53:21 -!- debo has joined ##crawl-dev 08:54:01 -!- Quashie has quit [Ping timeout: 252 seconds] 08:54:23 -!- sgiratch has quit [Ping timeout: 255 seconds] 08:56:43 -!- zxc232 has quit [Quit: Leaving.] 08:56:57 -!- gnuvince has quit [Ping timeout: 252 seconds] 08:57:25 -!- Basil has quit [Ping timeout: 252 seconds] 08:58:31 -!- CKyle_ has quit [Quit: CKyle_] 09:00:20 -!- KKirk has quit [Quit: Leaving] 09:00:44 <|amethys1> gammafunk: other than stationary nets? 09:00:54 oh, huh 09:01:02 not sure if that case would matter 09:01:09 but yeah, aside from that? 09:01:49 -!- CKyle_ has joined ##crawl-dev 09:03:29 <|amethys1> I don't *think* so 09:03:42 <|amethys1> there is some monster.cc code that still refers to missile plus 09:04:43 -!- SkaryMonk2 has quit [Read error: Connection reset by peer] 09:04:45 <|amethys1> (for deciding when to switch missiles) 09:05:11 <|amethys1> actuall, I guess only for deciding when to switch tomahawks 09:05:30 -!- LexAckson has joined ##crawl-dev 09:05:44 probably copied from deciding when to switch spears/hand axes/clubs? 09:06:26 there's a small item equivalence comparison that is special cased for missiles; it also checks item.special, which is relevant for brand 09:06:31 but maybe it doesn't need the plus checks 09:06:51 (I only found it because it's currently also special-cased for chunks) 09:07:07 <|amethys1> wheals: darts I think, because it refers to get_ammo_brand too 09:07:29 <|amethys1> gammafunk: where? 09:09:07 !function items_similar 09:09:08 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/quiver.cc;hb=HEAD#l608 09:09:10 |amethys1: ^^ 09:09:25 er 09:09:26 no 09:09:34 that's odd 09:09:49 |amethys1: it's items_similar in items.cc 09:10:03 I'd give you line numbers by mine are modified 09:10:09 <|amethys1> I've got it 09:10:22 -!- ckyle has quit [Quit: ckyle] 09:11:24 <|amethys1> gammafunk: yeah, in the missiles case that is probably safe to remove 09:11:38 I assume the special check is still relevant? 09:11:43 for e.g. brand? 09:11:59 <|amethys1> gammafunk: yeah 09:12:00 -!- radinms has quit [] 09:12:03 ok 09:12:11 <|amethys1> gammafunk: and with chunks going away I think that would be all that's left 09:12:25 <|amethys1> if (item1.base_type == OBJ_MISSILES && item1.special != item2.special) return false 09:12:41 <|amethys1> hm 09:12:46 <|amethys1> plus2 might be relevant 09:13:03 <|amethys1> if this is used for merging stacks on the ground and not just in inventory 09:13:15 <|amethys1> because of the stationary net thing 09:13:47 hrm, I guess non-stationary nets could merge with the stationary ones 09:14:04 <|amethys1> then you wouldn't be able to pick up any nets if you are netted 09:14:11 <|amethys1> even one you just dropped 09:14:19 -!- |amethys1 is now known as |amethyst 09:14:20 which really prevents furious net retaliation! 09:14:30 I'll show you how to throw nets Mr. Gnoll! 09:14:55 <|amethyst> gammafunk: my worry would be the order in which they merge 09:15:24 -!- NotKintak has quit [Ping timeout: 252 seconds] 09:15:28 <|amethyst> gammafunk: which would require special-case code elsewhere to ensure the merged stack keeps the plus2 of the stationary net 09:15:49 <|amethyst> gammafunk: Also 3 nets (holding you) looks kind of funny 09:15:50 yeah, I guess it's fine to have obj_missile special cased to check special and plus2, perhaps indicate why with a comment 09:16:06 <|amethyst> I might be even more specific and do the plus2 check only on nets 09:16:10 <|amethyst> or even 09:16:11 -!- ontoclasm has joined ##crawl-dev 09:16:18 -!- Keskitalo has quit [Quit: Lost terminal] 09:16:20 <|amethyst> is_stationary_net(item1) != is_stationary_net(item2) 09:16:30 yeah ok 09:16:31 <|amethyst> then it's self-documenting :) 09:17:37 perhaps I can turn this into some kind of if (a < b < c) conditional for added fun... 09:20:05 -!- Arkaniad has quit [Ping timeout: 264 seconds] 09:20:40 isn't_stationary_net 09:20:47 <|amethyst> of course, unlike me, you want to get the function name right 09:20:51 <|amethyst> item_is_stationary_net 09:21:51 we actually have inconsistent uses of "item_is" and "is_item" 09:21:57 unfortunately 09:22:11 in that functions are named according to both 09:24:08 <|amethyst> gammafunk: ignoring methods there seem to be about the same number of each :( 09:24:20 haha, didn't realize it was quite so bad 09:24:27 <|amethyst> including methods there are more is_* 09:24:53 I guess those should be methods 09:25:07 but some probably use base_type and sub_type 09:25:11 instead of an actual item 09:25:22 not that it's hard to accomodate that 09:25:45 -!- Mateji has quit [Quit: Leaving] 09:26:07 <|amethyst> well, adding a method to item_def does require recompiling the whole program 09:26:20 -!- PleasingFungus has joined ##crawl-dev 09:26:56 yeah, but I'm not sure that's a great justification. I agree that it's hardly a trivial annoyance 09:28:03 maybe it's just best to mix functional and OO style, this is the only large codebase I've worked on 09:28:31 with large meaning 100k+ lines 09:28:55 er procedural and OO style I guess 09:29:11 if only crawl used a functional style...... 09:29:12 I guess both actually apply 09:30:18 PleasingFungus: we talked about a shaft scroll. This is not good enough, but what if the scroll always dropped you in unknown territory, between 1 and 3 levels from known levels? 09:30:40 (My main problem with this is that such a scroll is too strong.) 09:30:52 oh, uh 09:30:57 -!- axecop has quit [Quit: Page closed] 09:31:06 I kind of just realized a small problem 09:31:17 how are we going to let players make hides 09:31:30 I guess retain the butcher command just to make hides? 09:31:34 that seems a bit odd 09:31:45 how about just drop hides when eligible monsters die 09:31:53 with the same odds 09:32:02 yeah that's the easy fix, but it's a bit weird I guess 09:32:05 Kvaak: sounds good 09:32:08 give a flavorful message if necessary when you grab it 09:32:11 or when the monster dies 09:32:25 <|amethyst> well 09:32:30 yeah I'm trying to imagine what that flavor would be 09:32:34 <|amethyst> that does make things easier for necromancers 09:32:45 <|amethyst> since you get both the armour and the dragon buddy 09:32:51 You pummel the hide right off the golden dragon!!!! 09:33:41 just sometimes drop a hide instead of a corpse i guess 09:33:49 could move the command to an ability, but that's also a bit weird 09:33:51 still different to current but less so 09:33:51 that sounds even better 09:34:01 yeah that does sound better 09:34:51 and no need for a message probably 09:35:13 not like it's any more weird than things dropping jerky 09:35:14 for eligble monsters, 1/6 chance for hide, 1/3 chance for cropse, 1/2 chance for nothing 09:35:36 dpeg: fast travel scroll! 09:35:59 for the player who loves adventure... 09:36:02 monsters are basically just walking vending machines, ok? Zot was a wierd guy 09:36:18 -!- Lightli has quit [Ping timeout: 240 seconds] 09:36:23 <|amethyst> !tell reaverb Not sure how Lair:1 goliath beetle is too late in the game and should be removed, but D:16 is fine 09:36:23 |amethyst: OK, I'll let reaverb know. 09:36:49 You kill the Gold Dragon! You select item A-3. The item gets stuck in the dispenser! 09:37:12 kick dispencer 09:37:17 #kick 09:37:23 Dispater roars with anger! 09:37:33 PleasingFungus: yes, so it has positive uses. On the other hand, this might be strong enough to make people think about blind reading (not sure). 09:37:34 gammafunk, MarvinPA: my current plan is to change meat drops so they occur only when there's a corpse (with a random amount of nutrition based on a fraction of what you'd have gotten from the chunks) - hides would presumably work the same way. whenever you get a corpse from a hide-giving monster, there should be a chance of it also dropping a hide 09:37:38 -!- scummos__ has quit [Ping timeout: 265 seconds] 09:37:38 -!- LeStahL has quit [Ping timeout: 265 seconds] 09:38:05 so some kind of new "meat item"? 09:38:31 I guess you could change the theming on meat rations/jerky if you felt that was needed 09:38:38 or add a new item type, yes 09:38:43 well you say random amount of nutrition so 09:38:51 perma-foods have fixed nutrition 09:38:52 i am in favour of the dungeon not being completely full of jerky 09:38:54 oh. I mean a random number of meat rations/jerkies 09:39:10 well meat rations give 5000 nutrition 09:39:15 but that is minor/can happen after everything else so whatever 09:39:16 aka 5 uncontam chunks 09:39:18 <|amethyst> so kobold have to kill things to eat? 09:39:25 yeah more rations, less jerky is better 09:39:31 i just mean theme-wise 09:39:42 <|amethyst> oh, I think I misunderstood "change meat drops" 09:39:43 yes 09:39:48 that and jerky is a bit more annoying to eat 09:39:59 i'm all for jerky/pizza existing, but not so much as such a large percentage of food drops 09:40:13 yeah, I kind of realized that as I was setting those weights 09:40:20 that meat rations should have the higher weight 09:40:33 PleasingFungus: but yeah in general basing the drop on the corpse seems ok 09:41:02 I have the code outlined in my head, I've just been rushing from place to place over the last few days 09:41:09 and haven't had the chance to implement it 09:41:13 it's not very complex... 09:41:24 well the code is pretty simple, yeah, there are already functions to give you the max chunks 09:41:27 from a corpse 09:41:36 and said function is extremely simple: body weight / 150 09:41:39 ha 09:41:52 and then functions based on contam give you chunk nutrition 09:42:02 by giving you a multiplier 09:42:32 03|amethyst02 07* 0.15-a0-1244-g8bf75c4: Fix the orb beetle. 10(37 seconds ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8bf75c48cdaf 09:42:46 heh 09:42:58 I think we probably want to lower the amount of nutrition we're giving compared to trunk too much; I guess it being permafood does mean there should be lower nutrition, but in the end what it was possible to do within the hunger limitations shouldn't change that much 09:43:15 we probably 'don't' want? 09:43:24 yeah don't, sorry 09:43:26 yeah I agree 09:43:33 but again modula what you obvserved about the food being permanent now 09:43:40 so that does mean we can do with less nutrition 09:43:46 since so much isn't wasted 09:43:49 the idea with chunkless should be to match trunk nutrition as closely as is reasonable; it's just that in practice - yes 09:43:55 yes. 09:44:10 ok, I guess we have to find something else to disagree profoundly about then 09:44:12 I'll work on it 09:44:12 <|amethyst> Wait 09:44:18 <|amethyst> why should it match trunk nutrition? 09:44:39 aha, a disagreement 09:44:39 <|amethyst> I thought a big reason for the change was that chunks gave way too much nutrition? 09:44:40 |amethyst: to reinstate status quo with a superior interface, I think 09:44:44 <|amethyst> oh 09:44:49 <|amethyst> it's just an interface change then 09:44:52 it shouldn't match, no, since it's permanent now, but what your character is able to do within nutrition constraints shouldn't change 09:44:53 the big reason for the change was interface, yes 09:45:00 |amethyst: and reduce food amounts afterwards (I am fine with this slow approach) 09:45:16 balancing nutrition while ability/spell food costs exist is probably impossible 09:45:16 PleasingFungus: not for me, but that's alright :) 09:45:16 right, that can happen after we make the transition 09:45:21 <|amethyst> anyway 09:45:22 wtf 09:45:34 <|amethyst> the total amount of nutrition should definitely go down a lot to keep parity with trunk 09:45:37 <|amethyst> because of rotting 09:45:41 I could have sworn we had this conversation, and that was the reasoning you gave.... 09:45:41 yeah 09:45:47 |amethyst: yes, that's what we were saying just there 09:46:13 "so that does mean we can do with less nutrition [given away as permafood], since so much isn't wasted [compared to chunk rotting]" 09:46:18 <|amethyst> I mean, like 1/4 of what it was originally 09:46:26 PleasingFungus: must've been someone else. I am in favour of a tighter food clock, but I always said that 0.15 only dealing with the interface part is completely okay. 09:47:16 it's a good question; of the chunk you make from a corpse 09:47:19 <|amethyst> So the interface improvements are: 1. you press , instead of c 2. it takes fewer slots and 3. you don't have to worry about your food rotting ? 09:47:26 <|amethyst> I'm probably missing a few 09:47:34 |amethyst: you don't even hit ,; o will handle it 09:47:48 <|amethyst> depending on your options 09:47:53 also you have to hit e somewhat less often 09:47:53 yeah 1. is "fewer keystrokes" 09:47:56 |amethyst: and no more chunk juggling (that comes from weightless, but still) 09:47:57 but tbh 09:48:04 I don't think weightless is worth it 09:48:11 s/weightless/chunkless 09:48:12 from what I've played so far 09:48:12 huh? 09:48:31 the interface worsening is having to manually eat food (though i guess auto_eat_chunks isn't on by default) 09:48:33 I think it trades minor ui improvements for the loss of real & enjoyable tension 09:48:46 PleasingFungus: what is the tension for you? 09:48:48 that comes from the existence of temporary food (chunks) 09:49:15 "do I eat this permafood, or do I hope I find and kill a guy who drops chunks so I can eat that instead (but risk going down to starving during a fight!)" 09:49:16 though if auto_eat is changed to use the food type that comes from monsters that would be fine i guess 09:49:31 PleasingFungus: are you one of those who would not eat a meat ration at Very Hungry because there might be an edible monster around the corner? :) 09:49:38 yes! 09:49:40 well 09:49:41 -!- ussdefiant has joined ##crawl-dev 09:49:51 depends on the character 09:50:03 casters need to eat permafood more aggressively 09:50:11 PleasingFungus: I agree this exists, but it's a very superficial (i.e. self-imposed) tension. 09:50:12 since they'll go through more in a fight 09:50:13 -!- _D_ has quit [Quit: leaving] 09:50:14 dpeg: I'm like that in NetHack, but not Crawl because the food clock is balanced differently 09:50:14 agressive eating 09:50:18 I think the tension really only game from becoming sarving during a fight, which really isn't about chunks 09:50:41 in NetHack, the food clock works great for about 5 levels and then breaks irredeemably 09:50:48 PleasingFungus: because there is no harm to just eat permafood -- there's plenty. 09:50:52 there was some small "oh if I just hold out and kill this guy, I'll save a ration", but saving a ration was really never necessary 09:51:00 exactly 09:51:12 dpeg: I've ended up with literally no permafood, as a caster! 09:51:18 shit sucked 09:51:22 oh sure 09:51:27 but again that's not about needing chunks 09:51:30 PleasingFungus: yes, me too, but that's because I am really slow and lousy player. Too much backtracking etc. 09:51:32 that can happen with all permafood 09:51:57 -!- gnuvince has quit [Changing host] 09:52:02 When I suggested chunkless, I wanted to make the eating part of the game as interface-light as possible, and then, in a second step, see if we can tighten the food clock, so that it sometimes means something. 09:52:14 yeah, that seems a good plan in my mind 09:52:18 like perhaps right now 09:52:27 in trunk we still give way too much permafood 09:52:35 gammafunk: re the tension coming from not starving in a fight - chunkless really does lose some of that. with chunks, you're very rarely going to be above 'satiated', since that costs permafood. there's no reason not to be at full/very full all the time in chunkless 09:52:36 gammafunk: yes, I noted. 09:53:06 so you have to be blasting ###### hunger spells to be at any risk of starving in a fight 09:53:07 well another change could be not allowing engorgement 09:53:17 PleasingFungus: that is a good point, although it can actually be addressed. 09:53:19 but you can definitely go from full to starving as a caster 09:53:27 (you don't want to go to engorged, since that'll potentially risk food) 09:53:37 risk wasting 09:53:53 well no, I do that even with waste because 1) there's a lot of food and 2) I can cast longer 09:54:00 I only do that for nasty fights 09:54:05 like v:5 or something 09:54:12 but it's pretty easy to go from full to starving as a caster 09:54:14 I'm okay with making an actual trade like that 09:54:15 A really meaningful distinction between food types would be if one allows to go past Hungry (to Engorged) and the other one doesn't. In our case, rations would go up to Engorged, and the others not. 09:54:18 by spamming your higher level spells 09:54:36 going to engorged at the cost of wasting food, for special occasions 09:54:56 it's the default state being 'very full' that's problematic 09:55:01 Another solution is dimishing returns (this is sort of the wasting you talk about, only more continuous). 09:55:07 <|amethyst> half nutrition from food when you're above satiated 09:55:11 |amethyst: this 09:55:15 <|amethyst> not sure how to convey that to the player though 09:55:17 yeah, I feel there are good tweaks to be done there 09:55:22 <|amethyst> without a warning every time you eat 09:55:22 and it's not tied to chunks 09:55:23 yeah, a lot of the problem with this is communication 09:55:25 |amethyst: trivial with a message. 09:55:32 -!- ProzacElf has joined ##crawl-dev 09:55:35 there's already no way to tell if you're going to waste food from a ration while at satiated... 09:55:41 |amethyst: Brogue has a warning if eating food would waste nutrition 09:55:56 but that's because if you do that at all regularly, you will probably starve 09:55:56 I like how no one read amethyst's second message 09:56:01 ais523_: food is really crucial in Brogue, unlike Crawl or Nethack. 09:56:06 yep 09:56:08 well, mostly 09:56:09 <|amethyst> I guess a message is okay 09:56:14 Creaphis has won Brogue foodless 09:56:14 <|amethyst> I was worried about a prompt 09:56:22 |amethyst: oh no, not a prompt. 09:56:33 Desideratum 1 was a good interface :) 09:57:01 -!- lobf has joined ##crawl-dev 09:57:25 <|amethyst> My alternative to the whole branch would be: keep chunks with rotting, if you 09:57:28 <|amethyst> err 09:57:45 When eating something at not Hungry, just print: "Being already [somewhat|etc.] satiated, this [food item] did not give full nutrition." 09:57:48 <|amethyst> sec 09:58:30 <|amethyst> 1. keep chunks with rotting 2. either monsters auto-drop chunks or butchering is automatic on walking over the corpse with autopickup on 3. chunks are no longer distinguished by monsters 09:58:46 And we could rule that jellies and pizzas are so great that they always work at 100% efficiency. 09:58:52 <|amethyst> that fixes most of the UI problems with less of an impact on balance 09:59:13 we could keep the simulacrum changes, and possibly the sublimation changes 09:59:29 in amethyst's proposed "low-friction easy-glide non-chunkless" 09:59:42 -!- st_ has joined ##crawl-dev 09:59:43 <|amethyst> Not saying that my suggestion would be better, but that it's something that should be compared against 10:00:02 |amethyst: yes. "less of an impact" goes both ways: I think chunkless has the potential to make food more meaningful. If we don't want that, a more modest change may be better, indeed. 10:00:14 I feel like you could probably just have perma-food not be perma-food 10:00:36 hrm 10:00:38 i'd also make auto_eat on by default (and not make it trigger on shift-move since i think that's the main complaint about it?) 10:00:39 I guess not 10:01:12 I personally think that attempting to make food more meaningful is a doomed effort as long as some character types, by nature, end up using several times more food than others 10:01:38 if you want a food clock, then making food also provide a soft limit to spells, berserking, etc doesn't work... 10:01:53 <|amethyst> melee already has food costs; those could be increased 10:01:55 maybe have stochastic chunk decay (rather than keeping track of age) so you only have one pile, period 10:02:00 wheals: it doesn't trigger on shift-move 10:02:20 %git c2dbacc92465 10:02:20 07MarvinPA02 * 0.13-a0-632-gc2dbacc: Only auto_eat when resting/travelling/exploring, not when running 10(1 year, 1 month ago, 1 file, 5+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=c2dbacc92465 10:02:35 |amethyst: I was thinking about that, actually - but you'd have to balance it in some weird way to avoid fucking stabbers 10:02:35 ah, good 10:02:41 basically people with quick blades 10:02:48 <|amethyst> PleasingFungus: invisibility uses more food too :) 10:02:54 heh 10:02:57 yeah but you don't have to use invis 10:03:20 I guess you could say "it's intentional that quick blades make you starve"? idk about that 10:03:33 <|amethyst> oh 10:03:38 <|amethyst> I thought you meant something else 10:03:41 well I think you'd just attach a special food cost 10:03:48 yeah sorry I was unclear by mentioning "stabbers" 10:03:48 to use of stealth while meleeing 10:03:49 <|amethyst> could balance food costs by base speed of the weapon or such 10:04:13 gammafunk: no, you've got me backwards. my concern is that you'd give *too much* in the way of food costs for stabbers, since they use fast, low-damage weapons in melee 10:04:33 but they kill a very large number of things 10:04:36 in one action 10:04:36 while still leaving beefier melee characters sitting high and food-dry 10:04:38 make hunger based on damage 10:04:51 yeah it's true. idk 10:04:53 You crush the yak like a grape!!! Wow, that makes you hungry! 10:05:10 <|amethyst> my concern wouldn't be stabbers so much as 1h vs 2h melee 10:05:11 I only learned that melee *has* a food cost a few days ago 10:05:23 Did you then beware it? 10:05:25 so that definitely seems like something that could be adjusted 10:05:28 <|amethyst> demon whip should probably not use less food to swing than GSC 10:05:29 gammafunk: obv!!!!! 10:05:31 <|amethyst> err 10:05:36 <|amethyst> s/not // 10:05:37 more? 10:05:42 -!- Mad_Wack has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzz…] 10:05:42 ah 10:05:58 wheals: the problem is that the current cost is 10:06:05 3 nutrition per swing 10:06:22 <|amethyst> hm 10:06:24 though obv if we're raising it, we'd have more room to apply multipliers 10:06:31 <|amethyst> who's someone who has action counts on and who wins? 10:06:33 <|amethyst> !lg * won -log 10:06:34 18864. drag0n, XL27 SpEE, T:143939: http://dobrazupa.org/morgue/drag0n/morgue-drag0n-20140603-070252.txt 10:06:50 action counts is default i think 10:06:50 no action count? 10:07:02 although not sure how long it has been for 10:07:12 it's after the message log in this one 10:07:27 though we still need ??food nsa 10:07:33 eh? I don't see any action count at all 10:07:36 <|amethyst> !lg * won -2 -log 10:07:36 18863/18864. mopl, XL27 FoFi, T:128361: http://dobrazupa.org/morgue/mopl/morgue-mopl-20140603-064310.txt 10:07:47 there we go 10:08:05 so, something on the order of 20,000 * 3 = 60,000 nut over the game 10:08:10 from the melee cost 10:08:15 <|amethyst> !lg * won -3 -log 10:08:16 18862/18864. rubinko, XL27 OpVM, T:96737: http://dobrazupa.org/morgue/rubinko/morgue-rubinko-20140603-060231.txt 10:08:27 <|amethyst> !lg * won trog -log 10:08:28 2560. Rexfelis, XL27 MiBe, T:88578: http://dobrazupa.org/morgue/Rexfelis/morgue-Rexfelis-20140603-011559.txt 10:08:38 a 6-runer, note 10:08:43 PleasingFungus: yes, could happen (that meaningful food is impossible). However, since we know that food sometimes plays a role, I think we can slowly work up from there. It's not my plan to make games hysterical about food (such as Brogue is). But having players use Invis, Berserk etc. a lot more cautiously because of food cost can't be bad, imo. 10:08:58 <|amethyst> this one only has about 11000 10:09:07 <|amethyst> !lg * won trog -2 -log 10:09:08 2559/2560. Cult, XL27 MiBe, T:100418: http://crawl.akrasiac.org/rawdata/Cult/morgue-Cult-20140602-132051.txt 10:09:09 dpeg: the problem is making players use stone arrow, throw icicle, etc cautiously 10:09:20 and by 'cautiously' I mean 'they can't without starving' 10:09:42 do you really want that? 10:09:55 PleasingFungus: it would shift emphasis towards lower level spells and Spc. Taht could be good (could also be bad, but I don't see why it has to be bad). 10:09:59 wheals: ? 10:10:25 <|amethyst> PleasingFungus: "the problem is making..." is ambiguous 10:10:31 Food costs of spells is one of the few things where it works right now, imo. 10:10:34 oh, are you saying "problem" as in problematic 10:10:38 <|amethyst> PleasingFungus: "the problem is that it would make" vs "the problem is how to make" 10:10:42 oh 10:10:46 sorry, yes 10:10:50 what |amethyst said, yeah 10:10:54 the former 10:11:00 oh, ok 10:11:02 I have a bad habit of being slightly too terse 10:11:31 <|amethyst> PleasingFungus: at least you don't type *extra* words like "not" the way I do :) 10:11:39 pfft, I'd never not do a thing like that 10:11:40 one way would be to increase food costs rather than decreasing food amount 10:12:02 dpeg: if spell costs are working well, then it seems like it'd make more sense to increase other costs, rather than decreasing food amounts 10:12:05 as wheals said, yes 10:12:12 invis already does have a separate passive food cost, i think 10:12:14 well being hungy a lot isn't much fun 10:12:22 *hungry 10:12:58 mm. the problem with increasing melee food costs is that - if you're low on food as a caster, you use cheap spells. if you're low on food as a melee guy, you ????? 10:13:02 gammafunk: but neither is being wounded, and both can create decisions. 10:13:10 also, --hu supremacy, obv 10:13:11 <|amethyst> PleasingFungus: use lighter weapons! 10:13:16 hm 10:13:19 I kind of like that idea 10:13:31 <|amethyst> and yeah, you'd need similar costs for ranged combat I think 10:14:02 dpeg: I think being hungry a lot more and hence having to hit the e key a lot more is not preferable 10:14:21 <|amethyst> auto_eat_permafood 10:14:22 gammafunk: why would you be hungry a lot more? 10:14:37 -!- wheals has quit [Quit: Page closed] 10:14:44 if hunger costs are increased instead of decreasing food amounts 10:14:55 ah, I see -- that was not my proposal, though :) 10:15:11 yeah I was responding to PF 10:15:15 <|amethyst> gammafunk: OTOH, the more often you have to eat, the more likely it is to be tactically relevant 10:15:29 <|amethyst> gammafunk: this is the same thing as getting to engorged vs full I think 10:15:41 <|amethyst> gammafunk: not the same thing, but has some of the same implication 10:15:42 <|amethyst> s 10:15:53 we would need to streamline eating 10:15:59 as in, it'd have to be like 'hitting 5' 10:16:02 <|amethyst> gammafunk: as I said, auto_eat_permafood 10:16:13 -!- ais523_ has quit [Quit: Page closed] 10:16:27 <|amethyst> I recently switched to auto_eat_chunks and wish I had done so long ago :) 10:16:48 tbh, if we removed contaminated chunks (and just replaced them with half as many non-contam chunks), I think that'd go a surprisingly long way to streamlining eating on its own 10:16:56 -!- wheals has joined ##crawl-dev 10:17:02 I came from two observations: currently, the eating interface is too annoying for what we get out of it in gameplay. So we want a better interface -- dispensing with chunks is a good start (so I thought). Secondly, even with a lean interface, food very rarely matters right now. I believe that food could matter (this is an assumption), so trying to increase its meaning slowly looked like a natural second step to me. Of course, everyone is free to reject ... 10:17:02 I already dislike 5, so the prospect of hitting e more doesn't excite me very much 10:17:05 though I'm fine with playing around with auto_eat options 10:17:08 ... everything of this reasoning. 10:17:19 <|amethyst> gammafunk: auto_eat_chunks also eats on autoexplore and travel 10:17:23 <|amethyst> gammafunk: not just resting 10:17:25 -!- six40sword_ has quit [Quit: Leaving] 10:18:21 I'm not sure, it also has to work well under manual movement 10:18:22 It certainly is possible to make the interface much better with what 0.14 already is. I always felt that this is the wrong approach though (I might easily over-aim here for elegance and balance, no question about that.) 10:18:37 dpeg: well, |amethyst suggested mechanical changes as well as interface ones 10:19:01 "1. keep chunks with rotting 2. either monsters auto-drop chunks or butchering is automatic on walking over the corpse with autopickup on 3. chunks are no longer distinguished by monsters" 10:19:10 'chunks lite' 10:19:23 One way to see this is that "c"hopping looks like a superflous command (even though we can automate it). 10:19:24 <|amethyst> would also have to add wheal's 4. stochastic rotting (or blood-potion-like rotting) 10:20:21 <|amethyst> one thing c does is signal "I am committing to one particular use of this corpse resource" 10:20:26 <|amethyst> well, 2 or 3 uses maybe 10:20:41 yeah, I can see what |amethyst is saying working 10:20:49 <|amethyst> my chunks lite proposal doesn't deal with that 10:21:11 <|amethyst> unless you use 2b, but then animate skeleton etc are problematic 10:21:15 I guess we'd keep the change of "chunk used only for food" 10:21:22 yeah, corpse sacrifice still becomes irrelevant & vestigial 10:21:22 |amethyst: yes. I would be happier with that if we didn't make this decision trivial due to overabundance of equivalent resources (permafood). 10:21:26 -!- Morg0th has quit [Quit: leaving] 10:21:49 -!- surprisetrex has quit [Remote host closed the connection] 10:21:54 well we can decrease permafood 10:21:54 -!- herself has quit [Read error: Operation timed out] 10:22:06 That's a different thing but corpse sacrifice should go. It can stay for Fedhas (tactical effect) and I have made a suggestion how to keep it for Beogh. 10:23:03 gammafunk: yes, that is the other direction: more chunks, much less permafood. 10:23:32 I think |amethysts's observation that it's easier to balance with chunks, a temporary food source, is correct 10:23:54 I'm not sure if perma-food only is truly that hard to balance, but we don't have good math for it (and we know chunks work ok) 10:24:08 <|amethyst> btw, I think ais523 should get more credit for that general idea than I should 10:24:19 <|amethyst> 09:36:21 < ais523_> strangely enough, I was thinking about the opposite food change for NetHack: keep corpses, remove permafodo 10:24:23 <|amethyst> 09:36:24 < ais523_> *permafood 10:24:27 oh, we're at the credit giving stage already 10:24:44 <|amethyst> well, I was referring to "|amethyst's observation" 10:24:46 insert credit to continue... 10:24:50 nah, this is just a ploy to steal more nh devs 10:24:50 haha 10:25:10 ais523_ is a dev mole 10:25:15 sent by the nethack team 10:25:57 gammafunk: one problem with 'balancing with chunks' is that there's very few chunks in extended. clearly the solution to this is Nrook's Proposal, re, make demons drop corpses :) (this is going very far afield, sorry) 10:26:03 i've been keeping him distracted by crashing nh4 repeatedly 10:26:18 oh, you've been working on nh4? 10:26:32 make demons drop corpses but attempting to eat the corpses kills you 10:26:37 hah no way 10:26:43 PleasingFungus: well having extended not have food in certain areas is probably a good thing 10:26:43 but have been playing a bit 10:26:47 playing in junethack? 10:26:49 yeah 10:26:53 -!- Cryp71c has quit [Read error: Connection reset by peer] 10:26:55 -!- Cryp71c_ has joined ##crawl-dev 10:26:59 gammafunk: is it? 10:27:21 if permafood gets rarer it might encourage going faster through tomb 10:27:23 maybe 10:27:24 I think so, the player has to plan for that 10:27:46 'if I don't have enough permafood for tomb, I need to go grind pan for a bit'? 10:27:59 well not sayign it can't be improved 10:28:07 e.g. pan is finite 10:28:09 no permafood drops 10:28:20 no-item abyss 10:28:34 tbh abyss is already food-negative for most chars, I think 10:28:35 Oh, I think my main reason in favour of permafood-only was that we know it does work with Spriggans. 10:28:58 i'd be in favour of no-item/no-xp abyss anyway, unrelated to food changes (and along with other abyss changes of course) 10:29:06 dang 10:29:25 dpeg: it works with a very different playstyle from most races 10:29:30 yeah i was reading -dev logs from around inception merge and it came up 10:29:47 -!- atomikkrab has quit [Ping timeout: 255 seconds] 10:30:01 PleasingFungus: Really? Spriggan casters are possible. 10:30:39 dpeg: but not exactly typical, as casters go... 10:30:48 yeah, and they have much less perma-food available to them, which hints that we do need to reduce food levels a bunch in current chunkless 10:31:41 PleasingFungus: I don't see how that addresses the reasoning. We know it is possible to play SpBe, SpHe and SpCaster. So permafood-only balance is possible. It might be too hard to achieve, or we might actually not want it, but it can be done. 10:31:43 i think that relates to my biggest objection to chunkless originally, which is that it puts a pressure on you which isn't quite real 10:32:05 wheals: what do you mean by "quite real"? 10:32:28 people are scared, i think, to play a spriggan caster even though it's possible 10:32:39 wheals: but why should that concern us? 10:33:39 i guess since it makes the question "what do we want the food clock to do?" more important 10:33:48 though i'm not being very clear, am i 10:33:52 wheals: that is a good question, I agree. 10:33:54 so where are we standing on 'action plans'? moving forward on improving chunkless, and also implementing ais523/amethyst/wheals' "chunk lite" proposals... in a third branch, I suppose? (a bit too dramatic to toss into trunk, probably) 10:34:07 As I said, we don't players to frantically hunt for another bite. 10:34:49 However, that doesn't really happen ... in my food-depraved games (always my fault, of course), you see it coming from afar. So you can react. 10:35:11 * geekosaur wonders if that's a typo or commentary 10:35:20 yeah, and permafood-only puts an absolute time limit from ahead, while with food from monsters you can delay the point where the time limit hits 10:36:02 though i said "my biggest objection to chunkless originally" since non-chunk food drops from monsters that got added fill the same role as chunks 10:36:25 in that specific respect 10:36:54 wheals: yes 10:37:14 This was a major change, not sure it was discussed at such :) 10:37:45 yeah I think the biggest issue is can we balance a perma-food only crawl to have the same allowances and restrictions as crawl with chunks 10:38:09 gammafunk: Spriggans say yes. 10:38:41 -!- herself has quit [Ping timeout: 264 seconds] 10:39:13 without them (chunks or pseudo-chunks), though, i think there's too much food for it to really matter but, there being a non-infinite amount of food, enough to tempt the player into worrying 10:39:22 though dpeg seems to want the player to worry :) 10:39:26 If we don't really want a food clock, then we can tie Berserk/Invis/spell food costs to something else, by the way. 10:39:38 -!- CKyle_ has quit [Quit: CKyle_] 10:39:54 (technically there still is an infinite amount of food, of course) 10:40:03 wheals: something similar happened when Fedhas was young: players were too stingy to expend fruits (a permanent cost) and found the god lackluster. 10:40:34 -!- CKyle has joined ##crawl-dev 10:40:34 well I guess for the chunk-lite branch 10:40:39 well crawl light demonstrates some of the problems of just not having a food clock and tying spell hunger/berserk/invis to something else 10:40:58 (mummystabbing!) 10:40:58 s/crawl light/djinn/ >_> 10:41:01 MarvinPA: I see. I cherish my food clock! 10:41:01 ??crawl_light 10:41:01 crawl light[1/3]: A fork of Dungeon Crawl: Stone Soup. https://github.com/dtsund/crawl-light for source, http://inari.aerdan.org/~dtsund/cl_downloads/ for builds. | IRC channel at #CrawlLight. 10:41:12 so even if food doesn't actually function as a strict clock it can still limit behaviour 10:41:18 !send dpeg a clock made of food 10:41:18 Sending a clock made of food to dpeg. 10:41:25 -!- johnny0 has quit [Read error: Connection reset by peer] 10:41:31 I guess for a 'chunks-lite' branch, someone has to take up the impetus to make this branch 10:41:34 Grunt: is the large hand a sausage? :) 10:41:43 -!- johnny0 has joined ##crawl-dev 10:42:02 i might but i'm between computers at the moment :( 10:42:03 if no one else wants to, I'll happily take up the chunks-lite cross; it might be a few days, though 10:42:04 I'm not sure that it's better to make the branch without just deciding, but maybe that needs to happen 10:43:11 dpeg: that depends on what the small hand is 10:43:12 ! 10:43:57 small hand is a beef jerky, the numbers are 12 different types of food 10:44:04 I think I am generally aiming for permanent costs because that's the best way to ensure they mean something. Stuff that grows back just matters less. 10:44:33 (Permanent costs come with much greater responsibility on us, no doubt.) 10:45:49 dpeg: yeah, but stuff is growing back in both approaches I guess 10:47:08 not in Original Chunkless 10:47:25 well 10:47:42 true 10:47:48 unless you count pan (don't count pan) 10:48:51 monster spawning is a pretty low rate, though - I don't know that you could actually 'farm' in the current system or in chunkless? I'm skeptical 10:49:14 PleasingFungus: you can keep them as a freezer though (not sure this ever happens) 10:49:31 true, true, and that's not 'growing back' :) 10:49:35 fr: make jellies drop corpses so you can split them to do jelly farming 10:49:46 !send wheals giant amoebas 10:49:47 Sending giant amoebas to wheals. 10:49:51 rip 10:50:01 even that requires farming items to feed them though 10:51:04 Would be nice to have a c-r-d email on the four competing proposals (do nothing, i.e. 0.14; chunklite; current chunkless; original chunkless). Not easy to compare the ramifications, at least for me. 10:51:31 sounds reasonable 10:52:29 -!- Keanan has quit [Ping timeout: 264 seconds] 10:52:42 I guess this might need several authors, I can really speak for original chunkless only. 10:53:02 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140524030204]] 10:53:02 hopefully someone will include my "walls made of meat" proposal 10:53:26 !send gammafunk a boulder and a spellbook of Stone to Flesh 10:53:26 Sending a boulder and a spellbook of Stone to Flesh to gammafunk. 10:56:30 gammafunk: You should pay a visit to the wizlab with fleshy orifices! 10:59:29 -!- Orph is now known as Orphic 11:01:02 -!- mopl has quit [Quit: Page closed] 11:03:07 -!- Quashie_ has quit [Ping timeout: 260 seconds] 11:09:46 -!- Blomdor has quit [Quit: Page closed] 11:11:06 -!- PleasingFungus has joined ##crawl-dev 11:11:57 -!- bhaak has joined ##crawl-dev 11:12:31 hm 11:12:32 ??vault[2 11:12:32 vault[2/8]: How to identify vault designers: oklobs=dpeg, fleshy orifices=Mu, elephants=due, things with too many tentacles=Lemuel, glass=everyone, excessive lua black magic=due 11:12:36 ...this needs updating <_< >_> 11:13:24 -!- ontoclasm has quit [Quit: Leaving.] 11:13:26 -!- ussdefiant has quit [Ping timeout: 255 seconds] 11:14:35 -!- Krakhan has quit [Changing host] 11:15:30 -!- Keanan has joined ##crawl-dev 11:16:02 -!- Keanan has quit [Client Quit] 11:16:24 -!- Redz has joined ##crawl-dev 11:16:29 -!- Redz has left ##crawl-dev 11:19:39 -!- Kalir has quit [Changing host] 11:20:41 -!- Quashie has quit [Ping timeout: 264 seconds] 11:32:01 03Grunt02 07* 0.15-a0-1245-gd03812f: Annouce Gozag abilities only if/when you can afford them (dpeg). 10(29 minutes ago, 6 files, 35+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d03812fd80e1 11:32:01 03Grunt02 07* 0.15-a0-1246-g536c3b6: Adjustments to Gozag's gold distraction (dpeg). 10(10 minutes ago, 4 files, 24+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=536c3b657dc8 11:32:01 03Grunt02 07* 0.15-a0-1247-gb2ba469: Time out friendly bribed monsters like neutral bribed monsters (dpeg). 10(2 minutes ago, 2 files, 4+ 46-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b2ba46968251 11:32:12 Hey, the oklob entry is still perfectly true! 11:32:45 ah nice 11:32:54 -!- lessens_ has quit [Ping timeout: 252 seconds] 11:33:01 i started working on that gozag stuff then gave up almost immediately, good thing i didn't put any effort into it after all :P 11:34:03 It helps if the person who originally wrote most of the code takes up the mantle :b 11:34:37 <|amethyst> Grunt: foe = MHITNOT means they're actually distracted? 11:34:43 <|amethyst> Grunt: in the stabbing sense? 11:34:45 |amethyst: correct 11:34:48 <|amethyst> ++ 11:34:50 Grunt: woo, wonderful! 11:34:59 -!- Ladykiller69 has quit [Ping timeout: 252 seconds] 11:35:03 i think i was going to try and make it just announce them once the first time you go over the threshold 11:35:15 -!- gnuvince has quit [Remote host closed the connection] 11:35:24 I considered that; I think it's relevant to know that you can e.g. buy potions again. 11:35:28 but you probably do get gold fast enough that you won't be passing the thresholds repeatedly 11:35:31 (also it's easier to implement this way :b) 11:35:33 yeah 11:36:00 i was just concerned it'd be spammy initially, but probably it's fine 11:36:01 Grunt: when will this be on CSZO? 11:36:12 <|amethyst> can make it now if you want 11:36:16 <|amethyst> you can make it now if you want 11:36:17 I'm not done yet :) 11:36:21 |amethyst: yes, please 11:36:27 oh, yes, a little later please 11:36:30 <|amethyst> :) 11:36:35 <|amethyst> dpeg: btw 11:36:37 <|amethyst> ??rebuild 11:36:37 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. 11:36:51 MarvinPA: might be a bit like piety hysteresis (do you say so?) with other gods. It can be a little irritating but comes up rarely. 11:37:18 "permabribe" is a little misleading now also, i imagine it's awkward to actually rename that though due to the monster props using it? (and that's just an internal thing) 11:37:20 <|amethyst> dpeg: you should be able to do that everywhere except CDO, using 'dpeg' and your password on the relevant server 11:37:46 |amethyst: oh, impressive. 11:37:57 <|amethyst> dpeg: 11:38:12 <|amethyst> dpeg: if you can't, bug the server admin to set your admin flag :) 11:38:27 infrastructure getting better all the time 11:38:50 <|amethyst> I guess I should finish up that email this afternoon/evening 11:39:18 <|amethyst> must go to a meeting now, though 11:39:19 It's already evening here! Are you all Americans these days? 11:39:22 bye 11:39:26 -!- scummos__ has quit [Ping timeout: 265 seconds] 11:39:40 Btw, I think we should formally discontinue transifex -- what do you think? 11:39:50 -!- Keanan has joined ##crawl-dev 11:39:59 With our Polish and French developers behind these absent, I don't think we should pretend it continues. 11:40:27 bhaak will wallow in glee 11:41:36 -!- CKyle has quit [Quit: CKyle] 11:41:43 :) 11:42:00 actually, no. I would have loved to see some real code. 11:42:14 transifex is "just" the easy, already solved part 11:43:21 yes, you always pointed that out 11:46:09 but at least I have another example for "failed translations" for next year's IRDC :-p 11:46:15 -!- crate_ has quit [Quit: Leaving] 11:46:35 -!- Keanan has quit [Quit: Leaving.] 11:48:14 I always told him to code just another god rather than to tinker around with languages nobody understands anyway. And now he's gone :( 11:49:54 you always find the solution in a god. so religious. so polytheistic. 11:50:34 yes, I need a new god every day 11:51:43 bhaak: Fun stuff: today two elderly ladies were manning a Christ-station on the street, and one of their posters said: What does God say about smoking? (Hint: he says nothing good about it.) 11:52:47 i have to go right now, so tell me and i'll read it later :) 11:56:17 -!- Yermak has quit [Quit: Page closed] 11:56:33 -!- lessens has quit [Ping timeout: 245 seconds] 11:59:20 -!- HDA has joined ##crawl-dev 12:02:05 03Grunt02 07* 0.15-a0-1248-g9865e3c: Show branch bribability on ^^ screen (dpeg). 10(2 minutes ago, 3 files, 121+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9865e3c83226 12:02:07 ...okay, I think I'm done for the moment: 12:02:12 (also I need to leave for work shortly) 12:02:57 "or display them only if you don't 12:02:57 know they don't exist if they don't." 12:03:03 that takes quite some parsing 12:03:09 I cringed when writing that sentence <_< 12:03:11 haha 12:04:38 -!- rchandra has joined ##crawl-dev 12:04:53 fr: make depths bribable to pacify spriggans 12:05:09 that's actually kind of serious 12:05:31 Only if you can also pacify giants! 12:05:33 >_> 12:05:48 -!- lessens_ has quit [Ping timeout: 240 seconds] 12:06:30 the stone giants turn into gold giants 12:06:48 -!- Xenobreeder has quit [Ping timeout: 240 seconds] 12:07:10 (maybe Swamp should let you bribe spriggans??) 12:07:52 Grunt: very nice! That's it for Gozag right now? 12:07:53 -!- Ququman has joined ##crawl-dev 12:07:59 * dpeg sits on the rebuild trigger. 12:08:07 For the moment! 12:09:01 !send Grunt rich rewards. 12:09:01 Sending rich rewards. to Grunt. 12:10:53 -!- Almacia has quit [Remote host closed the connection] 12:13:16 huh, you can't bribe tomb either 12:13:32 the greater mummy grins greedily and jingles a coin purse 12:13:57 i guess the mummies have all the money they want already 12:14:00 wheals: good point. From what the mummies have amassed there over the centuries, you'd think they cherish the thought of some more gold. 12:15:01 hmm 12:15:19 -!- wheals has quit [Quit: Page closed] 12:15:29 is monster tornado supposed to be able to fly you over water and drop you? 12:16:01 no 12:16:07 i might be mistaken 12:16:10 let me check 12:16:28 tornado does all kind of weird stuff 12:16:33 such as allowing lava worms to walk 12:16:59 Unstable branch on crawl.akrasiac.org updated to: 0.15-a0-1247-gb2ba469 (34) 12:19:26 i don't remember casting fly 12:19:30 but it's possible i did 12:19:36 check the end of my latest game 12:20:32 Unstable branch on crawl.s-z.org updated to: 0.15-a0-1248-g9865e3c (34) 12:20:46 !send dpeg gold 12:20:46 Sending gold to dpeg. 12:20:47 woohoo 12:20:51 I will need it! 12:21:28 LexAckson: there's a very good tv of that effect 12:21:36 oh? 12:21:38 wait actually that guy might have been flying already. I forget 12:21:57 I wonder how I'd query for it 12:22:37 1s 12:23:41 -!- Lightli has joined ##crawl-dev 12:24:18 !tv * pan ktyp=water 12:24:19 7. StormDelay, XL27 GrFi, T:151042 requested for FooTV (telnet://termcast.develz.org or http://termcast.develz.org). 12:24:33 LexAckson: this is... probably it 12:25:13 yep 12:25:53 yeahh... 12:25:56 same thing 12:26:24 anyway idk if that's intended behaviour; you'd probably want to ask grunt, i guess 12:26:27 since he's the tornado guy 12:26:38 well 12:26:49 it'd be nice to get a warning at least 12:27:18 yeah. I guess it's a bit instadeath-y 12:27:20 for crawl 12:33:12 -!- dtsund has joined ##crawl-dev 12:34:43 -!- magicpoints has joined ##crawl-dev 12:42:25 i filed a bug and put that tv and my morgue file in there 12:42:30 that should be enough 12:42:36 Tornado dumps player in water without warning by LexAckson 12:57:48 -!- Zooty has quit [Ping timeout: 240 seconds] 13:02:50 -!- simmarine has joined ##crawl-dev 13:03:14 -!- UncertainKitten has joined ##crawl-dev 13:04:51 -!- Moonsilence has quit [] 13:05:32 -!- magicpoints has quit [] 13:06:16 oh yeah re: gozag stuff since that just got changed 13:06:26 his wrath really needs a rethink 13:06:31 -!- reaverb has joined ##crawl-dev 13:06:38 !messages 13:06:38 (1/2) MarvinPA said (5h 45m 3s ago): 51bfb8de72b7 uses player_mutation_level in places where it shouldn't. eg tags.cc, if you're transformed on load mutations won't be removed properly. possibly it's wrong in other places too? 13:06:40 -!- peileppe has quit [Quit: Page closed] 13:07:23 especially because of duplication being a thing that exists, but even other than that it has some serious problems 13:07:48 MarvinPA: Sorry, I was under the impression player_mutation_level was just a wrapper for you.mutation[], I'll fix that. 13:09:00 MarvinPA: you mean the touch wrath? 13:09:41 the pickup wrath doesn't work very well yeah, and the "bribe monsters" wrath also not really since you can stay in a branch with no bribable monsters and be entirely safe from that 13:09:48 I'm just going to revert and reapply what works. 13:09:53 -!- magicpoints has joined ##crawl-dev 13:11:06 with duplication existing currently, if you find something good early it's entirely feasible to go gozag, duplicate, abandon, do lair to get a bit stronger (no risk of any dangerous wrath effects at all), then do a couple of floors of orc to burn off the wrath in complete safety 13:12:24 (would still be a problem if duplication didn't exist or wasn't immediately available on conversion, duplication just makes it more noticeable) 13:13:58 -!- Morphy has quit [Quit: Page closed] 13:14:28 i think some old god wrath proposals had a "severity" parameter where the strength of wrath effects would depend on eg whether/how many gifts you'd recieved from the god 13:14:40 which might still be a good thing to have generally 13:14:41 MarvinPA: yes, that was an idea at some time. 13:15:13 Duplication could be punished specifically (just unduplicate, with interest in the case of a consumable). 13:15:45 gozag wrath seems pretty tame in general considering some god wraths summon tons of some of the nastiest monster in the game 13:15:53 instead of (slightly) buffing whatever you find 13:16:59 i think he definitely needs to be able to do something that puts you in direct danger without limiting it to only certain branches, yeah 13:17:15 Kvaak: there's also the whole "berserk group of really nasty things" thing 13:17:57 eg just sending in and bribing bribable monsters even if you're not in their actual branch 13:20:45 -!- CKyle has joined ##crawl-dev 13:20:55 MarvinPA: okay 13:22:01 -!- ontoclasm has joined ##crawl-dev 13:23:08 03reaverb02 07* 0.15-a0-1249-g9c30792: Revert "Replace some you.mutaiton[] calls with player_mutation_level()" 10(12 minutes ago, 7 files, 17+ 21-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9c3079238cf3 13:25:01 hah, "raniform" always confused me a little bit 13:25:08 it's supposed to be "reniform" 13:26:14 ontoclasm: The layouts? 13:26:19 yes 13:27:00 can ghosts spawn in places where they didn't die now? 13:27:59 rchandra: I cannot imagine why that would happen. I don't know of any changes. 13:28:23 apparently it's just sequell being lazy or otherwise not getting information 13:29:17 -!- wheals has joined ##crawl-dev 13:29:39 yeah, sequell seems to be missing games... 13:29:56 dang 13:30:05 what ghost/where? are you in an experimental branch? 13:30:18 -!- tabstorm has quit [Ping timeout: 240 seconds] 13:32:26 -!- wheals has quit [Client Quit] 13:32:58 Crate checked, seems like all games in the past 11 hours. I'm in cszo trunk 13:33:41 -!- Basil has joined ##crawl-dev 13:37:01 -!- ckyle_ has joined ##crawl-dev 13:38:12 dang, not again 13:38:15 hm 13:38:20 !lm * 13:38:20 9507999. [2014-06-03 07:58:50] mellonbread the Crack Shot (L17 CeHu of Okawaru) reached level 5 of the Swamp on turn 43291. (Swamp:5) 13:38:27 !lg * 13:38:28 3299573. Marwa the Ruinous (L8 TrWz of Kikubaaqudgha), slain by a killer bee on D:7 on 2014-06-03 07:58:50, with 1930 points after 6321 turns and 0:52:36. 13:39:48 -!- Spatzist has quit [Quit: Page closed] 13:47:48 -!- category has quit [Ping timeout: 240 seconds] 13:48:51 2spooky 14:02:59 -!- Lasty1 has joined ##crawl-dev 14:06:37 gozag should send draconians at you in lair 14:07:31 -!- Nomi has quit [Ping timeout: 252 seconds] 14:08:42 03reaverb02 07* 0.15-a0-1250-g99cddad: Modify Goliath Beetle D spawn depth too. (|amethyst) 10(10 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=99cddad356a3 14:15:33 -!- sgiratch has quit [Ping timeout: 265 seconds] 14:22:11 -!- gammafunk has quit [Ping timeout: 252 seconds] 14:22:25 -!- gammafunk has joined ##crawl-dev 14:25:51 -!- DKR has quit [Quit: Page closed] 14:33:00 <|amethyst> reaverb: hm... I'd consider semi or something instead 14:33:00 |amethyst: You have 1 message. Use !messages to read it. 14:33:37 |amethyst: Hmm, My first thought was "I should use DOWN to replicated the old SEMI weight as much as possible" 14:34:16 <|amethyst> semi peaked at 11 14:34:36 <|amethyst> using down instead doubles their occurrence on D:6 14:34:39 Sorry, I'm confused. 14:34:41 <|amethyst> which might be what you want 14:35:09 <|amethyst> semi meant 50% of their weight at D:6, 100% at D:11, 50% at D:16 14:35:17 <|amethyst> now it's 100% at D:6 and 0% at D:12 14:35:18 I'm completely open to switching it to SEMI 14:35:20 <|amethyst> err, D:11 14:35:37 or maybe reduing their weight instead? 14:35:40 reaverb: that's not what amethyst is saying - if anything, UP might be closer 14:35:42 to what you wanted 14:35:42 <|amethyst> looking at the commit message, though, it seems like that's what you wanted 14:36:02 <|amethyst> "so they spawn in their shallow range more often" 14:36:32 Yes, the Down was intentional, the "first thought" message was confused. 14:37:01 this'll mean twice as many goliath beetles in d:6 as before. are you prepared for that? are you ready to pay the goliath beetle price? 14:37:06 PleasingFungus: How do you feel about these change? 14:37:09 PleasingFungus: Heh. 14:37:16 don't feel strongly about it 14:37:28 I've been arguing energetically about too many things lately 14:37:31 <|amethyst> I don't like many of the slug -> worm replacements 14:37:33 goliath beetles just aren't that big a deal 14:37:39 <|amethyst> I think some of those should be goliath beetles instead 14:37:41 PleasingFungus: Hmm. 14:37:42 <|amethyst> or something else 14:37:51 yeah, second what |amethyst at least in a couple vaults 14:37:56 like the Cheibriados altar vault 14:38:05 -!- sgiratch has quit [Ping timeout: 264 seconds] 14:38:11 I'm not and expert on vaults, I'm completely open to that. 14:38:17 s/and/an/ 14:38:17 I saw it and said to myself "if you weren't lazy, you'd change that" 14:38:26 "but you are lazyyyyyy" 14:38:30 gammafunk: Heh. 14:38:45 -!- ckyle_ has quit [Quit: ckyle_] 14:38:52 rip 14:39:01 reaverb: and then I killed my HEIE after that 14:39:05 so it's just doubly your fault 14:39:07 gammafunk: Take it easy. 14:39:09 Hmm. 14:40:06 I'm pretty happy with the elephant slug replacements, are then any objections to those or just the normal slug replacements? 14:40:59 reaverb: WILL NO ONE MOURN THESE LETHARGIC BUT INEXPLICABLY VICIOUS SACKS OF MEAT 14:41:05 from Tavern 14:41:11 gammafunk: Heh. 14:42:46 sometimes tavern is funny 14:42:51 I liked the gong nerf protest thread 14:43:47 -!- CKyle has quit [Quit: CKyle] 14:44:53 uhh.. this needs to be fixed: Favour - A shining star in the eyes of Dithmenos. 14:45:14 Tzer0: Ha, where is that message? 14:45:15 maybe replace shining star with black hole? :D 14:45:22 -!- Tenda has quit [Ping timeout: 240 seconds] 14:45:31 religion-menu while at 4* 14:45:56 TZer0: Hmm. 14:46:36 that should be the title you get when you're under penance :D 14:46:38 -!- st_ has quit [Read error: Connection reset by peer] 14:47:12 -!- st_ has joined ##crawl-dev 14:47:22 -!- CKyle has joined ##crawl-dev 14:48:41 Ok, I think I'll change the worm in the Chei vaults, some of the lair.des and mini_monsters.des vaults 14:48:48 *worms 14:49:00 -!- raskol has quit [Quit: quit] 14:49:13 TZer0: I could have sworn someone mantised that 14:49:15 a while ago 14:49:17 can't find it though 14:49:38 hmm! 14:50:03 because I'm playing trunk on my server and it says so right here.. 14:50:05 weird 14:50:23 yeah I'm not saying it was changed 14:50:29 just that I thought it'd been reported before 14:51:02 oh, right 14:51:02 It hasn't been changed, I'll handle it. 14:51:21 PleasingFungus: Any suggestion for the Dith message? 14:51:32 (Changing "rising star" might also be good) 14:51:47 ""A rising star in the eyes of dithmentos" 14:51:49 hahaha 14:52:14 reaverb: where's the list? 14:52:29 !source describe.ccL4166 14:52:29 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/describe.ccL4166;hb=HEAD 14:52:29 rising star, shining star, etc - there's gotta be an array somewhere with the list of those titles 14:52:31 dithmentos 14:52:37 !source describe.cc L4166 14:52:37 Zannick: the deathmaker! 14:52:38 Bad filename: describe.cc L4166 14:52:44 !source describe.cc 14:52:44 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/describe.cc;hb=HEAD 14:52:46 !source describe.cc:4166 14:52:46 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/describe.cc;hb=HEAD#l4166 14:52:53 Oh,hmm 14:52:55 ah, there we go 14:53:00 Any way, it's a case statments becuase crawl code. 14:53:06 of course 14:53:14 <|amethyst> well 14:53:19 -!- ystael has quit [Quit: Lost terminal] 14:53:30 Also godname, item sacrafices handle that without needing case statments though. 14:53:33 <|amethyst> it would be kind of hard to make that a table 14:53:46 <|amethyst> I guess if you were willing to have a %s in it 14:53:55 there's already tables with %s es 14:54:05 I'm thinking of the ones at the beginning of religion.cc 14:54:08 <|amethyst> (then you'd run the uppercase_first() on the result, not the parameter) 14:54:11 yep 14:54:18 -!- Zooty_ has quit [Ping timeout: 240 seconds] 14:54:27 <|amethyst> but 14:54:28 In any case, it's probably irrelevant now that we need a Dith special case. 14:54:36 <|amethyst> having a table would make it more difficult to... what reaverb said 14:54:39 haha 14:54:42 so it's just as well! 14:56:05 the titles are already kind of weird - it seems like 'shining star' should be higher than 'favoured servant', tbh... or at least, there's no obvious ordering there 14:56:19 Right now I'm just using "A rising shadow" and "A glorious shadow" 14:56:35 I guess glorous might need to be changed because it's sort of like "glow" 14:56:42 not really 14:56:48 <|amethyst> that's silly :) 14:56:58 <|amethyst> worrying about the similarity 14:57:06 I'll think about those and let you know if I have any decent suggestions. 14:58:52 PleasingFungus: Well I'm going to push the shadow stuff as soon as a I test it working, if you have a suggestion just make a commit and push it :D 14:59:19 -!- clouded_ has joined ##crawl-dev 14:59:20 -!- st_ has quit [Read error: Connection reset by peer] 14:59:54 aight 15:02:19 -!- Arkaniad has quit [Ping timeout: 276 seconds] 15:02:37 hrm, I'm not sure if we got any kind of resolution out of our chunkless discussion 15:03:41 I think we were going to investigate a few different approaches 15:03:47 and also someone or someones was going to write a crd email 15:03:49 or emails 15:06:00 (Might not be the best place for this but while I believe the proposals which keep chunks would be a improvement over the current situation, I do not think they would work as well as completely removing chunks) 15:09:28 03reaverb02 07* 0.15-a0-1251-ge7229c1: Don't have Dith call worshippers "shining stars" (TZer0) 10(8 minutes ago, 1 file, 14+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e7229c18faee 15:13:55 -!- CSDCS has quit [Read error: Connection reset by peer] 15:15:27 I think there's maybe one major balancing issue that has to be addressed in chunkless alone: should we allow the player to eat past e.g. full 15:15:48 And then there's one that needs to be addressed in both: do we need to raise food costs or lower food abundance 15:16:03 why wouldn't you be able to eat past full 15:17:55 I think if the player can always eat to engorged, tactical food considerations mostly don't exist unless we dramatically lower food abundance or raise food cost 15:18:25 <|amethyst> gammafunk: I had suggested to make food give half nutrition once you're at satiated 15:18:30 gammafunk: people who want chunks removed are probably fine with that because it gives them an argument in favor of removing food entirely 15:18:33 in an attempt to preserve tactical food tension ('is casting expensive spells in this fight going to send me to starving') 15:18:43 |amethyst: right, I'm not saying there aren't solutions, just that there's a problem 15:18:52 -!- nicolae- has joined ##crawl-dev 15:20:40 i'm not sure that's really a problem 15:21:37 would also make the interface worse for characters where tactical food considerations aren't usually a concern 15:23:45 maybe remove natural hunger, leave only spell hunger? 15:24:04 myrmidette: why? 15:24:07 that causes a whole new set of problems 15:24:43 -!- clouded_ is now known as st_ 15:24:59 it makes food less tedious for non-caster types? 15:25:17 Food is an alright mechanic, it is just currently too fiddly and a bit too loose. We are addressing the former just now (any of the methods we talk about will do it), and we can address the latter slowly. 15:25:30 loose? 15:25:43 yes, does not often enough mean something 15:25:58 but that can be changed 15:26:27 myrmidette: 'generous'. most characters don't have to ever worry about food. 15:26:44 dpeg: yeah I guess either is fine under that plan, but I'm really not sure what we're intending to limit with food (the latter problem) 15:26:51 not least because most characters die on d:3... but even aside from that. 15:28:21 I like the food system in how it's simple as a 'cost', but I'm not sure what crawl's vision for that 'cost' is aside from the not-often-relevant tactical concerns (which chunkless would mostly remove) 15:28:24 well, I thought conjurers were inherently more hungry than fighters, so maybe it would be better to just treat them separately 15:28:47 double the metabolism of all players and remove permafood, problem solved 15:28:57 gammafunk: this is definitely something we should get a clear picture on. Myself, I would like to make the hunger costs of god powers, Invis etc. strong enough to (sometimes) matter. Food management shouldn't be a primary Crawl task (just like spell slot management isn't, as an example), but it should be part of what makes you decide. Currently, it doesn't, with the potential exception for spells. I think it could be better (instead of be removed). 15:29:45 -!- CSDCS has quit [Read error: Connection reset by peer] 15:29:48 nicolae-: not sure if you are serious, but that certainly wouldn't solve any problem. (Even if you do this, there'd be a whole lot of tweaking afterwards.) 15:29:51 nicolae-: that doesn't work in a game where you can explore multiple floors (and often this is a good idea) 15:29:57 yeah 15:30:17 myrmidette: there's no actual separation between conjurers and fighters - many characters are both. 15:30:35 if you had what would now be about ~500 steps until you starve to death 15:30:46 you couldn't go back a couple of dungeon floors 15:30:50 yet alone from depths to elf 15:30:56 dpeg: i often make facetious suggestions 15:31:28 PleasingFungus, it's possible to specialise too? 15:31:39 PleasingFungus: Except for the times when you just feel like actually restricting yourself to something and people laugh at it. 15:31:50 myrmidette: whatever happens, we will not introduce special behaviour for certain "roles" 15:32:16 removing non-spell hunger is not for a role 15:32:34 Bloax: that's because you're making the game harder for yourself 15:32:42 (but that's a bit off-topic) 15:32:55 that's because i want to have fun for once 15:33:01 but i may not have fun! 15:33:02 whoops! 15:33:05 i must play optimally! 15:33:24 and then i just play suicidally with minimal rest and only munching permafood to conserve turns 15:33:26 myrmidette: have you heard of 'mummystabbing' 15:33:29 that's fun enough 15:33:31 Well one thing I like about crawl is that you can be a "hybrid" character and mitigate risk the most, or you can be a dedicated mage and invite more risk, but kill more quickly 15:35:32 (For the tactical hunger costs thing: Originally chunkless was going to stop most species from eating past Full, MarvinPA pointed out that was solving a problem that might not even exist and I removed it after being defensive for a while. I still have that locally) 15:35:47 -!- Tenda has quit [Quit: Nettalk6 - www.ntalk.de] 15:35:51 what if you don't experience hunger if all you did in that turn is rest or walk 15:36:04 (not a facetious suggestion but possibly still terrible) 15:36:04 nicolae-: Mummy stabbing. 15:36:56 solution: mosnters don't to back to sleep 15:37:30 rchandra: Yes that might also be good. 15:38:07 -!- Lasty1 has quit [Quit: Leaving.] 15:38:36 I haven't actually, but monsters going back to sleep seems like a bad mechanic 15:39:59 stabbers might complain about having to use EH even more 15:40:07 but haha stabbers 15:40:19 mummy nerfs......... 15:40:38 as crate mentioned somewhere, no hunger also lets you rest until monsters move into your los for every single monster 15:40:39 (I do not actually care about mummy nerfs) 15:40:56 PleasingFungus: you will never convince me of that you mummy fiend 15:40:57 I don't think we should stabbing/sleeping behaviour because we cannot get the nutrition stuff right, at least not on short notice. 15:41:00 MarvinPA: Oh, wow, yes that's an extreme case. 15:41:08 MarvinPA: I don't see how that follows 15:41:08 which is a real thing in doomrl apparently 15:41:33 OOD spwans and piety decay would probably keep that in check, but I don't know. 15:41:33 among other things, I guess monster spawn rates aren't a thing? 15:41:48 ood spawns don't really exist in a bunch of branches 15:41:50 it is, sort of, in doomrl you can determine monsters location (left/right) and rought distance 15:41:51 <|amethyst> there are no spawns in doomrl 15:41:52 Crawl has another clock (the one that regulates additional monster spawning) but that's a much more artificial way of balancing these things. 15:41:54 by sound 15:41:55 -!- reaverb has left ##crawl-dev 15:41:59 I'm not even talking about ood spawns, just normal spawns 15:42:02 -!- reaverb has joined ##crawl-dev 15:42:13 if you're talking about waiting for 'every monster' to wander into los.... 15:42:38 -!- CSDCS has quit [Read error: Connection reset by peer] 15:42:42 "as crate mentioned somewhere, no hunger also lets you rest until monsters move into your los for every single monster" 15:42:52 -!- Aryth has quit [Read error: Connection reset by peer] 15:42:53 Wouldn't... wouldn't the entire level just stay asleep in Crawl? 15:43:08 In DoomRL, sure, monsters are never asleep 15:43:14 I assumed you'd shout periodically or something 15:43:21 except that'd draw packs directly towards you 15:43:23 hm 15:43:45 mummies are already a thing. does anyone do this with mummies? 15:44:48 -!- Xenobreeder has quit [Ping timeout: 240 seconds] 15:45:38 I've definetly never hear of it happening with mummies 15:45:41 probably not but that's not really the point 15:46:06 I think it kind of is 15:46:14 MarvinPA: I'm assuming the point is "It's quite possibele for no hunger to completely break the game in weird ways?" 15:46:19 if it's so impractical technique that even *mummy players* don't practice it... 15:46:20 yes 15:46:21 hrm, well one thing I personally don't want to see is all food generation tied only to floor drops; it seems that either reduced nutrition after satiation or a hard-limit at e.g. full (less popular) could work to help food be relevant tactically in chunkless 15:46:36 I absolutely don't understand why some of you want to throw the whole clock away only because it is imperfect. It does a decent job at some things already now, and the question should be how to improve it. A working clock is a godsend in a roguelike. 15:46:39 but both chunkless and chunkless-lite solve the interface problems 15:46:55 dpeg: what does it do right now? discourage stash travel? 15:47:04 PleasingFungus: has an effect on casting 15:47:21 no one is talking about removing food costs from casting, just from the passage of time 15:47:23 Prevents spriggans from going full conjuror, unless they find a staff 15:48:14 s/chunkless-lite/chunks-lite/ 15:48:15 casting/ability food costs have an actual balance reason, yes, unlike hunger over time 15:48:17 I've never noticed much of an effect of food on casting 15:48:18 -!- HDA has quit [Ping timeout: 240 seconds] 15:48:23 same 15:48:26 really! 15:48:45 the most noticeable effects of food for me are that it is a scum timer (if an extremely lenient one) and a big restriction on elyvilon 15:48:54 even on conjurers that (almost) completely neglect melee I rarely bother taking spellcasting until it's absolutely necessary 15:49:24 it's pretty common for food to stop me from using L5+ spells due to quickly approaching starving in combat 15:49:31 Even if hunger costs have a reasonable effect on casting, which I feel is a debatable statement, I'm curious what the benefits are being seen in that system? 15:49:46 the only exception was my FeVM which is really weird because cats are carnivorous 15:49:59 but it's my only char that has actually had problems with running out of permafood 15:50:01 Frankly, hunger costs for casting hardly impact me unless I'm a spriggan 15:50:09 reaverb: the idea of a 'soft cap' on high-level spells - which are otherwise much more mana- and turn-efficient - is an interesting one 15:50:21 rchandra: I'm surprised you have to cast a level 5 spell 100 times per fight 15:50:29 ^ 15:50:43 cast a level 5 spell 2-3 times to drop a hunger level, with low enough spellcasting/int... 15:50:51 PleasingFungus: Hmm. 15:50:52 and it doesn't have to be very low 15:51:23 PleasingFungus: That's pretty much purely a tactical consideration, not a strategic one 15:51:28 if you happen to be casting level 5 spells with 0 spellcasting skill, it still takes 5 casts to go from satiated to starving 15:51:35 dtsund: yes! exactly! 15:51:43 I am a big fan of tactical food limitations 15:52:09 though I definitely do find myself running shorter on food as a blaster-type char than melee - there is some impact 15:52:23 in fact I'm currently splatting skillrobin AEs that can't basically melee anything since they neglect defensive and melee skills 15:52:30 PleasingFungus: Using magic contamation like crawl light would probably create the tactical limitations much more effectively, what advantages do you see in using food? 15:52:31 yet not one has come even close to running out of permafood 15:52:31 I don't really think tactical limitations are the right place for food; tactical limits should exist, but this is a place for other mechanics 15:52:31 I mean if you are running around at near starving all the time, spell hunger is noticeable, sure, but there's no reason to be doing that in the first place, normally 15:52:54 reaverb: ...did you ever try playing Dj 15:52:56 Kvaak: that sounds like you have a lot of casting skill (inc spellcasting), so you're not running into hunger problems? 15:53:18 reaverb: I haven't played crawl light, so I can't say. djinn contam on cast was pretty irrelevant, but it's possible that a different implementation would work 15:53:20 yeah, so if you attempt to use blade hands in most fights with this low spellcasting/int, you'll quickly develop a problem, but I agree the solution is obviously just train spellcasting properly since you don't need bladehands to survive 15:53:26 I max air first so I'm almost at 0 spellcasting for that entire duration 15:53:28 PleasingFungus: "skillrobin AEs" - I doubt these chose spellcasting as their skill 15:53:32 oh 15:53:32 minmay: I did not play Dj extensively, but they had that weird temporary mutation thing. 15:53:34 sorry 15:53:34 sometimes I go fighting second, sometimes spellcasting 15:53:38 missed the skillrobin bit 15:53:54 Yes maybe magic contaim would not work. 15:54:15 you can use blade hands all game with 0 spellcasting and be fine...maybe not if chunks are removed and permafood generation doesn't increase to compensate 15:54:30 I don't know how the Dj contam mechanic worked exactly, but under CL mechanics a DE around Lair-level can cast Haste once and Bolt of Cold once, and is suddenly dancing on the edge of mutagenic levels 15:54:52 blade hands only gets cast once-ish per fight, so that won't cost much 15:55:02 I saw this more in 0.12, where many chunks wheren't available, perhaps now it's not too hard to do 15:55:20 -!- nicolae- has left ##crawl-dev 15:55:50 I really think spell hunger is the wrong thing to grab onto as an advantage of the current hunger system, spell hunger has very little effect 15:56:03 I'd disagree with that very strongly 15:56:08 honestly feels like we're talking about different games.. 15:56:14 as far as I'm concerned spell hunger is an annoyance, not a limitation 15:56:37 I've played lots of characters both with and without spell hunger and I barely notice the difference 15:58:10 and the main difference I do notice is that I spend more real-time butchering, yes 15:58:10 -!- Keanan has joined ##crawl-dev 15:58:50 What minmay said 15:59:09 of course you could double or triple spell hunger costs and that would make it relevant but I'm not convinced that would actually be a good thing 16:00:16 minmay: You spend a lot of time saying what's bad. What would you change? 16:00:25 -!- CSDCS has quit [Read error: Connection reset by peer] 16:00:43 dpeg: I don't recall saying anything was bad in the last few hours, just that I disagree that spell hunger is important 16:00:58 -!- Keanan has quit [Client Quit] 16:01:23 minmay: Oh my. I am asking for a positive contribution -- how do you think the game could be improved in this regard? 16:01:41 and for that reason I think spell hunger is not a good reason for food to stay (but I mentioned another thing that I do think is a good reason for food to stay!) 16:02:12 I think where spell hunger starts to matter now is for extreme cases like spellcasters using wizardry/veh with high level spells as soon as they become available, especially if they are also channeling 16:02:20 but currently even these won't starve 16:02:42 well, nobody starves :) 16:02:51 gammafunk: I haven't used vehumet's channeling ability in a pretty long time 16:03:16 sif channeling hunger is surprisingly meaningful at times, but it's not spell hunger :P 16:03:27 I use chain lightning at xl15-ish and hunger is a problem then 16:03:29 Sif channeling hunger: 16:03:30 that's some pretty willfull misinterprestation 16:03:35 typo 16:03:39 |energy still exists 16:03:45 Butcher centaur. Hammer aa seven times. Eat chunk. Hammer aa seven more times. 16:03:51 well the hunger from |energy channeling might as well be 0 16:03:52 gammafunk: but |energy removes spell hunger unless you also swap to enhancers 16:04:01 also that 16:04:22 |energy is a really badly designed staff, probably 16:04:32 Frankly, under Sif, I use Channel Energy to force-calibrate my hunger to eat chunks before they go bad 16:04:38 yeah, I'm specifically thinking sif because I have the most experience there; perhaps veh casters never actually experience it now with |energy in post-0.12 16:04:38 This seems not very good to me 16:05:02 but even if you think spell hunger IS important, it seems relatively easy to replace - there are plenty of other ways you could limit number of spells cast 16:05:03 and it's not spell hunger with sif technically, but it's spell hunger in combination with sif hunger 16:05:41 that's why I think, if you're arguing for keeping food, you should focus on the things that would become broken without a clock (farming lair, etc) 16:09:06 personally I think it would be easier to keep some sort of clock in the game than to fix farming monsters, waiting for every monster to enter los, mummystabbing, etc. 16:09:14 this is pretty much what i have been trying to say (but not doing a good job of it apparently), yeah 16:09:22 whether that clock should be food is left as an exercise to the reader 16:09:33 -!- Lasty1 has joined ##crawl-dev 16:09:37 <|amethyst> well, one thing currently under debate is: 16:09:47 minmay: thanks 16:10:04 <|amethyst> should the food clock be based on exploration (more floor food) or killing (more food drops/chunks/whatever) 16:10:17 <|amethyst> or, rather, to what extent should it be based on each 16:10:18 Exploration 16:10:29 I'm not sure how that's even a question 16:10:41 More food drops kind of kills the entire point 16:11:22 Yes, I agree. 16:11:27 <|amethyst> dtsund: since, if the scumming involves killing monsters, it does nothing to limit it? 16:11:29 well chunkless branch appeared because food for killing doesn't work very well, so... 16:11:41 |amethyst: Basically. 16:11:44 <|amethyst> and if the scumming involves seeing new floor, well, that's not really scumming unless it's Pan or Abyss 16:11:59 Pan/Abyss is its own problem 16:12:13 pan/abyss scumming is not a problem 16:13:20 minmay: that was not the actual reason for chunkless branch, though 16:13:36 the reason for chunkless branch is that dpeg (and others) were irritated about the interface for butchering 16:13:54 and sometime, in the distant future, perhaps, there will be future food adjustments 16:14:10 well I think it runs into some problems with food that are pretty fundamental nearly right away 16:14:14 but chunkless's design mandate was 'make the player hit c less often' 16:14:19 'or never' 16:14:19 would monsters being pre-butchered be a better "chunkless" than chunkless ? 16:14:28 rchandra: that is one of the suggestions being considered, yes 16:14:31 I think this is going to boil down to what kind of play styles we will allow, in the end. 16:14:34 <|amethyst> that's what "chunks-lite" refers to 16:15:02 If a food clock is to matter at all in Crawl, food from killing monsters has to go 16:15:52 -!- onwiheg has quit [Quit: Page closed] 16:16:00 that is a much larger proposed design change than fixing butchery clunkiness, though 16:16:12 <|amethyst> chunks-lite 10:58:29 <+|amethyst> 1. keep chunks 2. either monsters auto-drop chunks or butchering is automatic on walking over the corpse with autopickup on 3. chunks are no longer distinguished by monster type 4. chunks rot either stochastically (half-time) or like blood potions 16:16:23 Doesn't have to be the case, since we can control the drop rate of food 16:16:40 <|amethyst> that is intended to fix the proposed UI problems in a minimal way 16:16:54 gammafunk: dtsund's concern is with 'farming lair' etc, I think 16:17:01 I think? 16:17:26 we stop generating enemies after a while 16:17:54 gammafunk: in the absence of a clock, even with no monster generation, it's optimal to wait on every level until all the monsters are dead 16:18:28 Are there roguelikes without any clock whatsoever? I am convinced that this is a bad proposition, and there must be examples. :) 16:18:28 of course food-on-killing would still prevent that 16:18:39 which should be obvious since it's *exactly what is currently in the game* 16:18:44 doomrl 16:18:50 dpeg: tome4 16:19:00 and it's absolutely awful in both of these 16:19:06 so yes it is a bad proposition 16:19:08 well what do you mean by "wait until all mosnters are dead" 16:19:12 *monsters 16:19:19 gammafunk: ...I mean kill all the monsters on a level 16:19:24 minmay: did you forget ood spawns? 16:19:36 gammafunk: since you get XP for doing so and if there is no clock, there is no disadvantage to doing so 16:19:40 are we going round in circles 16:19:47 dpeg: Crawl Light :P 16:19:52 MarvinPA: yes, obv. there's no food clock to stop us 16:19:57 irc clock 16:20:01 !time 16:20:02 Time: Jun 03, 2014, 09:20:01 PM, UTC. 16:20:05 I don't think we ever aren't, really 16:20:09 But I'd present DoomRL as archetypical 16:20:20 goodclock 16:20:35 Oh! 16:20:42 archetypal for what, noclock? 16:20:51 Dungeons of Dredmor if you want an example of a legitimately really bad roguelike with no food clock. 16:20:58 or archetypical rather 16:21:06 PleasingFungus: the OOD clock is a clock 16:21:11 Basil: No clock, yes. 16:21:53 From my limited experience with doomrl noclock seemed sort of wonky and bad 16:22:05 Ignoring the particular numbers, would anybody argue that chunkless-lite AND/OR the current chunkless branch would be inferior to the current situation in Trunk? 16:22:09 I did a lot of runresting, which made me feel like an ass 16:22:14 minmay: but no one was talking about getting rid of it? people were talking about getting rid of food clocks, which is different (though I now think that wouldn't work either) 16:22:19 but there's no health regen proper so 16:22:22 reaverb: yes 16:22:32 PleasingFungus: Which one[s] 16:22:37 PleasingFungus: well the OOD clock doesn't actually work in half the game's branches 16:22:39 specifically I'm not fond of chunkless; chunk-lite I can't say, as it doesn't exist 16:22:57 minmay: maybe add dragons to L OOD? 16:23:04 PleasingFungus: Can you example why in just a couple sentances? 16:23:10 PleasingFungus: so it's one thing that would have to be fixed if you remove food (and removing food and *not* fixing it would be really really bad) 16:23:12 (Just trying to avoid another massive discussion) 16:23:17 OOD is more a crutch than a clock, imo. (Okay to keep it, of course. Not good enough to replace a genuine clock with.) 16:23:36 yeah, it really only works early game 16:23:46 Oh, s/example/explain/ 16:24:23 reaverb: I did that earlier this morning. in the spirit of avoiding another massive discussion, I'd suggest looking through the logs 16:25:22 By the way, DoomRL actually does have a clock of sorts on its hardest difficulty setting 16:25:30 A resurrection clock 16:25:43 actually no it doesn't because there are ways to prevent it 16:25:54 the only mode with a real clock is AoRA 16:26:03 man, I'm glad I never got decent at doomrl. it sounds like it was really unfun if you actually understood it 16:26:18 PleasingFungus: there are some deliberately unfun mechanics, yes 16:26:21 I misunderstood a number of things, but when I suggested chunkless, I had proper permafood-only gameplay in mind. Some of you dislike that strongly, so it may never happen. I still think that balancing this is possible, and not even too hard: start with overly generous permafood generation, then slowly reduce it (version by version), alongside with modifying food costs. 16:26:29 Kvaak: Yes; I can't stand that aspect of N!, frankly 16:26:49 N! is just UV for masochists 16:26:50 It's why I basically tend to play on UV when I feel like a challenge 16:26:56 PleasingFungus: ArchAngel of 666, no saves on Nightmare! 16:27:05 i'm not sure a difficulty setting that's deliberately supposed to be "unplayable" is a useful thing to look at yes 16:27:17 well, """unfair""" 16:27:17 AAo666 isn't hard, it's just extremely tedious 16:27:32 Kvaak: that's why I was including it in deliberately unfun mechanics 16:27:35 -!- LexAckson has quit [Quit: Leaving] 16:27:37 i think unplayable is a direct quote or something close to it 16:27:39 alright, got to prepare a lecture... keep me updated if something comes out of this 16:27:43 from some discussion on the save restrictions 16:27:44 huh 16:27:49 oh, my mistake 16:27:59 MarvinPA: "Are you sure? This difficulty level isn't even remotely fair!" 16:28:15 PleasingFungus: Was that the "real & enjoyable tension" bit? 16:28:23 reaverb: yes, starting around there 16:28:25 i mean from irc or the forums or something 16:28:37 Oh. Possibly. 16:28:39 but anyway yes not really relevant to anything 16:28:52 dpeg: my concern is with keeping the game fun for those several intermediate versions 16:30:14 I guess a big question in my mind for either no-food or dpeg's original proposal for chunkless is what happens to spell hunger 16:31:20 03reaverb02 07* 0.15-a0-1252-g69c048d: Modify the vaults which use to have giant slugs a little more. 10(46 minutes ago, 3 files, 11+ 11-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=69c048dd312e 16:31:22 I think the clock issues could be addressed in no-food and obviously are or could be in any new branch 16:33:05 PleasingFungus: I fail to see how the food aspect of the game would be less fun than 0.14, but I think we have wildly differing opinions on the matter. 16:33:28 dpeg has the wild hunger mutation 16:33:45 his ideas are more powerful, but require high levels of nutrition 16:33:51 dang... 16:34:20 -!- Lasty1 has quit [Quit: Leaving.] 16:34:41 I'm pretty certain there's not going to be a way to make everybody happy with the food changes. 16:35:03 To me, eating is not something that's really fun about Crawl. It is a book-keeping device and I have some hunch what it's good for. Making book-keeping less prominent was supposed to be the first step only. 16:35:45 I basically agree with dpeg, food is something that should only exist so long as it creates a clock (I'm sure some people can already tell this :D) 16:35:58 reaverb: oh, of course! That brings me to something kilobyte addressed in a final, private communication (decision making in the devteam -- I have absolutely no clue on that one, though). 16:36:29 rotating dictatorship 16:36:47 Perhaps just remove the eat command entirely 16:36:50 rchandra: That could actually be a good idea. 16:36:51 rchandra: until Brent refuses to pass the baton? :) 16:36:52 -!- ystael has quit [Ping timeout: 252 seconds] 16:37:01 dtsund: this is literally reaverb's plan, yes 16:37:03 "You have 10073 turns of food remaining" or something like that 16:37:08 (it wasn't really like this) 16:37:11 'food goldification' 16:37:30 PleasingFungus: "plan" is a little to specific. More like "long-term goal" 16:37:41 eh 16:38:02 then you get to have AP on every spell cast, deciding if you're being food-optimal enough 16:38:23 rchandra: AP? 16:38:28 analysis paralysis 16:38:29 analysis paralysis 16:38:38 a board game term (and a real thing) 16:38:39 Ah. 16:38:50 Yes I know analysis paralysis is a real problem. 16:38:59 solution: a real clock (three seconds per move) 16:39:26 ruthless efficiency 16:40:06 rchandra: If you're criticing the food goldification idea than I think it's far to vauge to critic like that, if I every make a branch that's when that sort of implementation crtic will become possible. 16:40:15 whatever happens, I think we made a step forward with food consolidation 16:40:30 a net gain for fruit types, so I'm happy :) 16:40:44 (rip rat chees vault) 16:41:29 Centaur description innacurate by cheetah7071 16:41:50 Oops, hmm. 16:41:53 If a proponent of chunklite sends me an email, we can try to sum up the state of the discussion on c-r-d (I can also start, of course, I just cannot speak very well for some of the concepts.) 16:42:50 there's a lot to sum up! a lot that's been said 16:43:02 yes, if we don't sum it up, it'll go to waste 16:43:08 like a rotten chunk... 16:43:24 -!- dpeg is now known as dpeghoul 16:44:34 I'd change my name to a mummy pun but I can't thinnk of one. 16:44:54 Maybe I should add a mummy reaver monster to the tome :D 16:45:01 PleasingFungus: my idea is not to create an excerpt of the last five hours of ##crawl-dev. But I certainly lerned something about food (and about my proposal) today. 16:45:14 anyway, this lecture is waiting 16:45:38 Is "Swift, strong and bulky, Centaurs are particularly skilled with ranged weaponry. " a fine species descritpion? 16:46:17 -!- ontoclasm has quit [Quit: Leaving.] 16:46:26 -!- dpeghoul has quit [Quit: A lengthy lectures on chronometers in video games.] 16:48:45 !apt ce crossbows 16:48:45 Ce (SK_CROSSBOWS)=1 16:48:48 reaverb: sounds serviceable 16:48:49 !apt ce slings 16:48:49 Ce (SK_SLINGS)=1 16:48:51 !apt ce throwing 16:48:51 Ce (SK_THROWING)=3! 16:48:54 sure 16:49:05 -!- hhkb has quit [Quit: bye] 16:49:48 -!- zeia has quit [Ping timeout: 240 seconds] 16:50:19 -!- hhkb has joined ##crawl-dev 16:51:39 03reaverb02 07* 0.15-a0-1253-g15b4f57: Remove food mutations from Ce description (cheetah7071) 10(5 minutes ago, 1 file, 2+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=15b4f579188e 16:53:38 -!- scummos__ has quit [Ping timeout: 255 seconds] 16:58:07 -!- magicpoints has quit [Ping timeout: 252 seconds] 17:03:08 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 17:05:04 reaverb: sure, details can change things. the way things feel and the way things are aren't always the same thing though, and both are important. 17:05:29 -!- CKyle has quit [Quit: CKyle] 17:05:55 rchandra: The problem is those details do not exist at all yet :D 17:06:05 -!- Nightbeer is now known as Ladykiller69 17:06:35 ??starting stats[2] 17:06:35 starting stats[2/3]: Ce 10,7,4 | DD 11,8,8 | DE 5,12,10 | Dg 11,12,11 | Dr 10,8,6 | Ds 8,9,8 | Fe 4,9,11 | Fo 12,7,6 | Gh 11,3,4 | Gr 11,8,5 | Ha 5,8,11 | HE 7,11,10 | HO 10,8,6 | Hu 8,8,8 | Ko 7,6,10 | Mf 8,7,9 | Mi 12,5,5 | Mu 11,7,7 | Na 10,8,6 | Og 12,7,5 | Op 7,10,7 | Sp 4,9,11 | Te 8,8,9 | Tr 15,4,5 | Vp 7,10,9 | VS 10,8,9 17:06:51 Even More Vaults by Cheibrodos 17:06:52 mummies are stronger than centaurs! 17:06:56 disgraceful! 17:07:09 (well yes they don't have random stats, but !!) 17:07:25 Feel free to s/strong/robust/ or something. 17:08:45 ce are strong in both senses of "strong" even if only "strongest" in one 17:09:08 -!- Cheibrodos has joined ##crawl-dev 17:09:20 Heh. 17:09:28 -!- Moonsilence has quit [Ping timeout: 245 seconds] 17:10:58 haha, so we all agree those vaults are terrible, I know 17:11:18 fr: str influences hp 17:11:32 you can't bamboozle me gamma 17:11:36 dang 17:11:56 Vault idea: Abyss exit that turns into a Lugonu altar when you approach it, with a message like "You can have your escape, mortal, for a price..." 17:12:12 Cheibrodos: I hope you don't mind my flailing attempts to update your vaults for slug removal. 17:12:17 Cheibrodos: that one bird vault has maybe too much padding 17:12:30 I thought it was too bulky as well. But it's cute. 17:12:31 Cheibrodos: I'm running them in mapstat to see if they have any placement issues 17:12:48 which I think is something than many if not all sizable vaults should go through 17:12:52 dtsund: lugonu or gozag ? 17:13:01 It's cool reaver, worms get the message across just fine 17:13:06 dtsund: Lua trickery is a little looked down on....I like the idea. 17:13:20 that sounds like a vault for grunt 17:13:22 (Not going to implement it myself, probably; the few times I've needed to mess with vault Lua have filled me with unspeakable horror) 17:13:23 Cheibrodos: And also goliath beetles? Some people didn't like worms. 17:13:25 I'm no good with black magic 17:14:03 -!- Sandman25 has quit [Quit: Page closed] 17:14:05 -!- debo has quit [Ping timeout: 264 seconds] 17:14:18 %git :/mini_float 17:14:19 07Grunt02 * 0.15-a0-860-gca0822a: Make mini_float the default; add a no_exits tag instead. 10(3 weeks ago, 35 files, 306+ 373-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ca0822add27c 17:14:25 Cheibrodos: ^ 17:14:29 just fyi 17:14:43 ughh things keep changing 17:14:51 it's terrible!!!! 17:14:56 (except secretly that was a really good change) 17:15:05 Have fun with those tags gamma, pretty much all of them need changing 17:15:09 yes crawl should move to nethacks development model. then it cna have a wiki, too 17:15:12 oh that's no problem 17:15:13 I did have one lua black magic vault idea - An Angel which goes to a Yred altar, and then becomes a profane servitor. 17:15:22 the things that worry me about vaults are: do they even place 17:15:36 vaults can interact with certain layouts poorly 17:15:38 rchandra: and it can have a page that looks like this: http://nethack.wikia.com/wiki/Next_version 17:15:48 your slime ones aren't too big, so hopefully it's ok 17:15:54 depths/D are usually not too bad 17:16:49 dagnabit, my shell alias made debug full but with tiles enabled 17:17:35 reaverb: I like the yred altar as a concept 17:17:43 execution wise I'm not exactly sure how it would work 17:17:50 I should see if console compilation has started working for me yet (for some reason can only make tiles, console freezes) 17:17:56 kind of like the imprisoned human vault? 17:18:11 rchandra: what system are you running? 17:18:23 win7/x64 17:18:28 gammafunk: Yes, but I think it would be important for the Angel to voluntarly go to the altar. 17:19:05 reaverb: well, "voluntarily"? 17:19:07 PleasingFungus: please don't use wikia. it's close to a spam trap now. http://nethackwiki.com/wiki/Next_version is the location of the new wiki 17:19:23 yeah the wikia nethack wiki is terrible 17:19:32 gammafunk: Assuming you're correcting my terrrible spelling. 17:19:45 bhaak: sorry! 17:20:00 no, I mean how does one define the notion of a crawl monster going to a place voluntarily? 17:20:02 this page is still really sad in the same ways as the other one, though 17:20:04 so it's okay 17:20:06 but you could move to the nh4 fork development model. which resulted in 3.4.3 being more stable than 4.2 and 4.2 slightly more unstable than 4.3 :-) 17:20:08 unless you mean randomly 17:20:10 (I think the text might be identical?) 17:20:38 there has probably not been not much going on on next version 17:20:41 I don't *think* crawl monsters have free will in their AI 17:20:44 neither the page nor the actual code :-) 17:20:45 but I could be wrong I guess 17:20:54 I mean that code is kind of hard to read 17:21:06 gammafunk: I just mean having the altar in an enclosed space would feel wrong. 17:21:17 An altar like that is almost a mini-play or something. 17:21:29 yeah, you'd have to script it 17:21:42 I guess a flavor message like "You hear frantic praying from the angel" could work. 17:22:02 which I think you could do, but the trick is really when to start the show; it kind of just doesn't work well in crawl 17:22:24 Final Fantasy Stone Soup 17:22:44 Trigger a cutscene when you see the vault. 17:23:03 Loading a fake tyyrec if you're on console. 17:23:37 Cheibrodos: dat/des/variable/cheibrodos.des:112: unknown monster: "abomination" 17:23:50 tsk tsk 17:23:50 ??abomination 17:23:51 abomination[1/1]: A hideous undead form with randomized ac, ev, speed - possibly faster or slower than you. Lightred x; uppercase (large) abominations are much stronger. Mostly an Abyss spawn, or in Pan as Executioner bands members. 17:24:00 did he even run crawl with these vaults, I ask 17:24:06 I did 17:24:40 well, there's only a chance of 'abomination' showing up in that vault 17:24:40 It generated random monsters there instead, so I edited it. Apparently the edit was not sufficient. 17:24:44 Unstable branch on crawl.lantea.net updated to: 0.15-a0-1253-g15b4f57 (34) 17:24:44 it's from cheibrodos_hippocracy 17:24:52 PleasingFungus: no, it's from the des parsing 17:24:57 which happens at startup 17:24:59 o 17:25:03 dang 17:25:09 what are abominations called then 17:25:09 yeah it's "large abomination" 17:25:22 unless you mean "small abomination" 17:25:28 small abomination (04x) | Spd: 7-15 | HD: 6 | HP: 14-40 | AC/EV: 0/0 | Dam: 23 | 07undead, evil | Res: 06magic(40), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++, 11silver | XP: 141 | Sz: Large | Int: plant. 17:25:28 %??small_abomination 17:25:29 (but in d:12, probably not?) 17:25:33 When I put in small abomination it didn't generate 17:25:33 large abomination (04X) | Spd: 6-12 | HD: 11 | HP: 32-67 | AC/EV: 0/0 | Dam: 40 | 07undead, evil | Res: 06magic(102), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++, 11silver | XP: 725 | Sz: Big | Int: plant. 17:25:33 %??large_abomination 17:25:48 small abom is intended there 17:25:54 hrm, that's odd 17:26:01 unknown monster: "abomination" 17:26:01 %??abomination 17:26:07 not sure how it like abomination for you 17:26:19 or why it didn't like small abomination 17:26:27 it's abominable! 17:26:40 ??brain worm 17:26:40 brain worm[1/1]: Cute little critter with a smite-type intelligence draining attack. Makes a delicious, if poisonous snack. 17:27:11 I was having problems with getting things to spawn correctly with that vault 17:29:00 Are my NSUBST lines correct? 17:30:04 oh, I'm testing map placement first 17:30:12 which is running currently 17:31:38 Cheibrodos: Did you intend to place up to 5 star level items in cheibrodos_crypt_down_in_the_bonehoard ? 17:31:48 In addtion to the | 17:31:57 There's a |? 17:32:10 Yes... 17:32:15 Change the loot to whatever you want 17:32:19 On the " NSUBST line. 17:32:54 yeah one | is fine 17:33:04 I don't know how much * is used in vaults. 17:33:17 Neither do I 17:33:26 There's a pretty big disparity between vaults sometimes 17:34:12 they're both used; in large loot vaults you generally see both; crypt is a late-game branch so there tends to be nice loot in any vault with enemies, since those enemies are pretty dangerous 17:34:53 3 ancient champions at once was tougher than I thought in my trial runs 17:35:08 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 17:36:04 sounds nontrivial, yes 17:36:10 -!- CKyle has joined ##crawl-dev 17:36:52 Cheibrodos: hrm, am I misreading this, or what is the 4 in that vault? 17:37:18 yeah I think you meant that to be 3 17:37:30 hold on, I might have spliced it from the wrong file 17:38:16 On my version 4 is only placed by NSUBST 17:38:30 -!- ckyle_ has joined ##crawl-dev 17:38:34 the eye is in the eye chamber, in any case 17:38:38 Cheibrodos: Writing crash info to morgue/crash--20140603-173251.txt 17:38:42 thanks a lot chei 17:38:46 rekt 17:38:52 crashing my mapstat like that 17:39:32 probably can't handle generating so many levels 17:39:35 so I'll break it up 17:41:02 Cheibrodos: the padding around the birdhouse is excessive; just one layer of '.' does the trick 17:41:25 the larger it is, the harder it is to place generally 17:41:49 ah, and I see why 17:41:56 you are trying to work in a square 17:42:42 -!- RZX has quit [Read error: Connection reset by peer] 17:43:36 -!- Roarke has quit [Quit: Page closed] 17:44:58 -!- eb_ has joined ##crawl-dev 17:47:58 -!- bhaak has quit [Ping timeout: 240 seconds] 17:48:13 -!- CKyle has quit [Quit: CKyle] 17:48:34 -!- CKyle has joined ##crawl-dev 17:49:31 -!- Arkaniad has quit [Ping timeout: 240 seconds] 17:52:51 Cheibrodos: in cheibrodos_hippocracy you meant to use , instead of / I think 17:52:57 for the mons: line 17:53:34 lol 17:54:10 Cheibrodos: oh, also you don't place your KITEM: - = randbook 17:55:18 that vault is a mess 17:56:12 -!- category has quit [Quit: Page closed] 17:57:18 -!- magicpoints has joined ##crawl-dev 17:57:51 yeah looks like a similar problem in cheibrodos_lost_city_excavation 17:58:24 oh nevermind 17:58:28 that one is ok 18:02:48 -!- Jziggy has quit [Ping timeout: 240 seconds] 18:04:48 -!- Sandman25 has quit [Ping timeout: 240 seconds] 18:05:45 -!- Azzkikr has quit [Ping timeout: 240 seconds] 18:07:38 -!- bhaak has joined ##crawl-dev 18:07:46 Cheibrodos: heh, we need to make water monsters not generate in cheibrodos_slime_lost_civilization_3 I guess 18:08:06 since when I generate the level with it I get electric eels and giant goldfish 18:08:11 that would make sense 18:08:24 I did not test the slime ones since the tags were really fucked 18:08:31 I deleted most of them and called it a day 18:08:32 I was like "Oh no he didn't!" at first 18:08:35 but then I realized 18:09:00 one of them is crashing mapstat, so I'm testing each individually 18:09:11 -!- Mad_Wack is now known as Mad_Wack_Away 18:09:11 -!- Mad_Wack_Away has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzz…] 18:09:42 Cheibrodos: your non slime vaults place fine by the way, but I'd still trim the padding on the birdhouse one, and then there are those fixes and maybe others, since I haven't looked over themall 18:10:16 so am I making these changes or are you 18:11:33 -!- lobf has quit [Quit: lobf] 18:12:00 Cheibrodos: well like for the randbook, you should do that I guess (in the hippocracy vault) 18:13:06 %git :/no_exit 18:13:06 07|amethyst02 * 0.15-a0-1182-g9381616: Tag Zig pillars no_exits (#8614) 10(4 days ago, 1 file, 22+ 22-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9381616d1fdc 18:14:49 -!- Zermako has quit [Disconnected by services] 18:14:52 -!- Zermako2 is now known as zermako 18:15:43 -!- predator117 has quit [Ping timeout: 245 seconds] 18:16:05 -!- trapnest has quit [Changing host] 18:16:08 -!- Chousuke_ has joined ##crawl-dev 18:16:31 Cheibrodos: cheibrodos_cheibrodos_lost_civilization_4, I hope you don't add all reagents twice in your biology experiments 18:16:40 -!- ZanniqlcKzxkq has joined ##crawl-dev 18:16:42 -!- johnny0_ has joined ##crawl-dev 18:16:57 -!- Adeon__ has joined ##crawl-dev 18:17:09 can you be a little less cryptic please 18:17:19 the name of the vault 18:17:28 oh haha 18:18:01 -!- N78291 has quit [Disconnected by services] 18:18:03 I'll change that in my resubmission. The rest of the slime problems are yours my friend 18:18:13 yeah, it's the tags causing the crashing 18:18:23 so easy to fix that 18:18:39 mini_float was made to not exist in the time between making and submitting these 18:20:28 -!- Chousuke has quit [Write error: Broken pipe] 18:20:28 -!- djanatyn has quit [Excess Flood] 18:20:28 -!- Rjs has quit [Remote host closed the connection] 18:20:31 -!- januszeal has quit [Remote host closed the connection] 18:20:31 -!- johnny0 has quit [Remote host closed the connection] 18:20:31 -!- Zannick has quit [Remote host closed the connection] 18:20:31 -!- Adeon has quit [Remote host closed the connection] 18:21:08 -!- zxc232 has joined ##crawl-dev 18:21:09 Cheibrodos: SUBST: A=x, B=., C=., D=x 18:21:09 SHUFFLE: AB/CD 18:21:10 -!- debo has joined ##crawl-dev 18:21:20 you just want to cut C=., D=x 18:21:25 and make that SHUFFLE: AB 18:21:40 that's what shuffle does without the / 18:21:58 just permat all instances of A to B (or not) 18:22:04 *permute 18:22:18 I can change that too, but put that in your "vault notes" I guess 18:22:22 look at me inventing new inefficient ways to code vaults 18:22:49 I'm changing the file right now. So far I've got the minor changes you mentioned, but I'm leaving the tags alone 18:22:57 some day you will achieve hangedman vaults nirvana, and no one but you will understand them 18:23:19 yeah, sounds good 18:23:39 All I have to do is define 70 monsters in a single vault with random weights between 2 and 8 right? 18:23:57 No, you must also have complex chain substitutions. 18:24:24 you haven't made a vault unless there are 52 glyphs in use 18:24:40 -!- Steampun1Duck has quit [Ping timeout: 252 seconds] 18:24:40 -!- edilaic has quit [Ping timeout: 252 seconds] 18:24:59 -!- Morik_ has quit [Quit: This computer has gone to sleep] 18:25:44 the 4s in down_in_the_bonehoard should be 3s, fixed 18:26:02 -!- casmith789 has quit [Quit: Leaving] 18:26:04 for the eye one, I was going to say that the gimmick probably doesn't work well 18:26:12 you enter the vault, see an eye 18:26:30 and then lure enemies out or just disint statue/wand eye? 18:26:38 yeah 18:26:55 I don't expect people to fight that head on 18:27:04 It's just something to stop the storm of tab 18:27:19 yeah, it's not a big deal 18:27:36 could rotate in an OCS / silver statue / curse skull I guess 18:27:46 curse skulls being stationary now 18:28:00 sounds fun 18:31:08 ??black_magic[subst 18:31:09 colours[3/3]: for y in {0..7}; do for b in 0 1; do for x in {0..7}; do printf '\e[%1d;4%1d;3%1dm%1d/%1d ' subst ${y} ${x} ${x} ${y}; done; done; printf '\e[0m\n'; done 18:31:28 -!- Lasty1 has joined ##crawl-dev 18:33:12 -!- johnny0_ is now known as johnny0 18:33:28 -!- edlothiol has quit [Ping timeout: 252 seconds] 18:33:29 -!- Gmork has quit [Quit: Page closed] 18:35:55 gammafunk: anything else you can take care of, going to submit edited version since I gtg. 18:36:19 Cheibrodos: yeah the cheibrodos_cheibrodos_lost_civilization_4 has a 'g' 18:36:27 which I think is supposed to be a G? 18:36:33 yep 18:36:51 but so far nothing else 18:36:55 -!- ZanniqlcKzxkq is now known as Zannick 18:38:33 up on mantis 18:38:39 -!- Cheibrodos has quit [Quit: Page closed] 18:40:24 -!- edilaic_ is now known as edilaic 18:49:18 -!- omniguy has quit [Ping timeout: 240 seconds] 18:58:07 -!- nooodl has quit [Quit: Ik ga weg] 19:00:57 -!- PleasingFungus has quit [Ping timeout: 252 seconds] 19:03:16 -!- eb_ has quit [] 19:04:01 -!- Patashu has joined ##crawl-dev 19:10:59 -!- lobf has joined ##crawl-dev 19:12:57 -!- Euph0ria has quit [Ping timeout: 240 seconds] 19:15:43 -!- scummos__ has quit [Ping timeout: 245 seconds] 19:16:29 -!- rchandra has quit [Ping timeout: 264 seconds] 19:18:21 -!- Ququman has quit [Read error: Connection reset by peer] 19:20:58 -!- dtsund has quit [Quit: dtsund] 19:23:51 -!- UncertainKitten has quit [Ping timeout: 260 seconds] 19:24:04 -!- Basil has quit [Ping timeout: 252 seconds] 19:26:09 -!- Basil has joined ##crawl-dev 19:28:08 -!- PleasingFungus has joined ##crawl-dev 19:28:40 -!- alefury has quit [] 19:29:48 -!- tabstorm_ has quit [Ping timeout: 240 seconds] 19:30:16 -!- rchandra1 has joined ##crawl-dev 19:36:48 -!- Lightli has quit [Ping timeout: 240 seconds] 19:40:55 So I read an interesting suggestion to halve displayed SH. That'd both bring shield enchantments back to giving a (displayed) +1, and bring SH in-line with EV - one point of each would be roughly as valuable, against threats they affect. The potential problems I see are confusing existing players - are there other issues I'm missing? 19:42:12 PleasingFungus: I don't really see any, but if SH will be equal to the same amount as now internally it would be confusing. 19:42:20 Why? 19:42:25 (Well I guess that but should be an except) 19:42:45 PleasingFungus: ...because the program uses a differant scale than is displayed? For an arbitary unit? 19:42:55 Like an aut, for example? 19:42:56 Or an aum? 19:43:12 Both of which the program uses different scales than what's displayed... 19:43:16 (Or AC, actually) 19:43:23 the program does? 19:43:30 yes 19:43:38 (I know the AC thing but isn't that mostly restricted to one function?) 19:43:41 yes 19:43:45 a factor of 10 for the former two 19:44:39 -!- Keanan has joined ##crawl-dev 19:45:15 -!- Keanan has quit [Client Quit] 19:45:20 Well for aut and aum it's displayed as .x, and stuff being already bad is not a reason to make it worse, I guess the gameplay benefits are worth it though. 19:46:04 Someone can always follow behind and clean up the internal code representation - I'm more concerned about player experience. 19:47:26 PleasingFungus: That isn't really reasonable, everybody has differant priorities, and writing unclean code make it harder to make future changes. 19:47:50 I don't think there's very much technical debt incurred here, though. 19:48:11 PleasingFungus: Then why not just pay if off yourself? 19:48:27 Because I also don't think it's a high priority? 19:48:38 -!- Azzkikr has quit [Ping timeout: 245 seconds] 19:48:46 -!- Ladykiller69 has quit [Quit: Verlassend] 19:48:57 -!- mamgar has quit [Ping timeout: 240 seconds] 19:50:15 PleasingFungus: Eh, as mentioned I'm pretty much fine with this. 19:50:30 I'll start poking around, then. 19:50:34 With "gameplay benefits" things etc. 19:51:14 PleasingFungus: Maybe you can find some other bit of technical debt to clear off as compensation. :D 19:51:18 ha 19:51:20 perhaps 19:51:27 -!- zermako has quit [] 19:52:01 messy code o_O 19:52:10 messy code isn't real 19:52:13 isn't it just a matter of doubling the enchantment bonus before applying it 19:52:27 -!- Cheibrodos has joined ##crawl-dev 19:52:29 or do you mean doubling *all* SH 19:52:30 that's the current situation, yes 19:52:35 which would be a pretty big buff 19:52:39 I'm talking about halving displayed sh from the current situation 19:53:33 so a player who currently has, say, 54 SH would end up with 27 SH - while still being just as capable at blocking attacks 19:59:13 -!- morik has quit [Disconnected by services] 19:59:15 -!- Morik_ is now known as morik 20:01:02 -!- Cheibrodos has quit [Quit: Page closed] 20:08:17 -!- Sativa has quit [Quit: Page closed] 20:08:56 after fixing that you can make the brooch of shielding also give +4 newSH 20:08:56 reaverb: I'm commenting functions! 20:08:59 -!- rchandra1 is now known as rchandra 20:09:04 PleasingFungus: hooray! 20:09:05 rchandra: does it need a buff? 20:09:19 no, just flavour 20:09:23 heh 20:09:34 all of the non-cekugob unrands are usually the best amulet in your game 20:09:55 https://dl.dropboxusercontent.com/u/63152810/dracjobes.png 20:10:16 is it just me or does this look surprisingly good 20:10:33 what's the thing behind the draconians' heads? 20:10:35 the grey rectangle 20:10:38 it looks weird 20:10:46 seems good aside from that 20:12:10 https://crawl.develz.org/mantis/view.php?id=8626 you go decide 20:12:21 it's time to pass out after some twenty hours 20:12:28 don't die 20:12:33 rip 20:12:39 -!- mamgar has quit [Quit: Leaving] 20:12:51 -!- Nomi has quit [Ping timeout: 260 seconds] 20:13:45 gniht 20:14:42 %version 20:14:43 trunk: 0.15-a0-1248-g9865e3c; 0.14: 0.14.1-18-g0856e53; 0.13: 0.13.2; 0.12: 0.12.3; 0.11: 0.11.3; 0.10: 0.10.3-19-g6f05415 20:14:48 -!- Bloax has quit [Read error: Connection reset by peer] 20:14:51 %version chunkless 20:14:52 trunk: 0.15-a0-1248-g9865e3c; 0.14: 0.14.1-18-g0856e53; 0.13: 0.13.2; 0.12: 0.12.3; 0.11: 0.11.3; 0.10: 0.10.3-19-g6f05415 20:15:52 Hmm, CSZO chunkless apparently hasn't been rebuilt. 20:15:55 ??rebuild 20:15:55 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. 20:17:52 -!- Watball has quit [Quit: Leaving] 20:21:52 -!- Daekdroom has quit [Quit: Saindo] 20:24:07 Experimental (chunkless) branch on crawl.s-z.org updated to: 0.15-a0-1253-g828117c 20:24:58 -!- e1999 has quit [Quit: Leaving] 20:27:25 -!- reaverb has quit [Quit: Leaving.] 20:29:10 -!- Kramin has quit [Quit: This computer has gone to sleep] 20:32:38 -!- gnuvince has quit [Ping timeout: 252 seconds] 20:34:07 -!- lobf has quit [Quit: lobf] 20:41:21 -!- owl has quit [Ping timeout: 240 seconds] 20:41:35 -!- bmfx has quit [Ping timeout: 252 seconds] 20:42:33 -!- bh has quit [Quit: Page closed] 20:46:29 -!- WalkerBoh has quit [Remote host closed the connection] 20:50:37 -!- CSDCMS has quit [Remote host closed the connection] 20:53:58 -!- crate has quit [Ping timeout: 276 seconds] 20:55:02 -!- tcjsavannah has quit [Quit: tcjsavannah] 20:56:39 -!- Hailley has quit [Quit: Petra is closed!] 20:58:13 -!- Lightli has joined ##crawl-dev 20:59:43 -!- CSDCMS has quit [Remote host closed the connection] 21:01:14 -!- Lasty1 has quit [Quit: Leaving.] 21:03:53 Is there a way to generate a random 'good' item of a specific type? (e.g. leather, shield...) 21:03:57 in wizmode 21:05:18 -!- Jziggy has quit [Ping timeout: 240 seconds] 21:06:55 <|amethyst> PleasingFungus: leather armour good_item is acquirement-quality or leather armour level:-2 means the same quality as '*' 21:08:12 <|amethyst> or you can give a positive number instead of -2 for a particular absdepth quality of item ('*' is 5 + 2*(your current absdepth) ) 21:08:50 -!- Cham has quit [] 21:11:41 ahh, that works. 21:11:43 Thanks! 21:15:39 -!- Frank2368 has quit [Quit: Page closed] 21:22:56 03PleasingFungus02 07* 0.15-a0-1254-g0c40c51: Halve displayed SH values (crate) 10(71 minutes ago, 6 files, 29+ 10-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0c40c516c2a8 21:22:56 03PleasingFungus02 07* 0.15-a0-1255-g6cfa8ee: Make shatter actually do 1.5x dam vs ice 10(44 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=6cfa8eec0c12 21:22:56 03PleasingFungus02 07* 0.15-a0-1256-gaec7b7d: Increase shield enchantment limits 10(5 minutes ago, 1 file, 8+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=aec7b7d12188 21:22:58 -!- morik has quit [Quit: This computer has gone to sleep] 21:22:58 -!- Cheibriados has quit [Ping timeout: 264 seconds] 21:24:08 -!- Cheibriados has joined ##crawl-dev 21:24:08 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 21:24:09 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 21:24:56 <3 chei 21:25:02 takin' it easy... 21:25:18 -!- conted has quit [Ping timeout: 240 seconds] 21:25:46 using coinflip instead of !coinflip these days, I see 21:26:08 just noticed there's another place that I should probably change 21:26:13 maybe I'll use !coinflip there 21:26:16 or !!coinflip 21:28:21 ps don't forget to update the manual 21:28:21 MarvinPA: You have 1 message. Use !messages to read it. 21:28:50 there's a thing on enchantment limits in there somewhere, i remember it being out of date for barding/body armour changes for ages 21:31:14 -!- queen_lolz has quit [Client Quit] 21:31:45 * Grunt appears! 21:32:43 -!- kait has quit [Read error: Connection reset by peer] 21:33:15 03PleasingFungus02 07* 0.15-a0-1257-g57d1d07: Make wisp form immune to shatter 10(47 seconds ago, 1 file, 10+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=57d1d0782b1d 21:33:16 MarvinPA: ok, I'll have a look 21:33:16 * rchandra zaps grunt with a wand of invisibility 21:33:18 -!- Sjohara has quit [Ping timeout: 240 seconds] 21:33:23 * Grunt flickers and vanishes! 21:33:28 PleasingFungus: Jorgrun secret tech 21:33:32 clearly!!! 21:36:54 MarvinPA: should I be editing the .reST or the .txt? 21:37:04 neither! 21:37:10 o 21:37:16 the wiki page is the definitive version 21:37:20 haha 21:37:29 https://crawl.develz.org/wiki/doku.php?id=dcss:manual:rest 21:37:52 Believe it or not, it's true. 21:37:55 then if you do "make rest" it'll sync from the wiki and you can commit/push any changes 21:37:58 We sync those files from the wiki with "make rest". 21:38:03 * Grunt points at MarvinPA, then curses. 21:38:06 this is making me wish I'd chosen a better shield enchantment formula.... 21:38:22 03PleasingFungus02 07* 0.15-a0-1258-g6ada40a: Make shatter actually actually do 1.5x dam vs ice 10(4 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=6ada40ac4f89 21:38:56 exciting times for shatter..... 21:39:55 hm. I guess I should install wget 21:40:22 what 21:40:22 you 21:40:24 don't have wget 21:40:28 osx, baby 21:40:31 8) 21:42:35 <|amethyst> curl 21:42:46 <|amethyst> hm 21:42:52 currently trying to install wget 21:42:57 if that fails I'll fuck with the makefile 21:43:11 -!- Euph0ria has quit [Remote host closed the connection] 21:43:27 Rune autopickup contradicts / menu setting by Skrybe 21:44:32 hahaha wtf 21:44:48 http://pastebin.com/VAVLCyh0 21:44:50 result of make rest 21:45:02 (well, part of it) 21:45:14 uh 21:45:19 removing the rs seems solid 21:45:19 good wget install, I think 21:45:19 That's more of a "make est" 21:45:28 how does that even *happen* 21:45:44 crawl is all about removals these days (except when it's not) 21:45:55 <|amethyst> something in util/undoku.sed interpreted incorrectly? 21:46:11 I see a \r there 21:46:12 <|amethyst> s/\r//; 21:46:15 yep 21:46:18 so when do we remove chunks from chunkless branch completely? 21:46:18 ha 21:46:26 <|amethyst> install GNU sed? 21:46:32 Lightli: "it's complicated" 21:46:36 |amethyst: trying with \\r 21:46:40 as a test 21:46:45 <|amethyst> PleasingFungus: no 21:46:50 <|amethyst> PleasingFungus: well 21:46:50 oh hey that worked 21:46:54 <|amethyst> oh, it did? 21:46:55 oh, it's hard to remove chunks from the code completely? 21:46:58 startlingly! 21:47:01 <|amethyst> well 21:47:03 or are you waiting for crd to accept it 21:47:06 ??c-r-d 21:47:06 c-r-d[1/2]: http://news.gmane.org/gmane.games.roguelike.crawl.devel 21:47:10 <|amethyst> I think it replaced the sequence \r with nothing 21:47:12 ??c-r-d [2] 21:47:12 c-r-d[2/2]: https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss 21:47:17 <|amethyst> which probably doesn't occur 21:47:29 <|amethyst> PleasingFungus: are your files LF or CRLF line endings? 21:47:44 <|amethyst> PleasingFungus: file should tell you, or if not that then vim 21:47:49 <|amethyst> or od 21:48:30 what flag do I need to pass to file? 21:48:39 iron troll (10T) | Spd: 7 | HD: 16 | HP: 63-109 | AC/EV: 20/4 | Dam: 35, 25, 25 | 10doors, regen | Res: 06magic(106), 05fire, 02cold | Chunks: 09poison+07contam | XP: 775 | Sz: Big | Int: normal. 21:48:39 %??iron troll 21:48:42 Idea 21:48:53 Maybe now that iron trolls spawn only in Dis, bump their speed up to 8 or 9? 21:49:00 <|amethyst> PleasingFungus: oh, the Linux version says "CRLF line endings" if it has that 21:49:07 <|amethyst> PleasingFungus: I don't know about the Mac version 21:49:10 plausible 21:50:08 Lightli: the thought is that they're more interesting as slow enemies. they're not the strongest threat in dis regardless 21:50:14 ok 21:50:20 re chunks: there are a bunch of plans 21:50:26 and I'm about to write up some of that to c-r-d 21:50:55 but yes, chunks are not long for this world in chunkless 21:51:55 rip c command 21:52:49 -!- NTRAFF has quit [Quit: Page closed] 21:52:55 NTRAFF (L27 GrEE) ERROR in 'tileweb.cc' at line 212: Socket write error: Resource temporarily unavailable (Pan) 21:53:15 -!- queen_lolz has quit [Quit: WeeChat 0.4.2] 21:53:28 -!- Keanan has joined ##crawl-dev 21:54:24 Is there a command I need to run to update the .txt manual? 21:55:16 <|amethyst> plain make will do it, or make docs to do that specifically 21:55:18 It's done when you're building the code, yes. 21:56:10 <|amethyst> make ../docs/crawl_manual.txt to be even more specific 21:56:54 that's... odd 21:57:07 -!- Fhqwhgads_ has quit [Remote host closed the connection] 21:57:33 oh, I see, it's .gitignore'd 21:57:37 that makes sense 21:58:39 03PleasingFungus02 07* 0.15-a0-1259-gefcbf97: Update the manual to reflect shield ench changes 10(38 seconds ago, 1 file, 2+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=efcbf97b9c23 21:58:41 Spellforged Servitor becomes hostile towards player if it hurts itself with its own Conjure Ball Lightning by Sjohara 21:59:02 goodmantis material imo 21:59:23 tbh servitor probably shouldn't ever become hostile 22:11:37 -!- crate_ is now known as crate 22:11:52 -!- quickquestion has quit [Quit: Page closed] 22:15:19 -!- ussdefiant has joined ##crawl-dev 22:22:02 -!- ckyle_ has quit [Quit: ckyle_] 22:22:48 -!- Keanan has quit [Quit: Leaving.] 22:23:58 crawl dies with "Unable to create Lua state" by thom 22:31:07 -!- morik___ has quit [Ping timeout: 240 seconds] 22:40:02 -!- Lasty has quit [Read error: Connection reset by peer] 22:40:25 -!- Sandman25 has quit [Client Quit] 22:41:32 |amethyst: thanks for the response there; I wasn't quite sure what to make of the more fundamental "I'm using luajit" thing there :) 22:43:47 -!- N78291 has quit [Quit: null] 22:44:28 <|amethyst> does someone here have a 64-bit machine with luajit installed they can test a build on? 22:45:26 <|amethyst> I guess contribs work too 22:45:32 <|amethyst> I suppose I could use cszo :) 22:48:53 -!- MaxFrost has quit [Ping timeout: 264 seconds] 22:52:38 -!- Raster_ has quit [Quit: Leaving] 22:57:37 |amethyst: there is at least a slight push in luajit2 development to allow for a custom allocator while in 64-bit environment -- something related to how valgrind operates iirc 22:59:24 03PleasingFungus02 07* 0.15-a0-1260-gf257b78: Future-proof some shatter code 10(37 seconds ago, 1 file, 21+ 21-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=f257b78660c8 22:59:45 consistency is good 23:01:06 although it will probably remain as a hack -- i think you can compile a 64-bit luajit2 which will work with valgrind and only valgrind :/ 23:02:48 -!- phalm has quit [Ping timeout: 240 seconds] 23:07:23 -!- Kintak has quit [Ping timeout: 245 seconds] 23:08:33 -!- sgiratch has quit [Ping timeout: 240 seconds] 23:09:01 -!- rast has joined ##crawl-dev 23:11:46 -!- UncertainKitten has joined ##crawl-dev 23:11:59 huh. where on earth does melee code check player ev? I can't find anything that checks outside beam.cc... and traps.cc, I guess 23:12:24 <|amethyst> !source melee_attack::handle_phase_dodged 23:12:24 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/melee_attack.cc;hb=HEAD#l333 23:12:37 <|amethyst> err 23:12:40 -!- CKyle has quit [Quit: CKyle] 23:12:45 that looks right - so it's melee_evasion 23:12:49 <|amethyst> actually 23:12:55 -!- CSDCS has quit [Read error: Connection reset by peer] 23:13:04 <|amethyst> melee_attack::attack() is the important one 23:14:57 <|amethyst> hm 23:15:54 not much I can do about most of ev{2, but it seems like corona could be simplified 23:15:59 by subtracting it from player ev 23:16:02 -!- demiskeleton has quit [Quit: Leaving] 23:16:05 rather than adding it to to-hit in two separate places 23:16:10 though I guess you'd also have to add it to monster ev 23:16:12 hm 23:16:14 so that's still two places 23:16:23 -!- KurzedMetal has quit [Read error: Connection reset by peer] 23:17:20 also I guess it's random per-attack 23:17:36 not sure how meaningful that is, though 23:19:10 oh, I see, he just entered the gate 23:19:13 ..wrong channel 23:20:54 -!- Adeon__ is now known as Adeon 23:21:10 -!- Mad_Wack has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzz…] 23:26:13 -!- CSDCS has quit [Read error: Connection reset by peer] 23:29:04 -!- dtsund has joined ##crawl-dev 23:31:33 -!- sgiratch has quit [Ping timeout: 245 seconds] 23:34:34 exploration piety for nem is in trunk, right? right. 23:34:50 -!- tkappleton1 has quit [Ping timeout: 240 seconds] 23:34:54 -!- Hyphen-ated has quit [Read error: Connection reset by peer] 23:36:51 -!- Euph0ria has quit [Remote host closed the connection] 23:36:52 -!- Euph0riaX has quit [Remote host closed the connection] 23:37:58 -!- kait has quit [Ping timeout: 240 seconds] 23:39:30 -!- UncertainKitten has quit [Read error: Connection reset by peer] 23:39:38 -!- UncertainKitten has joined ##crawl-dev 23:40:37 -!- CSDCS has quit [Read error: Connection reset by peer] 23:41:27 -!- Hyphen-ated has quit [Client Quit] 23:45:53 -!- sgiratch has quit [Ping timeout: 265 seconds] 23:48:59 -!- bencryption has quit [Ping timeout: 255 seconds] 23:51:15 -!- sgiratch has quit [Ping timeout: 252 seconds] 23:53:06 -!- |amethys1 has joined ##crawl-dev 23:53:25 -!- |amethyst has quit [Disconnected by services] 23:53:29 -!- |amethys1 is now known as |amethyst 23:55:09 03PleasingFungus02 07* 0.15-a0-1261-g7b5b602: Update some Donald lines 10(2 minutes ago, 1 file, 19+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=7b5b602f3ef9 23:55:25 -!- Kramin has quit [Quit: This computer has gone to sleep] 23:56:00 -!- |amethyst has quit [Client Quit] 23:56:49 -!- |amethyst has joined ##crawl-dev 23:58:12 -!- CSDCS has quit [Read error: Connection reset by peer] 23:58:57 -!- sgiratch has quit [Ping timeout: 252 seconds] 23:59:58 did gozag's "gold rot" thing actually get implemented?