00:00:02 -!- omarax has quit [Remote host closed the connection] 00:00:55 -!- gressup has quit [Quit: Leaving] 00:03:01 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-470-gbb038bd (34) 00:08:43 -!- Blazinghbnd has quit [Quit: This computer has gone to sleep] 00:18:10 -!- HellTiger has quit [Ping timeout: 255 seconds] 00:24:35 -!- circsquare has quit [Ping timeout: 260 seconds] 00:33:38 -!- Lasty has joined ##crawl-dev 00:36:20 -!- Lasty has quit [Client Quit] 00:37:22 -!- Lasty has joined ##crawl-dev 00:44:13 -!- lobf has joined ##crawl-dev 00:45:52 -!- stabmebro has quit [Quit: Page closed] 01:00:02 -!- omarax has quit [Remote host closed the connection] 01:10:11 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 01:19:05 Unstable branch on crawl.develz.org updated to: 0.20-a0-470-gbb038bd (34) 01:30:09 -!- bgiannan1 has joined ##crawl-dev 01:35:07 -!- bgiannan1 has quit [Ping timeout: 255 seconds] 01:36:35 -!- flappity has quit [Quit: Leaving] 01:38:08 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 01:40:09 !tell PleasingFungus I missed it when you originally said it, but the first time I found Morg I assumed it was just a randart till I gave it a closer look. I knew Spriggan Knife was an unrand though. =P 01:40:10 ProzacElf: OK, I'll let pleasingfungus know. 01:40:19 -!- simmarine has quit [Read error: Connection reset by peer] 01:56:36 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-470-gbb038bd 02:00:03 -!- omarax has quit [Remote host closed the connection] 02:00:11 -!- coledot has quit [Quit: coledot] 02:02:20 -!- destroythecore has quit [Read error: Connection reset by peer] 02:12:06 -!- Yermak has quit [Quit: Page closed] 02:24:26 -!- neunon has quit [Quit: ZNC - http://znc.in] 02:27:28 -!- Rast- has joined ##crawl-dev 02:27:34 -!- Blazinghbnd has joined ##crawl-dev 02:27:44 -!- neunon has joined ##crawl-dev 02:28:42 -!- atrodo has quit [Ping timeout: 255 seconds] 02:29:09 -!- geekosaur has quit [Excess Flood] 02:29:34 -!- Smello has quit [Ping timeout: 255 seconds] 02:30:01 -!- GauHelldragon has quit [Ping timeout: 255 seconds] 02:30:02 -!- tksquared has quit [Ping timeout: 255 seconds] 02:30:03 -!- illusion-znc has quit [Ping timeout: 255 seconds] 02:30:28 -!- omarax has quit [Ping timeout: 255 seconds] 02:30:28 -!- Blazinghand has quit [Ping timeout: 255 seconds] 02:30:28 -!- Insomniak` has quit [Ping timeout: 255 seconds] 02:30:29 -!- Rast has quit [Ping timeout: 255 seconds] 02:30:29 -!- Svitkona has quit [Ping timeout: 255 seconds] 02:31:32 -!- geekosaur has joined ##crawl-dev 02:32:10 -!- debo has joined ##crawl-dev 02:32:20 -!- Barfbag has quit [Ping timeout: 260 seconds] 02:35:01 -!- GauHelldragon2 has quit [Ping timeout: 256 seconds] 02:37:00 -!- geekosaur has quit [Excess Flood] 02:37:32 -!- geekosaur has joined ##crawl-dev 02:39:18 -!- G-Flex has quit [Ping timeout: 252 seconds] 02:39:33 -!- debo has quit [Ping timeout: 256 seconds] 02:41:21 -!- G-Flex has joined ##crawl-dev 02:52:28 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-470-gbb038bd 02:54:06 -!- saty_ has quit [Ping timeout: 240 seconds] 02:55:03 -!- Hobbes has quit [Quit: Page closed] 02:56:05 -!- geekosaur has quit [Excess Flood] 02:57:01 -!- Smello has quit [Ping timeout: 255 seconds] 02:57:02 -!- geekosaur has joined ##crawl-dev 02:57:25 -!- sneakyness has quit [Quit: Textual IRC Client: www.textualapp.com] 02:57:55 -!- atrodo has quit [Ping timeout: 255 seconds] 02:58:12 -!- scummos| has quit [Ping timeout: 240 seconds] 02:58:22 -!- illusion-znc has quit [Ping timeout: 255 seconds] 02:58:49 -!- Svitkona has quit [Ping timeout: 255 seconds] 03:00:03 -!- omarax has quit [Remote host closed the connection] 03:00:40 -!- Hampooj has quit [Quit: Page closed] 03:03:49 -!- geekosaur has quit [Excess Flood] 03:04:32 -!- geekosaur has joined ##crawl-dev 03:04:50 -!- Dixie has quit [Read error: Connection reset by peer] 03:07:22 -!- yesno has quit [Ping timeout: 255 seconds] 03:11:24 -!- sneakyness has joined ##crawl-dev 03:12:13 -!- Taraiph has quit [Read error: Connection reset by peer] 03:12:54 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 03:13:06 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-470-gbb038bd (34) 03:19:39 -!- lobf has quit [Quit: lobf] 03:20:25 -!- laj1 has quit [Ping timeout: 255 seconds] 03:31:00 -!- waat has quit [Ping timeout: 252 seconds] 03:34:39 gammafunk: is there a way to calculate % of fear success against an enemies MR ? 03:35:31 droogie: I guess not 03:35:41 in a sticky situation with a caustic shrike 03:35:43 it's not single-target, right? 03:35:49 oh, do you mean the scroll? 03:35:55 @??caustic shrike 03:35:55 caustic shrike (09b) | Spd: 20 | HD: 18 | HP: 86-126 | AC/EV: 8/18 | Dam: 3608(acid:7d3) | see invisible, fly | Res: 06magic(80), 05fire, 02cold, 08blind | XP: 4621 | Sz: tiny | Int: animal. 03:35:57 and trying to figure out if we're better off HW or Fear , then sahdow form? not sure 03:36:11 i have 23 HP, Corr -12... 03:36:13 -!- bgiannan1 has joined ##crawl-dev 03:36:18 the scroll is fairly unlikely to work 03:36:20 ??scroll of fear 03:36:20 scroll of fear[1/5]: Scares monsters away from your current position, with a chance to save based on MR. Only affects living, non-berserk monsters. They can still use ranged attack while fleeing. Also a level 4 hexes spell "Cause Fear" with similar effect (same as the scroll at 134 power and above). 03:36:28 ??scroll of fear[2 03:36:29 scroll of fear[2/5]: Very useful if you're trying to run away from something living that matches or exceeds your speed. 03:36:31 ??scroll of fear[3 03:36:31 scroll of fear[3/5]: i read a scroll of fear and it was running away but it was still shooting me with barbs why because that's what fear does isnt it great 03:36:47 but 80 is enough to have a fairly good chance of resisting 03:37:08 hm, damn 03:37:14 -!- SteelNeuron has joined ##crawl-dev 03:37:16 then for HW, i would need to hope that it gets a low damage roll 03:37:20 and i get high heal roll 03:37:24 then like.. idk 03:37:35 mind lookign at this and seeing if there's a different option we haven't thought of ? 03:38:22 so 134 - 80 = 54 03:38:52 hrm, not sure if this is accurate 03:38:54 @??acid blob 03:38:54 acid blob (11J) | Spd: 12 | HD: 18 | HP: 75-117 | AC/EV: 1/3 | Dam: 4208(acid:7d3) | 04eats doors, see invisible, unbreathing | Res: 06magic(160), 03poison, 08acid+++, 08blind, 12drown | XP: 2411 | Sp: spit acid (3d7) [11!AM, 06!sil] | Sz: small | Int: brainless. 03:39:00 ah, those have way more 03:40:32 -!- bgiannan1 has quit [Ping timeout: 240 seconds] 03:40:54 -!- iFurril has quit [Ping timeout: 240 seconds] 03:42:30 -!- jefus- has joined ##crawl-dev 03:42:32 -!- Pacra has quit [Read error: Connection reset by peer] 03:42:48 -!- Pacra has joined ##crawl-dev 03:44:39 gammafunk: what does that result of 54 represent ? 03:44:49 also, someone mentioned that scrolls are at power of 200 verses spell at 134 ? 03:45:33 I'm not sure if that's accurate 03:45:43 or rather I'm not sure what the finall success is 03:45:52 based on the difference of spell power and monster MR 03:46:07 leaning toward maybe 03:46:21 HW, hope to survive that, then shadow form to get 50% dmg reduction 03:46:27 then... idk 03:46:40 -!- jeefus has quit [Ping timeout: 248 seconds] 03:49:04 !messages 03:49:04 No messages for SteelNeuron. 03:53:34 -!- Lasty_1 has joined ##crawl-dev 03:54:37 -!- Lasty_ has quit [Ping timeout: 255 seconds] 03:54:37 -!- FunkyBomb has quit [Ping timeout: 255 seconds] 04:00:03 -!- omarax has quit [Remote host closed the connection] 04:00:55 -!- saty_ has quit [Ping timeout: 255 seconds] 04:15:10 &watch droogie 04:15:11 http://crawl.berotato.org:8080/#watch-droogie 04:15:34 situation over i guess 04:15:48 !lg droogie 04:15:49 1798. droogie the Vexing (L4 VpEn), mangled by a gnoll (a +0 club) on D:1 on 2017-01-12 07:12:02, with 74 points after 4427 turns and 0:05:59. 04:15:54 !lm droogie alive 04:15:55 53. [2017-01-13 09:13:18] droogie the Spry (L24 VpEn of Dithmenos) left the Depths on turn 126253. (Depths:1) 04:16:21 Pekkekk: chat has saved my life more times than i can count 04:16:22 ??tiles chat 04:16:23 tiles chat ~ tileschat[1/1]: a good argument for adding the ability to kick spectators 04:16:42 !learn add tileschat chat has saved my life more times than i can count 04:16:42 tileschat[2/2]: chat has saved my life more times than i can count 04:30:32 -!- sooheon has quit [Ping timeout: 240 seconds] 04:30:56 -!- rossi has quit [Ping timeout: 248 seconds] 04:33:06 -!- yeeve has quit [Ping timeout: 260 seconds] 04:36:32 -!- Tiltorax has joined ##crawl-dev 04:36:33 -!- Yxhuvud has quit [Read error: Connection reset by peer] 04:38:04 -!- Tiltorax has quit [Client Quit] 04:39:04 -!- amalloy is now known as amalloy_ 04:42:14 -!- rhovland has quit [Ping timeout: 240 seconds] 04:44:09 zxc has never been to tiles chat 04:44:32 has heard of it second-hand though 04:46:54 -!- Blazinghbnd has quit [Read error: Connection reset by peer] 04:48:14 -!- Ratatosk_ has quit [Quit: Ratatosk_] 04:49:00 -!- saty_ has quit [Read error: Connection reset by peer] 04:57:59 -!- Pacra has quit [Read error: Connection reset by peer] 04:58:24 -!- Pacra has joined ##crawl-dev 05:00:02 -!- omarax has quit [Remote host closed the connection] 05:01:16 -!- bgiannan1 has joined ##crawl-dev 05:02:20 gammafunk: Has there been a serious discussion on wand stacking that I can read somewhere? 05:02:45 I've heard it mentioned on the forums with some support behind it, but I haven't heard dev opinions on it 05:02:51 not to my knowledge, not since the recent set of changes 05:02:54 And since wands are being heavily reworked now... 05:03:22 Can you think of any reason why they shouldn't be treated as any other ammunition item? 05:03:47 (with some flavour behind it, i.e. "coalescing" the power of one wand into another) 05:04:22 there's definitely an issue with scrolls of recharging still existing 05:05:45 you might want to ask MarvinPA if he has any issues with it, since he's the one who did the recent batch of changes 05:07:04 another possible issue with wand stacking is wand unstacking 05:07:37 say i have 60 charges of confuse monster stacked up 05:07:55 i want to bring some of them with me to pan, but not all of them 05:08:02 in case i need to drop the wand 05:09:41 yeah, probably the item naming system would allow you to do that 05:09:54 in a kind of tedious way, but this is also kind of a rare use case 05:11:00 although never mind, that won't help with "unstacking" at all 05:11:22 Hmmm 05:11:24 since you'd have no way to get those charges into another wand (or indeed any way to make another wand) 05:11:28 Interesting point Rast 05:11:36 but I think honestly it's more 05:11:44 "make a decision of what you most want to carry" 05:11:54 if you decide that wand of confusion isn't worth the inventory space 05:12:04 that's why we have inventory limits, to force some decisions like these 05:12:06 What would the problem be with Scrolls of Recharging? 05:12:17 Other than the fact that they would always be fully efficient 05:12:29 their existence feels pretty redundant with all this streamlining 05:12:32 remove scroll of recharging? 05:12:33 -!- Dix has quit [Read error: Connection reset by peer] 05:12:35 yes 05:12:43 I still think recharging would work 05:12:54 you get to choose which of your wands requires more charges 05:13:04 that can be an interesting choice 05:13:15 including delaying that choice until the moment of needing one wand in particular 05:14:09 it's not a terribly interesting one, and it could help balance some of the top tier wands in general 05:14:24 but anyhow, it's defintely a thing that will be considered 05:15:20 newpakellas will have so much more flavor when we remove ?recharging 05:15:38 this is MPA's dream... 05:15:41 :) 05:15:51 I think wand stacking would actually get me to use the lower tier wands more 05:16:16 hrm, I don't think it would for me 05:16:19 I generally drop them early because of all the inventory mess 05:16:30 if I thought of them more like stones, I think I would be more inclined to use them 05:16:36 you are probably underitilizing them 05:16:38 by a lot 05:16:48 people do that frequently, underuse wands 05:17:10 the fact that you can stack them shouldn't really change using them in appropriate situations 05:18:15 -!- sooheon has quit [Ping timeout: 252 seconds] 05:19:52 absolutely, it's just a psychological thing 05:19:54 -!- bgiannan1 has quit [Ping timeout: 252 seconds] 05:20:14 Big numbers say "use me" :) 05:20:41 while a bunch of half-identified wands clogging up my inventory just make me want to forget the whole thing! 05:22:01 sounds like you don't win many games of crawl 05:23:25 I'm all for making inventory management streamlined, but remember we don't design the game to reward people playing poorly or to assume that they will 05:23:54 so displaying large numbers isn't an aim we have; it's more removing non-decisions, tedious management without gameplay impact etc 05:24:50 that said it's an iterative, imperfect process, and wand stacking may work 05:25:21 one issue is identification, actually, since currently you have to expend an ID scroll to see charges of wands you know the type of 05:26:57 -!- bgiannan has joined ##crawl-dev 05:27:00 this was specifically put in as further use of identify, and I id wants a fair amount; stacking wands would probably lead that that id usage being removed 05:29:03 *lead to that 05:33:31 -!- bgiannan has quit [Ping timeout: 256 seconds] 05:33:34 gammafunk: Yeah, my last argument is a bit poor 05:34:27 my preference is seperate wand inventory 05:34:32 gammafunk: I think my biggest issue with non-stacking wands is that it's just messy. Optimal play requires you to think about it disproportionately to the benefit it provides 05:34:33 -!- Yxhuvud has quit [Ping timeout: 240 seconds] 05:35:00 "should I pick up or ignore this wand?" Is a thought that you have much more often than it deserves 05:35:18 I think it should only happen for wand categories, not individual wands 05:35:18 (at most) 26 wand types in crawl, on their own set of inventory letters a-z. so you would never need to drop a wand 05:35:21 -!- bgiannan has joined ##crawl-dev 05:35:41 Like... "Do I need to have confusion, or should I instead carry enslavement"? 05:35:53 spoiler: enslavement 05:36:03 Just picked an example at random ;) 05:36:11 we're not all into bondage, Rast- 05:36:24 pikel please 05:36:39 yeah, wand stacking would remove a lot of the more tedious swapping of items 05:37:15 -!- ProzacElf has quit [Ping timeout: 240 seconds] 05:37:15 just to pick up some more scattershot charges and the like, I mean 05:40:34 !seen kdrnic 05:40:35 I last saw kdrnic at Thu Dec 22 13:37:20 2016 UTC (3w 21h 3m 14s ago) parting ##crawl-dev, saying 'chanpart'. 05:40:42 !gamesby kdrnic 05:40:42 No games for kdrnic. 05:48:32 -!- bgiannan has quit [Ping timeout: 240 seconds] 05:52:11 -!- bgiannan has joined ##crawl-dev 05:52:30 -!- Insomniak has quit [Quit: I like to rock] 05:56:08 -!- Pacra_ has joined ##crawl-dev 05:56:08 -!- Pacra has quit [Read error: Connection reset by peer] 05:56:27 -!- bgiannan has quit [Ping timeout: 245 seconds] 05:56:38 -!- Pinkbeas1 has quit [Quit: leaving] 06:00:02 -!- omarax has quit [Remote host closed the connection] 06:01:30 gammafunk: remove confusion? 06:01:35 para exists 06:01:39 and enslave 06:02:13 I'd rather have tukima's dancing wand 06:02:24 -!- filthy has quit [Ping timeout: 256 seconds] 06:03:57 -!- bgiannan has joined ##crawl-dev 06:06:02 -!- Pacra_ has quit [Read error: Connection reset by peer] 06:06:03 -!- Pacra has joined ##crawl-dev 06:11:11 -!- bgiannan has quit [Ping timeout: 240 seconds] 06:12:10 -!- sooheon has quit [Ping timeout: 240 seconds] 06:19:12 Or wand of flash 06:19:20 brief distraction to all monsters in LOS 06:19:25 slight chance of blind 06:37:01 -!- geekosaur has quit [Excess Flood] 06:38:33 -!- geekosaur has joined ##crawl-dev 06:45:53 -!- Pacra_ has joined ##crawl-dev 06:45:53 -!- Pacra has quit [Read error: Connection reset by peer] 06:51:54 -!- saty_ has quit [Ping timeout: 255 seconds] 06:52:08 -!- bencryption has quit [Quit: WeeChat 1.0.1] 07:00:01 -!- omarax has quit [Remote host closed the connection] 07:06:35 -!- sooheon has quit [Ping timeout: 252 seconds] 07:18:52 -!- bgiannan has joined ##crawl-dev 07:32:43 -!- ontoclasm has quit [Quit: Leaving.] 07:48:13 -!- ontoclasm has joined ##crawl-dev 07:52:24 -!- MarvinPA_ has joined ##crawl-dev 08:00:02 -!- omarax has quit [Remote host closed the connection] 08:00:02 -!- sooheon has quit [Ping timeout: 240 seconds] 08:07:58 -!- laj1 has quit [Ping timeout: 258 seconds] 08:12:22 -!- feksclaus has quit [Client Quit] 08:12:51 !tell pleasingfungus imo morg and spriggans knife are sort of cute, although i guess i wouldn't miss them that much. i do have fond memories of morg because of this extremely good bug: https://crawl.develz.org/mantis/view.php?id=2360 08:12:52 MarvinPA_: OK, I'll let pleasingfungus know. 08:13:30 !tell pleasingfungus which caused morg to almost always generate in cdo games (and salamander hide armour to almost always generate on cao) 08:13:30 MarvinPA_: OK, I'll let pleasingfungus know. 08:18:08 -!- Lasty has quit [Quit: Leaving.] 08:18:39 -!- darkschneider has quit [Read error: Connection reset by peer] 08:18:59 -!- darkschneider has joined ##crawl-dev 08:29:12 -!- Lasty has joined ##crawl-dev 08:30:19 Hi MarvinPA_ ! 08:30:31 I've read your reply to dpeg at CRD 08:30:47 Is there any direction in particular you'd suggest to simplify the god? 08:32:56 i think last i looked the interactions between all the moves were still fairly complex and interdependent, especially lunge and its bonus damage 08:33:47 the main other thing was just wanting to get around to properly looking over the code generally, since it's been so heavily reworked a bunch that seems worth doing 08:34:52 that's the bigger thing imo, definitely not against it being tried in trunk in the near future 08:43:10 MarvinPA_: Cool :) I will make any back end changes necessary 08:43:24 Including rebasing, it's not a problem. I need the squash practice anyway 08:44:05 I can remove the second order interaction with lunge (i.e. the particular bonus when the target is both distracted AND slowed) 08:44:42 but I think in a general sense, the damage bonus for lunge is necessary 08:51:51 I just read your conversation about the god last night (and coincidentally, learned that there is such a thing as chat logs. God, I'm blind) 08:53:22 -!- Lasty has quit [Quit: Leaving.] 08:54:14 -!- sooheon has quit [Ping timeout: 240 seconds] 09:00:02 -!- omarax has quit [Remote host closed the connection] 09:01:51 -!- firemonkey has quit [Ping timeout: 240 seconds] 09:07:08 -!- waat has quit [Quit: Leaving] 09:09:35 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 09:16:48 -!- MainiacJoe has joined ##crawl-dev 09:18:44 Hello, archaeo suggested that my "What Each Attribute and Skill Does" DCA thread might be a good addition as a patch to the manual or in-game help, and directed me here to see whether and how to do that. 09:19:13 https://crawl.develz.org/tavern/viewtopic.php?f=5&t=22778 09:27:31 -!- SteelNeuron has joined ##crawl-dev 09:33:20 -!- adelrune has joined ##crawl-dev 09:45:38 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 09:46:37 -!- ontoclasm has quit [Quit: Leaving.] 09:47:24 -!- cait has quit [Ping timeout: 255 seconds] 09:48:31 -!- sooheon has quit [Ping timeout: 240 seconds] 09:50:19 -!- Kranix has quit [Ping timeout: 258 seconds] 09:53:07 -!- bgiannan has quit [Ping timeout: 245 seconds] 09:53:55 -!- bgiannan has joined ##crawl-dev 09:57:14 -!- bonghitz has quit [Remote host closed the connection] 09:57:51 -!- MainiacJoe has quit [Quit: Page closed] 09:58:14 -!- bgiannan has quit [Ping timeout: 240 seconds] 10:00:02 -!- omarax has quit [Remote host closed the connection] 10:00:10 -!- saty_ has quit [Ping timeout: 240 seconds] 10:02:07 -!- valrus has quit [Ping timeout: 248 seconds] 10:12:05 -!- KamiKatze has quit [Ping timeout: 260 seconds] 10:13:16 -!- dpeg has joined ##crawl-dev 10:13:39 !messages 10:13:40 (1/1) Rast said (1d 8h 40m 52s ago): https://crawl.develz.org/tavern/viewtopic.php?f=8&t=22832 10:14:10 !tell Rast Yeah, a Gozag unique would be cool! :) $$$ 10:14:10 dpeg: OK, I'll let rast know. 10:18:44 -!- MainiacJoe has joined ##crawl-dev 10:22:10 -!- Tux[Qyou] has joined ##crawl-dev 10:25:25 -!- feksclaus has quit [Quit: WeeChat 1.6] 10:29:30 -!- hruvur has quit [Ping timeout: 260 seconds] 10:39:22 -!- MarvinPA_ has quit [Ping timeout: 245 seconds] 10:40:13 -!- simmarine has joined ##crawl-dev 10:42:28 -!- quinn has joined ##crawl-dev 10:45:05 -!- quinn has quit [Client Quit] 10:45:35 -!- Boatshow has quit [Quit: Leaving] 10:46:09 -!- Lasty has joined ##crawl-dev 10:47:54 -!- Lasty has quit [Client Quit] 10:51:13 -!- elliptic has quit [Quit: Leaving] 10:53:33 -!- timvisher has quit [Ping timeout: 245 seconds] 10:56:35 -!- sooheon has quit [Ping timeout: 240 seconds] 10:59:19 -!- LexAckson_ has joined ##crawl-dev 10:59:35 -!- Dark-Jedi has quit [Quit: If it breaks, you get to keep both backports.] 11:00:03 -!- omarax has quit [Remote host closed the connection] 11:02:23 -!- bonghitz has quit [Ping timeout: 248 seconds] 11:04:11 -!- Kranix has quit [Ping timeout: 252 seconds] 11:05:06 -!- MarvinPA_ has joined ##crawl-dev 11:06:10 -!- bgiannan has joined ##crawl-dev 11:11:39 -!- D is now known as Guest40662 11:23:13 -!- Pleasingfungus has joined ##crawl-dev 11:23:40 -!- Guest40662 has quit [Quit: Page closed] 11:24:09 !tell marvinpa to be clear, i'm not advocating for any removals - just slightly surprised they haven't happened, if you get me? (good bug link btw) 11:24:10 Pleasingfungus: OK, I'll let marvinpa know. 11:27:55 Pleasingfungus: who's on the chopping block today? 11:28:17 i was idly musing about morg 11:28:52 that belongs to Boris, you cannot remove it!! 11:29:07 haha 11:29:15 someday we should fix boris 11:29:17 * dpeg is flavour king 11:29:21 all this dungeon shortening has hurt him real bad 11:29:32 not recently, really. mostly just the loss of d:16-27 i think 11:29:32 poor Boris 11:31:32 -!- bgiannan has quit [Ping timeout: 240 seconds] 11:41:03 -!- Kellhus has quit [Quit: Page closed] 11:43:19 -!- lobf has joined ##crawl-dev 11:44:39 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 11:48:56 -!- bgiannan has joined ##crawl-dev 11:55:51 -!- Atomic_2yYCn has quit [Client Quit] 11:56:31 -!- lobf has quit [Quit: lobf] 11:58:05 -!- scummos__ has quit [Ping timeout: 252 seconds] 12:00:02 -!- omarax has quit [Remote host closed the connection] 12:03:02 -!- bonghitz has quit [Ping timeout: 240 seconds] 12:04:42 -!- sooheon has quit [Ping timeout: 252 seconds] 12:06:44 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-470-gbb038bd (34) 12:07:48 -!- Blazinghand has joined ##crawl-dev 12:08:25 -!- MainiacJoe has quit [Quit: Page closed] 12:11:04 -!- stickyfingers has quit [Quit: Page closed] 12:15:51 -!- Pacra_ has quit [Ping timeout: 256 seconds] 12:18:42 -!- darkschneider has quit [Read error: Connection reset by peer] 12:18:59 -!- darkschneider has joined ##crawl-dev 12:21:51 -!- scummos| has quit [Ping timeout: 248 seconds] 12:23:45 -!- casmith789 has quit [Quit: Page closed] 12:29:49 -!- MarvinPA_ has quit [Quit: Leaving] 12:32:29 -!- ProzacElf has joined ##crawl-dev 12:36:17 -!- sooheon has quit [Ping timeout: 258 seconds] 12:38:42 -!- amalloy_ is now known as amalloy 12:39:39 -!- bgiannan has quit [Ping timeout: 256 seconds] 12:45:42 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 12:54:22 -!- Blazinghand has quit [Read error: Connection reset by peer] 13:00:03 -!- omarax has quit [Remote host closed the connection] 13:02:10 -!- SteelNeuron has quit [Quit: Page closed] 13:03:54 -!- bonghitz has quit [Ping timeout: 240 seconds] 13:08:25 -!- MainiacJoe has joined ##crawl-dev 13:08:48 -!- GauHelldragon2 is now known as GauHelldragon 13:11:23 -!- zxc has quit [Read error: Connection reset by peer] 13:18:00 -!- Blazinghand has joined ##crawl-dev 13:19:13 03MarvinPA02 07* 0.20-a0-471-g521e6c5: Fix wizmode create stairs being backwards (#10898) 10(2 minutes ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/521e6c54c55e 13:19:27 -!- Kramell has quit [Ping timeout: 248 seconds] 13:20:31 re: removals, i had sort of been thinking that the scimitar of flaming death might be good to un-unrandify 13:20:32 MarvinPA: You have 1 message. Use !messages to read it. 13:20:52 it does have the sticky flame gimmick but there's just so many long blade unrands, and it's also much less cool than firestarter 13:22:10 likewise the dagger of chilly death maybe, that also just seems like it'd be rare to ever get any use out of it 13:22:20 morg's at least a dagger of pain, which is decent! 13:29:37 -!- rossi has quit [Ping timeout: 256 seconds] 13:33:15 -!- cait is now known as yesno 13:35:08 -!- bgiannan has joined ##crawl-dev 13:39:43 -!- bgiannan has quit [Ping timeout: 256 seconds] 13:43:50 -!- MainiacJoe has quit [Quit: Page closed] 13:44:24 -!- Pleasingfungus has joined ##crawl-dev 13:44:31 -!- firemonkey has quit [Ping timeout: 258 seconds] 13:44:44 i just learned what happens when you divide a negative int by an unsigned int in c++ 13:46:41 -!- coledot has joined ##crawl-dev 13:47:02 god mode activates? 13:47:13 insofar as god mode involves very large numbers: yes 13:47:37 it should promote to unsigned, then divide 13:48:03 for some value of 'should' 13:48:12 i would expect a very large positive number 13:48:14 in that this is what is defined in the standard 13:48:43 i would expect my compiler to warn me about this! it warns me nonstop "oh no you're comparing a signed int i to the size of this array", which has never mattered 13:48:48 but it doesn't even give a peep about this? 13:48:57 trash! garbage! 13:49:09 c++ compilers warn about things now? 13:51:26 not mine, apparently 13:51:28 hunting through options now. 13:53:05 -!- ProzacElf has quit [Ping timeout: 240 seconds] 13:53:33 -!- adelrune has quit [Ping timeout: 255 seconds] 13:54:32 -!- Jarlyk2 has quit [Quit: Page closed] 13:57:09 -!- introsp3ctive has quit [Ping timeout: 255 seconds] 14:00:03 -!- omarax has quit [Remote host closed the connection] 14:00:33 -!- adelrune has joined ##crawl-dev 14:09:20 -!- saty_ has quit [Read error: Connection reset by peer] 14:09:26 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-471-g521e6c5 (34) 14:09:32 heh, his precious 'clang' failed to warn him... 14:09:56 -!- oseph has quit [Quit: okbyebye] 14:10:03 ...this is why gcc has the ultimate power... 14:10:12 what power is that? 14:10:33 I dunno, like, ....optimizations... 14:10:52 ;) 14:11:09 ...lookahead? *looks around nerviously for |amethyst* 14:11:15 *nervously 14:14:26 -!- bgiannan has joined ##crawl-dev 14:18:54 -!- saty_ has quit [Ping timeout: 240 seconds] 14:19:13 MarvinPA: yeah, looking through the unrandarts is a good idea (trying not to say "review", that already sounds like work :) 14:19:35 integer overflows, a way of life 14:19:48 -!- bgiannan has quit [Ping timeout: 245 seconds] 14:26:25 -!- orionstein is now known as Orionstein 14:27:18 -!- laj1 has quit [Ping timeout: 245 seconds] 14:31:18 -!- scummos__ has quit [Remote host closed the connection] 14:31:29 Butchering removal patch 13https://crawl.develz.org/mantis/view.php?id=10899 by Doesnt 14:32:21 so i made a thing 14:32:32 -!- Orionstein is now known as OrionsteiN 14:32:32 that's my first time making a patch so lmk if i messed something up 14:32:58 dang, that was fast 14:33:07 -!- OrionsteiN is now known as orionstein 14:33:21 -!- bluedave has quit [] 14:37:17 !lm araganzar ancestor 14:37:18 24. [2017-01-12 07:13:34] araganzar the Conjurer (L7 DrCj of Hepliaklqana) remembered their ancestor LOSBlocker 2000 as a battlemage on turn 4018. (D:4) 14:37:29 ^ sending a powerful message to the devs 14:37:49 lol 14:39:25 Doesnty: wow, real fast 14:40:01 is there a command to view whoever has the fastest abyssal rune run ? 14:40:25 it's probably 1 turn unless there's logic stopping you from being banished directly to the abyssal rune 14:40:57 I have actually be banished liek right next to one before, i just assumed it considered escaping as well, maybe not 14:50:38 -!- MainiacJoe has joined ##crawl-dev 14:52:51 -!- adelrune has quit [Ping timeout: 240 seconds] 15:00:02 -!- omarax has quit [Remote host closed the connection] 15:00:54 -!- saty_ has quit [Ping timeout: 240 seconds] 15:02:55 -!- Lasty has joined ##crawl-dev 15:05:39 -!- Lasty has quit [Client Quit] 15:13:49 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 15:15:58 -!- bgiannan has joined ##crawl-dev 15:17:27 -!- CanOfWorms has joined ##crawl-dev 15:20:51 -!- saty_ has quit [Ping timeout: 255 seconds] 15:21:05 -!- ontoclasm has joined ##crawl-dev 15:25:51 -!- bonghitz has quit [Remote host closed the connection] 15:32:43 -!- ProzacElf has joined ##crawl-dev 15:37:15 -!- adelrune has joined ##crawl-dev 15:42:32 -!- jeefus has joined ##crawl-dev 15:42:41 -!- adelrune has quit [Ping timeout: 256 seconds] 15:42:45 -!- Jetnerd has quit [Ping timeout: 260 seconds] 15:43:14 -!- Henzell has quit [Remote host closed the connection] 15:43:42 gammafunk: do you think with high enough stealth and shadowform i should be able to completely ninja this orb run ? 15:44:12 droogie: for gameplay questions like these, you want to ask in ##crawl or you can ask me on the crawl discord 15:44:18 since this is the dev channel 15:44:26 I'm not in ##crawl usually, but I'm in the discord 15:44:35 ah ok, i didn't even know there was a discord 15:44:39 https://discord.gg/USt3d 15:44:42 thanks 15:44:47 it's not official 15:44:57 but yeah it's a roguelikes discord 15:45:07 Do we (as *the devteam*) have an opinion on the chunks-from-corpses thing? 15:45:43 I suggested that some hours ago, in order to improve UI a bit (removes 'c' command, for example), but as it happens, Doesnty made a patch. So now we need an answer :O 15:45:55 uh 15:46:12 I don't think when someone makes a patch, we're forced into some kind of decision, dpeg 15:46:20 if that were the case we'd have a lot of problems 15:46:39 -!- jefus- has quit [Ping timeout: 248 seconds] 15:47:27 I haven't really thought about it myself, but it sounds like we're removing any of strategic tradeoff between using a corpse for derived undead and for food 15:49:08 gammafunk: yes, usually we don't, but this patch was possibly made by my proposal. So at least I feel like I should reply. 15:49:37 I know about this tradeoff (and I used it as an argument before), but does it really come up? 15:50:14 -!- keyvin has quit [Quit: leaving] 15:50:38 I'm not sure I care that much. I do feel a bit "muh flavor cost!", and I also feel a bit "this is one step closer to removing food" 15:51:08 dpeg: yeah but "we need an answer" because "of so-and-so's proposal" 15:51:24 the tradeoff can't come up as long as the game has this much non-corpse food 15:51:39 sounds like so-and-so can reply 15:52:20 before corpse sac was removed, in trog games i would just sacrifice every corpse until i reached max piety and eat rations instead because there were so many 15:52:39 also for Fedhas. That was definitely the right choice almost every time 15:52:44 also Makh . . . 15:52:44 <|amethyst> I think it's probably only relevant for trolls 15:52:51 and maybe ghouls 15:52:55 <|amethyst> oh, right, Gh 15:53:09 <|amethyst> and Vp I suppose 15:53:15 Lasty_1: sometime ago we tried to remove food in one fell swoop. That stalled, essentially we didn't settle on what food would do in "chunkless". Since then, we've resorted to small steps: make food painless. My proposal is yet another step in that direction. 15:54:33 Well i don't think that's really the correct summary of events for what happened back then, but yeah this is defintely a step in the direction of removing food 15:54:43 another thing is what's going to happen for vampires 15:54:50 -!- rax has joined ##crawl-dev 15:55:13 the patch basically preserves status quo, even though he hates dropping blood potions on corpses 15:55:36 if you want to preserve the possibility of a tradeoff you can always make animate dead use chunks instead of corpses 15:55:38 gammafunk: would be interesting to hear others about food etc. 15:56:04 <|amethyst> minmay: chunks no longer track monster type, and if they did that would cause problems with stacking 15:56:17 dpeg: the whole debate back then was "should food be only a progress clock" (that was more my side) versus "should there be many varied food costs" (that was more your side) 15:56:20 <|amethyst> minmay: so unless we turned all zombies into plain "zombie" I don't think that would work so well 15:57:23 and various people felt like there were important food costs worth preserving 15:57:27 <|amethyst> btw, what does the patch do about corpses versus skeletons? 15:57:48 <|amethyst> might require tweaks to Animate Skeleton 15:58:09 animate skeleton stops producing chunks 15:58:36 -!- coledot has quit [Quit: coledot] 15:59:08 <|amethyst> I would not have a problem with removing the "skeleton" monster type too, but I suppose there's no reason that would need to happen immediately 15:59:18 -!- LordSloth has joined ##crawl-dev 15:59:32 <|amethyst> and turning Animate Skeleton into Animate Remains (like the yred ability before upgrade) 15:59:33 it would be easier if we simplified derived undead classes maybe 15:59:49 so that it would simply be lower-tier zombies created by the lower level spells 16:00:03 -!- omarax has quit [Remote host closed the connection] 16:00:24 perhaps the tier by spell power, with the single-monster version having a lower cap 16:00:27 <|amethyst> gammafunk: IMO that's what skeleton vs zombie already tries to be 16:00:39 sure, just more elaborate way of doing that 16:00:46 <|amethyst> gammafunk: or were you thinking just "small zombie, medium zombie, large zombie" without the monster type? 16:00:49 wrt the current situation 16:00:53 are derived undead even desirable? seems odd that animate skeleton/dead scale for free 16:01:12 |amethyst: something simplified from the "unique derived type by monster", yeah 16:01:31 maybe it would need a bit more classing than just small, medium, large (flying? movement?) 16:01:32 <|amethyst> ooh, I know 16:01:36 to get more damage from poison arrow you have to get more spell power, you don't have to do anything to get progressively better allies from animate dead as the game goes on 16:01:48 <|amethyst> "crawling corpse", "macabre mass", "small abomination", "large abomination" :) 16:01:58 !tell dpeg I'm running a Vinestalker Venom Mage over on dynamic monsters if you're curious 16:01:59 LordSloth: OK, I'll let dpeg know. 16:02:01 it does get closer to |amethyst former favorite spell, yeah 16:02:13 *|amethyst's 16:02:29 I think Lasty_1 had some ideas about that simplification 16:02:35 maybe just another thing on the todo 16:02:42 <|amethyst> minmay: same is true of Shadow Creatures 16:02:52 <|amethyst> minmay: it's definitely more of a problem for Animate Skeleton though 16:02:53 -!- adelrune has joined ##crawl-dev 16:03:03 <|amethyst> because L1 spells are definitely not supposed to scale arbitrarily 16:03:18 <|amethyst> for an L4 spell I'm less concerned 16:03:25 <|amethyst> not unconcerned, but less 16:03:31 well it could go in a direction where the derived undead were based on both spellpower and monster HD, or something 16:03:59 so you can't get the dega-zombie from some low HD thing later 16:04:32 <|amethyst> if we did keep derived undead (with monster base types) 16:04:45 <|amethyst> it could instead be that the duration is proportional to power/hd 16:04:46 or yeah we could just let that be part of necromancy, not need spell power for derived undead quality 16:05:04 well, I think back when the duration was lowered 16:05:16 it was felt for balance reason that allowing it to scale up is bad 16:05:37 dunno if that could change with a reclassification 16:05:42 <|amethyst> gammafunk: could be proportional to power / f(hd) scaled so that the max is about what it is now 16:06:03 |amethyst: that would probably be a pretty extreme nerf, if I understand you correctly 16:06:04 <|amethyst> gammafunk: so that low spellpower on big creatures gives you very short-lived zombies 16:06:21 early game allies would probably not last much longer than summons 16:06:28 <|amethyst> gammafunk: hm, yeah, I guess directly proportional with the same max is probably too much of a nerf 16:06:35 <|amethyst> gammafunk: f(hd) could be something like hd^3 16:06:42 <|amethyst> gammafunk: with a cap 16:07:05 well, but even hd^3, would that work? 16:07:07 @??adder 16:07:07 adder (09S) | Spd: 13 (swim: 60%) | HD: 2 | HP: 9-13 | AC/EV: 1/15 | Dam: 508(poison:4-8) | amphibious, cold-blooded | Res: 06magic(10), 12drown | XP: 13 | Sz: little | Int: animal. 16:07:20 what does f(hd) = 8 mean? 16:07:30 -!- ig0rbit has quit [Ping timeout: 258 seconds] 16:07:30 -!- MainiacJoe has quit [Quit: Page closed] 16:07:33 as in how many turns 16:07:40 <|amethyst> duration is c * power / 8 for some c 16:07:49 <|amethyst> I haven't looked at the current numbers 16:08:23 <|amethyst> hm 16:08:50 <|amethyst> would also have to look at how spellpower scales; I don't have a good feeling for that 16:08:52 the current durations feel fairly brief given that you ahve to travel to the next encounter (esp if you want to rest first) 16:08:59 <|amethyst> hm 16:10:12 <|amethyst> what I like about the current system as opposed to just a few subtypes is that, for monsters of the same general difficulty, if you zombify a fast one, it will be faster; if you zombify a hard-hitter, it will be harder-hitting; etc 16:11:36 <|amethyst> but really that just means the spell works differently in different places, because you usually don't skip zombifying things just because their zombies wouldn't have the properties you want 16:11:42 <|amethyst> hm 16:11:45 -!- Hampooj has quit [Client Quit] 16:21:58 every cast has a permanent cost of 1 max hp 16:22:11 |amethyst: generic skeletons/zombies/simulacra/etc would fix some of the power issues with derived undead spells. gammafunk may have already said that. 16:22:47 As for duration, it could be a very effective control, assuming that durations could only be equal to or less than the current duration 16:22:49 which is very long 16:23:04 The code that picks duration now only recognizes 7 levels of duration, but we could fix that 16:23:41 Okay, the first thing I said there is just a recap of your conversation. Sorry 'bout that. 16:25:11 -!- yesno has quit [Ping timeout: 240 seconds] 16:26:30 !source ouch.cc:510 16:26:30 https://github.com/crawl/crawl/blob/master/crawl-ref/source/ouch.cc#L510 16:26:40 -!- ProzacElf has quit [Ping timeout: 258 seconds] 16:26:57 this whole function is extremely something, but this in particular is amazing and i can't concieve of what it's possibly trying to do or why 16:27:27 Was it ever possible to fumble a throw in a way that hurt you? 16:28:04 wow actually i think i maybe get it 16:28:08 it dates back to: 16:28:11 %git 20a66094 16:28:11 07greensnark02 * 0.3-a0-303-g20a6609: Preliminary integration of Zooko's Xom patch (untested). 10(10 years ago, 50 files, 1704+ 847-) 13https://github.com/crawl/crawl/commit/20a6609453ee 16:28:22 xom's message when you die depends on his mood 16:28:26 at which point SK_RANGED_COMBAT was a thing (i had no clue that had ever existed) 16:28:52 lol 16:28:54 so i think it's saying, if it was a melee attack and your ranged combat skill is low, it's funnier??? and if it was a ranged attack and your fighting is low, it's also funnier 16:29:24 <|amethyst> but... if melee characters are hurt in melee, that's not amusing 16:29:27 as in, you're fighting in the situation you didn't want to be in? 16:29:28 <|amethyst> that's how it usually works 16:29:34 -!- cait has quit [Ping timeout: 240 seconds] 16:29:42 -!- PsyMar has quit [Ping timeout: 255 seconds] 16:29:45 <|amethyst> Lasty_1: but it's the other way around 16:30:04 <|amethyst> Lasty_1: if you're fighting in the situation you do want to be in 16:30:09 <|amethyst> ish 16:30:13 |amethyst: what do you mean? 16:30:23 i don't think this function does what it was intended to 16:30:26 oh, ah 16:30:28 yeah 16:30:30 I can read now 16:30:45 I think I just assumed something vaguely sane 16:30:50 even if we ignore the existence of magic/bows/xbows/slings 16:31:23 i think i was reading it as implying "you got hit by a melee attack and have low ranged combat, that's funny because you should have trained more ranged combat" 16:35:02 looks like cao may be down 16:35:13 dying because you had less than XL/4 fighting should always be funny 16:35:29 <|amethyst> gammafunk: yeah, I can't contact it by ssh 16:35:37 <|amethyst> gammafunk: rax just reconnected a bit ago 16:35:47 oh, right, saw that 16:45:01 -!- wheals_ has quit [Ping timeout: 256 seconds] 16:45:07 -!- amalloy is now known as amalloy_ 16:46:01 -!- Ququman has joined ##crawl-dev 16:47:19 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 16:49:46 -!- ontoclasm has quit [Quit: Leaving.] 16:57:44 sorry, son wanted to play go instead of sleeping :) 16:57:44 dpeg: You have 1 message. Use !messages to read it. 16:58:34 -!- ProzacElf has joined ##crawl-dev 16:58:45 -!- qtip2 has quit [Quit: Page closed] 16:59:43 LordSloth: the VsVM bit it? :) 17:00:02 -!- omarax has quit [Remote host closed the connection] 17:05:45 -!- oseph has quit [Quit: okbyebye] 17:05:57 !lg lordsloth 17:05:58 3949. LordSloth the Ruffian (L3 GhMo), quit the game on D:2 on 2017-01-13 20:51:58, with 28 points after 770 turns and 0:02:15. 17:06:10 !lg lordsloth vsvm x=ckiller 17:06:11 8. [ckiller=quitting] LordSloth the Stinger (L1 VSVM), quit the game on D:1 (dpeg_arrival_simpleton_c) on 2014-09-29 17:34:04, with 0 points after 0 turns and 0:00:04. 17:06:21 dat killer entry vault 17:06:47 -!- Krakhan has quit [Changing host] 17:07:41 dat vault yo 17:07:43 -!- LexAckson_ has quit [Ping timeout: 248 seconds] 17:08:11 -!- scummos__ has quit [Ping timeout: 240 seconds] 17:19:30 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 17:22:11 -!- amalloy_ is now known as amalloy 17:30:22 dpeg: nope, dinner and such 17:31:42 !tell dpeg nope, the VS still alive. 17:31:43 LordSloth: OK, I'll let dpeg know. 17:31:43 good luck then 17:31:43 dpeg: You have 2 messages. Use !messages to read them. 17:31:57 Oh, @dpeg, that's why I didn't see it to the right 17:31:58 Derp 17:32:31 no problem :) 17:32:56 GUI feedback: Bezotted monsters really need an icon 17:33:17 yeah, no love for tilists so far 17:34:03 -!- Kalir has quit [Changing host] 17:36:47 Gameplay feedback: it's not really clear what the purpose of the branch is. The randomization of it kicking in complicates matters. Because of random triggering, it might not process on several fights, then trigger on a bat, or a monster you're still busy fighting, let alone luring 17:37:32 -!- adelrune has quit [Ping timeout: 240 seconds] 17:37:36 well, maybe taking a step back from luring, the goal is to make things tactically more interesting, occasionally 17:38:16 If luring is the focus, I'd have combat (say, swinging and missing a bat) decrease the odds of it triggering 17:38:58 interesting 17:39:07 If I was going to focus on the 'tactically more interesting' aspect, I'd go all in on it triggering, and then trimming it down 17:39:17 the big idea behind this is that our monsters have very fixed patterns (there's some randomisation with HP and so on), and it might be interesting to allow them to change (and the numerical changes you see in the branch are just easiest to invent/code) 17:39:47 Like after 20 turns, monsters start getting more 'antsy' and 5 turns later, they get bezotted 17:40:07 And with that approach it reminds me of several old concepts for Okawaru being all about pitched battles 17:40:09 I will never quote that on SA, promised 17:41:17 It might make an interesting counterpoint to some god 17:41:40 well, as far as the luring goes: the benefit of luring is that you have the same monster, in a better spot -- if it bezots meanwhile, you have a somewhat harder monster in the better spot 17:42:25 Or, alternatively, one of the more interesting perspectives on SA on your branch was.. approaching from an anti-pillar dancing perspective rather than an anti-luring perspective 17:42:33 there's a lot of caveats and drawbacks, and perhaps this doesn't fly at all, but I hope it *is* worthwhile thinking about changing monsters 17:43:03 oh, energy randomisation has been removed right away, because that's killed by bezotting 17:43:08 It doesn't proc often enough on a VSVM (so far, d:8) 17:43:22 which i picked to increase the chance of kiting 17:43:34 yes, I found the chance to be a bit low (you note it, but not often) but Lasty_1 reported otherwise 17:43:45 but when it does, it doesn't really work out.. unless you cut-down on the two-headed ogres 17:43:50 I tried an OpVM for that extra kiting 17:44:08 -!- coledot has joined ##crawl-dev 17:44:59 If you want to tie it making corridor fights more interesting a tradeoff, I started to have an idea, but my food just came off the stovetop 17:45:16 please don't forget the idea over food! 17:45:24 and dig in 17:48:03 -!- Dixie has quit [Quit: handing off to new term emu] 17:51:20 -!- PsyMar has quit [Ping timeout: 256 seconds] 17:53:15 -!- snux has quit [Quit: leaving] 17:54:44 Only a brainstorm: 17:55:31 1). If an enemy cannot move towards you (as in a corridor), it gets more irritated 17:56:09 2). More like tracking, that is, if the enemy is in active pursuit and not combat/etc 17:56:39 -!- Pleasingfungus has joined ##crawl-dev 17:56:51 I don't see this mechanic helping with the lone two-headed ogres 17:56:53 So hmmm 17:57:18 Crib DoomRL's run mode? 17:57:49 Bezotted God, plus run ability, plus rapid increase/decrease of piety 17:59:25 The randomization isn't interesting unless the player has some influence over the matter 18:00:03 -!- omarax has quit [Remote host closed the connection] 18:00:25 Could make a solid wrath mechanic 18:01:26 But if you want to make things more interesting, it needs to be either actively triggered/influenced agressively by player action, or just happen a lot more 18:01:45 It's in an uncomfortable niche 18:02:01 Not enough to balance around, not too little to ignore 18:02:50 It will eventually happen if someone plays as usual, maybe even charging into combat 18:02:50 Like that time with the bat 18:03:04 Some goon mentioned a minimum time or something 18:03:09 I could look it up 18:04:03 the trouble with a minimum time is that you encourage counting turns to track when that minimum time becomes active 18:04:05 currently there is a minimum time (which is not good imo) 18:04:10 hi mpa 18:04:13 hi! 18:04:15 :) 18:04:33 a simple solution to this problem, imo, is to not add a bezotting mechanic 18:04:35 PF is a better person than me and actually gave the reason that it is not good :P 18:04:40 -!- ig0rb1t has quit [Quit: Leaving] 18:04:41 Unstable branch on underhound.eu updated to: 0.20-a0-471-g521e6c5 (34) 18:04:45 Okay, so trying to give a more focused feedback based on some of goons more interested in discussion 18:04:57 i'm sort of unsure that it's a thing that will really work, yeah 18:05:01 MarvinPA: you say 'good person', but that's BEFORE i just start introducing negativity and memes into the discussion 18:05:04 haha 18:05:21 well, i didn't say good! only "better" 18:05:25 :P 18:05:25 less bad 18:05:42 With the two-headed ogres getting bezotted, i felt that it took the decision away from the player "intended to trigger decisions" 18:05:57 Whether I was fighting or running 18:06:14 "had bezotting kick in between 40-100 turns. I don't see a "grace period" before bezotting can kick in. I would suggest x_chance_in_y(turns-BEZOTTING_GRACE_PERIOD, turns-BEZOTTING_GRACE_PERIOD + 500) maybe? This would allow "good luring" (pulling with rocks, bringing a monster out of sight/sound of known peers) while still punishing "bad luring" (pillar-dancing, pulling a monster 2 screens JUST IN CASE SHIT GOES DOWN)." 18:06:21 Pleasingfungus: speaking of things that are bad, i think you would enjoy the xom discussion from a few minutes before you joined 18:06:35 from me coming across https://github.com/crawl/crawl/blob/master/crawl-ref/source/ouch.cc#L510 (what is this thing????) 18:07:04 hm, from half an hour ago, apparently 18:07:08 reading 18:07:15 time flies when you're reading crawlcode 18:07:18 "The funny part is that this sounds like it punishes a lot of not-luring and minor luring behaviors more than endvault luring, " 18:08:08 isn't that something about getting a kill with low throwing skill? 18:08:11 yeah, bezotting wouldn't do much of anything to elf:3 probably. hadn't thought of it that way 18:08:15 gammafunk: getting killed 18:08:16 As I think on it more and more, it kinda strikes me as an okay divine mechanic which I'll call "Showdown at the DCSS Corral" for no reason 18:08:22 <|amethyst> getting damaged 18:08:26 just taking damage even, not necessarily getting killed 18:08:31 ah, true 18:08:57 so this isn't checked when the player does damage? 18:09:18 from this i've transitioned into just searching for things that entertain xom all over the place, which is a fun time 18:09:25 secret tech: keep fighting low with xom for massive entertainment 18:09:26 "- xom_is_stimulated(10); // dubious 18:09:26 " guess who's to blame here...... 18:09:34 dubious sounds like me 18:09:35 "Possible problems with luring branch: you would have to remove OOD, and most uniques would need a pass (ones that invis, blink away, kite you, summon walls of crud you cannot reasonable kill without pulling it away), and you might have to change how stairs work, how monster armor works (because things like orc warriors and spiny toads on some characters are very nearly impossible to damage which is double jepordy, the chara 18:09:35 cters that can least afford to fight a buffed monster more likely to get it) and I guess how many high hp mobs can spawn or overall monster hp, also look at high evasion mobs because zotted imps means they are even harder to hit, and how mark works, how monsters that step into teleport traps act... 18:09:35 You would have to gut all sorts of other things to not have this change break a number of combos and it fundamentally changes the basic assumptions of crawl, including a level of inherent fairness between creatures and players. I didn't really enjoy or find anything in the update playing it that would bring me back: it was just every so often my character would get badly hurt by the last monster left in a pack or something I 18:09:35 had to kite while it was zerking/invis ect." 18:09:35 -!- jeefus has quit [Ping timeout: 248 seconds] 18:09:37 oops linebreaks 18:09:53 and yeah i think so at least, that one is box of beasts 18:09:54 that's not linebreaks, that's just volume 18:10:17 i meant my copypasted quote 18:10:46 fwiw 18:10:47 i always make the same mistake and it annoys me! 18:10:48 %git f67d6e41dd8a7dce658198c42247ac2f8df114a4 18:10:48 07PleasingFungus02 * 0.17-a0-1266-gf67d6e4: Remove chimerae 10(1 year, 8 months ago, 28 files, 35+ 754-) 13https://github.com/crawl/crawl/commit/f67d6e41dd8a 18:11:00 that '10' value comes from chimerae, or possibly from before them 18:11:11 aha 18:11:12 i wouldn't have added it myself... i don't think i've ever added a thing xom is amused by 18:11:12 yeah that xom thing is weird 18:11:13 sad! 18:11:40 seems like it's going 18:11:41 Even if it doesn't have a fixed threshold, it needs to be more frequent or under player control more in order to yield good data 18:11:45 gammafunk: my quote was secretly an exciting preview 18:11:46 yes 18:11:53 Maybe a monster ability 18:11:59 i wonder what things i've added that xom would be amused by 18:12:21 not hep... maybe something about salt? something about exploding monsters... 18:12:38 maybe something with dragon's call and dragon form, who knows 18:12:44 yara's seems like a thing that xom would enjoy in some form, if people cast yara's (on themselves?) 18:12:45 ^ sick burn 18:12:46 back when salt guys could hurt you with your own constructs, that would've been a good xom thing 18:12:51 oh, sure 18:13:09 Turning into a dragon, and getting slowed from cold-blooded? 18:13:28 maybe if you hit an adjacent enemy with yara's... 18:13:29 probably that's already handled by virtue of it mutating you and/or you hitting yourself with your own explosions 18:13:35 oh, probably 18:13:35 who knows how that stuff really works 18:13:40 x o m 18:13:44 @dpeg - and now my vs splatted 18:13:48 definitely not me despite having been actively reading a bunch of it for the last however long 18:13:59 after a sloppy read-id teleport and player ghost 18:14:13 i rewrote half of xom.cc and i still don't really understand it 18:14:51 !source _xom_choose_good_action 18:14:52 You try to understand the old ranged combat code. Xom is amused. 18:14:52 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/xom.cc#L2927 18:15:09 "what are the odds of xom polymorphing the player when he takes an action?" 18:15:13 "well..." 18:15:46 oh haha i forgot about that comment i left near the top. thanks, past me 18:15:51 one day somebody will volunteer to make xom effects not an endless chain of x_chance_in_ys 18:15:55 and they will be hailed as a hero forever 18:15:57 -!- Lasty has joined ##crawl-dev 18:16:08 refactoring... 18:16:20 LordSloth: I've added a bunch of feedback to the devwiki page. 18:16:52 again, the idea is not that the current bezotting mechanic is trunk ready, I'm interested in thinking about more flexibility with our monsters 18:17:00 -!- dosomething has quit [Quit: Page closed] 18:17:18 well you're also shifting the definition of what it's trying to do 18:17:39 -!- Lasty has quit [Client Quit] 18:17:47 !source _xom_magic_mapping 18:17:48 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/xom.cc#L575 18:17:48 is it specifically to prevent 'luring'? is it trying to mutate monsters to make them more interesting based on some notion of forward progress? 18:17:54 help i'm falling down a crawlcode hole 18:18:06 trying to do too many things at once is how food costs got to their current state, after all 18:18:07 hahaha 18:18:24 oh yeah, i should do that thing where magic mapping has large holes, maybe 18:18:36 i still like that idea....... 18:19:02 those ellipses 18:19:06 they speak volumes 18:19:38 when i copy-edit my own writing, one of the first things i do is chop out the ellipses. they're my great weakness 18:19:42 them; and semicolons 18:19:50 ellipses_lang 18:19:58 ouch.... that really hurts...... 18:20:03 geez.......... 18:20:50 -!- KamiKatze has quit [Ping timeout: 260 seconds] 18:20:50 -!- cait is now known as yesno 18:21:00 I'm not sure, I assume you'd have it so that reading another mmap doesn't change the mapping state of the level? 18:21:15 why? 18:21:16 mmap is a limited resource 18:22:03 well, sure, but the resulting decision-making of the change isn't that interesting 18:22:16 I dunno, I have a hard time seeing how that would be better than simply making mmap less common 18:23:08 if mapping a level were such a strong effect it might be cooler, but mapping a level is usually not that strong; portals are about the only case where maybe a partial map will matter a lot 18:23:27 gammafunk: like I said in that c-r-d email: I think making monsters non-static could be good, and I am trying to come up with something that's more interesting as-is (i.e. provides more situations where you have to decide new/differently) and does something again luring. 18:23:47 -!- Lasty has joined ##crawl-dev 18:23:58 dpeg: well the first goal is pretty nebulous 18:24:06 decide new/differently in what situations? 18:24:08 i would agree that mapping a level is not a strong effect *in general*, though it's also useful in some other cases - pan often, slime and hell sometimes 18:24:15 sure, but "make monsters not static" is not specific either 18:24:36 right, I agree that both are not specific 18:24:37 but on those occasions where mapping a level is useful (which are the only cases we care about!), i think big holes in the map are... 18:24:41 well, maybe they're not that interesting. 18:24:56 !tell steelneuron when you were checking logs, did you see my comment about invis monsters and the new moves? 18:24:56 Lasty: You have 2 messages. Use !messages to read them. 18:24:57 Lasty: OK, I'll let steelneuron know. 18:24:58 idk. 18:25:00 "not static" to what end? what kind of new/different decisions (if this is not related to luring) 18:25:15 -!- ontoclasm has joined ##crawl-dev 18:25:46 !tell steelneuron nm, you already answered that haha 18:25:47 Lasty: OK, I'll let steelneuron know. 18:26:15 Pleasingfungus: yeah I'm not trying to be super negative about changes like that, there's probably something you can do with mapping mechanics even generally, but it's a bit tough when the relevant situations are rare (and the tool to deal with them, map scrolls, are pretty rare) 18:26:20 perhaps map scrolls are too common 18:26:32 in cogmind, mapping is like super duper relevant 18:26:47 i mean, i might lean toward making them more common along with being more flawed 18:26:51 gammafunk: going from fixed monsters to any other kind of monsters gives us more design flexibility. I am not saying this is necessarily good, but it is conceivable that better gameplay could come out of it? 18:26:53 monster *sensing* can be really great in crawl, but we've tended to remove those things 18:26:56 more decision points 18:27:20 Pleasingfungus: that's kind of why I thought you might make the mapping state from the scroll fixed, so that you can't ust read more 18:27:34 and then other sources might not have this limitation 18:27:37 mutation, ash 18:27:45 but yeah obv all sorts of ways you can try to take that 18:27:57 i'd sort of worry that making mapping more common (even if flawed) would still just tend towards making it just be used on the places it is currently, but with less chance of running out 18:28:20 gammafunk: Brogue, for example, has an extremely slim set of monsters (all stats fixed, 26 in number, no weapon/armour). But they can have random mutations (like: agile, infested etc.) So that adds flexibility to Brogue's monsters. 18:28:22 ooh! ooh! what is map knowledge decays *over time* 18:28:27 :TrollEmote: 18:28:36 and s/is/if/ 18:28:36 i will destroy you 18:28:40 xD 18:29:27 dpeg: well crawl has a literal noah's ark of monsters 18:29:30 MarvinPA: reasonable concern! 18:29:54 dpeg: so giving them each special attributes creates an awful lot of cognitive load 18:30:11 sure 18:30:28 I am trying not to hand out variety nilly-willy 18:30:48 but yeah my concern is generally "what specific problem is bezotting trying to solve?" if it's trying to solve both luring and strategic forward progress 18:30:52 its job is getting harder 18:31:20 or both luring and some other notion of monsters being dynamics, if not forward progress 18:31:25 as opposed to only 'luring' 18:31:32 -!- Kalir has quit [Ping timeout: 240 seconds] 18:31:35 yes, I agree 18:31:53 *dynamic 18:32:23 -!- Amnesiac has quit [Quit: Page closed] 18:32:57 ideally, I'd like to suggest something that only deals with luring (or even pillar dancing) and makes people think in broader terms. 18:33:46 -!- Pacra_ has joined ##crawl-dev 18:34:09 it's a big transition to try to make 18:34:19 I still haven't respond to lasty's original crd etc 18:34:28 *responded 18:34:42 been messing with ffmpeg for two days, not my fault 18:35:15 sure, this is tnohing for 0.20 or any specific release 18:38:40 -!- Tiltorax has quit [Quit: Page closed] 18:39:56 -!- ontoclasm has quit [Quit: Leaving.] 18:41:16 gammafunk: and I just responded again! Now you're down two. 18:41:23 dammit 18:41:39 finish writing this ffmpeg script for me and I'll respond 18:41:54 mmm, xom finds it hilarious when you attack yourself in melee because you're confused 18:41:56 Lasty: do you think that crawl is too easy 18:42:01 re your last email 18:42:01 fr: that's possible 18:42:15 Pleasingfungus: yes 18:42:22 why? 18:42:33 Pleasingfungus: but most of crawl being too easy is about how effective the optimal-but-boring tactics are 18:42:52 someday i should spectate you 18:42:56 not sure i ever have 18:43:25 !splatratio devteamnp 18:43:28 % of xl17 chars killed recentish: 1/38x elliptic [2.63%], 3/21x amalloy [14.29%], 7/44x gammafunk [15.91%], 2/8x doy [25.00%], 8/31x Brannock [25.81%], 12/44x Medar [27.27%], 6/19x MarvinPA [31.58%], 41/115x Lasty [35.65%], 13/29x dpeg [44.83%], 5/11x PleasingFungus [45.45%], 4/7x reaver [57.14%], 11/11x Neil [100.00%] 18:43:34 what's the difference! 18:43:39 35%, 45% 18:43:50 Pleasingfungus: once you understand a handful of things well, you almost never get into bad situations without being actively careless, and you usually know how to get out of the few bad situations that do arise with good use of consumables 18:44:11 I deliberately play carelessly to make more interesting situations, and I still have a good win rate 18:44:33 I guess I would summarize the current difficult problem of crawl is that it's too inverted; hardest early on and so much easier later 18:44:44 not that the early game needs to be harder 18:44:53 yeah, the mid/late game could be harder 18:45:35 that said, making those portions still fun while having more appropriate challenge is not something that's necessarilly easy to fix 18:45:39 I would love it if crawl was hard enough that the best players often lost because they were trying to make all the right choices but still made some bad ones. That's a really high bar tho. 18:45:44 -!- eb has quit [Ping timeout: 256 seconds] 18:45:58 I don't think that's realistic. 18:45:58 -!- Voodoofly has quit [Quit: Page closed] 18:46:05 i mean, i've played crawl for years, and i am still rubbish at it. this is the status of the vast majority of the player base, with the exception of those who haven't yet played for years. so it feels very off to me when you say that crawl is "too easy" in general 18:46:13 yeah, that sounds like turncount (or realtime) levels of difficulty 18:46:15 like you're playing a different game 18:46:38 I think the best we can hope for is that crawl will be winnable by players who are playing well if they don't get particularly unlucky. 18:47:02 sure, however this is presently the case 18:47:19 Right now the situation is (so far as I can see) that good players will mostly win unless they stop paying attention or get really screwed over in the early game 18:47:20 I guess you mean that crawl will not be winnable if you're playing poorly 18:47:35 yeah, more or less 18:48:02 -!- panicbit has quit [Remote host closed the connection] 18:48:29 I wonder if targetting a game time of like 3-5 hours max is more reasonable for this Lasty-level of difficulty 18:48:30 maybe to put it better, you would be very unlikely to win crawl without playing well, and also playing well is fun 18:48:42 [15:47] Lasty Right now the situation is (so far as I can see) that good players will mostly win unless they stop paying attention or get really screwed over in the early game <- do you see this as a problem? 18:48:42 again cogmind has a much harder late game compared to early game, but it significantly shorter 18:48:45 gammafunk: definitely 18:48:53 *it is 18:49:20 i fully support the notion of crawl being fun to play well, of course 18:49:31 ug, such a traditionalist! 18:49:39 !lg devteamnp x=avg(dur) s=name 18:49:40 67554 games for devteamnp: 13954x Neil [0:08:50], 10454x KiloByte [0:17:27], 6247x 78291 [1:09:52], 3912x gammafunk [0:48:29], 3617x wheals [0:20:47], 3393x sorear [0:43:10], 3178x MarvinPA [0:52:34], 2633x dpeg [0:44:13], 2206x rob [1:12:16], 1753x bh [0:24:33], 1749x Brannock [0:32:08], 1440x SamB [0:13:31], 1398x SGrunt [0:47:40], 1360x bookofjude [0:27:21], 995x doy [1:37:11], 981x HangedMan [... 18:49:47 get on my level 18:49:48 !lg devteamnp x=avg(dur) s=name won 18:49:49 2051 games for devteamnp (won): 464x 78291 [7:46:23], 328x elliptic [5:39:41], 191x Lasty [5:32:06], 134x MarvinPA [9:31:51], 126x Medar [10:12:43], 89x Brannock [4:17:05], 71x gammafunk [12:45:53], 70x itsmu [8:50:57], 62x evilmike [10:29:12], 58x rob [14:42:46], 51x amalloy [12:21:35], 50x pointless [8:34:56], 47x dpeg [9:51:51], 44x doy [17:02:41], 43x PleasingFungus [8:25:35], 42x SGrunt [6:36... 18:50:05 !lg devteamnp x=avg(dur) s=name urune=3 won 18:50:06 1271 games for devteamnp (urune=3 won): 268x elliptic [5:11:42], 238x 78291 [6:12:41], 173x Lasty [5:17:30], 95x Medar [8:48:03], 68x MarvinPA [6:03:59], 49x gammafunk [9:23:39], 44x itsmu [7:50:46], 39x amalloy [11:22:25], 39x SGrunt [6:13:56], 36x evilmike [9:03:37], 31x doy [15:59:48], 25x pointless [7:20:03], 24x rob [11:30:06], 22x dpeg [8:27:59], 19x wheals [4:45:01], 19x Brannock [4:00:20],... 18:50:14 urune=3 is bad 18:50:23 not sure what you're searching for here 18:50:30 urune<=5 probably 18:50:42 and yeah not sure what this query is 18:50:53 trying to figure out how long dev games last on average for a 3 runer 18:51:03 for all of them? 18:51:06 or individually 18:51:30 it's really tricky, because you have a bunch of challenge-type runs in there 18:51:31 on average, sorted by player 18:51:32 like N7 18:51:35 gammafunk: sure 18:51:43 but yeah, just 18:51:55 can you do o=avg(dur)? 18:51:59 or is that illegal 18:52:01 -!- Ququman has quit [Read error: Connection reset by peer] 18:52:06 it also doesn't fully account for active attention 18:52:10 !lg devteamnp x=avg(dur) urune<=5 won o=avg(dur) s=name 18:52:12 1708 games for devteamnp (urune<=5 won): galehar [1d+5:38:40], mumra [21:37:17], 3x evktalo [18:26:20], 5x erisdiscordia [18:12:03], 37x doy [16:26:51], 3x edlothiol [14:00:47], 8x Keskitalo [13:42:12], 47x rob [13:20:54], 3x haranp [13:01:41], 21x sorear [12:48:23], 12x bh [11:49:12], 5x bookofjude [11:42:34], 46x amalloy [11:37:32], 11x ontoclasm [10:51:02], 14x KiloByte [10:34:51], 6x wormsofca... 18:52:19 sick, you can 18:52:23 !lg devteamnp x=avg(dur) urune<=5 won o=avg(dur) recentish s=name 18:52:24 256 games for devteamnp (urune<=5 won recentish): ontoclasm [11:45:21], Keskitalo [10:22:21], 5x doy [9:39:21], 17x amalloy [8:53:20], 37x gammafunk [8:40:05], 16x dpeg [6:54:51], 6x PleasingFungus [5:37:20], 12x MarvinPA [5:29:39], 3x reaver [5:10:44], 27x Medar [5:02:35], 35x elliptic [4:47:41], 72x Lasty [4:30:28], SGrunt [4:21:43], 22x Brannock [4:07:16], wheals [3:58:54] 18:52:44 wow, i would've expected my times to be a lot longer 18:52:57 only 6, so a bit few, but yeah you play faster 18:52:59 !lg . x=avg(dur) urune<=5 won !recentish 18:53:00 27 games for Pleasingfungus (urune<=5 won !recentish): avg(dur)=8:03:31 18:53:08 most of my games were longer 18:53:17 i guess i started playing faster... probably why my winrate went down! 18:53:20 Gotta Go Fast 18:53:26 +yeah! 18:53:52 anyway, those numbers are a lot closer to cogmind's than i would've expected 18:53:57 since cogmind is, in my head, a smaller game 18:54:02 i guess i'm newer at cogmind (and hence slower) 18:54:02 I suppose the key question is this: how likely should the average player be to win a game of crawl? 18:54:05 yeah, but this is a list of pretty experience players 18:54:41 Lasty: you make it sound like the average player is just rolling a die every time they play 18:54:52 "hm, came up a 5. guess i'm splatting before temple this run" 18:54:54 Pleasingfungus: that's not at all what I mean 18:55:04 i think it's a poorly phrased question :P 18:55:12 I don't think crawl is all that luck-based 18:55:13 well, I take PF's point that you don't really phrase it in terms of win rate 18:55:28 like you don't target a win rate per se; you target 'fun', I guess 18:55:35 What I meant is, how likely is it that an average player will ever win any games 18:56:05 gammafunk: definitely, but the difficulty affects fun. For some players, no doubt more difficulty raises fun, for others the opposite. 18:56:06 i think the 'average player' isn't at all useful here. the 'average player's winrate has been creeping up over time, iirc, but that's not something that we really do or should take account of in design 18:56:06 there's currently a "1-2%" win rate, but we use that only in a relative sense 18:56:09 i care about the new player 18:56:13 -!- Kalir has quit [Changing host] 18:56:17 i care about the experienced player 18:56:25 and i care about myself, me, and i, the three most important players of crawl 18:56:30 but i don't care about the 'average' at all 18:56:32 cares about frogs... 18:56:41 you care about so much! 18:57:07 you can ask questions like, "should a new player be expected to win? [no, probably not even if they've played other roguelikes]" 18:57:50 or you can ask the sort of questions you were asking earlier, about whether experienced players should be expected to win more or less every game 18:57:59 My perception is that the "most fun crawl" is one where making it a little further than the last run feels like a big achievement 18:58:03 and a win feels herculean 18:58:12 i personally have no problem with crawl being masterable to the point that a really good player can streak indefinitely 18:58:38 provided that it takes long enough to reach that level of skill, and that both the process of becoming skilled and the process of winning in a skilled manner are fun 18:59:09 i think you might disagree with me on that? which is one of the reasons it's a useful question to ask 18:59:32 yeah, I do disagree 18:59:47 Lasty: yeah, what you're describing is really turncount/realtime levels of difficulty 18:59:50 I'd like experienced players to still feel like every game requires struggle to win 18:59:58 these games will have significantly higher levels of stress 19:00:03 -!- omarax has quit [Remote host closed the connection] 19:00:55 I like these kinds of runs too, but it's something I can't do too much; if you could fix rng so that e.g. a turncount runner can always win with correct play, it's still gonna be pretty high stress most of the time 19:01:05 i think that in a game without 'twitch'/reflex challenges, a 'purely strategic' game like crawl, the only way that you can really provide challenge for an arbitrarily skilled player is to introduce arbitrary amounts of randomness 19:01:12 that's not satisfying to me 19:02:10 i want the process of playing well to be complex and challenging and satisfying, but i don't think it's reasonable to try to design a game that can never be mastered 19:02:19 i mean, slots are a game that can never be mastered, but... 19:03:36 Can you master a game and still have a non-trivial chance to lose? If you do, is that game just random? I'm not sure I haven't the answers there. 19:03:38 I think you can nudge the game in the direction Lasty is suggesting, but yeah you're going to have to stop (significantly) short 19:03:57 Lasty: i would argue 'no / yes', respectively 19:04:09 I hope all this meta is going to end up in like, xom speech 19:04:19 or maybe crazy yuif speech (While you worship xom) 19:04:41 possibly to some extent i'm creating some confusion by not differentiating between a hypothetical Very Experienced Player and existing very experienced players, such as one L. A. Stee 19:05:13 imagine if you encounter yuif 19:05:19 i have no stake in whether crawl should be consistently winnable for any given player or group of players 19:05:19 and he launches into a classic dpeg rant 19:05:27 *anti-dpeg rant 19:05:53 -!- Boatshow has quit [Read error: Connection reset by peer] 19:05:55 but i don't think that crawl should be redesigned to avoid being mastered, provided, again, that the processes of achieving and executing on mastery are both enjoyable 19:06:55 -!- aditya has quit [Ping timeout: 260 seconds] 19:07:23 there may be an inherent contradiction there, since for some mindsets, a game that you can win consistently - even if only by remaining at the top of your game throughout play! - might not be enjoyable. but i mean, is it a reasonable requirement of crawl that it remain indefinitely enjoyable for every player? 19:08:58 at some point we add difficutly settings 19:09:09 mummies for everyone 19:09:50 -!- Pekkekk has quit [Quit: Page closed] 19:12:01 i guess my current feeling is that, if a very small minority of players are annoyed by luring, the solution is for them to change the way they play (e.g. by speedrunning, as gammafunk suggests) or to move on to fresher pastures, rather than making changes that seems actively detrimental to the majority of the playerbase. but i'm quite biased as a member of the latter group, so i can... 19:12:03 ...understand if you disagree 19:12:29 i feel like a real wordpress commenter right now......... 19:12:36 why are devs taking away my high elves 19:12:49 why are devs taking away my luring. etc 19:13:05 minotaurs can't wear helmets. 19:13:06 it's an eliteplayer conspiracy 19:14:24 !nick eliteplayer 19:14:25 No nick mapping for eliteplayer. 19:15:14 Pleasingfungus: re: luring specifically, I think it absolutely needs to get fixed, because it's very strong in almost every situation, often boring to execute, and can mostly be repeated forever. So, if you want to engage in top level play, you have to actively bore yourself to do it. 19:15:41 I actively avoid luring to a boring degree because it's boring, but I know I'm sacrificing win percent 19:16:06 i should find the stuff i wrote to dp*g about this a while back 19:16:11 i hope i didn't put it pms 19:16:17 that's totally separate from my feelings that if crawl were harder ti would be good 19:18:36 -!- bgiannan has quit [Ping timeout: 256 seconds] 19:18:38 idk. i get where you're coming from on this luring problem, but i think your proposed solution is extremely bad, and i feel like this is a Hypothetically Optimal Playstyle that's unusually distant from most players' playstyles 19:18:52 (and hence less relevant to them/me) 19:19:54 if you have an hour and are interested in very meta stuff, have a look at https://media.ccc.de/v/33c3-8369-machine_dreams 19:20:41 i guess it's at least in part a matter of how you think about it. if bezotting is supposed to prevent doing anything but charging in at enemies (minimizing # of tracking turns), that's quite bad. i don't think that's the intent. it's possible that the intent is something closer to 'providing a cost tradeoff for pulling enemies away from their friends' (a risk), which is... possibly less bad... 19:21:32 -!- Tux[Qyou] has quit [Quit: Excess flood] 19:22:10 Pleasingfungus: "extremely bad" -- I didn't realize you hated it so much. I assume you mean dpeg's dynamic monsters as my proposed solution. 19:22:15 yes 19:22:17 in which case, no, that's dpeg's 19:22:22 my solution is the doomclock 19:22:25 oh, are you more of a - 19:22:27 yes 19:23:02 and yeah, it's supposed to be a tradeoff 19:23:25 it's not supposed to prevent luring, just make it non-trivially-better-in-all-situations 19:24:28 <|amethyst> my issue is that it also affects running away 19:24:48 i don't have a strong opinion on the doom clock. it would be interesting to have some working time pressure, but any kind of time pressure that'd be relevant to reasonably skilled players with good chars (e.g. troggers) would be absolutely devastating to weaker players and slower character types (decj!), without some kind of compensating buffs 19:25:02 -!- ProzacElf has quit [Ping timeout: 240 seconds] 19:25:07 i should find your email 19:25:29 ah, yeah, doesn't address that 19:25:41 it does seem possible that you could work it out somehow, but it'd be a huge project for sure 19:26:31 <|amethyst> Pleasingfungus: maybe it's okay if time pressure is tuned for weak players with moderately slow character types 19:26:58 that wouldn't help with luring for skilled players, then :) 19:27:04 since they would have more than enough time to spare anyway! 19:27:31 <|amethyst> hm 19:27:39 <|amethyst> for me, time pressure wouldn't affect luring 19:27:50 <|amethyst> as a bad player 19:27:54 bezotting feels like a... very blunt instrument. it hits all kinds of things that it's not 'supposed' to hit... running away, fighting enemies more than one at a time (which *encourages* luring), etc 19:28:03 <|amethyst> it might make me lure slightly more, because I'd be not resting to full as much 19:28:21 |amethyst: the kind of luring those guys talk about is luring enemies across, like, multiple rooms or some crazy stuff 19:28:28 <|amethyst> because I spend a lot of time resting on early floors 19:28:31 for every monster? crazy stuff 19:29:06 apologies if i'm misremembering 19:30:50 -!- scummos| has quit [Ping timeout: 260 seconds] 19:30:50 <|amethyst> dpeg at least was complaining about luring he actually does 19:30:59 <|amethyst> I haven't watched him play though 19:31:17 yes, i'm saying that he says he actually does that 19:31:51 i mean, i don't see any reason that lasty would bring up doomclock as an answer to luring if he didn't think there was a significant time cost involved 19:33:07 sorry for that off-topic stuff, it is interesting though, just as this discussion 19:33:09 I don't think bezotting hitting running away is seen as a problem 19:33:31 but yeah, I do think luring tends to use a ton of time 19:33:35 and luring that doesn't isn't so bad 19:34:18 my pov: I cannot expect Crawl to be as deep as Go, and I don't, but I would like it to be a bit deeper -- it should prevent me from pillar-dancing and luring, say (and I say this because I feel that it is possible to come up with working game rules to achieve that) 19:34:24 [16:33] Lasty I don't think bezotting hitting running away is seen as a problem <- except by |amethyst, literally just now 19:34:28 (or by me) 19:35:19 -!- removeelyvilon has quit [Quit: Page closed] 19:36:38 idk, i'm getting inappropriately antagonistic. i'm sorry. 19:36:40 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 19:36:46 |amethyst: I don't mind luring if it is special, just like I don't mind if there is one unique who steals. 19:37:35 -!- ProzacElf has joined ##crawl-dev 19:37:45 but I am unhappy when I do it (it feels like Elbereth or artefect wishing in Nethack), and I am unhappy when I die from not-luring too 19:37:52 * dpeg has unhappy tendencies 19:38:37 i feel like i got removed from freenode for about 20 mins? 19:39:03 ProzacElf: yes, 13 minutes ago 19:39:07 hah 19:39:09 well 19:39:46 if anyone missed my complaints about the experimental branch that makes monsters get stronger 19:39:52 It would be extremely interesting to have a really good player who's around since 0.1 or so, and talk about how the decision processes have changed/improved/deteriorated. 19:40:01 i'll give lasty a transcript 19:40:27 do you actually want a really good player? 19:40:31 I think a lot of what we've done over the years attempted to removed fake choices and all real choices. 19:40:35 fwiw i would tend to agree with PF on bezotting in particular not looking like it'd be a good solution to luring issues such as they are 19:41:11 MarvinPA: alright. Do you think that luring is a problem that should be solved? That would be okay to solve if there was a reaonable solution? 19:43:35 if y'all can find a solution to luring that doesn't amount to making d:1-3 impossible i'll be impressed 19:44:16 <|amethyst> ProzacElf: trivial: make the solution kick in at d:4 19:44:16 it's not something i do a ton, although certainly i agree there's some problems there 19:44:20 ProzacElf: well, if that's the only problem, then we don't deny ourselves follow-up changes 19:44:22 maybe hard to come up with something that works well (just based on how crawl works in terms of hp-over-time, permanent levels with backtracking etc) 19:44:35 MarvinPA: yes, can agree with that 19:45:00 ProzacElf: what's your rant? 19:45:12 neil: it may be trivial, but i sure didn't see anyone talk about it 19:45:46 btw, bel (forum poster) suggested a consumable item "staircase pass". You have to use one whenever you want to take a < staircase with monsters on the level knowing your position. This is yet another can of worms, but I found it intriguing 19:45:56 Lasty: oh, that the experimental branch basically ensures you will die to the first adder you see 19:46:13 ProzacElf: we have played the branch, that's just false 19:46:15 unless you just stand your ground in a wide open room 19:47:05 <|amethyst> ProzacElf: how many turns do you spend with the first adder you see pursuing you? 19:47:47 well, depends on my race and how close i am to a hallway and what else is around 19:47:58 but dpeg has obviously proven me wrong already 19:49:04 ProzacElf: that wasn't my experience 19:49:08 ProzacElf: for starters, if the adder is asleep, you can just back off 19:49:32 lol 19:49:40 it can be advisable to move *towards* a monster, which is exactly the goal of the whole experiment 19:50:18 03MarvinPA02 07* 0.20-a0-472-g5c05303: Adjust some Xom amusement checks 10(57 seconds ago, 6 files, 4+ 36-) 13https://github.com/crawl/crawl/commit/5c053032e386 19:50:49 if you can actually make it a good move to move towards a monster i totally support that 19:51:23 because i would bet that i have about 3000 deaths that involved moving toward a threat 19:51:32 I am brainstorming a little bit, please excuse any excess stupidity. 19:51:52 ProzacElf: haha, it's the newbie approach to monsters indeed 19:52:20 well 19:52:57 What if some monsters, upon generation, get the "bezottable" tag, displayed right away. Such a monster will deterministically bezot after follwing the player for, say, ten steps? 19:53:27 the idea is that the presence of one such monster in a group changes your approach to the group 19:54:07 <|amethyst> that sounds like it would increase the benefits of stealth + luring 19:54:10 mmm 19:54:18 <|amethyst> since you'd want to lure the others away before that one notices you 19:54:29 and also just shouting at the end of a hallway 19:54:48 i have no idea what the solution is 19:55:07 <|amethyst> for group luring, I think group AI is worth looking at 19:55:08 but i don't think it's a big problem to begin with 19:55:18 |amethyst: yes, quite possible 19:55:22 group luring might be interesting 19:55:34 <|amethyst> it's just that the AI code is so ad-hoc... 19:55:49 <|amethyst> ad-hoc and spread all over the place 19:58:22 some more random ideas: staircased monsters could just always bezot (and by "bezot" I mean any kind of permanent improvement, doesn't have to be the current one, although higher speed sounds good in any case) 19:59:52 the shouting solution that immediately has been found in the branch can be addressed: you start the counter as soon as a monsters walks towards a noise source 20:00:03 -!- omarax has quit [Remote host closed the connection] 20:04:50 -!- timvisher has quit [Remote host closed the connection] 20:09:20 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-472-g5c05303 (34) 20:12:06 i feel like you could take a lot of lessons from amybsod 20:12:33 what is it? 20:15:25 ? 20:16:50 google shows me it's a slashem reddit poster -- what now? 20:17:00 oh 20:17:03 hah 20:17:15 she runs her own nethack variant 20:17:27 "slash'em extended" 20:17:32 I know 20:17:44 does she address some of Nethack's broken features? 20:17:59 (because I thought that was something Slashem is explicitly not about= 20:18:03 not at all imo 20:18:24 then I don't understand what I can learn from amybsod 20:19:07 but i feel like these "anti-luring" initiatives are just making the early dungeon super lethal 20:19:07 -!- Ladykiller69 has quit [Quit: Verlassend] 20:19:07 which is certainly something she's achieved too 20:19:47 you should give it a whirl on CBRO before claiming "super lethal"... it boils down to the numbers how lethal such a mechanic is (and the chances are very slim) 20:20:12 you seem to think: "see adder, bezot adder" which is completely wrong 20:20:36 ok, that's fair 20:21:01 i shouldn't criticize it before i give it a few tries 20:21:45 -!- coledot has quit [Quit: coledot] 20:26:20 literally the only substantive thing that slash'em extended adds is heaps of "ironic" (trans)misogyny, the only thing crawl has to learn from it is that roguelikes shouldn't have monsters named "slut with syphilis" 20:27:17 -!- CanOfWorms has joined ##crawl-dev 20:29:35 minmay: I'm not sure we had to learn that 20:30:04 are we talking about fan service? 20:30:36 are fans serviced by syphilis? 20:31:52 is that what they're calling it these days 20:41:31 https://nethackwiki.com/wiki/Monster_(Slash%27EM_Extended) 20:43:59 just so you can see how many monsters there are in it 20:44:18 "One more thing to watch out for on the quest is that animated sexy leather pumps are spawned occasionally; their attacks become stronger if the player allows them to hit repeatedly." why am I reading this 21:00:03 -!- omarax has quit [Remote host closed the connection] 21:00:52 -!- amalloy is now known as amalloy_ 21:03:50 -!- Blazinghand has quit [Quit: Leaving] 21:07:18 -!- ProzacElf has quit [Ping timeout: 245 seconds] 21:10:11 -!- sneakyness has quit [Remote host closed the connection] 21:11:33 -!- sneakyness has joined ##crawl-dev 21:16:25 -!- ontoclasm has joined ##crawl-dev 21:16:28 is there a way to figure out what the cyno experimental branch is called for sequell's explbr field? 21:16:52 Floodkiller: look up a game and query that field? 21:17:09 !lg * cy-- 21:17:10 No keyword 'cy--' 21:17:22 !lg * explbr=cyno-PR 21:17:22 !lg * species=cyno 21:17:23 No games for * (explbr=cyno-PR). 21:17:23 No games for * (species=cyno). 21:17:38 !lg * x=explbr 21:17:40 !lg * current s=explbr 21:17:40 6744457. [explbr=] Unglaeubiger the Magician (L5 MuNe), slain by Grinder on D:3 on 2017-01-14 02:16:37, with 220 points after 2250 turns and 0:36:19. 21:17:41 373024 games for * (current): 369623x, 2393x councilgod-PR, 473x councilgod, 346x frogs, 189x dpegs dynamic monsters 21:17:53 so I don;t think it;s being logged currently 21:18:02 hmmm 21:25:44 -!- dpeg has quit [Quit: Lost terminal] 21:40:58 -!- nd has joined ##crawl-dev 21:44:28 -!- nd has quit [Client Quit] 21:46:14 -!- Dark-Jedi has quit [Quit: If it breaks, you get to keep both backports.] 21:46:42 -!- sneakyness has quit [Remote host closed the connection] 21:47:14 -!- sneakyness has joined ##crawl-dev 21:53:29 -!- Boatshow has quit [Quit: Leaving] 21:58:53 -!- LordSloth has quit [Quit: Going offline, see ya! 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