00:00:03 -!- omarax has quit [Remote host closed the connection] 00:00:44 or I could just let this be and shrug 00:02:26 !send PleasingFungus $(!shrug) 00:02:26 Sending ¯\_(ツ)_/¯ to PleasingFungus. 00:02:50 nice... 00:03:22 hum, I had some note somewhere about a beogh change I was contemplating 00:03:29 I guess I didn't actually write it down 00:04:36 Is it on page 2727 of the TODO 00:05:11 would you believe that I meticulously maintain an 81-page limit on that list 00:05:17 -!- ussdefiant_Lappy has quit [Ping timeout: 250 seconds] 00:05:42 [you shouldn't, because my editor doesn't display separate pages. it's just a one-page list!] 00:11:42 -!- xnavy has quit [Quit: Leaving] 00:12:15 Is there a reason for having transmutations time out? 00:13:47 makes spellpower matter for stuff like blade hands. 00:13:57 The time limit never seems to actuall make things harder, but mostly just ends up being tedious. 00:13:58 blade hands, beastly appendage, maybe some others? 00:14:18 Yea, but couldn't you just use the end tranform ability, and recast? 00:14:29 what 00:15:08 Don't transmutations give an ability to end the transformation? 00:15:12 Yes. 00:15:53 -!- mong has quit [Remote host closed the connection] 00:15:56 So if you've significantly increased spellpower since last casting it, you could just end bladehands then recast. 00:16:50 You've misunderstood me. 00:17:03 The only thing that spellpower does for blade hands is increase its duration. 00:17:36 -!- ystael has quit [Ping timeout: 245 seconds] 00:19:05 I think what mrmyers is saying is that tmuts should be permanent but spellpower should do something else 00:19:25 That's an opinion someone could hold, sure. 00:19:28 this makes some spells arguably OP for the level they are 00:19:37 beastly appendage for example 00:19:39 It feels like that's moving toward rmsl, which is the opposite of the thing we're really doing. 00:19:48 I think it's adding more problems than it fixes. 00:19:51 Is the duration shorter than one killmob? 00:19:52 a level 1 spell that allows you to acquire monstrous muts w/o drawbacks 00:20:07 what is a killmob? 00:20:29 A unit of time equal to the amount of time it takes to kill one mob. 00:21:15 That's not a real time unit, of course. 00:21:22 What are you trying to get at? 00:21:34 Because if the duration of a spell is shorter than a killmob, it seems like the duration doesn't really balance or affect anything. 00:21:59 Can you explain yourself a little more? 00:22:04 I don't understand. 00:22:28 The game is mostly exploring from encounter to encounter. A lot of time is spent in exploring and moving around, punctuated by brief periods of critical activity fighting. 00:23:48 Any duration longer than the amount of time it takes to complete one encounter but shorter than the amount of time it takes to reach the next has effectively the same duration. 00:26:57 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.18-a0-1157-g59db91b (34) 00:26:59 Does that seem reasonable? 00:27:04 Roughly. 00:28:37 Spellpower doesn't matter that much for many tmuts, e.g. spider form, since their durations are long enough that they'll last through most fights without trouble. This is basically okay, since transmuters are hybrids; their spells need to be useful with limited spellpower for their archetype to work. 00:29:32 For other tmuts, e.g. beastly appendage & blade hands, the spellpower does matter, because their base duration is so short that it can easily run out in one fight. 00:30:10 Ah. Yea, that's what I was trying to ask when I asked if the duration was shorter than a 'killmob' 00:30:23 You can say, okay, make the *other* tmuts not expire. But then you run into the problem of spell failure chance basically not mattering; recast the spell until it works, and then you're good forever. 80% fail chance? Who cares? 00:30:51 This is less true with higher level tmuts, because the miscasts get nastier, but it's still a concern, and it's a real problem that you see with e.g. rmsl/dmsl today. 00:31:04 -!- WalkerBoh has joined ##crawl-dev 00:33:43 -!- vev has quit [Remote host closed the connection] 00:34:22 True, but since tmut removes a lot of bonuses and egos, it makes being able to switch more important (ideally) 00:35:21 So 80% would still mean you can't switch from spider to ice form when running up against a poisonous enemy. 00:35:30 it's less of a problem than for generic charms like *msl, yes. but I can easily imagine a tmut turning into a spider as soon as they hit xl 2 and sticking with it f for the next several floors. 00:35:37 (reliably at least) 00:35:49 and that'd be a huge xp advantage - not having to worry about investing in tmut and just doing uc/fighting/dodging for a while 00:36:52 -!- bonghitz has quit [Read error: Connection reset by peer] 00:37:15 Is that a bad thing? They lose the ability to do blade hands, etc, and instead try to make themselves a little sturdier. 00:37:40 Then when things start hitting really hard they're unprepared for dealing with it. 00:37:50 Not at all. 00:38:56 This is getting pretty deep into the hypothetical, but as I was imagining it, you'd focus on non-casting skills for a few floors, and then focus on casting shortly before a 'normal' tmuter would get blade hands online - same xp distribution at the end, but a big advantage earlier. 00:39:37 -!- eb has quit [] 00:40:55 Well, since spider form seems uniquely situated there, would introducing a different effect of spellpower be appropriate? 00:41:10 I don't think it's unique for spider form. 00:41:33 Like, how reliably can you poison monsters? What's the ev reduction? etc. 00:41:55 Grunt: you took my name in vain? 00:42:46 lol, just saw the hog ally changes take effect 00:42:50 (for unrelated reasons) 00:43:09 "Orkwin picks up an uncursed broad axe. Orkwin wields an uncursed broad axe." 00:43:12 oh well 00:43:27 tbh, I'm mostly griping because recasting lichform is tedious. 00:43:29 "porkwin" 00:43:45 I think that's because lichform is a weird fucking spell. 00:43:47 ontoclasm, not correct 00:43:53 it's a shapeshifter 00:44:06 but the changes seem to affect those as well, which makes sense 00:44:07 Yea, but it's pretty fun. 00:44:13 I absolutely do not support changing the way that all tmuts work to support necromut, since necromut is a weird little spell. 00:44:19 (it turned into a snapping turtle, then into a frost giant) 00:44:35 -!- ussdefiant_Lappy has joined ##crawl-dev 00:44:36 Ok, howabout changing necromut? 00:44:49 necromut is also a garbage spell 00:44:53 OK. What is the design goal for necromut? 00:45:16 a newbtrap? 00:45:25 [The thing here is, a transmuter even a transmuter who skills 'normally', early on, is not gonna make a big difference in spellpower vs one who doesn't - the int and the xp are just too low. You can improve your cast chance, but you're going to have pretty low spellpower either way - so it's hard to balance low-level tmuts around spellpower, since the range is so small.] 00:45:38 how do shapeshifters work anyway 00:45:39 ugh, that sentence could have used some more revisions 00:45:44 ??shapeshifter 00:45:44 shapeshifter[1/3]: Nasty creature which tends to turn into whatever creature you are least equipped to handle. Kill quickly, or drain to death, as polymorphing heals. If you see a missile-loving monster that doesn't shoot you, it's probably a shapeshifter. 00:45:56 Er, doesn't time out? Maybe make 'end transformation' cost a few more mp and more difficulty to compensate? 00:45:58 that *was* a bit of a run-on PF 00:46:11 that's what I get for composing in the message bar! 00:46:16 lol 00:46:30 -!- Snack-o is now known as Snack_ 00:46:30 mrmyers: No, I mean: why does the spell necromutation exist? What justification does it have? How does it make the game more fun? 00:46:38 shapeshifter is HD based, right 00:46:41 Yes. 00:46:57 people incredibly overvalue the rtorment 00:47:06 -!- West1C_ has quit [Ping timeout: 240 seconds] 00:47:11 got it 00:47:58 PleasingFungus: It lets you toggle undead status when and where it's an asset/hinderance? 00:48:02 and I guess the less HD x monsters (where x is whatever HD the shapeshifter has), the less shapeshifting 00:48:06 i feel like necro is barely worth doing anymore 00:48:24 which isn't true per se 00:48:27 That's why it's useful for players. Why is it good for the game that players have the ability to toggle undead status? 00:48:45 Doesn't it kind of reduce the whole point of having undead species - something like a mummy, which is penalized very harshly for being undead? 00:48:52 Or a ghoul. 00:49:04 i'm totally on board here pf 00:49:17 What's the point of those existing if, by the time 'being undead' matters [when torment shows up, extended], anyone can just cast necromut and steal all of the advantages? 00:49:21 No, because they get all of the benefits for all of the early game until its castable. 00:49:28 What are the early-game benefits? 00:49:39 also I thought non-spellcasters couldn't turn into one? or are shapeshifters special cased 00:49:50 They can spam sif channel or staff of energy as soon as it's available. 00:49:59 * ProzacElf blinks 00:50:00 Considering the fact that this snapping turtle shapeshifted into a frost giant (non-spellcaster->spellcaster) 00:50:33 Pretty narrow sort of advantage. Certainly not as dramatic as rTorment, etc. 00:50:54 i *do* kind of like necromut in as much as it makes people forget that borg and ddoor exist 00:51:10 and those are two of the best spells in the game 00:51:26 ProzacElf: Or Regenerate 00:51:36 sure 00:51:49 regen is pretty much a requirement 00:51:56 I untransform all the time to regen. 00:51:57 is this going to lead to necromutation no longer existing 00:51:59 if you plan to do extended 00:52:22 To a pure caster it's pretty dramatic. 00:52:59 who is a pure caster by the time it matters? 00:53:15 i ask that because i'm never a pure caster 00:53:21 Er, I almost always am. 00:53:23 There are people who play that way. 00:53:29 It's not wise, but it's not unheard of. 00:53:36 ok, fine 00:53:47 what is a pure caster, exactly 00:53:50 is lichform that big a boon then? 00:54:14 If it's someone who wears a robe and does very light melee, that's not too bad of a char to play really, and it's far from merely unheard of 00:54:21 i always make sure to have 14 skill in staff/lbl/something 00:54:45 *not unheard of 00:54:57 well, i never wear a robe, but that's just me 00:55:03 lichform is a boon mostly for the free resists (i.e. poison immunity, rC+, negative energy immunity in general) 00:55:09 -!- amalloy is now known as amalloy_ 00:55:10 like ignore the rtorment part 00:55:12 but you need to have some fighting and dodging 00:55:13 and the ignore hunger 00:55:21 it just makes you need less equipment to be safe in extended 00:56:01 yeah it has a lot of attendant benefits, it's just not terribly wise to train the skills to cast it 00:56:30 Unless you're a DE 00:56:39 what does it require? tmut and necro? 00:56:42 yeah 00:56:48 Doesn't matter whether you're a DE really 00:56:51 it's the tmut part that really hurts 00:56:59 yeah 00:57:14 ddoor is so much better 00:57:17 imo 00:57:44 Like, aside from the issue of whether necromut should or shouldn't exist 00:57:56 i don't actually care 00:58:12 necromut seems like a newb trap to me 00:58:14 In the hypothetical situation where it should exist, is there a reason it should time out? 00:58:16 I like necromut mostly just because it's fun; it does have some tradeoffs that are interesting, I just wish it had more 3-rune relevance and that the interface were better 00:58:32 I don't play much 3 rune. 00:58:51 Well for designing things we generally like them to be relevant to 3-rune 00:58:52 Depends on why it should exist. I don't think you can say whether or not necromut should do anything without having a justification for what design goal it serves to begin with. 00:58:54 well, it should timeout for the same reason any other tmut spell should 00:58:57 imo 00:59:16 I don't think "design goal" is terribly much a thing 00:59:39 That's because you're a philistine. 00:59:41 * ProzacElf pastes gammafunk's quote to reddit =p 00:59:51 Yea, but unless the duration is longer than it takes for one encounter, it's mostly just tedious. 00:59:55 can't even manage a grammatical sentence... 01:00:03 -!- omarax has quit [Remote host closed the connection] 01:00:06 *unless ... isn't 01:00:27 yeah, that's the second time you've inverted that logic 01:00:31 wait 01:00:38 makes me have to re-read :P 01:00:40 I'd love to know what coherent design goal Chei fullfills aside from "fun" 01:00:46 Make your character worse 01:00:54 Sorry X-( 01:00:54 It's a different playstyle. 01:00:59 nbd 01:01:02 so is necromutation? 01:01:04 lol 01:01:09 gammafunk: You can't run away; in exchange, you're better at everything. 01:01:15 is necromutation a playstyle? 01:01:29 i punch myself in the balls when i get ready to take chei 01:01:31 PleasingFungus: you can't be tormented, in exchange, you can get dispelled and have a hard time drinking 01:01:37 boom design goal target reached 01:02:03 Man, you can't have the tradeoff for a buff be "the buff might get removed!" 01:02:07 that's not a real tradeoff!!! 01:02:33 Well it is a tradeoff, while it's up you can't do things and are vulnerable to things 01:02:40 So, confusion is instadeath isn't a tradeoff? 01:02:43 oh, now 'my balls exploded' isn't a legit tradeoff? 01:02:51 so many questions 01:02:52 so little time 01:03:05 confusion is instadeath? when? 01:03:38 You can't quaff potions of curing. 01:03:56 well, you shouldn't have necromuted 01:04:03 that's not instant death... 01:04:03 or been a mummy 01:04:05 It's not instadeath, but yeah that's a tradeoff 01:04:12 PleasingFungus: what would you change about necromutation then? 01:04:12 the actual tradeoff that the existence of necromut adds to the game, as I see it, is "you can exchange a *ton* of xp for immunity to many extended threats." 01:04:28 and for hungerlessness, for w/e that's worth. 01:04:36 i don't see the problem 01:04:39 sif muna channeling spam? 01:04:53 (or staff of wucad mu if you're hilariously lucky) 01:04:59 I mean, that wasn't a statement of something wrong in itself. just a description of what necromutation is. 01:05:33 i like to hit things when that type of problem comes up 01:05:38 The hungerlessness is the main reason I do it on DE's after the first l9 is secure. 01:05:50 haha 01:05:56 but i concede that it isn't the only way to handle it 01:05:58 "Orkwin the sphinx changes into an apis! Orkwin is enraged by your evilness!" pffffff 01:06:19 lol 01:06:48 I think this tunnel vision of design goals is something that's being selectively applied to one aspect of the game for no particular reason 01:07:20 Things I think could improve about necromute: make it a bit more relevant to 3-runes, improve the interface 01:07:35 hmm 01:07:43 gammafunk: agreed with the latter 01:07:47 not sure what you mean by the former 01:08:04 But ignoring hunger and torment in exchange for increased susceptibility to other things is fine; necromute could make it harder to toggle itself, certainly 01:08:22 PF, i love you like a brother, but i need to see results before i agree 01:08:35 You could even imagine a one-way transition, but then it's hard to make it a spell, and I'd like it to not be an extremely rare kind of thing 01:08:36 ProzacElf: ? 01:08:51 yeah, permanent effects should not be spells 01:08:54 lol 01:09:10 failure chance and spellpower don't really make sense on permanent character-changing effects 01:09:30 But I'm fine with something like having a fairly heavy drain cost upon leaving the form 01:09:35 i just mean that necromut should need a lot skill-wise 01:09:37 they're pretty iffy on terrain-changing stuff... repeatedly casting lrd/shatter on stuff is dumb, though they work fine in combat 01:10:15 Perhaps something like torment upon leaving the form could work; harder to use in combat 01:10:28 gammafunk: do you think that the l9 spells should be more relevant in 3-rune? 01:10:36 no? 01:10:49 do people really use it that way? 01:10:50 But they're more relevant in 3-rune than necromute is 01:11:06 somewhat, but still very dubious for most characters, I'd think 01:11:14 everyone but de really 01:11:36 Well cheibriados is relevant in no games period, if you want to get down to it 01:11:42 fwiw, tornado is the only L9 spell i've used 01:11:43 I mean, I don't think this is a problem really 01:11:46 Unstable branch on crawl.s-z.org updated to: 0.18-a0-1157-g59db91b (34) 01:11:56 lotta speedruns been made with chei... :) 01:12:04 sorry, what's a speedrun? 01:12:17 just sayin'... just super saiyan.... 01:12:24 i actually agree with gamma here 01:12:37 wow, BIG mistake 01:12:43 i know i haven't coded a damned thing 01:12:47 lol 01:12:53 chei is a god that makes you worse, which isn't terribly smart, but it's a thing people enjoy; sinking xp into L9 isn't terribly smart, but people enjoy it 01:12:56 same idea 01:13:07 ^^ 01:13:42 -!- iFurril has quit [Ping timeout: 265 seconds] 01:13:46 I mean, a better game would have L9 not like that, sure, but that'd be a pretty big change for the game 01:14:09 that's the wrong way to put it 01:14:26 i think the L9 spells are great as they are 01:14:40 even if minmay wants to bitch 01:14:56 It feels really dubious to me - it feels like you're taking the rule-of-thumb of "design everything to be relevant in 3-rune" to an almost absurd extreme, as if you want to completely remove extended from the game's design. 01:15:29 -!- Hellmonk has quit [Quit: Page closed] 01:15:30 I've never really played a 3-rune game tbh. 01:15:57 !lg * won s=urune 01:15:58 38175 games for * (won): 18013x 3, 8517x 15, 5899x 4, 2944x 5, 733x 6, 370x 10, 341x 7, 336x 14, 259x 9, 237x 8, 189x 11, 117x 12, 109x 13, 98x 0, 8x 1, 5x 2 01:15:58 but some things that are subopitmal but really good are still good 01:16:12 !lg * recent won s=urune 01:16:13 11925 games for * (recent won): 5657x 3, 2981x 15, 1658x 4, 1003x 5, 222x 6, 109x 10, 84x 7, 47x 8, 45x 9, 42x 11, 39x 14, 18x 12, 18x 13, 2x 0 01:16:23 It just seems like so many of the fun parts of the game are left for extended. 01:16:24 !lg * recent won urune=0 01:16:25 2. FishServ the Slayer (L27 DsHu of Okawaru), escaped with the Orb on 2015-11-01 12:07:35, with 0 points after 73454 turns and 8:12:22. 01:16:30 hm 01:16:38 PleasingFungus: doom hounds? 01:16:49 ProzacElf: yes? 01:17:15 !lg * recent won urune=0 1 -log 01:17:17 1/2. dontdoit, XL27 MiFi, T:80217: https://crawl.project357.org/morgue/dontdoit/morgue-dontdoit-20150701-033700.txt 01:17:32 !lg * recent won urune=0 s=src 01:17:32 i'm not trying to give you shit, i want to know why you thought they needed to be in tar 01:17:33 2 games for * (recent won urune=0): 2x cpo 01:17:50 ProzacElf: in tar, as opposed to...? or in the game at all? 01:17:58 !lg * recent won urune=0 s=cv 01:17:59 2 games for * (recent won urune=0): 0.18-a, 0.17-a 01:18:06 I wonder if this was known 01:18:16 i mean, i guess 'at all' 01:18:29 i'm just curious 01:18:43 i was opposed to them anyway 01:18:47 Heh. 01:18:53 There's a general sentiment that tar is the easiest and most boring hell. 01:19:23 Unstable branch on crawl.develz.org updated to: 0.18-a0-1157-g59db91b (34) 01:19:33 I wanted to liven it up; I also wanted to bring back spirit wolves, because I thought that they were a decent idea buried under a very poor implementation. 01:19:37 That turned out to be more complicated than I expected! 01:19:41 ok, i can buy that to some degreee 01:19:48 lol 01:19:59 http://crawl.akrasiac.org/scoring/players/fishserv.html check out the dshu score here 01:20:00 #8 01:20:15 can you see why everyone hated them? 01:20:21 Oh, of course. 01:20:23 I loathed them. 01:20:25 They were awful. 01:20:26 lol 01:20:32 Because the numbers were all wrong! 01:20:44 They weren't threatening enemies, and their effect took ten times longer than it should've. 01:21:11 It wasn't a fundamental mechanical issue, it was just terrible, terrible balancing! And instead of them getting balanced, they were removed. 01:21:12 wait 01:21:23 Along with forest. 01:21:25 rip. 01:21:36 thank god 01:21:40 were you responsible for spirit wolves? 01:21:44 No. 01:21:45 That was DO. 01:21:52 The late, departed DO. 01:21:52 lol 01:21:56 yeah, i thought so 01:22:04 <3 draco 01:22:08 agreedo 01:22:27 lol 01:22:41 pity about all the drama, but they seem to be doing well enough at their current non-crawl-related occupations, so everyone's happy in the end. 01:22:50 hey 01:23:05 i'm not trying to tell you you're wrong 01:23:26 i just want to tell you doom hounds sucked =p 01:23:35 I think it's a good idea if everything is least somewhat useful on at least some characters for the main game, high level spells don't quite do this well enough. I'd care more about extended if extended were more interesting 01:23:36 well, they've been redesigned, so now they're cool. 01:23:49 yeah, they seem ok 01:23:50 !lg * ikiller="doom hound" 01:23:51 14. laz the Meteorologist (L27 DEWz of Sif Muna), slain by a doom hound on Zig:25 on 2016-01-18 08:18:51, with 1040988 points after 75710 turns and 4:24:11. 01:23:54 Maybe extended will get there some day 01:24:04 gammafunk: it's getting better, probably 01:24:05 slowly 01:24:17 cookie clicker is getting better slowly 01:24:20 is it 01:24:23 they added new morsels 01:24:27 I don't know what that is. 01:24:46 you know like, new types of flavored chips? 01:24:58 I've never played Cookie Clicker. 01:25:02 I hear there were grandmas. 01:25:13 not just chocolate chips, but also asparagas flavored chips 01:25:30 I think my friend told me about it when it started, but it seemed extremely stupid, so I didn't play it. 01:25:36 ok I'm faking it, there's no new version of cookie clicker 01:25:39 haha 01:25:44 you had me totally fooled! 01:26:02 how many kills do iron giants have? 01:26:10 they are murderous 01:26:12 !lg * killer="iron giant" 01:26:13 61. Gorice the Impregnable (L27 GhWn of Okawaru), blasted by an iron giant (iron shot) on Depths:5 (grunt_runaround) on 2016-01-21 21:25:00, with 582961 points after 87302 turns and 10:03:07. 01:26:14 my guess: THREE 01:26:18 close enough 01:26:23 !lg * killer="iron giant" s=kmsg 01:26:24 Unknown field: kmsg 01:26:27 feh 01:26:27 TIMES TWENTY PLUS ONE 01:26:30 I never remember the right one 01:26:32 lol 01:26:38 it's not ktyp, it's... 01:26:38 .spidertomb 01:26:39 1. SevenDeadlySins the Unseen (L18 SpEn of Gozag), slain by a death scarab on Spider:4 (floodkiller_spider_rune_tomb) on 2016-01-18 09:32:06, with 237637 points after 57051 turns and 2:56:57. 01:26:42 rip 01:26:45 ckaux? 01:26:47 i used TWO sacks of spiders 01:26:53 and several blinks 01:26:53 ty! 01:26:57 I mean, I'd be tempted to try some kind of huge redesign of chunks of extended or whatever. But that would require fighting tooth and nail for a design 01:27:14 and that is incredibly tiring and demoralizing and unfun for me 01:27:27 i know you guys want to make murderous monsters 01:27:31 yeah, the challenge of making drastic fixes in a big game with a lot of people working on it 01:27:31 so instead I tinker around with random small things 01:27:34 and i won't really argue 01:27:49 but i think they should be fairly rare 01:27:51 ProzacElf: blame gammafunk 01:27:57 .doomed 01:27:58 14. laz the Meteorologist (L27 DEWz of Sif Muna), slain by a doom hound on Zig:25 on 2016-01-18 08:18:51, with 1040988 points after 75710 turns and 4:24:11. 01:28:07 I wonder if they need even more 01:28:20 -!- njorth has quit [Remote host closed the connection] 01:28:25 even more doom or even more hound 01:28:31 lol 01:28:31 more doom, I'd think 01:28:34 I think the hound is fine 01:28:43 but hard to say, since blame wasn't working until the other day 01:28:53 imo give it another month or so and then check back 01:28:57 Make it like that monster eye in final fantasy 01:29:03 see how the doom to hound ratio is workign out 01:29:05 puts a countdown timer on you until you die 01:29:08 heh 01:29:46 i made a chaos marine in 40k 01:29:53 ??dorokhle 01:29:53 dorokhle ~ doroklohe ~ tomb of doroklohe[1/2]: Creates rock walls in one or more adjacent squares, destroying traps and displacing items (but not monsters) in the process; now only seen as the effect of the Tomb card and may be cast by {Khufu}. 01:30:02 have to look up the spelling every time 01:30:21 and he can basically annhiliate anyone who can't run up on him 01:31:31 @??khufu 01:31:31 Khufu (04M) | Spd: 10 | HD: 18 | HP: 204-284 | AC/EV: 10/6 | Dam: 35 | 07undead, 10weapons, 10items, 10doors, evil, spellcaster, see invisible, unbreathing | Res: 06magic(160), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 8902 | Sp: sum.emperor scorpions, smiting (7-17), s.torment, sum.undead, t.doroklohe [04emergency] | Sz: Medium | Int: human. 01:31:42 so silly how he has that spell 01:31:56 I mean, it's cool thematically but you can just dig him out... 01:32:06 man, fuck khufu 01:32:18 he needs to imprison the player or something 01:32:42 it says hp 204-284 01:32:45 inprison and then spam smite lol 01:32:50 it really means 284 01:33:50 here's a funny question for you 01:34:00 what happens if khufu decides to cast tomb while at full hp? 01:34:13 why would he? 01:34:15 or while next to an enemy? 01:34:23 dunno, what? 01:34:27 he'll blink! 01:34:38 the tomb of dorokhle code is very bad 01:34:41 and I don't like it 01:35:03 !source mon-cast.cc:6057 01:35:04 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-cast.cc#l6057 01:35:46 also the reuse of the nonsense variable 'sumcount' for two different, unrelated things in the same function... 01:35:56 neither of which is a count of summons 01:36:53 <|amethyst> don't forget sumcount2 01:37:31 must I 01:37:35 <|amethyst> I think someone didn't believe in, or didn't know about, putting a { } block in a case 01:37:45 you must! 01:38:01 <|amethyst> or assumed that "more variables = more stack space" regardless of scope 01:38:23 ugh 01:38:30 certainly an ideology of reusing variables 01:38:34 hence loopy, frungy, etc 01:38:36 or w/e they were 01:38:53 <|amethyst> how many of those used to be globals I wonder 01:39:11 <|amethyst> (given what I've seen of 1.x code, "most") 01:39:17 why must i have to respect kentucky just because you live there, |amethyst? 01:40:28 clearly i was full of shit 01:40:39 <|amethyst> kentucky is full of shit 01:40:49 lol 01:40:51 obv 01:40:55 kentucky fried chicken, or just Kentucky? 01:41:03 former I'd grant as being full of shit 01:41:20 oh man 01:41:33 i want a bucket of popeye's 01:41:39 <|amethyst> are you disrespectin the colonel, son? 01:42:17 <|amethyst> (I'm vegetarian, I haven't eaten at KFC in 15 years) 01:42:24 lol 01:42:34 <|amethyst> (no, wait, I think I had a biscuit 10 years back) 01:42:43 mmmmm' 01:42:46 <|amethyst> (their biscuits are full of shit, I'll grant you) 01:42:46 I have eaten at KFC once in my life. 01:43:04 popeye's is way better than kfc 01:43:18 <|amethyst> ISTR that being the case, yes 01:43:23 <|amethyst> but it's been a while :) 01:43:29 and yes, i'm sure it's terrible for you 01:43:47 <|amethyst> I have had Popeye's shrimp more recently than KFC 01:43:58 <|amethyst> because I believe invertebrates are honorary vegetables 01:44:08 hahaha 01:44:13 o? 01:44:23 er 01:44:36 that was my high-five claw 01:44:50 <|amethyst> arr 01:45:20 yarrr! 01:45:51 also, crawfish are awesome 01:46:19 <|amethyst> are they more or less awesome than crayfish? 01:46:24 <|amethyst> and what about crawdads? 01:46:49 prove to me that there is a difference between the three 01:47:41 <|amethyst> (there's a restaurant in town whose logo is a crawfish jockey riding a horse 01:47:42 local tiles and terrain changes interact very badly 01:47:43 <|amethyst> ) 01:47:48 also, awesome 01:47:48 lol 01:48:21 there's a vietnamese place in dorchester that does several varieties 01:48:41 -!- Zeor has quit [Quit: Leaving.] 01:48:45 that all involve peeling and sucking the meat out of the tail 01:49:18 and they and i call them crawfish 01:49:38 i concede that crawdads are the same 01:50:07 crayfish are more like shrimp but i'm not actually sure 01:50:28 hey 01:50:30 gammafunk 01:50:32 you understand tiles, right 01:50:37 like, tiles rendering 01:50:54 I have a degree in rocket science, yes 01:51:03 -!- tealeaves has quit [Quit: Bye] 01:51:08 you do not 01:51:19 -!- tealeaves has quit [Client Quit] 01:51:19 if I change a cell in local tiles - like, by disintegration, dig, summon forest, w/e 01:51:37 that cell doesn't update until I do something for force a refresh, like hit x and move one tile, or hit esc 01:51:39 You may have seen my work in the documentary drama of my life, entitled "MacGyver" 01:51:40 something that forces a redraw 01:51:46 oh shit 01:51:49 *to force 01:51:58 hrm 01:52:21 are you sure? 01:52:22 lol, do you really gammafunk? 01:52:37 it's very trivially replicable 01:52:40 I've noticed it for a while 01:52:41 I don't recall seeing this behaviour in Tiles 01:53:23 I can reproduce it at will 01:53:24 i've actually seen that but not in any way i could replicate 01:53:33 just, like, use disint on a wall 01:53:37 hm 01:53:58 actually 01:54:04 this might only be a problem with wizmode &z 01:54:10 in which case I care less 01:54:11 i didn't see it with disint, but i saw it with /dig 01:54:16 -!- Grivan has quit [Ping timeout: 240 seconds] 01:54:33 oh 01:54:36 yeah 01:54:37 or something 01:54:41 hm 01:54:45 maybe not even dig 01:54:46 since those commands don't take time 01:55:21 let me see if I can replicate any of my other problems 01:55:21 Windows builds of master branch on crawl.develz.org updated to: 0.18-a0-1157-g59db91b 01:55:23 -!- amalloy_ is now known as amalloy 01:55:33 yeah, ok, it's just wizmode &z 01:55:39 i don't remember how, i just remember seeing trees fill in behind me 01:55:48 I mean, tiles is a mess 01:55:54 so I wouldn't be surprised if it showed up elsewhere 01:56:02 but I can't replicate it without wizmode nonsense right now 01:56:57 hm 01:57:18 I'll have you know that crawl's codebase is immaculate! 01:57:50 eww 01:58:04 gross 01:58:10 -!- Twiggytwiggytwig has quit [Ping timeout: 265 seconds] 01:58:13 your codebase is all over the floor 01:58:44 all over the floor() 01:59:35 now 01:59:37 walk the dinosaur 02:00:03 -!- omarax has quit [Remote host closed the connection] 02:03:12 -!- njorth has quit [Ping timeout: 264 seconds] 02:05:25 -!- sorlin has quit [Quit: Leaving.] 02:05:56 -!- ystael has quit [Ping timeout: 245 seconds] 02:07:32 -!- destroythecore has quit [Read error: Connection reset by peer] 02:21:27 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 02:25:02 -!- WalkerBoh has quit [Remote host closed the connection] 02:34:54 -!- bonghitz has quit [Remote host closed the connection] 02:39:28 -!- mekhami has quit [Quit: WeeChat 1.3] 02:41:07 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.92 [Firefox 43.0.4/20160105164030]] 02:44:41 -!- ProzacElf has quit [Ping timeout: 245 seconds] 02:46:30 -!- waat has quit [Ping timeout: 272 seconds] 02:49:01 -!- sorlin has quit [Ping timeout: 250 seconds] 02:53:19 Monster database of master branch on crawl.develz.org updated to: 0.18-a0-1157-g59db91b 02:54:18 -!- FireSight has quit [] 03:00:03 -!- omarax has quit [Remote host closed the connection] 03:00:03 -!- Tux[Qyou] has joined ##crawl-dev 03:03:21 -!- aditya has quit [Quit: WeeChat 1.3] 03:04:36 Is crawl all done with patches, or do you do pull-requests and whatnot? 03:05:07 PRs to crawl/crawl are fine if that's easier for you 03:08:10 Oh sweet. I don't know how all that patch stuff works :-( 03:10:47 What would you think of a sif passive that doubles memory space? 03:11:07 Or x1.5 or something. 03:11:53 doesn't that just discourage training spellcasting? sif loves it when you train spellcasting 03:12:16 More encourages learning more spells? 03:12:28 it also conflicts with sif's amnesia ability 03:12:41 no need to forget stuff if you can remember it all 03:13:17 I think this would make more sense than the amnesia ability tbh. The god of lore seems like they would favor memory over forgetfulness. 03:13:36 -!- Blazinghand has quit [Ping timeout: 240 seconds] 03:14:03 -!- tealeaves has quit [Quit: Bye] 03:14:05 Also, spellcasting also does mp and spell-power+failure rates, 03:15:12 well, those are my thoughts on it. i rarely use sif; gammafunk may have more detalied feedback 03:17:50 incidentally, is this the right way to do this? Ask whether people think it's a good idea on irc, then do a pr? 03:18:53 that's what i do 03:19:15 but if you ask when it's not midnight in the US you'll get more responses 03:19:28 (not that all crawl devs are in the US, but a fair number are) 03:19:48 Midnight? It's nearly 3AM! Why aren't people up yet? 03:20:01 well in the cool parts of the US it's only midnight 03:20:33 Well, tonight, these parts are much much cooler. 03:21:06 (giant apocalypse of ice and snow is happening) 03:21:11 psh, it's a positively frigid 55F outside here 03:21:38 heh 03:21:53 gammafunk: You still awake? 03:22:10 Unstable branch on crawl.beRotato.org updated to: 0.18-a0-1157-g59db91b (34) 03:23:44 -!- doubleD_ has quit [Read error: Connection reset by peer] 03:24:48 -!- CcS has quit [Ping timeout: 264 seconds] 03:30:06 -!- sorlin has quit [Ping timeout: 245 seconds] 03:41:52 -!- rj54x has quit [Ping timeout: 252 seconds] 03:42:55 -!- Marvin is now known as Guest70828 03:42:58 -!- Twiggytwiggytwi_ has quit [Quit: See ya guys later ;)] 03:52:23 Oh wow. Spells are just a giant switch statement? 03:52:44 -!- Kalir has quit [Quit: I'M OUT SON. 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03PleasingFungus02 07* 0.18-a0-1158-gde82feb: Tweak message repeat logic 10(64 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/de82feba216b 10:56:29 -!- vev has quit [Read error: Connection reset by peer] 10:57:32 cool, you can crash the game with imprison 11:00:02 -!- omarax has quit [Remote host closed the connection] 11:05:48 Imprison will crash the game when trying to move items with no valid destination 13https://crawl.develz.org/mantis/view.php?id=10248 by PleasingFungus 11:11:04 -!- syllogism has joined ##crawl-dev 11:17:44 -!- Ladykiller69 has quit [Read error: Connection reset by peer] 11:18:32 -!- radinms has quit [] 11:19:09 !tell chequers I fixed your message problem. 11:19:10 PleasingFungus: OK, I'll let chequers know. 11:23:30 !tell PleasingFungus I left you a message 11:23:31 gammafunk: OK, I'll let pleasingfungus know. 11:24:22 !messages 11:24:22 (1/1) gammafunk said (51s ago): I left you a message 11:24:25 wow, that's good to know! 11:32:07 -!- Marvin is now known as Guest16805 11:34:15 honest admission: I thought the Necromutation discussion would end in Necromutation being removed 11:34:29 wow, really? 11:34:56 I mean, I think we've had very similar discussions about necromut quite a number of times over the couple of years I've been around. 11:36:06 -!- Guest16805 has quit [Ping timeout: 240 seconds] 11:36:22 -!- tealeaves has quit [Quit: Bye] 11:36:29 oh 11:36:34 and each time the end result is necromutation stays the same and life goes on 11:37:33 so far... 11:38:00 -!- ystael has quit [Ping timeout: 245 seconds] 11:39:14 hmm is generic_cost(2) the same as generic_cost::range(2, 3), i think it is?? i wonder why some invocations have it listed the longer way 11:40:48 -!- elliptic has joined ##crawl-dev 11:42:40 !source generic_cost 11:42:40 1/3. https://github.com/crawl/crawl/blob/master/crawl-ref/source/ability.cc#l113 11:42:58 MarvinPA: user error? 11:43:07 hm 11:43:44 possibly! i tracked it down to a v. old commit that seems to imply piety costs weren't randomised at the time (but i think they actually were) 11:43:48 %git 5eb82b7b46 11:43:48 07dolorous02 * 0.5-a0-3104-g5eb82b7: Increase and randomize the piety cost of Trog's Hand, since it now does more. Also, change the ability name to better reflect what it now does. 10(7 years ago, 3 files, 8+ 7-) 13https://github.com/crawl/crawl/commit/5eb82b7b46b5 11:44:01 (2+1)/2 + 1 = 2, not 3 11:44:06 so I think that is different? 11:44:35 that is, I think generic_cost(2) is the same as generic_cost::range(2,2) 11:44:49 wait, no 11:44:59 generic_cost(2) is 2 + random2(that thing you typed) 11:45:00 i think 11:45:26 so 2 + random2(2) which is the same as generic_cost::range(2, 3) 11:45:26 I'm just looking at the value of add 11:45:43 but range does pass 2 into there too 11:45:48 when you give it 2, 3 11:45:52 so yeah it's the same. 11:45:57 it's all very confusing! and used in ways to make it even more confusing i think 11:46:06 nice... 11:46:57 it's exciting trying to figure out the logic behind which abilities use the regular randomisation and which ones specify an arbitrary range 11:47:34 like specifying 10-14, when the normal randomisation would make it 10-15. very important to manually specify that difference! 11:47:55 :) 11:48:00 are you working on simplifying? 11:50:29 i might do a bit, i'd been looking into some unrelated ability stuff (maybe making oka invocations scale more heavily with invo skill) and just got sucked down the rabbit hole of trying to understand generic costs! 11:51:06 -!- ussdefiant_Lappy has joined ##crawl-dev 11:52:08 -!- bonghitz has quit [Ping timeout: 256 seconds] 11:53:55 -!- PleasingFungus has quit [Ping timeout: 240 seconds] 12:00:02 -!- omarax has quit [Remote host closed the connection] 12:06:16 -!- DrPain has quit [Quit: Page closed] 12:14:00 -!- Twiggytwiggytwig has quit [Quit: See ya guys later ;)] 12:15:29 -!- ProzacElf has joined ##crawl-dev 12:18:09 -!- tealeaves has quit [Quit: Bye] 12:18:21 -!- tealeaves has quit [Write error: Broken pipe] 12:22:44 -!- HellTiger has quit [Ping timeout: 256 seconds] 12:23:52 Unstable branch on crawl.akrasiac.org updated to: 0.18-a0-1158-gde82feb (34) 12:39:00 Now that it's repectable daytime hours... 12:39:38 I have a proposal for sif I might be willing to try to implement. 12:40:14 passive ability, double headspace for spells. 12:41:45 amnesia is already double headspace for spells, pretty much 12:42:01 How so? 12:42:29 Sif users have a lot of spellcasting, so if you combine that with the ability to forget spells at will 12:42:58 -!- DrPain has quit [Quit: Page closed] 12:45:31 -!- PleasingFungus has joined ##crawl-dev 12:45:40 Well, if it's already so, then it won't be too much of a buff, but it'd definitely be more convenient. 12:46:28 Well it won't get merged 12:46:34 That being said, this isn't supposed to be 'just remember everything', but being able to hold a lot more relevant things. 12:46:46 Because it'd be too redundant/similar to an existing ability 12:47:04 -!- ussdefiant_Lappy has quit [Read error: Connection reset by peer] 12:47:11 It'd be a definite plus for end-game. 12:47:39 Not particularly, no, since by then you have really high spellcasting and high xl 12:47:43 which means tons of spells levels 12:47:56 'tons of' still falls short. 12:48:05 well, it doesn't 12:48:06 It would make Sif a stronger god, yes. We could also make sif double your spellpower. 12:48:09 All l9's are really useful for ziggs for instance. 12:48:46 But the cases in which they are useful don't make swapping out easier. 12:48:46 I don't think you can sell the idea for a new god ability based on how good it is in zigs 12:49:07 -!- ussdefiant_Lappy has joined ##crawl-dev 12:49:18 But for zigs, players have little trouble having multiple L9s as-is 12:49:44 again because with 27xl and maxed SC (which you'd want anyway), you have a ton of spell levels by the time you're finishing zigs 12:50:32 No, I mean all 4, necromut, cBlink, Haste, but then no room for disjunction, which is more or less neccesary for chaos floors, which appear as early as the 3rd zig. 12:51:10 chaos floors appear as early as the first zig and are not tied to completed zigs 12:51:20 and furthermore disjunctions isn't remotely required to clear those 12:51:44 you also don't require all four level nine spells. 12:52:22 You say that, but I tried a lot of possibilities. They compliment *really* nicely. 12:52:30 I'm sure they do. 12:52:46 And that limitation is good. It's a balancing thing. 12:53:38 Hm. Sounds like we've settled it, then! 12:53:42 I think a small partial lifting of that could be a nice addition to sif. 12:53:54 It's not a good addition, and it wouldn't get merged 12:54:31 i'm sure this exact thing got proposed and discussed (and decided against for the reasons that have now been repeated) like, a few weeks ago 12:57:59 I feel like the various requirements/goals are being applied selectively at odds with one another here. Your conclusion might be right, but I don't feel like the questions being asked support that. 12:58:19 irc makes everything seem more sarcastic, so note, that isn't a flame. 12:58:44 -!- simmarine has joined ##crawl-dev 12:59:33 That being said, if this isn't the best place for that kind of thing, I respect it might not be appropriate to suddenly demand it here. 12:59:57 how about sif lets the player memorize from any book ever seen? 13:00:02 -!- omarax has quit [Remote host closed the connection] 13:00:04 without needing to carry them around 13:00:22 searching for it in logs i found a cute suggestion: 20:30:00 ring of the mage: + spell slots 13:00:32 nice 13:00:44 how would that interact with taking it off? 13:01:39 obviously, you can't take it off. 13:01:40 There are various summaries for why "sif gives more spell levels" is a bad idea, but my tldr; is simply: it's redundant with an existing sif ability, offering no particularly good benefit given this ability and amnesia scrolls exist. Your particular justification of it is referencing parts of extended that aren't even relevant in most extended games, and your justifications even about that part (zigs 13:01:43 you'd just get negative spell slots (and not forget anything) - this is another problem with implementing it for sif incidentally 13:01:46 ) are just incorrect 13:01:55 (and a problem with doing it for the unrand too of course) 13:02:16 namely, wrt spell levels, try making an XL27 character with 27SC and see if you can memorize all 4 L9, haste, necromute, disjunction, cblink 13:02:46 if you do that you'll not only see that you can but that you have 14 spell levels left 13:03:26 FR picking up the Orb grants +20 spell slots 13:03:36 gammafunk: That's not my justification for it, just an example. Another case would be a DECj, specializing simultaneously in fire/ice spells, with associated bolts and utilities. 13:03:38 because megazigging should be done on the orb run anyway for style points 13:04:27 You gain versatility for getting past resists in mixed settings. 13:04:40 Like your first example, it's not actually an example; it's easy to do this by just training SC for spell levels right now 13:04:47 -!- bonghitz has quit [Ping timeout: 276 seconds] 13:05:46 Not really. As a DE, my SC is usally the first maxed skill. 13:06:12 if it's the first, that means you have tons of spell levels 13:07:16 'tons', but not enough to do the kind of dual specializing I mentioned. 13:07:31 This is untrue, you have more than enough spell levels to memorize both fire and ice spells 13:07:52 -!- ussdefiant_Lappy has quit [Ping timeout: 250 seconds] 13:08:39 If that's everything, but there are always some extras that a concentrated fire mage would have that just can't fit. 13:08:46 Like ring of fire. 13:08:47 -!- maldini has quit [Remote host closed the connection] 13:08:56 That seems like such a fun spell. 13:09:07 But never actually worth it. 13:09:43 You seem to be playing your characters based on some pretty mistaken assumptions fwiw 13:10:01 A spell that enhances your spell power would be worth it a lot of times 13:11:27 If most of your spells are fire spells, yes. 13:13:13 No, if some important spells you use are fire spells (bolt of fire, fireball, firestorm, etc) 13:13:31 doesn't need to be most since there aren't all that many higher level damaging fire spells 13:13:43 anyhow this discussion isn't really furthering your case for the ability 13:14:31 gammafunk, would it be so bad if spell slots were unlimited for all characters? 13:14:35 52 max spells know 13:14:41 n 13:15:04 yeah I think so, since it's something that the player can plan for strategically (based on spellcasting skill) 13:15:11 Would make spellcasting much less useful. 13:15:34 Would also make Vehumet less interesting. 13:16:04 s/spellcasting/Spellcasting 13:16:04 how so? 13:16:11 on veh 13:16:29 I know another sif idea I saw awhile ago is the ability to cast straight from books 13:16:51 Not having to judge whether you really want the gift veh's offering you, or whether you want to save spell slots for whatever veh offers you next, or whether you want to get both and so want to focus heavily on Spellcasting for a while. 13:16:56 ah 13:17:20 In general you'd be removing the question of 'is this spell worth the slots'?, which can be a fun question, in my experience. 13:18:03 I've found Veh useless any more 13:18:03 Unless that spell is hydra form in which case the answer is 'No' lmao rekt 13:18:04 -!- Shard1697_ has joined ##crawl-dev 13:18:21 would help if it didn't always offer an EE air spells 13:19:12 rekt... 13:25:40 hm 13:32:53 -!- Marvin is now known as Guest41119 13:35:47 New branch created: slowokhle (3 commits) 13https://github.com/crawl/crawl/tree/slowokhle 13:35:47 03PleasingFungus02 07[slowokhle] * 0.18-a0-1159-g1c5b02f: Initial work on slowoklohe 10(11 hours ago, 7 files, 163+ 5-) 13https://github.com/crawl/crawl/commit/1c5b02fb1c23 13:35:47 03PleasingFungus02 07[slowokhle] * 0.18-a0-1160-g32df6a4: Remove redundant cloud deletion 10(2 hours ago, 1 file, 0+ 3-) 13https://github.com/crawl/crawl/commit/32df6a49a663 13:35:47 03PleasingFungus02 07[slowokhle] * 0.18-a0-1161-gf368b4b: Spell: Tomb of Glass (L5 Earth) 10(2 minutes ago, 8 files, 54+ 1-) 13https://github.com/crawl/crawl/commit/f368b4bea571 13:36:01 that middle one should be rebased into master at some point 13:36:03 I think I'll do that now 13:36:21 03PleasingFungus02 07* 0.18-a0-1159-gf481d65: Remove redundant cloud deletion 10(2 hours ago, 1 file, 0+ 3-) 13https://github.com/crawl/crawl/commit/f481d65d1332 13:36:49 slowoklohe? 13:36:57 slow tomb of doroklohe 13:37:03 -!- Guest41119 has quit [Ping timeout: 265 seconds] 13:37:07 obviously 13:37:11 obviously. 13:37:35 right now it randomly chooses tiles each turn, which means that it's actually quite unreliable near existing walls [or stairs, or shops] 13:38:11 it could be made reliable by pre-selecting the order in which it places walls at the time the spell is cast, and then going through those 13:38:48 either as offsets from the player or as locations, depending on whether we want the effect to be centered on the player (as at present) or on the location the spell was initially cast 13:42:04 I guess I don't know what's being asked. Is it 'explain how this fits into a coherent design' or 'describe playstyles that this encourage/affect'? Because the immediate questions are kinda baffling and contradictory. 13:42:26 Like, it's simmultaneously unbalanced and exactly like what currently exists? 13:43:25 No one said it was unbalanced. 13:45:47 Wouldn't the same objections about not encouraging training spellcasting apply to infinite amnesia? 13:47:35 If they're exactly the same, remembering more spells seems preferable to tedious swapping out at intervals, and better themed to a god of lore. 13:47:38 i think unlimited tomb even on a 4 turn delay is maybe a risky thing to add 13:49:25 +1 13:49:33 what's the intended use of this? 13:51:46 Well it's stated that it's to be a fun variant of teleport 13:51:56 All I wanted to communicate with my bad examples was that I thought there were cases where having extra head space could encourage the usage of spells that would otherwise be neglected. 13:52:02 -!- ystael has quit [Ping timeout: 265 seconds] 13:53:25 MarvinPA: agreed wrt risky 13:53:49 my initial thought was that it could be a consumable or evocable of some kind, but I was worried about making it *too* close to tele 13:53:55 but possibly that would be a better approach anyway 13:54:47 Well given that sif has an ability to do this that's generally more interesting (because it has strategic considerations), this proposed passive isn't sufficiently differentiated from an existing ability; if you remove amnesia, you've replaced that with something less interesting 13:55:09 amnesia meaning sif's ability 13:55:37 mrmyers: unlimited amnesia is of course very similar to increased spell slot limits; the thing is that you have limited tactical options, which is good, to me. 13:56:01 <|amethyst> and as a minor point it gives something to burn piety on 13:56:02 it seems like it'd also get stronger as you get access to more things to combine with it (particularly high-level tloc), so i would be sort of worried about it in zigs or extended generally 13:56:06 crawl has a problem with letting players accumulate insane numbers of tactical options; pushing back against that is good, imho. 13:56:31 PleasingFungus: yeah, one thign about this in general based on your example of teleport is that "spell of teleport" is a bad idea 13:56:37 teleport self, I mean 13:56:39 sure 13:56:53 that's why i deliberately limit my tactical options to "hitting things with something big" and "scrolls and potions" 13:56:53 =p 13:57:05 <|amethyst> deep theorycrafting https://www.reddit.com/r/dcss/comments/42bp57/every_character_is_evil_and_shouldnt_be_able_to/ 13:57:24 mrmyers: In practice, I don't see people doing anything with sif's amnesia that I would describe as 'tedious'. 13:57:28 PleasingFungus: hey, forgetting/learning spells is strategic, not tactical, I would never memorize a spell in combat! 13:57:32 So I don't think there's a problem to be solved there. 13:57:37 gammafunk: yes, exactly my point! 13:57:53 PleasingFungus: aha got, you! I memorize a spell in combat like every Su run! 13:58:07 * PleasingFungus rolls xhis eyes. 13:58:14 that is a lot of words about crawl lore 13:58:31 yess, someone quotes the crawl wiki's Evil entry 13:58:35 <|amethyst> two people 13:58:48 -!- Pacra has joined ##crawl-dev 13:58:49 <|amethyst> communistpony and Pandaemonium 13:58:53 haha, yes! 13:58:54 oh haha yeah, i thought it was two separate essays 13:58:57 I love that section 13:59:05 it's so amazing 13:59:16 I think the question "which spell is right for this task" is more interesting than the question "which set of spells builds the best coherent defense/offense" 13:59:36 <|amethyst> nethack's answer to that question is my favourite 13:59:44 ? 13:59:49 mrmyers: do you believe that spell limits should be in the game? 14:00:03 -!- omarax has quit [Remote host closed the connection] 14:00:49 PleasingFungus: Do you believe that limits on the number of scrolls of amnesia available to the player should be in the game? 14:01:06 MarvinPA: one thing I was suggesting earlier was putting the slowokhle effect, or some variant of it, on stone of tremors - since it's earth-aligned, and since there's been agreement that stone of tremors needs some love basically forever. 14:01:12 <|amethyst> sif's ability is unlimited 14:01:25 I agree in general that the restriction is good, but all gods do is remove restrictions in interesting/unusual ways. 14:01:27 mrmyers: There's no limit on the number of scrolls of amnesia available to the player. 14:01:47 <|amethyst> with amnesia you can pick the spell that is right for the task, but you a. have to carry around book(s) b. have to spend time out of combat (and a little piety) to select 14:02:06 PleasingFungus: So panscumming is officially sanctioned now? :-p 14:02:19 hmm maybe, i'd like to remove some evocables though! there are getting to be a whole lot of things that everyone wants to carry around forever 14:02:30 <|amethyst> Pan, Abyss, and Zigs are known by devs to be infinite, yes 14:02:34 related to the discussion of 'evil'--i found it very funny that when i won with ely my title was pacifist 14:02:35 MarvinPA: anything in particular? 14:02:42 <|amethyst> that might change for pan but probably not for all three 14:02:43 despite my wholesale murder of everything 14:02:51 i literally did not pacify a single being on that run 14:03:24 <|amethyst> ProzacElf: was the ? in response to my nethack comment? 14:03:35 '"which spell is right for this task" is more interesting than the question "which set of spells builds the best coherent defense/offense"' isn't even a sensible thing to talk about since it's unrelated to whether this ability is relevant and 14:03:56 yes |amethyst 14:04:02 not sure especially, i'm not a fan of xom chesspieces though 14:04:02 We generally design a game that encourages players to play to win (especially wrt an ability like amnesia) 14:04:20 <|amethyst> ProzacElf: monst.cc:2556: /* Riders -- the Four Horsemen of the Apocalypse ("War" == player) */ 14:04:22 MarvinPA: that's the only one I'd lean toward myself 14:04:26 discs of storms probably wouldn't be a terrible loss 14:04:26 oh, that 14:04:33 Having more spells in your head instead of swapping out between branches is the effective difference between the two. 14:04:57 I feel like it's unfair to recommend removing xom pieces without having used them [I have not used them] 14:04:58 i thought you were referring to mrmyers comment 14:04:58 no, it isn't; the two are really unrelated to spell levels 14:05:01 about spells 14:05:01 <|amethyst> you don't have to swap out between branches, you can swap out between fights even 14:05:04 but they've always seemed like a really weird addition to me 14:05:08 not that the player is war =p 14:05:16 <|amethyst> ah 14:05:26 Does anyone do that? 14:05:30 xom pieces are fun and i never carry them around with me tbh 14:05:39 and i almost always get at least 10-15 evo 14:05:55 I have a soft spot for disc of storms; it's a cool effect to get running. very uncommon that you'll actually do so, though 14:06:03 i like explosions 14:06:09 disc of storms is another one that i rarely carry. it's great if you have relec but just rare to actually have it be useful 14:06:12 yeah 14:06:18 relec, high evo, and... 14:06:27 heh 14:06:28 I bet you liked that...wait have we actually removed any evocables 14:06:32 i nearly killed myself with it anyway 14:06:37 i think being able to spam them a bunch for free-ish confusion is not a great feature 14:06:38 bottled efreet is gone! 14:06:38 !send gammafunk the Tome of Destruction 14:06:39 Sending the Tome of Destruction to gammafunk. 14:06:44 riiight 14:06:47 also, the casket 14:06:49 ??crystal ball of fixation 14:06:50 crystal ball of energy[1/1]: Evoke for MP. Gives (9+Evocations)/2 MP (average!). 5.5% chance to drain all your MP, 1% chance to drain 1-3 INT and 3% chance to confuse you for 11-20 turns at max Evoc. The closer you are to 0 MP, the higher your chance to fail. Lower Evoc, lower success! Must have 2+ Evo to use. 14:06:52 rip 14:06:54 casket? 14:06:58 also the other crystal ball! 14:07:06 (and mapping) 14:07:06 :) 14:07:24 <|amethyst> I guess technically empty ebony casket isn't evocable 14:07:30 gammafunk: Why not? I don't understad what you're saying. 14:07:36 ebony casket was an earlier form of box of beasts 14:07:43 ah 14:07:44 god damn it 14:07:47 A mutant beast combines a number of random traits. The list of these traits, and their patterns, are not yet known. 14:07:51 crawlwiki.... 14:07:56 come on, you guys. I tried to make this easy for you. 14:07:58 lol 14:08:34 box of beasts is hilariously good even at low evo 14:08:47 as long as you aren't expecting it to tank like a hydra or something 14:09:14 I wonder if it's "o.p." 14:09:20 <|amethyst> PleasingFungus: I even made ?/mutant beast list them all 14:09:28 <|amethyst> A larval stingbatfireweirdshockox beast. 14:09:31 haha 14:09:46 not misc items as such but rods of swarms and probably one out of destruction/ignition would be good targets imo 14:10:06 <|amethyst> deck merging 14:10:13 yeah, rod of swarms is pretty much just categorically worse than sack of spiders 14:10:40 I'm a big fan of ignition 14:10:56 i do think rod of destruction is kind of lame though 14:11:08 yeah I could see losing swarm and destruction 14:11:10 basically guaranteed to give you the wrong bolt for the job =p 14:11:15 ProzacElf: also, swarmrod eats up design space; just the other day, people were talking about how they couldn't add something to bag of bugs, because it was already in swarmrod! 14:11:23 i'm never sure if ignition is actually any good but if it's usable then destruction seems like a good one to remove 14:11:27 destruction isn't *weak* but it isn't very exciting 14:11:32 yeah 14:11:33 imho 14:11:34 haha, really? 14:11:38 poor wheals :( 14:11:42 <|amethyst> too many things do "random bolt" anyway 14:11:45 the current version is his baby iirc 14:11:46 hey, he made ignitiion as well 14:11:49 o 14:11:53 wow, mpa really has it out for him! 14:12:01 lol 14:12:13 If the idea is that it is possible, by carrying lots of spellbooks around, and using sif's amnesia ability in tedious ways, to pretend to have more spells in your head than you actually do, then what positive does requiring all that swapping do? 14:12:22 Look, wheals is great, but - are greater... 14:12:26 I strongly suspect that destruction is more powerful than ignition, generally, but ignition is definitely more distinctive and more fun. 14:12:39 and it's always loud! 14:12:42 haha 14:12:42 =D 14:12:43 -!- KamiKatze has quit [Ping timeout: 252 seconds] 14:13:11 i think i did ignition 14:13:12 sometimes destruction is all like 'puny draining bolt' 14:13:16 oh 14:13:19 that hardly attracts any attention at all! 14:13:31 darnit, that just ruins a good wheals joke 14:13:40 -!- amalloy_ is now known as amalloy 14:13:51 -!- travis-ci has joined ##crawl-dev 14:13:53 The build passed. (slowokhle - f368b4b #4554 : Nicholas Feinberg): https://travis-ci.org/crawl/crawl/builds/104321532 14:13:53 -!- travis-ci has left ##crawl-dev 14:14:01 it was originally the rod of fiery destruction 14:14:11 %git cac39d81263535781a1091b1406cfc147133c2d6 14:14:11 07MarvinPA02 * 0.14-a0-2446-gcac39d8: Replace rod of fiery destruction spells with explosive bolt 10(2 years ago, 8 files, 28+ 7-) 13https://github.com/crawl/crawl/commit/cac39d812635 14:14:14 if carrying around some spell books and having to forget spells occassionally to learn new ones is just innately tedious 14:14:15 or hmm, i don't know who initially actually implemented explosive bolt 14:14:22 it sounds like we have to remove spell levels entirely 14:14:27 looks like a dracoomega thing maybe 14:14:45 But it isn't really tedious; it's something you do not all that often and it has interesting strategic considerations 14:15:12 You don't need lots of spells books, maybe you carry a few (often only one for a spell you'll be learning soonish) 14:15:23 %git aed014cc4cf451338c355e1fe671a21716ddb6b4 14:15:23 07Grunt02 * 0.14-a0-2079-gaed014c: Demonspawn blood saint: Legendary Destruction and support spells. 10(2 years ago, 19 files, 258+ 8-) 13https://github.com/crawl/crawl/commit/aed014cc4cf4 14:15:33 MarvinPA: gruntism 14:15:39 aha 14:15:52 %git aeee12662dd366518cd0cdbdbfe6e844318a60c4 14:15:52 07MarvinPA02 * 0.14-a0-2113-gaeee126: Replace explosive bolt with fireball in monster legendary destruction 10(2 years ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/aeee12662dd3 14:15:58 which you immediately removed from its original context :) 14:16:33 but, to bring it back around, DO was the one who renamed fiery destruction to ignition. it all works out! 14:16:47 heh yeah, i remember thinking it was not a great monster spell but maybe would be fun for players 14:16:55 good instinct! 14:17:20 gammafunk: If that's all you're using it for, normal scrolls of amnesia seem sufficient. You only want to swap a finite number of times until your final set of spells is completed. 14:18:07 the Final Set... 14:18:38 normal scrolls are sometimes insuficient and you have to either 1) destroy the book or 2) worship sif and use the forget spell ability 14:18:41 I pretty much never actually use Sif's amnesia ability, because by the time I'm not desperately needing each spellbook, there are more than enough scrolls of amnesia accumulated. 14:18:52 i dunno, i'll customize my spells for branches with sif 14:19:20 and i've had games with veh in particular where i've had a dire shortage of amnesia scrolls and had to burn books 14:19:54 I use sif amnesia in probably every sif game, although not terribly many times 14:19:56 So, the idea is that the ability should be insurance just in case the rng isn't kind enough to grant you enough of them? 14:19:57 DE are basically the only race where you've actually got enough spell levels to learn everything you want to from veh on average 14:20:00 amnesia is definitely uncommon enough that the natural supply is unreliable - I've had games where I didn't have *any* amnesia for a very long time 14:20:09 !lg mrmyers 14:20:10 395. mrmyers the Archmage (L27 DEWz of Sif Muna), blasted by Vurchiy the pandemonium lord (divine providence) on Zig:24 on 2016-01-23 07:29:23, with 1727999 points after 152273 turns and 1d+10:46:12. 14:20:13 !lg mrmyers s=crace 14:20:14 395 games for mrmyers: 351x Deep Elf, 35x Tengu, 7x Gargoyle, Demonspawn, Deep Dwarf 14:20:19 much becomes clear 14:20:21 lol 14:20:25 haha 14:20:54 Also how much you need amnesia is influenced by how much SC you have at the time 14:21:02 not all chars have DE spellcasting aptitude 14:21:09 Oh, other builds actually use amnesia? 14:22:12 !lg . god=sif s=char 14:22:13 849 games for gammafunk (god=sif): 346x HEIE, 306x HESu, 91x DESu, 58x DEIE, 13x MuSu, 11x FeCK, 6x VSIE, 3x HEWr, 2x VSSu, 2x GhEE, 2x NaVM, 2x OpTm, DrNe, HuWz, OpNe, NaIE, FeWr, TeAE, MuNe 14:22:14 Yea, I just really prefer shiny splashy murder over bashy murder, and DEs are the least tedious for that. 14:22:27 there are other builds that can use sif, yeah 14:22:33 and other builds that memorize spells, etc 14:22:45 you can definitely not have enough amnesia and then have to destroy a book 14:22:57 (or you could choose to worship sif and use that ability) 14:23:26 -!- spccrow has quit [Ping timeout: 256 seconds] 14:24:36 That seems reasonable. Yea, I see why it'd actually be useful in those cases. 14:25:02 What about cast from book? I only suggested this because I thought it'd be simpler to code than that. 14:26:02 that just encourages players to lug around a bunch of books, and discourages training SC 14:27:34 Crash in Abyss:3 13https://crawl.develz.org/mantis/view.php?id=10249 by milo 14:27:37 i have enough inventory issues without dragging books around 14:28:33 i mean, ideally 5 wands minimum, probably 4 or 5 pieces of jewelry, food, 2/3 weapons, some javelins, a bunch of armor.... 14:28:38 that all starts adding up 14:28:47 don't you take my wand of random effects away from me 14:28:50 and about 800 scrolls and potions 14:29:08 because that !ambrosia MIGHT save my life! 14:29:22 heh 14:29:38 i think everytime i've used /random past d:6 or so i've regretted it 14:29:49 ambrosia has saved my life a couple of times 14:29:54 The death yak seems to soeed up. 14:30:00 but yes i need every consumable at all times because i WILL need them all eventually at some point maybe 14:30:22 amalloy: but it *might* disintegrate the death yak! 14:30:26 amalloy: more commonly the 8 headed hydra 14:30:28 but yes 14:31:08 one more reason not to make !poison into a 'useful' potion 14:31:27 hah 14:32:12 I'm not even being ironic!!! 14:32:54 !lg . god=sif won s=char 14:32:55 5 games for gammafunk (god=sif won): HEIE, FeCK, HEWr, DrNe, OpTm 14:33:35 Su of Sif must just be unwinnable, like MiBe 14:33:36 -!- Marvin is now known as Guest36302 14:33:45 ya 14:33:54 !lg . su sif 14:33:55 5. PleasingFungus the Demonologist (L27 HESu of Sif Muna), blasted by the Serpent of Hell (crystal spear) on Dis:7 (dis_hangedman) on 2014-11-14 01:12:05, with 877218 points after 82945 turns and 12:10:06. 14:33:58 o 14:34:00 I remember that 14:34:07 rip the HESu dream 14:34:12 pretty much 14:34:27 please note that the dis serpent of hell got nerfed just after that death!!! 14:34:36 KILLED by ONE DEV's OP MONSTER... 14:34:42 classic doy 14:37:59 -!- Guest36302 has quit [Ping timeout: 264 seconds] 14:39:48 lol 14:40:14 -!- pop_ has quit [Quit: Page closed] 14:40:27 speaking of OP monsters i finally ran into an iron giant a couple days ago 14:40:40 .ironed 14:40:41 61. [dam=67;tdam=67] Gorice the Impregnable (L27 GhWn of Okawaru), blasted by an iron giant (iron shot) on Depths:5 (grunt_runaround) on 2016-01-21 21:25:00, with 582961 points after 87302 turns and 10:03:07. 14:41:06 i killed it. aided by judicious sack of spider spam 14:41:48 -!- dpeg has joined ##crawl-dev 14:42:36 !messages 14:42:37 (1/2) Bcadren said (1w 1d 16h 51m 56s ago): I think BOTH that my drafts of a player race that trades armour for movement speed are too powerful AND that there may be something in that design space; but I'm unsure how it could be balanced; 14:42:47 !messages 14:42:55 (1/1) Bcadren said (1w 1d 16h 51m 59s ago): since we'd be essentially be creating a race that CAN be fast or even slower than nagas depending on player choice. The former is a reason to be weaker; while the latter would need strengths to make up for the slowness. Any ideas? 14:44:20 !tell bcadren Cannot comment on that player species, but I am in favour of more slow species. 14:44:21 dpeg: OK, I'll let bcadren know. 14:44:38 * gammafunk zaps a wand. dpeg slows down. 14:47:14 -!- CKyle has joined ##crawl-dev 14:48:29 ftr explosive bolt wasn't originally my idea, but I did do the implementation 14:48:42 (also I named it; originally it had a significantly more stupid name iirc) 14:49:02 Er, last sif suggestion? Replacing invo with spellcasting? 14:49:25 Is that broken in some way I'm not creative enough to imagine? 14:50:00 that's just a big buff? 14:52:32 It just seems strange that the god that loves when you train magic gives you gives that can only be used by training something other than magic. 14:53:50 !lg . god=sif s=char 14:53:51 97 games for mrmyers (god=sif): 56x DEWz, 41x DECj 14:54:38 I don't think god power working invocations is that strange 14:56:51 and at least to me the gameplay effect seems bad, needing invo creates some decisions there 14:58:27 More bad than with Xobleh? 14:58:57 huh? 14:59:35 Nemlex Xobleh uses evocations in place of invocations. 15:00:01 -!- omarax has quit [Remote host closed the connection] 15:00:17 I mean that the change would makes things worse 15:00:20 kiku uses necromancy 15:00:28 Trog uses TROG! 15:02:22 I meant, why would it make things worse in that case and not in similar ones? 15:02:56 -!- Pacra has quit [Ping timeout: 272 seconds] 15:03:00 -!- BigBluFrog has quit [Quit: Page closed] 15:03:07 mrmyers: I mean sif with invo is more interesting than sif with spellcasting 15:03:08 This probably gets asked a lot though, so there's probably a good answer? 15:03:28 mrmyers: whether it's more interesting than nemelex or whether nemelex is better with invo or evo, is not too relevant 15:03:38 ah, misread that 15:04:10 but yeah, I don't know what the reasoning behind the different gods using different skills is 15:04:20 -!- Kalir has quit [Changing host] 15:04:44 I just know that sif is already powerful, and deciding when and how much to train invo is a non-trivial decision 15:04:59 -!- zxc has quit [Read error: Connection reset by peer] 15:06:02 -!- robbje has quit [Remote host closed the connection] 15:06:05 I assue nemelex does evo, because it was meant to be a god supporting evocable usage in general... but I could be wrong 15:06:30 and if it required invo it would basicaly be the opposite effect 15:06:35 Isn't sif a god supporting spell castable usage in general? 15:06:49 -!- CKyle has quit [Quit: My MacBook has gone to sleep. ZZZzzz…] 15:07:02 sure 15:09:09 well, nemelex uses evo and he's still an unusable god, so there's that =p 15:10:17 maybe invo nemelex wouldn't be a crazy idea, now that pak exists 15:10:46 with some other balance changes, but I haven't played nem in a bit so I don't know what I'm talking about 15:10:47 I'd paraphrase for kiku, but I can't think of a good adjectival form of necromancy. 15:11:00 So I think the argument dies. 15:11:40 I don't really get your argument, unless it's just purely for flavour 15:11:57 Incidentally, necromandible would be a cool spell name. 15:12:15 which I still don't get, but I'm not going argue about flavour :P 15:12:50 -!- pop_ has quit [Client Quit] 15:13:20 Just closing on a joke about the fact that there's no word 'necromantable' like evocable or castable. 15:13:52 necro man table 15:14:10 we have a purely necromantic relationship 15:15:10 Then noticing that the similar word 'necromandible' could be a servicable spell name for something something pain-branded bite attack. 15:19:08 -!- Marvin is now known as Guest40853 15:21:56 -!- rossi_ has quit [Ping timeout: 248 seconds] 15:22:34 -!- Xenobreeder has quit [Ping timeout: 252 seconds] 15:23:40 -!- mopl has quit [Ping timeout: 252 seconds] 15:26:55 -!- Shard1697_ has quit [Ping timeout: 250 seconds] 15:30:06 lichjaw 15:31:24 -!- maldini has quit [Ping timeout: 264 seconds] 15:33:07 -!- halv has quit [Client Quit] 15:34:43 -!- halv has quit [Client Quit] 15:35:50 <|amethyst> tarantetanus 15:39:22 -!- mopl has quit [Client Quit] 15:40:49 -!- Mazzon has quit [Quit: leaving] 15:41:16 -!- ystael has quit [Ping timeout: 265 seconds] 15:47:44 FR: possibility to see a monster's hit dice somehow 15:47:52 at least on allies 15:50:20 FIQ: that would not help, and lead to lots of follow-up questions 15:50:25 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 15:58:00 -!- CKyle has joined ##crawl-dev 15:59:54 .spidertomb 15:59:55 2. Ultraviolent4 the Messiah (L19 HOMo of Beogh), slain by an emperor scorpion (kmap: floodkiller_spider_rune_tomb) on Spider:4 on 2016-01-23 11:38:42, with 205628 points after 38933 turns and 2:36:42. 15:59:57 yess 16:00:02 -!- omarax has quit [Remote host closed the connection] 16:02:31 gammafunk: success!!! 16:02:38 spidertomb? 16:04:57 -!- bonghitz has quit [Ping timeout: 265 seconds] 16:05:38 .spidertomb 1 16:05:39 1/2. SevenDeadlySins the Unseen (L18 SpEn of Gozag), slain by a death scarab on Spider:4 (floodkiller_spider_rune_tomb) on 2016-01-18 09:32:06, with 237637 points after 57051 turns and 2:56:57. 16:05:42 !!!!!!!!!! 16:05:55 .spidertomb 1 -tv 16:05:57 1/2. SevenDeadlySins, XL18 SpEn, T:57051 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 16:06:21 -!- halv has quit [Client Quit] 16:07:00 that 16:07:01 was interesting 16:07:07 -!- halv has quit [Client Quit] 16:07:14 .spidertomb 1 -tv:<0.1:x0.1 16:07:16 1/2. SevenDeadlySins, XL18 SpEn, T:57051 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 16:07:34 thought so 16:07:53 !tell Lasty fun bug with amulet of dismissal: .spidertomb 1 -tv:<0.1:x0.1 16:07:54 Grunt: OK, I'll let lasty know. 16:08:13 -!- cang has quit [Ping timeout: 252 seconds] 16:08:15 .spidertomb 1 -tv:<0.1:x0.1 16:08:16 1/2. SevenDeadlySins, XL18 SpEn, T:57051 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 16:12:11 -!- vale_ has quit [Ping timeout: 245 seconds] 16:12:31 -!- WalkerBoh has joined ##crawl-dev 16:17:01 -!- halv has quit [Quit: Yaaic - Yet another Android IRC client - http://www.yaaic.org] 16:18:10 -!- vale__ has quit [Ping timeout: 260 seconds] 16:19:02 -!- vale_ has quit [Ping timeout: 256 seconds] 16:21:06 -!- ProzacElf has quit [Ping timeout: 240 seconds] 16:29:45 -!- maldini_ has quit [Remote host closed the connection] 16:38:12 -!- maldini has quit [Remote host closed the connection] 16:46:18 -!- maldini has quit [Remote host closed the connection] 16:50:43 -!- st_ has joined ##crawl-dev 16:53:39 -!- smiler has quit [Ping timeout: 250 seconds] 16:56:00 -!- roadmap has quit [Ping timeout: 240 seconds] 16:57:28 -!- kuniqs has quit [Quit: Page closed] 16:59:16 <|amethyst> Armors are abandoned suits of armor controlled by intelligent colonies of bacteria. 17:00:02 -!- omarax has quit [Remote host closed the connection] 17:04:22 -!- amalloy is now known as amalloy_ 17:09:20 |amethyst: ? 17:15:43 -!- babyj has quit [Client Quit] 17:21:20 Should the latest changelog update also go to the CDO blog? 17:21:41 Has anyone been posting on there? 17:23:20 crawl.develz.org/wordpress/trunk-updates-13-december-2015 17:23:27 hm 17:23:28 last entry by Grunt 17:23:29 not so much 17:23:41 I'm going off to do something else right now, but I might make a post when I get back. 17:23:55 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.92 [Firefox 43.0.4/20160105164030]] 17:24:00 -!- Patashu_ has joined ##crawl-dev 17:24:03 PleasingFungus: cool! I made that SA reply only for you. 17:24:05 hey! :) 17:26:21 -!- MarvinPA has quit [Remote host closed the connection] 17:26:57 -!- elliptic has quit [Ping timeout: 250 seconds] 17:29:15 -!- ystael has quit [Ping timeout: 272 seconds] 17:29:29 -!- MarvinPA has joined ##crawl-dev 17:29:35 -!- sorlin has quit [Quit: Leaving.] 17:30:06 -!- siepu_ has quit [Ping timeout: 245 seconds] 17:30:12 -!- elliptic has joined ##crawl-dev 17:40:07 -!- dtsund has joined ##crawl-dev 17:42:02 -!- vale___ is now known as vale_ 17:42:56 -!- amalloy_ is now known as amalloy 17:46:41 -!- scummos__ has quit [Remote host closed the connection] 17:50:50 -!- sorlin has quit [Quit: Leaving.] 17:50:56 -!- bonghitz has quit [Ping timeout: 260 seconds] 17:51:51 -!- Alarkh has quit [Read error: Connection reset by peer] 17:57:24 -!- k_ has quit [Quit: Page closed] 18:00:02 -!- omarax has quit [Remote host closed the connection] 18:00:07 -!- CKyle has quit [Quit: My MacBook has gone to sleep. ZZZzzz…] 18:00:31 -!- scummos__ has quit [Ping timeout: 245 seconds] 18:01:27 Unstable branch on underhound.eu updated to: 0.18-a0-1159-gf481d65 (34) 18:03:52 -!- kreedzfreak has quit [Ping timeout: 256 seconds] 18:09:01 -!- Pacra has joined ##crawl-dev 18:09:19 03PleasingFungus02 07* 0.18-a0-1160-geb89fc2: changelog.txt tweaks 10(6 seconds ago, 1 file, 5+ 18-) 13https://github.com/crawl/crawl/commit/eb89fc2d7f5d 18:12:11 !tweak pleasingfungus 18:12:13 controversial 18:12:23 yes 18:12:31 -!- WebFungus has joined ##crawl-dev 18:13:02 dpeg: http://crawl.develz.org/wordpress/trunk-updates-23-january-2016 I made a post for you 18:13:43 MarvinPA: imho I didn't go far enough 18:14:48 though possibly there should be a shorter note about wasp/hornets there, something like "Wasps and hornets now have a chance of penetrating rPois". or maybe just 'are more effective against rPois'. 18:16:56 -!- Naruni has joined ##crawl-dev 18:26:13 WebFungus: <3 18:27:42 I think the wasp thing is non-trivial! 18:28:05 oh he already mentioned that 18:28:30 I wish it were clearer what is and is not changelog worthy 18:30:31 -!- KurzedMetal has quit [Ping timeout: 245 seconds] 18:31:23 Because it happens every time that a bunch of changelog entries are made, and then someone says "ah but that's not noteworthy" and removes it, but I don't think we have a terribly clear definition of what is noteworthy or who the audience of the changelog actually is 18:32:40 gammafunk: do you think we can make somewhat sensible rules on it? 18:32:52 Because if so, we could put them down in docs/ 18:33:06 dpeg: maybe! not sure we could actually agree on it though 18:33:36 -!- Pacra has quit [Ping timeout: 240 seconds] 18:33:41 that's the point of a convention: to have something to rely on, because people have somewhat differing opinions :) 18:33:59 right 18:34:22 When jpeg started the changelog, she made sure that every item fit on one line. While that has a nerdy component, it always fought verbosity effectively. 18:35:06 (she didn't actually start it, but she introduced the sections, if memory serves right -- I know she's keen on the one-liners) 18:35:24 Eschew verbosity, ##crawl-dev! 18:35:26 * Grunt hides. 18:35:51 * gammafunk zaps a wand. Grunt is changed. 18:36:25 gammafunk: perhaps we can set the standard by giving a few examples of what's been classified as "too detailed information", and the "proper entries" made out of those (if any) 18:36:25 Ashenzari warns you: "It is in the changelog." 18:37:06 I mean, the entire changelog is essentially an example of what's 'nontrivial' 18:37:07 in principle 18:37:23 so the useful thing there is the list of things that were deemed trivial - the first part of what you said 18:37:28 true 18:37:46 dpeg: Well MPA removed the lost souls submerging thing, which turned out to be behaviour that a player couldn't reasonably expect to even know about 18:37:49 the git backlog can provide us with some examples that were cut from changelogs before releases, right? 18:38:04 gammafunk: we can miss the line, we're not gods 18:38:36 Not sure what you mean, but what I'm saying is that it's probably a good example of what is 'trivial' 18:38:38 so that'd be worth pointing out as well (the bit about the lost souls, not that we're not gods -- that's no business of players) 18:39:08 Change in wasp paralysis/slowing attack wrt rpois is something that players would see 18:39:12 gammafunk: ah, I misunderstood at first. But yes, it is a good example. 18:39:16 yeah 18:40:04 Some of the other lines removed are things players can learn in xv, but I suppose they'd have to know to check to see if something has changed 18:40:05 "Keep changelog entries short and concise, focus on gameplay changes relevant for players. For examples, the following changes were considered to be not relevant enough for the log:...." ? 18:40:51 Like jumping spiders not having sinv is pretty significant 18:41:29 I think such a change can be relevant enough to mention, it depends. For example, if oklobs got SInv, I'd be in favour of spelling that out in the log. 18:41:43 dpeg: Yeah, it's possible, but I think people will tend to do what they feel, and there's no one changelog editor 18:42:26 exactly, so we give them some hints by providing a short list of examples (of stuff that didn't go in) 18:42:28 I guess having a doc would help, since we could point would-be editors to this, but we do have to agree what should and shouldn't go in 18:42:53 so right now we just have to find five or so decent examples of that 18:45:11 -!- Pacra has joined ##crawl-dev 18:45:30 I don't agree wrt jumping spider sinv being significant enough for the changelog 18:46:36 I don't think that any monster change short of a major rebalance/redesign should be in the changelog 18:46:44 were more intrisics of monsters changed in that round? If so, could do away with one line for all of them 18:47:11 -!- vale_ has quit [Remote host closed the connection] 18:47:18 there was a whole set of monsters that got sinv/rblind added or removed - I'm not sure they add up to anything coherent, though 18:47:42 WebFungus: changing spells isn't really a major rebalance/redesign either in most cases 18:47:48 yes 18:47:57 I think probably there should be more trimming of the changelog there 18:47:59 I was undecided 18:48:00 So in that case we should remove those entries as well 18:48:07 yes 18:48:10 But again we just don't agree on what the changelog is for 18:48:25 I think shorter is generally better. 18:48:27 I'm fine if make the changelog according to your view 18:48:35 But it shouldn't be something unstated 18:48:46 so that people go making entries that other people just delete 18:49:03 I mean 18:49:11 in general crawl's dev philosophy is that what's added can be removed 18:49:16 -!- Pacra has quit [Ping timeout: 240 seconds] 18:49:23 huh? 18:49:23 if you'd prefer for me to consult you before removing changelog lines, that's fine 18:49:26 I didn't mean to offend 18:49:32 -!- sorlin has quit [Quit: Leaving.] 18:49:34 but I don't think it's a huge cost to add and remove changelog lines 18:49:40 it's nothing about being offended, it's about helping people avoid unecessary work 18:49:49 that's sort of the iterative process of crawl dev - converging on some consensus 18:49:52 and about them knowing what work they *should* do 18:50:34 I mean, my philosophy on the changelog is that it should be a list of notable changes from one version to the next. that's almost circular, though, so probably not helpful for you 18:51:07 well it's fine, we just have to define notable so that we all understand what the definition is 18:51:32 you're not going to be able to get a hard-and-fast rule 18:51:43 -!- bonghitz has quit [Ping timeout: 265 seconds] 18:52:03 No but one that prevents further instances of these add-remove cycle would be good 18:52:12 or minimizes, rather 18:52:54 why don't you suggest some guidelines, and we can discuss them? 18:53:53 Well, I think the first thing is: should we only put in changes that consitute major rebalance/redesign wrt monsters? If we'd like to make the changelog a lot smaller, that'd be one way to do it 18:54:02 And then, should this extend to spells? 18:54:07 just had a look at changelog.txt... our entries seem to become more specific over the years 18:54:16 yeah, it's grown longer over time 18:54:55 I've heard MPA and PF argue for short changelog; I prefer detail and am fine with the length, but perhaps people like brevity? 18:54:58 re: monsters/spells, balancing changes need not always be mentioned, imo. For example, changing level of CBlink is worth it, changing some damage is not. 18:55:45 for example, the 0.17 changelog lists the new god powers in some details -- much of this information can also be gotten from ?/GP 18:55:47 -!- vale_ has quit [Ping timeout: 250 seconds] 18:55:49 -!- vale__ has quit [Remote host closed the connection] 18:57:27 last dunk I'll say about the changelog brevity people, I think those people view it as some kind of 'marquee' way to present crawl changes in a nutshell and imagine their so cool, but that's more a blog/website post thing, get into the 21st century you hipsters, and the changelog should really give you the details that affect your game 18:57:35 and I just crushed it again 18:58:22 dpeg: but seriously, are you sure you want spell-centric changes and not god ones? 18:58:27 I think a short changelog is useful - an overly long changelog is difficult to read, and drowns important changes in seas of trivia. 18:58:46 I don't think there's a fundamental difference here - we both think that there should be *some* editing, of course! just a matter of degree 18:59:05 also a 'short' changelog for a crawl release is probably going to be a few pages 18:59:17 no we don't! you butcher the glorious changelog details with your clumsy hands, covered in blood! 18:59:20 it's like macbeth 18:59:31 this is the new fannar's bio. 18:59:40 deja vu all over again! 18:59:44 rip 18:59:46 do you have any particular spell changes that you wouldn't include? 19:00:03 -!- omarax has quit [Remote host closed the connection] 19:00:11 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 19:00:20 well no, I'm asking, spell level changes good, spell mechanic changes (significant ones) good, but what about god changes? 19:00:20 the Woods of Birnam are coming for gammafunk! 19:00:35 looking at 0.18, I'd be tempted to snip the hydra form change 19:00:36 could go either way with that 19:00:51 I'd probably want to reword it, it sort of makes it sound like the number of heads no longer varies with spellpower even 19:01:48 not sure wrt gods - the idea there seems to be to give more of an idea of what's going on with the new god, since it's a very large new system compared to adding a new monster or spell or item 19:01:53 what did we do when we added spider? 19:01:55 WebFungus: Since I like arguing, I'll point out that a website/blog post is a good way to give a concise list of changes, elegantly formatted, and the changelog is for the high tech nerds who know it all 19:02:11 I can't help myself 19:02:24 Yeah, agree wrt new god 19:02:25 gammafunk we already have the git log 19:02:28 you have to list the powers 19:02:29 my argument is that, to the contrary, - yeah 19:02:32 what dpeg said 19:02:40 dpeg: it's actually quite hard to get that from git log 19:02:50 seriously, I know this from making changelog entries 19:03:05 but no I'm fine, we at least have a *consensus* where I was outvoted 19:03:14 gammafunk: the god entry should tell players (and future devs) what the god is about. All the rest can be inferred from other sources. 19:03:16 much better than a ??mystery?? 19:03:18 obviously, the correct way to do it is to just git diff the releases. 19:03:39 The crucial fact is: New God. 19:03:48 dpeg: wait, you're saying don't even list what its powers are? 19:03:49 if you go back to 0.8, ash only had one line, but that pretty clearly reads worse 19:03:55 I'm not sure that's so wise 19:04:08 * dpeg puts his doctorate on the table 19:04:12 lol 19:04:13 hahaha 19:04:19 appeal to authority! appeal to authority!!! 19:04:25 (which was 70 pages, so *really* short by most standards :) 19:04:30 it's not at all clear what ash does and the magnitude of the addition is really understated 19:04:34 in the 0.8 changelog 19:04:37 WebFungus: yes, I am a higher power, it's alright! :) 19:04:38 full of make-believe math 19:04:43 math isn't real! 19:04:52 true, I am working over C 19:05:02 ug, complex numbers! 19:05:18 Yeah, I mean, I kind of think that you may have a point that you could list what Pak does in a nutshell 19:05:41 Hrm, this is veering towards a quite radical shortening of the changelog? 19:05:41 anyway, it is much better that somebody *does* the changelog than quibbling about pesky details, so I'm glad we have one 19:05:52 you could probably find a middle ground that's a little shorter than what we have at present, but one line is way too short for a new god - empirically 19:06:20 yeah, even an overly long changelog would not be the end of the world 19:06:23 gammafunk: I think I can put it like this: people should know the flavour and mechanical heart of Pak (say). All the details can and may be changed. The core should be stated. 19:06:39 Well, that's probably reasonable I guess 19:06:42 so yes, one line is not really enough 19:06:57 right now it's 21 lines 19:06:59 but 24 (that's a page on my console) is ... spacious :) 19:07:05 <-- miscounts 19:07:20 btw * Xom's random spell list has been adjusted slightly. this should probably go 19:07:26 doesn't even tell you anything? 19:07:51 probably not... but "Xom less obnoxious" would 19:07:57 but 19:08:00 that would mislead players 19:08:01 :) 19:08:08 (agreeing w/gammafunk.) 19:08:36 I think Xom is better than most players expect (from hearsay, I am sure... most wouldn't touch Xom, they're so afraid from the stories of the elders) 19:08:37 just to be clear, you're agreeing with a gammafunk who's been tricked into drinking too many ambrosia pots 19:08:44 confusing! 19:09:06 is this the gammafunk with the blood on his clumsy hands? 19:09:06 and probably * Jiyva altars in Dungeon no longer appear as early in Dungeon. 19:09:12 http://crawl.develz.org/wordpress/crawl-0-16-the-great-annihilating-truth imo there's plenty of room for a list of changes more complete than this but less complete than 'every monster spell change, resist tweak, and so on' 19:09:23 -!- WalkerBoh has quit [Remote host closed the connection] 19:09:24 gammafunk: agreed 19:11:25 hm 19:11:40 there's a bunch of players on cszo who are listed as being idle for 1127 hours 19:11:44 I wonder if there's something stale 19:13:19 stale entries in the webtiles process list, yeah 19:13:20 -!- CcS has quit [] 19:13:31 I think would require a webtiles restart to remove them 19:13:45 which the cszo admin is loath to do without great reason 19:15:55 I'll hopefully have time to make a meta-changelog description in some file in docs/develop based on this discussion 19:16:01 ok 19:16:04 gammafunk: sounds great! 19:16:13 this discussion has been between three people out of the ten million on the dev team 19:16:20 so probably talking to other people at some point would be reasonable 19:16:23 they can respond to the doc tho 19:16:31 that's the big advantage of writing one! 19:16:56 just to be clear, your definition of a changelog is completely wrong in every way, but it has given me an epic new meme for webtiles chat 19:16:59 so I'm happy 19:17:30 "completely wrong in every way" <-- this is a non-trivial achievement 19:17:31 but to start with: Monster changes that are not major redesigns/rebalances should be omitted 19:17:38 new meme...!? 19:17:38 yes 19:17:53 -!- ystael has quit [Ping timeout: 276 seconds] 19:18:13 So obviously removal is fine, perhaps "monster's primary gimmick got this big overhaul" is fine, but not resist changes 19:19:01 For player-centric changes, with spells a change to its level or a big change to how the spell functions is ok 19:19:07 Are there spell changes that we wouldn't want? 19:19:50 I mentioned I was skeptical about the hydra head thing 19:19:54 not sure 19:20:00 let me look at earlier changelogs 19:20:32 Well, I think it's ok to base it on your assesment of the impact of the change 19:20:44 I mean, previous changelogs are going to have a lot of detail that we're agreeing to reduce now 19:20:44 the spells in changelog.txt seem mostly okay to me 19:20:54 they're mostly reasonable 19:21:02 wrt spells 19:21:05 just looked at it... hard to cut there, imo 19:21:19 there are a couple of things I'm not sure about - corpse rot in 0.17, menagerie in 0.16 19:21:27 For god changes, I'm guessing it should also be a significant change to an ability, like a piety tweak maybe don't put unless it's a big one? 19:21:33 piety cost tweak 19:21:43 but something fundamental about the ability is fine, if that has changed 19:22:05 Was it the summons cap in 0.16? 19:22:22 wrt menagerie 19:22:33 yeah, -1 19:22:51 another borderline note about ioods in 0.14 19:22:57 -!- Guest40853 has quit [Remote host closed the connection] 19:23:23 fulminant prism spellpower cap in 0.13 19:23:43 -!- Shard1697_ has joined ##crawl-dev 19:24:09 that's as far back as I'll go for now. none of them are absolutely "should have been cut", just borderline 19:24:13 in my amazing and wise opinion 19:25:07 Well, my feeling is for summons spells, the cap is fairly fundamental to the spell 19:25:16 I feel a spell power cap change isn't quite as much 19:25:35 I mean, they are similar concepts, but in practice unless the power cap change is dramatic... 19:26:02 infusion had that change 19:26:28 yeah 19:26:47 -!- wheals has joined ##crawl-dev 19:26:47 was that a dramatic change for the spell? I'd say probably not 19:27:28 -!- Daekdroom has quit [Quit: Leaving] 19:28:25 wheals: 19:28:31 gammafunk: 19:28:37 what are you thoughts on changelogs 19:29:13 there's movement by shadowy occult forces towards a changelog that's more about more essential (or significant) game changes only 19:29:48 so it can be more brief, giving something that's not such a sea of detail 19:29:53 how do you generally feel about that? 19:30:04 sounds good to me 19:30:07 ok! 19:30:14 now you get to paint the bikeshed 19:30:20 imo, it should give a general overview of how the game feels/plays differently to the previous version 19:30:37 ok, that's a pretty minimalist view 19:30:42 changes in version 0.18: 1) Grunt and Lasty made things harder 19:30:56 maybe specific overview 19:30:59 so you'd be ok with not listing changes like "menagerie has a lower summons cap" or even "menagerie is L7" 19:31:20 well, it's a fairly big change for summoners 19:31:40 wheals: yeah, I'm trying to make some guidelines to put in docs/develop/ 19:31:57 if someone asked me "how should we paint this bikeshed" i'd include the L7 change but not the summon cp 19:32:12 basically, are enough players going to complain to devs about this change 19:32:19 WebFungus: Do you see how your evil has infested our beautiful world?! 19:32:37 wheals: yes, that's a given 19:32:41 or maybe bundle it up with other changes like cblink: some spells are higher-level now 19:32:48 amalloy: wheals: Do you both agree with not listing monster changes that aren't major redesignes/rebalnces 19:32:59 such as? 19:33:05 So not lists of resist changes 19:33:10 like jumping spiders have sinv 19:33:18 but for the new deep elf high priest spell 19:33:30 and I gues for the new malmutate change? those two are ok? 19:33:54 jumping spiders have sinv is something i will notice right away myself 19:34:09 and i don't really need to be forewarned either 19:34:24 malmutate seems like it would be worth wrapping up with the other mutation changes (no rmut, more cmut) 19:34:25 gammafunk: the deep elf changes should be mentioned... this could also happen in the Branches section 19:34:35 amalloy: yeah, the thing is if we're making this about major rebalance/redesign yes/no, it's not even an issue if you'd notice it, I guess 19:34:50 there's no force to stick to the previous sections by the letter, btw 19:34:57 can have a section Mutations and so on 19:35:13 Ok, sounds like rough agreement there about not listing changes that aren't Pretty Big, and people what streamlined entries where possible 19:35:36 I guess people thought spell levels and summons cap changes are big enough 19:35:48 What about spell power cap changes? Those aren't always that significant 19:36:02 i wouldn't list that for any spell ever 19:36:23 Equipped fragile weapons can be gifted 13https://crawl.develz.org/mantis/view.php?id=10250 by Ultraviolent4 19:36:29 i mean if someone reduced firestorm cap to 50 that's be worth mentioning, but jsut as like "firestorm dramatically nerfed" 19:37:05 Ok, and this basically extends to god abilities? We don't need to mention a tweak to a piety cost, but if the ability is fundamentally changed? 19:37:40 Removed items and reworked items are ok, but like an entry about "sack of spiders has more redbacks" is unecessary? 19:38:47 yep 19:40:02 sounds right to me 19:40:26 Well thanks for the feedback, I can put together a guideline doc 19:40:41 And of course, you're all completely wrong about changelogs 19:40:56 But I'll love on, knowing that only I am aware of the truth 19:41:01 s/love/live/ 19:41:14 s/changelog/changelock/ 19:41:18 yesss 19:41:34 dpeg: we had an hour long argument about runelock in webtiles chat the other day 19:41:40 or it least it felt that way 19:42:01 gammafunk: and everybody disliked it? 19:42:14 * dpeg expects universal dismay 19:42:22 yeah, but I don't think people really understood why it was put in 19:42:38 yes, I agree with that 19:43:03 they also have a hard time to grasp that "fewer options" can mean "better design" 19:43:36 i don't totally know why it's in either 19:44:12 amalloy: you're a dev, I'd explain to you! (Not that you have to agree, but I got jaded from explaining the ever same things to players, so I stopped :) 19:44:12 prevent players from going to places they'll get wrecked in? 19:44:19 wrong! :) 19:44:39 forcing players to one branch a bit earlier than they'd have to otherwise 19:45:21 The idea was you have to do a harder portion of the game before getting access to one that's relatively easier 19:45:23 optimal play is to delay (Lair) subbranch ends as long as possible 19:45:24 would people do V1 before S1 otherwise? 19:45:31 amalloy: yes 19:45:32 oh, the branch ends. sure 19:45:49 you'd harvest Shoals:1-4, Snake:1-4, then peek into V etc 19:45:49 yeah, not so much S1 after V1, but definitely V1-4 before S4 19:46:00 dpeg: 1-3 you mean! 19:46:04 true! 19:46:25 let's just shorten S to 1 floor! then we won't need the runelock 19:46:39 this means that the branch ends felt forgiving so often, and the runelock is a (mild) attempt to change that for one branch (which the player can even pick) 19:46:43 amalloy: true 19:46:50 players could still clear the outer area of the vault on S1 19:47:00 and skip the vault until after v1-4 19:47:26 although presumably they'd at least face spawns on S1 equivalent to what is now S4 19:47:35 -!- MarvinPA has quit [Quit: Leaving] 19:47:37 amalloy: I had also hoped that just by introducing the rune lock there'd be some discussion about changing global rules in general... but I've not seen much on that... pity 19:47:43 -!- ontoclasm has joined ##crawl-dev 19:48:14 dpeg: yeah, one problem with your approach as it is, V1-4 are comparatively easier than a level you just finished (S4) 19:48:41 it's kind of nice in how it's a break, I guess, and it does throw different kinds of challenges at you that S1-4 didn't, at least 19:48:46 gammafunk: indeed. Rune lock is not intended to solve all these issues in one fell swoop :) 19:49:12 yeah, it's a kind of nice compramise that adds a feeling of structure to the game, even if it's not perfect 19:49:51 maybe what crawl needs is a complete Quest System! 19:50:02 back when rune lock was added, it attracted its fair share of ire, but nothing on the level of MD or "Regen removal 19:50:41 * dpeg needs some support with oubliettes! No time until term end, but if someone can help me in March and April, that'd be very nice. 19:50:45 the key for vaults, a riddle to enter elf, collect a special bounty to get access to orc 19:51:12 gammafunk: did you see my forum posting about (limited and local) rune powers? 19:51:35 dpeg: I did, and I'm pretty wary about adding these, although I see the effects you proposed are pretty mild 19:51:46 Some seem so mild that they'd almost be a letdown 19:52:00 Shoals tides, slime walls 19:52:05 it's actually quite a bit about flavour... saying this here because of the quests you mention 19:52:18 right, it would be flavor 19:52:34 and allow safe autoexplore after the rune 19:52:34 My concern is giving something that's just a big player buff, which those wouldn't be 19:52:50 did you have ones for swamp and snake and spider? 19:52:54 yes, I wouldn't want that either (though players bring it up from time to time) 19:53:02 spider is ignoring webs, I guess 19:53:29 that sounds super flavorful and neat actually, for spider 19:53:33 gammafunk: not really good ones. There were ideas: web immunity from Spider, constriction immunity from Snake, submerge immunity from Swamp. 19:53:49 but people rightfully mentioned that this would impact zigs, so the effects should only work in the branch proper 19:53:56 ah 19:54:11 oh 19:54:13 I got it 19:54:19 amalloy: the ones I like best are Slime: walls not acidic (and change colour), Vaults: no more door locking 19:54:22 in swamp hydra stop growing back heads! 19:54:27 haha 19:54:38 the cauterising rune? :) 19:54:48 i like slime's too, but i think spider's is cooler than vaults' 19:54:55 fine by me 19:54:57 what was vaults? 19:55:04 cause you can flavor those as the player getting a little slimy or spidery 19:55:06 vaults is no warden locking, convoking 19:55:09 no more evil wardeners locking doors 19:55:22 I guess no convoking is bad 19:55:30 since it makes the mosnters almost totaly...well 19:55:32 @??convoker 19:55:32 unknown monster: "convoker" 19:55:32 amalloy: yes, all of them are intended to convey the idea "you now own this place" 19:55:39 @??ironbrand_convoker 19:55:39 ironbrand convoker (08p) | Spd: 10 | HD: 9 | HP: 42-56 | AC/EV: 5/9 | Dam: 20 | 10weapons, 10items, 10doors, spellcaster | Res: 06magic(40) | XP: 643 | Sp: might other, w.recall | Sz: Medium | Int: human. 19:55:46 might other 19:56:06 Tomb could be: walls now diggable, or just random wall changes (so you can dig/disint)... i.e. the pyramid getting cracks 19:56:12 dpeg: vaults should just offer you a deed or title 19:56:18 dpeg: yeah what's cool is if getting the rune early in some way gives you a bit of an edge on the level 19:56:23 gammafunk: yes 19:56:24 "The holder of this certificate is the official owner of Vaults" 19:56:37 it's really hard to get the rune all that early in most cases, but that does vary a bit by branch 19:56:50 this machine is running low on battery, I am off any minute ... mark my call for help! Sigmund wills it!!! 19:57:02 unfortunately it would be a nerf to the branch difficulty 19:57:16 not by much 19:57:23 (talking Vaults?) 19:57:53 it's not very easy to get the rune early in the lair branches, although it is more so for shoals, but shoals is the hardest lair branch that's not slime 19:58:11 but for vaults, yeah you can get the rune in one quad 19:58:21 I guess by then stair locking is less an issue 19:59:57 one of my csdc games i would really have appreciated stairlock removal after getting the rune 20:00:02 -!- omarax has quit [Remote host closed the connection] 20:00:14 -!- cang has quit [Quit: Page closed] 20:00:14 i think it was the lairless nawz, but i'm not sure 20:00:32 -!- cang_ is now known as cang 20:01:48 -!- WebFungus has quit [Quit: Page closed] 20:03:37 -!- Ladykiller70 has quit [Quit: Verlassend] 20:12:48 amalloy: watch my stream if you'd like to learn how to clear V:5 20:13:03 if you donate, I may create a tutorial for you 20:13:04 i saw how you did it last night 20:13:16 -!- meatpath has quit [Ping timeout: 240 seconds] 20:13:18 cleared right out of V:5 by having 0 HP 20:13:26 that was pure rng and a bad pattern, as we say in the speedrunning community 20:13:53 troll pattern, a glitch, I made frame-perfect inputs and it still failed 20:14:31 !lg . place=vaults:5 x=hp 20:14:32 45. [hp=8] gammafunk the Convoker (L16 MuSu of Sif Muna), entered wizard mode on Vaults:5 (vaults_vault) on 2016-01-23 01:19:53, with 136378 points after 17225 turns and 3:26:38. 20:14:38 clearly not 0 hp either 20:14:49 someone fix that &yes bug crashing the game 20:20:14 ok 20:20:20 so I just learned that branch bribes work on orbs of fire 20:20:39 time to watch these 3 friendly orbs of fire eat the ending for me 20:22:52 -!- mibe has quit [Ping timeout: 252 seconds] 20:26:24 -!- dtsund has quit [Quit: Reality is an illusion, the universe is a hologram, buy gold, BYE] 20:33:47 -!- CKyle has joined ##crawl-dev 20:34:31 -!- glaas has quit [Quit: WeeChat 0.4.2] 20:34:46 -!- somebody has quit [] 20:38:59 -!- dpeg has quit [Quit: Lost terminal] 20:39:21 -!- syllogism has quit [Quit: Leaving] 20:41:36 -!- sorlin has quit [Ping timeout: 264 seconds] 20:42:33 -!- Lawman0 has quit [Ping timeout: 256 seconds] 20:44:20 -!- West1C has quit [Ping timeout: 265 seconds] 20:47:49 -!- sorlin has quit [Quit: Leaving.] 20:49:55 so just to check 20:50:02 is there anything that can't be bribed 20:52:25 or is money capable of turning literally anything previously trying to kill you into someone who would die for your cause 20:54:42 -!- Earlo has quit [Remote host closed the connection] 20:55:27 -!- muravey has quit [Ping timeout: 265 seconds] 21:00:03 -!- omarax has quit [Remote host closed the connection] 21:01:00 i think it has to be intelligent? 21:01:08 @??orb of fire 21:01:08 orb of fire (05*) | Spd: 15 | HD: 30 | HP: 120-178 | AC/EV: 20/20 | 11non-living, see invisible, fly, unbreathing | Res: 13magic(immune), 04fire+++, 02cold, 11elec+++, 09poison+++, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 11silver | XP: 8569 | Sp: b.fire (3d40) [06!sil], fireball (3d43) [06!sil], malmutate [06!sil] | Sz: little | Int: human. 21:02:45 !tell pleasingfungus since you've been suffering through the message code lately (and because i'm lazy as hell) you should totally post to https://www.reddit.com/r/roguelikedev/comments/4236j9/faq_friday_30_message_logs/ 21:02:46 wheals: OK, I'll let pleasingfungus know. 21:05:36 -!- ystael has quit [Ping timeout: 264 seconds] 21:09:37 -!- cang has quit [Ping timeout: 252 seconds] 21:11:50 -!- Ququman has quit [Read error: Connection reset by peer] 21:15:01 -!- rossi_ has quit [Ping timeout: 248 seconds] 21:17:11 -!- scummos__ has quit [Ping timeout: 245 seconds] 21:17:19 -!- Xenobreeder has quit [Ping timeout: 252 seconds] 21:32:31 -!- siepu__ has quit [Read error: Connection reset by peer] 21:32:59 -!- Lawman0 has quit [Ping timeout: 256 seconds] 21:33:38 .spidertomb 21:33:39 2. Ultraviolent4 the Messiah (L19 HOMo of Beogh), slain by an emperor scorpion (kmap: floodkiller_spider_rune_tomb) on Spider:4 on 2016-01-23 11:38:42, with 205628 points after 38933 turns and 2:36:42. 21:33:45 !lm ultraviolent4 br.end=spider 21:33:51 34. [2016-01-23 23:01:46] Ultraviolent4 the Severer (L17 HOMo of Beogh) reached level 4 of the Spider Nest on turn 37437. (Spider:4) 21:34:02 !lm ultraviolent4 br.end=spider -tv:channel=spidertomb:>$ 21:34:02 34. Ultraviolent4, XL17 HOMo, T:37437 (milestone) requested for spidertomb: telnet://termcast.develz.org or http://termcast.develz.org. 21:37:01 !lm ultraviolent4 br.end=spider -2 21:37:02 33/34. [2016-01-23 11:33:10] Ultraviolent4 the Apostle (L18 HOMo of Beogh) reached level 4 of the Spider Nest on turn 37832. (Spider:4) 21:37:25 oops 21:37:29 !lm ultraviolent4 br.end=spider -tv:channel=spidertomb:>$:cancel 21:37:30 34. Ultraviolent4, XL17 HOMo, T:37437 (milestone) cancel requested for spidertomb: telnet://termcast.develz.org or http://termcast.develz.org. 21:37:34 !lm ultraviolent4 br.end=spider -tv:channel=spidertomb:>$ -2 21:37:36 33/34. Ultraviolent4, XL18 HOMo, T:37832 (milestone) requested for spidertomb: telnet://termcast.develz.org or http://termcast.develz.org. 21:42:06 +5 war axe "Plog" {venom, MR+} 21:42:14 the good old Wrath of Plog 21:42:40 haha 21:43:51 good timing with that moth of wrath 21:44:04 !lm ultraviolent4 br.end=spider -2 -log 21:44:05 Ultraviolent4, XL19 HOMo, T:38933: https://crawl.project357.org/morgue/Ultraviolent4/morgue-Ultraviolent4-20160123-113842.txt 21:48:11 -!- Kellhus has quit [Quit: Page closed] 21:52:31 -!- Jessika has quit [Ping timeout: 252 seconds] 22:00:03 -!- omarax has quit [Remote host closed the connection] 22:02:09 -!- Naruni has quit [] 22:08:11 .gfgk 22:08:13 73. bza the Severer (L21 HOAK of Lugonu), blasted by a moon troll (bolt of acid) in WizLab (wizlab_lehudib) on 2016-01-24 01:30:08, with 308645 points after 54938 turns and 2:27:49. 22:08:29 .moon name=bza 22:08:33 1. [2016-01-24 01:23:40] bza the Severer (L20 HOAK of Lugonu) entered Lehudib's Moon Base on turn 53780. (Elf:1) 22:11:09 -!- mid has quit [Quit: Page closed] 22:12:09 -!- ystael has quit [Ping timeout: 250 seconds] 22:18:36 -!- ChongLi has quit [Ping timeout: 240 seconds] 22:23:18 -!- eb has quit [] 22:29:27 -!- gammafunk has quit [Ping timeout: 272 seconds] 22:32:36 -!- Dixlet has quit [Ping timeout: 264 seconds] 22:36:38 -!- Insomniak` has quit [Quit: I like to rock] 22:41:46 -!- gammafunk has joined ##crawl-dev 22:43:38 -!- simples has quit [Quit: Page closed] 22:44:52 -!- vale_ has quit [Remote host closed the connection] 22:45:07 -!- MgDark has quit [Ping timeout: 240 seconds] 22:46:19 -!- Zannick has joined ##crawl-dev 22:47:47 -!- Lasty has quit [Quit: Leaving.] 22:48:13 -!- Lasty has joined ##crawl-dev 22:48:20 -!- Lasty has quit [Client Quit] 22:56:33 -!- tealeaves has quit [Quit: Bye] 23:00:03 -!- omarax has quit [Remote host closed the connection] 23:04:12 -!- ontoclasm has quit [Quit: Leaving.] 23:04:17 -!- read has joined ##crawl-dev 23:05:13 Has anyone ever had any ideas for how gspirit might do something for monsters? 23:05:57 -!- rossi_ has quit [Ping timeout: 248 seconds] 23:09:10 what significant effect would it have? 23:10:06 Grunt: kill players? 23:10:18 what significant effect would it have on the ability of monsters to kill players? 23:10:24 -!- Cacophony has quit [Quit: oh no am scare] 23:11:25 I guess one problem is that there's no obvious symmetry like players might expect 23:12:24 we could make it reduce damage and apply anti-magic, but that's either going to be a big buff to the monster or a significant nerf 23:13:12 depending on if the monster does a lot of damage through spells 23:14:27 it could just ignore the magic aspect completely and act like damage reduction for the monster that either has no mallus or a relatively mild, generic one 23:14:44 something like the monster having a chance to lose a turn...hrm 23:15:05 Grunt: maybe something that ends up playing out like a monster losing the turn but gaining a heal 23:15:18 and just a chance to trigger it 23:15:24 <|amethyst> so like a wand of heal wounds? 23:15:30 dang you! 23:15:38 so 23:15:42 "give monster more health"?????????????????? 23:15:46 that's boring 23:16:01 Grunt: well one thing here is that monsters don't normally get much access to this 23:16:08 <|amethyst> when the monster is hit, the player loses mp 23:16:11 make jorgrun unable to cast after a few spells 23:16:38 %git HEAD^{/Jorgrun} 23:16:38 07MarvinPA02 * 0.17-a0-998-ge0cefab: Make Jorgrun a non-deep dwarf, let him regen HP 10(9 months ago, 2 files, 4+ 4-) 13https://github.com/crawl/crawl/commit/e0cefab403c1 23:16:41 nice try, wheals 23:16:57 yeah what |amethyst said shoots down my idea pretty well since it's like completely redundant with just monster quaffing hw or using /hw etc 23:17:09 RIP deep dwarves 23:17:18 stupid dev removed 23:17:27 there are still player deep dwarves 23:17:32 the player is the real monster, after all 23:20:33 Grunt: maybe it has a chance to trigger when the monster takes damage, and they have the effective hd increased for a duration? 23:20:39 -!- mineral has joined ##crawl-dev 23:20:50 hrm, that alone isn't much for melee only monsters though 23:21:33 also just hard to communicate to the player, since the player will say "what is HD" 23:21:45 I guess that's just in the status description 23:22:33 oh, like maybe a kind of dith-style "spirit attack" 23:22:41 but in reverse, when they take damage 23:22:49 you know? 23:23:11 I need to make a big fancy TODO like PF has 23:23:41 -!- mineral has quit [Remote host closed the connection] 23:23:59 -!- mineral has joined ##crawl-dev 23:24:08 I suppose another way would be to just give it a dith-style spirit attack when they attack, but then it's less being a guardian 23:24:12 r??amalloy todo 23:24:12 amalloy_todo[1/2]: check out summon forest's behavior when it wears off while you're off-level 23:24:36 ??amalloy_todo[2 23:24:36 amalloy todo[2/2]: view morgue in game? 23:24:49 there used to be more stuff on the list 23:24:52 but then i did it 23:25:03 a todo where you actually implement the items? 23:25:31 revolutionary 23:25:55 -!- mineral has quit [Client Quit] 23:30:56 -!- wheals has quit [Remote host closed the connection] 23:30:59 gammafunk, a rough equavilent for gspirit would be to give monsters a slight HP boost depending on the type of monster 23:31:32 giving spellcasters significantly more than, say, minotaurs 23:31:57 and make hits apply AM on spellcasters, as mentioned 23:32:14 well as I said, the AM mallus isn't a great idea 23:32:21 why not? 23:32:26 all it will do is turn primary spellcasters into meat bags 23:32:48 well you'd make spellcasters at the brink of death lose all their spellcasting 23:32:59 while making ones still at 90%ish HP barely affected 23:33:13 mirroring how HP/Magic loss is distributed on players 23:33:14 not really, AM has a pretty strong effect 23:33:23 AM on monsters being already implemented 23:33:41 well, I'm suggesting something slightly different than AM 23:33:58 because, yeah, AM pretty much kills spellcasting outright afaik 23:34:18 I don't think you really need a mallus for monsters 23:34:51 <|amethyst> !send gammafunk malus aforethought 23:34:52 Sending malus aforethought to gammafunk. 23:35:03 i.e. making spell attempts fail depending on HP percentage, slightly mirroring the fact that gspirit tries to distribute HP and magic to roughly the same 23:35:12 every time |amethyst talks, I have to grab a dictionary! 23:36:02 this would still be a nerf to the monster unless the fail chance was just pretty slim 23:36:07 <|amethyst> Do you wish to receive a Nemelexicon? 23:36:22 as in it gave them significant hp and applied a quite subtle AM thing 23:36:28 <|amethyst> gammafunk: you could make it apply *only* when the monster is below their natural AP 23:36:34 <|amethyst> s/AP/HP/ 23:36:47 <|amethyst> s/below/out of/ 23:37:03 gammafunk, well I'm suggesting something like spells failing sqrt(100-HP%) of the time, perhaps scaling quicker at low HP 23:37:11 |amethyst: oh, like there's a pool based on monster mhp? 23:37:24 and when they get to that, they start to get some AM effect 23:37:31 <|amethyst> gammafunk: or when a hit would take the monster below 0, it leaves them as 1 and applies AM instead 23:37:38 heh 23:37:40 <|amethyst> gammafunk: and if the AM duration gets too high they die 23:37:54 hrm, that's kind of cute, but what about the hp UI? 23:37:59 -!- CKyle has quit [Quit: My MacBook has gone to sleep. ZZZzzz…] 23:38:06 almost dead (just kidding, kind of)? 23:38:12 actually that sounds better yeah 23:38:24 the UI would need to be taken into account though 23:38:27 <|amethyst> gammafunk: (almost dead, standing in death's doorway) 23:38:33 dang 23:38:58 "protected by a guardian spirit" 23:39:17 -!- read has quit [Quit: bye.] 23:39:25 <|amethyst> could make it work that way for players too, except player GS doesn't need a buff 23:39:42 <|amethyst> (maybe it's a nerf with makhleb?) 23:39:50 it would actually nerf Ds gspirit 23:39:57 -!- read has joined ##crawl-dev 23:40:05 but general gspirit otherwise would be buffed mostly I guess 23:40:33 Yeah I like current gspirit for players 23:40:48 you guys are so good, now please a way to make monster gourmand do something 23:40:58 lol 23:41:04 <|amethyst> it makes the monster leave more chunks when you kill it 23:41:13 monsters have no hunger concept at all I thik 23:41:15 *think 23:41:29 so gourmand is.. kind of pointless no matter how you look at it 23:41:32 <|amethyst> "This orc tastes like pumpkin pie." 23:41:54 <|amethyst> give jellies more HP when they eat "gourmand 23:41:54 <|amethyst> btw 23:42:01 gammafunk, also, there's some stuff that you could make work on monsters w/o needing to figure out how, that doesn't 23:42:03 <|amethyst> something needs to happen with item eating 23:42:12 <|amethyst> for non-Jiyvites 23:42:12 for instance, spell enhancers :p 23:42:24 monster can eat an aligned monster, gaining hp 23:42:27 <|amethyst> either it should work in LOS so the player can actually see it happen, or it should be removed 23:42:54 or, a monster can eat its own body parts, gaining hp but losing attack damage 23:43:00 hm I wonder if orc sorcerer summons stal xp outright 23:43:08 *steals 23:43:17 (or other ally summons for that matter) 23:43:36 <|amethyst> all friendly summons count as yours 23:43:42 <|amethyst> for XP purposes 23:43:44 ..oh 23:43:45 |amethyst: you think jellies eating items out of los is bad? 23:43:46 uh, but 23:43:59 doesn't that mean that orc sorcerers killing stuff wont give me xp 23:43:59 for non-J I mean 23:44:03 but its' summons will? :P 23:44:36 <|amethyst> gammafunk: I think jellies *only* eating items out of LOS is bad, particularly when they have mechanics like healing and splitting attached to it that are almost by definition hidden from the player now 23:44:40 no, you mean if a friendly orc sorcerer kills something with melee? 23:44:46 it should give xp 23:44:54 <|amethyst> gammafunk: unless it happens to be a pile you haven't stepped on 23:45:04 hmm I usually don't see the "You feel more experienced" messageif it happens 23:45:05 oh 23:45:10 maybe it only shows sometimes? 23:45:12 <|amethyst> gammafunk: all the player hears is slurping 23:45:33 |amethyst: well, the splitting could be such that it builds up split potential 23:45:36 <|amethyst> gammafunk: and even if "slurping sound" were mentioned in the docs 23:45:37 and splits in view of player? 23:45:54 <|amethyst> gammafunk: people probably still wouldn't see it 23:45:55 healing isn't really neaded at all imo 23:46:13 |amethyst: well I'm sayign it only splits in player los 23:46:20 but it builds up potential to do so from items 23:46:27 so now you might fight a jelly bomb 23:46:30 if you let it eat a lot 23:46:36 it explodes when you see it 23:46:47 one-way reverse slime creature? 23:47:01 <|amethyst> but that still has the problem that letting it eat a lot is not really something the player has control over or even knows about 23:47:07 I wonder 23:47:20 the fact that monsters no longer pickup stuff players have seen 23:47:20 yeah, I think though that the idea was the player knows items are being lost and is "rushing to find the jelly/loot" 23:47:25 <|amethyst> I mean, if you hear slurping and you're spoiled you can go exploring the level to look for the jelly 23:47:25 to stop further loss 23:47:34 is this only to prevent distortion/curare shenanigans? 23:47:35 <|amethyst> except you were probably already exploring the level 23:47:53 |amethyst: well that's not quite right in the sense that, now you're exploring to find a jelly 23:47:55 <|amethyst> if it were a slurping radar maybe that wouldn't be so bad 23:47:57 I wonder why it wasn't just changed so that monsters stop picking up "dangerous" items 23:47:57 before you were just exploring in general 23:48:09 I guess you mean there's no indication as to which way 23:48:22 <|amethyst> right, so you go for the unexplored parts of the level 23:48:29 <|amethyst> that's the only indication you have 23:48:35 |amethyst: there are indirect thigns like "go to where there's likely more items 23:48:36 <|amethyst> and you were already going for the unexplored parts 23:48:38 " 23:48:41 <|amethyst> hm 23:48:47 which is definitely a thing for some levels, but yeah good point 23:48:52 <|amethyst> so things that look like vaults? 23:48:56 sure 23:49:01 maybe relatively open space 23:49:14 but yeah this is kind of not terribly obvious 23:49:19 <|amethyst> I guess at the very least I think the message should indicate that an item is being eaten 23:49:33 |amethyst: it could do this and print a proximity message 23:49:36 like portals do 23:49:56 You hear a very distant acquirement scroll being eaten 23:50:04 id the item to taunt the player 23:50:07 -!- vale_ has quit [Ping timeout: 256 seconds] 23:50:19 <|amethyst> I guess the other thing is, you don't even really want to go looking for the jelly 23:50:23 <|amethyst> you want to go looking for items 23:50:33 <|amethyst> because seeing an item protects it from the jelly without harming you 23:50:41 <|amethyst> s/harming you/putting you at risk/ 23:51:01 well, that's kind of debatable since stopping the jelly means stopping any need for exploration bias 23:51:01 <|amethyst> though ones near the jelly are in more immediate danger, so there's that 23:51:06 yeah 23:51:33 -!- muravey has joined ##crawl-dev 23:51:36 I could see proximity messages being a big help, but those are not the most elegant solution I guess 23:51:45 but anything more elaborate seems a bad idea 23:51:48 gammafunk: You hear a distant slurping sound. You feel better. That tasted like a scroll of acquirement! 23:52:11 amalloy: yes, after Jiyva reform it will work this way 23:52:30 newjiyva will be everything we wanted with respect to item destruction and more 23:53:18 You could make the case for removing that form of item destruction for non-J people, but I'm not sure how everyone would feel about this 23:53:36 <|amethyst> honestly I'd rather restore that form of item destruction :) 23:53:48 <|amethyst> the one that happens to items in front of your very eyes 23:53:59 what, just for J? 23:54:04 <|amethyst> no :) 23:54:05 What about...sticky flame... 23:54:10 -!- vev has quit [Remote host closed the connection] 23:54:25 We will have to read |amethyst's commit very closely 23:54:32 <|amethyst> sticky flame vs floor items maybe 23:54:45 <|amethyst> I feel a little bad about destroying inventory 23:54:50 Refactor a class? Maybe, or maybe he's re-adding potion shatter! 23:54:52 <|amethyst> less so about floor stuff 23:55:15 <|amethyst> mostly just jellies 23:55:47 I think the problem with the "oh drop items and return to your stash later" thing would need to be fixed in some fundamental way 23:55:56 for us to revisit inventory destruction 23:56:33 also we'd have to change our names and addresses when players found out 23:56:44 <|amethyst> re jellies, could make them only eat seen items when in LOS 23:56:52 <|amethyst> so your loot is still safe 23:56:56 <|amethyst> s/loot/stash/ 23:57:14 <|amethyst> but I guess that just means hiding behind a corner 23:57:19 <|amethyst> which you were going to do anyway 23:59:00 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.18-a0-1160-geb89fc2 (34) 23:59:29 -!- sorlin has quit [Quit: Leaving.]